Exalted 3e - Heirs To The Shogunate - Full Preview
Exalted 3e - Heirs To The Shogunate - Full Preview
Exalted 3e - Heirs To The Shogunate - Full Preview
Chapter One
The Realm
Cadet Houses
The cadet houses exist on the Dynasty’s periphery. They’re no mere Threshold nobility, for they
trace their lineage back to the Scarlet Empress and are blessed with the blood of the Dragons.
But compared to the Great Houses, They’re lesser in almost every respect — status, holdings,
numbers, wealth, military strength, and proximity to the center of power on the Blessed Isle. But
while their position might confer fewer advantages, the cadet houses’ scions are still Dragon-
Blooded heroes. Their deeds have forged legends across Creation, and may yet shape the course
of the Realm’s future.
House Ferem
Air Cradled in the Jaws of the Sea
Greatness came so very close for House Ferem’s ancestors, yet was not to be. Bagrash Köl’s
ambition and hubris ruined the dream of a Grand Cherak. Now the house rules a rump state, their
war machines battered into plowshares, their only saving grace marriage ties to the Dynasty.
Even that sufficed only to become a cadet house, not a Great House. But Ferem’s scions have
worked since their defeat to ensure that Cherak rises once more — that the lands once theirs shall
be theirs yet again, and beyond.
House Ferem’s history is one of conquest and power, and its scions haven’t forgotten it. Raised
on stories of naval battles and games teaching principles of naval warfare, Ferem scions are
taught never to forget that the Cheraki spirit is as indomitable and fierce as the northern winds.
Only a fool, they say, sails into a red sunrise, and only a fool sails against House Ferem. Whether
they study naval logistics and trade at Scales of Plenty, master seafaring and combat aboard the
Hall of Bitter Salt’s teaching fleet, or even win a place at a Realm secondary school, all come of
age ready to lay the foundations for Cherak’s rise and House Ferem’s rebirth.
House Economics
Both Cherak’s and House Ferem’s economy depend on the sea, the navy, and the Realm. The
sea’s rich bounty of fish, crab, eels, and whales supplements harvests reaped from the region’s
poor soil. Ferem’s navy — an ancient and powerful institution — spreads the house’s influence,
filling its coffers (and its scions’ pockets) with the spoils of privateering, and safeguarding the
maritime trade that’s become House Ferem’s lifeblood.
Much of that trade is with the Realm for both economic and political reasons, complicated now
by the Empress’ absence. House Ferem has of necessity mastered the tools of economic warfare
— ranging from selective tariffs to resource buyouts to outright fraud. Every obol it takes in is an
obol denied to its rivals, and drawing those rivals into debt provides powerful political leverage.
For instance, when the merchant prince Yirida of Damanara sought oak galls for the dye trade,
he discovered that Ferem Sadano had quietly bought up most of Cherak’s supply months earlier.
Sadano refused to bargain until Yirida agreed to a lifetime contract for future purchases.
House Ferem’s greatest rival in this cutthroat game is House Margard. They’re only a family of
mortal merchants, rather than a cadet house, but they’re cunning, tenacious, and backed by
enormous wealth and political ties to the Guild, the Realm, and even intermarriage with Ferem
households. More than once, House Margard’s intervention has soured a transaction that seemed
to be in House Ferem’s favor.
House Military
Grand Cherak’s traditional strength was military excellence, and its navy, largely dedicated to
pirate-hunting, White Sea privateering, and mercenary contracts, is envied by petty states
throughout the North. Despite efforts to bring it under Peleps’ sway, Cherak’s navy remains
independent, a source of pride to every hot-blooded Ferem scion. Most have captained at least
one warship — those who haven’t are either pitiably unseaworthy or seen by the matriarch as
better able to serve their house in less prestigious roles ashore. Ferem coast-admirals, serving at
the matriarch’s pleasure, dominate the navy’s upper ranks.
Ferem maintains a tiny standing army, the White Dragon Regiment, to repel bandits and raiders,
supplemented by levied serfs and kulak militias. While not as esteemed as the navy, House
Ferem nonetheless sees it as an inheritor of Grand Cherak military traditions, and many scions
proudly seek commissions in its officer corps.
Dynastic Spouses
While many young cadet houses remain closely tied to a single Great House, Nissar
struggles to remain unattached. Its households have spread the family’s Dynastic
marriages widely, to avoid being subsumed by one house — Nissar deems such
commitments risky — and to widen the scope of information and favors they can
extract from the Dynasty.
However, these connections still tug at the house. Mortal Dynastic spouses — from
Cynis, Peleps, Nellens, Ragara, and so forth — petition Nissar on their kinfolk’s
behalf, manipulate their offspring’s loyalties, and quietly meddle in Wu-Jian’s
affairs.
House Economics
House Nissar’s primary income comes from subcontracts with Houses Cynis and V’Neef,
ferrying goods from the Blessed Isle to the Western Archipelago. They augment this with
independent contracts with city states, and their shipping empire ranges from An-Teng to Fajad.
More enterprising scions manage their own businesses, often with the goal of making them
profitable enough to attract wealthy buyers. Vedan gives scions great leeway in proposing new
endeavors, matching funding on those she particularly likes, from pearl farming by aquatic
beastfolk to charting faster shipping lanes through bordermarches. The drug trade — unregulated
in Wu-Jian — is especially popular; many scions devote great effort to seeking out novel
narcotics for import or improving on existing drug-refining methods.
Wu-Jian also sees a robust Guild presence. Nissar taxes Guild enterprises heavily, hoping to
discourage membership among Western merchants, but not so heavily as to trigger a trade war.
The house also plays Guild factors and merchant princes against one another, lest a unified
Western Guild undercut Nissar’s local economic dominance. And with the Empress’
disappearance, Guild merchants feel freer to escalate — especially those with Cynis backing.
For every legitimate merchant captain or harbormaster, Nissar counts two pirates in its ranks. Its
corsairs attack coastal villages throughout the West, using knowledge of Sesus and Peleps
movements to maneuver past their coastal patrols and pirate hunters. Most merchant captains
double as marauders, ready to seize vulnerable ships. Profits from raiding enter house coffers
after captain and crew get their cut. Smuggling is common among legitimate merchants and
pirates alike, to sell illicit goods and bypass tariffs.
House Military
House Nissar lacks a standing army or navy. However, its ships’ crews are trained in both naval
warfare and hand-to-hand combat to repel seafaring enemies and capture vulnerable cargoes.
House Nissar leverages its ties with Wu-Jian’s criminal element to deploy paramilitary forces,
mustering brigands, cutthroats, and assassins to supplement the thugs and legbreakers on the
house’s payroll. The Thirteen Schools provide the most impressive weapons in Nissar’s arsenal
— primarily the Blood, who’ll take about any job in exchange for imported firewands and
firedust, and the Jade Sky, masters of Devil Pipe style.
Seeing the Great Houses’ recall of the legions as an opportunity to secede from the Dynasty,
Vedan is quietly increasing Nissar’s paramilitary forces, while secret envoys lay groundwork for
alliances with nearby Western regional powers. The matriarch offers commercial advantages to
the Guild, including lowered taxes and docking fees, in exchange for loans and discounted
mercenary contracts. While this gives the Guild a greater foothold in Wu-Jian than she prefers, it
also funds to purchase pirate vessels and assemble a navy. She’s currently negotiating with local
Lintha and other pirate leaders.
Major Holdings
Situated on the jagged overlook known as the Promontory, the looming fortress-manse
Hurricane Bulwark serves as the family stronghold. Few Nissars reside there long-term —
most maintains their own small country estates — but it’s well-suited to family gatherings,
strategy meetings, and hatching secret schemes. Caverns beneath the manse wind down through
treasure vaults and training grounds to sea-caves containing a handful of small, sleek yachts and
smuggling vessels.
At the edge of the disreputable Shades neighborhood’s riot of hawkers, bars, and casinos, the
Green Garda is an island of quiet. An opium den for the well-to-do, its walls are draped thickly
in rich tapestries to establish an air of opulence and to dampen any noise that might distract its
patrons. Some of its clientele is transient — pirates, mudlarks, and thieves burning through
momentary wealth — but most are crime lords, merchant princes, and aristocrats, their security
assured by an array of Thirteen Schools bouncers. House Nissar owns the Garda and uses it to
conduct secret dealings, including with Fair Folk from the nearby undersea courts.
Scions of Note
Matriarch Nissar Vedan is a tall and curvaceous woman, well-muscled from her years as pirate
captain. She’s usually the sharpest mind in the room, and it frustrates her that she hasn’t yet sent
House Sesus packing from Wu-Jian. In her eagerness, she takes increasing risks as the Realm
turns its attention elsewhere. Vedan likes to meet personally with successful scions; she’s highly
charming, reserving her acerbic wit for those she truly trusts.
The smuggler Nissar Jarana has seized part of the western Blessed Isle’s market on contraband
by usurping control of the smuggler fleet called Crimson Horizon. Jarana relishes sneaking past
Realm patrols; unlike many of her kin, they favor adventure over profit. Jarana is boisterous,
loud, and curses like the pirate they are, and House Nissar usually keeps them far away from
Dynastic affairs. They serve as the House’s main liaison to Storm Mother’s Son.
Nissar Hiran had the luck to be able to marry for love — assisted by the sizable dowry brought
by her wife Vaxilna, a rich merchant plying the Western sea lanes. Vaxilna, however, has
ulterior motives. Her true identity is Iselsi Natalin, a deep-cover spy using her Nissar ties to
work against Houses Sesus, Peleps, and V’neef. Natalin has since revealed the truth to Hiran,
who’s willingly pledged herself to Iselsi’s Vendetta out of love — and in hope that House Iselsi
could back Wu-Jian’s secession from the Realm.
Raised on luxuries and perfect etiquette, Nissar Hatek is now the house’s prime host to visiting
Dynasts — a task well suited to his easygoing, sybaritic nature. His parties are lavish affairs,
with drink and drugs freely flowing, and he has a talent for inviting young nobles to Wu-Jian to
escape overbearing family. Hatek’s mission is to listen, and carefully assess which noble might
be turned against another. But recently he’s fallen in love with the poet Cynis Amari — Sesus
Nemoia’s urbane niece — and has begun sharing more of Nissar’s secrets with his lover than he
ought.
House Simendor
Dark Wings Enfolding the Agate Throne
House Simendor exemplifies all of the Realm’s fears about sorcery. Its scions are dissolute,
insular, moody, and relentless — always ravenous for new spells and knowledge, and for such
luxury, wealth, and political power as permits them to pursue their obsessions at leisure. The
entire house is a deadly game of one-upmanship, with favor and influence granted in proportion
to discoveries rather than loyalty. Even their ancestral tradition of sorcery is built on a foundation
of decadence and pride, drawing power from their pursuit of hedonism.
The house’s current incarnation is named for Daimyo Simendor the Hellblade, one of the first
Threshold lords to pledge fealty to the Scarlet Empress, plying her with gifts of magical lore and
artifacts, and tutoring her in certain sorcerous arts. Doing so secured her good will, which has for
centuries discouraged Mnemon satraps from looking too closely at the more troubling practices
— demonic pacts, mortal test subjects, and the like — surrounding the house’s pursuit of
sorcerous knowledge. Now, in the Realm’s twilight, House Simendor is a microcosm of the
coming civil war — perched on the edge of extinction, the house will either rise anew in glory or
crumble into dust.
Social Standing
The ancestors of House Simendor’s sorcerer-princes sat the Agate Throne of Chalan in the long-
forgotten First Age. While the house has flown many banners and gone by many names since
then, it endures. Its long history means that the house is entangled in the affairs of both the
Realm and the South, having married into illustrious families of both many times over. Though
regarded as eccentrics (if not apostates), the house is undeniably ancient, offering allies
legitimacy through connection to the distant past.
While Simendor is feared in its own holdings, the Dynasty regards it with a mixture of
confusion, unease, and anticipation. Its scions’ wholehearted embrace of dubious sorcerous
practices runs against Realm mores, and their failure to recognize the Great Houses’ social
superiority grates against Dynastic pride. And a few recent high-profile assassinations within the
house raise stark questions about what a less inward-turned Simendor matriarch might do upon
Chalan’s throne.
Status within the house is measured by sorcerous knowledge, skill, and accomplishments. Those
who lack talent for sorcery are pitied and relegated to such unglamorous but necessary roles as
administration, finance, or military command. Those with talent who refuse to pursue it — or
who’ve learned sorcery but forgo its use — undermine the house’s self-image. They face a
coordinated onslaught of insults and petty slights for squandering Simendor genius on trivialities,
and either linger as black sheep or flee Chalan.
House Economics
Loved, feared, or hated, House Simendor is too well-positioned to ignore. Chalan’s port is
essential to commerce between the South and the Realm, its ships laden with tribute and treasure
destined for the Empress’ coffers. Shipping forms the cornerstone of the house’s wealth, and it
extracts a tidy sum from tariffs, fees, and bribes.
More than coin, however, Simendors value knowledge, exotic reagents, and useful servants.
They eagerly trade with the Guild for skilled slaves and specimens for their many experiments.
Their treasure houses are stocked with both petty talismans and puissant artifacts collected over
their long history. While their income is middling compared to other cadet houses, their vaults
are fathomless, each strata of coins an archeological record of Creation.
House Military
House Simendor has little interest in warfare, and a history of mutinies has left it disinterested in
a conventional military. Still, the house requires protectors. It boasts a handful of soldiers, each
uniquely altered or twisted through sorcery, but relies primarily on bound demons and
elementals, sorcerous war-constructs, and other strange guardians. While in Chalan, Simendor
sorcerers are expected to devote one night in seven to tending these defenses, whether in
summoning, research, or attending to their servants’ peculiar urges.
Enemies and Alliances
Chalan’s people don’t love the Simendor. Most endure them as one endures any oppressor, but
there are considerable pockets of resistance within the city, which grow more restive as they see
opportunity in the coming time of tumult. With the Realm’s legions withdrawn and the Mnemon
garrison on the defensive, rebels grow increasingly bold, sabotaging treasure-ships in port or
burning cargo on the roads outside the city. Foremost among the rebels is the grim mortal
sorcerer Gabara Kairon, who seeks bloody vengeance against the house for its cruelties; his band
has raided several Simendor libraries and now turns their oppressors’ own cruel magics towards
seizing Chalan’s manses.
House Mnemon has a strained relationship with its quarrelsome satrapy. Simendors embrace the
Immaculate Philosophy’s pageantry but not its substance, leading to frosty relations at best.
While satrap Mnemon Darow Sha may daydream of Simendor destroying itself through petty
infighting, she nonetheless supports its authority to keep tribute flowing.
House Ragara has intermarried with Simendor for centuries, seeking access to financial
opportunities and occult secrets. Simendor sorcery secures several Ragara vaults, and Ragara
scions often travel to Chalan to meet with Southern potentates and plutocrats. But the Mnemon
satrap has long interfered in such affairs, and without Imperial oversight she’s begun meddling
with a much freer hand. Should Simendor and Chalan prove crucial assets in a Realm civil war,
House Ragara may intervene blatantly via economic warfare, espionage, or military action.
The Guild is always welcome in Chalan. Guild caravans are met with extravagant impromptu
festivals; visiting merchant-princes occupy finely appointed suites. The house especially craves
artifacts, exotic slaves, and novelties of every stripe. Guild factors and merchant princes closest
to House Simendor remain neutral in its growing schisms, selling to any and all without
prejudice or preference.
Local spirits vary in opinion toward Simendor. The house scarcely enforces Immaculate
doctrine, making a show of force every few years to avoid opprobrium from House Mnemon and
the Order. But individual Simendors often meddle with spirits for their own purposes, binding
them or even stealing their panoplies for use in sorcerous workings. The Simendors’ greatest
divine allies are the Court of Nameless Gods from whom they derive their signature sorcerous
initiation (p. XX).
Major Holdings
House Simendor dominates Chalan and its surroundings, but rarely interferes with its satellites
unless provoked or intrigued. They maintain waystations, tollhouses, and caravanserais along
nearby roads, extracting taxes and tempting wealthy merchants to indulge in sorcerously devised
intoxicants. The house’s general disarray and lack of a unifying voice prevents it from pursuing a
more active agenda in its holdings, but this suits its laissez-faire spirit…as long as wealth
continues flowing into its coffers.
While Simendor may let exploited neighbors conduct their own affairs, it vigorously claims and
exploits the local geomancy. Foremost among these holdings is the Palace of the Agate Throne
— a grandiose manse, encrusted with masses of raw crystal, that dominates Chalan’s skyline.
Other manses and demenses range from the Betrayal Tower’s foreboding heights to the chaotic
beauty of Washerway Fens and its schools of glimmering sandfish.
The well-guarded Screech Owl Mine produces not only silver and tin, but fabulous orichalcum.
These riches fuel Simendor’s experiments and arm their scions — Simendors have special
fondness for orichalcum’s extravagance and raw power.
Scions of Note
Matriarch Simendor Aksaja is a sorcerer-queen of peerless skill and refinement. She rarely
leaves her chambers in Chalan, instead seeking to foster unity and avoid schism through an
exhausting series of balls and masques. Growing increasingly erratic, she showers unsustainable
rewards upon scions for sorcerous discoveries, especially those she can integrate into her
magnum opus — a collection of hideous curses she intends to deliver to the next Empress as
tribute. Many in the house grow increasingly frustrated with her abdication of her duties, either
vying for her position or grooming potential candidates to succeed her.
Simendor Eshi is heavyset and strong, an anomaly in her otherwise cadaverous house. While
her post as “administrator” of the Weepstone Wastes was intended as both insult and exile for
being too overt in her ambitions toward unseating Aksaja, she’s taken an interest in the region’s
unstable geomancy and ancient crypts. She desperately seeks the resources to investigate the
Wastes in greater depth, trading wildborn hearthstones for the manpower and supplies she
requires.
Born on the furthest, shabbiest branch of the Simendor family tree, Simendor Toren masks his
insecurities in flamboyance. He travels the South atop a flaming azure chariot drawn by winged
horses, leaving a trail of wonder and chaos; he generously offers unasked-for sorcerous miracles,
while demanding satisfaction of his appetites for luxury, strangeness, and attention. He has no
taste for the house’s schemes, often protecting young Simendors from their elders’ machinations
by threat of violence, or seeking promising outsiders as apprentices for his experiments in battle
sorcery. He sees this network of protégés and allies as his true family, and can become
erratically, violently overprotective of what he sees as their interests.
Simendor Sorcery
In a time now lost to history, House Simendor’s ancestors cavorted with spirits of
sand and shadow in the open desert — rogue gods and elementals who refused to
bow to the Old Realm. From this Court of Nameless Gods, they learned the art of
sorcery. Today, many scions still honor their house’s traditions by initiating into
sorcery under these spirits’ tutelage, seeking out their hidden pleasure-sanctums.
Shaping Rituals
God-Pacting: The sorcerer may bargain with spirits for portions of their power.
Once per day, the sorcerer may strike a pact with a willing spirit. Its player proposes
an Intimacy for the sorcerer to gain. If the sorcerer’s player accepts, the sorcerer
gains that Intimacy at Minor intensity and (spirit’s Essence + 3) sorcerous motes,
which last for the rest of the day. The contracting spirit loses that many motes.
Wild Revel: Opulence and hedonism nourish the sorcerer’s soul. Once per scene,
when she partakes in a gala, festival, night of drunken carousing, or other form of
revelry, she rolls (Charisma + Occult) against difficulty 3, adding non-Charm dice
equal to the total Resources cost of the event, gaining sorcerous motes equal to (1
+ extra successes), which last until the end of the day.
Unbroken Spirit: Like the rogue gods she emulates, the sorcerer draws power from
opposing others’ will. Once per scene, when she successfully asserts her Resolve
against social influence or another effect, she gains (Integrity) sorcerous motes,
which last until the scene ends. If the character she resisted had a higher Essence
than her, she gains additional sorcerous motes equal to the difference in their
Essence ratings.
Other Benefits
Hedonistic Affinity (•): The sorcerer exerts subtle charm over her fellow revelers.
Anyone who’s drunk, drug-impaired, or under a Psyche effect or magical social
influence that causes hedonistic pleasure is treated as having a Minor Tie of
friendship towards the sorcerer. Spirits associated with alcohol, drugs, or revelry
are treated as having a Minor Tie of respect towards her instead.
Living Bezoar (••): Revelry and magic have honed the sorcerer’s body. She
doubles 8s on rolls to resist poison and harmful drugs’ effects.
Anything But Temptation (•••): The sorcerer gains +2 Resolve as a Charm bonus
against influence that would require her to refrain from hedonistic indulgence, or
against any Psyche effect or magical social influence that diminishes her capacity
to enjoy sensual pleasures.
House Yueh
A Dragon Among Vipers
From the harbor city of Nai Lei, House Yueh rules the satrapy Nandao, situated at the edge of the
Southwest’s Meiyu Sea. Heir to both the seafaring Baihu people’s rich cultural legacy and the
Shogunate traditions of their Tepet ancestors, House Yueh is a family of mariners, warriors, and
merchants. Its scions hold a majority of seats on the Lamenting Stone Assembly, Nai Lei’s
council of ruling oligarchs.
The house honors Tepet Sharas as its founder. That dragonlord besieged Nai Lei during the
Realm-Baihu wars, then married Raja Yueh Po-Thuan VI to seal the peace treaty — a love
match brokered to both sides’ political advantage. Through Sharas, House Tepet gained
influence over Nai Lei’s strategic port and sizable navy, aiding the Realm’s conquest and
partition of the Greater Zhao empire. Granting cadet house status to Nai Lei’s royal family, the
Empress awarded the satrapial lease elsewhere to restrain Tepet influence. Though reformers
sponsored by Dynastic rivals eventually abolished the Yueh-Tepet monarchy, Sharas’ progeny
retained control over Nai Lei’s politics through the oligarchic Lamenting Stone Assembly.
Social Standing
A regional power, House Yueh wields little influence over politics beyond its Southwestern trade
lanes. V’neef and Peleps both see Yueh as a potential pawn in their struggle for the West, while
Tepet strives to maintain good relations with its estranged relatives. Other Great Houses hold
that the Yueh think too highly of themselves, when they consider their distant cousins at all.
Satrap Ragara Kimisei’s relationship with House Yueh has soured over the years as the cadet
house’s internal power struggles have slowed the flow of tribute back to the Blessed Isle. Nandao
as a whole has managed to escape crushing tributes in the Time of Tumult through exorbitant
bribes delivered to Kimisei and her household. But House Yueh bears the brunt of this burden; it
cannot maintain this forever, and expects no goodwill from the satrap once the stream of gifts
ends.
House Economics
Nai Lei makes a show of its culture, but playwrights and philosophers don’t fill Yueh’s coffers.
The house’s true wealth lies in trade and luxury goods — silks, enameled pottery, spiced
brandies, porphyry, and sandalwood. Yueh ships also smuggle everything from trained slaves to
jade ore, and engage in wide-ranging privateering.
House V’neef, Yueh’s maritime partner, invests in revitalizing Nai Lei’s Sunset Harbor, provides
charts and escorts on Western trade routes, and maintains the region’s primary Merchant Fleet
depot here. But accepting V’neef’s aid risks provoking House Peleps, which backs the rival
Baihu cadet house Zihao in the neighboring satrapy of Huang Hei.
House Military
House Yueh lacks a standing army, instead relying on the citizen army typical of Baihu city-
states. Citizens provide their own arms, and are supplemented by mercenaries hired from Nai Lei
and other Baihu ports. Leadership falls to a general elected by the Lamenting Stone Assembly
from among its members. Yueh’s majority in the Assembly assures that Nai Lei’s elected
generals are always Yueh scions, rendering the citizen army an extension of the house.
By age-old custom, the Baihu port cities commission mercenary captains as privateers against
rival city-states’ fleets. Such attacks are restrained — excessive raiding or egregious conduct
invite reprisal from other city-states’ privateers, incite trade disputes, or spark outright war.
Privateer captains who claim too many prizes or commit atrocities under their city-state’s aegis
face pressure at home, ranging from revocation of their commission to criminal punishment.
Foreign ships, however, are fair game for privateers unless their home country has treaties with a
Baihu city-state. So are other Southwestern pirates: Guild-backed corsairs, Bleak Yatar’s ghost-
reavers, Lintha raiders, etc. House Yueh’s Dragon-Blooded privateers are among the Meiyu
Coast’s mightiest naval powers — and when faced by foreign threats, other Baihu cities’
privateers form alliances of convenience with them.
House Tepet traditionally paid for House Yueh’s most promising scions to attend the House of
Bells, with the understanding that they’d serve in the Tepet legions after graduation — and
indeed, a few such scions perished in the ill-fated campaign against the Bull of the North. With
House Tepet’s downfall, these funds have vanished, and some Yueh households curry favor with
House V’neef or shoulder loans to put their children through premier secondary schools. Others
recruit talented instructors, mercenaries, and outcastes from throughout the Southwest to
supplement the martial tutelage provided in Nai Lei’s open-air academies. This homegrown
curriculum can’t equal the House of Bells’ quality, but the prospect of a generation of Yueh
warriors free of entanglements with the Scarlet Dynasty is promising.
Enemies and Alliances
Since its inception, House Yueh has been a loyal subject and partner of House Tepet. Ports in
Tepet prefectures and satrapies offered Yueh excellent trade opportunities, while a handful of
Yueh officers served proudly in the Tepet legions — many of them perishing in the campaign
against the Bull of the North. With the Empress gone, Yueh is caught between loyalty to fallen
Tepet, which can offer little of what it once did, and overtures from House V’neef, which have
much to offer to those with ambition. House Peleps has also taken interest in Nai Lei, if only as a
means of deterring V’neef.
After the recent loss of Tepet’s financial patronage, many Yuehs have turned to House Ragara
for loans to support business ventures and secondary school tuition. Though grateful, they resent
the barely sustainable interest rates Ragara’s imposed. House Nellens has reached out to offer
key Yueh households more reasonable financial aid, seeing an opportunity to win Yueh’s loyalty
amid the coming strife.
Beyond Great House politics, Yueh’s more immediate concerns are with Nai Lei's neighbors —
rival satrapies around the Meiyu Sea and old feuds with Nandao’s other city-states. House Zihao
of neighboring Huang Hei — a clan of proud, ruthless swordmasters and merchant princes ruling
the region’s oldest Realm bastion — has been especially aggressive in political and economic
gambits against Yueh. In exchange for aiding their Peleps patrons in conquering the region, the
Zihaos were offered authority over the entire Baihu people; they’re readying themselves for war.
Yuehs and Zihaos who’ve married into one another’s houses face difficult decisions.
Houses V’neef and Peleps both watch Yueh scions closely, determining whose loyalty is
strongest, and who might be swayed. Peleps pressured Yueh shipping through Huang Hei.
V’neef offers financial forgiveness for favors, introductions, and favorable terms, presenting
itself as a generous friend — one able to take the place of the now-ineffectual Tepets.
While the threat of Greater Zhao, one-time oppressor of Nai Lei, was broken generations ago by
Imperial forces, old rivalries aren’t so easily abandoned. The eldest Yuehs nurse grudges against
Greater Zhao’s successor-states — Maichu, Ferazha, Zhujen, and especially Zhaojūn (The
Realm, pp. 169-172) — as only those who’ve struggled through centuries of war can, while
Zhaojūn’s reigning Mnemonrai family fears invasion from the southern Baihu cities and
contemplates preemptive strikes. Though Yueh champions have honed their skills in the Tepet
legions, and carefully tended feuds with neighboring city-states have kept Nai Lei’s military
somewhat sharp, the broader peace has left the mortal officer corps unready for the logistics of a
major conflict, should one arise.
Lintha, XXX, and assorted lesser pirates — from independent freebooters to rebellious fisherfolk
— afflict the Meiyu Coast. House Yueh hones its navy against them, ridding the region of threats
to commerce. With Peleps and V’neef poised to strike at one another, the Imperial Navy and
Merchant Fleet have flocked to the region, causing the pirates to keep their heads down for the
nonce. But once the Realm Civil War kicks off in earnest, Yueh fears that it will need to protect
the region alone.
Major Holdings
Carved into a clifftop just outside Nai Lei, the Ampitheater of Fragrant Attar offers a
magnificent view of the Meiyu Sea. A pillared marble pavilion stands at the amphitheater’s
center; its gilded dome shelters the ancient, pitted Lamenting Stone itself, moved centuries ago
from the beach where priests made bloody offerings to its now-forgotten god. The Assembly
holds days-long meetings here, members drinking and dining as they conduct state business.
Villas, shops, and the like have accreted around the Stone Court, forming a small town dedicated
to the Assembly’s aristocrats and their entourages.
At strategic points amid the hills surrounding Nai Lei stand a pair of Shogunate fortress-manses,
the Eyes of Mi Tha. Rebuilt from ruins by the Realm, the domed jade pagodas’ reconstructed
walls remain untested in battle. Each hosts V’neef troops under garrison commander Tepet
Ramna, who chafes at her inability to aid her Yueh kin. A third identical manse lies submerged
beneath the waves offshore, victim of a sorcerous cataclysm that decimated Nandao’s coast in a
long-forgotten war. Efforts by Yueh’s engineers to rekindle this lost manse have met with
limited success.
The Distant Emerald Shipping Company commands several ships and an entire swath of
dockside warehouses in the Zhao city-satrapy of Zhujen (The Realm, p. 171). As Nandao’s
cities consumed the island’s old-growth woods, House Yueh established the Company to
transport timber from Ferazha’s forests to Nai Lei’s shipyards. Now a contingent of house guards
protects the business lest Zhujen’s prince seize it in the runup to civil war, denying House Yueh
a critical naval resource.
Scions of Note
A distinguished war hero, matriarch Yueh Kho Luhn’s gifts lie primarily in delegation and
oversight. Balancing the aims and ambitions of proud Yueh oligarchs, admirals, and merchant
princes demands firmness and tact, as do diplomatic responsibilities and managing espionage
assets. Luhn’s influence has transformed Nai Lei into a regional power, outmaneuvering rivals
and setting them against one another. He negotiates with neighboring Baihu princes, deals with
V’neef’s Merchant Fleet captains, and slips information to Huang Hei’s Peleps handlers and
Ledaal satrap alike.
He employs these same traits in matchmaking for young Yueh scions, a task that’s suddenly
become paramount. Much of the family’s future depends upon its marriage prospects, and with
House Tepet’s fall, she seeks to realign Yueh with stronger houses.
Yueh Kho Gui, youngest of the matriarch’s three sons, is highly accomplished, especially in
poetry and martial arts. Fostered by House Tepet, Gui views himself as a true scion of Tepet’s
martial traditions of honor and excellence. After studying at the House of Bells, he traveled
broadly throughout the Meiyu Sea, battling pirates, Fair Folk, and monsters. These exploits have
made him a rising star in the house, his name a byword throughout Nandao for honesty, integrity,
and bravery.
Luhn has broken Gui’s engagement to a respectable mortal Tepet in order to negotiate a marriage
with a disreputable, craven black-sheep Ragara. Aggrieved, Gui prepares to elope with his
original betrothed, regardless of the consequences to his house.
For over a year, the young diplomat Yueh Fahn has served as Nai Lei’s ambassador to
Goldenseal. It’s a demanding job; even decades after its surrender, Zhaojūn still bears the scars
of war against the Realm, and resentment is ever-present. As an eligible young Dragon-Blood,
Fahn entertains fantasies of whirlwind romance and marriage into the Mnemonrai line. He idles
his time away chatting with palace contacts and seeking entry into the High Queen’s graces.
Recently, he’s unearthed disturbing evidence of financial fraud in the Ministry of Silver and
Jade. He considers advancing his social prospects through blackmail or bringing the matter to the
satrap, though this might antagonize the very Mnemonrais he hopes to romance.
Tranquil Sky, formerly Immaculate monk Yueh Dresvara, follows the Empty Path, a proscribed
philosophy preaching escape from the cycle of reincarnation through selfless virtue. Having cast
off her former name and station, she wanders the southern Meiyu cities seeking enlightenment.
She’s preached the Six Harmonious Emptinesses (The Realm, p. 171) to beggars and scholars
alike, dueled Immaculates seeking to drag her back into orthodoxy, and delivered comeuppance
to haughty elites — but it wasn’t until she offered assistance to a coalition of anti-Zhao rebels
that Queen Mnemonrai Enzei pressured Zhaojūn’s Immaculates to declare her Anathema. Now
she works in the shadows, ever watchful for Wyld Hunts, while her family sorrowfully seeks to
stop her themselves to cleanse their name.
Storytelling Cadet House Games
Cadet house characters occupy a middle ground between the Great Houses and outcastes,
enjoying many Dynastic privileges while facing the frontier’s challenges and the crushing burden
of the Realm’s tribute demands. Their unique circumstances make them ideal for games that mix
politics and family with traditional adventuring.
At the Threshold
Cadet houses occupy a unique place in the Realm as Dynasts that rule subjugated regions of the
Threshold. A game set in a cadet house’s home satrapy naturally emphasizes Dragon-Blooded
themes of family and privilege. Cadet houses are much smaller than Great Houses, numbering a
hundred Dragon-Blooded at most, so characters from the same house probably grew up together.
Think carefully about the circumstances of the family and their satrapy, and what they mean for
the characters. Encourage players to consider Ties to family members and Principles detailing
stances on local politics.
Enemies Abound
Cadet families are powerful within their sphere of influence, but beset by challenges larger than
themselves. Specific challenges vary from house to house, but invariably include tribute
demands from a Great House satrap. Their Threshold domains are vulnerable to the depredations
of Anathema, the Guild’s economic manipulations, and numerous other threats. Cadet house
games offer a wide variety of political and practical antagonists — even several at once — such
as fending off a warmongering legionary general’s ambitions, quelling a local rebellion before a
bloodbath ensues, and taking charge of a Wyld Hunt.
Far from Home
Regardless of whether cadet house characters face challenges at home or abroad, they carry their
house’s cultural and political identity. In games set away from the satrapy, the characters’ peers
still expect them to comport themselves as representatives of their house. As satrapial subjects
themselves, cadet house characters may have more empathy for oppressed Thresholders than do
their Great House counterparts.
As a middle ground between outcastes and Dynasts, cadet house characters shine especially in
mixed Dragon-Blooded games. Alongside Great House Dynasts they’re poor cousins and
underdogs, as outcastes are to both. They’re able to connect at some level with just about any
Dragon-Blooded character.
Adventure Seeds
House Desai (Dragon-Blooded, p. 77) faces demands from House Mnemon to supply auxiliaries
against the Jiaran insurgency. With limited resources, the Hearth must maneuver between House
Desai’s needs, pressure from Mnemon’s emissaries, and political complications involving their
homeland’s princes and satraps — and the risks of incurring the wrath of the Anathema.
An advisor to Cherak’s satrap is murdered while visiting the Clear Sky Garden, and House
Ferem is blamed. The Hearth must clear their family name and discover the truth among all the
possibilities, whether it’s internal Realm politics, a crime of passion, a Ferem faction’s power
play, or sabotage by a rival Grand Cherak cadet house.
The theft of an ancestral daiklave belonging to House Nissar sends the Hearth delving through
Wu-Jian’s underbelly, and entangles them in a plot orchestrated by an elusive Anathema
revolutionary.
A malign spirit approaches a Simendor Hearth to extract repayment for a pact made by long-
dead ancestors. While resolving the situation, the characters fall under suspicion of Immaculate
inquisitors, convinced that Simendor is abetting the spirit’s diabolic cult for their own ends.
An ancient sunken city mysteriously resurfaces near Nai Lei. House Yueh must stake its claim as
every local power — from pirates to rival cadet houses — converges to exploit it. Threats
escalate from neighboring city-states to Great House fleets to the shadowy powers of the city
itself.
Secondary Education
A young Dragon-Blood’s acceptance to secondary school carries a variety of familial traditions,
whether forging her first battle-ready sword or braiding a lock of each parent's hair into hers.
Ragara scions receive an endowment to manage during their education. V'neef personally speaks
to each child of her house before he leaves for secondary school.
The most universal tradition is the First Salon, held close to start of term, usually in a country
home. It involves much lecturing as elders reminisce and offer advice — desired or otherwise —
about the institution in question. The young scion’s father must shed tears as his child walks the
first mile to a waiting carriage. Another male relative may take this role at need — it's
inauspicious should no man from the scion’s family weep.
Faculty
Well into her third century, dominie Repentant Blossom of Winter has led the Cloister for
eleven decades, training students — some now serving as faculty — in martial arts, Immaculate
doctrine, and sorcery. Her face is mature, but still vital; such is her Essence that students quickly
learn to dress warmly for her classes, even in summer. She’s known to take interest in students
she believes have extraordinary potential, even the outwardly hopeless — sometimes especially
those students — and invites them to special classes on days otherwise devoted to rest and
contemplation, the subjects of which vary widely. Her devoted emulation of Mela makes her an
unflinching taskmaster; she’s willing to be cruel if, through that cruelty, she may serve as a
crucible of perfection.
Willow Breaker, a lay preceptor of martial arts, was born Iselsi Rasuna. Those few faculty who
know her lineage let it pass unmentioned; the rest think her a talented and fortunate outcaste. Her
piety runs to the bone, though she still serves her fallen house and gives special guidance to
hidden Iselsi students. Aside from martial education, she lectures on classical and modern
literature. Words are the one distraction she permits herself, as are students who display a like
interest — she’s always happy to share tea and debate the virtues of novels’ protagonists with
bright students.
Quiet Moth came to the Cloister a troubled patrician youth. Since graduating, she’s roamed the
Isle as an itinerant, but her heart’s never left the campus’ shrine to Daana’d, where she realized
her inner truth. Through meditation and alchemical distillations, she’s aligned her body with her
gender in emulation of Daana’d, She Who Remakes Her Children. Now, she’s that shrine’ head
monk, tending it alongside teaching history and culture, watching for young misfits who might
need a gentle nudge down the right path. Her mother, believing the Empress’ disappearance
presents an opportunity for patricians, pressures Moth to curry favor with the Order for their
family. She has little desire to besmirch her station thusly, but the more corruption she witnesses
within the Order, the harder it becomes not to ensure that her family shares those benefits.
The Heptagram
Students arriving at the Heptagram for their first year are referred to by their seniors as
“sacrifices.” Most assume it’s a hazing ritual; then they discover the hells that await, a year-long
period of guided study called “the Ten Thousand Labors.” Fully half of those few students who
fail out or die do so within their first year. From learning to channel foreign Essence to tending
the recurring rituals placating the school’s bound spirits, first-years must not only excel in
academics but must build relationships to carry them through the Labors and the following six
years.
Within the residence tower, students live two or three to a room — the faculty doesn’t trust
fledgling sorcerers who don’t properly grasp sorcery’s dangers with total privacy — making it
difficult to find quiet places to work undisturbed. Magically sealed doors forbid access to any
without the requisite opening ritual. Students who fail to properly reseal such portals earn fiery
reprimands from faculty, lest they expose unprepared peers to sorceries beyond their skill.
Faculty
Ragara Bhagwei, the Heptagram’s founder, remains its dominie despite his advanced age. He
ignores politics unless his research is threatened; when it is, his voice remains gentle and calm,
but his frustration or anger is palpable. He’s phenomenally intelligent but lacks perspective, such
that his lectures can be wholly impenetrable for younger students; faculty occasionally schedule
follow-up lectures to unpack the concepts Bhagwei casually peppers his speech with. Only the
most brilliant, promising, or abnormal students catch Bhagwei’s eye and receive direct training,
more grueling even than the life of first-year “sacrifices.”
Zadaki Twelve-Feathers is an outcaste from the far North who, rumor has it, once held an
advancing Imperial legion at a mountain pass for a season, calling down avalanches from
nowhere. Rumors disagree on how Zadaki was bested or convinced to surrender, let alone how
she came to teach at the Heptagram. She’s the only Realm sorcerer known to practice the nigh-
forgotten Aria of Emptiness, shaping sorcery with nothing only her perfectly trained voice —
among her favorite demonstrations for new students is singing a stone to dust. But even her
favorites — typically troublemakers, patricians, and iconoclasts — aren’t taught the Aria;
Zadaki says only that it’s beyond them.
Cynis Bashura is the subject of a thousand tall tales, each grown in the telling until they
couldn’t possibly be true. Her office — crammed with a lifetime’s trophies and knickknacks —
says otherwise. She couldn’t have fought off a tyrant lizard with only a dagger and a gardening
spell, yet her chair’s clearly carved from such a great beast’s skull! Bashura doesn’t dignify
inquiries with a response, especially during lectures, but students who remind her of her younger
self — brash, overconfident, convinced of their own immortality — she occasionally instructs in
dread secrets. Better they learn the hard way that they lack her immortality, and the terrible price
she’s paid for that double-edged gift.
Faculty
Dominie Tepet Chayo was once unquestioned in her prowess — as a spear-dancer, she was
beyond compare, but with her great-grandmother’s spear Eleventh Sunrise in her hands, she was
indescribable. Honored to be granted authority over the House of Bells, she found satisfaction in
training students from every Great House, but took especial joy in Tepet students’ achievements.
That’s turned to ashes in her mouth, as her house’s financial collapse affords few scions the
resources to attend. Nonetheless, she remains too stubborn to step down, even as House Peleps
lobbies the school’s governing council to replace her with fellow professor Peleps Nalani
(Dragon-Blooded, p. 89). The council in turn is pressuring her to accede — only out of concern,
of course, that she might mourn her kin. Once firm but fair, her fury is apparent to faculty and
students alike; many believe it’s only a matter of time until the Pavilion of the Honored Soldier
is stained with someone’s blood. Chayo hates being reduced to playing politics, especially in a
time of crisis, but she knows this battlefield as well as any other, and quietly encourages like-
minded students to lobby their families on her behalf.
Cathak Hetena is vicious in service of discipline and excellence, accepting only perfection from
the students she instructs in physical fitness, swordplay, and small-unit tactics. Her voice cuts
across the parade grounds like a razor-sharp blade, roaring loud enough to wake every student on
campus who doesn’t rise before dawn. She has no qualms about scarring students — physically
or otherwise — toughening them up to improve their odds of survival upon meeting the enemy.
She’s far more personable with peers, standoffish but pleasant.
The Spiral Academy
The Spiral Academy sits near many Imperial City offices of the Thousand Scales, and often
participates in its intrigues. Younger students serve as runners, meeting and making
advantageous connections with highly placed ministers. Older students act as their professors’
proxies, attending meetings and even salons in their name, the better to cement those political
relationships. Upon graduation, students are well-versed in the interplay between official
governance and decision-making behind closed doors.
The Academy’s buildings are monumental without, but elegantly understated within. Students
live in on-campus dormitories, two or occasionally three to a suite. Each has her own desk and
wardrobe, and her own servant to launder her clothes and stock her desk with paper and ink.
Unlike the other great academies, the campus is open; students frequently attend teahouses and
local businesses. Sixth- and seventh-year students may secure off-campus lodgings (typically a
small townhouse), though many mothers and matriarchs won’t countenance such an expense.
These seniors must take out loans to secure such housing, a lesson in itself.
Students rise early at the Academy, attending lectures on subjects ranging from government
ethics to calligraphy. Following lunch, practical work begins. Younger students process actual
paperwork from the Thousand Scales; older students certify their juniors’ work while also
tackling higher-level bureaucratic duties. By their seventh year, students must reliably produce
professional-quality work. Woe betide the senior student who returns erroneous paperwork to the
Thousand Scales; the faculty descend with untold fury and a mountain of work in the same vein
as whatever’s botched, the better for the student to learn to do it right.
The Garden of Unheard Whispers
A secret curriculum open only to those who can discover it, the Garden of Unheard Whispers
provides an entirely different experience for students. In addition to normal studies, the Garden’s
students meet after dark to learn advanced tradecraft and espionage. They wear masks or
otherwise disguise their identity, a tradition hedging against the chance that two students might
become foes in later life. The best way to recognize a fellow Gardener is to catch him attempting
an “assassination” — subtly marking a target with a bit of ink, whether from a tiny brush or
placed invisibly on a dark surface, a test frequently put to Gardeners.
Faculty
Dominie Rein Fenaar, a Dragon-Blooded patrician, has held her post for thirty-eight years.
Previously she served with distinction as an Imperial judge, blessed with connections through the
Red-Handed Note Society that she once led. Upon becoming dominie, she relinquished
leadership of that secret society as tradition dictates, but still calls on student members of the
society to assist in her intrigues. The stakes of these have grown considerably as Dynastic agents
increasingly mark out territory in the Thousand Scales in the Time of Tumult. A traditionalist at
heart, Fenaar’s watchful for an opportunity to place her knowledge and connections at the
disposal of whatever faction in the nascent civil war will best keep those traditions alive — or,
failing that, best protect her family.
Sesus Yabal heads the Garden of Unheard Whispers. Torn between loyalty to their house and to
the now-vanished Empress, they cannot deny that they favor Sesus students, many of whom
receive subtle hints from their family that lead them to the Garden. Yabal is well placed to pass
along details hidden in the Thousand Scales’ records to their house — but they also find
themselves struggling against House Iselsi’s efforts to subvert the Garden and its students. The
games Yabal has been instructing students in for years are now deadly real.
Pasiap’s Stair
Where the other great secondary schools are meant to refine Dynastic scions into proper
aristocrats, Pasiap’s Stair is a brutal hammer to forge Dragon-Blooded born as peasants, slaves,
or barbarians into officers of the Imperial legions.
Lost eggs arriving at the Stair are expected to obey orders with the same immediacy as adult
soldiers, and to learn with equal facility. Corporal punishment is frequent and severe, handed out
at the slightest sign of intransigence or insubordination.
The Stair’s student culture reflects legion culture. During their few opportunities to blow off
steam, students find whatever amusement they can, from gambling on beetle fights to
competitions of bawdy rhymes and wordplay. They sleep, eat, learn, and train in common,
residing in rough-hewn quarters whose cavelike qualities the students are frequently too worn
down to notice.
The Empress historically sponsored Stair graduates for commissions in the Imperial legions.
Since the Great Houses usurped control over the legions, such commissions have ground to a
halt. Unable to legally release graduates without commissions, Pasiap’s Stair simply ignores the
law. While these lost eggs are expelled on paper, the Stair’s outcaste professors and alumni
direct them into positions as bodyguards, mercenaries, or associate faculty; some even have
marriage prospects arranged for them. This arrangement is grossly illegal, circumventing the
mandatory fifty-year term of service, but as it doesn’t currently threaten the Great Houses’
interests, no action has yet been taken.
Faculty of Note
Dominie Stone Mask served the Empress loyally in the legions for a century and a half, refusing
retirement when offered. Winning one bitter campaign earned her an audience with the Empress
— a few minutes that affirmed everything she felt about that distant, magnificent woman. A
century later, her idol’s squabbling children threaten to undo everything she fought for, and she
must swallow it all dutifully. Deeply attentive and inspiring in her prime as a teacher, the
Imperial legions’ dissolution and the current state of Pasiap’s Stair has left her stretched almost
beyond endurance. She fills every gap in the Stair’s faculty she can, and coordinates the school’s
efforts to connect graduates with outcaste alumni to secure their future. This, she hopes, is what
the Empress would want her to do. Soon, out of love and grief for a woman she gazed upon but
once, she thinks she’ll gut at least one of that woman’s descendants, and hopefully more.
A Stair graduate, Nellens Spur was adopted by House Nellens upon its elevation, securing him
status and privilege few outcastes have the fortune to achieve. Now a teacher of siegecraft and
battlefield geography, he arranges commissions for his best students in the Nellens legions.
While he’s aware of the illegal transfer of graduates, he hasn’t reported it to his house, and has
even helped connect a few students who didn’t quite meet his standards with alumni capable of
helping them. He’s all too aware of how his life might have gone had not been adopted into
House Nellens, and won’t be an obstacle in his fellow outcastes’ path.
Threshold Academies
Many secondary schools exist in the satrapies, typically for Dynastic Dragon-Blooded whose
families reside in the Threshold or cadet house scions without the connections to attend Blessed
Isle schools. These institutions provide a broader general education than schools on the Isle,
given their students’ lack of alternatives, though they often boast certain specialties. Where
possible, they arrange for students to spend time around offices and members of satrapial
government, both to instruct and to provide students with Dynastic connections despite their
distance from the Isle.
The House of the Whispering Squall, built atop the ruins of a far more famous academy dating
back to Grand Cherak, educates most of House Ferem’s scions, as well as a handful from other
nearby cadet houses and Dynastic households in the North. Formerly, this included a small but
notable number of Tepets, but today they’re outnumbered by Ragara and Sesus scions. This
transition has been accompanied by a change in curriculum — while the House retains its naval
focus, its martial curriculum has been largely sidelined in favor of focus on diplomacy and
economics.
Aurora of Morning, built in the shadow of Kirighast’s Fane of Upswept Horns, is the premier
educational institution in the near Southern Threshold. Its students have the opportunity to
participate in Harborhead’s satrapial administration firsthand, ranging from preparing paperwork
for the satrap’s ministers to accompanying Immaculate monks for negotiations with Ahlat’s
priesthood.
School Stories
The month ends at the House of Bells with a day of urban warfare, fang versus fang.
Fights are meant to stop at first blood, with teachers acting as referees, but the
opposing team’s eldest member has sworn vengeance on a player character for
some perceived slight to his family. He’s ready to kill to regain his family’s honor,
and has talked the rest of his fang into covering for him while he pursues his
personal vendetta during the training exercise.
Every year, as the Cloister of Wisdom’s final examinations approach, rumors swirl
up concerning secret, debauched end-of-term parties thrown by graduating students
in years past. This year, a handful of secular students are preparing to emulate those
tales. Sneaking food, drugs, and illicit literature past the monks is harder than the
actual testing, and being caught risks expulsion, but some find it hard to resist the
thrill of the challenge, the temptation of the event itself, or the bonds and prestige
established among participating peers.
A teacher at the Spiral Academy issues a challenge to the player characters’ class:
“Cheat on your exam and don’t get caught, and I’ll connect you with a prestigious
new apprenticeship.” The victor must be able to prove she cheated, and get a perfect
score. Worse yet, there’s only one position on offer; if more than one student meets
the requirements, no one gets it… unless one of the successful cheaters can take her
rivals out of contention.
The Heptagram is known for secretive sorcerers, so when a well-liked professor
insists on performing her rituals in private, people don’t ask questions. The player’s
characters stumble upon her secret: Alone in her classroom, she’s casting strange
magic with an Anathema’s sigil on her brow. Can they prove to the rest of the
school that the kind woman is really a monster, or will she convince them to betray
the Realm and keep her secret safe?
At their initiation into Pasiap’s Stair, a fang of five is assembled from the weakest,
least-educated outcastes, all from different peoples and cultures. The war games
start in a week, and a rival fang led by a disgraced Dynastic scion plans to arrange
an “accident” for the disgraceful rejects. If the player characters can't set aside their
differences and work together, they may not survive.
Amilar Lukalo walked the decks of the Jade Herald, the most antiquated and battle-scarred of
Lookshy’s few functioning skyships, as it soared above the city. Beside her, Nefvarin Hikaru,
acting captain for this test flight, assured her all maintenance protocols had been followed to the
letter.
“Our engineers perform inspections daily since it’s been brought back to active status.” Hikaru
said. “Next is the dorsal perceptor array—”
“Wait.” Lukalo had started the tour with a vague, directionless apprehension. Now it congealed
into wrongness: a nauseating throb through the deck, a sickly flicker in her peripheral vision. Her
hand swung out of its own accord. “The engine room…it’s that way, yes?”
“Yes, wai tan-junai. Is something wrong?”
“Show me now, haizei, if you please.”
The pair stepped into the skyship’s heart. Its original engine, a towering lotus-mandala of jade
and orichalcum petals gently cradling the ship’s hearthstones, was half-visible beyond cables,
reliquaries, and other accretions of Lookshyan artifice — workarounds for irreparable or
irreplaceable First Age components.
Several technicians worked intently at gleaming banks of valves, modulating the Essence flow.
Lukalo leaned over the lead technician’s shoulder. “What’s the status of the primary epicycle
impeller?”
“The accretion is outside of parameters, wai tan-junai,” he replied nervously. “We’re
recalibrating the diaphane spindles to adjust.”
“Good work,” she said. “That should resolve it, if it’s just an epicycle spike. Let me take a closer
look...”
Sidling past the clutter, Lukalo placed her hand against the engine. She saw the flow of power
through the ship with her inner eye, counted the beats of the engine’s pulse.
“They’re irregular…” she muttered. Perhaps a blockage in the impulsion mandala? No amount of
maintenance could overcome centuries of wear. Probing deeper, she felt it — conduits lit up with
Essence with no way towards its destination, all that stagnant power building, seething, coiling
malignantly upon itself. No amount of recalibration could diffuse this — the blocked Essence
was building into a cascade on the verge of criticality.
Lukalo swore. “We can’t stop it. We’re going to go down...” A tremor of panic filled her voice,
as she imagined the skyship crashing down into Lookshy, the sheer number of civilians who’d be
killed in the blast. “I could force a breach, try to vent it, but there’s not enough time—”
Hikaru placed a reassuring hand on Lukalo’s shoulder. “Maybe you can’t, but we can. All hands
on deck!” His voice stilled the panicked engine room. “Wai Tan-junai Lukalo has a plan. Follow
her orders, and we needn’t die in vain.”
Lukalo willed herself calm before addressing the frightened crew. “The cascade is too far gone,
but we can make sure it doesn’t drop us out of the sky over Lookshy. Give me total manifold
resynchronization before the next engine cycle, and bring the fore cannons to forty-seven
degrees.” The technicians, pale-faced but stoic, set to work with every ounce of focus and
expertise they had, operating mechanisms and controls meant for the hands of Exalted geniuses.
As the technicians scrambled, Lukalo once again visualized the Essence flowing through the
ship’s structure as her hands danced across countless valves and levers to redirect it. It was a
desperate plan, but it was working — the manifold was resetting, and the cannon was almost in
alignment. All she had to do was…
An explosion rocked the engine room, feedback from the mounting cascade overloading the
mandala array. Lukalo was knocked to the floor, but she was lucky — one technician lay dead,
her face sloughed off in the Essence discharge; others were bleeding, burned, limping back to
their consoles on broken bones.
Lukalo didn’t hear Hikari rallying the technicians — her world had shrunk down to the ship, and
the flow of Essence through it. They’d lost precious seconds; the manifold was still too unstable
for her to properly route the cascade through the cannon. She’d have to do it blind, and pray to
the Dragons.
Breathing ragged, Lukalo poured the last of her own Essence into the Jade Herald, driving the
cascade through the impulsion conduits with brute force, rocking the ship with explosions. As
the cascade passed the point of criticality, Lukalo fired the cannons, venting the Essence
overload through them in a rupturous blast that threw the ship off course.
Lukalo didn’t have the strength to stagger over to the porthole, but Hikaru was already there.
“You’ve done it, shozei. At this trajectory, we’ll fall well beyond the city’s walls.”
Lukalo let out a sigh of relief. “We’ve done it, haizei. Now, all hands, brace for impact!”
Chapter Two
Lookshy
Gens Amilar
Air that Rushes Toward Tomorrow
For Gens Amilar, expertise is everything. Whatever profession they pursue, Amilar scions are
expected not only to excel, but to innovate. The gens produces some of Creation’s premiere
scholars in disciplines both mundane and esoteric; their research engendering greater crop yields,
stronger steel, and better medicine. Amilars number among the Seventh Legion’s leading
strategists, specializing in logistics, battle sorcery, and innovative tactics like weaponizing
disease. Even their sohei tread unorthodox ground in pursuit of insight. Prizing intellectual and
academic achievements of every stripe, they deem nothing more vital than protecting their image
of all-encompassing ingenuity.
This drive toward excellence and innovation extends beyond Lookshy itself. Amilars educate
foreign princes and heirs, deploy experimental defensive sorceries and artifacts in allied polities,
and fund affiliated scholars and academies. While this agenda politically supports Amilar and
Seventh Legion interests, it also spreads Lookshyan ideology, culture, and agents throughout the
River Province. For some, this is a moral imperative; for others, a means to burnish the gens’
reputation. And for most, it’s a means to establish hegemony without conquest.
Lookshy Lexicon
chumyo: Commanding officer of the Seventh Legion. Directs the General Staff.
directorate: A wing of the Seventh Legion’s military bureaucracy. The seven
directorates include the Directorate of the Adjutant-General and the Intelligence,
Justice, Liaison, Operations, Security, and Stores Directorates.
field force: A Lookshyan military regiment, roughly equivalent in size and strength
to a Realm legion.
General Staff: Lookshy’s high command, comprised of the chumyo and six senior
officers, and supported by the two dozen advisors of the Administrative Staff.
gens (plural gentes): One of Lookshy’s ruling Dragon-Blooded families.
helot: A serf-like subordinate social class descended from peoples conquered early
in the Seventh Legion’s history.
imperator: Leader of a gens.
ranger: Member of a Seventh Legion unit tasked with reconnaissance, espionage,
expeditionary warfare, and similar special operations.
redoubt: A fortified outpost and waystation in the Scavenger Lands, used by
Seventh Legion forces for resupply, recuperation, coordination, and defense.
Seventh Legion, the: The military apparatus of Lookshy, considered by many to
be synonymous with the city and its populace.
sohei: A chaplain of the Immaculate Faith.
sorcerer-engineer: A Seventh Legion sorcerer trained in artifice and First Age
lore.
strategos (plural strategoi): An Operations Directorate officer handling military
strategy, tactics, and logistics.
taimyo: Second-highest military rank in the Seventh Legion. Commands a field
force or its equivalent.
Social Standing
Amilar’s cachet is inseparable from its scions’ preeminence as savants and teachers. Prestigious,
expensive Amilar academies draw not only Lookshyan students, but savants, merchant princes,
aristocrats, and their scions from throughout the River Province, both for the unparalleled
education and the opportunity to forge alliances. In the Halls of the Red Poppy, students lounge
on plush cushions while perusing dreamstone archives containing long-dead savants’ memories.
Firmament Academy offers rigorous training in piloting simulations for airships and warstriders,
sending many graduates to the Sky Guard.
Gens Amilar draws additional prestige from philanthropic projects, foremost among them the
Ten Thousand Tome Repository, one of Creation’s largest libraries. Public stacks are available
even for helots, though access to controversial, dangerous, or sensitive books is heavily
restricted, and lending privileges extended only to established, prestigious citizens. Amilar
physicians also operate clinics in Lookshy and abroad, treating the sick to better study local
illnesses and develop effective treatments.
Gens Economics
Most of Amilar’s wealth comes from tuition at its academies and the exorbitant honorariums its
scions command as tutors, translators, mediators, and savants throughout the River Province.
This wealth is carefully reinvested, often funding promising scions’ research. Competition for
funding is a vicious game of politicking. Most see this as a necessary evil separating the great
from the good. Nonetheless, this often leads to injured feelings, moral compromise, and — in
extreme cases — storied vendettas.
Amilar also reaps considerable income from contracts with scavenger lords. Amilar
archaeologists and occultists help plumb ancient ruins, dusty tombs, and forgotten kingdoms’
relic-houses — for a price. Their fees include right of first refusal on the sale of any objects
recovered. Through this policy, Gens Amilar has amassed numerous artifacts for study, trade,
and its scions’ use. Scavengers’ reports also offer useful intelligence on the affairs of local
polities.
Serving the Legion
Though Amilar sends its children to the Seventh Legion as readily as any other gens, it holds an
unspoken belief that there are better ways to serve Lookshy than by sword or spear. Amilar
sorcerer-engineers and sohei receive blatant favoritism, lauded as exemplars of the gens’ values.
Amilars in the military face a harder road — stereotyped as bookish and bloodless by fellow
soldiers, and uncelebrated by their family unless they distinguish themselves as master strategists
or battle sorcerers.
Many Amilars seek employment within Lookshy’s directorates — especially Operations, Stores,
and Liaison, where they’ve consolidated considerable authority and influence. Elders often direct
young scions into fields of study that dovetail with these directorates, positioning them as
talented administrators, cultural savants, and meticulous investigators.
Amilar logisticians in the Stores Directorate are paragons of efficiency and insight, drawing on a
deep network of connections throughout the Scavenger Lands to keep troops provisioned in even
the most protracted campaigns. Those who mock the gens may find supplies delayed or
redirected to other, more vital initiatives.
Enemies and Alliances
Amilar’s Interventionist politics and Karal’s Mercenary agenda align more often than they
conflict, though ideological clashes have historically soured efforts at strengthening the gentes’
relationship. However, many members of Karal’s prominent Interventionist minority maintain
strong ties with Gens Amilar, enrolling scions in Amilar academies and receiving generous
scholarships and stipends.
There’s little common ground between innovative, iconoclastic Amilar and conservative, pious
Maheka. Unorthodox Amilar scholars, strategists, and sohei rub Maheka colleagues the wrong
way; more vexingly, Amilar merchants ply traditional Maheka trade partners with new products
and methods. This friction regularly provokes disagreements and political strife.
Scions of Note
Imperator Amilar Tzo Li Shon, a stern and reed-thin Fire Aspect just entering old age, remains
vigorous and vital. A staunch Interventionist, he’s pursued contracts with Nexus, Sijan, and other
River Province states, entangling the gens in their affairs. These contracts oblige Amilar to take a
more proactive role in the region, providing a useful pretext to reposition Lookshy as a
hegemonic power that leads the Scavenger Lands from a position of prominence and strength.
While successful, these contracts have proven divisive; many Amilars see the gens as apolitical
and strongly disagree with such involvement in foreign affairs. More than anything, the
Imperator seeks a protégé amenable to his vision who he can groom as his successor.
Amilar Usekko is a soldier, but has distinguished herself in her family’s eyes through a
frighteningly comprehensive study of The Thousand Correct Actions of the Upright Soldier, the
seminal textbook of Shogunate warrior-philosophy. She seeks to reconstruct the “true” text, and
eagerly authorizes any mission or action that might bring her a unique translation or original
fragment. She’s also a devoted Purist, adhering zealously to Immaculate tenets, and seeing The
Thousand Correct Actions — predating this fallen age’s corruption — as a handbook for holy
war. She holds salons for officers who share her passions, offering subtle but undeniable
favoritism both to those who impress her with knowledge of The Thousand Correct Actions and
to fellow Purists.
Amilar Esoku is young but grim, presenting herself as the perfect picture of a dutiful sohei. As a
member of Valkhawsen’s Central Administration, she’s vying for support to become the
academy’s commandant in the wake of the previous commandant’s retirement. If she does, she
aims to transform Valkhawsen into a bastion of Purist ideology — Esoku fervently wishes to
return the academy to what she sees as its spiritual roots. She’s gathered many sohei to her side,
offering support and legitimacy to allies who exemplify the Purist path of piety, evangelism,
duty, and resolve.
A peerless historian and archeologist, Sijan-born Amilar Khesem is also voraciously greedy.
He’s generated considerable wealth for the gens while leading its vanguard scavenging team, the
Last Breath Brigade. One of Lookshy’s greatest savants of the Underworld and the undead, he
has a reputation for morbidity and eccentricity — but his family doesn’t hold this against him as
long as he delivers results. He specializes in salvaging artifacts from shadowlands, and he
currently has his sights set on retrieving goods from a number of sites in and around Thorns.
Gens Karal
Fire Burning Brightest
Gens Karal has a reputation to maintain. Respected by even the other major gentes for loyalty to
the Seventh Legion, martial triumphs, and deep roots in Lookshy’s history, the gens goes to great
pains to maintain this prestige. Its scions are inculcated practically from the cradle with the
virtues of loyalty (to family, the polis, one’s Sworn Brotherhood), dignity, prudence,
industriousness, probity, and competence.
The imperator and her council of senior advisors labor to evaluate political stances, proposed
military actions, and mercantile enterprises, ensuring that they’re never seen as placing the gens’
profits or individual scions’ needs above the good of Lookshy as a whole.
Social Standing
Centuries ago, Taimyo Karal Lucar led his field force against Lookshy in what history calls the
Wildfire Coup, only for his own gens to spearhead the opposition against him. Reputation and
social status have preoccupied Karal ever since. Fretting over the slightest stains on the family’s
carefully maintained image, Karals will do whatever it takes to erase them. Normally this entails
closing ranks to protect their own, downplaying or covering up fellow Karals’ crimes or
misconduct. But when circumstances demand, Karals sabotage, blackmail, or even — when all
else fails — kill problematic family members to prevent them from compromising the gens’
reputation.
Internally, Karal’s sharpest divisions are political. The eldest members, including the imperator
and most of her senior advisors, adhere firmly to the Mercenary faction, favoring steady
maintenance of Lookshy’s eminence in the River Province via extensive diplomacy and carefully
chosen military actions supporting the polis’ allies. Many of these leaders are retired Legion
officers managing the gens’ political and diplomatic interests.
Those leaders face an insurgency in the form of a growing bloc of younger Karal officers on the
front lines of a rapidly and dangerously changing situation. Karal’s Interventionists argue that
Creation is changing swiftly and the gens must change with it. The elders regard Interventionist
juniors as insufficiently experienced hotheads at best, with insulting intimations of cowardice,
disloyalty, and Imperialist sentiments reminiscent of the Karal coup that once divided the gens.
The juniors deem their elders too calcified in their obsession with ancient history, too divorced
from the realities of rapidly growing dangers, to competently guide the family into the future, a
stance that those elders deeply resent. This quarrel’s intensity hasn’t broken the public perception
of Gens Karal as a disciplined unit, but it’s only a matter of time before their disunity becomes
known.
The Flamebreak
In the aftermath of the Wildfire Coup, the gens’ Imperator — facing intense
pressure from her own family — assembled the Flamebreak, an advisory council
comprised of the heads of Karal’s ten most prominent households, with the power
to overrule an imperator’s decisions or unseat her by unanimous vote. Since then,
the Flamebreak has served as a forum for resolving internal disputes while avoiding
the outward appearance of conflict within the gens.
Current members of the Flamebreak include far-traveled Karal Sakurai, a retired
ranger, diplomat, and Intelligence Directorate spy; Karal Mazen, once a kazei in
Field Force Three, now a garrulous font of stories about her military adventures;
Karal Ren Zu, a dashing junior admiral as much renowned for fiscal ingenuity as
naval tactics; and Field Force One’s illustrious taimyo, Karal Linwei (p. XX).
The body leans Mercenary despite Imperator Maiandreia’s open-minded attitude
toward Interventionism. When she steps down, they’ll almost certainly name a
more conservative successor.
Gens Economics
The gens’ carefully selected mercantile interests include breeding many of the horses used in
Lookshy and abroad by the Seventh Legion. In far-flung ranch-manses, Karal has carefully
preserved God-Blooded lineages tracing back to the Shogunate, ranging from heavy war steeds
to dainty palfreys. Recent successful experiments in hybrid vigor have leveraged ties to the
Marukani horselords, who’ve provided equine breeding stock to enrich the Karal stables.
Ongoing marriage alliances with the Marukani have facilitated these efforts while increasing
tensions with the gens’ detractors, who perceive this — not inaccurately — as an attempt to
curry influence in Marukani society.
Similarly, the gens is deeply involved in weaponsmithing. Most customers are Seventh Legion
officers seeking distinctive, personalized arms reflective of their rank and needs. Karal artisan-
smiths are highly sought after; their in-depth training and immediately recognizable yet
constantly evolving aesthetic has rendered them martial tastemakers for centuries. The smiths
maintain deep ties to Gens Nerigus, whose merchants supply them with rare and exotic materials,
and whose Interventionist politics are making inroads among Karal artisans.
Serving the Seventh Legion
Karals aim for high-profile or dangerous posts where they can win honor and prestige to burnish
their gens’ image. For many, this involves military roles where they can seek glory on the front
lines. From these, the family desires victory, but also leadership skill and personal courage —
and political savvy from those who ascend into the highest ranks.
But renown isn’t found on the battlefield alone. The Liaison Directorate’s diplomatic postings
provide opportunities to achieve recognition while peacefully furthering Lookshyan interests.
Meanwhile, the Justice Directorate attracts zealous Karals eager to flaunt their incorruptibility.
And any other role that offers high repute — daring artist, charitable merchant prince, master
chirurgeon — attracts its share of scions.
Enemies and Alliances
Gregarious and congenial, Karals maintain friendships within every major gens and most minor
gentes — their doors are always open to boon companions, and they regularly host gatherings
and celebrations to mark holidays, birthdays, and historic events. Politically, they’re closely
aligned with Gens Maheka, whose political conservatism parallels their own, and to a lesser
extent Gens Yushoto, whom they consider the tragically under-credited backbone of many
important humanitarian enterprises within Lookshy and beyond.
Publicly, Gens Karal doesn’t consider any Lookshyan their enemy. They prefer diplomatic
solutions to internecine conflict. While some of their ties with other Lookshyan groups are
strained, they nonetheless maintain open lines of communication even with those whom they
distrust or oppose, such as Amilar’s Purists, Teresu merchant princes, and the most reactionary
Mahekas.
Less openly, the gens’ hardliners are prepared to strongarm, blackmail, frame, or — in extreme
circumstances — assassinate troublesome individuals or households to preserve their vision of
Lookshy, should the General Staff’s politics shift against their preferred course. Hardliners
embark on these actions subtly and cautiously lest the family’s name be stained, and readily
shoulder all blame should they be caught.
Prominent Members
Imperator Karal Maiandreia is a flame that’s burned brightly for Lookshy, the Seventh Legion,
and her family for centuries — centuries she knows are reaching the end of their span. A well-
respected kazei and widely renowned master of war and politics, she came of age during Karal
Lucar’s uprising, which forever colored her political instincts. Achieving her current position in
RY 615, she’s governed her family with a steady and capable hand since. She lent common sense
and wisdom to stabilizing her gens and rebuilding Lookshy’s government following the Gunzota
Incident, supporting a series of conservative chumyos but eschewing the reins of such power
herself.
Maiandreia’s wise counsel has served Lookshy well, guiding a measured course of intervention
when necessary, a hands-off approach when not. Unlike many on the Flamebreak, she’s willing
to give fair hearing to Interventionist Karals’ concerns, well aware that a generational shift is in
progress within family and polis that may reshape Lookshy’s destiny, and may mean embracing
more radical change than her more deeply conservative advisors expect — or would accept. She
treads lightly, knowing that efforts sufficient to change the gens’ course may see her removed
from office.
Ambassador Karal Kallias, a senior Liaison Directorate official, spent decades assiduously
avoiding corruption and impropriety. But when visiting Great Forks after the Battle of Mishaka
to discuss reconstruction aid, he found himself smitten by his opposite diplomatic number —
Wisdom’s Shining Promise, God-Blooded daughter of divine triumvir Shield of a Different Day.
He gave her all she wanted and more, though securing significant concessions in turn. Courting
her without his family’s permission, he secured her hand with Dayshield’s blessing. Gens Karal
acknowledged the union to save face, but has since kept Kallias on a close rein.
Kallias joins Promise in Great Forks for a few months each year; she likewise visits him in
Lookshy. Both accept that they’re now as much spies as diplomats, expected by their families to
gather information from their journeys and spouses. This is of little import while Lookshy’s and
Great Forks’ interests remain aligned, but as tensions rise throughout the River Province, their
circumstances grow strained.
Gens Maheka
Earth Unbroken by Armies
Gens Maheka is the bedrock upon which the Seventh Legion stands. Whether in the officer
corps, the Directorates, the Shogunate Bureaucracy, or architecture and artisanship, its scions
quietly support the Legion and its traditions, standing together against chaos, weakness, and
unorthodoxy. For many, this unity is both uplifting and empowering. But for those who don’t fit
in, it’s as smothering as being buried alive.
Where Gens Makeha once built fortifications to protect the last remains of the Shogunate, now it
defends the Shogunate foundations of Lookshyan culture. When a Shogunate tradition falls out
of favor, Maheka officers drill recruits in its practice. When discipline fails in a field force, a
Maheka officer stands tall, a silent pillar of self-control. When the Shogunate Bureaucracy
speaks out against the General Staff, Gens Maheka listens. Maheka upholds Lookshy as the
Shogunate’s last stronghold; without its ancient traditions, the Seventh Legion is nothing more
than a mercenary legion.
Social Standing
Imparting Shogunate traditions and ideals to the next generation is paramount to the Maheka
elders. They expect each scion to be an exemplary Seventh Legion officer — a disciplined
warrior soul who knows when to draw a blade and when to leave it sheathed. Any Makeha
written up for disciplinary action finds the Legion’s punishment mild, compared to the
disapproval of the gens’ elders.
Gens Maheka tempers youthful exuberance with mature professionalism, assigning an elder to
mentor each scion upon coming of age or adoption into the gens. This tradition bridges the gap
between generations, allowing the student to become more comfortable with the gens’ elders and
ensuring the elders don’t isolate themselves from younger Dragon-Blooded. Mentors usually
only take individual students, but an elder in charge of a major construction project may take
many.
Maheka’s conservative leaders draw a hard line on Interventionism within the gens, believing
such foolhardy strategy would upset the delicate balance of River Province politics and waste
resources better used to shore up weak points in Seventh Legion fortifications. Interventionist
Makehas must act craftily to avoid censure or reassignment to insignificant postings.
Despite counting many gifted engineers, tacticians, artists, and scholars among their number,
Mahekas have an undeserved reputation for being slow-witted and unimaginative. In truth, they
understand well the unorthodox attitudes evinced by other gentes, the lower classes, and
foreigners. Many Mahekas relish playing the stereotypically muleheaded role that others assign
them, exercising tremendous patience before pulling the rug out from under a rival at a dramatic
moment.
Serving the Seventh Legion
Master planners and researchers, Makehas study every text and consider every scenario before
acting, often finding details and flaws others miss. The Seventh Legion values Mahekas as
architects, generals, and sorcerer-engineers, knowing that Maheka-led projects will finish on
time and on budget.
Gens Maheka’s traditionalism leads many scions to become teachers, sohei, and drill instructors.
Shogunate history provides subjects for Maheka artists; much of Lookshy’s statuary is the
product of Makeha stonemasons.
Enemies and Alliances
Gens Amilar’s emphasis on innovation places it in direct opposition to Gens Maheka’s ideals.
Maheka administrators and educators dedicate much of their efforts toward undermining Amilar
influence in Lookshy and the Seventh Legion.
The Karals are the Mahekas’ strongest allies in River Province realpolitick. Equally dedicated to
the Mercenary ideology, Karal’s quick charisma balances out Maheka’s caution. But the Karals’
openness to changing traditions puts the two gentes at odds in internal Lookshyan politics, and
disagreements with allies can be more infuriating than those with enemies. Karal and Maheka
justiciars especially are known for fiery conflicts over legal philosophy and the disposition of
individual cases.
Gens Maheka finds fault with Gens Teresu’s extravagance, vanity, moral flexibility, and close
ties with the Guild. Nonetheless, Maheka considers Teresu’s military branch a reliable supporter
of Seventh Legion interests, and relies on Teresu’s merchant fleet for its own commercial and
construction enterprises.
Scions of Note
Maheka Dazan, Chumyo of the Seventh Legion and Field Force Two’s taimyo, strikes a
delicate balance between conservatism and unpredictability. From hard lessons in his heedless
youth, he understands that his decisions affect not just Lookshy, but the entire River Province.
He deploys Seventh Legion forces carefully, accounting for economic, political, and ecological
factors around potential contracts, but retains a penchant for unorthodox tactical decisions that
offer unexpected advantage. Dazan ignores his staff’s attempts to keep him to a schedule, often
rearranging his day without informing them. Much to the Legion’s apprehension, Dazan appears
in unexpected locations, ready to discipline any infraction.
Interventionist detractors say that Dazan wastes Seventh Legion forces on pointless peasant
villages, but he knows from cruel experience that a fallen pebble in the wrong location may
cause a landslide. Nonetheless, Interventionist and even Imperialist sentiments are on the rise in
the officer corps and even the General Staff, inflamed by the potential opportunities of the Time
of Tumult. Dazan finds his position tenuous, and spends more time than he likes politicking to
prevent a vote of no confidence that would remove him from office. He’s come to dread leading
Seventh Legion forces in the field, as it isolates him from day-to-day General Staff interaction.
Imperator Maheka Jitnas is among her generation’s greatest architects and geomancers. She’s
also the Shogunate Bureaucracy’s Supreme Minister of Aesthetics and Recreation, a position she
uses to disseminate traditionalistic values and Maheka’s ideology through commissioning public
art and funding select entertainers. She sees Maheka as the guardian of Shogunate traditions and
midwife to a resurrected Shogunate. While she affects the demeanor of a doting grandmother,
she’s a calculating political strategist, and has never let sentiment stand in the way of her agenda.
Jitnas is particularly critical of Chumyo Dazan, whose personal unpredictability and
unwillingness to submit to her authority rankles her. She’d support his ouster as chumyo,
surrendering that post to another gens, so long as a more pliant Maheka replaced him on the
General Staff.
A war orphan turned outcaste who found purpose among the gentes, the justiciar Maheka Talyd
seems as cold and heartless as stone. Where others have friends, he has juniors too low-ranking
to avoid his tirades and callous criticisms. He’s ruthless in his investigations; compassion has no
role in his judgments.
Young Maheka dread being assigned Talyd as their mentor. Talyd obsesses about their careers,
often planning them out years in advance. Should a protégé reject the course Talyd sets for her,
he does everything in his power to show her their errors of her ways.
Between his poor mentoring and his relentless quest to apprehend lawbreakers, Talyd has made
many enemies, even in Gens Maheka. His own beloved niece — the only person who can soften
his harsh personality — is a suspect in one ongoing espionage case.
Stubborn and rebellious, Maheka Galith couldn’t be forced into the family mold by detentions,
lectures, or even corporal punishment. A meeting with the family leadership ended with Galith
disappearing from Lookshy and the gens declaring her a deserter. Now she wanders the River
Province, plundering ancient ruins none other dares brave and recruiting other Seventh Legion
deserters for expeditions. The General Staff wants to bring her back into the fold — or failing
that, end her dealings with Lookshy’s rivals, such as House Ragara and the Mask of Winters —
but is wary of the possibility that she may be acting as a deep cover agent for Gens Maheka.
Maheka Nirita is a woman of incredible piety and faith — or at least she presents herself as
such. Sensitive and high-strung, her overbearing family nonetheless maneuvered her to high rank
in the Stores Directorate at a relatively young age, seeking to fulfill their own ambitions through
her. Fearing herself unable to live up to her parents’ expectations, unable to admit that she needs
help, and lacking emotional support, she’s developed an opium habit, and has recently sunk into
a languorous depression. She’s thus far successfully attributed failures to her subordinates, but
this has reduced morale and increased insubordination. Unless she overcomes her familial
struggles, she’s headed for a fall that could both leave Lookshy vulnerable and destroy her
career.
Gens Teresu
Water Flowing with Jade and Silver
Appearance is everything to Gens Teresu. Its scions pour silver into parades and ceremonies,
equip their men with exquisite uniforms, and boast of every achievement. Many of their peers
think they flaunt wealth and care more for pomp and displays than results, but the truth is less
obvious. Teresu scions are deeply concerned with cost, and for a military family the greatest cost
is the loss of men and equipment. So they posture to appear strong and unassailable, making
grand displays of power to discourage enemies without ever suffering the costs of engagement.
Being a Teresu is about knowing when to be the roaring wave and when to quietly ride the
currents. No matter what position one serves in the house, the strategy is the same: loud,
overwhelming successes, and unspoken withdrawal from danger and failure. A Teresu scion
presents their best face and never lets anyone see their flaws.
Social Standing
Everyone knows Gens Teresu’s triumphs, and its vast wealth and naval power make it an
important force in Lookshy. As a result, the Teresus always have social coin to spend: their
successes may seem overplayed and their pomp exasperating, but it’s impossible to deny their
contributions. Respect for Teresu may sometimes be grudging, but never lacking.
The gens’ military and mercantile branches trace the length and breadth of the Scavenger Lands
along rivers and coastlines, projecting power and influence with a swiftness that other gentes can
only envy. But the two have very different interests and mindsets, and hold distinct reputations
within Lookshy.
Military branch scions traditionally enter the Lookshyan Navy, where they predominate among
the officer corps. They’re known for dynamism and elan, and command as much respect as Field
Force officers.
The smaller mercantile branch’s scions devote themselves to commercial endeavors, command
the gens’ mercantile fleet and private military escorts, or hold Directorate posts (most often
Intelligence, Liaison, and especially Stores). Some say they value wealth above allegiance to
Lookshy. Nonetheless, they’ve gathered many clients who offer them favors in exchange for
financial support.
Economics
Teresu’s merchant fleet dominates Lookshyan trade, contracting with the General Staff to supply
the city with raw materials and to provision field forces and redoubts throughout the Scavenger
Lands. In turn, the Lookshyan Navy offers preferential treatment to Teresu vessels, speeding
them through customs and providing escorts against river pirates.
Shipbuilding and warehousing trades in Lookshy also fall under the Teresu umbrella. The
Seventh Legion contracts military ship construction to Teresu, whose master shipwrights seek
new innovations to improve naval power, speed, and efficiency. Most other merchant vessels
purchased in and around Lookshy come from the Teresu shipyards.
All along the Scavenger Lands’ rivers, Teresu merchants maintain warehouses, trading posts,
and private estates. These double as stopping-points, residences, and unofficial embassies for
Lookshyan travelers. Field forces often quarter troops in such locales, for which their owners are
compensated handsomely.
The General Staff’s approbation for Teresu profits comes in large part from the gens’ opposition
to the Guild. The Seventh Legion mistrusts that vast commercial conglomerate, which it sees as a
significant threat to its hegemony over the River Province. Teresu mercantile interests work to
ensure that Guild businesses don’t gain inroads in and around Lookshy, fighting a shadow war
amid bazaars and ledgers.
The gens is a major patron of the arts. Instead of profit, this offers opportunities to shape
Lookshyan and River Province culture, emphasizing Teresu styles and playing up their prestige
as seagoing heroes and princely magnates. Most Teresu scions — especially in the mercantile
branch — study the fine arts, and a few make it their life’s work.
Serving the Legion
Almost every Teresu serves at least one five-year stint in the Lookshyan Navy — and often more
— whether for the honor of military service or in preparation for the family’s mercantile
ventures. During this time, a Teresu scion is expected to sail far and wide, learning her family’s
operations and trade routes while absorbing the diverse ideas and sights that such a tour offers. A
Teresu who avoids naval service is mocked as seasick; she may bear that shame for the rest of
her days.
Though the Teresu merchant fleet serves the gens’ ambitions, those ambitions align with the
Seventh Legion’s needs. Teresu flotillas secure Lookshy’s economic interests, warding away
would-be competitors and ruthlessly eliminating pirates. Scions not directly involved with
seaborne operations often serve in the Intelligence, Liaison, Security, and especially Stores
directorates, putting their cosmopolitan experiences and entrepreneurial skills to good use.
Enemies and Alliances
Gens Sirel remains a loyal client of Gens Teresu. Sirels hold commissions in the Lookshy Navy,
make investments on Teresu recommendations, and even foster heirs in Teresu households. But
this relationship is not entirely one-sided. For all Teresu’s prominence within the Navy, the fleet
admiral is a Sirel scion, and the potential for reprisal has stemmed the worst of Teresu’s plans to
exploit its client gens.
Riverborne Teresu merchants deal closely with Gens Nerigus’ landbound caravans. Teresu’s
financial strength generally makes it the patron, offering loans and investments, and acting as
middleman to swiftly convey Nerigus merchants and cargoes through the Scavenger Lands’ river
network. Teresu merchants sometimes accompany Nerigus expeditions to offer financial backing
and seek new commercial opportunities, only with Teresu taking the back seat.
Teresu’s mercantile branch works to ensure that Guild enterprises, such financially potent Great
Houses as Cynis and Ragara, and other rivals don’t gain too much economic leverage over
Lookshy and its neighbors. But it’s willing to collaborate with one rival against another, making
for complicated relationships. Last year’s hated adversary is this year’s cherished dinner guest,
and experienced Teresu merchants maintain uneasy long-term friendships with many foreign
rivals.
Scions of Note
Teresu Mardun’s recent rise to imperator represents a sea change in Teresu politics. His
predecessor was a respected admiral with strong Mercenary leanings, while taciturn, shrewd
Mardun is a staunch Isolationist. In his time as a sailor and merchant Mardun personally saw the
thinly spread forces of Lookshy, and worries about Lookshy’s ability to protect its own interests.
He struggles to consolidate Teresu’s might, recalling distant forces hired to foreign powers so
that he can safeguard the shipping industry.
One of the gens’ most renowned captains is Teresu Mata, the Dragon of the Yanaze.
Flamboyant and terrifying, she enters battle in a dragon mask and scaled cape, staying in the
thickest fray to satisfy her craving for blood and glory. Once a Lookshyan Navy captain, she
transferred to the Teresu merchant marine, whose broader latitude for captains’ initiative and
reduced oversight allow her to more easily gratify these urges — and to more easily profit from
captured pirate vessels.
Though her aggressive tactics stray from standard practice, Teresu applauds Mata for her success
in drastically decreasing river pirate activity. She’s accomplished this with a combination of
ferocious combat and quiet deals. She serves bloody execution to pirates threatening Teresu
merchants, ignores those who ignores them in turn, and secretly works with pirates who’re
willing to sell out rivals or lend aid to Teresu.
Indolent but clever, master merchant Teresu Westwind prefers working as an intermediary and
manager, letting others handle the most difficult work while he directs from a position of comfort
and reaps the rewards. He deals heavily with other gentes, mainly Karal and Maheka, arranging
deals between them and foreign purchasers while taking a cut for himself and his shipping crews.
He bases his actions on how they’ll reflect on himself first and Teresu as a whole second.
Once a Guild merchant who’d reached the limit of what ambition the organization allowed to
outcastes, Westwind sought further advancement in Gens Teresu. He retains Guild connections
throughout the River Province, but doesn’t deal with them directly so as to avoid the appearance
of impropriety. Nonetheless, his subordinates and Guild merchants share contacts, trading posts,
and investment opportunities.
Gens Yushoto
Wood Whose Roots Grow Deep
To the Yushotos, the Seventh Legion is a wild and wondrous garden, and they the gardener.
Emphasizing individual needs and talents, the gens encourages diverse pursuits among its scions,
aiming to nurture their strengths and allow them to branch out into every field. Likewise, they
seek to support Lookshy as a whole, lending their aid to their peers outside the gens with little
thought of recompense.
Yushotos like to see the best in others, both their kin and the Seventh Legion as a whole. Most
are happy to do favors for fellow scions of Lookshy without thinking too hard about the
consequences. And though rarely involved in corruption themselves, they can be quick to forgive
and absolve their peers of impropriety and illegality in order to maintain a peaceful status quo.
The Changing Seasons Command — a council of Yushoto’s eldest and most accomplished
members — maintains the gens’ neutrality, insulating it from political strife to sustain its role as
a supporter of Lookshy as a whole. This detached stance pervades the gens’ politics; Yushotos
largely adhere to Mercenary ideology out of a desire for balance rather than dedication to its
principles. Should Lookshy’s political winds shift toward Interventionism, the Changing Seasons
Command is ready to follow.
Social Standing
Yushoto’s individualism makes it difficult for outsiders to view it as a monolith. This perception
benefits the gens, as outsiders with grudges against individual scions rarely extend their enmity
towards the gens as a whole, but where Yushoto scions share in this perception, cooperation and
solidarity falters.
Insofar as Yushotos have a collective reputation, they’re viewed as easygoing, supportive, and
politically neutral. Some say they make excellent advisors and aides, but poor leaders — an
unfair assessment, but one that occasionally influences promotions, transfers, and subordinates’
morale.
The gens’ ethos of nurture without judgment extends to the rest of the Seventh Legion. Their
long history of serving as mediators between rival Lookshyan factions — such as diplomacy
following the Spilt Tea War, or negotiating promotions to the General Staff after the Gunzota
Incident — established a tradition whereby other gentes’ scions ask Yushotos to arbitrate
personal disagreements. For many, this makes the gens seem more trustworthy. Others resent
Yushoto after feeling wronged by a scion’s decision.
Gens Economics
Gens Yushoto maintains several highly profitable business ventures, encouraging young scions
to explore and conquer new fields of commerce. The Changing Seasons Command uses the
resulting income to support new ventures. Successful scions reap praise and political clout; those
who fail to make a profit must labor for a time under more successful kin — both to repay the
investment and to further their entrepreneurial education.
Agriculture is among Yushoto’s most stable income sources, growing such cereals as rice and
maize along the fertile riverbanks east of Lookshy. These crops supply Lookshy’s massive
military first and foremost, but are also sold independently to those who need food or animal
feed. Yushoto also has a strong interest in textiles, its magnaneries producing large amounts of
luxurious silk in high demand amongst the rich in the Scavenger Lands. The sale of these goods
provides Yushoto with income, while guarding them in transit provides Yushoto scions with
valuable experience as guards and sailors.
Serving the Legion
Yushoto scions spread through every element of the Seventh Legion apparatus. They’re field
force and naval officers, Directorate administrators, Shogunate Bureaucracy ministers, sohei,
sorcerers, merchants, artisans, scholars, and more. Most pursue their own inclinations or follow
the path of some respected family member or heroic figure. Elder Yushotos seek out and mentor
young scions who still seek direction for their careers.
More specifically, Yushoto individualism often leads scions to seek out forms of military service
that emphasize autonomy, flexibility, and spontaneity. Becoming a strategos or ranger is a
common dream among young Yushoto, who compete fiercely for attention and tutelage from
elders in these fields. Retired strategoi and rangers often capitalize on their fame by taking on
teaching posts or founding their own academies.
Another popular Yushoto career is sorcerer-engineer, following in founder Yushoto Baraka’s
footsteps. In addition to forming an excellent compromise for this nontraditional gens’ more
conservative scions, it presents the unique opportunity to pursue a centuries-old sorcerous
tradition.
Admiration for the gens’ own ethos leads a disproportionate number into the teaching profession
or the Directorate of the Adjutant-General, where they can help members of other gentes find
their own paths just as Yushotos do. Retired officers often capitalize on their fame by taking on
teaching posts or founding their own academies.
Enemies and Alliances
Gentes Yushoto and Maheka disagree on how to best serve the Legion. Yushoto individualism
irks more conservative Mahekas, who point to occasional turmoil between young Yushoto as
proof that the gens’ approaches are flawed. Meanwhile, Yushotos find Mahekas’ approach
stifling to innovation.
No gens is more closely tied to Yushoto than Gens Nefvarin. Since the Gunzota incident,
Yushoto has offered financial support to Nefvarin, nominally to help it back onto its feet. Now,
the Changing Seasons Command calls on Nefvarin scions for extended services to offset the
resulting debts. Feeling owned by Yushoto, many Nefvarins feel resentful rather than grateful.
Yushoto finds itself deeply entangled with Guild mercantile endeavors. This relationship
oscillates between partnership and fierce competition, trending more towards antagonism in
recent years. Yushoto sees the Guild’s vast financial powers as a potential threat to Lookshy, and
collaborates with the Security Directorate in counterespionage operations targeting Guild spies
within Lookshy’s walls. Yushoto rangers and merchants spy in turn on Guild enterprises
throughout the Scavenger Lands.
Scions of Note
Imperator Yushoto Okani grew up two centuries ago as corruption burgeoned among the
Seventh Legion’s officer class, and her sense of righteous purpose led her to join the conspiracy
behind the Gunzota Incident. Today she’s firmly dedicated to the Mercenary ideology, believing
that as long as the officer class remains honorable and the Seventh Legion remains dedicated to
its traditions, Lookshy cannot fail.
Okani watches Lookshyan political issues closely, but has a blind spot when it comes to the
changing external circumstances of the Time of Tumult. She doesn’t wish to meddle with other
gentes’ affairs; thinking of the horrors of the Gunzota Incident fills her with dread at the thought
of harming her fellow Lookshyans again. But she also fears opening investigations that might
inadvertently unearth the Gunzota conspiracy.
Yushoto Rilodan, also of the Changing Seasons Command, desires to see Yushoto take a less
impartial role in Lookshyan politics and to see the Seventh Legion as the Scavenger Lands’
hegemon. He commands loyalty amongst Yushoto Imperialists and Interventionists, and himself
supports Amilar Chalo — the firmly Interventionist taimyo of Field Force Four — to be the next
chumyo should Maheka Dazan step down. His upcoming marriage to Chalo’s sister bodes to
further embroil him in Gentes Major politics. He’s currently maneuvering to ensure that when
Yushoto Ouhota retires, an Interventionist Yushoto takes her place.
Most know Yushoto Dalaro as Guild merchant Taltzen Linn of the Ivy Wheel trading company,
his cover on his mission to infiltrate the Guild. Quietly plucked from the military at an early age
in recognition of his skills and loyalty to the Legion, Dalaro has lived two lives for over a
decade. His mission is to obtain rank and influence within the Guild sufficient to ferret out
secrets and weaknesses of value to the Seventh Legion.
Dalaro has succeeded in the first half of his mission, standing at a merchant prince’s right hand
and romancing a Guild hierarch’s personal assistant. But he grows hesitant as tensions escalate.
He feels more connected to his life as Taltzen than as Dalaro, and his Guild paramour’s love
pulls him further from the Legion each day. This divided loyalty haunts him, driving him to
occasional drinking binges and wanton brawling that may threaten his secret identity.
Once an outcaste Yellow River pirate, Yushoto Kigiku sought security and purpose — not to
mention protection from the Lookshy Navy — with Gens Yushoto and the Seventh Legion. After
a stint in the Navy, they gathered a new pirate squadron and placed it at the gens’ disposal. Their
Red Hawks were a point of pride for Yushoto for years, until they mistook a Sijanese funerary
vessel for a pirate ship in a heavy fog and attacked. Sijan calls for Kigiku’s punishment; some
Yushoto close ranks to defend them, while others squarely blame Kigiku for failure to lead. For
their part, all Kigiku wants is to return to favor. They’re approaching young Yushotos with
increasingly desperate and risky ideas to reverse their fortunes.
Garrison Forces
Lookshy’s guard units maintain order over the city and surrounding settlements, and provide
training grounds for field force soldiers. When field forces require new bodies, they look to the
garrison forces first. Many garrison-force soldiers grow bitter as the Legion passes them over for
assignment in the more prestigious field forces year after year.
The Home Guard defends Lookshy above all else. This mandate includes policing, tax
collection, and peacekeeping duties. Home Guard units mix novice recruits, ambitious idealists
eager to prove their worth, and disillusioned veterans who didn’t make the cut for field force
deployment. Because foes rarely reach the city, the Home Guard tend towards complacency and
arrogance. Rather than pennants, Home Guard units are signified by colored helmet plumes and
ribbons woven into armor.
The prestigious, well-equipped Manse Guard secures Lookshyan manses both at home and
abroad. The gentes sometimes try to place scions considered too valuable — or incompetent —
for real combat with the Manse Guard for their mandatory Legion service. Taimyo Bukane
Winter Rose considers such tricks and bribes an affront to the Legion’s honor and to himself,
purging recruits suspected of such from the ranks. Nonetheless, the field forces view the black-
plumed Manse Guard as pampered and soft.
A reserve force, the Gray Legion encompasses the weak, infirm, or unfit for duty, and those
retired from active service. In emergencies, Lookshy can muster an army of Gray Legion light
infantry as large as all of the field forces combined. Gray Legion members train weekly, for
which they receive nominal pay and time off from other occupations. Membership is a source of
civic pride; it’s also a channel by which members of diverse social classes come together as
Lookshyans.
Rangers
The Seventh Legion’s intelligence and espionage arm, rangers are drawn from the ranks of the
field forces. Ranger command reports directly to the General Staff and is granted broad
autonomy and authority to advance Lookshy’s cause by any means necessary.
This freedom provides diverse assignments. Rangers act as advisors to both Lookshyan and
allied commanders. They infiltrate, investigate, and assassinate enemy leaders. They hunt spies
and traitors, and spread pro-Legion propaganda throughout the Scavenger Lands. Success, no
matter how unorthodox, is rewarded with promotions, honors, and another mission.
All Seventh Legion units are expected to provide the rangers with sanctuary and support —
albeit begrudgingly so when the two groups’ tactical objectives conflict. Rangers also have
authority to recruit anyone useful to their goal. Many recruits are expendable dupes kept ignorant
of Legion involvement.
Security
Beyond the Legion’s own might, the gentes employ their own loyal guards.
Sometimes these private forces come from Lookshy’s own Grey Legion. These
troops make easy money guarding estates, caravans, ships, and traveling
dignitaries. Wealthier families hire exotic foreign warriors, prioritizing loyalty to
themselves should Lookshy endure another bout of internal strife.
Force Projection
The Legion has established fortified redoubts throughout the Scavenger Lands, reassuring allies
and threatening potential rivals. Each is a self-contained fortress — some hold enough troops and
supplies to launch major campaigns, while smaller, secret redoubts serve as ranger refuges and
weapon stockpiles. The largest redoubts, built in strategically valuable locations on the River
Province’s borders, can support an entire field force and allied troops against protracted sieges.
Any attack on a redoubt is considered an attack upon Lookshy itself. The Legion’s reprisals are
famed as swift and unforgiving throughout the River Province, though the reality is tempered by
concerns of logistics, diplomacy, distance, and perceived importance of the site.
Foreign Legions
Lookshy’s foreign legions take in non-Lookshyan hopefuls seeking post-service
citizenship. Some are seduced by Lookshyan propaganda; others enlist to escape
justice or slavery; yet others are simply starving and lost — the foreign legions
accept them all. Their training is unforgiving. Recruits live and die in service in
exchange for basic rations and the promise of sins forgotten. For many, this is
enough; for others, the reward of citizenship provides motivation. Many fail basic
training — they die, are maimed, or desert. Those who pass serve in military
campaigns far afield and guard remote redoubts. They know the field forces view
them as expendable, and throw themselves into battle to prove their worth.
Artifacts
The Legion’s First Age wonders are failing. Small faults accumulate, whether cascading into
catastrophic failure or dead equipment to be cannibalized for parts. Maintaining an arsenal of
lightning ballistae, implosion bows, warstriders, and more is staggeringly expensive. The
General Staff knows Lookshy’s success is partly attributable to fear of its artifact arsenal, and
goes to extreme measures to hide this decline. Rangers spread propaganda throughout the land,
while Security Directorate operatives mislead, suborn, or — in extreme cases — assassinate
those who investigate too deeply.
Wonders forged, unearthed, seized in battle, or otherwise obtained by Lookshyan Dragon-
Blooded — daiklaves, direlances, and the like — are theirs to keep, and often become heirlooms
within their gens. Their ownership is taxed, however, while donating them to the Seventh
Legion’s arsenal yields handsome compensation. The Legion obtains other artifacts when
Dragon-Blooded die intestate or as gifts from their heirs. It prioritizes assigning its artifacts to
Dragon-Blooded who’ve awakened their Evocations, to maximize their strategic value.
Legion-sponsored expeditions scour the Scavenger Lands for materials and lore to maintain its
sorcerous arsenal. Rangers seek caches of forgotten artifacts and raid First Age tombs, while the
Liaison Directorate obtains others through bargains with princes and merchants.
War Games
Stories set in the Seventh Legion showcase the glory and horror of war — the heart-pounding
excitement of pitched battles, bloody victories, or ignoble defeat and desperate retreat. Warfare
provides clear objectives and defined enemies. Lookshy’s role as defender of the Scavenger
Lands grants Storytellers an easy excuse to use a variety of foes, from Wyld mutant hordes, Fair
Folk incursions, fantastical monstrosities, and foreign Exalted to mortal nations vying for power
and resources.
Remember that battle is visceral. Its details are harrowing and compelling — screaming charges;
groaning casualties stinking of blood, sweat, and waste; medics fighting carnage and infection;
monks blessing the living and cremating the dead; the same bland stew served for weeks on end;
terrifying ambushes; the heartbreak of cowardice.
At the other extreme, Lookshy’s gentes both oppose supernatural adversaries and wield occult
might themselves. The Dragon-Blooded leave no battlefield untouched by their power. Forest
fires ignite, the earth shatters, poisonous brambles impale enemy troops, and howling gales whip
away screams amid floods and storms.
Between battles, units must scout, forage, manage logistics, restock redoubts, navigate Legion
politics, and mediate between opposing parties who turn to the Legion for adjudication. Officers
also work to recruit outcastes to their gens and to Lookshy’s cause.
Field forces rarely go to war at full strength. The Scavenger Lands’ sheer size demands
deployment frugality. Often this leaves troops caught outnumbered and ill-equipped for
unforeseen circumstances until reinforcements arrive. Initiative, infiltration, diplomacy,
exploration, and individual heroics are expected of troops in these situations. Characters
separated from Legion supply lines and support make for more personal stories, providing
players with the tension of individual danger.
The Dragon-Blooded are equally potent in intrigue and politics. Lookshy’s gentes vie for status,
wealth, and power with as much zeal as any of the Realm’s Great Houses. The gentes work to
place their own scions in influential positions. Legionaries steal glory from rival families’
commanders and intercept sealed orders for secret missions. Merchants cheat rival gentes and
even Lookshy itself when they can get away with it, their revenues paying for new heirloom
artifacts, private soldiers, and spies.
Yes, Commander
The Storyteller and players should discuss how to handle situations where one
player character outranks another and may give orders, demand obedience, and
punish disobedience. Such stories work well when everyone’s on board with how
player character officers choose commands and punish transgressions. While one
character may make the final decision, all players might discuss the matter and
come to an agreement as to what the ranking character’s orders should be.
Further Afield
Stories set away from the Seventh Legion open up different character and scenario
options for players. Lookshyan merchants, scavengers, sorcerers, and spies roam
Creation on the Legion’s behalf. Those fleeing justice, like deserters and criminals
— and those Lookshy sends after them — also have reason to be among foreigners
far from home. Legion mercenaries may be stuck in remote locations on missions
they refuse to fail.
If reports of lost lore or vital sorcerous ingredients are deemed credible enough, the
Legion will risk expeditions to distant and wondrous lands — even into the deadly
Wyld or Underworld. Expeditionary forces require means to send their discoveries
back, and to return upon mission completion — which can be an odyssey in itself.
Foreigners
Foreign characters have many potential roles in Seventh Legion games. Some outcastes join a
gens to gain Lookshyan citizenship. Happily independent outcastes (and other Exalts, such as
Exigents) may work more loosely alongside Lookshyans, whether gathering intelligence in the
field or joining a Wyld Hunt. Even Dynasts or Prasadi might appear as emissaries requiring
Legion protection.
Outsiders under false pretenses — such as Dynastic spies or hidden Anathema — may also have
their place in Seventh Legion games, disguising themselves as outcaste recruits or mortal aides.
Such characters must conceal their true loyalties against discovery by Lookshyan peers. It’s
typically best to discuss such things at the table before play; it’s the characters who should feel
betrayed, not fellow players.
Smoke and ash choked the air. Screams and shouted orders rang out over the insistent crackle of
the spreading savanna fire. Burano Heliu Barucha swung her axe, its wind dispersing the haze in
a ring around her. Her scale had been scouting ahead of the Prasadi legion’s main body,
searching for ambushers in the grasslands. Barucha had to admit she’d found some.
Three enemy soldiers lay dead around her, armored in Volivat’s style. Also fallen was Barucha’s
adviser and translator, a young and inexperienced scholar, now never to grow older. Barucha
shook her head. Then she whistled, sharp and piercing, until her remaining soldiers appeared
from the smoke to rally around her.
An impressive number of Barucha’s troops had survived the initial ambush, but the battle wasn’t
done. She heard Volivati warriors darting through the haze of the fires they’d set, clearly
outnumbering her unit. But she focused her hearing just so, and pointed her axe into the smoke
where their commander hid. She issued an invitation, politely using his own ugly language:
“Come and face me, jackal of dubious parentage, if you fear no gods.”
A champion of Volivat strode into view, towering over his fellows. He wore profane tattoos,
heavy iron armor, and cruel spiked gauntlets. “Ah-ha. I expected to catch a few mortals, not a
well-spoken Dragon. Yet she confuses my pedigree for her own. I know well my parents, all ten
of them.”
Barucha grimaced in disgust and dismay. She’d hoped to frighten off a mortal commander and
spare her soldiers a longer fight, but she ought to have expected one of the Yennin. She couldn’t
fathom their bizarre parentage, but their unnatural strength was real enough. Killing the perverse
champion might not be easy.
But the dead scholar at her feet urged vengeance. Barucha sighed, carefully stepped over him,
and gestured to her scale. They began quietly singing a familiar hymn in praise of her warrior-
courage and strength.
The hymn helped focus Barucha’s spirit, and she summoned a grin that would set any foe’s
blood boiling. “Are you Yennin all related?” she asked. “Because if so, I’ve killed two of your
cousins. If I described them, perhaps you could tell me their names.”
The Yennin warrior raised his chin and glowered down at her. “Perhaps we are. And perhaps
there are five of us for each Dragon. Perhaps there are ten, each of us carrying the strengths of
ten heroes!”
Barucha sank into a ready stance, axe poised across one shoulder, off-hand forward. Her jade-
reinforced leather coat creaked. “I only see one of you here.”
Volivat’s champion growled and sprinted forward with shocking speed. By the time Barucha’s
axe left her shoulder, the Yennin had reached her and slammed a great gauntlet into her gut. The
blow knocked the breath from Barucha, and she had no time to block his other gauntlet’s follow-
up strike across her face.
Essence suffused Barucha’s skin at the point of impact, and the yennin’s gauntlet rang like a bell
striking stone, failing to move her even an inch. His eyes widened in surprise, and Barucha’s
anima flared, a pulse of seismic force flinging him back several yards.
As the Yennin found his footing, Barucha’s soldiers found their voice. Their hymn rose, and the
prayer’s uplifting power filled Barucha’s chest. She took a centering breath and spoke to her
enemy: “You carry the strengths of ten heroes. I carry the faith of an empire. Hardly a contest.”
Barucha rushed forward, axe descending like a meteor.
Chapter Three
Prasad
Clan Burano
Stone That Towers Towards the Sky
Stable but not stubborn, strong but not brittle, Clan Burano doesn’t see itself as Prasad’s
foundation. Foundations stand fixed, immobile, unable to adapt to change. Rather, Burano raises
up airy towers of society and law, forever rebuilding and reshaping, anchored in solid ground but
always aspiring to new heights. The clan builds on Prasad’s indigenous ways and the conquering
Dynasts’ disruptive traditions, aiming to harmonize and refine them into an ever more powerful
and resilient whole.
Renowned for dedication and discipline, Buranos often serve Prasad and their clan as generals,
bureaucrats, scholars, teachers, financiers, and artisans. Though disinclined to wanderlust, many
journey abroad in pursuit of their duties and to master foreign ways, the better to help Prasad
confront the challenges of a changing world.
Prasadi Lexicon
caste: The four broad social strata that make up Prasadi society. At the bottom, the
Corporal Caste deals with menial and unclean labor. Above them, the Caravaner
Caste deal in commerce, travel, and warfare, while the Sage Caste are intellectuals,
advisors, bureaucrats, and mortal children of the Dragon Clans. The Dragon Caste
encompasses Prasad’s social elite — the Dragon-Blooded members of Clans
Burano, Ophris, and Akatha.
clan: An extended Prasadi familial unit.
guru: A religious leader of the Pure Way.
jati: An ethnicity within the Prasadi empire. Jatis can overlap both caste and clan.
karta: The matriarch of one of Prasad’s reigning Dragon Clans.
Pure Way, the: Prasad’s state religion, a syncretic faith combining elements of the
Immaculate Philosophy and traditional Kamthahari religion.
rani-satrap (masculine raja-satrap): The Prasadi empire’s temporal leader.
tanist: The rani-satrap’s heir. The tanist is always elected from the Dragon Clan
opposite the rani-satrap’s clan.
Social Standing
Burano scions enjoy a formidable reputation for being serious, disciplined, tenacious, patient,
erudite, and wise. Their officers’ unshakable drive inspires confidence among soldiers and fear
in foes; few dare bribe their seemingly incorruptible bureaucrats. Burano savants are a byword
for perfect memory.
On the other hand, Clan Burano’s discipline is often seen as stubbornness, and its orthodoxy as
conservatism. While this is true more often than the clan might like, many remain deeply
committed to critically examining and refining Prasad’s traditions.
Ganden-Pa
When disputes arise, Burano scions engage in a ritualized debate originally
practiced by local philosophers, called the ganden-pa. A panel of arbiters, chosen
by lottery from interested individuals, hears arguments both for and against the
tradition under review. When each side has exhausted its argument, the debaters
exchange positions, and the arguments begin anew. While only experienced
Buranos may argue in a ganden-pa, younger Buranos engage in mock debates prior
to the ganden-pa and assist the debaters in preparing their arguments.
Clan Ophris
Fire That Renews the Forest
Ophrises are stereotyped as passionate, individualistic, worldly, intense, and sensual. Their
warriors are renowned for the boisterous camaraderie they inspire in their comrades, and storied
for making friends out of enemies; their courtiers stir passions and seduce the stoniest hearts. But
their reputation isn’t all positive —they’re also seen as capricious, mercurial, and easily bored,
leaving trails of broken hearts and making enemies out of friends.
Renowned for charisma and sense of adventure, many Ophrises serve Prasad as politicians and
ambassadors, or their clan as wandering heroes, explorers, ship captains, and mystics. These
well-traveled scions return home bearing foreign ideas and aesthetics that are pursued with
fervor at Ophris galas and galleries.
Social Standing
House Ophris is the flower of Prasad’s empire, attracting and impressing visitors with grace and
wit. Ophrises make excellent artists and better lovers, even if they do leave and forget lovers
eventually. They strike up friendships — though not always lasting — with those outside the
clan who’re given to a similar pursuit of experiences and beauty, while provoking hostility from
those resenting their frivolous ways. When Prasad deigns to make diplomatic overtures in pursuit
of peace or trade, Ophrises lead the way.
Growing Up in Clan Ophris
Households manage their affairs and raise children largely independently. Children pursue
whichever training they and their parents favor, whether that’s attending Ophris schools,
occasional Burano academies, home schooling, or traveling to foreign institutions — even on the
distant Blessed Isle.
This independence is counterbalanced by older Ophrises meddling in their descendants’ affairs
— not to mention their siblings’, cousins’, and Hearthmates’ descendants — and gossiping about
those affairs with their peers. Known collectively as the byangomi (singular: byangoma), these
elders form a mutual aid network, performing favors that are held in reserve against some dire
moment of familial need.
The byangomi regard Clan Ophris, and their own jati specifically, as a garden to tend. The clan
as a whole requires a plan where everything has its place, to create strength and harmony. Yet
they know every individual Ophris has her own needs — one scion must be carefully nurtured
and placed in the light, whilst another thrives under benign neglect and darkness. (Clan Burano,
by this metaphor, is the sturdy trellis upon which Ophris grows tall; Burano fathers and husbands
humanize the clan for Ophris.)
A young Ophris can win great freedom by persuading the byangomi that she isn’t an errant weed
in need of trimming, but rather a new bloom requiring a different care regimen. She’ll do well to
cater her appeals to a byangoma aunt or uncle who favors her personally, and letting them
persuade the eldest byangomi in her stead.
Clan Leadership
As with Clan Burano, the Ophris karta — elected by the clan’s adult members from among the
byangoma for a nine-year term — holds ultimate authority within the clan. The karta may
theoretically serve unlimited terms, but given the Ophrises’ predilection for novelty, most are
only intermittently elected. Only the first karta, who gained legendary stature by negotiating a
favorable bargain with the Scarlet Empress, served until her death.
The Alkanet Pavilion
A thirty-member council called the Alkanet Pavilion elects and advises the Ophris karta. It’s
Clan Ophris in microcosm: sprawling talents pulled in countless different directions and prone to
feuding, but ultimately one family against the interests of Burano, the lesser castes, and foreign
powers.
Every year, each of the clan’s dozen-odd jati elects one or more of its members, largely drawn
from its byangomi, as representatives to the Pavilion. How many representatives any given jati
sends is governed by a complex matrix of size and status, as well as fierce negotiations between
byangomi.
The Pavilion meets for a full day monthly. The first hours are reserved for petitions, be it two
hotheaded young Ophrises asking permission to duel to the death (almost never granted; the
Pavilion finds this wasteful) or a scion seeking financial backing for a mercantile enterprise.
While in theory anyone may address the Pavilion unannounced, councilors casually dismiss any
who didn’t have a byangoma pave the way, deeming this arrogant and naive.
The daylong meeting is opened and interspersed with performances by young Ophrises reading
their own poetry, engaging in battle dances, or otherwise displaying their talents. This is a great
honor, affording gifted performers a chance to informally meet with councilors afterwards.
Hosting the Pavilion is likewise a great honor.
While the council owns the physical Alkanet Pavilion — a white stone building wreathed in
poisonous flowers near Kamthahar’s center — they meet outside in especially pleasant weather,
or in another city if military and economic matters warrant a personal visit. This is both for
variety’s sake and so scions can showcase organizational skills.
Aside from monthly meetings, councilors meet weekly in smaller groups, called symposiums,
dedicated to specific goals. These groups attract and lose members based on what skills and
resources the project needs in the moment, and many councilors assist more than one group. For
instance, Ophris Jhata and his symposium dedicate themselves to stymieing diplomatic efforts
between Ysyr and Volivat to prevent them from forming an alliance that would threaten Prasadi
interests, and seek a team of saboteurs to carry out their plans. Meanwhile, Ophris Ahaju is
preparing a sailing expedition into the Wyld, and requires a crew.
Social Standing
House Ophris is the flower of the Prasad empire, attracting and impressing visitors with grace
and wit. Ophrises make excellent artists and better lovers, even if they do leave and forget lovers
eventually. They strike up friendships, though not always lasting, with those outside the clan
who’re given to a similar pursuit of experiences and beauty, while provoking hostility from those
resenting their frivolous ways. When Prasad deigns to make diplomatic overtures in pursuit of
peace or trade, Ophrises lead the way.
Economics
An Ophris’ heart yearns for adventure and beauty — talents that turn to profit in Prasad. Ophris
artists, musicians, poets, dancers, and artisans are renowned across the Dreaming Sea, and
sometimes even as far as the Blessed Isle.
Ophris’ yearning for beauty sees them breed the most magnificent beasts, of which the delicate
silver peafowl and ferocious black tiger fetch the highest price. Few Prasadi outside Clans
Burano and Akatha can afford these creatures, but they find eager buyers in other Southeastern
kingdoms. Occasionally Ophris gifts one to a visiting Dynast, both as a bribe and a token of
goodwill.
Sea captains of Clan Ophris track the byzantine migration of the Dreaming Sea’s legendary nacre
whales. Ophris ships drag vast sheets of silk in the water of the Dreaming Sea to catch the fabled
oils the whales leave in their wake. Auctions for these occult oils have steep starting bids.
Ophris sorcerers learn songs that calm the land, and shift fortunes so favorable roads present
themselves. Some dark-hearted sorcerers weave songs of ill fortune in their wake instead,
throwing off pursuers and cursing them to wander lost. Clan Ophris keeps both happy and well-
paid, making their people the best — and most expensive — to hire on any travels in Prasad.
Many scions turn their wanderlust toward scavenging wondrous treasures from the lands around
the Dreaming Sea. All Ophris scavengers must give the karta right of first offer on all finds,
allowing her to select and distribute the most powerful items among favored clan members. The
karta keeps a list of their value, and upon retirement may sell them to the current bearers if they
impressed her.
For all that Ophris scions find themselves drawn toward exotic lines of business, the clan itself
invests in more prosaic enterprises — mining, agriculture, craftsmanship, and the like — via
Sage Caste and Caravaner Caste intermediaries. But they approach such businesses with the
clan’s usual flair for innovation. Ophris farms employ unusual fertilizers; mines establish strange
pacts with earth elementals; textile workshops experiment with new dyes and spinning processes
for textiles; and the like.
Military
Clan Ophris isn’t as militaristic as its Burano cousin, but remains formidable. Its military
doctrine, the Way of Ten Thousand Sighs, focuses on extemporaneous planning, situational
awareness, attrition, stealth, and small-unit tactics. An Ophris officer studies the military
traditions of many peoples, and is expected to synthesize these to apply their strengths to the
current situation. Those who successfully master this regime are among the Southeast’s finest
generals. Those who fail find their careers plateaued, stuck serving more sharp-witted — or
luckier — peers.
Ophris legionnaires favor light, graceful weapons, and make an art of warfare. Archers inscribe
poems onto their arrow, prizing beautiful verse and elegant calligraphy as much as precise aim.
Elegant martial arts such as Dreaming Pearl Courtesan style are favored by both Dragon-
Blooded officers and mortal soldiers. Ophris cavalry rides war elephants into battle, mercilessly
trampling lesser opponents while clan sorcerers unleash terrible spells on opponents worthy of
such curses.
Ophris military doctrine makes extensive use of units deemed auxiliaries by the Realm. Elephant
cavalry, firedust bombardiers, and adaptable skirmishers are common in Prasad’s varied-yet-
regimented military camps. The clan maintains four legions, each adapted to a different
environment. The Sand Legion operates west of the Summer Mountains, its camel-mounted
troops and light infantry trained for desert and mountain maneuvers. The Wind Legion’s heavy
cavalry duel with foreign nomads in the steppes south of Prasad. The Forest Legion’s light
infantry and ranger units patrol the jungles to the north. Lastly, the Divine Legion’s light and
heavy infantry, trained for urban warfare, guard Prasad’s borders and support other forces.
Ophris also maintains a private navy. Historically riverine, it’s enthusiastically constructing blue-
water craft based out of Prasad’s newly acquired Dreaming Sea ports.
Enemies and Allies
Forestalling the succession crisis that would come if Burano Rohavin died without an heir has
leaped to the forefront of Ophris’ varied political agenda. The Clan spends any and all clout it
has with Burano to back their motion forcing Rohavin to elect a new tanist. They’re also
spending considerable resources on scouring the Dreaming Sea to find their lost tanist.
Meanwhile, Prasad’s expansionist push continues, forcing Ophris to do all this amid quickly
boiling tension with Champoor, and the nascent Ysyr and Volivat alliance. A more cautious clan
might counsel holding off and seeking peace with the other Dreaming Sea powers to allow time
to solve its internal problems, but that is not Ophris’ way.
Major Holdings
Askai is the name of both Ophris’ greatest jade mine and the thriving mining town that abuts it.
The mine yields less jade every year, and Ophris fears it’ll soon be exhausted. Overseer Ophris
Dalavi seeks Dragon-Blooded experts to direct the search for new veins in the Askai Mine. The
work must be secret, lest it reveal the clan’s vulnerability to its rivals and weaken its prestige.
Success would win the Pavilion’s enduring good will and a princely fortune from a cut of the
profits. Askai Town, with teahouse, gambling hall, and seraglio, offers enough diversions for a
pleasant stay.
Scions of Note
Ophris Namika Madhava, an elder politician and eccentric mystic from the prestigious Namika
jati, has been karta for 14 years. A gifted mediator and negotiator, she focuses on maintaining the
clan’s wealth, prestige, and internal harmony, and is otherwise content to pursue philosophy and
scholarship. But now she’s agitating for a bold new agenda beyond anything she’s sought before.
She presses Burano Rohavin hard to allow the election of a new heir, appealing to their shared
dream of a Greater Prasad Empire which requires the Twin Dragons to be at full strength.
Madhava proposes Prasad conquer the length of the Dreaming Sea as Imperial legions stand to
abandon the threshold, and hopes to become a legend rivaling even the first karta.
Ophris Katu Aarav joined the Pure Way as a monk shortly after his return to Kamthahar from
study at the Blessed Isle’s Cloister of Wisdom. Gregarious, charismatic, and highly
knowledgeable about the Immaculate Philosophy, he enjoys engaging visiting Immaculates in
theological debates. Aarav’s sharp tongue is no less contentious with his fellow Pure Way
monks, who’re quickly souring on him. As Aarav continues to antagonize his brethren, some
posit that his Realm education taints his loyalty to the Pure Way and Prasad as a whole.
Ophris Raju Vivaan is a famous rogue, who turned a crooked spine — a congenital disability
— into a cover as Ysyri servant. She’s provided the Alkanet Pavilion with information on Ysyr,
its leading sorcerers, and its overtures to Volivat. Vivaan also fostered an underground insurgent
cell among Ysyr slaves, and plans to direct them against select targets should Prasad ever go to
war with Ysyr. But tales of her exploits, albeit under an alias, reached the sorcerers’ ears, and
they now search for her. Vivaan is committed to see her plans through, both out of loyalty to
Prasad and — if she lives long enough — a wish to earn entry Alkanet Pavilion.
Retired sea captain Ophris Tuchari Reyansh is a hero for her crucial role in capturing the
seaport of Madara, establishing a Prasadi foothold on the Dreaming Sea. Now retired, she’s
joined the byangomi and been elected to the Alkanet Pavilion. She trades on her acclaim to sway
other councilors to her agenda of aggressive military expansion. She’s cousin to Ophris Padhi,
but gave up all hope for their return. The best way to honor the lost tanist, Reyansh insists, is by
conquering the whole of the Dreaming Sea. A winged squirrel — taken as personal tribute during
Reyansh’s conquest of Madara — sits on her shoulder, screeching and snapping its jaws at all
who come too close.
An exceptional physician, Ophris Lasarat Shauryam scavenges the Dreaming Sea for exotic
medicinal herbs. Shauryam considers herself plagued by her jati’s notorious bad fortune; she
provides her services for free and gives away any treasures she finds, believing any wealth she
came by would only be lost, or worse. She considers establishing a wilderness hospital for
treating the most desperate cases, far from more fortunate people who might catch her bad luck.
Shauryam has a wonderful voice, a legacy from her divine parent Void-Singing Nightingale, and
her songs soothe even the most grievous pains.
Clan Akatha
Dragons Walking Among Gods
Ensconced within golden temples and heavenly sanctums heavy with fragrant incense, insulated
from outside concerns, Clan Akatha dreams of lost glory. The clan traces its ancestry to the
earthly divinities of Prasad. Today, both gods and clan are inextricably bound by obligation,
privilege, and lineage.
Akatha comprises a complex hierarchy of mortals, God-Blooded, Dragon-Blooded, and gods.
Clan members spend their days performing religious ceremonies, appeasing Prasad’s gods, and
advancing those gods’ agendas. Few care to deal with secular matters. Dragon-Blooded take
more dynamic and worldly roles in the world outside their divine kin’s sanctums; they bridge the
gulf between mortals and gods, maintain political ties with the other Dragon Clans, negotiate
with and suborn foreign divinities, and battle those who reject their diplomacy.
An Akatha child is born — or adopted — into a life of obligation, veneration, and ritual.
Surrounded by prayer and incense, she longs to demonstrate divine heritage or to Exalt, and
pities those who do neither. If her godly bloodline manifests, her clan status increases; if she
Exalts she joins the gods, and acquires autonomy previously withheld. If neither, she remains to
obey the gods until death — and sometimes beyond.
Spirit Courts of Love and War
Two powerful spirit courts stand politically above the rest, dominating Prasad’s religious
landscape. Both courts’ members intermarried among Kamthahar’s Exemplar Caste ere the
arrival of Burano and Ophris, and their God-Blooded progeny act as champions, priests, agents,
and advocates. A god with many God-Blooded descendants, or especially puissant ones, gains
prestige within his court. Many Akatha households affiliate themselves with one court or the
other, but almost all can trace at least some of their ancestry to both.
The Fecund Court
Beautiful-Eyes, the Southeastern god of fertility, founded the Fecund Court in the wake of the
Great Contagion, when loss of contact with the Celestial Bureaucracy left the terrestrial gods in
disarray. Assembling scattered gods of fertility, love, family, domesticity, and the like, he
directed them toward gathering and nurturing both human and animal survivors of the disaster,
speeding the region’s recovery.
Gods of the Fecund Court include:
Beautiful-Eyes, the peacock-headed fertility god, is first among equals and prince of the Court.
Proud and serene, charming yet vindictive, he commands — and thrives upon —the loyalty of
the court’s upper echelons and the wary devotion of its lesser gods and mortal scions.
Edri Shattering-Spears, a thunderstorm-god with eyebrows and beard of bushy clouds framing
his bald head and mirthful eyes, is proud father of two Dragon-Blooded daughters, including the
current karta.
Subtle Wood, the many-limbed jungle elemental, falls in love with a new hunter every year.
Othriti the Sickly, the cat-faced god of the sick, haunts her children, speaking to them from the
tongues of lepers and the plague-ridden.
The Court of the Crimson-Tailed Banner
When the Contagion came, the Fair Folk followed on its heels, riding from the edge of the world
to trammel Creation beneath their hooves. The war gods of the Southeast joined forces to oppose
this invasion. Many surviving deities assembled under the banner of the charismatic Prikata
Fang-Fall, war god of the city Kamthahar, to cleanse the region of plague-born hungry dead.
Later they stood against the Realm’s invasion, ultimately submitting in exchange for religious
concessions from the Immaculates.
Gods of the Court of the Crimson-Tailed Banner include:
Prikata Fang-Fall is a mighty and charismatic warrior-general, admired by the court’s war gods
for his skill, proud demeanor, and calm in a crisis. He’s also prickly and judgmental, and holds a
grudge against anyone who tries to manipulate him — most notably Beautiful-Eyes.
Handsome Ashav, foul-mouthed guardian of camp followers, delights in brawling with
“cultured” foes, be they fellow divinities, Dragon-Blooded, or Fair Folk princes. Though an
incorrigible lout in the Court, his widespread worship — and mastery of Swaying Grass Dance,
Dreaming Pearl Courtesan, and other martial arts of lowly origin — makes him difficult to
gainsay.
Laughing-Rain Izu, an elemental storm bird, happily serves the court despite her disinterest in
politics. When there’s no war to be had, she wanders the Summer Mountains, terrifying
passersby by starting impromptu, sophomoric philosophical debates. Her God-Blooded children,
hatched from eggs and raised on raw meat in her mountaintop nest, have difficulty acculturating
to life in Clan Akatha.
Blood-in-the-Furrow, a god of peasant levies, delights in liaisons with Corporal Caste laborers.
He’s even happier to rub holier-than-thou Akathas’ noses in the earthy origins of his occasional
outcaste by-blow.
Divine Politics
By and large, the proud divinities of Prasad’s spirit courts respect the Exalted only as nigh-
equals, despite the Pure Way’s opinion. Dragon-Blooded Akathas join the courts and gain all due
respect and worship upon taking their Second Breath. Even so, many gods subtly snub their
Exalted peers. The Dragon-Blooded rarely brook such treatment for long and are far less subtle
in their insults; long-running feuds and grudges are common at the clan’s highest echelon.
Other Prasadi gods and spirit courts largely approve of the central role that the Fecund Court, the
Court of the Crimson-Tailed Banner, and Clan Akatha played in brokering their relative freedom
and prestige under the Pure Way, as opposed to what they might have faced had Burano and
Ophris imposed undiluted Immaculate doctrine. But centuries of Akatha and its divine patrons
throwing their weight around has resulted in mixed feelings among many.
Gods of neighboring territories often join Prasad’s spirit courts to escape worse fates as the
Prasadi conquer their domains and worshippers. These foreign divinities negotiate with Clan
Akatha for favorable marriages and for places in the Prasadi pantheon. And in times of war,
foreign gods sue Akatha for peace — or occasionally find themselves targeted by the clan’s
assassins.
Social Standing
Clan Akatha’s star is falling. The clan’s insular nature wins them few friends among the other
Dragon Clans, who largely consider it a relic irrelevant to Prasad’s military and political
ascendance. Among the lesser castes, Akatha remains highly respected as gods, demi-gods, and
holy saints. The god-blooded were part of Prasadi culture long before the Realm armies arrived.
Then as now, the people petitioned their gods with colorful festivals and prayers, and courted the
God-Blooded for favors.
Brightly attired Akatha priests and priestesses preside over religious ceremonies, joyously play
matchmaker, and sponsor vivid celebrations encouraging partnerships both sacred and profane.
These sumptuous orgiastic devotions invite gods to mingle among mortals. Outsiders attend at
great expense to petition the gods personally, with bribes ensuring the right introductions.
Exhausted revelers wake later recalling blissful dreams, and owe the clan any God-Blooded
offspring produced.
Prasad accords the few Akatha Dragon-Blooded prestige befitting twice-blessed champions.
They’re leaders, warriors, and gods in their own right. As shamans, oracles, and prophets, they
influence the empire’s diverse citizens from within incense-wreathed temples shaping Prasadi
society for their own — and Akatha’s — benefit.
Clan Economics
Clan Akatha sells favors, blessings, and curses to the devout, and worship to the divine. Much
wealth streams in from worshippers’ tithes — those desperate for children, good weather, or
military victory court the clan with coin, treasures, food, and prayers according to their ability.
While some of this tithing comes during sanctioned festivals, most is hidden within private
worship.
All Akathas are trained in the ways of divine worship, and many charge for their professional
services when petitioning gods for intercession. The clan manages orphanages, filled with
unwanted, orphaned, or homeless street urchins, providing religious instruction until the child is
adopted — at modest cost to adoptive parents — or joins the priesthood upon reaching majority.
Rumors claim unscrupulous clan members abduct children to sell in slave auctions or to private
buyers. In truth, the clan searches for children with powerful lineages, notable traits, or unusual
appearances for adoption within the clan itself.
Clan Military
Akatha’s military isn’t limited to fanatic cultists, temple guards, and Dragon-Blooded warriors.
The clan fields its own generals, strategists, and troops across two legions, each dedicated to one
of its ancestral spirit courts.
The Fecund Court’s Legion of Watered Fields is largely ceremonial. Most of its ornately
armored troops have mediocre training, having been chosen for looks and endurance rather than
martial aptitude. Their primary purpose is to guard the legion’s specialists — hundreds of priests,
exorcists, minor deities, and the like. Rarely fielded, the legion provides occult support against
enemy armies that have spiritual backing.
The Crimson-Tailed Banner Legion, however, is a match for any other Prasadi legion. Its
soldiers, drawn from various temple devotees and priesthoods, train as assiduously as any other
standing army. Its senior officer corps is composed entirely of war gods and Dragon-Blooded
Akatha. Prikata Fang-Fall himself remains its general, although an Akatha general sometimes
leads it in his stead.
Allies and Enemies
Traditionalist and religious Buranos often admire Akathas’ proximity, service, and devotion to
Prasad’s ancestral pantheons. Proud Buranos see the God-Blooded clan’s high standing and links
to the gods as an impediment to Burano’s perceived role as the keeper of Prasadi tradition. These
views are often held simultaneously.
Some Ophrises seek out Akatha’s divine sactums and obscure rites in search of exoticism and
intrigue, while the occasional Ophris priest or mystic seeks tutelage from the clan or an
introduction to a particular god. It’s not uncommon for such connections to lead to personal ties.
While clan members compete with outsiders for sacred commodities like dyes, incense, fabrics,
and drugs, their most insidious enemies come from within. Jealous gods, including the Dragon-
Blooded, feud over incorrect worship, petulant slights, and long-standing grudges, paying scant
attention to the detriment to the clan.
The clan’s largest allies spring from the common folk. Faithful congregations willingly assist the
divine clan, heedless of privations. Few clan members recognize the power of this large-scale
support.
Many foreign spirit courts resent Akatha and its divine patrons. Among the most troublesome of
these is the Court of the Lost, whose misfit gods of hermits, vagabonds, exiles, outlaws, and
other rogues now accept all minor divinities who seek a home. Gods of Prasad’s conquests have
been joining the Court of the Lost, swaying the court as a whole against Prasad and Clan Akatha.
The court even has a handful of Exalted agents, such as the Lookshyan renegade Amilar Selia,
capable of standing against Akatha scions on equal terms.
Akatha Specialties
Akatha Dragon-Blooded gain two specialties from among Occult, Performance, or
Socialize during character creation (Dragon-Blooded, p. 137).
Sanctums
Clan Akatha dwells among the divine. Openly, they dwell within the court’s temples and
manses, taking petitions and offerings as well as performing the necessary holy rituals their gods
demand.
Almost every god has her own sanctum where she dwells in luxurious comfort according to her
nature. Most are inaccessible to materialized beings, though the clan possesses artifacts, spells,
and other magic that permit entry.
Every sanctum is different, and every Akatha family has unique traditions and customs, yet one
thing remains the same — the veneration of, and devotion to, their divine ancestors.
Un-Exalted God-Blooded
Un-Exalted Akatha live in service to their families and to their gods, who lavish
their divine children with attention, for good and ill. The clan elevates God-Blooded
to important positions, binding them within chains of ritual and worship. The gods
expect perfection from their favored children. They must be obedient, respectful,
and despite the luxury they may never forget they aren’t gods. Some turn this
discipline into resentment; others grandstand in hubris.
Scions of Note
Karta Akatha Manik Ebrama grows weary of her role. Always reliable in her service to her
clan and the gods, she devoted her life to those duties — mediating disputes between mortals and
gods, battling foreign gods, and evangelizing her divine ancestors to peoples newly conquered by
Prasad. But now age creeps up on her, old wound sting, and what does she have to show for it?
Her divine husband, the mighty Beautiful-Eyes, cares little for her; her children are thankless;
her peers jockey for her position.
Ebrama’s once-unshakable calm now cracks daily in furious outbursts at whatever frustration
currently plagues her. She’s largely withdrawn from her husband’s sanctum, dwelling instead in
the Second Spring Temple, from which she sends younger Akathas and petty gods as envoys and
agents. In more than one recent tirade, she’s proposed abdicating without choosing a successor,
and leaving to enjoy her last years alone. But no one takes such words seriously from reliable old
Ebrama.
Ebrama’s younger sister, Akatha Manik Arama, treks for months alone, preferring wilderness
over her sister’s concerns. As a child she denied her family, claiming herself an exiled fae
princess. Now she suffers from fevered dreams impelling her search for prodigies around the
Dreaming Sea. Arama wantonly expends clan resources in retrieving these wonders. She funds a
network of contacts and traders to share rumors and uncover leads for her quixotic quest, and
liberally pays for the assistance.
Orchid Harvest devoutly follows the Pure Way to escape her overbearing divine mother. Jade-
Tongue — the opulent and devious Dyed Queen, Prasadi goddess of trade and marketplaces —
has groomed her daughter for a mercantile life, and views entering the cloister as a broken
contract. The Dyed Queen finds ways — cajoling or bargaining — to ensure her wayward
offspring takes steps to stop her rivals’ plans. Orchid Harvest despairs of escaping her mother’s
attentions, turning to the Pure Way texts for comfort and guidance. She needs help, and isn’t too
proud to ask for it, but faces paranoia that everyone she asks is part of her mother’s schemes.
Akatha Junam Alearri spies for Clan Ophris, determined to free himself from his parents’
control, selling out his family in exchange for favorable marriage into Ophris. He observes his
family’s antics with silent disdain, feeling shame to be among their number. The Ophris
spymasters consider Alearri a useful tool, easily swayed by cheap courtesans and false promises.
So far, the information has been of little importance — enough to cause the karta minor
embarrassment. Now that his information has been confirmed true, the Ophris spymasters have
begun pushing Alearri for more, and asking him to start unsavory rumors about his clan.
Jati Names
It isn’t possible to cover hundreds or even dozens of jatis, with their many names,
origins, and cultural traditions. In general, jati names start as references to historical
homelands or national identities, then transform through exposure to Prasadi
language. When introducing themselves, Prasadi citizens give their clan name, jati
name, and personal name in that order. Most jatis have collections of traditional
personal names from their original homelands, as well as strong associations with
specific castes.
The following guidelines may help Storytellers and players come up with jatis of
their own:
Most Dragon Clan jatis hailed from specific regions of the Blessed Isle five
centuries ago, and have names that may sound familiar but old-fashioned to modern
Dynasts. Since their conquest of Kamthahar, the Dragon Clans have also inducted
jatis from southeastern regions with strong outcaste bloodlines. Common linguistic
inspirations: Hebrew, Mandarin, Japanese.
Scholar jatis often have significant overlap with the Dragons, or hail from cultures
with old traditions of royalty and the arts. Common linguistic inspirations: Sanskrit,
Tamil.
Caravaner jatis often hail from cultures with strong nomadic, mercantile, and
warrior traditions. Common linguistic inspirations: Arabic, Hindi.
Corporal jatis often hail from cultures known for their manufacturing and
agriculture, as well as traditions Prasadi find unsavory, such as ancestor worship
and religious cannibalism. Common linguistic inspirations: Hindi, Punjabi.
Changing Households
In most cases, men maintain their caste and jati, and join their spouses’ households
and clans. A man maintains his responsibilities to his birth jati and is considered an
“interested party” in his spouse’s jati, able to contribute to its welfare and live
within it, but ultimately still an outsider. A child, meanwhile, shares caste, clan, and
jati with the parent who bore her. Exaltation outside of the Dragon Clans naturally
changes all of this, and the newly Exalted youth has no true clan until one of the
Dragon Clans adopts her.
But sometimes a child is born out of wedlock, and her proper jati won’t have her.
Sometimes a man would marry a lower-caste spouse or a non-citizen, or is himself
a child-bearer. Sometimes a child feels that she was born into the “wrong” parent’s
jati. In each case, the one who would break the mold of proper family must seek
out Clan Akatha, guardians of the soul behind the law, and earn their blessing to
attain her proper household.
Life in Prasad
Society and Culture
Prasad’s castes are separated and bound by layers of ritual, law, and competition, starting with
introductions. Meetings between citizens involve traditional greetings intended to establish one’s
own social position, which often take the form of blessings bestowed (e.g. “wisdom” as a
traditional blessing from a Scholar) or promised services (e.g., “a strong arm and fleet foot” from
a Caravaner).
Once participants’ relative social standings are established, they’re expected to follow strict laws
for appropriate speech and behavior toward each other. Lower-caste citizens face fees and
humiliating punishments for untoward interactions with their superiors, such as informal speech,
physical contact, and unauthorized use of the left hand in a superior’s presence. Higher-caste
citizens who interact too casually with lesser castes face public embarrassment from peers and
avoidance from terrified inferiors.
Prasadi citizens learn early in life — or soon after induction to the empire — that any privilege
not determined by their caste is afforded by the standing of their clan and jati. Clans within the
same jati jockey against each other for advantage, then cooperate with each other to compete
against clans of other jatis, all to secure opportunities for business and respect from higher
castes.
Since Prasad assigns urban clans and jatis specific enclave-neighborhoods, most urban citizens’
days are spent among their own people. This is especially true of Corporals, whose spiritually
coarse duties mean they might spend weeks at a time moving from home district to work site and
back with minimal attention from or interactions with outsiders. Caravaners have significantly
more interactions with foreigners and exotic animals, while many Scholars spend their time
supervising the lower castes and relaying orders from the Dragon Caste.
Though the Corporal Caste is entrusted with many of the empire’s most crucial and thankless
duties, its most spiritually significant role is completing funeral preparations. Pure Way texts
insist that corpses be viewed with equal parts fear and respect; the greater the soul that once
resided within, the greater the malice and corruption of its emptied vessel. Rather than cremating
corpses and allowing their corruption to rise into heaven as smoke, Corporals prepare bodies for
funeral services — with ritualistic safety measures, such as silken gloves for handling Dragon-
Blooded corpses — and inter the dead in clan-owned tombs. Corporal funerists toil at society’s
edge to protect the empire from the undead, calling upon monks to assist their degrading work
only when desperate.
Chapter Four
The Forest Witches
She walks blindly along the edge of a forest pool, clad in rags yet standing proud as any prince.
Before her inner eye unfold the shining streets of a perfected city that does not exist, where she
speaks to the living and the dead without distinction; to her they are one and the same.
•••••
He chooses a mossy hollow amid the forest to take his supper, and the forest obliges — roots
bulging upward from the earth to form chair and table, boughs gathering overhead to ward off
the rain, vines pulling forth fruit and greens and raw, bloody meat for his provender. He sees,
smells, and tastes only the most marvelous of viands, and the screams of the hare torn apart for
his meal do not reach his ears.
•••••
She wears the flesh of a young Scavenger Lands princeling, stolen from him before he was born.
Through scheming and murder she’s claimed his mother’s throne, and holds power and wealth
beyond the dreams of avarice. But to her it is nothing. She dreams only of the day when she can
return to the distant forest she called home before she took this body, to reclaim her birthright of
perfection and immortality.
•••••
He crouches in the deep forest, surrounded by mist without color or shape. With a knife, he cuts
away at the parts of his nature that he rejects, reshaping himself in his own image. When he’s
finished, he no longer struggles against his own existence. He is no longer human. He is one with
the mist. He is complete.
Humanity, the wise say, is a flawed creature inhabiting a blemished Creation. All things fade; all
things decay. Nothing is perfect. Nothing lasts forever.
Lies, say the Forest Witches. Perfection is here, for those with the power and wisdom to claim it.
Seeking Perfection
A twisted, uncanny forest looms north of the Scavenger Lands, somewhere between Linowan
lands and the Hundred Kingdoms. Neighboring peoples avoid it, for its reputation is
inauspicious. They have many ominous names for the place. Its inhabitants call it only the forest;
to them it is paradise, and paradise needs no name.
Thousands of mortal residents serve the mysterious outcaste cabal called the Forest Witches,
who hold a reputation as sinister as the forest’s. These immortal Witches send forth adventurers,
raiders, and missionaries to explore Creation’s vistas, seize ancient treasures, slay Exalted rivals,
and spread their esoteric gospel of perfection.
Founded seven centuries ago by Cevis Ghandarva — a renegade Dragon-Blood from the nascent
Scarlet Realm — and his coterie, the Forest Witches have grown both strong and strange in their
isolation. The forest they claimed as their refuge holds the lingering remnant of an ancient power
that’s taken root in their minds and souls.
The power within the forest seeks perfection, but it no longer recalls what that means. With no
shape of its own, it found form in the stories of those who sought perfection here in ages past.
The Forest Witches have seized upon these shapes to provide structure for their society and their
selves. Each offers its own path to perfection.
Transcending Reality
Through passion and will, a Forest Witch may impose her will more directly upon the reflected
Creation, accomplishing most any task (p. XX). She might slay a hundred demons with a sword-
stroke, shatter a city wall with a shout, or cure the Great Contagion with a touch. However, such
changes aren’t real. The Witch is as puissant as any Dragon-Blood, but cannot truly transform
Creation this way.
Internal changes have more impact. A Witch, seeing herself as immune to carnal temptation,
resists seduction more effectively. If the Sea shows her as dodging a blow that injures her in
reality, the wound hampers her but not the pain.
Whenever possible, the Sea works to minimize the differences between a Witch’s perceptions
and Creation. A village she thought destroyed will be “rebuilt” by her next visit; the next time
she crosses swords with a foe she thought she’d slain, she may think herself fighting his twin
brother. But this can’t always keep up with a Witch’s changes; should she lose immersion in the
Sea, she may find Creation much the same as she remembers, or vastly different.
There’s only one Sea of Mind. Should two Witches seek to impose contradictory changes, they
must contest one another. (Changes supported by a consensus, such as the structure of Atsiluth
Eternal, can prove almost unshakeable.) One Witch’s alteration to the Sea is perceived by all
others who encounter it.
The Dead
Over 200 dead Forest Witches reside within the Sea of Mind. Most rarely — if ever — leave this
afterlife, seeing it as retirement to a well-earned paradise.
It’s unclear to what extent the dead exist as anything more than a dream shared by the living
Witches and the Sea of Mind. Nonetheless, dream or no, they act upon the world to sustain their
paradise, fulfill personal ambitions, and expand the Sea.
The dead largely subsist in a passive state. Even moreso than visiting Witches, their existence is
a loose framework of concepts, a series of events sketched out without truly being experienced.
Only when engaged with the living or pursuing their strongest passions do they exist in the
moment.
The dead aren’t ghosts in any traditional sense. They lack physical or spiritual form, are not
undead, and have no connection to the Underworld. Nonetheless, when an immersed Witch dies
and is reborn in the Sea, she leaves neither ghost nor hungry ghost behind.
Thousands of mortal servants also gave their minds to the pool upon death, but their existence is
more tenuous. Only a handful exist at any given time, serving the dead Witches’ will. The rest
persist only in potential, summoned forth when a Witch remembers them, ceasing to be when no
longer needed; such is the natural state of the pool’s dead inhabitants, averted for the Witches
themselves only through great occult effort at the sect’s dawn.
Should a dead Witch “die,” she ceases to exist. However, the elders’ council may, by its decree,
recreate her in Atsiluth Eternal.
The Elders’ Council
A council of 25 rules Atsiluth Eternal. Vitali Proseria seized leadership of the council centuries
ago, and still sets their agenda today. The council’s membership, though largely static,
intermittently changes as new luminaries and demagogues join the dead, or amid seismic shifts
in its neverending political dramas. Ousting or replacing a council member requires only a
majority vote.
Living Witches occasionally find themselves dragged into the council’s intrigues by dead
mentors and allies. They may be called upon to deploy persuasion and threats, gather blackmail
material, or even “assassinate” dead councilors at auspicious moments.
The council’s politics remain obscure to outsiders. Broadly speaking, their conflicts center on
divergent visions concerning such matters as the nature of a perfected Creation subsumed by the
Sea of Mind; by what methods to extend the Sea’s reach; how best to refine Atsiluth Eternal’s
perfection; and the living Witches’ strategies and tactics within the imperfect Creation.
Individually, they’re also driven ambition, vendetta, romantic affairs, and similar consummate
passions.
Laws of the Dead
Proseria holds forth four principles for the dead and their city:
• The councils of the dead are for the dead alone. Living witches may address the
councilors and hear their response, but the council’s deliberations are not for their ears.
• Atsiluth Eternal is sacred ground. Struggles between the dead must take place in the
reflected Creation, lest they disturb the dream of the perfected city. The dead occasionally flout
this law, ranging from theft to kidnapping or assassination.
• The dead must carefully limit their impact on the Sea beyond Atsiluth, as divergences
between the real Creation and what Witches perceive sap the Sea’s strength. This doesn’t apply
to those using a walking effigy (p. XX).
• All must support the Company of Messengers, to speed the day when the Sea subsumes
Creation and the dead walk the world alongside the living.
Atsiluth Eternal
The uninitiated see only trees surrounding an ordinary forest pool. But the Forest Witches,
immersed as they are in the Sea of Mind, witness something transcendent. For them, a glorious
city rises upon a hill above a shining sea, its beauty and perfection outshining anything in
Creation. This is Atsiluth Eternal, the first and final city.
Since the beginning, Witches approaching the end of their lives gave their minds to the forest
pool. Atsiluth took form from their dreams and desires, becoming the city-seed from which the
Sea of Mind grew. Today, it remains the home and sanctuary of the dead, though its doors are
open to the living via the Sea.
It’s the heaven to which the Witches aspire. Creation in the Sea is a miracle, where they seek
perfection amid ever-ascending glory. But when passion for life passes, Atsiluth welcomes them
into its eternal, paradisiacal embrace.
A Blessed Labyrinth
Largely untethered from reality, Atsiluth Eternal follows the logic of dreams. The city’s streets
may not be in the same place from visit to visit; hours flit by like minutes or stretch out like days.
Without the need to synchronize with Creation, the Sea is free to abstract Witches’ experiences.
A meal, debate, or artistic performance in Atsiluth need have no content. It simply happens,
leaving only the memory of a mood felt or decision reached. One may wander through a district
whose populace and architecture are ciphers, then enter a garden with flowers of no particular
shape or color — unless an onlooker gives sufficient attention to fill in the gaps.
Still, some locales have received sufficient attention over the centuries to take on concrete,
persistent form and detail. These include:
The District of Fallen Petals: A gentle hillside of switchback roads, where small picturesque
villas stand among cherry trees forever shedding their blossoms. Its peaceful atmosphere draws
artists, lovers, and penitents.
The Gallery of Ancient Dust: This broad, interminable corridor’s flagstones and faded portraits
are thick with dust. On one wall, grimy windows overlook the Sea; on the other, countless doors
open on rooms crammed with books and curios symbolizing centuries of dead Witches’
knowledge. Witches come seeking wisdom or to meditate on the transience of mortal things.
The Sea: A vast, shimmering ocean leading to Creation and imaginary shores. This is the forest
pool as seen from Atsiluth Eternal.
The Street of Soup Vendors: This winding alleyway buzzes with common folk about their
ordinary, lively business, sampling fragrant dishes hawked loudly at food kiosks. Witches come
here to partake in such vibrancy.
The Street of Strangers: Near to the Western Quay, this broad avenue — with its hostelries and
its storefronts dealing in peculiar services — throngs with unfamiliar faces from unknown lands.
Witches visit to walk or connive unnoticed among crowds.
The Walk of Unforgotten Words: An esplanade along the Sea’s shore, where the sound and
scent of the crashing waves enthrall passersby. Here, every word and gesture seem freighted with
meaning. Witches visit to heighten the drama of their actions, from romantic gestures to secret
duels.
The Western Quay: Grand barques of fragrant wood dock here, carrying strange goods and
travelers from fictitious lands. Travelers between Atsiluth Eternal and Creation often envision
themselves passing through here, as do those visiting the notional island fastnesses of the more
misanthropic dead.
Circumscribed Journeys
While the Sea encompasses all Creation in theory, in practice it’s rooted in the
Witches’ perceptions and knowledge. It has no independent awareness of Creation.
This limits dead Witches’ ability to travel unescorted to places that no living Witch
has visited recently — or ever.
Dead Witches largely find themselves uninterested in such locales, as the Sea
unconsciously discourages them from journeying there. Should a dead Witch reject
such urges and visit a place the Sea doesn’t know — or, indeed, a place the Sea
doesn’t extend, such as the Underworld or the Demon City — the trip lacks content,
much like untethered adventures in Atsiluth. She recalls the gist of sojourning there,
but specifics are abstracted away.
The Mist
The mist is the most cryptic manifestation of the forest’s power, and the one with the least
impact on most Witches’ lives. But for those who embrace its offer, it holds the power to
transform one’s life utterly.
In the First Age, Lady Domnica cut herself away to become the potential for something greater.
Now, a Forest Witch can bargain with the mist that was — and, in some sense, still is —
Domnica, sacrificing part of her nature to become an aspect of the mist, a numina (p. XX). Only
four are known to have taken this step.
Any Dragon-Blood may bargain with the mist to become a numen, choosing what part of her
nature she’ll forsake. Changes in form, personality, and powers accompany this apotheosis. If an
extant numen has perished, she may instead step into its place, taking on its name and nature.
Samathi Anja, first of the numina, appears to each new Dragon-Blood joining the Witches as a
representative of the mist. She tells the mist’s tale and offers its bargain of transcendence. Few
accept this offer. Yet Anja persists, for it is her belief that the mist yet remains complete, and
will remain so until seven and seventy Dragon-Blooded sacrifice themselves to it and become
numina.
Domnica’s Mantle
Sacrificing Anja in a devil’s bargain with the mist, Ghandarva obtained the nebulous, occult
cloak known as Domnica’s Mantle. It holds a unique power: One who wears it may exchange
their life for one yet unborn, superseding the cycle of reincarnation.
The Mantle’s wearer selects the nature of the new life into which she’ll be born. This includes
location, ethnicity, social status, and the like, and her physical appearance. She may be as broad
or selective as she wishes, though at least one parent must be human. If circumstances determine
that no birth matches her criteria, she’ll reincarnate under circumstances as close as possible to
her desire.
Upon naming her desire, the wearer crumbles to dust. She’s reborn within two years unless the
Mantle itself is destroyed.
The reborn wearer lacks access to the Sea of Mind, and slowly recalls her former life during
early childhood. If she was Exalted as a Dragon-Blood, she Exalts again at puberty, regaining her
full supernatural puissance.
The Company of Thrones
Upon returning to the forest after his first reincarnation, Ghandarva proposed a new path for the
living Witches. Called the Spear Sutra, his proposal was to rule Creation in all but name, by
secretly undermining the will to oppose their power. Their primary tool would be reincarnation.
Called the Company of Thrones, Ghandarva’s agents use Domnica’s Mantle to be reborn into
positions of power in neighboring lands. Upon Exalting again, some strike at the Witches’
enemies from within, then return to the forest to renew their connection with the Sea of Mind.
Others remain in place, marshaling power and influence on the Witches’ behalf.
Active Thrones occupy a variety of roles, including princes, oligarchs, priests, bureaucrats,
merchants, generals, and the like. Their methods encompass intelligence-gathering, blackmail,
sabotage, preaching, assassination, and war.
Desire for the forest’s blessings limits the Thrones’ effectiveness. Craving the Sea of Mind, they
return to the forest whenever possible — first to reimmerse, and later to enjoy the company of
their own kind. And some join solely to renew their youth, doing the bare minimum as Thrones
before ending their tenure.
Conquest in All But Name
Cevis Ghandarva’s faction strives to subdue Creation, but not through force of arms. Better to
remove all opposition, placing their own people and pawns in position of power. They will rule
in the end, even if the ruled don’t know it. They believe this to be their destiny. All who oppose
them are Anathema.
Immortality underpins this grand scheme. Given time, the Witches’ servants would form an
empire under the Company of Thrones’ sway, eventually rivaling the hated Scarlet Realm. But
with the Empress’ disappearance, the Witches find themselves unready.
Defeating the Realm would legitimize the Witches’ professed destiny. It would also fulfill
Ghandarva’s ancient grudge. Sadly, his faction is centuries (at best) from being ready to usurp
the Realm. Pressed for time, they’ve become more aggressive in their mission. Should they
prove too incautious, their machinations may be revealed.
Noteworthy Witches
Though changed by death and reincarnation, Cevis Ghandarva remains at his core who he
always was: a proud, arrogant visionary, never satisfied with his lot, forever seeking power and
perfection. Many Forest Witches still revere him as the sect’s founder, and he holds much sway
over the living. As a political leader, his two goals — ruling the world in all but name, and
vengeance against the Realm that mocked him — are aligned, and the incipient Realm civil war
offers long-awaited opportunity.
Amoril Rurik is a polarizing figure among the Witches. He slew Ghandarva and Oreithyia’s
favorite, Bidalasaka Valentin, enraging the forest walker and leaving Ghandarva maimed; he
founded the Mandala Guard, securing their paradise’s borders. Insightful, courageous, and
strong, he’s also swaggering, prickly, and unmerciful. Some ambitious or iconoclastic Witches
support Rurik as a rival to Ghandarva, but he has few intimates — most of them among the dead.
A member of the Table of Fiends, Rurik sows terror across the Scavenger Lands, performing
unhale deeds — profaning sacred places, brutally slaying princes and elders, raising insurrections
— in the Forest Witches’ name. Though he prefers sojourning abroad where no peers can
gainsay his will, he occasionally returns to the forest to rabble-rouse and pursue old vendettas.
He’s yet to resolve the conflict between his loyalty to Ghandarva, resentment over their
longstanding feud, and ambition to take Ghandarva’s place.
Few question Vitali Proseria’s rulership of the dead council. A ruthless authoritarian, she
maintains peace and order with an iron fist. She’s also a true believer in Atsiluth Eternal’s
paradise. To share that perfection, she aims to strengthen the Sea of Mind until it wholly
subsumes Creation, dreaming of a world where the dead walk freely among the living. She
maintains an uneasy and distant alliance with Ghandarva, concerned that his ambitions might
someday place them at cross-purposes.
Systems
The rules for the unique mysteries of the Forest Witches are below.
The Sea of Mind
Immersion in the Sea of Mind is represented with a three-dot Story Merit. Player characters who
don’t begin with it can subsequently gain it, although they’ll have to pay a suitable tribute before
being allowed to do so. In addition to altering the character’s perceptions as detailed above (p.
XX), it also confers the following benefits:
• When she takes an action that upholds on of her Intimacies, her roll is used to determine
its outcome in reality — but within the Sea, she succeeds automatically, unless she is opposed by
another attuned character acting in furtherance of an Intimacy. When two attuned characters
come into conflict, each multiplies their total rolled successes or applicable static value by
(Intimacy) to determine its effects within the Sea. If a character takes an unopposed action that
solely effects the Sea, such as building a palace that has no equivalent in Creation, no roll is
necessary.
• Tasks can be completed far more quickly than normal within the Sea, decreasing the
necessary time by one step: from years, to seasons, to months, to weeks, to days, to hours, to
minutes. This is only reflected in the Sea; in reality, the attuned character’s progress corresponds
to the actual time they have spent at work.
• Her actions within the Sea are not impeded by injuries, poison, disease, shaping magic,
curses, or other unwanted effects. Even if she dies, she persists within the Sea.
• If an attuned character activates a Charm in a way that has no impact on reality outside
the Sea, she waives its cost.
• If an attuned character crafts an object that exists only in the Sea, she waives all craft
point costs. Likewise, if she performs a sorcerous working that exists only in the Sea, it costs no
experience.
• While the Sea of Mind cannot impact Creation directly, an attuned character’s idealized
experience of reality still conveys some benefits, guiding her towards the best ways of achieving
her goals. When she spends Willpower to add a success to an action that upholds one of her
Intimacies, she may add (Intimacy) non-Charm dice instead of a success.
The Sea of Mind is weak in demesnes, manses, shadowlands, and Wyld zones, and the benefits
of this Merit may likewise be unreliable in such places. Outside Creation, it offers no benefits at
all.
Walking Effigies (Artifact •••)
Death may not impede a Forest Witch’s ability to act within the Sea of Mind, but without a body,
she can no longer interact with Creation’s reality. Walking effigies are artifacts that allow the
dead to circumvent this, faceless statues graven from jade that the dead may inhabit to interact
with Creation.
A dead Forest Witch may attune to a walking effigy for five motes. Once she does, she bonds
with it, and can act through it as though it were her own body. She uses all of her own traits —
including Essence and Charms — except that the walking effigy has its own health track of two
−0 levels, three −1 levels, three −2 levels, and three −4 levels. Walking effigies are immune to
poison and disease, and have no need to eat, drink, sleep, or breathe.
Walking effigies don’t heal naturally — repairing a single health level is a difficulty 4 major
craft project (Exalted, p. 240) that takes one day. If a walking effigy is incapacitated, a superior
project with goal number 30 is required to repair its Incapacitated health level.
Walking effigies are unreliable in demesnes, manses, shadowlands, and Wyld zones, imposing a
−3 penalty on any action the Witch takes that interacts with the real Creation. They cannot
function at all outside of Creation.
The Numina
A Forest Witch who wishes to become a numen must spend time secluded amid the mist,
communing with it in preparation for her eventual apotheosis. The mist inquires how she wishes
to change herself, and her answer forms the basis of the transformations apotheosis works on her
body and spirit. She must spend 20 experience points to undergo apotheosis, although the
Storyteller may allow her to take on experience debt instead if necessary to give the
transformation suitable dramatic timing.
Becoming a numen confers the following traits:
• They are spirits as well as Exalted, which renders them vulnerable to certain magical
effects. If they are killed without the use of magic capable of permanently killing spirits, they
reform within the mists (Exalted, pp. 508-509), typically within a month.
• They gain six dots of mutations, reflecting the changes wrought upon their bodies by
their apotheosis, and can go into experience debt to gain further mutations.
• They are capable of hearing prayers directed to them. Most of the time, these prayers are
an indistinguishable susurrus at the edge of the numen’s perception; focusing enough to hear
their contents imposes a −3 penalty on all non-reflexive actions.
• They can spend thirty motes and one Willpower to dematerialize, as a miscellaneous
action that can’t be flurried. They do not dematerialize until their next turn begins.
Rematerializing costs fifteen motes, and is likewise a miscellaneous action that can’t be flurried.
Motes spent to dematerialize or rematerialize aren’t committed.
• They can learn Eclipse Charms that fit the nature of their apotheosis for eight experience
points each. This doesn’t require a teacher. They can spend additional experience points during
apotheosis to immediately learn such Charms.
If a player wishes to make a numen in character creation, they can purchase the above benefits as
a four-dot Merit. This doesn’t grant mutations; those must be purchased separately with her
starting Merit dots or bonus points. The numen can take Eclipse Charms in place of her starting
Dragon-Blooded Charms.
Domnica’s Mantle
The formidable powers of Domnica’s Mantle are conceptually Evocations that Cevis Ghandarva
has awakened from it, but the precise mechanics are unimportant for the role it plays in Forest
Witch games. If a player wants her character to employ the Mantle to reincarnate, she should ask
the Storyteller first, and see if there’s an opportunity to work the significant downtime necessary
to speed past her new incarnation’s early years can be worked into the game without disrupting
its ongoing narrative — playing a baby offers few opportunities for adventure. Once the
reincarnation comes of age, she retains all the traits she possessed formerly, in addition to any
she’s gained since being reincarnated, either through story developments or spending experience
points.
Chapter Five
Outcastes
The Cult of the Violet Fang
The landscape surrounding the fortress-cathedral of the Cult of the Violet Fang’s lands still
display traces of its past — salted fields, unmarked graves, mounds of rubble from once-mighty
walls. Hazana Redoubt stood here during the Shogunate, both a strategic defense and a watchful
eye on the nearby Wyld. When the raksha invaded in the Great Contagion’s wake, they assailed
the fortress with nightmarish weapons and impossible armies, yet its Dragon-Blooded guardians
held the line, deploying awful relics of the First Age and sacrificing their lives to drive back the
chaos.
With neither side able to achieve clear victory, and both incurring ruinous losses, Hazana
Redoubt’s commander eventually negotiated a ceasefire with the raksha nobles leading the siege.
For a time, the surviving Dragon-Blooded and the Fair Folk lived together in a tenuous harmony.
When the Sword of Creation was unleashed on the Blessed Isle, the redoubt’s Fair Folk fled back
into the Wyld before its awful might — but the Cult of the Violet Fang, the Fae-Blooded lineage
born out of this strange truce survives even to the modern day.
The dark star at the Cult’s center is its pilgrimage into the Wyld. The pilgrimage calls Cult
zealots to quest against its raksha ancestors, offering great rewards at a terrible cost, and
members spend their whole lives preparing for it. When they Exalt in their grand Cathedral of
Opal Dreams, they seek out their raksha ancestors to acquire great boons — or, for the unlucky
or foolish, curses disguised as boons. Members who don’t Exalt dedicate themselves to the
Cult’s secular existence, trading with the Guild and recruiting new members.
The Pilgrimage
The pilgrimage into the Wyld is the heart of the Cult’s spirituality and society. It’s both ancient
tradition and uncanny obsession, an all-but-inescapable drive to venture out into chaos and
confront the ancestral monsters of the Parliament Amethystine.
Only the Dragon-Blooded may partake in the pilgrimage. Sometimes this is a personal matter —
faced by an impossible decision or laden with guilt for some crime, one might seek answers or
atonement in the Wyld. At other times, perhaps following a beloved comrade’s lead or gathered
by signs and portents, groups of pilgrims assemble to challenge the Fair Folk together.
From the moment of Exaltation, a Dragon-Blood faces great pressure to undertake the
pilgrimage. It may be forestalled for a time, even for years, but the longer they delay, the more
and more coercive the efforts of their peers will become. Those who have no wish to undertake
the pilgrimage often leave the Cult entirely to escape such demands.
Cult members traditionally begin their pilgrimage route through Whitecrown’s Gate, a
bordermarch encompassing a long, winding mountain pass in the Wyld-warped mountains north
of the Cathedral. Shadows here seem thicker than normal, and colors brighter, while objects feel
curiously light; falling snow hovers for hours, never quite touching the ground. Fae guardians of
all sorts haunt the Gate, sent by the Parliament Amethystine’s princes to test pilgrims to see
who’s worthy of patronage. Some pilgrims traverse other bordermarches, such as the eye-rimed
tundra of the Freezing Vigil, where one is never alone, or the fleshy, pulsing tunnels that form
the ever-shifting Lindworm Maze.
Pilgrims who endure the gauntlet of the bordermarches enter the middlemarches of Irrian-Ves,
where the Parliament resides. A dreadful violet aurora illumines the forever-midnight sky.
Beneath its glow, vertiginous peaks capped with Fair Folk palaces shine with a thousand colors;
between them, sheer cliffs descend into lightless abysses where other faerie lords make their
grim abodes. Islands and skerries float in midair, haunted by monsters and pilgrims’ ghosts; great
serpents swim through the sky between them, willing to carry travelers in exchange for a bite of
frozen flesh.
In Irrian-Ves, the Fair Folk noble whose minions have tested and assailed the pilgrim throughout
the bordermarches now confronts the aspirant directly, overseeing the pilgrimage’s final ordeals
in accordance with the inscrutable laws of their nature. Most pilgrims draw a single raksha
noble’s attention — either through heroic deeds in the bordermarches, direct descent from that
fae, or some incomprehensible quality of mind or spirit — but some in the Cult tell of
pilgrimages they’ve undertaken where faerie nobles competed and schemed against each other
for the right to judge the pilgrim, or where none in the Parliament would judge the pilgrim, who
instead found their ordeal in the crucible of the vasty depths beneath Irrian-Ves.
At ordeal’s end, the pilgrim emerges anew, bearing gifts and scars from their raksha patron.
Some receive artifacts, whether new from faerie dream-smiths’ forges or heirlooms lost to the
Wyld in a long-ago pilgrimage. Others are bodily transformed into shapes wondrous and
terrifying. Still others learn forbidden secrets or mind-warping insights into some abstruse
enlightenment. It isn’t always easy to tell whether these are punishments or rewards — even the
most desirable boons aren’t without cost, and even the worst curses aren’t without benefits.
New Recruits
Legends of the Cult’s secrets and power draw recruits from across the Northwest and beyond.
Dragon-Blooded aspirants, ranging from lone outcastes to renegade Dynasts, are welcomed into
the Cathedral and trained for the pilgrimage. Lacking the Parliament Amethystine’s fae lineage,
they must be accompanied on their first pilgrimage by a born member of the Cult; a successful
pilgrimage sees them adopted into the Cult’s bloodline.
The Cult believes that only the Exalted have the physical and spiritual strength to endure the
pilgrimage. Even Fae-Blooded or descendants of other supernatural beings simply aren’t fit to
the task. Mortals may nevertheless serve the Cult both as laborers and potential spouses to
expand the Cult’s bloodlines, and find spiritual reward in veneration of raksha ancestors — even
if they never set foot in the Cathedral or bear witness to its horrible glory.
It’s rare that Exalted other than Dragon-Blooded seek admission to the Cult; in such cases, the
Council of the Returned determines their fate. Often they’ll spend time in service, working under
a Dragon-Blooded Cult member or even serving the mortal populace, proving both loyalty and
worth. Others — especially Anathema postulants, toward whom some Immaculate prejudice yet
remains — face harsher tests, contending against great Northern beasts or Wyld perils. Those
who find favor with the Council may undertake the pilgrimage under Dragon-Blooded guidance.
Northern Relations
A caravan of the Guild’s Company of Northern Twilight visits the Cathedral yearly. Three
siblings lead the Company, each out to prove they should inherit their wealthy mother’s family
business. Bjorn, Saska and Jora maintain a united front when dealing with outsiders, but their
rivalry is clear to astute observers. The siblings, keen for the Wyld prodigies the Cult offers, are
frustrated by the slow pace at which the Cult collects them. They bring livestock to replace
animals who died in the hard winter, firewood, and various metal items.
The Audhild are Northern nomads following mammoth-spider migrations. Their path takes them
close to the Cathedral, where they strike up temporary trade encampments. It also takes them
through the Tethra Plains, a tundra bordermarch rich with strangely colored animals and plants
on which the mammoth-spiders prey. Audhild religion centers around worship and propitiation
of Fair Folk princes who occasionally descend from the mountains to hunt or meddle with
mortals, and occasional Fae-Blooded offspring are revered as spiritual leaders.
Through their travels, the Audhild know much about the state of Northern Realm satrapies and
independent cities. The Cult also pays Audhild bards to sing the Cult’s praises to the extended
North and Northwest whenever it needs new recruits. Dragon-Blooded seeking to leave the Cult,
either surreptitiously or after a successful pilgrimage, may travel with the Audhild, who consider
an unstable mind in their midst a fair trade for having someone who can treat with raksha.
Scions of Note
In the Cult, family names are only borne by outsiders who join during adulthood; children born
into the Cult don’t receive them. Cult members who share a name differentiate themselves with
epithets.
True Ingrid prepares for her thirteenth pilgrimage. Her hollow eyes, blind to mundane things,
perceive the eddies of glamour with impossible clarity; her blade-turning skin of sapphires feels
neither pain nor pleasure. A diadem of stars glows between her upswept horns, their radiance
invoking awe and despair. Weird and distant from her kin and her own humanity, she still seeks
to share the strange wisdom she’s earned from her quests, but she and her students must struggle
to bridge the gap sufficiently to communicate her insights.
Oroshi the Spear-Bearer, a renegade Realm outcaste who fled the purge of the Imperial
legions, returned from his first pilgrimage with a foe-shattering lance in his hand and undying
wonder in his heart. Filled with the zeal of the newly converted, he wishes to share the
pilgrimage’s horrors and beauty with all Northerners. He proposes more aggressive recruitment
of Dragon-Blooded and mortals alike, to build the Cult into a grand army. But if he’s to lead an
army, why stop there? He’s started dreaming of himself as Emperor of the North, and seeks
ambitious young Dragon-Blooded as lieutenants in his cabal.
Dagna emerged from her pilgrimage mentally broken, barely remembering her own name. It
took her years to regain some semblance of self; now, she’s an outspoken opponent of the
pilgrimage, striving to save her kin from the torments that befell her. Dagna seeks Dragon-
Bloods who want to escape the pilgrimage, then bribes merchants or nomads to smuggle them
away. She’s quiet and observant, but her scattered mind makes her unreliable; characters might
find Dagna speaking gibberish in her rooms when she was supposed to bring them to the
smugglers.
Honey-Voiced Hetta, mortal cult member, has continued a relationship with Magnanimous
Gwenyant for twenty years and counting. They met when Hetta secretly ventured into the
middlemarches, seeking out treasures normally reserved for pilgrims. She’s since borne her lover
twins, and now carries their third and fourth child. Hetta dreams of a Cult where mortals and
Dragon-Blooded alike may undertake the pilgrimage; she believes that gifted kinfolk can win
renown, while the foolish and arrogant will perish — strengthening the Cult either way. But the
rule against mortal pilgrims is strong, and she knows she needs powerful allies to enact change.
She seeks out young Dragon-Blooded amenable to a more equal Cult.
Ring-Tailed Karaxi
Clad in elaborate white robes embroidered green and gold, carrying a jade staff
carved to resemble an oversized rice stalk, Karaxi appears a kind, motherly figure.
But she’s feared among the Scavenger Lands’ harvest gods. She schemes with the
Grass Spiders to undermine or destroy rival spirits and broaden her worship.
Indeed, she’s an honorary Grass Spider herself, a master of the White Reaper and
Crimson Killing Field styles, and on rare occasions repays the organization by
accepting a contract.
But their relationship isn’t entirely amicable. Karaxi once sought to suborn the
Spiders, and the Fiends dealt her an injury that has never healed; bandages beneath
her robes are soaked with amber blood, and the wrinkles around her eyes show not
wisdom but pain. Her resentment offers leverage in manipulating her against the
Spiders.
Recruitment
The Grass Spiders recruit mostly from the students of Karaxi’s temples throughout the River
Province. Promising initiates are offered special training in martial arts to progress beyond their
peers, often in subtle styles such as White Veil, Ebon Shadow, or Phantom Talon. When their
teachers deems them ready, they’re brought to the Palace for presentation to the Three Elite
Fiends.
The Grass Spiders focus on recruiting outcaste Dragon-Blooded and others with supernatural
talents. These occasionally include Exigents, God-Blooded, spirits, or stranger entities. All that
concerns the Fiends is loyalty.
When word reaches the Grass Spiders of a newly Exalted outcaste within their sphere of
influence, the Fiends dispatch an agent to recruit the outcaste and bring her back to the
Unrepentant Sinner Palace. These missions require a silver tongue and a keen understanding of
human nature. Successful recruiters receive rich rewards from the Fiends.
The Grass Spiders’ Code
Upon initiation, Grass Spiders swear an oath to obey the following rules. Each rule takes
precedence over the ones that follow it.
• First and foremost, always obey instructions from the Three Elite Fiends.
• Never reveal the clan’s inner secrets to outsiders.
• Never break a contract.
• Never hinder another Grass Spider’s pursuit of a contract.
• Never kill or maim another Grass Spider.
The Fiends have full authority and discretion to adjudicate and punish code violations as they see
fit, though they often delegate this authority to older, respected Grass Spiders. The same applies
to assigning contracts.
Enemies and Allies
Mendicant monks of the tiny, obscure Order of the Wren wander the River Province, preaching
and doing good works. Few know that the Order is a cover, its Wrens intermediaries between the
faraway Grass Spiders and potential employers. Almost none know that the Order is the
brainchild of Lookshy’s Security Directorate, its agents only passing along contracts that serve
Lookshy’s interests. The Three Elite Fiends know and accept this; the Wrens remain useful to
them despite Lookshy’s leash.
Scions of Note
The Three Elite Fiends — Crimson Weaver, Emerald Widow, and Pallid Wolf — rule the Grass
Spiders with absolute authority. None know for certain if they’re the same three who seized
control of the clan shortly after its founding, though their eldest peers might hazard a guess. Only
rarely do they accept contracts personally, at extortionate rates. They never go unmasked.
Crimson Weaver has mastered countless weapons and martial arts; it’s their hallmark to
perform assassinations using obscure styles and exotic armaments from faraway lands. They
offer special training to the clan’s most martially talented students, but show little patience for
distraction or failure, cheerfully leaving scars to add gravity to lessons. The Weaver is equally
passionate about the creative impulse, demonstrating tremendous aptitude with a range of visual
and performing arts, though in discussion they draw no distinction between artistic disciplines
and methods of violence. They crave notoriety for the Grass Spiders, an impulse their peers must
rein in to protect the clan.
Emerald Widow speaks in macabre parables and allegories to convey her points and make her
threats. She disciplines students through fear, traumatizing those who fail to meet her exacting
standards. A rare Dragon-Blooded necromancer, she sends Grass Spiders to shadowlands or First
Age tombs seeking such texts as The Pale Journal of Whispers, purportedly the most complete
work on nephwracks ever compiled. She’s also a master poisoner, adept with unhale toxins
distilled from corpses or procured from shadowland ghost-merchants. She hopes to learn secrets
of the Underworld’s utmost depths and bargain with ancient forces interred within.
Pallid Wolf prefers the company of beasts to humans, and keeps his snow leopard familiar at his
side even in the Unrepentant Sinner Palace. He’s trained dozens of beasts to serve the clan,
leaving them to wander the wilderness miles from Karaxi’s temple until needed. But he
nonetheless possesses a keen understanding of humans as social animals. His students learn how
to blend into crowds, stir up mobs, and even incite peoples to war, using these distractions to
provide openings for assassination. He sees the Grass Spiders as his legacy, and keeps careful
watch for traitors and fools who might betray the clan and its secrets.
Nari Soon-ae serves as a face for the Grass Spiders, visiting noble courts throughout the
Hundred Kingdoms and subtly arranging contracts. She’s a master of disguise, effortlessly
adopting a region’s customs, mores, and dress, and carries an arsenal of poisons concealed in her
perfume case.
At the Unrepentant Sinner Palace, Soon-ae is a far cry from the socialite she is abroad. As a
child, she never felt as skilled as her peers in the art of murder. Now she draws into herself when
at home, observing and mimicking her peers’ expressions and body language, though rarely
interacting directly. In the field she draws on these studied mannerisms as though they were
naturally hers. She enjoys missions, where she can become anyone other than the shy and
withdrawn Nari Soon-ae who always stumbled and fell short.
In her surreptitious observation of her peers, Soon-ae has recently overheard dangerous things —
intimations of strife between the Fiends, and a cryptic conversation between two assassins
suggesting an incipient coup. She wishes to stem any potential bloodshed within the Grass
Spiders, but knows she can’t do it alone, and isn’t sure who she can trust to help her.
While the clan’s reputation is of silent killers that operate unseen, Mountain Rains prefers a
more direct approach. Favoring physical strength and explosive passion over elaborate schemes,
he employs his grimcleaver Adjudicator and powerbow Silken Walk to cut down foes in the
open. This brazenness brings unwanted attention; some who have reason to hate the Grass
Spiders, such as the self-exiled legion officer Tepet Akede and the outcaste warrior Kamuro of
the Vengeful Lance, now hunt him.
All is not well for Rains within the clan, either. As punishment for murdering a fellow Grass
Spider without cause, he’s spent three years assigned only the most perilous or humiliating
missions, always solo. But he has friends among the clan who deem this punishment excessive.
He bides his time, planning to return to the Unrepentant Sinner Palace when he has more friends
and more strength. When that day comes, only one Fiend will lead the clan.
Heaven’s Dragons
Amid the Divine Revolution, Dragon-Blooded entered the celestial city as warriors, spies, and
diplomats. Some remained after war’s end, whether captivated by Heaven’s impossible
splendors; seeking glory and wealth through alliance with mighty gods; rejecting their old lives;
or for any other number of reasons.
Their descendants take pride in their millennia-long bloodlines and their abode among the gods.
While they have little opportunity for advancement in the Celestial Bureaucracy — few gods
wish to employ and train a subordinate who’ll retire after a couple of centuries at most — they
wield their very status as outsiders to their advantage, performing tasks for which low-ranking
gods are ill equipped and that high-ranking gods cannot officially touch. Many are employed by
powerful gods or Sidereals, hold a position or contract (or an off-the-books agreement) with a
department within one of the heavenly bureaus, or carry on a family business in Heaven that’s
existed for thousands of years.
Other Outcastes
Mija is a brawler and sellsword, known in the trade as Ironskull. Originally a derisive allusion to
her intellect and bullheadedness, Mija took a liking to it, reforging the insult into a unique
martial style based in tenacity, brawn, and brutal headbutts to drive her rivals into the dirt. Now
she wanders the Scavenger Lands, hungry for the thrill of combat and the chance to test her
strength.
One of many children in a poor Sijanese family, Mija was a fighter even as a youth, getting into
scraps to win bets, defend herself, or protect her honor. While Exaltation opened her horizons
and gave her a new future, she’s still a product of that childhood — illiterate, more at ease
among commoners than nobility, and very much a daughter of Sijan. Ritual and respect are
ground into her. She honors her ancestors each night, treats dying requests as sacred, and
challenges enemies to duels rather than simply starting fights. She also knows River Province
shadowlands like the back of her hand, using the Underworld to escape, follow others unseen,
and sometimes to speak with the dead.
These days, Mija is a bounty hunter, prizefighter, and mercenary. She’s eager to fight, dueling
and sparring under any excuse, but her desires go deeper. The common thread in her deeds is her
love of Sijan and partisan devotion to its poorest. She wears simple and patched clothing,
handing her wealth to beggars and the needy. When criminals prey on the poor, she hunts them
without mercy, and when the poor steal or strike at those above them, she doggedly protects
them. And as the Age of Sorrows waxes, she joins Wyld Hunts to put down anything that
threatens the common folk.
Deep in the Summer Mountains stands the sandstone throne of Prince Gaznai. Stories of her
city, Refuge, struggle across the vast wastelands that separate her from greater civilization,
spreading despite all barriers. Her territory seems barren and inhospitable, far to the South where
raindrops boil and all life hides from the merciless beat of the sun. Even so, straggling lines of
the desperate and daring make the journey, drawn by the promise of freedom.
Gaznai’s people have always lived in the mountains, using their remote and harsh environment
to shield them from the reach of grasping nations and wealthy slavers. When Gaznai was born,
her people were poor nomads eking out an existence from the scorching wastes. Now, centuries
later and under her rule, most are settled and organized. Life in the mountains still harsh, but it is
improving little by little as the prince expands the groves of well-trees and guards against
predatory Fair Folk.
Stern-eyed and grim, Gaznai’s joyless demeanor is tempered by patience and mercy. She
welcomes anyone into her city who’s willing to work hard and respect their fellows. Escaped
slaves who reach her territory are freed, heretical faiths are given refuge, and criminals and
outlaws are accepted. Her patience only shortens for those who attempt to wrest control from her
and her citizens, whether they’re slavers, priests demanding conformity, envoys of foreign
powers requiring tribute, or heroic visionaries. These are quickly quashed, or thrown out into the
wastes if they prove too troublesome or insistent.
One weight is heavy on Gaznai’s shoulders: succession. Old age doesn’t press down on her yet,
but she can feel its grip beginning to tighten. Worse yet, she sees tumultuous times approaching.
Without a capable ruler to guide her city through the oncoming storm, she worries that her works
will erode and fall to outside forces. She hunts for potential successors even as she redoubles her
efforts to support her people.
Jaeyun is a terror of the Western islands, a fearsome bandit who takes what he will and suffers
no opposition. Between his Exaltation and beastfolk features, many think him an angry spirit
rather than a man; he has hooklike teeth, tough gray skin, and a long eel’s tail in place of legs.
When his volcanic anima rages, the water around him boils and hisses. Only a few favored
islands know him as more than a monstrous god, and even their fearful respect of him verges on
worship.
The strange realms beneath the waves are Jaeyun’s true home. A hidden vent deep in the sea is
actually a crack in Creation, a vent that releases the Wyld instead of heat. Raksha, Wyld mutants,
warped spirits, and lesser fae all mingle in the unnatural pocket the vent creates, forming a
community of riotous diversity and unpredictable dangers. Lustrous pearl-like bubbles of air
contain structures and weird earthly terrain, nestled among palatial coral catacombs where
Jaeyun and many others make their home. Jaeyun was born here and raised by beastfolk, Wyld-
touched peoples, and a raksha godmother who follows his exploits with interest.
In the prime of his life, Jaeyun desires to revel in his strength, amass wealth, and earn glory. He’s
begun laying claim to territory, starting with Embouche — one of his favorite islands — and
expanding outwards as he cements his hold. He demands respect and tribute from anyone who
plies his waters or lives on his land, and assaults those who don’t acknowledge him. Only those
who can hold him at bay earn his respect and forbearance. No one yet has matched or
overpowered him, and the outcome is anyone’s guess; he might reluctantly give way to a victor,
see a potential ally, or hatefully nurse a grudge.
When the Northern tribes have questions that must be answered, they turn to the Voice of
Storms, an oracle who keeps eternal watch from a glacial manse north of Tusk. Voice never
leaves the grounds of his manse, but within its confines he wields prodigious power. His territory
is known to all as sacred ground. He doesn’t welcome everyone, but guests are protected and
expected to keep the peace. Sometimes he uses this neutrality to broker peace or offer sanctuary,
but only according to his divinations’ enigmatic designs.
The title he bears is both literal and metaphorical. His oracular proclamations resound,
thrumming in the bones of all who hear them. He is thunderous in anger, and soothing when
peaceful — a scion of wind and sky.
Voice and his manse are both disabled in their own way. Voice needs a cane to walk, struggles
with fatigue, and has muscle spasms and seizures that make daily life difficult, all symptoms of
multiple sclerosis. The manse’s surviving conveniences help him manage his condition,
providing food, shelter, and comfort in the harsh climate.
The manse — carved into the heart of an unmelting glacier — is a remnant of Bagrash Köl’s
empire. Once it fed on and analyzed Air Essence from all over the North, deciphering patterns
and giving information to its operators. But it’s suffered degradation over the centuries, and its
ability to organize incoming data has been lost. Now anyone who accesses its higher functions
experiences a tempest of visions and impressions without context or order. Voice has spent years
learning to decipher these fragments, and spends days meditating to compose coherent insights
from them, giving him a bird’s-eye view of the North.
The Guild merchant prince Andira Rupa travels between the Scavenger Lands and the Far East,
leaving business ventures behind her to grow like seeds. She rarely stays anywhere for long,
preferring frequent travel to settling down. Astride her horse, bearing her banner-draped spear,
and accompanied by a caravan filled with goods and assistants, she seeks out uncontacted
territories, untapped resources, and potential bargains. Driven by instinct, flashes of inspiration,
and whims, Andira follows only loose plans on her expeditions, rarely plotting out concrete
ventures but instead pursuing whatever opportunities or ideas come her way.
Born to wealthy Hundred Kingdoms merchants, Andira learned the trade through their tutelage
and her own observations. By the time Andira Exalted, she was already a Guild merchant in
good standing, and it didn’t take her long to climb the ladder of wealth and rank through a series
of daring-yet-profitable ventures. Today she’s a powerful agent of the Guild, a merchant prince
who brings in tremendous wealth but has little time for internal Guild politics. She’s learned to
enjoy the position, relishing the freedom and personal profit her distance buys her.
Backed by the vast wealth of astute Guild factors, her Rupa Caravan overwhelms tiny
communities in the East along her route. She dominates their markets, buys their leaders’ loyalty,
enslaves resistance. and conscripts the desperate. Andira sees herself as a visionary, imagining
and plotting grand projects that she leaves others to realize. She rarely has the patience to finish
any given plan but has a knack for picking the right person to finish the job, allowing her to set
up and orchestrate far more than she could handle on her own. In this manner she’s seeded a
network of subservient traders across the East, watered it with blood and strife, and reaped the
profits for herself and the Guild.
In one swath of the Far East, scattered tribes and villages all give praise to the Mother. They
maintain miniature shrines, each containing a single insect or arachnid treated with great
deference. Some say these peoples worship the insects themselves, but in truth the insects are
mere heralds who connect the Mother and her worshippers. When a devotee prays to a spider
hanging in a golden web, the Mother hears. When the Mother wishes something, priestesses
known as Daughters gather around a beetle’s emerald dais to interpret its movements. When her
people beg for aid, the swarms in the forest around them respond according to her will.
The Mother seems an eternal guardian, distant but devoted to her people. In truth, she’s the latest
in a long line of sorceresses. Each Mother was once a Daughter, trained and selected by the
previous Mother to take up the role. The current Mother is newly ascended, and though she’s still
uncertain of her place, her Dragon-Blooded might is raising her to greater heights than any of her
predecessors. Full of vigor and earnest desire to help her people, she tirelessly forges alliances
with spirits, pursues threats, and spreads her influence. Few can enter her territory unnoticed, and
truly peculiar sorts will find themselves welcomed — and questioned — by a Daughter attended
by one of the Mother’s swarms.
Traditionally, a Mother secludes herself in an underground lair shot through with roots from a
grove of ancient redwoods and is rarely (if ever) seen by her people. The current Mother,
however, is restless. After years spent in the lair at her predecessor’s feet, she’s tired of being
cooped up, and now that she bears the mantle she’s beholden to no one. She ventures out more
and more frequently, taking an active role in her people’s lives. Lately, she dreams of uniting her
disparate worshippers and expanding their territory, forming a unified state with the power to
treat equally with neighboring Ixcoatli and the distant Hundred Kingdoms.
Chapter Six
Charms
Archery
Grasping Vine Shot
Cost: 3m; Mins: Archery 3, Essence 2
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Harvest of the Hunter
The Dragon-Blood’s arrow grows and extends into a sturdy, flexible vine. This rope attaches
itself to a surface within short range. Flame weapons instead discharge braided ropes of semi-
tangible smoke. She treats the rope as exceptional equipment (Exalted, p. 580), and can use
reflexive move actions to climb it, ascending or descending one range band, or to swing along it,
moving one range band forward and, optionally, one range band down. Other characters don’t
gain the movement benefits, but still treat the rope as exceptional.
Alternatively, the Dragon-Blood may fire at an unattended object within short range that she’s
capable of holding in her hands. The Storyteller may require a (Dexterity + Archery) roll in the
case of very small objects or poor visual or weather conditions. If successful, the line attaches to
the object and retracts, dragging it to the Dragon-Blood’s feet undamaged.
If the Dragon-Blood has a relevant Craft, like ropemaking, she receives craft points for meeting
objectives with this Charm as though she’d completed a basic project (Exalted, p. 240).
Backer: David “Weimann” Karlson-Weimann
Landslide Missile Attack
Cost: 2m, 2i; Mins: Archery 3, Essence 2
Type: Supplemental
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Death From Nowhere
The Dragon-Blood wreathes her arrow in earthen Essence, building momentous force as she
aims, then releasing it to strike like a rolling boulder. This Charm can only enhance a decisive
attack that benefits from aiming. An enemy hit by it is knocked back one range band. If this
movement leaves him on an earthen surface, he also falls prone as the Dragon-Blood’s arrow
seeks to return to the earth.
Five-Dragon Arsenal
Cost: —; Mins: Archery 4, Essence 2
Type: Permanent
Keywords: Earth
Duration: Permanent
Prerequisite Charms: None
A master of countless weapons, the Dragon-Blood’s Essence is inextricable from her arsenal. As
long as she has one full-cost attunement to an artifact weapon, she reduces the attunement cost of
further artifact weapons (regardless of the Ability used to wield them) by three motes each, to a
minimum of one mote. This doesn’t stack with other discounts. If the Dragon-Blood ends her
full-cost attunement, she must commit enough motes to bring another attunement to its full cost,
or all discounted attunements end.
Special activation rules: This Charm may alternatively be learned as a Brawl, Melee, Thrown,
or War Charm.
Nightshade’s Deadly Bloom
Cost: 5m, 1i; Mins: Archery 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Arrow Thorn Technique
Cruel thorns grow from the Dragon-Blood’s arrow, dripping deadly venom. To use this Charm,
she must have Initiative 10+. Her decisive attack carries a poison with Damage 2i/round (L in
Crash), Duration (Essence + attack roll extra successes) rounds, and a –3 penalty.
An Archery 5, Essence 3 repurchase lets the Dragon-Blood pay a one-Willpower surcharge to
use this as a Simple-type Charm, firing an arrow at any point within her weapon’s range, instead
of targeting a specific enemy. The arrow grows into a thicket, exposing all characters within
close range to a one-time environmental hazard with difficulty (Dragon-Blood’s attack roll
successes) and damage (Dragon-Blood’s Initiative / total number of enemies, rounded up)L;
those who take damage also suffer the poison above, with Duration 5 rounds. The thicket
remains on the battlefield as difficult terrain for the rest of the scene; characters entering or
moving through it are exposed to the poison. This resets the Dragon-Blood to base Initiative.
Backer: Michael Brewer
Thousand Thorn Artillery
Cost: —(+1m, 1wp); Mins: Archery 4, Essence 3
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: Arbor Sentinel Technique
Planting her weapon in the soil, the Dragon-Blood bids it grow into a sprawling arboreal engine
of war. She may pay a one-mote, one-Willpower surcharge when she uses Arbor Sentinel
Technique to cause her weapon to grow into a siege weapon (Arms of the Chosen, p. 127):
bows and crossbows become ballistas, while flame weapons become fire cannons. The siege
weapon still retains the normal benefits of Arbor Sentinel Technique, granting heavy cover to the
artillerist and crew and producing its own ammunition (though it must still be reloaded
normally).
Rolling Stormcloud Approach
Cost: 2m, 2i; Mins: Archery 5, Essence 3
Type: Reflexive
Keywords: Air, Aura, Perilous
Duration: One turn
Prerequisite Charms: Drawing Lightning Style
The Dragon-Blood sweeps across the battlefield like a swift-moving storm. She may aim and
take a move action in the same turn, and can flurry an aim with a rush or disengage. If she
successfully rushes or disengages, she ignores the Defense penalty from flurrying.
Athletics
Ice-Slick Tread Technique
Cost: 2m, 2i; Mins: Athletics 3, Essence 2
Type: Supplemental
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: Bellows-Pumping Stride
The air chills at the Dragon-Blood’s passage, smoothing her movement and leaving behind an
icy trail. When she crosses a range band by walking or running (but not jumping, climbing, or so
on), she freezes the ground as she moves across it, leaving a patch of difficult terrain (Exalted, p.
199) that extends along the path she traveled. If she makes a roll with any Ability as part of the
movement action, she adds an automatic success and ignores any penalties for difficult terrain
based on ice or snow. This Charm can also be used to walk over bodies of water, freezing their
surface as the Dragon-Blood moves.
Crashing Tide Advance
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Supplemental
Keywords: Dual, Water
Duration: Instant
Prerequisite Charms: Bellows-Pumping Stride
Like the relentless tide that erodes the shore, the Dragon-Blood’s advance is inevitable, her
momentum undeniable. She adds an automatic success on a rush. If she successfully rushes her
enemy and he subsequently provokes her reflexive movement, she inflicts a −1 onslaught penalty
on him, and if she attacks him from close range on her next turn, she adds one die of decisive
damage or post-soak withering damage.
Flying Dagger Leap
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Supplemental
Keywords: Air, Dual
Duration: Instant
Prerequisite Charms: Soaring Leap Technique
The Dragon-Blood blurs through the air, descending on her foe in a mighty bound. To use this
Charm, she must either move into close range with an enemy by leaping and attack him on the
same turn, or reflexively pursue him by leaping with a rush and then attack on her next turn. She
adds (Essence) bonus dice on the attack roll, and adds an automatic success on a withering
damage roll or a bonus die on a decisive damage roll.
Awareness
Victory-Seeking Insight
Cost: 4m; Mins: Awareness 2, Essence 1
Type: Reflexive
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: None
Anticipating how a fight will unfold in the blink of the eye, the Dragon-Blood directs her allies
into advantageous positions and warns them of potential threats. After rolling Join Battle, the
Dragon-Blood may transfer up to (highest of Intelligence, Wits, or War) total points of Initiative
to any number of allies, dividing up the transferred Initiative however she chooses. She can’t
crash herself this way. If she transfers Initiative to a Hearthmate, that character gains an
additional point of Initiative.
Pasiap Preempts Haste
Cost: 3m; Mins: Awareness 3, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: All-Encompassing Earth Sense
The Dragon-Blood is as patient and still as a mountain, waiting for the perfect moment to act.
She doubles 9s on a Join Battle roll. If she wins Join Battle, she waives the Initiative cost of
delaying her action (Exalted, p. 196) on the first round, and adds (Perception) bonus dice on her
attack roll if she delays it until after an enemy acts.
Distant March Intuition
Cost: —; Mins: Awareness 5, Essence 3
Type: Permanent
Keywords: Earth
Duration: Permanent
Prerequisite Charms: Feeling the Dragon’s Bones
The Dragon-Blood attunes herself to the vibrations and Essence that pass through the earth,
sensing the marches of distant legions or a behemoth’s footfalls. When she uses Feeling the
Dragon’s Bones, she detects the movement of battle groups, Legendary Size characters, or
anything similarly large moving across the earth within (successes rolled) miles. She can’t
pinpoint their precise location, but has a general sense of distance and direction, doubling 8s on
Survival rolls to navigate towards them.
If the Dragon-Blood knows Sense the Hidden Ember, she also detects the presence within this
range of any trace of magic that Charm is capable of sensing, as above.
Backer: Charles Lovett
Skyward Eye Vigil
Cost: 8m, 1wp; Mins: Awareness 4, Essence 4
Type: Simple
Keywords: Air
Duration: One scene
Prerequisite Charms: All-Encompassing Earth Sense (Air), Feeling the Dragon’s Bones
The wind bears the Dragon-Blood’s sight aloft, elevating her perspective. She sees the world
around her from a bird’s-eye view, as though she were looking down from a point at long range
above herself. She can see her surroundings out to long range horizontally from herself, unless
environmental conditions or obstructions block some or all of this range. She cannot see from her
normal perspective, but neither does she suffer any penalties that only apply to it rather than her
line of sight from above — a blindfold or a maimed eye would be no obstacle, nor would a stone
wall as long as the other side were within her vision’s range. However, she may still suffer
penalties or be unable to see certain areas entirely as a result of obstructions to her bird’s-eye
perspective: dense fog, low-lying clouds, foliage, roofs, and the like (though she may use magic
like Cloud-Piercing Focus to negate applicable obstacles). The Dragon-Blood’s other senses
aren’t affected.
The Dragon-Blood adds an automatic success on any Perception-based rolls she makes to look
for or examine anything larger than a single person from this perspective, such as spotting a
concealed battle group or surveying the architecture of a palace. When making command actions
(Exalted, p. 209), she can roll with (Perception + War) as long as sshe’s able to perceive the
battle group she’s commanding, and adds an automatic success on such rolls.
Brawl
Flotsam-and-Jetsam Approach
Cost: 1m; Mins: Brawl 1, Essence 1
Type: Reflexive
Keywords: Uniform, Water
Duration: One scene
Prerequisite Charms: None
Like the tide, the Dragon-Blood gathers up whatever comes to hand and smashes it against the
shore. She waives the Initiative cost for attacking with improvised weapons using any combat
Ability, and may use Strength instead of Dexterity to attack with them. Bonus dots of Strength
conferred by magic don’t add to these attack rolls.
Backer: Nik May
Twisting Vicious Tide
Cost: 1m; Mins: Brawl 3, Essence 2
Type: Supplemental
Keywords: Uniform, Water
Duration: Instant
Prerequisite Charms: Pounding Surf Style
Having worn down her foes with an unrelenting offensive, the Dragon-Blood finds their feeble
strikes all too easy to overpower. When she clashes an attack, her enemy’s attack roll loses dice
equal to the onslaught penalty that wore off at the start of his turn (or his current onslaught
penalty, if he’s attacking outside of his turn).
Trireme Strikes the Rocks
Cost: 3m, 1wp, expend Water Aura; Mins: Brawl 5, Essence 3
Type: Reflexive
Keywords: Aura, Clash, Decisive-only, Water
Duration: Instant
Prerequisite Charms: Blade-Deflecting Palm, Twisting Vicious Tide
Moving without thought, the Dragon-Blood brutally wrenches an attacker’s limb or weapon
aside. When an enemy with lower Initiative attacks her, she may reflexively clash with a
decisive attack or a disarm gambit. This doesn’t count as her attack for the round. The Defense
penalty imposed by a successful clash (Exalted, p. 202) counts as an onslaught penalty for the
purposes of the Dragon-Blood and her allies’ offensive Charms.
If the Dragon-Blood knows Currents Sweep to Sea, she may use this Charm to clash attacks from
out to medium range as long as there is a source of water on the battlefield, striking with a
watery tendril.
Magma Hell Upheaval
Cost: 15m, 1wp, expend Earth or Fire Aura; Mins: Brawl 5, Essence 4
Type: Simple
Keywords: Aura, Decisive-only, Earth/Fire
Duration: Instant
Prerequisite Charms: Fist-Spinning Maelstrom, Rolling Boulder Blow
Slamming a fist or heel into the ground, the Dragon-Blood drives a pulse of pyroclastic Essence
into the earth beneath her, forcing a surge of molten lava forth from the depths. To use this
Charm, she must have Initiative 20+ and be standing on bare soil or stone. This eruption is
represented as an unblockable decisive attack against all characters, friend or foe, within medium
range, with the Dragon-Blood applying a single attack roll against all of them. She may exempt
her Hearthmates from the attack.
The Dragon-Blood divides (her Initiative + the lowest number of attack roll extra successes she
received against any hit target) evenly, rounded down, among all hit characters to determine the
lethal damage the lava rolls against them. Trivial opponents are incapacitated automatically
without detracting from the Dragon-Blood’s total damage, and scenery is damaged at the
Storyteller’s discretion.
If a crashed enemy takes 3+ levels of damage, the eruption leaves a lava hazard (difficulty 5,
damage 6L/round) on the ground beneath him. These hazards cool and solidify into obsidian
when the scene ends; characters might cool or disperse them earlier with clever stunts or magic.
This Charm can only be used once per day, unless reset by gaining 20+ Initiative from a single
withering attack made from base Initiative, and then incapacitating that enemy on the next turn
with a decisive attack.
Backer: Nathan Henderson
Bureaucracy
Sink-or-Swim Discernment
Cost: —; Mins: Bureaucracy 2, Essence 1
Type: Permanent
Keywords: Water
Duration: Permanent
Prerequisite Charms: Finding the Water’s Depths
Gauging the bureaucratic merit of those around her, the Dragon-Blood distinguishes those
who’ve risen to the top from the dregs. She can use Finding the Water’s Depths to assess a
character’s bureaucratic standing, gaining a general sense of what kind of bureaucratic
organizations, if any, he belongs to, as well as his approximate rank within those organizations.
For example, using it on a Guild factor could reveal that he belongs to a mercantile enterprise
and holds a high position, but wouldn’t provide the specifics of his membership in the Guild.
Charting Unfamiliar Tides
Cost: —; Mins: Bureaucracy 3, Essence 2
Type: Permanent
Keywords: Water
Duration: Permanent
Prerequisite Charms: Confluence of Savant Thought
Even at Creation’s farthest shores, where strange people follow stranger customs, a bureaucracy
is a bureaucracy. The Dragon-Blood can use Confluence of Savant Thought to introduce facts
about bureaucratic and mercantile organizations she isn’t familiar with, as long as she’s spent at
least a scene interacting with or eavesdropping on members of that organization acting in their
official capacity.
Meddling Bridge-Burner Approach
Cost: 5m, 1wp; Mins: Bureaucracy 4, Essence 3
Type: Simple
Keywords: Fire
Duration: One story
Prerequisite Charms: Thrashing Carp Serenade
The Dragon-Blood’s incendiary rhetoric turns her political rival’s bases against them or drives a
wedge between even the closest of business partners. After spending at least a scene interacting
with a character in his official bureaucratic capacity, she rolls ([Manipulation or Intelligence] +
Bureaucracy) opposing his ([Charisma or Intelligence] + Bureaucracy).
If she succeeds, she may assail her target’s position within a bureaucratic organization. Any rolls
that character makes to carry out the official business of that organization or to influence his
subordinates within the bureaucracy to perform their official duties lose successes equal to the 1s
on the roll. Additionally, for the purpose of the victim’s influence rolls, any positive Ties
towards him or towards the organization possessed by organization members are treated as one
step lower.
Alternatively, the Dragon-Blood may attack one of her victim’s business or political
relationships with another character. To do so, that other character must be present when the
Dragon-Blood uses this Charm. If she uses this variant, any influence roll her victim makes
against his partner in the context of their business or political relationship lose successes equal to
the 1s on the roll, as do any read intentions rolls he makes against the partner. Additionally, the
victim suffers –1 Resolve and Guile against his partner. Any positive Ties the partner has
towards the victim or any organization the victim belongs to are treated as one step lower for the
purpose of the victim’s influence rolls.
The victim may free himself from the effects of the first version of this Charm by completing a
project to advance or reestablish his position with an organization, or the second version by
completing a project to fulfill the requests or agenda of a business or political partner. Either
version can be negated by magic such as Woe-Capturing Web (Exalted, p. 288).
Once anyone uses this Charm against a member of an organization, members of that organization
can’t be targeted with it until the start of the next story.
Growth Investment Propagation
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Sprouting Bamboo Cultivation
A savvy player of the market, the Dragon-Blood conceals funds in profitable investments and
revenue-earning ventures, ensuring she always has savings to draw on for unexpected expenses.
When she makes a purchase using her Resources rating (Exalted, p. 578), she may expend these
saved funds, treating her Resources rating as though it were two dots higher for purposes of that
transaction, and doubling 7s on any bargain roll involved in the transaction. If this would raise
her effective Resources rating above 5, she can instead make a Resources 5 purchase without
incurring any debt.
Using this Charm entails revealing the existence of funds the Dragon-Blood has acquired off-
screen, not creating money ex nihilo. In circumstances where it wouldn’t make sense for the
Dragon-Blood to access her investments, the Storyteller may require an appropriate stunt to
justify using this Charm — a Dragon-Blood marooned on a far-off Western island can’t call in
her savings, unless she reveals she’s been funding trade with the island’s natives.
This Charm can only be used once per story, unless reset by completing a project with a primary
goal of amassing wealth or creating a profitable investment.
Pearl-and-Coral Diadem
Cost: 7m, 1wp; Mins: Bureaucracy 5, Essence 5
Type: Simple
Keywords: Psyche, Water
Duration: One story
Prerequisite Charms: Flowing Authority Insinuation
Flowing with the tides of a bureaucracy, the Dragon-Blood rises effortlessly to the top. She
makes a special ([Appearance or Manipulation] + Bureaucracy) instill roll, ignoring the penalty
for group influence, against all members of a specific organization present in a scene. A
character whose Resolve is beaten will perceive the Dragon-Blood as either someone who holds
a position of superior rank within that authority or as someone whose credentials make them a
natural choice for filling such a role, depending on which option is more plausible. The Dragon-
Blood gains the benefits of any positive Ties those characters have towards the organization in
question, and affected characters will carry out any inconvenient tasks (Exalted, p. 216) she
assigns them without requiring an influence roll if they have such a Tie.
While this Charm is active, the Dragon-Blood may use Flowing Authority Insinuation for only
five motes if she targets an affected character, and such characters can’t resist with Willpower
unless they first resist this effect. She waives Thrashing Carp Serenade’s Willpower cost when
she uses it against an organization she’s used this Charm to secure a position of authority within.
This effect can be resisted for one Willpower, but only when a character is confronted with
evidence that the Dragon-Blood doesn’t actually hold a position within the organization or is
unqualified to do so, when he’s mistreated by the Dragon-Blood, or when another organization
member succeeds on an instill roll to turn him against the Dragon-Blood. Characters who resist
realize they’ve been deceived, but not that mind-altering magic is involved.
When this Charm ends, all affected characters that didn’t resist gradually begin to realize that
they’d mistaken the Dragon-Blood for someone in authority, though they don’t realize they were
deceived. Depending on how the Dragon-Blood acted on the group’s behalf, they may form
positive Ties towards her and offer her a formal position within it.
Backer: Mackenzie Belmont
Craft
Dragon-Ancestor Bequest
Cost: 15m, 1wp, 10wxp per Evocation; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Flawless Facet Realization, Stoking Inspiration’s Forge
The wonders born from the Dragon-Blood’s forge desire worthy masters, flourishing in the
hands of their maker’s heirs and comrades. Activating this Charm entails a ritual ceremony in
which the Dragon-Blood presents an artifact she’s crafted to a blood relative or a Hearthmate.
She awakens up to (recipient’s Essence) of the artifact’s Evocations for the recipient at no
experience point cost, spending ten white points for each Evocation awakened.
Dragon-Ancestor Bequest can only be used on any given artifact once.
Dodge
Nimble Zephyr Defense
Cost: 1m; Mins: Dodge 4, Essence 1
Type: Reflexive
Keywords: Air, Uniform
Duration: Instant
Prerequisite Charms: Flickering Candle Meditation
Gracefully maneuvering around her attackers, the Dragon-Blood lets the force of their blows
disperse into the wind. She must use the Charm before an attack roll. On a successful dodge, her
attacker loses a point of Initiative. If the attack roll contains any 1s, she may dodge the attack
even if its successes equal her Evasion.
In Air Aura, the Dragon-Blood gains the lost Initiative.
Ascending Ember Trick
Cost: 3m; Mins: Dodge 3, Essence 2
Type: Reflexive
Keywords: Air/Fire
Duration: Instant
Prerequisite Charms: Heat-of-Battle Advance
A burst of superheated air propels the supine Dragon-Blood back onto her feet. She makes a rise
from prone action (Exalted, p. 198) reflexively, and can do so outside her turn. This still counts
as her movement action for the round.
Light-as-Clouds Method
Cost: —(+4m); Mins: Dodge 3, Essence 2
Type: Permanent
Keywords: Air/Fire
Duration: Permanent
Prerequisite Charms: Hopping Firecracker Evasion
The Dragon-Blood takes advantage of her enemy’s lust for battle, turning the wasted momentum
of his attack into a burst of wind that carries her out of danger.
When she uses Hopping Firecracker Evasion, she may pay a four-mote surcharge to reflexively
roll to disengage, adding bonus dice equal to the Overwhelming rating of her enemy’s weapon. If
successful, in addition to Hopping Firecracker Evasion’s usual effects, she can reflexively move
away if any enemy moves towards her before her next turn, as per a standard disengage. This
doesn’t count as her move action for the round. Such uses of Hopping Firecracker Evasion are
both Air- and Fire-aspected.
In Air or Fire Aura, the Initiative cost to disengage is waived.
Salvo-to-Silt Technique
Cost: 2m, 1i; Mins: Dodge 3, Essence 2
Type: Reflexive
Keywords: Uniform, Perilous, Water
Duration: Instant
Prerequisite Charms: Flickering Candle Meditation
The Dragon-Blood’s anima thickens to a viscous liquidity, slowing or even stopping projectiles
in mid-air. She imposes a –(Anima) penalty on the attack roll of a ranged attack with a physical
projectile or flame-based ranged attack against her Evasion. If the attack hits, up to (Anima) 1s
on the damage roll subtract successes, or (Anima) 1s and 2s for flame-based attacks.
If the Dragon-Blood successfully dodges an attack with a physical projectile, the projectile
becomes caught in her anima banner. She can pluck these suspended projectiles from her anima
for her own use. If her anima fades to dim, all suspended projectiles fall to the ground.
Stone-Sculpting Fortification
Cost: 5m; Mins: Dodge 4, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Flickering Candle Meditation
The earth rises to enfold the Dragon-Blood, ensuring she has a place of safety to move into as
she evades her foes. As long as there is any earth, stone, or similar material within close range,
she can attempt a take cover action, creating an earthen barrier that provides light cover
(Exalted, pp. 198-199) if she succeeds. Alternatively, if she can take advantage of earthen or
stone scenery that would normally provide light cover, a successful roll upgrades it to heavy
cover, drawing loose soil or stones to fortify it. The environmental changes made by this Charm
are permanent, and other characters can gain cover from the barrier created.
In Earth Aura, the Dragon-Blood doubles 9s on enhanced take cover actions.
Heart Like Water
Cost: 4m, 3i, 1wp, expend Air or Water Aura; Mins: Dodge 5, Essence 4
Type: Reflexive
Keywords: Air/Water, Aura, Balanced, Counterattack, Decisive-only
Duration: Instant
Prerequisite Charms: Safety Among Enemies
Light as air, fluid as water, the Dragon-Blood flows around hostile force with infinite grace,
letting her enemy defeat himself. After successfully dodging a decisive attack, she turns it back
on her attacker, rolling a decisive counterattack with (Wits + Dodge). All Charms that the
attacker used to enhance his original attack also apply to this counterattack at no additional cost.
If it hits, it uses the attacker’s Initiative to determine damage (before he loses any due to
missing), and resets him to base Initiative, not the Dragon-Blood.
The Dragon-Blood can enhance this counterattack with any Water Dragon style Charms she
knows, regardless of the Ability it was originally made with.
This Charm can only be used once per day, unless reset by incapacitating a non-trivial enemy
with an attack redirected either by it or by Safety Among Enemies.
Backer: Michael Maitan
Integrity
Moon-and-Earth Marriage
Cost: —; Mins: Integrity 2, Essence 1
Type: Permanent
Keywords: Air
Duration: Permanent
Prerequisite Charms: Oath of the Ten Thousand Dragons
In the Age of Sorrows, there has been only war between the Dragon-Blooded host and the Lunar
Exalted, but it was not always so. This Charm is a secret that might have been, and may yet be.
The Dragon-Blood must spend this Charm’s training time interacting with a willing Lunar who
she has a positive Defining Tie towards, and who has a positive Defining Tie towards her. Their
interactions culminate as the Charm is learned, creating a Terrestrial Bond between the Dragon-
Blood and the Lunar. The Dragon-Blood treats the Lunar as one of her Sworn Kin for all
purposes. This effect doesn’t extend to the Dragon-Blood’s Hearth, if she has one; the Terrestrial
Bond is a separate affinity. Her Tie for the Lunar is permanently protected as per this Charm’s
prerequisite.
The Lunar gains the ability to sense the Dragon-Blood, as usual for Sworn Kin (Dragon-
Blooded, p. 154), and treats her as a Solar mate for all purposes. If her Tie towards him is ever
fully eroded, she immediately forms a new Minor Tie towards him after the scene’s end. A Lunar
can only have one Terrestrial mate at a time, and vice versa, and this bond can be broken only by
death.
Backer: Moral Wiz
Rot-Pruning Conviction
Cost: 3m; Mins: Integrity 4, Essence 3
Type: Reflexive
Keywords: Wood
Duration: Instant
Prerequisite Charms: Heart-Hardening Meditation
The Dragon-Blood prunes the garden of her own heart, removing diseased buds to make room
for new growth. When she spends Willpower to resist an influence roll that aligned with one of
her Major or Defining Intimacies, she may shed that Intimacy entirely. In its place, she forms a
new Minor Intimacy that reflects her reasons for resisting the influence. She can’t shed
Intimacies to her Hearthmates this way.
Ten Thousand Dragons Stand Together
Cost: 5m, 1wp; Mins: Integrity 5, Essence 3
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Ten Thousand Dragons Fight as One
None can put asunder the sacred oath of a Sworn Kinship. When a character that isn’t part of the
Dragon-Blood’s Hearth makes an influence roll targeting her or any of her Sworn Kin, they may
combine their will against it. If any Hearthmate who witnesses the influence has an Intimacy
opposing it, it becomes available to all members of the Hearth, either to bolster their Resolve or
to use in Decision Points. A Hearthmate who does so gains the borrowed Tie at Minor intensity.
If a Hearthmate already has two opposing Defining Intimacies — either ones he possesses
naturally, or ones borrowed from a Hearthmate — each additional Hearthmate who possesses an
opposing Defining Intimacy instead grants him +1 Resolve each.
If the Dragon-Blood uses this Charm multiple times in the same scene, the Willpower cost of all
activations past the first is waived.
Backer: Demstyx NN
Investigation
Goblin-Thwarting Hunch
Cost: 4m; Mins: Investigation 5, Essence 3
Type: Supplemental
Keywords: Balanced, Earth, Mute
Duration: Instant
Prerequisite Charms: Scent of the Stranger’s Threshold
The eerie touch of the Wyld is like a film of pollution to the Dragon-Blood’s keen eye, an
unsettling sign that the enemies of Creation are at work. She doubles 9s on a profile character
roll or read intentions roll against a Fair Folk or other creature native to the Wyld, a case scene
roll to find clues left behind by such creatures or by the influence of the Wyld itself, or on any
Awareness, Lore, Occult, or Survival rolls to detect the influence of the Wyld.
Larceny
Veiled Dragon’s Secret
Cost: 5m; Mins: Larceny 3, Essence 1
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Flowing Body Disguise
Manipulating the Essence of the five elements that flow through her, the Dragon-Blood conceals
her true Aspect. Upon using this Charm, she chooses an element, and the cosmetic appearance of
her anima banner and Aspect markings change such that her elemental Aspect appears to be the
chosen element. She can’t use this Charm to imitate the anima banners or Aspect markings of
other Dragon-Blooded — rather, her disguised anima and Aspect markings are still reflective of
her own personality and nature.
This Charm’s Aspect is the same as the elemental Aspect that the Dragon-Blood emulates.
Hundred-Devil Masquerade
Cost: —; Mins: Larceny 5, Essence 3
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: Terrifying Forest-Devil Mask
The legends of fearsome monsters, noble outlaws, and ancient heroes take on a life of their own
through the Dragon-Blood. She waives Terrifying Forest-Devil Mask’s Willpower cost if she
uses it to assume a role that she’s previously taken with it.
Additionally, the Dragon-Blood’s masks draw power from their legend, slowly transforming into
artifacts. This transformation is represented by the mask gaining Mystique, which occurs under
the following circumstances.
• Once per session, when the Dragon-Blood upholds the Intimacy conferred by the mask, it
gains 1 Mystique.
• Once per session, when a narratively significant character forms or upholds a Major or
Defining Tie towards the role embodied by the mask, it gains 1 Mystique.
• When the Dragon-Blood completes a major character or story goal that aligns with the
Intimacy conferred by the mask, it gains 1 Mystique.
• When the Dragon-Blood achieves a legendary social goal (Exalted, p. XX) that aligns
with the Intimacy conferred by the mask, it gains 5 Mystique.
• Once per story, when the Dragon-Blood defeats an enemy in a fashion that aligns with
the Intimacy conferred by the mask — potentially in combat, but including other forms of defeat
such as humiliating him in front of his admirers or driving his merchant enterprise bankrupt — it
gains (his Essence) Mystique, maximum 5.
Once a mask accrues 50 Mystique, it becomes a three-dot artifact, with Evocations based on both
the legend that’s formed around the role it depicts and any magical materials it’s composed of.
The Dragon-Blood may incorporate jade or another magical material into the mask to complete
this process to gain greater resonance with its Evocations; this requires no roll. She immediately
awakens one of the mask’s Evocations at no experience point cost.
The Dragon-Blood can only have one mask in the process of accruing Mystique at a time.
Backer: Brian Rivers
Kinship’s Shadow Subterfuge
Cost: 5m, 1wp; Mins: Larceny 5, Essence 3
Type: Reflexive
Keywords: Fire/Water, Mute
Duration: Indefinite
Prerequisite Charms: Investigation-Deflecting Current
The Dragon-Blood conceals her soul’s depths from even her own Sworn Kin, twisting their oath
to blind her brothers to her true self. When one of her Hearthmates rolls against her Guile, she
adds any positive Tie that Hearthmate has towards her to her Guile as a non-Charm bonus.
Additionally, when a Hearthmate attempts to sense her with his anima power, she’s aware of it
and may attempt to deceive him. He rolls (Perception + [Awareness, Investigation, or Socialize])
opposing her Guile; if he fails, she causes him to sense her as being at a point within long range
of her. Should she die, she may conceal this from her Sworn Kin as well.
Should the Dragon-Blood betray a Hearthmate, she loses only one point of Willpower, not all of
it.
Backer: Josh Raveling
Linguistics
Root Tongue of the Dragon’s Stemmata
Cost: 3m, 1wp; Mins: Linguistics 3, Essence 1
Type: Reflexive
Keywords: Wood
Duration: One scene
Prerequisite Charms: Language-Learning Ritual
Immersing herself in the shared lineage that unites the Terrestrial host, the Exalt transcends all
boundaries of language that would divide her from her kinsfolk. Her spoken words can be
understood by any Dragon-Blood, regardless of language, and she may likewise understand
them. She can also read anything written by another Dragon-Blood in any language, although her
own writings are not translated for other Dragon-Blooded. Her keen affinity for the psyche of her
Terrestrial kin lets her reroll 1s on rolls to read the intentions of Dragon-Blooded or break
ciphers created by Dragon-Blooded.
A scene spent using this Charm to communicate with a Dragon-Blood speaking an unknown
tongue can substitute for the (6 – Intelligence) days of study needed to use Language-Learning
Ritual for that language.
Rose’s Secret Petal
Cost: 5m; Mins: Linguistics 3, Essence 1
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Cryptic Essence Cipher, Wind-Carried Words Technique
The Dragon-Blood buries a written message in the soil and suffuses it with Wood Essence,
bidding it to grow and blossom into a small but colorful flower. The arrangement of petals and
leaves on the flower acts as a cipher created with Cryptic Essence Cipher, conveying the contents
of the message, which can be up to one page. The Dragon-Blood rolls ([Intelligence or
Manipulation] + Linguistics), doubling 9s, to determine the strength of the cipher, but few realize
the code is there to be broken — the plant cannot be distinguished from ordinary flowers except
by actions enhanced with magic. However, to the intended recipient of the flower, it’s
immediately recognizable that the plant contains a message.
Shared Breath Understanding
Cost: 5m, 1wp; Mins: Linguistics 4, Essence 2
Type: Simple
Keywords: Air
Duration: Varies
Prerequisite Charms: Thousand Tongues Meditation
Drinking in a person’s breath, the Dragon-Blood steals his voice. She rolls ([Manipulation or
Wits] + Linguistics) against the Resolve of a character within close range to breathe in his
exhalation. If successful, she draws out his fluency in a single language, gaining the ability to
speak and comprehend it as per Language-Learning Ritual for (Essence + extra successes) days.
She suffers no penalties on influence rolls made with that language, speaking with the accent and
dialect of the character she stole it from, and can mimic his voice flawlessly.
This Charm’s victim doesn’t lose fluency in the chosen language, but his voice is unnaturally
quiet whenever he speaks in it, imposing a –3 penalty on any spoken influence rolls he makes in
that language. He can reclaim his stolen voice by breathing in the Dragon-Blood’s exhalation
while at close range. This requires a difficulty 6 gambit in combat, but can potentially be
achieved outside of combat through social influence, Larceny, or other means.
With Linguistics 5, Essence 3, the Dragon-Blood may steal up to (Intelligence) languages with a
single activation, committing an additional two motes for each language past the first.
Backer: Mark Hales
Lore
Deadly Essence Flashpoint
Cost: 1m per die; Mins: Lore 3, Essence 1
Type: Reflexive
Keywords: Balanced, Stackable
Duration: One scene
Prerequisite Charms: Elemental Concentration Trance
The Dragon-Blood inverts the destructive force of her anima banner, drawing it inward and
letting it build unto a terrifying strength. Whenever she would roll anima flux, she may instead
commit one mote to hold her flux in abeyance. She may have up to (higher of Essence or 3)
activations of this Charm stacked.
When the Dragon-Blood makes a decisive attack, she may release all motes committed to this
Charm to add one die of decisive damage per mote as her unleashed flux wreathes the attack. If
she enhances an Elemental Bolt Attack this way, its range is extended by one range band,
maximum long.
This Charm’s Aspect is the same as the Dragon-Blood’s.
Mantle of Elemental Power
Cost: 3m, 1a, 1wp; Mins: Lore 3, Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Elemental Bolt Attack
The Dragon-Blood channels her anima into a puissant manifestation of her Aspect’s element. An
Air Aspect might surround herself with a nimbus of crackling lightning; a Wood Aspect could
conjure a swirling vortex of cherry blossom petals; an Earth Aspect might be orbited by
countless fragments of stone. Drawing from this manifestation enhances her Elemental Bolt
Attack when she uses it with her Aspect’s element:
• Its cost is reduced by three motes.
• When a Simple or Reflexive Charm lets her make an Archery or Thrown attack, she can
reflexively use Elemental Bolt Attack to make it.
• She can use Elemental Bolt Attack reflexively to defend against an attack with a display
of elemental power, applying a Parry rating of ([Dexterity + [higher of Archery or Thrown]/2,
rounded up] + 1).
• In her Aspect’s Aura, she waives the anima cost to extend the range of her elemental
bolts.
Backer: Matthew
As in the Beginning
Cost: 30m, 3wp (expend Aura); Mins: Lore 5, Essence 5
Type: Simple
Keywords: Aura, Perilous
Duration: Five hours
Prerequisite Charms: Dragon Vortex Attack
Embodying the creative and destructive power of the Five Elemental Dragons, the Dragon-Blood
unleashes a primal force not witnessed since Creation’s birth. Her anima banner flares to bonfire,
straining with barely-contained force that mounts over the course of five hours. During this time,
the Dragon-Blood can’t take any non-reflexive actions or movement actions. Anyone who can
see her anima banner can tell that disaster is imminent; a difficulty 2 ([Intelligence or Perception]
+ Occult roll) reveals exactly how much time remains. The Dragon-Blood’s anima collapses,
dispersing harmlessly, if she leaves Aura or is crashed, incapacitated, or forcibly moved.
After five hours uninterrupted, the Dragon-Blood expends her Aura and rolls (Intelligence +
Lore), unleashing a blast that extends (successes/2) miles outwards. She and her Hearthmates are
immune to the blast’s immediate consequences; she can use Enfolded in the Dragon’s Wings
(Dragon-Blooded, p. 282) to grant the same protection to all allied characters within medium
range. The Storyteller determines how much damage the blast inflicts on mundane scenery and
trivial opponents, up to uncountable damage. Affected battle groups must check for rout against
difficulty 4. The blast’s other effects depend on its elemental aspect:
Air: The sky darkens, pouring down harsh rain or heavy snowfall accompanied by gale-force
winds and flashing lightning.
• Precipitation imposes a –2 penalty on all vision- or hearing-based rolls.
• Winds impose a –3 penalty on movement actions, ranged attacks, and similar rolls.
• Airborne characters and trivial opponents treat all movement as difficult terrain.
• Characters exposed to the storm suffer an environmental hazard with difficulty 2,
Damage 10L/hour; a failed roll indicates they’ve been struck by lightning.
The storm lasts (Dragon-Blood’s successes / 2) hours, but can be dispersed earlier through magic
or the creative actions of characters.
Earth: The land shakes and grinds horrifically as seismic tremors shudder through it.
• All characters within range must make a difficulty 3 (Dexterity + Athletics) balance roll
or fall into a yawning chasm, suffering a falling damage as per a short-range fall (Exalted, p.
232) unless they find a way to mitigate it. Climbing out requires a difficulty 3 ([Dexterity or
Strength] + Athletics) roll, although characters may escape by other means, such as Monkey
Leap Technique.
• The damage wrought by the earthquake renders the entire area difficult terrain (Exalted,
p. 199), and the speed of any long-range travel through the affected area is halved.
Fire: A roaring conflagration engulfs the land, setting the world ablaze.
• All characters suffer a one-time environmental hazard with difficulty 5, Damage 6L.
• Forests, grasslands, wooden structures, and other flammable terrain catches fire and
continues to burn with a lesser intensity (difficulty 5, Damage 4L/round) until they are
extinguished or no fuel remains.
• A haze of smoke and ash hangs over the affected area, imposing a –2 penalty on any
vision- or scent-based rolls. This lasts (Dragon-Blood’s successes / 2) hours, unless dispersed
earlier by natural weather, magic, or the creative actions of characters, and may last longer if
large regions remain ablaze.
Water: A swirling pillar of water descends from the sky or rises from the sea, before dispersing
in all directions as a crushing tidal wave.
• Depending on a character’s proximity to the Dragon-Blood, the amount of time they have
to prepare for the wave’s impact varies — those within long range are struck by it instantly,
without an opportunity to seek cover, while someone miles away from her might have minutes to
prepare.
• Characters unable to reach a place of safety before being hit must make a difficulty 5
([Strength or Stamina] + Athletics) roll to avoid being carried away. If they fail, they’re knocked
one range band away from the Dragon-Blood per success they failed by. If this movement is
interrupted by hitting a barrier, the character takes damage as though he’d suffered a fall from a
height equal to the number of range bands of movement prevented.
• The blast is also likely to cause mass flooding in valleys and similar areas.
Wood: Gigantic vines burst from the ground, bearing vibrant flowers that bloom with toxic
pollen.
• The overgrowth renders the entire area difficult terrain and halves the speed of long-term
travel through it, although travelers can potentially bypass this by setting fire to the vines or
destroying them through other means.
• Pollen imposes a –3 penalty on scent-based rolls.
• The pollen is also an inhaled poison. The first time a character breathes in the affected
area, and after each hour of exposure thereafter, they must roll against a poison with Damage
1B/minute, Duration 10 minutes, and a –3 penalty.
The vines remain until destroyed, but their flowers wilt after (Dragon-Blood’s successes / 2)
hours, ending the pollen haze. It can be dispersed earlier by natural weather, magic, or the
creative actions of characters.
The Dragon-Blood’s Hearthmates can contribute their Auras to this Charm, as long as they
remain within short range and abide the same restrictions she does. Only one Aura of each
element can be contributed, adding a non-Charm die on the Lore roll and conferring that
element’s effects on the blast. The effects of different elements will combine without cancelling
each other — Water and Fire, for example, would combine to unleash a scalding tsunami hot
enough to set the battlefield afire.
After using this Charm, the Dragon-Blood and all Hearthmates that contributed Auras suffer a –4
fatigue penalty on all rolls. Each full night’s rest lowers the penalty by one; until it’s fully
removed, affected characters can’t regain Willpower from rest.
This Charm can only be used once per story or year, whichever is longer.
Backer: Ashley Thompson
Medicine
Flesh-Sealing Flame Technique
Cost: —(+2m or 2i); Mins: Medicine 3, Essence 2
Type: Permanent
Keywords: Fire
Duration: Permanent
Prerequisite Charms: Wound-Closing Technique
The Dragon-Blood cauterizes wounds with flame-wreathed hands, searing flesh and saving lives.
When she uses Wound-Closing Technique to convert lethal damage to bashing, she may pay a
surcharge of two motes or two Initiative to complete the treatment instantly, doubling 9s on the
roll. Her cauterizing touch also automatically staunches her patient’s wounds (Exalted, p. 174)
and prevents his wounds from becoming infected (Exalted, p. 235). However, the pain of this
procedure increases her patient’s wound penalty by –1 for (6 – patient’s Stamina) rounds.
Alternatively, the Dragon-Blood may pay a two-mote or two-Initiative surcharge to use Wound-
Closing Technique to make a rally for numbers roll with (Intelligence + War), adding (Medicine)
non-Charm dice, quickly patching her soldiers’ wounds to get them back on their feet.
Uses of Wound-Closing Technique enhanced by this Charm are Fire Aspected.
Melee
Oncoming Storm Stance
Cost: 1a, 1i per two motes; Mins: Melee 3, Essence 2
Type: Reflexive
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: Crimson Fang Bite
Lightning arcs across the Dragon-Blood’s weapon as she hones her deadly focus. When she aims
at an enemy within close range, she may spend up to (Perception/2, rounded up) Initiative to gain
two motes for each point of Initiative spent. These motes can only be used to enhance a Melee
attack that benefits from that aim action, and are lost if the Dragon-Blood doesn’t attack the
enemy she aimed against on her next turn.
Unerring Lightning Razor
Cost: 6m; Mins: Melee 4, Essence 2
Type: Supplemental
Keywords: Air, Uniform
Duration: Instant
Prerequisite Charms: Oncoming Storm Stance
Honing her focus and concentration beyond the limits of human perception, the Dragon-Blood
unleashes arcing lighting along her blade’s edge, guiding it to strike true. When she makes an
attack that benefits from aiming, she rerolls (Essence) non-1 failures on both an attack and
damage roll. If her enemy is wearing metal armor (including artifact armor made from the five
magical materials), she adds its mobility penalty to the number of failures she can reroll.
A Melee 5, Essence 3 repurchase lets the Dragon-Blood pay a one-Willpower surcharge while in
Air Aura to reflexively aim against an enemy wearing metal armor before attacking with this
Charm.
Backer: Quinn Radich
Wrath-Grounding Guard
Cost: 4m; Mins: Melee 3, Essence 2
Type: Reflexive
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: Flame-Borne Interception
Whether it be lightning crackling from a sorcerer’s fingertips or the very fires of Hell, the
Dragon-Blood diverts deadly energies into her weapon, grounding them harmlessly. She gains
+1 non-Charm Parry against an attack made up entirely of Essence or other magical energy with
no physical component, such as Elemental Bolt Attack, and 1s on the attack roll subtract
successes. She can parry such attacks even if they are unblockable.
In Earth Aura, when one of the Dragon-Blood’s allies within medium range is targeted with an
attack made up entirely of Essence or other magical energy, the Dragon-Blood may expend her
Aura to reflexively protect that ally as per a defend other action, diverting the flow of energy
towards herself. Even if her Parry is beaten, the attacker must target her, not her ward.
Lightning-Drinking Blade
Cost: —; Mins: Melee 5, Essence 2
Type: Permanent
Keywords: Earth
Duration: Permanent
Prerequisite Charms: Wrath-Grounding Guard
When the Dragon-Blood successfully blocks an attack with Wrath-Grounding Guard, she gains
motes equal to the 10s on the attack roll, maximum (higher of Essence or 3) motes, strengthening
herself with her enemy’s power. If the attack was made against a character the Dragon-Blood
was protecting with a defend other action, she gains an additional mote.
With Melee 5, Essence 3, if the Dragon-Blood would receive motes from parrying an attack
based on one of the five elements, she may instead forgo the mote reward and pay one
Willpower to enter the Elemental Aura that matches the attack’s element.
Dragon-Scale Shield
Cost: 1m, 1i; Mins: Melee 4, Essence 2
Type: Reflexive
Keywords: Perilous, Uniform
Duration: Instant
Prerequisite Charms: Flame-Borne Interception
The Dragon-Blood channels the force of her elemental Aspect into her defense, wreathing her
blade or shield in anima. She gains a benefit based on her Aspect:
Air: The Dragon-Blood’s weapon unleashes a blast of air as she defends, adding +1 Parry as a
non-Charm bonus against any ranged attack with a material projectile.
Earth: The Dragon-Blood’s weapon takes on the weight of mountains, adding +1 Parry as a
non-Charm bonus against a disarm gambit. If she blocks with a heavy weapon, she can apply this
bonus against any attack, and increases the bonus against disarm gambits to +2.
Fire: The Dragon-Blood’s defense radiates fiery intensity. A successful block against an attacker
at close range causes him to lose one Initiative, plus one Initiative for every 1 he rolls (which she
doesn’t gain).
Water: A swirling ribbon of water coils around the Dragon-Blood’s weapon, lashing out at
attackers. If she successfully blocks an attack from close range while benefitting from a Full
Defense, her attacker incurs a –1 onslaught penalty.
Wood: Vibrant flower petals trail behind the Dragon-Blood’s weapon, as beautiful as they are
deadly. If she successfully blocks an attack from close range, her attacker is exposed to a poison
with Damage 1i/round (L in Crash), Duration (the Parry applied against his attack) rounds, and a
–1 penalty.
The Dragon-Blood may purchase additional elemental variants of this Charm for three
experience points each. She can activate this Charm multiple times against a single attack to
stack the benefits of different elemental variants. The Air variant can be used against attacks
from close range if combined with another element.
Rumbling Earth Rebuke
Cost: 4m, 1wp; Mins: Melee 4, Essence 2
Type: Reflexive
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Blinding Spark Distraction
The stalwart force of the Dragon-Blood’s defense is like a seismic shockwave as her attacker’s
blades rebound off her weapon. After successfully blocking or clashing an attack made from
close range, she may reflexively attempt a disarm gambit against her attacker.
In Earth Aura, a successful gambit inflicts an additional point of onslaught penalty, and destroys
mundane weapons rather than disarming them.
Fulminating Thunderclap Surge
Cost: 6m, 1a; Mins: Melee 4, Essence 3
Type: Simple
Keywords: Air, Decisive-only
Duration: Instant
Prerequisite Charms: Unerring Lightning Razor
Unleashing the tempest within, the Dragon-Blood channels her Essence through her weapon and
into a deadly levinbolt. She makes an unblockable decisive attack against an enemy within short
range, and halves Hardness from metal armor (including armor made from the five magical
materials).
In Air Aura, the Dragon-Blood can attack out to medium range without needing to aim. If she
aims before attacking, she adds the aiming bonus to her decisive damage as well as the attack
roll. Aiming before using this Charm counts as aiming at an enemy within close range for the
purpose of other Dragon-Blooded Melee Charms, like Oncoming Storm Stance (p. XX).
This Charm can only be used once per scene unless reset by dealing 5+ withering or 1+ decisive
damage to a non-trivial enemy with an attack from close range.
Spilling the Mountain’s Blood
Cost: 8m, 3a, 1wp, expend Earth or Fire Aura; Mins: Melee 5, Essence 4
Type: Simple
Keywords: Aura, Decisive-only, Earth/Fire
Duration: Instant
Prerequisite Charms: Burning Pinnacle Strike
Channeling her anima banner into a murderous blow, the Dragon-Blood marks her enemy with
lines of red-hot Essence that spread from the point where her weapon struck him. Her killing
intent inflames these molten wounds, causing the blazing meridians to pulse and writhe until
they finally erupt. She makes a decisive attack, adding (higher of Essence or Strength) attack roll
extra successes as dice of damage.
If the attack deals any damage, an eruption begins mounting within the victim, culminating at the
end of his next turn. He suffers dice of lethal decisive damage equal to the Dragon-Blood’s
successes on the attack’s damage roll, ignoring Hardness. If this inflicts 3+ levels of damage or
the victim is incapacitated before the eruption, the ground beneath the victim’s melts into lava
for the rest of the scene, an environmental hazard with difficulty 5, Damage 6L/round.
If the Dragon-Blood is incapacitated before the eruption occurs, her killing intent fades, making
it possible to prevent the eruption. If the victim or one of his allies succeeds on a difficulty 5
(Intelligence + [lower of Medicine or Occult]) roll, the eruption is averted as the magmatic anima
is shunted harmlessly away.
Backer: Bryant Devillier
Thousandfold Tempest Strike
Cost: 8m, 1wp, expend Air Aura; Mins: Melee 5, Essence 4
Type: Simple
Keywords: Air, Aura, Decisive-only
Duration: Instant
Prerequisite Charms: Mela’s Flashing Tongue, Oncoming Storm Stance
Driving her lightning-wreathed weapon into the ground at her feet, the Dragon-Blood unleashes
a spectacular burst of flashing lightning and deafening thunder, directing the storm’s fury against
her foes. To use this Charm, she must first take an aim action enhanced with Oncoming Storm
Stance, and must have Initiative 12+. She rolls a single decisive attack against all characters
within close range, friend or foe, making a single attack roll that benefits from aiming and apply
it against the Defense of all targets within the range. Her attack carries a base damage against
each hit target equal to the number of motes from Oncoming Storm Stance that she spent
enhancing the attack, and she divides her Initiative evenly among between all hit characters,
rounding up, to determine the total damage. This attack ignores Hardness from metal armor
(including armor made from the five magical materials).
If the Dragon-Blood knows Fulminating Thunderclap Surge, she may use it reflexively with this
Charm to instead strike all characters within short range.
This Charm can only be used once per scene, unless reset by crashing an enemy with Mela’s
Flashing Tongue.
Occult
Elemental Bond Meditation
Cost: —; Mins: Occult 3, Survival 3, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Beast-Taming Aspect
The Dragon-Blood has cultivated an affinity for Creation’s elementals, those spirits closest in
nature to her own Essence. She may take elementals with Essence 3 or less as familiars, up to a
maximum of (her Essence) such familiars. She may claim as her familiars elementals that she has
sorcerously summoned — sustaining their existence indefinitely beyond the spell’s end — but
not those summoned by others.
The Dragon-Blood may use Beast-Taming Aspect and Animal Empathy Technique to enhance
influence rolls against elementals with Essence 3 or less as though they were animals. Such uses
of those Charms have the same aspect as the elemental targeted.
Dragon’s Egg Hatched
Cost: 1m, 1a, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: None
Duration: (Essence + Intelligence) days
Prerequisite Charms: Fivefold Resonance Sense
The Dragon-Blood bids Creation serve her, and the elements answer the Prince of the Earth. To
use this Charm, the Dragon-Blood must be within close range of a dramatic and significant
manifestation of an element, such as a windstorm, grove, cliffside, or river. She draws up its
Essence and shapes it into a weak elemental servant with the following traits.
• The base traits of either an elite troop or an assassin (Exalted, pp. 497, 499).
• Up to (Dragon-Blood’s Essence) dots of mutations that represent its elemental nature.
• A Defining Tie of loyalty to the Dragon-Blood and, optionally, a Major or Defining
Principle chosen by the Storyteller based on the element it’s created from.
• Essence 1, an Essence pool of sixty motes, and the Hurry Home Charm (Exalted, p. XX),
allowing it to return to the Dragon-Blood’s side for ten motes and one Willpower.
• The elemental is more intelligent than most animals, though not as intelligent as the
average human. It isn’t capable of speech and can’t understand complex commands or
statements.
• If the Dragon-Blood knows Elemental Bond Meditation, the created elemental counts as
a familiar, although it does not count towards the maximum number of elemental familiars she
can have.
• If the elemental travels more than (Dragon-Blood’s Essence) miles from her, the
elemental dissipates into nothingness and this Charm ends.
While the elementals created by this Charm cease to exist once this Charm ends, if any of the
players are particularly invested in an elemental as a character, its consciousness, personality,
memories, and Intimacies may carry over to subsequent uses of this Charm to create elementals
of the same element.
This Charm’s aspect is the same as that of the elemental created.
Mutations
Mutations are Innate or Purchased Merits (Exalted, p. 158), mundane or
supernatural, that alter or improve a character’s physical body, such as
Ambidextrous, Giant, or Wings.
Chapter Seven
Heirlooms of Power
The Dragon-Dancer’s Wings (Blue and Red Jade Typhoon
Fangs, Artifact •••)
Once, the air dragon Rekal, a diligent censor, found him at odds with the fire dragon Banu, an
indolent spirit who shirked his duties to luxuriate in splendor. The two quarreled, and ultimately
fought, and in the end, a victorious Rekal feasted on Banu’s fiery Essence. He’d thought to use
that power to fulfill the fire dragon’s responsibilities as well as his own, but the smoldering
remnants of Banu’s spirit overwhelmed Rekal, driving him to unrestrained fury.
The dancer-diplomat Nalako Jathri learned of Rekal’s plight. Some of her Sworn Kin argued that
they should slay the tormented dragon, but Jathri spoke against it, fearful of what havoc a battle
might wreak upon a land still struggling to establish itself. Instead, she sought out two famed
smiths, sisters with clashing temperaments, and secretly commissioned one fan from each. The
jade she provided came from two veins within the same mountain, one red, the other blue. From
these emblems of division and reunion, the Dragon-Dancer’s Wings were forged.
It was no difficult thing to find the berserk Rekal along his path of destruction. Wielding the
Wings, Jathri danced alongside Rekal — when he breathed out tempest winds, she whirled
within them; when he spat flame, she promenaded through the smoke. Some of her Hearth stood
beside her, fending off Rekal’s claws and fangs; the others worked to draw a great binding
diagram about him. Finally, the dance drew to its close, and the circle was completed. The
ritual’s power brought peace to the warring Essences of Banu and Rekal, and from their union
was born a new dragon of air and fire.
Jathri’s lineage was brought into the Scarlet Dynasty centuries later as part of the newly formed
House Jurul, along with the Dragon-Dancer’s Wings. When the Empress struck Jurul from the
Imperial ledgers for its founder’s treachery, Jathri’s descendants were among those cast out,
while the remainder was reborn as House Ledaal. For centuries, they languished in relative
obscurity as a patrician family, but when the Empress elevated House V’neef, they were among
the outcastes brought into its fold, bringing their treasured heirloom with them.
The Dragon-Dancer’s Wings are a matched pair of jade war fans named for the dragons. Etched
into the folded face of the red jade fan are designs of garda birds in flight, curling orange flame
trailing behind them. The blue jade fan is coated with rime that creeps along its ribs like a frozen
delta, winged serpents gliding across its leaves. In battle or in dance, the patterns come alight,
giving off wisps of fire and ice.
Backer: Nathan Henderson.
Attunement: 5m
Type: Light (+5 Acc, +10 Dmg, +3 Ovw)
Tags: Lethal, Martial Arts, Disarming
Hearthstone slot(s): 2 (one on each fan)
Era: The Year of Seven Shoguns
Experience Debt
Certain effects let player characters increase or gain new traits by incurring
experience debt equal to the normal cost of purchasing those traits. Any
experience points she subsequently receives go towards paying off the debt, until
it’s paid in full. Until the debt’s fully paid, the character can’t benefit from other
effects that cause experience debt. Storyteller characters never go into experience
debt.
Evocations of Blazerider
When attuning to Blazerider, the wielder awakens Flying Dragon Fang for free.
Windblades
All windblades allow the attuned wielder to fly while standing atop them for five
motes per hour of flight. They travel at a speed of thirty-five miles per hour, but
can’t ascend more than medium range above the ground. Aerial movement on a
windblade uses the same dice pools as ordinary movement, but the windblade
adds its Speed Bonus to the roll as non-Charm dice. The Speed Bonus is halved,
rounded down, if if the windblade is weighed down by anything more than the
wielder and her personal possessions, such as a second person being carried by
her or unusually heavy cargo.
A windblade’s wielder can take a miscellaneous action to collapse it, rendering it
nonfunctional but reducing it to the size of a heavy belt buckle. She can return it
to full size with another miscellaneous action. A windblade’s Evocations can’t be
used while collapsed unsless they specify otherwise.
Blazerider’s attunement cost and Speed Bonus are typical of most windblades. All
windblades are First Age artifice and have a minimum Artifact rating of four dots.
Frozen Aegis
Cost: 2m; Mins: Essence 1
Type: Reflexive
Keywords: Perilous, Resonant
Duration: Instant
Prerequisite: None
The inexorable cold that radiates from Glacial Mantle numbs those who stand against its master,
leaving their weapons rimed with ice. After an enemy hits the wearer with an attack from close
range, she can use this Evocation to unleash a wave of numbing cold against him, causing him to
lose one Initiative (which she doesn’t gain). Against decisive attacks, this Initiative is taken
before calculating damage, not from the attacker’s base Initiative after resetting.
This Evocation can also be used while grappling or being grappled by a character at close range.
The wearer may use it once on each of her turns to drain one Initiative from the opposing
character (which she doesn’t gain).
Resonant: The wielder gains the lost Initiative.
Unleashing Winter’s Heart
Cost: 3m; Mins: Essence 1
Type: Simple
Keywords: Resonant
Duration: Instant
Prerequisite: Frozen Aegis
Slamming a mailed fist into the ground, Glacial Mantle’s master unleashes a wave of freezing
Essence to sculpt the battlefield to her will. She rolls (Intelligence + War) to freeze the battlefield
with one of the following effects, at the listed difficulty.
• Ice Platform (Difficulty 1): The wearer freezes the surface of a body of water to create a
platform of ice within close range that’s capable of bearing her weight.
• Ice Slick (Difficulty 3): The wearer rimes over a surface within close range of her,
creating a patch of difficult terrain (Exalted, p. 199) large enough to encompass a single
character. If she uses this Evocation to create an ice slick directly beneath an enemy, the roll’s
difficulty is (higher of his Evasion or 3).
• Ramp/Bridge (Difficulty 4): The wearer creates a bridge or ramp of ice within close
range, providing unobstracted passage over pits, difficult terrain, and the like. The bridge or lamp
is only a single range band long. There must be a significant source of water she can draw from
to create it, such as a barrel or stream. An enemy can destroy it with a difficulty 4 gambit against
its Parry of (higher of wearer’s Essence or 3). The gambit’s difficulty is reduced to 2 if
performed with a fire-based attack.
• Wall (Difficulty 4): The wearer creates a barrier of ice within close range, capable of
providing light cover (Exalted, p. 198-199). If there is a significant source of water, such as a
barrel or steam, this provides heavy cover instead. An enemy can destroy this barrier with a
difficulty 4 gambit against its Parry of (higher of wearer’s Essence or 3). The gambit’s difficulty
is reduced to 2 if performed with a fire-based attack.
If the wearer is fighting under a stratagem enacted with Winter Brings Death, she adds an
automatic success on rolls to use this Evocation, and her ice constructs can;t be destroyed with
gambits.
Special activation rules: A Dragon-Blooded Maheka scion awakens this Evocation for free
upon meeting its prerequisites.
Resonant: This Evocation can be placed in a flurry.
Tundra-Conquering Strategos
Cost: 5m (+1m per additional battle group); Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite: None
Glacial Mantle’s master and her armies are undaunted by even the harshest winter, marching
implacably through snow and ice. The wearer isn’t affected by difficult terrain or other
movement penalties due to snowy or icy terrain. She can also extend this Evocation’s benefit as
well as the attunement benefit of Glacial Mantle to battle groups within long range. She can
enhance one battle group this way at no additional cost; each additional battle group requires an
additional mote.
If the wearer is fighting under a stratagem enacted with Winter Brings Death, this Evocation’s
cost is waived.
Special activation rules: This Evocation awaken at no cost when the wearer successfully enacts
a Strategic Placement stratagem (Exalted, p, 212) to force a fight to take place on icy or snowy
terrain.
Harvest-Killing Frost
Cost: 5m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Perilous, Resonant
Duration: One scene
Prerequisite: Unleashing Winter’s Heart
An eerie chill falls over the battlefield as Glacial Mantle’s wielder advances to the frontlines. She
exudes supernatural cold out to short range, an environmental hazard with difficulty (higher of
wearer’s Essence or 3) and Damage 1B/round. Allied battle groups that benefit from Tundra-
Conquering Strategos are immune to this hazard. If this depletes an enemy battle group’s
Magnitude, the rout check is made at +1 difficulty.
Additionally, while this Evocation is active, when the wearer uses Frozen Aegis against an
attack, she can make an unblockable decisive attack with sheer cold, rolling (Intelligence +
War). Success inflicts one die of bashing damage, ignoring Hardness. This doesn’t reset the
wearer to base Initiative.
If the wearer is fighting under a stratagem enacted with Winter Brings Death, the damage
inflicted by both the environmental hazard and counterattacks increases to (Essence) dice.
Resonant: The wearer’s allies are immune to this hazard.
Glacier Bulwark Fortification
Cost: 5m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Dissonant, Perilous, Resonant
Duration: One scene
Prerequisite: Harvest-Killing Frost
Dense layers of ice freeze over Glacial Mantle, reinforcing the armor with impervious strength.
She gains (Essence) temporary −0 health levels. These temporary levels are the first to be filled
when she’s damaged, and vanish when damaged. Additionally, each temporary health level
remaining grants Glacial Mantle +1 soak. Fire-based attacks ignore this bonus soak.
The wearer can use this Evocation reflexively, waiving its Willpower cost, when she activates
Harvest-Killing Frost.
This Evocation can only be used once per scene.
Dissonant: This Evocation can’t be awakened by characters dissonant with Glacial Mantle.
Resonant: For every two temporary health levels remaining, Glacial Mantle gains +1 Hardness.
Fire-based attacks ignore this Hardness bonus.
Winter Brings Death
Cost: 10m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Dissonant
Duration: Until stratagem is completed
Prerequisite: Harvest-Killing Frost, Tundra-Conquering Strategos
An icy wind heralds the arrival of Glacial Mantle’s master and her army, plunging the battlefield
into an unseasonable winter. This Evocation creates a unique magical stratagem with threshold 3.
If successful, upon Joining Battle, heavy snowfall, sleet, or hail descends upon the battlefield,
inflicting a −2 environmental penalty on enemy’s ranged attacks, movement actions, and vision-
or hearing-dependent Awareness rolls. Additionally, the intense cold increases any withering
damage dealt by allied battle groups by one point. This damage bonus doesn’t apply against
characters immune to environmental penalties.
Dissonant: This Evocation’s effects only apply against enemy battle groups.
Mela’s Frozen Legion
Cost: 10m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Dissonant, Resonant
Duration: One scene
Prerequisite:Glacier Bulwark Fortification, Winter Brings Death
Glacial Mantle’s master blesses her soldiers with boreal might, encasing their weapons and
armor in ice as strong as jade. She grants an allied battle group within medium range the
following benefits:
• They gain Might 1.
• Their attacks gain +1 Accuracy and Overwhelming 5.
• They gain +1 Parry. Fire-based attacks ignore this bonus.
• They gain +2 armored soak and Hardness (her Intelligence + War). Fire-based attacks
ignore this soak bonus and Hardness.
If the wearer is fighting under a stratagem enacted with Winter Brings Death, she can use this
Evocation reflexively upon winning Join Battle.
Dissonant: This Evocation can’t be awakened by characters dissonant with Glacial Mantle.
Resonant: The enhanced battle group gains Might 2.
Gunzosha Evocations
The following Evocations are possessed by all gunzosha armor.
Integrated Essence Musculature
Cost: 3m or 3i; Mins: Essence 1
Type: Supplemental
Keywords: Withering-only
Duration: Instant
Prerequisites: None
Gunzosha armor amplifies the strength of its wearer, giving her the strength of ten. She adds
(Strength) dice on a Strength-based roll, or (Strength) to the raw damage of a withering attack. If
she uses this Evocation to enhance a feat of strength, she adds +1 to her effective Strength to
determine what feats she can attempt.
Internal Life-Support Systems
Cost: 1wp; Mins: Essence 1
Type: Simple
Keywords: None
Duration: One day
Prerequisites: None
Automated systems within gunzosha armor monitor the wearer’s health, deploying the armor’s
integrated medical equipment as needed. The wearer adds an automatic success on rolls against
poison and disease, triples the rate at which she heals damage naturally, and triples her effective
Stamina for determining how long she can go without food, water, and air (Exalted, p. 232).
Kinetic Armor Reinforcement
Cost: 1m or 1i per success; Mins: Essence 1
Type: Reflexive
Keywords: Perilous, Uniform
Duration: Instant
Prerequisites: None
Infinitesimal fibers of the magical materials are woven throughout the gunzosha armor,
reinforcing it against attack when charged with Essence. After a damage roll against her, she can
use this Evocation to subtract a number of successes up to the 1s on the damage roll, paying one
mote or Initiative per success subtracted.
Mobility Augmentation System
Cost: 3m or 3i; Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
Gunzosha armor propels its wearer’s every movement, allowing her to keep pace with the fastest
of rival despite her armor’s weight. She adds an automatic success and ignores the armor’s
mobility penalty on a rush, disengage, contested roll in a race, or a roll to accomplish a
challenging climb, jump, or the like.
Sensory Augmentation Visor
Cost: 4m or 4i; Mins: Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisites: None
The gunzosha armor’s visor provides drastically enhanced vision and integrated targeting
systems. She ignores one point of penalty from visual obstruction, such as darkness or fog, on an
action. If she enhances an attack roll or Awareness roll, she also adds two successes.
Chapter Eight
Blood of the Dragons
Cathak Setod
For more than two centuries, Cathak Setod faithfully served the Realm. Chosen of Pasiap and
freshly graduated from the House of Bells, he went forth as a newly minted officer of the
Legions to bring the Empress’ peace and order to the lawless and unruly Threshold. Afire with
the idealism of callow youth, he believed his path a righteous one.
He was a fool.
It didn’t take two centuries for Cathak Setod to conclude that the Empress he had sworn to
faithfully serve was a grasping tyrant whose rule was not one of peace and justice but fear,
cruelty, and avarice. The Bloodied Scythe Uprising and its equally bloody aftermath destroyed
the last of his faith in the Realm’s moral rectitude. From that moment, despite his lauded position
as a general of the legions and a hero of the Realm, the trajectory of his life arced downward.
His enemies counted it a victory when he resigned his commission in favor of a position with the
Breath of Mela, the Immaculate Order’s administrative wing for military training and defense.
There, among devotees of the Immaculate Philosophy, he found something of the man he’d once
been, a hint of the righteousness he had once believed in so fiercely. He found it in the care and
teaching of a girl less than half his age.
Peleps Najah had herself looked upon the worst that the Realm had to offer and, instead of being
disillusioned, grew stronger in her devotion to the Immaculate Philosophy and the
responsibilities it inculcated into her: The responsibility of the strong to protect the weak, to heal
the sick, to guide the lost, to nurture the abandoned. Najah astonishes Setod on a regular basis
with both her kindness and her ferocity. Setod knows that she regards him not only as a lost soul
in need of guidance, but also as a friend, and he cannot resent her for either perception. She is,
after all, correct.
Of late, Setod has taken to accompanying his wandering troublemaker companion on her travels,
both on the Blessed Isle and in the Threshold, where rumors swirl of growing threats from the
mighty Solar Anathema. At some level, Setod hopes that those rumors are true. What better way
to wash the stain of murdering the helpless from his soul than to die in glorious battle, defending
the innocent against a monster of legend?
Backers: Joakim Aske and Lars-Henrik Evjan
Aspect: Earth
Essence: 4; Willpower: 8; Join Battle: 10 dice (+4 for 4m)
Personal Essence: 15; Peripheral Essence: 28
Health Levels: −0/−1x7/−2x7/−4/Incap.
Actions: Command: 10 dice (+4 for 4m); Feats of Strength: 11 dice (+6 for 6m, may attempt
Strength 5 feats); Investigation: 8 dice (+4 for 4m); Medicine: 7 dice (+4 for 4m); Mysticism: 7
dice (+4 for 4m); Read Intentions: 5 dice (+2 for 2m); Resist Poison/Disease: 10 dice (+4 for
4m); Senses: 7 dice (+4 for 4m); Social Influence: 7 dice (+4 for 4m); Strategy: 8 dice (+4 for
4m), Tracking: 8 dice (+4 for 4m).
Appearance 2, Resolve 5 (+2 for 4m), Guile 3 (+1 for 2m)
Combat
Attack (Unarmed): 13 dice (+6 for 6m, Damage 12B)
Attack (Hundredweight, white jade goremaul): 12 dice (+6 for 6m, Damage 17B/4)
Attack (Grapple): 9 dice (+4 for 4m; 10 dice to control, +4 for 4m)
Combat Movement: 7 dice (+4 for 4m)
Evasion: 1; Parry: 6 (+3 for 6m)
Soak/Hardness: 16/10 (Faith Like Steel, white jade articulated plate)
Intimacies
Defining Principle: The Realm is hopelessly corrupt.
Defining Tie: The Immaculate Order (Loyalty)
Major Tie: The Breath of Mela (Devotion)
Major Tie: House Cathak (Complicated Loyalty)
Major Tie: Peleps Najah (Paternal Affection)
Minor Principle: I am willing to die to wash the blood of the innocent from my hands.
Minor Tie: The Imperial legions (Despair)
Escort
Setod is often found with Peleps Najah (p. XX). His entourage may also include monks
(Exalted, p. 499) and Dragon-Blooded shikari.
Offensive Charms
Earth Dragon Form (9m; Simple; One scene; Earth, Form): Add +3 dice on smash attack rolls
and attack rolls against prone enemies, and gain +5 natural soak. Can use reflexively if hit by an
attack from a lower-Initiative enemy. Perfection of Earth Body: For a six-mote, six-Initiative,
one-Willpower surcharge, add +5 damage dice on withering and decisive smash attacks and
attacks against prone enemies, and ignore wound and crippling penalties.
Force of the Mountain (3m; Supplemental; Instant; Dual, Earth): Add five dice of raw
withering damage or double 10s on a decisive damage roll. Unarmed attacks gain the Smashing
tag.
Hungry Earth Strike (10m, 6i, 1wp; Supplemental; Instant; Earth, Perilous, Withering-only):
Double 8s on the damage roll of a withering smash attack or a withering attack against a prone
enemy. If this crashes an enemy on an earthen surface — or, in Earth Aura, if it lowers her
Initiative from higher than Setod’s to lower — she’s swallowed in the earth: she can’t take
movement action, she suffers the penalties for being prone, and she takes one die of Hardness-
ignoring bashing damage on each of his turns. Breaking free is an extended (Strength +
Athletics) action with difficulty 5 and goal number 9. Any character can roll to help free the
victim, but the roll can’t be flurried. Once per scene, unless reset by incapacitating a nontrivial
foe with a decisive attack from 20+ Initiative.
Defensive Charms
Earth Bears Witness (5m, 3i; Reflexive; Instant; Aura, Decisive-only, Earth, Perilous): Reduce
decisive damage by 3, or 5 if there’s a large earthen structure within short range.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +5
soak. In Earth Aura, can be used after attack roll.
Stone Dragon’s Skin (5m, 1i; Reflexive; Instant; Dual, Earth, Perilous): Ignore up to three
points of wound penalty to Parry. Add +4 natural soak or +1 Hardness.
Weapon-Breaking Defense Technique (10m, 1wp; Reflexive; Instant; Clash, Decisive-only,
Earth): Clash an attack from close range with a disarm gambit, adding attack roll extra successes
to the Initiative roll. A successful gambit destroys mundane weapons. In Earth Aura, Setod can
add an artifact’s rating to the gambit’s difficulty to break the wielder’s attunement and render the
artifact unusable until repaired. Once per scene, unless reset by dealing 7+ levels of decisive
damage to a nontrivial enemy with one attack.
Social Charms
Flawless Diamond Heart (7m; Reflexive; Instant; Balanced, Earth): Lower the cost to reduce
influence that opposes a Major or Defining Intimacy by two Willpower. Once per story unless
reset by upholding that Intimacy.
Miscellaneous Charms
Quarry Revelation Technique (2m; Supplemental; Instant; Balanced, Wood): Reroll 6s on
Tracking and can contest magical concealment.
War Charms
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command with a
non-attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense penalty.
Blessed Dragon Champion (5m, 1wp; Reflexive; One scene; Aura, Earth): When leading under
a successfully enacted stratagem, double 9s on all Command rolls, gain +2 Defense against battle
groups, and add non-Charm dice equal to (the Size of the largest battle group under her
command) to all attacks she makes against enemy battle groups.
Cathak Urima
Urima is one of the rare Dynastic wives overshadowed by her husband — Cathak Cainan, who
currently leads the house. The relative anonymity afforded by a famous spouse suits Urima just
fine. She uses her husband’s position to divert attention from her own achievements, preferring a
life of service to her house over personal glory. Honor is all well and good, but someone has to
take a pragmatic hand in dealing with important matters.
The diversion is necessary: If she’d married anyone else, Urima would be the talk of the Imperial
City. Though from a modest bloodline, she’s a distinguished general and soldier, a veteran ofthe
Wyld Hunt and the Cathak house legions. She’s also found time to involve herself in Dynastic
politics, especially Cathak internal politics, earmarking young adults for military or civilian
roles. While Cainan has final say in the house’s marital matches, she has long advised him on
this diplomatic facet of house leadership, suggesting most of the matches he approves. Urima
pays particular attention to intra-house pairings, shaping Cathak’s character and strengthening its
power.
Although Urima is mostly retired from the battlefield, younger generals seek her out for advice.
Her lectures at the House of Bells are well-attended, and her occasional courses at the Spiral
Academy on the subject of combat administration and resource management always fill up days
after being announced.
Cainan and Urima have made an excellent team for centuries, bound by mutual respect rather
than romantic love. Urima is glad of a partnership that requires nothing from her but a mildly
uncomfortable night every few decades to conceive children. She’s never felt any need for
romantic or sexual relationships outside of conceiving offspring, preferring to spend time with
her platonic friends and political allies.
Urima’s many close friends within the family include general and distant cousin Cathak Risaria,
whom she’s known since their school days at the House of Bells; sister-in-law Cathak Garel,
whom she once mentored and now sees as a respected equal; and numerous former students, now
many of them officers in the Cathak legions or administrators of Cathak satrapies.
Urima is reaching the end of her life. Her once vibrant green hair is now tinted autumn orange,
her bark-brown skin beginning to gray like old wood. She should be slowing down, mentoring
the next generation, bequeathing her artifacts to children or grandchildren who’ll carry them into
battle, but can’t quite bring herself to take those last few steps. Leaving her post in the house
legions never sat well with her, and she saw to it that the general who replaced her would gladly
step down if she ever wanted her old army back. Now she sees the shadows of civil war on the
horizon, and has once more taken up her favorite armor and famous daiklaive. If her husband
goes to war over the throne, his wife intends to play her part on the battlefield personally.
Backer: Geoff Kincaid
Aspect: Wood
Essence: 4; Willpower 8; Join Battle: 12 dice (+6 for 6m)
Personal Motes: 15; Peripheral Motes: 28
Health Track: −0/−1x4/−2x8/−4/Incap.
Actions: Command: 12 dice (+6 for 6m); Dynastic Education: 8 dice (+4 for 4m); Feats of
Strength: 8 dice (+4 for 4m, may attempt Strength 3 feats); Read Intentions: 8 dice (+4 for 4m);
Resist Poison/Disease: 6 dice (+2 for 2m); Senses: 7 dice (+4 for 4m); Social Influence: 10 dice
(+4 for 4m); Strategy: 12 dice (+6 for 6m)
Appearance 3, Resolve 5 (+2 for 4m), Guile 6 (+3 for 6m)
Combat
Attack (Hesiesh’s Crucible, red jade daiklaive): 12 dice (+6 for 6m, Damage 16L/5)
Combat Movement: 8 dice (+4 for 4m)
Evasion: 2 (+1 for 2m); Parry: 6 (+3 for 6m)
Soak/Hardness: 13/10 (The Ablative Scales, green jade articulated plate)
Intimacies
Defining Tie: House Cathak (Unwavering Dedication)
Major Principle: Never make an enemy when you can make a friend.
Major Principle: If you want it done right, do it yourself.
Major Tie: The Realm (Soldierly Devotion)
Major Tie: Cathak Cainan (Respect)
Minor Principle: The public eye should be avoided.
Minor Tie: Cathak Garel (Respect)
Minor Tie: Cathak Risaria (Friendship)
Minor Tie: The Immaculate Order (Sincere Piety)
Offensive Charms
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +4 raw withering
damage or double up to four 10s on a decisive damage roll.
Demon-Crushing Wolf Bite (4m, 1i; Supplemental; Instant; Perilous, Withering-only, Wood):
Add +3 Overwhelming. In Wood Aura, add +3 raw withering damage as well.
Dragon Soul Burst (8m; Simple; Instant; Decisive-only, Fire): After taking an aim action, make
a decisive attack with base damage 6, not including Urima’s Initiative, that ignores Hardness. An
enemy that takes 3+ levels of damage is set afire, suffering 4 dice of lethal damage on each of his
turns until the flames are extinguished. In Fire Aura, may add Initiative to damage roll, but reset
as normal.
Defensive Charms
Aura of Grasping Branches (5m, 3i, 1wp; Simple; One scene; Perilous, Wood): Ignore up to 4
points of onslaught penalties to Parry per round, which may be divided between multiple attacks.
In Wood Aura, doesn’t suffer onslaught penalties from attacks she successfully parries.
Graceful Flowing Defense (2m, 1i; Reflexive; Instant; Perilous, Uniform, Water): Ignore one
point of penalty to Parry (4 points in Water Aura).
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Reflexively clash with a decisive attack. Counts as her action for the round unless she expends
Fire Aura.
Root-and-Hand Merging (5m, 1wp; Reflexive; One scene; Balanced, Wood): Gain +1 Parry
(non-Charm in Aura) and add +2 to difficulty of disarm gambits against her.
Social Charms
Rumor-Dredging Gaze (6m, 1wp; Simple; Instant; Mute, Water): Read Intentions with double
9s to uncover the Intimacy target most wishes to keep hidden from her. Using it to blackmail
target in the same scene doubles 9s on a bargain or threaten roll; success grants one Willpower.
Smoothing-Over-the-Past Technique (5m, 1wp; Simple; Instant; Water): Roll Social Influence
against one character to make him forget a past incident of misconduct by Urima for one scene.
If this would make him act against a Major or Defining Intimacy, he may resist for one
Willpower.
War Charms:
Blessed Dragon Champion (5m, 1wp; Reflexive; One scene; Aura, Earth): When leading under
a successfully enacted stratagem, double 9s on all Command rolls, gain +2 Defense against battle
groups, and add non-Charm dice equal to (the Size of the largest battle group under her
command) to all attacks she makes against enemy battle groups.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth, Perilous): Flurry a
command with a non-attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense
penalty.
Evocations (Hesiesh’s Crucible):
Mounting Bonfire Concentration(4m; Supplemental; Instant; Dual): If Urima didn’t make any
attacks from her last turn until the current turn, add +3 post-soak withering damage dice or +3
decisive damage dice.
Phoenix Crucible Conflagration (3m, 1ahl, 1wp; Simple; Instant; Perilous): Roll Join Battle
and add to Initiative. Once per scene unless reset by landing a decisive attack from Initiative
20+.
Evocations (The Ablative Scales):Defense of the Heartwood: (2m, 2i; Reflexive; Instant;
Decisive-only, Perilous): After a damage roll, negate one level of decisive damage. Decreases
her soak and Hardness by one each until end of scene.
Greenwood Resurgence (Permanent): When Urima’s soak lowers a withering attack to
minimum damage or her Hardness negates decisive damage, she gains 1 Initiative and reduces
soak and Hardness penalties from Defense of the Heartwood by one.
Cynis Megara
Where her Cynis kin showed more concern with galas and gossip than with the mysteries of
Creation, Megara’s only passion in life was her books and puzzles. When she graduated from the
Heptagram, she was honored for her brilliant intellect, but felt that her mind was muddled by the
formal parties she was expected to partake in. Her efforts to devote herself to her studies were
stymied by her mother’s demands for sorcerous displays to curry favors within the house.
Finally, Megara found freedom from her mother’s demands in an ancient Shogunate treatise,
speaking of a lost arsenal-manse in the distant West. Offering promises of great riches to her
house, she secured funding for an archaeological expedition that has increasingly become her
life’s work. Though she’s sent home many artifacts and treasures to her mother since, the manse
she seeks still eludes her.
Megara commands the blue-water warship Tsunami of Roiling Waters and its escort of four
merchant ships — gifts from her mother. Misliking the company of sailors almost as much as
that of her kin, she keeps on as few crew as possible, binding demons to fill such posts as she
can.
Still sailing from island to island, Megara makes deals with gods and locals for maps and secrets.
Her crew has been willing to put up with her eccentricities and sorcerer’s ways in exchange for a
steady salary, but their dissident whispers have been growing louder, and many long for home.
Backer: Sam Gulliver-Goodall
Aspect: Water
Essence: 2; Willpower: 7; Join Battle: 7 dice (+3 for 3m)
Personal: 13; Peripheral: 26
Health Levels: −0/−1x4/−2x6/−4/Incap.
Actions: Command: 5 dice (+2 for 2m); Crafting: 6 dice (+2 for 2m); Dynastic Education: 11
dice (+6 for 6m); Investigation: 10 dice (+6 for 6m); ; Medicine: 6 dice (+2 for 2m); Mysticism:
10 dice (+4 for 4m); Read Intentions: 6 dice (+2 for 2m); Resist Poison/Disease: 5 dice (+2 for
2m); Seafaring: 7 dice (+4 for 4m); Senses: 7 dice (+4 for 4m); Sorcery: 10 dice (+4 for 4m);
Social Influence: 6 dice (+2 for 2m); Strategy: 7 dice (+4 for 4m)
Appearance 3, Resolve 3 (+1 for 2m), Guile 3 (+1 for 2m)
Combat
Attack (Siaka’s Bite, black jade daiklave): 9 dice (+4 for 4m, Damage 14L/5)
Attack (Unarmed): 9 dice (+4 for 4m, Damage 9B)
Attack (Grapple): 5 dice (+2 for 2m; 4 dice to control, +2 for 2m)
Combat Movement: 6 dice (+2 for 4m)
Evasion: 2 (+1 for 2m), Parry: 4 (+2 for 4m)
Soak/Hardness: 7/0 (Reinforced Buff Jacket)
Intimacies
Defining Principle: My intellectual pursuits are more important than small talk and similar
trifling matters.
Major Principle: I must see my expedition through to the end.
Major Tie: Her mother (Resentment)
Minor Principle: The world is built upon lies.
Minor Tie: House Cynis (Wary Kinship)
Minor Tie: Demons (Familiarity)
Escort
Megara commands four blue-water merchant ships (Exalted, p. 246), each carrying a Size 2 unit
of battle-ready soldiers (Exalted, p. 496) with average Drill.
Tsunami of Roiling Waters is a large yacht with a Size 1 battle group of blood apes (Exalted, p.
525) with average Drill, an assortment of other demons, and a Size 2 unit of elite troops
(Exalted, p. 497) with elite Drill.
Social Charms
Finding the Water’s Depths (3m; Simple; Instant; Water): Roll Read Intentions to determine
what payment it would take to convince a character to do something with a bargain roll, and his
strongest Intimacy related to that price.
Thoughtful Gift Technique (4m; Supplemental; Instant; Water): After using Finding the
Water’s Depths, double 9s on a Social Influence roll to make that bargain.
War Charms
Army-to-Mob Assault (3m, 2i; Reflexive; Instant; Perilous, Water, Withering-only): When a battle
group attacks an enemy battle group under Megara’s orders, convert 3 of the dice added by her
command roll to successes, If this empties the enemy battle group’s Magnitude track, add +1 to the
difficulty of the rout check.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command with a non-
attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense penalty.
Miscellaneous Charms
Hurricane-Predicting Glance (5m; Simple; Instant; Air): Roll Seafaring to predict the weather.
If Megara predicts hostile weather, she gains +1 non-Charm die on Seafaring rolls to avoid or
navigate it.
Sorcery
Shaping Ritual: Once per story, Megara may research arcane texts and roll Sorcery, gaining
(successes) sorcerous motes that last until the story ends.
Beckoning That Which Stirs the Sky (Control Spell) (Ritual, 2wp; 1 + (Threshold Successes)
hours) Huge chitinous limbs emerge from the sky and weave the weather. Roll Sorcery, adjusting
the difficulty depending on how drastic a change or storm is desired. If successful, weave the
desired weather in an area out to (Essence + threshold successes) miles from the caster. Weather
reverts to normal after (1 + threshold successes) hours.
Death of Obsidian Butterflies (15sm, 1wp; Decisive-only; Instant): Roll Sorcery as an
undodgeable decisive attack against everyone in a line out to medium range (battle groups take
−2 Defense). Roll (5 + threshold successes)L damage, or (10 + threshold successes)L damage
against battle groups. This doesn’t reset Initiative.
Demon of the First Circle (Ritual, 2wp; Instant): Summon a First Circle demon in a night-long
ritual, rolling Sorcery against its Resolve to bind it.
Infallible Messenger (5sm, 2wp; Control): Conjure a cherub to deliver a message up to five
minutes long to a single individual anywhere in Creation, reaching him within a day. Can convey
social influence, but not social Charms. For a one-Willpower surcharge, Megara may extend her
senses through the cherub and make Senses rolls through it.
Keel Cleaves the Clouds (25sm, 1wp; One day): Ship can travel over mist, fog, and vapor as if
it were water, but can’t gain Speed bonuses from oars or currents while doing so.
Ledaal Kebok Coren
Almost thirty years ago, for the third time on record, the House of Omens — ancestral home of
the Ledaal Kebok family — was engulfed by an unnatural storm that blew in off the Inland Sea.
For three days and nights it raged, until on the third morning, a child’s cries broke the storm.
A quiet, intense child, Ledaal Kebok Coren didn’t excel in primary school. She performed
adequately, albeit her performance suffered from occasional bouts of volatile emotions or foul
moods. Pressure to control herself grew; tutors enforced harsh discipline. In those days, the
House of Omens was wracked by storms often.
Only when Coren Exalted at age twelve did the family elder, Ledaal Kebok Sulco, take her
granddaughter into her confidence. Their line contained stranger blood than that of the Dragons.
For three generations they’d borne the lineage of the storm demon Yan, the price that the
household’s founder Ledaal Kebok had paid for his assistance in her occult experiments.
Upon finishing primary school with increased marks in all categories, Coren requested
permission to attend the House of Bells. While all acknowledged her mastery of swordplay and
mind for tactics, she faced pressure from her mother and aunts to attend the Heptagram as they
had. Though Coren got her way, the family remains divided over the issue, and some cousins
have become hostile to her over her decision to join the legions.
Now in a post-Empress Realm, the untested young officer seeks opportunities to travel beyond
the Blessed Isle. Coren feels beset on all sides. Former schoolmates encourage her to join them
in the legions, the Flashing Tempest Council wishes her to devote herself to the Shadow
Crusade. It’s only loyalty to her house that keeps her from leaving to wander Creation on her
own.
Coren is a slim young woman in her late twenties with pale, angular features and ash-blonde hair
bordering on gray. Her large eyes are an indeterminate shade of blue-gray that shifts to match the
weather. She dresses soberly and conservatively in dark colors, the better to maintain emotional
distance. Since her graduation from the House of Bells, she’s taken to wearing an enameled
breastplate in Ledaal blue and gray, embossed with the family mon.
Backer: Rand Brittain
Aspect: Air
Essence: 2; Willpower: 6; Join Battle: 8 dice (+4 for 4m)
Personal: 13; Peripheral: 26
Health Levels: −0/−1x2/−2x6/−4/Incap.
Actions: Command: 8 dice (+4 dice for 4m); Read Intentions: 7 dice (+2 successes for 4m);
Resist Poison/Disease (7 dice, +2 successes for 4m); Senses: 7 dice (+4 for 4m); Social
Influence: 6 dice (+1 success for 2m); , Stealth: 9 dice (+2 successes for +4 motes)
Appearance 3, Resolve 3 (+2 for 4m), Guile 3 (+2 for 4m)
Combat
Attack (Devil Render, blue jade daiklave): 11 dice (+6 for 6m,, Damage 14L/5)
Attack (Unarmed): 9 dice (+4 for 4m, Damage 9B)
Attack (Grapple): 5 dice (+4 dice for 4m; 5 dice to control, +2 for 2m)
Combat Movement: 7 dice (+4 for 4m)
Evasion: 4 (+2 for 4m), Parry: 7 (+3 for 6m)
Soak/Hardness: 6/0 (Breastplate)
Intimacies
Defining Principle: None must know my heritage
Minor Tie: House Ledaal (Begrudging Loyalty)
Minor Principle: My skill with a blade is unmatched.
Minor Principle: I have no time for the squabblings of my family
Major Principle: I prefer to drown my worries in practice.
Major Tie: Grandmother Sulco (Trust)
Major Tie: Yan (Wary curiosity)
Offensive Charms
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +2 raw withering
damage or double up to two 10s on a decisive damage roll.
Oncoming Storm Stance (1a, 1i+; Reflexive; Instant; Air, Perilous): Upon aiming at close
range, may spend up to 3 Initiative, gaining 2 motes for each point spent. These motes can only
be spent to enhance a Melee attack that benefits from that aim action.
Unerring Lightning Razor (6m; Supplemental; Instant; Air, Uniform): Reroll two non-1
failures each on the attack and damage rolls of an attack that benefits from aiming. Add enemy’s
mobility penalty from metal armor to the number of dice she can reroll.
Defensive Charms
Dragon-Scale Shield (1m, 1i; Reflexive; Instant; Air, Perilous, Uniform): Gain +1 non-Charm
Parry against a ranged attack with a material projectile.
Flame-Borne Interception (4m; Reflexive; Until next turn; Balanced, Fire, Uniform): Gain +1
Parry. Increases by one for each attack blocked; resets back to +1 if he’s hit or dodges.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +3
soak. In Earth Aura, can be used after attack roll.
Lineage Charms:
Coren possesses several Eclipse Charms reflecting her demonic heritage, per the Divine Lineage
Merit (p. XX).
Storm’s Caprice (Permanent; Eclipse; Essence 1): Coren unconsciously alters the weather out to
(Essence) miles based on her mood. When she’s happy, the sun shines; when she’s angry or
upset, storms break. This effect is usually subtle, but heightened emotion — such as from an
inspire action — may, at the Storyteller’s discretion, inflict penalties, create environmental
hazards, or cause other complications. She adds (Essence) non-Charm dice on rolls to find
shelter from storms or resist environmental hazards created by them — even storms not created
by her moods.
Wind-Dancer’s Art (4m; Reflexive; Until next turn; Eclipse, Essence 2): Ignore penalties from
weather and difficult terrain caused by weather conditions. In weather severe enough to impose
penalties, add one die on movement actions; in weather severe enough to cause difficult terrain,
add three dice instead.
Peleps Deled
Even as a youth, Peleps Deled was ferociously pious. Guided by his uncle Deham into a religious
education rather than one of the Realm’s primary schools, the young Dynast studied Immaculate
doctrine, mathematics, history, philosophy, and the martial arts before furthering his studies at
the Cloister of Wisdom. When classmates or cousins failed to demonstrate proper piety,
blasphemed, or mocked Deled’s monkish devotions, he dealt out lectures with his fists. Joining
the Immaculate Order didn’t temper this penchant for violence; Deled took pride in dueling
monks who disagreed with his interpretation of the Texts or showed hypocrisy in their personal
lives.
The Order hoped to channel Deled’s wrath towards better ends by assigning him to the Pinnacle
of the Eye of the Hunt (The Realm, p. 159), a cold and foreboding Northern manse. The
Pinnacle’s master, Mnemon Jorun, and his second-in-command, the former soldier Cathak Titus,
helped redirect Deled’s passion from the lapses of fellow monks to greater heresies committed in
the Threshold.
Deled traveled the Northern satrapies on missions from the Pinnacle, rooting out heresy and
illegal worship and prosecuting Wyld Hunts against Anathema. He gained considerable
experience in ignoring pleas for mercy from the lips of illicit cultists, and in dispatching truculent
gods, fae, and the undead with his direlance. His travels bred a somewhat cosmopolitan character
— while no Threshold barbarism could equal the glories of the Realm’s culture, he had a certain
fondness for foreign arts and delicacies, and an almost morbid curiosity for witnessing their
primitive customs.
When Mnemon Jorun retired, Cathak Titus was his natural successor. Deled had fought
alongside Titus and respected his martial prowess, but the former soldier had never paid more
than lip service to the Immaculate Philosophy, and Deled could not abide him ascending to
Jorun’s position. Reaching out to a number of prominent Peleps monks in the Order’s Breath of
Sextes Jylis, Deled secured enough pressure to convince Titus to step aside in his favor, though
the Cathak remained at the Pinnacle as Deled’s subordinate, a pragmatically secular
counterbalance to Deled’s fanatacism.
Deled ceaselessly drills the Pinnacle’s shikari in martial arts and Immaculate doctrine, and he’s
redoubled his efforts since the Solars’ return. He takes pride in leading Wyld Hunts personally,
and takes particular pride in telling how he singlehandedly slew Bosk of Sijan before the newly
Exalted Solar could plunder his past life’s tomb for artifacts.
Deled rails at the Great Houses for struggling over the throne rather than sending him the
resources the Wyld Hunt desperately needs. Deled wrings supplies out of the nearby fishing
villages to make up the shortfall. Monks keep the locals in line with stories of vicious Anathema.
Outcastes are conscripted into the Order, swearing fealty to Deled. Should the surrounding
satrapies’ cadet houses discover Deled’s actions, they may move against him.
Aspect: Water
Essence: 4; Willpower: 8; Join Battle: 9 dice (+4 for 4m)
Personal: 15, Peripheral: 30
Health Levels: −0/−1x6/−2x6/−4/Incap.
Actions: Administration: 7 dice (+4 for 4m); Command: 9 dice (+4 for 4m); Feats of Strength: 8
dice (+4 for 4m; may attempt Strength 3 feats); Investigation: 8 dice (+4 for 4m); Mysticism: 5
dice (+2 for 2m); Read Intentions: 7 dice (+4 for 4m); Resist Poison/Disease: 6 dice (+2 for 2m);
Senses: 8 dice (+4 for 4m); Social Influence: 6 dice (+2 for 2m); Stealth: 9 dice (+4 for 4m);
Strategy: 8 dice (+4 for 4m); Tracking: 7 dice (+4 for 4m)
Appearance 2, Resolve 6 (+3 for 6m), Guile 3 (+1 for 2m)
Combat
Attack (Sting of Danaa’d, black jade direlance): 12 dice (+6 for 6m, Damage 18L/5)
Attack (Unarmed): 15 dice (+6 for 6m, Damage 11B)
Attack (Clinch): 11 dice (+6 for 6m; 10 dice to control, +6 for 6m)
Combat Movement: 10 dice (+4 for 4m)
Evasion: 6 (+3 for 6m), Parry: 6 (+3 for 6m)
Soak/Hardness: 9/4 (Calm the Seas’ Rage, black jade breastplate)
Intimacies:
Defining Principle: The Immaculate Philosophy is the truth of this world.
Defining Tie: The Immaculate Order (Devotion)
Defining Tie: Anathema and heretics (Murderous Hatred)
Major Principle: My interpretations of the Immaculate Texts are always correct.
Major Tie: The Scarlet Dynasty (Disappointment)
Major Tie: Cathak Titus (Exasperation)
Minor Principle: The Dynasty’s children are the future of the Realm
Minor Tie: House Peleps (Disdain)
Minor Tie: Threshold cultures (Voyeuristic Curiosity)
Offensive Charms
Falling Scythe Flash (5m; Supplemental; Instant; Dual): Add +4 raw withering damage or add
+2 decisive damage dice against a lower-Initiative enemy.
Greatest Killer Attitude (3m, 1wp; Supplemental; Instant; Dual): Convert four dice decisive
damage or post-soak withering damage to successes. Each halo from White Reaper Form adds
+1 die of post-soak withering damage. After attack, all halos fade away.
White Reaper Form (8m; Form; One Scene; Simple) Double 10s on decisive damage rolls.
Incapacitating or crashing a nontrivial enemy grants one halo, maximum 3; each adds +1
Resolve. Deled treat battle group’s Drill as one step lower for determining their Defense bonus
against him, and can move though the battle group without spending Initiative. Can use
reflexively upon beginning a turn within close range of 3+ nontrivial opponents or in space filled
by a battle group.
Defensive Charms
Blade-Deflecting Palm (1m per die, 1i; Reflexive; Instant; Perilous, Uniform, Water): Up to
three 1s on an attack roll against Deled’s Parry let him pay one mote to reroll a successful die,
starting with 7s and moving up.
Eternal Tide Endurance (2m; Reflexive; Instant; Water, Withering-only): Each 1 on a
withering attack roll adds +1 soak against it.
Golden Janissary Form (8m; Simple; One scene; Form; Scene): Gain +2 soak and +2 dice on
rushes; gain 1 Initiative upon a successful rush. Against creatures of darkness, gain +1 Parry and
and additional +3 soak, and +1 base Initiative when resetting after decisive attacks against them.
Can use reflexively upon landing a decisive attack against a creature of darkness.
Impenetrable White Shroud: (4m, 1wp; Reflexive; One scene): Gain (2 + [halos x 2]) soak.
Battle groups don’t add Size to damage against Deled.
Impervious Skin of Stone (4m, Reflexive; Instant; Balanced, Earth, Withering-only): +4 natural
soak. In Earth Aura, can use after being hit.
Light-on-Dark Shield (5m, 3i; Reflexive; Instant; Clash, Withering-only): Reflexively clash
with a withering attack. This can’t deal more than 5 damage, and Deled doesn’t gain Initiative
from it. Against creatures of darkness, also deal one die of aggravated decisive damage, ignoring
Hardness. This counts as Deled’s attack for the round.
Revolving Crescent Defense (4m, 1i; Reflexive; Instant; Uniform) Cancels onslaught penalties
to Parry, converting each point of penalty into +1 Parry.
Ripples-on-Water Defense (4m; Reflexive; Instant; Aura, Dual): Against a withering attack
roll, up to four 1s subtract successes. Against a decisive attack roll, up to four 1s reroll successes,
starting with 7s and going up.
Social Charms
Heart-Hardening Meditation (6m; Reflexive; One scene; Earth): +2 Resolve (non-Charm in
Earth Aura) against inspire rolls and influence that leverages inspired emotions or emotion-based
Ties.
Unquenchable Battle-Passion (5m; Reflexive; Instant; Fire): When targeted by influence that
would make him stop fighting or hinder his ability to fight, automatically inspires himself with
an emotion opposing that influence. If she spends Willpower to resist that influence, he gains 4
Initiative per Willpower spent.
Miscellaneous Charms
Quarry Revelation Technique (2m; Supplemental; Instant; Balanced, Wood): Reroll 6s on
Tracking and can contest magical concealment.
Peleps Najah
Where most magistrates were once criminals or malcontents, Peleps Najah was always known as
a genuinely pious and idealistic itinerant monk. Even by the Empress’ impenetrable standards,
the choice of Najah seemed odd, evoking gossip among her fellow magistrates — and, later,
concern for her welfare.
The Empress’ pet monk, as it turned out, was entirely too idealistic for her own good. She was
well-suited for wandering the Blessed Isle and the Threshold, slaying monsters, fairly
adjudicating disputes, and protecting the interests of impoverished peasants and wealthy nobles
alike. But she approached the thorny complexities of corruption in the ministries with the same
ingenuous bluntness, unconcerned with subtlety or guile or the necessity of picking one’s battles.
For a time, the Thousand Scales’ diffuse ire toward magisterial meddling focused primarily on
her. A not-insubstantial number of high-ranking ministers were quietly plotting her death and
pondering how to avoid official censure for it when, miraculously, the Scarlet Empress
disappeared.
Knowing herself hemmed in by peril on all sides, much of it political and all of it contemptible,
Najah took refuge in what she always considered the first and most important of her duties: her
service to the Immaculate Order. The Breath of Mela opened its doors to her, embracing the
purity of her passionate devotion to the Immaculate Philosophy, as well as her decades of
experience hunting and slaying Anathema and their minions, both useful skills for the Wyld
Hunt to possess. Najah’s kindly heart and gentle care for the suffering and dispossessed made her
a welcome addition to the fold — a sharp contrast to her harsh, uncompassionate kinsman Deled.
Her brilliance drew the spiritually needy to her like moths to a flame that transfigured rather than
consumed. One such moth was her senior colleague Cathak Setod, retired legionary general,
living hero of the Realm, whose bitter disillusionment had hollowed his soul and broken his
heart. He’s spoken, haltingly, to Najah of the horrors he’s witnessed and the grief those horrors
caused, and she knows that he still shelters an ember of faith beneath the duty he wears like
armor. It needs only the proper encouragement to flare to life again. To provide that
encouragement, she’s coaxed him into the field with her, chasing tales of Anathema and their
cults. Whether they find anything or not, she thinks it’ll do Setod good to be out in the world
again, where he can be the hero she knows that he truly is.
Backers: Joakim Aske and Lars-Henrik Evjan
Aspect: Fire
Essence: 3; Willpower: 7; Join Battle: 11 dice (+6 for 6m)
Personal Essence: 14; Peripheral Essence: 25
Health Levels: −0/−1x4/−2x4/−4/Incap.
Actions: Command: 6 dice (+2 for 2m); Dynastic Education: 6 dice (+2 for 2m); Feats of
Strength: 10 dice (+4 for 4m, may attempt Strength 3 feats); Read Intentions: 8 dice (+4 for
4m);Resist Poison/Disease: 6 dice (+2 for 2m); Social Influence: 9 dice (+4 for 4m); Senses: 8
dice (+4 for 4m); Stealth: 7 dice (+4 for 4m); Strategy: 5 dice (+2 for 2m); Tracking: 6 dice (+2
for 2m).
Appearance 3, Resolve 5 (+2 for 4m), Guile 3 (+1 for 2m)
Combat
Attack (Unarmed): 12 dice (+6 for 6m, Damage 11B)
Attack (Ashen Forgiveness and Purifying Conflagration, red jade short daiklaves): 12 dice
(+6 for 6m; Damage 14L/4)
Attack (Grapple): 10 dice (+4 for 4m; 9 dice to control, +4 for 4m)
Combat Movement: 10 dice (+4 for 4m)
Evasion: 5 (+2 for 4m); Parry: 6 (+3 for 6m)
Soak/Hardness: 12/7 (Ardent Mantle, red jade reinforced buff jacket)
Intimacies
Defining Principle: Defend the weak from the terrors of the world with the strength of my faith
and my blade.
Defining Principle: I must devote myself entirely to the Immaculate Philosophy
Major Principle: Slay the Anathema wherever they appear.
Major Principle: Bring the unrighteous to justice, regardless of their station.
Major Tie: The Immaculate Order (Belonging)
Major Tie: Fellow magistrates (Exasperated Admiration)
Major Tie: Ministerial and prefectural officials (Mistrust)
Major Tie: Cathak Setod (Filial Affection)
Minor Tie: The Scarlet Empress (Concern)
Charms
Offensive Charms
Fiery Blade Attack (5m, 4i; Simple; Instant; Decisive-only, Fire): Make a decisive attack. If it
deals damage, it ignites the victim in a bonfire (Damage 4L/round, Difficulty 5) that burns as
long as he remains in it. Leaving the bonfire requires a successful disengage, even if no enemies
are in close range (difficulty 2 if no characters oppose it).
Fire Dragon Form (7m; Simple; One scene; Fire, Form): Lower-Initiative enemies suffer
onslaught penalties from Najah’s attack before her attack roll. Enemies double the Initiative lost
for missing a decisive attack if she parries. Can use reflexively upon winning Join Battle.
Perfect Blazing Blow (3m, 1wp; Supplemental; Instant; Decisive-only, Fire): Double up to three
9s on a decisive attack against a lower-Initiative enemy. Against crashed enemies, can double 8s
as well. In Fire Aura, each doubled success also adds +1 damage die.
Searing Edge Attack (3m; Supplemental; Instant; Fire, Withering-only): As long as withering
damage roll receives at least one success, target loses 3 additional Initiative, which Najah doesn’t
gain.
Defensive Charms
Flame-Flicker Stance (3m; Reflexive; Instant; Fire, Perilous): Each 1 on an attack roll adds +1
Parry. If she successfully blocks a lower-Initiative enemy’s attack, she doesn’t suffer onslaught
penalties from it. In Fire Aura, this Charm can be used after the attack roll.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): +4 soak.
In Earth Aura, can use after being hit.
Overwhelming Fire Majesty Stance (6m, 3i; Reflexive; Until next turn; Fire, Perilous): Attacks
against Najah take a −3 penalty. Enemies that hit from close range suffer one die of Hardness-
ignoring lethal damage. Enemies may pay one Willpower to become immune to the penalty for
the scene. In Fire Aura, waive Initiative cost and Perilous keyword.
Mobility Charms
Dancing Ember Stride (4m, 2i; Simple; Instant; Fire, Perilous): Rush from short range with
double 9s (medium range if she pays one Willpower and expends Fire Aura). If successful,
instantly move into close range of target.
Inescapable Blazing Advance (5m, 1wp, expend Fire Aura; Supplemental; Instant; Aura, Fire):
Add 3 non-Charm dice on a rush. Up to three 1s on opposing character’s roll cause him to lose 1
Initiative each, which Najah gains. If this crashes him, he catches fire, suffering (Initiative lost)
dice of Hardness-ignoring lethal damage on each of his turns until extinguished.
Miscellaneous Charms
Quarry Revelation Technique (2m; Supplemental; Instant; Balanced, Wood): Reroll 6s on
Tracking and can contest magical concealment.
Ragara
A meteor shower heralded Ragara’s first breath, an omen promising greatness. Ruthlessly
brilliant and of limitless ambition even as a child, he soon came to enjoy the Empress’ favor, to
his rivals’ detriment.
He was not yet thirty when his investigation into House Jerah’s corruption brought it down and
raised his household up in its place. Further deeds cemented his place among the mightiest Great
House magnates. Within two centuries, he’d established his mastery of Realm finance and
subdued his political rivals, making himself a force to be feared upon the Blessed Isle and
beyond.
For two centuries, Ragara held the Empress’ personal favor. But that wasn’t enough. He wanted
the throne, and for all her affection, the Empress refused to name him as her heir. So he sought to
force her hand with a variety of schemes, from elaborate political machinations to unearthing
forbidden relics from the First Age. Forestalled in all nonviolent approaches, he ultimately
escalated to a brief but terrifying assassination spree against rival siblings and ministers, with the
aim that no other suitable heir would remain.
The Empress didn’t kill him outright, whether out of love or for fear that he’d tear down the
Realm’s economy from beyond the grave. Instead she tied his life to that of his sister Sesus,
promising death if he further pursued his vendetta. Thwarted, his aspirations turned inward and
festered. For a time, he sought power and immortality through occult secrets, hoping to outlive or
overcome his mother. But as the centuries passed, even his vaunted ambition gave way to
lethargy and defeat.
Few would say that Ragara has fallen from grace — and fewer still would dare breathe such
offenses in his presence — but he needs no one to tell him what he already knows. His stature
has diminished over the centuries, rival Great Houses seizing the power that once was his. The
dynamic Ragara of yesteryear has grown old, his life stretched thin beyond its natural span.
Ceding control over his house and the Imperial Bank to his adopted son Banoba, Ragara retired
decades ago to a life of piety in the holy Threshold city of Pneuma. There he donated vast sums
to the Immaculate Order, venerated the Dragons, tutored young scions, and entertained surviving
old friends and Hearthmates in his luxurious palace-manse, the Diamond Phoenix Retreat. With
the strength of will he once used to achieve temporal power, he struggled to come to terms with
his own mortality and with his past crimes.
But he’s not dead yet. With the Empress gone, everything has changed. Now Ragara is a man at
war with himself. Old ambitions have surfaced, bare and raw. But he’s not the same man he once
was. Can he set aside the rectitude that he’s spent his final days cultivating, for no better cause
than to seize the throne?
Aspect: Earth
Essence: 5; Willpower: 10; Join Battle: 10 dice (+4 for 4m)
Personal: 16; Peripheral: 32
Health Levels: −0/−1x7/−2x12/−4/Incap.
Actions: Administration: 14 dice (+6 for 6m) Command: 10 dice (+4 for 4m); Crafting: 10 dice
(+4 for 4m); Disguise: 6 dice (+2 for 2m); Dynastic Education: 10 dice (+4 for 4m);
Investigation: 9 dice (+4 for 4m); Mysticism: 11 dice (+6 for 6m); Resist Disease/Poison: 12
dice (+6 for 3m); Senses: 8 dice (+4 for 4m); Social Influence: 12 dice (+6 for 6m); Stealth: 6
dice (+2 for 2m); Tracking: 8 (+4 for 4m); Wilderness Survival 8 (+4 for 4m)
Appearance 2, Resolve 6 (+3 for 6m), Guile 5 (+2 for 4m)
Combat
Attack (Blood Zenith, black jade reaper daiklave): 16 dice (+6 for 6m, Damage 12/4L)
Attack (Unarmed): 10 dice (+4 for 4m, Damage 9B)
Attack (Grapple): 6 dice (+2 for 4m; 6 dice to control, +2 for 4m)
Combat Movement: 10 dice (+4 for 4m)
Evasion: 3 (+1 for 2m); Parry: 7 (+3 for 6m)
Soak/Hardness: 16/10 (Eon Bastion, white jade articulated plate)
Intimacies
Defining Principle: I’m still bitter over being denied my birthright to the Scarlet Throne.
Major Principle: I’m not sure what sort of man I am anymore.
Major Principle: I can find peace and absolution in the Immaculate Philosophy’s precepts.
Major Principle: Wealth and power are everything.
Major Tie: The Scarlet Empress (Resentment)
Major Tie: House Ragara (Pride)
Minor Tie: Ragara Banoba (Confidence)
Minor Tie: Anathema and their longevity (Fascinated Jealousy)
Minor Tie: The Blessed Isle (Homesickness)
Minor Tie: His Hearthmates (Affection)
Minor Tie: The Immaculate Order (Solidarity)
Minor Tie: Mnemon (Guilt-ridden Fear)
Escort
Ragara is often attended by several of his Exalted grandchildren and great-grandchildren. It’s not
uncommon for one or more of his Hearthmates to be visiting him at any given time, each an
experienced Dragon-Blooded of comparable power.
Offensive Charms
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +5 raw withering
damage or double up to five 10s on a decisive damage roll.
Spilling the Mountain’s Blood (8m, 3a, 1wp, expend Earth or Fire Aura; Simple; Instant; Aura,
Decisive-only, Earth/Fire): Make a decisive attack, adding up to 5 attack roll extra successes as
dice of damage. If it deals damage, on victim’s next turn, she suffers dice of Hardness-ignoring
lethal damage equal to successes on damage roll. If this inflicts 3+ levels of damage or victim is
incapacitated before her next turn, ground beneath her melts into lave (Damage 6L/round,
Difficulty 5) for rest of scene. If Ragara is incapacitated, eruption can be averted with a difficulty
5 (Intelligence + [lower of Medicine or Occult]) roll.
Defensive Charms
Earth Bears Witness (5m, 3i; Reflexive; Instant; Aura, Decisive-only, Earth, Perilous): Reduce
decisive damage by 3, or 5 if there’s a large earthen structure within short range.
Flame-Borne Interception (4m; Reflexive; Until next turn; Balanced, Fire, Uniform): Gain +1
Parry. Increases by one for each attack blocked; resets back to +1 if he’s hit or dodges.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): +5 soak.
In Earth Aura, can use after being hit.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Reflexively clash with a decisive attack. Counts as his action for the round unless she expends
Fire Aura.
Rumbling Earth Rebuke (4m, 1wp; Reflexive; Instant; Decisive-only, Earth): After
successfully blocking or clashing an attack from close range, make a reflexive disarm gambit.
Mobility Charms
Earth-Moving Kata (10m, 1wp; Simple; Instant; Earth): Move aside any natural earthen
obstacle that blocks his path, or create a stair or bridge up to three range bands long out of
earthen substances.
One-With-Earth Embodiment (10m, 1wp; Simple; One round; Aura, Earth): Can move
through earthen substances. If he doesn’t emerge from at the end at the end of the move action,
must use this Charm again on his next turn, waiving its Willpower cost, or be ejected from it,
falling prone and taking a level of bashing damage. He has full cover while doing so unless
enemies can create a opening to attack from.
Social Charms
Finding the Water’s Depths (3m; Simple; Instant; Water): Roll Read Intentions to determine
what payment it would take to convince a character to do something with a bargain roll, and his
strongest Intimacy related to that price.
Smoothing-Over-the-Past Technique (5m, 1wp; Simple; Instant; Water): Roll Social Influence
against one character to make her forget a past incident of misconduct by Ragara for one scene.
If this would make her act against a Major or Defining Intimacy, she may resist for one
Willpower.
Thoughtful Gift Technique (4m; Supplemental; Instant; Water): After using Finding the
Water’s Depths, double 9s on a Social Influence roll to make that bargain.
Miscellaneous Charms
Following the River’s Course (5m; Reflexive; Instant; Mute, Water): Roll Administration with
double 9s to read the intentions of a character transacting in currency or physical goods to
discern how that character obtained them, or evaluate the credit quality and intent to repay of a
character transacting on credit.
Evocations
Heart-Seeking Rapacity (2m, 1wp; Reflexive; Instant): Ragara’s daiklave is drawn to blood and
power. Reflexively aim at an enemy with a wound penalty of −2 or greater, Essence 5+, or a
burning or bonfire anima. If an enemy meets two or more conditions, waive the Willpower cost.
Life-Sipping Blade (2i; Supplemental; Instant; Decisive-only): For each 10 on a decisive
damage roll, Ragara gains one mote, and his target loses one if they have a mote pool. May forgo
gaining five motes to heal one level of non-aggravated damage.
Reap the Soul (—; Reflexive; Instant; Decisive-only): Upon incapacitating and killing an Exalt
or other supernatural creature, roll (that character’s Essence) and heal that many levels of non-
aggravated damage, as well as any crippling effects Ragara suffers. Killing an Exalt this way
adds one-tenth of their remaining natural lifespan to Ragara’s own; other supernatural creatures
grant (their Essence) years.
Righteous River
Ledaal Sivarin Indri was always meant for a monk’s robes. She joined the Immaculate Order
immediately upon graduating from the Cloister of Wisdom. Though her full monastic name is
Righteous River Overflows its Banks, most know her as River. Once she took her vows, she
rarely returned home to her family’s home in Arjuf. Instead, she used her new status to travel the
world. River has served in temples throughout the Realm and outside of its reach, studied
Immaculate Texts in ancient monasteries, and brought the Dragons’ wisdom to far-off villages.
She also answered the Order’s call on several Wyld Hunts, including the fateful hunt where her
Hearth took shape. She misses Mathar’s laughter and Chalima’s teasing competition; even their
age is subject to rivalry, as both women approach a century. Kingfisher Swift’s letters are light
on sentiment but lift River’s spirits all the same. River is closest to Sesus Eshuvar, whose sorcery
gave River and her patrician wife Jihe the child they so dearly wanted.
River fell in love with Jihe while helping to rebuild a flood-damaged temple in Incas Prefecture.
Her elders balked at the match, which offered neither political nor financial gains. Her superiors
in the Immaculate Order sought to keep her on the road to ward off the temptation of a physical
relationship. River did what neither her house nor her fellow monks expected: She chose Jihe.
She left the Order, and accepted her reduced status within House Ledaal. The partnership makes
her happy, and she and Jihe dote on their son Adan.
Though her reputation as a competent fighter prevent other Dynasts from mocking her for
choosing love over duty, River struggles to have a say in Ledaal affairs. Today she operates out
of Arjuf, working behind the scenes for the house’s Shadow Crusade. River helps author
proposals to the Flashing Tempest Council, but keeps her name off of them. Though it chafes,
she lets those in better standing take credit.
Despite leaving the Order, River’s faith remains strong. She has amassed a respectable collection
of copies of the Immaculate Texts, which she’s happy to let monks passing through Arjuf peruse.
River is a woman of few words and stern delivery. She’s tall and athletic, and wears her dark hair
in a long braid. In battle, she displays the Ledaal mon in silver. When unarmored, River indulges
in a love of richer fabrics.
Aspect: Water
Essence: 3; Willpower: 8; Join Battle: 8 dice (+4 for 4m)
Personal Motes: 14; Peripheral Motes: 25
Health Levels: −0/−1x3/−2x3/−4/−Incap.
Actions: Command: 7 dice (+4 for 4m); Dynastic Education: 6 dice (+2 for 2m); Feats of
Strength: 7 dice (+4 for 4m, may attempt Strength 3 feats); Investigation: 6 dice (+2 for 2m);
Medicine: 6 dice (+2 for 2m); Read Intentions: 8 dice (+4 for 4m); Resist Poison/Disease: 5 dice
(+2 for 2m); Senses: 8 dice (+4 for 4m); Social Influence: 8 dice (+4 for 4m); Strategy: 7 dice
(+4 for 4m)
Appearance 2, Resolve 5 (+2 for 4m), Guile 2 (+1 for 2m)
Combat
Attack (Heartslicer, black jade razor claws): 12 dice (+6 for 6m,Damage 13L/3)
Attack (Grapple): 9 dice (+4 for 4m; 7 dice to control, +4 for 4m)
Combat Movement: 8 dice (+4 for 4m)
Evasion: 3 (+1 for 2m), Parry: 5 (+2 for 4m)
Soak/Hardness: 10/7 (Obsidian Reef, black jade reinforced buff jacket)
Intimacies
Defining Principle: The Immaculate Dragons offer us wisdom, if only we’re willing to listen.
Defining Tie: Jihe and Adan (Love)
Major Tie: House Ledaal (Thankless Loyalty)
Major Tie: Sesus Eshuvar (Fondness)
Major Tie: Left Hand Chalima (Love of Debate)
Major Tie: Kingfisher Swift (Camaraderie)
Major Tie: Yushoto Mathar (Trust)
Minor Principle: If I start something, I must see it through to its conclusion.
Minor Principle: I find solace in the Immaculate Philosophy
Minor Tie: The Immaculate Order (Frustration)
Offensive Charms
Drowning-in-Blood Technique (3m; Supplemental; Instant; Decisive-only, Water): Double 10s
on damage roll. In Water Aura, add (enemy’s wound penalty/2, rounded up) dice of damage. If
she deals 3+ levels of damage, enemy’s wound penalty increases by one until the scene ends or
he crashes River.
Essence-Dousing Wave Attack (5m, 1wp; Supplemental; Instant; Decisive-only, Water): If
decisive attack against crashed enemy deals at least (his Essence) damage, end one of his
ongoing combat Ability Charms or physical Attribute Charms. Can expend Water Aura to affect
non-crashed enemies.
Flow Reversal Strike (7m, 1wp; Simple; Instant, Decisive-only, Water): Make a decisive attack.
On hit, enemy must roll (Stamina + Resistance) opposing River’s attack roll extra successes. If
he fails, each success he failed by adds one die of decisive damage, and after the attack, he loses
(wound penalty) Initiative, which is added to River’s base Initiative.
Water Dragon Form (10m; Simple; One scene; Form, Water): Add dice on attacks equal to
target’s wound penalty. Gain +3 soak. Can use reflexively upon dealing enough decisive damage
to a nontrivial enemy to increase his wound penalty.
Defensive Charms
Blade-Deflecting Palm (1m per die, 1i; Reflexive; Instant; Perilous, Uniform, Water): Up to
three 1s on an attack roll against River’s Parry let her pay one mote to reroll a successful die,
starting with 7s and moving up.
Bottomless Depths Defense (5m, 1ahl [+1wp, expend Water Aura]; Reflexive; Instant;
Decisive-only, Perilous, Water): Roll 6 dice, reducing damage of decisive attack by one per
success, minimum one. If she pays one Willpower and expends Water Aura, negate all damage.
Once per day unless reset by being hit with three decisive attacks from nontrivial foes without
taking damage.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +3
soak. In Earth Aura, can be used after attack roll.
Eternal Tide Endurance (2m; Reflexive; Instant; Water, Withering-only): Each 1 on a
withering attack roll adds +1 soak against it.
Ripples-on-Water Defense (4m; Reflexive; Instant; Aura, Dual): Against a withering attack
roll, up to three 1s subtract successes. Against a decisive attack roll, up to three 1s reroll
successes, starting with 7s and going up.
Social Charms
Heart-Maze Navigation (1m, 1wp; Supplemental; Instant; Water: Against an Investigation roll
to profile a character, relevant Intimacies penalize his Guile as though it were his Resolve. Can
expend Water Aura to complete a profile character action instantly.
Waves-Swallow-Mountains Persistence (5m; Reflexive; Instant; Water): Up to two 1s on an
influence roll against River’s Resolve subtract successes. Each subsequent use in the scene
increases the maximum number of dice affected by one and affects the next-highest dice number
(e.g. up to three 1s and 2s on the second use, and up to four 1s, 2, and 3s on the third). Can only
be used against one character per scene.
Sesus Eshuvar
Wealth and charm have gotten Sesus Eshuvar just about everything he’s ever wanted. Once, he
took it simply as his due: He was a Prince of the Earth, a scion of the Scarlet Dynasty, and the
world ought to bend to his whims. But just a few months out of the Heptagram, Eshuvar
accompanied a Wyld Hunt in the River Lands. The mission changed him; he returned to the
Realm determined to be a better person. Yet his family’s privilege, combined with his own
arrogance and vanity, make changing hard. Letting go of his own comforts and the access he
enjoys with his station has severely slowed the process.
Eshuvar served as a weather-sorcerer in the Imperial Navy for twenty years. While a capable
seaman, his disdain for authority eventually cost him his commission, though hefty bribes kept
Eshuvar’s final confrontation with a superior out of naval ledgers. He took a position in the
Thousand Scales and married Mnemon Rela, an Imperial Assessor. While the union satisfied
both houses politically and has produced two legitimate children, the match is an unhappy one.
Eshuvar resents his un-Exalted wife, and pursues affairs with men and women as much to spite
her as to make himself happy. Rela is clever and ambitious, adept at navigating Dynastic politics
like a good Mnemon ought to be. Were she anyone other than his wife, Eshuvar might even like
her.
Although he’s used his sorcerous talents on behalf of several prominent Dynasts, Eshuvar
frequently downplays his Heptagram training. Instead, he presents himself as a businessman,
throwing his backing — and his wealth — behind other Dragon-Blooded’s risky ventures if he
deems them worthy. The gambit pays off; Eshuvar’s peers frequently request his charming
presence in their salons, and the professional contacts he’s made have proven quite profitable.
Eshuvar frequently attends parties in the Imperial City, the more luxurious, the better. When he’s
not pursuing a new conquest, he can often be found surrounded by young Dynasts eagerly pitch
their adventuring plans, in the hopes he’ll help fund their expeditions.
Despite his large social circle, Eshuvar only truly feels at home in his Hearthmates’ presences.
Most of all, he misses Yushoto Mathar. The Lookshyan ranger makes Eshuvar’s heart race.
Eshuvar is tall, slim, and handsome. One look at his fine clothing and jewelry confirms his
wealth.
Aspect: Air
Essence: 3; Willpower: 7; Join Battle: 9 dice (+4 for 4m)
Personal Motes: 14; Peripheral Motes: 35
Health Levels: −0/−1x2/−2x2/−4/Incap.
Actions: Administration: 8 dice (+4 for 4m); Dynastic Education: 7 dice (+4 for 4m);
Mysticism: 7 dice (+4 for 4m); Read Intentions: 7 dice (+4 for 4m); Seafaring: 8 dice (+4 for
4m); Senses: 6 dice (+2 for 2m); Social Influence: 9 dice (+4 for 4m); Sorcery: 11 dice (+6 for
6m); Stealth: 5 dice (+2 for 2m); Strategy: 5 dice (+2 for 2m).
Appearance 4, Resolve 2 (+1 for 2m), Guile 4 (+2 for 4m)
Combat
Attack (Windshear, blue jade infinite chakram): 9 dice at close range (+4 for 4m, Damage
11L/3)
Combat Movement: 6 dice (+2 for 2m)
Evasion: 4 (+2 for 4m), Parry: 1
Soak/Hardness: 2/0
Intimacies
Defining Principle: I want to be better than I am.
Major Tie: House Sesus (Guilt-Ridden Loyalty)
Major: Righteous River (Friendship)
Major Tie: Yushoto Mathar (Romantic Affection)
Major Tie: Kingfisher Swift (Respect)
Major Tie: Left Hand Chalima (Bemused Affection)
Minor Principle: I will carry out my duties to my house, but I’ll do it on my own terms.
Minor Tie: Mnemon Rela (Resentment)
Minor Tie: His children (Distant Interest)
Minor Tie: House Mnemon (Distrust)
Offensive Charms
Persistent Hornet Attack (5m, 1wp, expend Air Aura; Simple; One scene; Air, Aura,
Withering-only): Make a withering attack, transferring all Initiative from it to Eshuvar’s
chakram, which gains a place in Initiative order and can begin acting the next round. It can aim,
take reflexive move actions, and make attacks against enemies within close range using
Eshuvar’s dice pools. It loses three Initiative at the end of each round it doesn’t aim or land an
attack, and this Charm ends after it makes a decisive attack. It has Defense 4 and soak 4, can be
targeted by withering attacks, and can be knocked out of the air with a disarm gambit, ending
this Charm.
Winter Fang Attack (4m; Supplemental; Instant; Air, Balanced, Decisive-only): Every 10 on a
decisive damage roll or gambit Initiative roll causes target to lose one Initiative, maximum thre.
Eshuvar doesn’t gain it.
Defensive Charms
Elusive Crosswind Defense (4m, 1i; Reflexive; Instant; Air, Aura, Perilous, Uniform): +1 non-
Charm Evasion against an attack from medium range, or +2 non-Charm Evasion against an
attack from long or extreme range.
Flickering Candle Meditation (1m, 1i; Reflexive; Instant; Fire, Perilous, Uniform) (1m, 1i;
Reflexive; Instant; Fire, Perilous, Uniform): Up to three 1s on attack roll negate one point of
penalty to Evasion each.
Nimble Zephyr Defense (1m; Reflexive; Instant; Air, Uniform): Successfully dodging an attack
causes attack to lose 1 Initiative, which Eshuvar doesn’t gain unless he’s in Air Aura. If the
attack rolls any 1s, Eshuvar can dodge even if its successes equal his Evasion.
Safety Among Enemies (5m, 1wp; Reflexive; Instant; Air, Aura, Decisive-only, Perilous): After
dodging a decisive attack, redirect it against another character within range, rerolling the attack
roll. Eshuvar’s Initiative must exceed (attacker’s Initiative + new target’s Initiative).
Sorcery
Shaping Ritual: Once per scene, when Eshuvar stunts the first Shape Sorcery roll of a spell with
invocations or mudras, he gains (stunt rating + 2) sorcerous motes towards completing the spell.
Dragon-Sorcerer Puissance: Gain one sorcerous mote per round while shaping an element-
based spell; three per round in the appropriate Elemental Aura.
Beckoning That Which Stirs the Sky (Ritual, 2wp; [1 + threshold successes] hours; Control):
Roll Sorcery to alter the weather, with difficulty based on degree of change and climate. Altered
weather extends out to (5 + threshold successes) miles. Eshuvar can expend half his extra
successes, rounded up, to make the weather follow him as he moves.
Cirrus Skiff (15sm, 1wp; Until ended): Summon a flying cloud capable of traveling at 18 miles
per hour, using Sorcery for movement rolls. The spell ends if Eshuvar spends more than a scene
off the cloud.
Death of Obsidian Butterflies (15sm, 1wp; Decisive-only; Instant): Roll Sorcery as an
undodgeable decisive attack against all characters in a line out to medium range (battle groups
take −2 Defense). Roll (3 + extra successes)L damage, or (8 + extra successes)L against battle
groups. This doesn’t reset Eshuvar’s Initiative.
Demon of the First Circle (Ritual, 2wp; Instant) Summon a First Circle Demon in a night-long
ritual, rolling Sorcery against its Resolve to bind it.
Keel Cleaves the Clouds (25sm, 1wp; One day): Ship can travel over mist, fog, and vapor as if
it were water, but can’t gain Speed bonuses from oars or currents while doing so.
Tepet Arada
A hellraiser and a hooligan in his youth, Tepet Arada’s early education in the Palace of the
Tamed Storm alloyed his fierce temper with enough cunning to ensure he could get away with
his indiscretions, while the House of Bells forged him into a shrewd tactician and formidable
warrior. Though never one for house politics or courtly etiquette, his defeat of the Anathema
Jochim saw him rise to almost unassailable prestige within the house, earning the sobriquet of
“the Wind Dancer.”
Soon, Arada was a general in the Tepet legions — a position that would see him leading them in
the ill-fated campaign against the Bull of the North. Despite Arada’s personal accomplishments,
including slaying the Bull’s ally Fear-Eater, his forces were bloodily routed, and his fame and
glory turned to disgrace.
Arada led his surviving troops on a long, costly retreat. Once they were safe, he resigned his
commission, becoming a hermit living in embittered seclusion. He hated himself for his own
failure, hated the Scarlet Empress for her sabotage of the Tepet legions, and hated the other Great
Houses for not doing anything to help his own.
Despairing for the state of the Realm, Arada decided to while away his days in contemplation,
drinking wine and composing poetry about the Realm’s lost glory. Even when the Scarlet
Dynasty slapped House Tepet in the face by appointing the incompetent Tepet Fokuf regent to
the throne, Arada refused to let it bait him out of his hermitage.
Between his humiliating defeat and his subsequent retreat from public life, Tepet Arada’s fame
has turned to infamy. He cares little — the Realm is a pack of squabbling children, the Great
Houses little more than vultures, cowards, and sybarites in varying measure. Perhaps the only
thing that might rouse him from seclusion is House Tepet’s survival. Arada has no delusions of
saving his house himself, but he believes in the younger generation — in the family’s mercantile
branches, skilled warriors like Tepet Ejava, and a few others who’ve shown promise.
Aspect: Air
Essence: 4; Willpower: 8; Join Battle: 11 dice (+6 for 6m)
Personal: 15; Peripheral: 39
Health Levels: −0/−1x7/−2x7/−4/Incap.
Actions: Command: 12dice (+6 for 6m); Dynastic Education: 8 dice (+4 for 4m); Feats of
Strength: 8 dice (+4 for 4m, may attempt Strength 3 feats); Read Intentions: 5 dice (+2 for 2m);
Resist Poison/Illness: 11 dice (+6 for 6m); Senses: 8 dice (+4 for 4m); Social Influence: 9 dice
(+4 for 4m); Strategy: 12 dice (+6 for 6m); Tracking: 6 dice (+4 for 4m)
Appearance 2, Resolve 5 (+2 for 4m), Guile 2 (+1 for 2m)
Combat
Attack (Relentless Wind, jade daiklave): 13 dice (+6 for 6m, Damage 15L/4)
Attack (Composite bow): 12 dice at short range (+6 for 6m, Damage 9L)
Combat Movement: 9 dice (+4 for 4m)
Evasion: 5 (+2 for 4m), Parry: 6 (+2 successes for 4m)
Soak/Hardness: 12/7 (Icy Rampart, jade lamellar armor)
Intimacies
Defining Principle: The Realm is beyond salvation.
Defining Tie: House Tepet (Mournful Regret)
Major Principle: Honor is more important than survival.
Major Principle: My failure has dishonored me and my family.
Major Principle: House Tepet’s future lies in the hands of the young.
Major Tie: Himself (Self-loathing)
Major Tie: The Scarlet Dynasty (Contempt)
Minor Principle: The Realm is worth defending.
Minor Tie: The Thousand Scales (Disgust)
Minor Tie: Tepet Fokuf (Contempt)
Merits
Sobriquet: Once per story, when Arada makes an influence roll that aligns with his image as a
legendary warrior and general, the level of the stunt she’s awarded is increased by one.
Offensive Charms
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): (3m, 1wp; Supplemental; Instant;
Dual, Fire): Add +4 raw withering damage or double up to four 10s on a decisive damage roll.
Fulminating Thunderclap Surge (6m, 1a; Simple; Instant; Air, Decisive-only): Make an
unblockable decisive attack against an enemy within short range, halving Hardness from metal
armor (rounded down). In Air Aura, can attack out to medium range without aiming, and add
dice from aiming to damage roll as well as attack roll.
Mela’s Flashing Tongue (10m, 1wp; Simple; Instant, Air): Arada makes a number of withering
attacks against a single opponent equal to his onslaught penalty at the time he activates this
Charm. Each withering damage roll only grants Initiative equal to half the damage inflicted,
rounded down. In Air Aura, he may use this Charm’s final attack for a decisive attack instead.
This attack resets him to base Initiative even if it misses.
Oncoming Storm Stance (1a, 1i+; Reflexive; Instant; Air, Perilous): Upon aiming at close range
(or further, if enhancing Fulminating Thunderclap Surge), may spend up to 3 Initiative, gaining 2
motes for each point spent. These motes can only be spent to enhance a Melee attack that
benefits from that aim action.
Steel Tempest Strike (4m, 1wp, expend Air Aura; Simple; Instant; Air, Aura, Decisive-only):
Move one range band towards an enemy at short range, ignoring difficult terrain and skimming
over chasms or pits, and make a decisive attack. This counts as a movement action, but not his
attack for the round. Once per scene, unless reset by gaining 15+ Initiative on one tick.
Thousandfold Tempest Strike (8m, 1wp, expend Air Aura; Simple; Instant; Air, Aura,
Decisive-only): To use, must have Initiative 12+ and take an aim action enhanced with
Oncoming Storm Stance. Make a single decisive attack against all characters in close range (can
use Fulminating Thunderclap Surge reflexively to extend to short range). Each hit character
suffers base damage dice equal to the number of motes from Oncoming Storm Stance spent on
this attack, and Arada divides his Initiative evenly among them, rounding up to determine total
damage. Ignores Hardness from metal armor. Once per scene, unless reset by crashing an enemy
with Mela’s Flashing Tongue.
Unerring Lightning Razor (6m; Supplemental; Instant; Air, Uniform): Reroll four non-1
failures each on the attack and damage rolls of an attack that benefits from aiming. Add enemy’s
mobility penalty from metal armor to the number of dice he can reroll. In Air Aura, may pay one
Willpower to reflexively aim at enemy before attacking if she’s wearing metal armor.
Defensive Charms
Body-Like-Clouds Meditation (8m; Simple; Aura; Air, Aura, Withering-only): Withering
damage rolls against Arada take a −4 penalty. If a withering attack hits but deals no damage,
Arada steals 2 Initiative from his attacker.
Dragon-Scale Shield (1m, 1i; Reflexive; Instant; Air, Perilous, Uniform): Gain +1 non-Charm
Parry against a ranged attack with a material projectile.
Impervious Skin of Stone (4m, Reflexive; Instant; Balanced, Earth, Withering-only): +5 soak.
In Earth Aura, can use after attack roll.
Flame-Borne Interception (4m; Reflexive; Until next turn; Balanced, Fire, Uniform): Gain +1
Parry. Increases by one for each attack blocked; resets back to +1 if he’s hit or dodges.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Reflexively clash with a decisive attack. Counts as his action for the round unless he expends
Fire Aura.
Social Charms
Ascendant Ideal Inspiration (6m, 1wp; Simple; Indefinite; Air): Arada dedicates himself to a
Defining Principle. Influence to weaken it must be rolled twice, using the lower result. Double 9s
on influence rolls to instill the Principle in others or persuade them to act on it.
Dragon’s Voice Mastery (5m, 1wp; Supplemental; Instant; Air): Add 2 non-Charm successes
on a Social Influence roll that aligns with one of Arada’s Major or Defining Principles and
increase the cost to resist by one Willpower. Once per day, unless reset by upholding a Major or
Defining Intimacy.
Wind-Carried Words Technique (3m [+1wp]; Simple; Instant; Air): Send a message of up to a
few sentences to a character within 40 miles. For a one-Willpower surcharge, extend range to
400 miles.
War Charms
Enfolded in the Dragon’s Wings (3m, 1i; Reflexive; Instant; Earth, Perilous, Uniform): Make a
Command roll when a battle group in short range is attacked; every two successes grant +1
Defense and soak. Once per scene, unless reset with a successful rally.
Indomitable Flame of Valor (1m [+1wp]; Supplemental; Instant; Aura, Fire): Rally with double 9s;
can pay one Willpower to grant elite Drill troops perfect morale for one round.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command with a non-
attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense penalty.
Storm-Calling Strategos (10m, 1wp [5i]; Simple; Until stratagem is completed; Air): Roll Strategy
to enact a threshold 3 stratagem. If successful, harsh weather imposes a −3 penalty on physical
actions by enemy battle groups, and may impose a −1 penalty on actions of non-battle-group
enemies. At the beginning of each round, if at Initiative 12+, can spend 5 Initiative to create a one-
time environmental hazard against a battle group with Damage 8L, Difficulty 4. Once per story,
unless reset by accumulating +4 situational bonus on Strategy roll.
V’Neef
Not long ago, V’neef looked upon the wilderness of her Dynastic ambitions and saw any number
of mountains that she might climb, given time. But now the empty throne looms over her like the
Imperial Mountain, and she sees little choice but to climb it or die.
Talented and gregarious, the young V’neef blossomed in the hothouse environment of the
Dynasty’s imperial household. Service as the Empress’ own cupbearer and lessons at the Spiral
Academy taught her the subtleties of intrigue, while unauthorized ventures into the Blessed Isle’s
wilderness taught her that any obstacle — whether the perils of untamed nature or her
exasperated tutors’ rules — could be overcome through tenacity, daring, and charm.
Measuring her worth against her elder siblings, V’neef readied herself to challenge them as the
master of her own Great House. She served stints as a satrapial advisor, a minister, and even a
senator in the Deliberative, honing her skills and developing connections and fiscal resources.
Marrying into prestigious House Tepet secured support from that house’s unparalleled private
military. And when House Iselsi’s fall opened a gap among the Great Houses, she was ready to
press her claim before her mother’s judgmental eye.
All things seemed possible for a time — growing the wealth of a Ragara, the navy of a Peleps,
the masterful legions of a Tepet. She would bind her mismatched collection of outcastes and
patricians into a unified house that would match the greatest the Realm had ever mustered, and
all would acknowledge her gifts.
Then the Empress vanished.
She should have had decades, even a century or two, to fortify her positions, strengthen her
House and stabilize her alliances. Her mother's disappearance took with it the shield on which
she had counted to keep her protected from her elder siblings’ ruthless malice during the critical
early years. She knows Mnemon and Ragara, amongst others, will eventually turn their attention
to her, and that many from Peleps already circle, ever-desirous to reacquire the Merchant Fleet.
The Empress had always seemed immortal, so for all of V’neef’s youthful ambitions, she’d never
set her sights on the throne itself. But if she wishes to survive to see her seventh decade, she may
have no choice but make a bid for it.
Aspect: Wood
Essence: 3; Willpower: 8; Join Battle: 8 dice (+4 for 4m)
Personal: 14; Peripheral: 26
Health Levels: −0/−1x4/−2x6/−4/Incap.
Actions: Administration: 10 dice (+4 for 4m); Command: 7 dice (+4 for 4m); Disguise: 6 dice
(+2 for 2m); Dynastic Education: 7 dice (+4 for 4m); Investigation: 6 dice (+2 for 2m);
Medicine: 7 dice (+4 for 4m); Resist Poison/Disease: 8 dice (+4 for 4m); Seafaring: 5 dice (+1
success for 2m); Senses: 10 dice (+4 for 4m); Social Influence: 13 dice (+6 for 6m); Stealth: 7
dice (+4 for 4m); Strategy: 5 dice (+2 for 2m); Tracking: 10 dice (+4 for 4m); Wilderness
Survival: 10 dice (+4 for 4m):
Appearance 5, Resolve 4 (+2 for 4m), Guile 5 (+2 for 4m)
Combat
Attack (Season of Falling Leaves, jade powerbow): 10 dice at short range (+4 for 4m, Damage
14L, Overwhelming 4)
Attack (Unarmed): 8 dice (+4 for 4m, Damage 9B)
Attack (Grapple): 4 dice (+2 for 2m; 4 dice to control, +2 for 2m)
Combat Movement: 8 dice (+4 for 4m)
Evasion: 6 (+3 for 6m); Parry: 2 (+1 for 2m)
Soak/Hardness: 9/4 (Assassin Dancer, green jade silken armor)
Intimacies
Defining Principle: The bold and the adaptable are best suited to weather unexpected adversity.
Defining Principle: My path to power will be secured by quick wits and charm.
Defining Tie: House V’Neef (Reliance)
Major Principle: I desire the renown that my talents and deeds have earned.
Major Tie: Her blood family (Love)
Major Tie: Her husband Tepet Igan (Respect)
Major Tie: House Peleps (Antipathy)
Minor Principle: The Threshold offers us a cornucopia of wealth and culture.
Minor Tie: Eagle’s Launch (Pride)
Minor Tie: Merchant Fleet (Pride)
Minor Tie: Mnemon (Apprehension)
Escort
Tepet Citan, a cousin of V’neef’s husband who’s married into her house, serves as both personal
secretary and covert bodyguard at all times (use Immaculate of Air traits, Exalted, p. 541). She
typically has a contingent of elite troops (Exalted, p. 497) within earshot; these have Size 2 and
elite Drill. Other members of her house are often close at hand, as is her husband Tepet Igan.
Offensive Charms
Arrow Thorn Technique (3m; Supplemental; Instant; Balanced, Dual, Wood): +1
Overwhelming on a withering attack (+3 with aim) or add two decisive attack roll extra
successes as dice of damage (3 with aim).
Blossom Hides Thorns (6m, 1wp, expend Wood Aura; Simple; Instant; Aura, Mute, Wood):
While performing, roll Social Influence against one character’s Resolve. If successful, battle
begins, and V’neef or one of her allies receives a surprise attack against that character on their
first turn. If the attacker beat the target’s Join Battle, the attack becomes an ambush.
Heartbeats Before Death (1m, 1wp; Reflexive; Instant; Aura, Uniform, Wood): Aim reflexively
at a living or undead enemy before making an attack, and ignore light and medium cover. If she
previously aimed, can ignore full cover, though it grants target +3 Defense. Once per scene,
unless reset by aiming normally against an enemy before hitting him with a decisive attack.
Spring Follows Winter (2m [1i per die]; Supplemental; Instant; Aura, Perilous, Uniform,
Wood): Reroll up to three non-1 failures on an attack roll for one Initiative each.
Defensive Charms
Fearsome Dragon Presence (5m; Reflexive; One tick; Fire, Perilous): Attack rolls, influence
rolls, and rushes against V’neef take a −2 penalty (−3 in Fire Aura). An enemy may spend one
Willpower to become immune for the scene.
Swaying Grass Elusion (2i per +1 Evasion; Reflexive; Instant; Aura, Perilous, Uniform, Wood):
Increase Evasion dice cap to +5, and can add +1 Evasion for two Initiative. Upon successfully
dodging a lower-Initiative enemy’s attack, can expend Wood Aura to regain half the Initiative
spent on this Charm, rounded up.
Social Charms
Auspicious First Meeting Attitude (5m; Simple; Instant; Balanced, Water): Upon meeting
someone for the first time, roll Social Influence against his (lower of Guile or Resolve) to both
read his intentions and instill a positive Tie towards V’neef.
Seizing-the-Tongue Technique (6m; Supplemental; Instant; Air, Balanced): Reroll up to three
non-1 failures on a Social Influence roll. In Air Aura, can use after rolling.
Poisonous Sneer Reproach (2m, 1wp; Reflexive; Instant; Wood): V’neef speaks out against
someone else’s attempted social influence, rolling her Social Influence pool. Each success
imposes a –1 penalty on the speaker’s influence roll.
Sweeten-the-Tap Method (5m, 1wp; Simple; Scene; Fire/Wood): Those partaking in alcoholic
beverages V’neef supplied are treated as having a positive Minor Tie towards all other
partygoers and suffers −1 Guile.
Vivacious Dragon Beauty (6m; Reflexive; One scene; Aura, Wood): Gain a bonus dot of
Appearance.
Miscellaneous Charms
Quarry Revelation Technique (2m; Supplemental; Instant; Balanced, Wood): Reroll 6s on
Tracking and can contest magical concealment.
Karal Linwei
Full of fiery passion and steely resolve, Taimyo Karal Linwei of the First Field Force is the
epitome of what a Karal should be. On campaign, she’s rarely far from the soldiers under her
command — whether leading from the front in battle, or drinking and sharing war stories at the
night fires. In Lookshy, when she’s not drilling the First Field Force or in her office, the taimyo
can be found drinking in a rowdy tea house frequented by Seventh Legion veterans, both mortal
and Dragon-Blooded.
As a youth, Linwei was always a favorite of her elders, an attentive listener who took readily to
their inculcation. After graduation, her loyalty was rewarded with a prime posting where she
distinguished herself in early battles, having taken in Karal military doctrine as thoroughly as her
gens’ ideology. Her eventual promotion to the First Field Force’s command surprised few, and
pleased elder Karals with the assurance that the field force would be under an unquestioningly
steadfast scion of the gens.
In the War of Thorns, the First Field Force cut a swath through the Realm’s forces until it
reached Mishaka. Outnumbered by two Realm legions, the taimyo engaged an ancient and
poorly provenanced artifact, unleashing an unexpected cataclysm that devastated both sides,
securing a pyrrhic victory. While others consider her a hero, Linwei is haunted by her actions.
Each night, she dreams of Mishaka, walking among the corpses.
Linwei struggled with life in Lookshy after returning from the War of Thorns, frustrated with the
slowness of the General Staff’s administration compared to battlefield decision-making. Without
any recent major deployments, she’s had ample time to become well-versed in bureaucracy, and
has aggressively pushed for several reforms that would expedite the provision of supplies and aid
to Lookshy’s soldiers in the field.
To all appearances, the steadfast Linwei remains a politically conservative Mercenary. But in
private moments, she wonders whether a more dynamic foreign policy might better secure the
Seventh Legion’s safety, preventing conflicts from escalating to the point where the field forces
suffer losses as extensive as at Mishaka. Where once she gave Interventionists on the General
Staff the cold shoulder, now she listens, though she’s yet to promise any support.
Linwei has three surviving children: twin middle-aged sons, the Dragon-Blooded Voss and the
mortal Kalim, and her oldest child, her mortal daughter Fire Orchid. Linwei recently lost contact
with Fire Orchid while the younger Karal was away on patrol in the Scavenger Lands. When the
regular correspondence between the two first halted, Linwei feared her daughter dead — yet
rumors of a Lookshyan soldier with the mark of the Anathema on her brow have given Linwei a
strange combination of hope and fear.
Aspect: Fire
Essence: 4; Willpower: 7; Join Battle: 10 dice (+4 for 4m)
Personal: 15, Peripheral: 39
Health Levels: −0/−1x3/−2x3/−4/Incap.
Actions: Administration: 9 dice (+4 for 4m); Command: 10 dice (+4 for 4m); Feats of Strength:
8 dice (+4for 4m, may attempt Strength 3 feats); Lookshyan Education: 6 dice (+2 for 2m); Read
Intentions: 6 dice (+2 for 2m); Resist Poison/Disease: 6 dice (+2 for 2m); Senses: 6 dice (+2 for
2m); Social Influence: 8 dice (+4 for 4m); Stealth: 6 dice (+2 for 2m); Strategy: 10 dice (+4 for
4m)
Appearance 3, Resolve 5 (+2 for 4m), Guile 4 (+2 for 4m)
Combat
Attack (Unimpeded Flame, red jade daiklave): 12 dice (+6 for 6m, Damage 15L/5)
Combat Movement: 10 dice (+4 for 4m)
Evasion: 2 (+1 for 2m), Parry: 7 (+3 for 6m)
Soak/Hardness: 11/7 (Molten Poise, red jade lamellar)
Intimacies
Defining Principle: Seventh Legion lives shouldn’t be wasted.
Defining Tie: Gens Karal (Loyalty)
Major Principle: Bureaucracy is the Seventh Legion’s greatest enemy.
Major Tie: The First Field Force (Responsibility)
Major Tie: Karal Fire Orchid (Uneasy Hope)
Major Tie: Karal Voss (Pride)
Major Tie: Karal Kalim (Love)
Minor Tie: The Realm (Enmity)
Escort
Linwei is often accompanied by elite troops (Exalted, p. 497) as well as Dragon-Blooded
officers.
Offensive Charms
Burning Pinnacle Strike (3m; Reflexive; Instant; Aura, Fire, Uniform): After making a
withering attack that raises her Initiative above all enemies, reflexively make a withering or
decisive attack. Once per round.
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +4 raw withering
damage or double up to four 10s on a decisive damage roll.
Harnessed Firestorm Assault (10m, 1wp, expend Fire Aura; Simple; Instant; Aura, Decisive-only,
Fire): Make three decisive attacks, each with (Initiative/2, rounded up) damage. Once per scene
unless reset by landing a decisive attack in Fire Aura and building to Initiative 12+ without leaving
Fire Aura.
Smoldering Essence Attack (5m, 1a; Simple; Instant; Aura, Fire, Withering-only): Make a
withering attack. Enemy loses extra Initiative equal to damage roll 10s, which recurs on each of
his next four turns, or until he deals withering damage to Linwei. She doesn’t gain this
Initiative.
Defensive Charms
Blinding Spark Distraction (1m, 1i; Reflexive; Instant; Balanced, Fire, Perilous, Uniform):
Blocking or winning a clash from close range blinds attacker until end of his next turn unless he
succeeds on a (Stamina + Resistance) roll at difficulty (4 + attack roll extra successes).
Crossfire Flash (5m; Supplemental; Instant; Balanced, Fire, Uniform) Rerolls four non-1
failures on a clash attack roll. Each rerolled die that shows a 10 subtacts a success from enemy’s
attack roll.
Dragon-Scale Shield (1m, 1i; Reflexive; Instant; Fire, Perilous, Uniform): Successfully parrying
at close range causes attacker to lose Initiative equal to (1 + his attack roll 1s), which Linwei
doesn’t gain.
Fearsome Dragon Presence (5m; Reflexive; One tick; Fire, Perilous): Attack rolls, influence
rolls, and rushes against Linwei take a −2 penalty (−4 in Fire Aura). An enemy may spend one
Willpower to become immune for the scene.
Flame-Borne Interception (4m; Reflexive; Until next turn; Balanced, Fire, Uniform): Gain +1
Parry. Increases by one for each attack blocked; resets back to +1 if she’s hit or dodges.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Reflexively clash with a decisive attack. Counts as her action for the round unless she expends
Fire Aura.
Mobility Charms
Dancing Ember Stride (4m, 2i; Simple; Instant; Fire, Perilous): Rush from short range with
double 9s (medium range if she pays one Willpower and expends Fire Aura). If successful,
instantly move into close range of target.
Inescapable Blazing Advance (5m, 1wp, expend Fire Aura; Supplemental; Instant; Aura, Fire):
Add 4 non-Charm dice on a rush. Up to four 1s on opposing character’s roll cause him to lose 1
Initiative each, which Linwei gains. If this crashes him, he catches fire, suffering (Initiative lost)
dice of Hardness-ignoring lethal damage on each of his turns until extinguished.
War Charms
Deadly Wildfire Legion (5m, 1wp, expend Fire Aura; Supplemental; Instant; Aura, Fire): Add
+4 non-Charm dice on Command roll to order an attack; battle group may immediately take its
turn if it hasn’t acted this round. Every two Command roll successes add one die of damage.
Once per scene unless reset by ordering a battle group to attack and deal enough damage to
incapacitate a nontrivial foe or rout a battle group.
Indomitable Flame of Valor (1m [+1wp]; Supplemental; Instant; Aura, Fire): Rally with double
9s; can pay one Willpower to grant elite Drill troops perfect morale for one round.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command with a
non-attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense penalty.
Yushoto Mathar
Yushoto Mathar has a long and storied career with the Seventh Legion. His skill on horseback
earned him a position in the field as a cavalry officer. He’s run reconnaissance on the Realm
legions’ movements, infiltrated smuggling rings, and intercepted messages between enemies
intent on bringing harm to Lookshy and the Scavenger Lands. Once he left active duty with the
Seventh Legion, he brought all the skills he cultivated in the army to bear as a spy for the
Intelligence Directorate.
During his time as a ranger, Mathar heard tales of a wandering hero named Left Hand Chalima.
Their paths crossed when both responded to a call for aid from the people of Yerath. Together,
Mathar and Chalima helped the villagers make a stand against a neighboring warlord, and
became fast friends in the process.
When they learned of a Wyld Hunt on the trail of the Anathema who’d been fomenting rebellion
in small settlements, they sought out the Realm forces to offer their aid and swore Kinship. He
grew fond of his Hearthmates River and Swift in short order, and over the years, he’s felt
romance blooming between himself and Eshuvar. Some of his Lookshyan rivals have used his
loyalty against him, sabotaging his career and ending his climb up the Directorate ladder. He has
no regrets. His choices let him sleep at night.
People often can’t help but like Mathar. He’s handsome and charming, and commands attention
with his gregarious nature. He’s good at reading a room, and inspires positive feelings with his
mere presence. Mathar is a skilled musician; his biwa is never far from reach. Animals respond
to his training — he’s particularly fond of birds, and has had several avian familiars over his
lifetime. His current companion is a bluejay.
Mathar travels the River Province on missions for the Directorate, seeking information on
existing or imminent threats to Lookshy. He cultivates as an eyes-and-ears network separate
from the Directorate’s, as some of his colleagues attempt to pass along incomplete and often
inaccurate information to him. Mathar prefers to meet his informants at The Dancing Blossom, a
teahouse in Lookshy’s Fourth Ring.
Aspect: Wood
Essence: 3; Willpower: 8; Join Battle: 11 dice (+6 for 6m)
Personal Motes: 14; Peripheral Motes: 23
Health Levels: −0/−1x2/−2x2/−4/Incap.
Actions: Disguise: 7 dice (+4 for 4m); Feats of Strength: 7 dice (+4 for 4m, may attempt
Strength 3 feats); Investigation: 9 dice (+4 for 4m); Lookshyan Education: 5 dice (+2 for 2m);
Read Intentions: 9 dice (+4 for 4m); Resist Poison/Disease: 6 dice (+2 for 2m); Senses: 9 dice
(+4 for 4m); Social Influence: 10 dice (+4 for 4m); Stealth: 8 dice (+4 for 4m); Tracking: 8 dice
(+4 for 4m)
Appearance 4, Resolve 3 (+2 for 4m), Guile 4 (+2 for 4m)
Combat
Attack (Ageos’ Thorn, green jade direlance): 9 dice (+4 for 4m, Damage 17L/5)
Attack (Dawnbreaker, green jade short powerbow): 14 dice at short range (+6 for 6m,
Damage 13L/3)
Combat Movement: 8 dice (+4 for 4m)
Evasion: 3 (+2 for 4m), Parry: 4 (+2 for 4m)
Soak/Hardness: 10/7 (Xarym, green jade lamellar)
Intimacies
Defining Principle: Loyalty above all.
Major Tie: Lookshy (Duty)
Major Tie: Left Hand Chalima (Friendship)
Major Tie: Sesus Eshuvar (Romantic Interest)
Major Tie: Kingfisher Swift (Respect)
Major Tie: Righteous River (Loyalty)
Minor Principle: Music and laughter cure many an ill.
Minor Principle: I long to find meaning in the Immaculate Faith.
Minor Tie: Gens Yushoto (Kinship)
Minor Tie: The Realm (Distrust)
Offensive Charms
Arrow Thorn Technique (3m; Supplemental; Instant; Balanced, Dual, Wood): +1
Overwhelming on a withering Archery attack (+3 with aim) or add two decisive Archery attack
roll extra successes as dice of damage (3 with aim).
Death From Nowhere (4m; Supplemental; Instant; Air/Water, Balanced, Withering-only):
Withering attack ignores 3 points of armor soak (5 with aim).
Five-Dragon Arsenal: Reduce weapon attunement costs by three motes.
Heartbeats Before Death (1m, 1wp; Reflexive; Instant; Aura, Uniform, Wood): (1m, 1wp;
Reflexive; Instant; Aura, Uniform, Wood): Aim reflexively at a living or undead enemy before
making an Archery attack, and ignore light and medium cover. If he previously aimed, can
ignore full cover, though it grants target +3 Defense. Once per scene, unless reset by aiming
normally against an enemy before hitting her with a decisive attack.
Spring Follows Winter (2m [1i per die]; Supplemental; Instant; Aura, Perilous, Uniform,
Wood): Reroll up to three non-1 failures on an Archery attack roll for one Initiative each.
Defensive Charms
Aura of Grasping Branches (5m, 3i, 1wp; Simple; One scene; Perilous, Wood): Ignore up to 4
points of onslaught penalties to Parry per round, which may be divided between multiple attacks.
In Wood Aura, doesn’t suffer onslaught penalties from attacks she successfully parries.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Reflexively clash with a decisive Melee attack. Counts as his action for the round unless he
expends Fire Aura.
Root-and-Hand Merging (5m, 1wp; Reflexive; One scene; Balanced, Wood): Gain +1 Parry
(non-Charm in Aura) and add +2 to difficulty of disarm gambits against him.
Social Charms
Auspicious First Meeting Attitude (5m; Simple; Instant; Balanced, Water): (5m; Simple;
Instant; Balanced, Water): Upon meeting someone for the first time, roll Social Influence against
his (lower of Guile or Resolve) to both read his intentions and instill a positive Tie towards
Mathar.
Foul Stench of Lies Discernment (3m, 1wp; Reflexive; Instant; Air, Mute): Roll Investigation
with three non-Charm dice against a character’s Guile when he speaks to determine if he’s lying.
Waive Willpower cost for subsequent uses once a lie’s been found.
Sanxian-Charming Fingers (3m; Supplemental; Instant; Wood): Double 9s on a Social
Influence roll with an instrument.
Soul-Stirring Performance (3m, 1wp; Simple; Instant; Wood): Roll Social Influence with +3
non-Charm dice to inspire an emotion. Resisting requires entering a Decision Point and calling
on an Intimacy of any level.
Miscellaneous Charms
Bloodhound’s Nose Technique (4m, 1wp; Simple; 3 days; Water/Wood): Roll Investigation
with double 9s to examine evidence, with base difficulty 3. If successful, pick up scent of
character who left the evidence, identifying her if Mathar already knows her. Double 9s on rolls
to detect or track that character by scent.
Instant Disguise Prana (1m, 1wp; Simple; Instant; Water): Roll Disguise in one minute,
ignoring penalties for lacking equipment. With equipment, double 9s.
Quarry Revelation Technique (2m; Supplemental; Instant; Balanced, Wood): Reroll 6s on
Tracking and can contest magical concealment.
Cevis Ghandarva
Child of the Scarlet Dynasty. Self-proclaimed avatar of the Immaculate Dragon Mela. Exile from
the Realm. Luminary among the Forest Witches. Child of a god. Cevis Ghandarva has lived
many lives, both figuratively and literally. From the days when a young Ghandarva was first
enthralled by a Fair Folk prince who showed him how he might be perfected, the Dragon-Blood
has striven in pursuit of transcendence and enlightenment. Though the Realm rebuffed his early
pretensions and his proclamation of himself as Mela returned, Ghandarva’s obession with self-
perfection would not be easily extinguished, and ultimately led to the emergence of the Forest
Witches as they are today.
There is little room for compassion or compromise on the path to perfection, Ghandarva reasons.
Yes, he has betrayed his closest companions, lost those that he has loved, and been maimed at
the hands of the forest’s mysteries — but has it not been worth it? Is the Sea of Mind not a
paradise for the living and the dead? Did the sacrifice of his flesh not appease Oreithyia, who
now loyally serves the Forest Witches? And has he not mastered Domnica’s Mantle, and
transcended the cycle of death and rebirth thereby? Surely, such accomplishments prove the
necessity of the costs he has paid in pursuit of them.
Ghandarva strives to conquer without conquest, the ideology of ruling from the shadows
espoused in his Spear Sutra. He envisions the end of the Realm, and the rise of his loyal
Company of Thrones to establish the empire that will come after. In pursuit of this goal, he has
undergone multiple reincarnations with the power of Domnica’s Mantle. In his most recent,
Ghandarva was reborn as the child of Spinner of Glorious Tales, one of the three gods who rule
Great Forks (Exalted, p. 88). However, his efforts at suborning the City of Temples have been
complicated by the unexpected formation of a familial bond between himself and Spinner of
Glorious Tales. The god does not fully trust his strangely canny son, nor would Ghandarva allow
sentiment to come between him and his conquest — yet neither can deny that they love each
other as family.
Aspect: Air
Essence: 5; Willpower: 8; Join Battle: 8 dice (+4 for 4m)
Personal: 16; Peripheral: 37
Health Levels: −0/−1x5/−2x8/−4/Incap.
Actions: Command: 8 dice (+4 for 4m); Dynastic Education: 6 dice (+2 for 2m); Investigation: 5
dice (+2 for 2m); Feats of Strength: 6 dice (+2 for 2m; may attempt Strength 3 feats); Medicine:
5 dice (+2 for 2m); Mysticism: 8 dice (+4 for 4m); Read Intentions: 10 dice (+4 for 4m); Resist
Poison/Disease: 8 dice (+4 for 4m); Senses: 6 dice (+2 for 2m); Social Influence: 12 dice (+6 for
6m); Stealth: 7 dice (+4 for 4m); Strategy: 6 dice (+2 for 2m); Tracking: 5 dice (+2 for 2m);
Appearance 4, Resolve 5 (+2 for 4m), Guile 3 (+1 for 2m)
Combat
Attack (Unarmed): 14 dice (+6 for 6m, Damage 11B)
Attack (Grapple): 10 dice (+4 for 4m; 10 dice to control, +4 for 4m)
Combat Movement: 7 dice (+4 for 4m)
Evasion 1; Parry 5 (+2 for 4m)
Soak/Hardness: 16/10 (Immaculate Husk, blue jade articulated plate)
Intimacies
Defining Principle: The Blood Sutra and the Spear Sutra are the Forest Witches’ only path
forward.
Defining Principle: No sacrifice is unthinkable in pursuit of victory.
Defining Tie: Himself (Pride)
Major Principle: The blessings of the forest free us to pursue self-perfection.
Major Tie: The Company of Thrones (Trust)
Major Tie: The Realm (Bitterness)
Major Tie: Vitali Proseria (Distrust)
Minor Tie: Bidalaksa Valentin (Grief)
Minor Tie: Spinner of Glorious Tales (Affection)
Escort
When not under cover, Ghandarva may be attended by Dragon-Blooded of the Company of
Thrones.
Merits
Immersed in the Sea of Mind
Offensive Charms
Essence Venom Strike (6m, 3i, 1wp; Simple; Instant; Aggravated, Decisive-only): Make a
decisive attack. If it deals damage, it inflicts a poison with Damage 1A/round, Duration (One
round per two dice of damage, maximu, 5), and a −2 penalty. Crashed don’t get a roll against the
poison.
Feather-Stirred Arrow Deflection (2m [+1wp]; Reflexive; Instant; Uniform): When
counterattacking a ranged attack, extend counterattack’s range to that of the original attack
(maximum long). May spend one Willpower to direct counterattack at a different enemy.
Humbling Enlightenment Commentary (1m, 1wp; Supplemental; Instant; Decisive-only): Add
stunt bonus to decisive counterattack’s damage roll as well as attack roll. If damage exceeds
target’s Resolve, instill a positive Tie to a group or a philosophical or ethical Principle. If she
resists with Willpower or already has that Intimacy, she instead loses 5 Initiative (which
Ghandarva doesn’t gain).
Kindly Sifu’s Quill (5m; Supplemental; Instant; Decisive-only): Double 10s on decisive damage
roll. Positive Ties to groups and philosophical or ethical Principles penalize target’s Defense if
exploited with an appropriate stunt.
Mournful Crane’s Cry (3m; Supplemental; Instant; Decisive-only): Decisive counterattack
knocks enemy back two range bands to fall prone.
Striking Cobra Technique (3m; Supplemental; Instant; Dual): Add +4 raw withering damage
or one die of decisive damage. Against crashed enemies, instead add +4 post-soak withering
damage or one success on decisive damage roll.Wisdom of the Celestial Crane (7m, 1wp;
Reflexive; Instant; Decisive-only): Decisive counterattack against a damaging decisive attack
adds (lower of Ghandarva’s or attacker’s Initiative) to damage. Upon incapacitating a foe, can
raise a positive Tie to a group or philosophical or ethical Principle to Defining. Once per scene,
unless reset by going three rounds without being hit or attacking (not counting counterattacks).
Defensive Charms
Blade-Deflecting Palm (1m per die, 1i; Reflexive; Instant; Perilous, Uniform, Water): Up to
fifve 1s on an attack roll against Ghandarva’s Parry let him pay one mote to reroll a successful
die, starting with 7s and moving up.
Body-Like-Clouds Meditation (8m; Simple; Aura; Air, Aura, Withering-only): Withering
damage rolls against Ghandarva take a −5 penalty. If a withering attack hits but deals no
damage, Ghandarva steals 2 Initiative from his attacker.
Countless Coils Evasion (7m, 1wp; Reflexive; Instant; Decisive-only, Perilous): After decisive
attack roll, roll (5 + Initiative). Each succes subtracts one die from damage roll. Reset to base
Initiative. Once per scene.
Crane Form (8m, Simple; One scene; Form): Gain +1 Parry, and reduce Initiative cost of full
defense by one. When he takes a full defense, can make a withering or decisive counterattack
against each attack against him until his next turn. Can use reflexively upon causing an enemy’s
Initiative to fall below his own by defending against one of her attacks.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +5
soak. In Earth Aura, can be used after attack roll.
Revolving-Hurricane-Force Defense (5m, 1wp; Reflexive; Aura; Air, Aura, Withering-only):
Roll 13 dice and gain soak bonus equal to successes. Drops by one each time an attack hits him.
Once per scene.
Snake Form (8m [+1m, 1wp]; Simple; One scene; Form): Gain +4 soak, and inflict −1 penalty
on attacks against him (−3 against lower-Initiative enemies). Can use reflexively upon lowering
an enemy from an Initiative higher than his own to one lower than him with a withering attack.
Essence Fangs and Scales Technique: Pay a one-mote, one-Willpower surcharge to gain an
additional +5 soak and +2 raw damage on withering attacks.
Mobility Charms
Cloud-Treading Method (5m; Supplemental; Instant; Air, Mute): Ignore five points of penalties
on movement roll and can walk over surfaces that can’t support his weight, as long as he ends on
solid ground. In Air Aura, can walk on liquids and vapors.
Social Charms
Ascendant Ideal Inspiration (6m, 1wp; Simple; Indefinite; Air): Ghandarva dedicates himself
to a Defining Principle. Influence to weaken it must be rolled twice, using the lower result.
Double 9s on influence rolls to instill the Principle in others or persuade them to act on it.
Dragon’s Voice Mastery (5m, 1wp; Supplemental; Instant; Air): Add 3 non-Charm successes
on a Social Influence roll that aligns with one of Ghandarva’s Major or Defining Principles and
increase the cost to resist by one Willpower. Once per day, unless reset by upholding a Major or
Defining Intimacy.
Puissant Precursor’s Monologue (8m, 1wp; Simple; Instant; Air): Roll Social Influence with
double 7s to persuade characters to take action that supports one of Ghandarva’s Defining
Principles. Characters that share that Principle must pay an additional Willpower to resist. Once
per scene unless reset by upholding a Defining Principle with a legendary social goal.
Seizing-the-Tongue Technique (6m; Supplemental; Instant; Air, Balanced): Reroll up to five
non-1 failures on a Social Influence roll. In Air Aura, can use after rolling.
Smoothing-Over-the-Past Technique (5m, 1wp; Simple; Instant; Water): Roll Social Influence
against one character to make her forget a past incident of misconduct by Ghandarva for one
scene. If this would make her act against a Major or De ning Intimacy, she may resist for one
Willpower.
Wind-Carried Words Technique (3m [+1wp]; Simple; Instant; Air): Send a message of up to a
few sentences to a character within 50 miles. For a one-Willpower surcharge, extend range to
500 miles.
Lineage Charms:
Ghandarva possesses several Eclipse Charms reflecting his most recent incarnation’s descent
from the god Spinner of Glorious Tales, per the Divine Lineage Merit (p. XX).
Haled to the Horizon (5m; Simple; Instant; Eclipse; Essence 2): Roll Social Influence with 5
non-Charm dice to inspire wanderlust (Eclipses roll [Manipulation + Presence] with [higher of
Essence or 3] non-Charm dice. If not resisted with Willpower, the inspired emotion doesn’t
subside until an affected character has completed a narratively significant journey to a locale
she’s never been to before.
Legends Become Truth (8m, 1wp; Simple; Instant; Eclipse; Essence 4): Roll Social Influence to
introduce a fact by telling a story, subject to normal limits on introducing facts (Eclipses roll
[Charisma + Performance]). If Ghandarva wishes, this can also count as a Performance-based
influence roll. No Lore background is necessary, but the introduced fact must uphold or align
with one of Ghandarva’s Intimacies, or an Intimacy of an audience member whose Resolve is
beaten by the roll.
Merits
Cult 2
Pain Tolerance
Unnatural Hide 2
Offensive Charms
Invisibly Hidden Chakram Method (2m [1m]; Simple; Indefinite; Air, Balanced, Stackable):
Banish a knife Elsewhere (or multiple knives with one activation in Air Aura), maximum 5.
Knives past the first cost only one mote to banish.
Mela’s Twin Fangs (4m, 1wp; Simple; Instant; Air, Aura, Withering-only): While Anja has a
knife Elsewhere, she makes two withering attacks, one with a readied knife and one with the
knife from Elsewhere. Only the attack that deals the highest damage grants Initiative.
Thousand Razor Wind (1m, 1wp, expend Air Aura; Simple; Instant; Air, Aura, Decisive-only):
Make a decisive attack with a readied knife and with each knife in Elsewhere, rolling separately
for each. Divide Initiative evenly among all attacks, rounded up, to determine damage, and
ignore Hardness.
Defensive Charms
Flickering Candle Meditation (1m, 1i; Reflexive; Instant; Fire, Perilous, Uniform): Up to four
1s on attack roll negate one point of penalty to Evasion each.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +4
soak. In Earth Aura, can be used after attack roll.
Nimble Zephyr Defense (1m; Reflexive; Instant; Air, Uniform): Successfully dodging an attack
causes attack to lose 1 Initiative, which Anja doesn’t gain unless she’s in Air Aura. If the attack
rolls any 1s, Anja can dodge even if its successes equal her Evasion.
Social Charms
Dragon’s Voice Mastery (5m, 1wp; Supplemental; Instant; Air): Add 2 non-Charm successes
on a Social Influence roll that aligns with one of Anja’s Major or Defining Principles and
increase the cost to resist by one Willpower. Once per day, unless reset by upholding a Major or
Defining Intimacy.
Puissant Precursor’s Monologue (8m, 1wp; Simple; Instant; Air): Roll Social Influence with
double 7s to persuade characters to take action that supports one of Anja’s Defining Principles.
Characters that share that Principle must pay an additional Willpower to resist. Once per scene
unless reset by upholding a Defining Principle with a legendary social goal.
Numen Charms
As a numen (p. XX), Anja counts as a spirit, can hear prayers to her, and reforms after a month if
killed without magic capable of permanently destorying spirits. She also has the following
Eclipse Charms:
Dematerialize (30m, 1wp [15m, 1wp to rematerialize]; Simple; Instant): Anja dematerializes at
the start of her next turn. She can materialize with a second use for fifteen motes, one Willpower.
Beckon Back the Lost (2m or 5m, 1wp; Simple; Instant or Indefinite; Eclipse; Essence 3): For
two motes, Anja can reanimate the corpse of anyone who’s died in the forest as a zombie
(Exalted, p. 502). Alternatively, for five motes and one Willpower, she can create an illusionary
replica of anyone who’s ever died in the forest. It’s not an independent character nor is it capable
of rolled actions; Anja can use its senses and make social influence rolls through it with her own
traits, though she can’t enhance them with her Charms. A character can recognize the replica for
a fake with a read intentions roll or (Perception + Awareness) roll against her own Guile. The
replica’s behavior, knowledge, and memories are limited to Anja’s knowledge of the deceased,
although she can introduce facts to establish this knowledge. Normally, Anja can only reanimate
corpses or create replicas within close range of herself, but if a character prays to her and makes
a request that could be literally or figuratively fulfilled with this Charm, she may use it with
unlimited range to do so.
Festering Rot (4m; Supplemental; Instant; Aggravated, Decisive-only, Eclipse; Essence 1):
Anja’s decisive attack against a living character deals aggravated damage. If it deals any
damage, at the end of that character’s next turn, unless he or an ally successfully treats the
wound with an (Intelligence + Medicine) roll at difficulty (Anja’s Essence), he suffers an
additional level of aggravated damage, ignoring Hardness, and contracts infected wounds
(Exalted, p. 235) without a chance to resist, even if he has Exalted healing.
Fourfold Embodiment of Anja (5m; Simple; Instant; Eclipse; Essence 1): Anja may vary
between the four forms described above. The above traits reflect her form as a woman cut in
half. In the shape of her former life, she loses Hideous. In her feline shape (Exalted, p. 560), she
may use a cat’s traits in place of her own if they are better, treating any dice over her own pools
and any dice from Merits or special abilities as Charm dice, but is blind (Exalted, p. 168). As a
heap of snakeskins, she can’t speak or take any non-reflexive physical actions, but suffers no
impediments to conveying social influence nonverbally.
Keeper of Forgotten Things (3m; Simple; Instant; Eclipse; Essence 2): Anja can summon
object that has been lost or forgotten in the forest to her, as long as no one is currently aware of
its location and she is able to carry it. Alternatively, she can summon a heap of refuse, sufficient
to create a patch of difficult terrain large enough to encompass one character within medium
range and capable of providing light cover. If she tries to summon refuse beneath a character, he
may roll (Dexterity + [Athletics or Dodge]) at a difficulty of her Essence; successes forces her to
instead summon the refuse at a point within close range of him rather than directly beneath him.
Stirring Ancient Remembrances (4m, 1wp; Supplemental; Instant; Eclipse; Essence 3): When
Anja introduces or challenges a fact, she’s treated as having a Lore background in all knowledge
and memories that have ever been forgotten by someone while in the forest, and the knowledge
and memories of those who’ve died in the forest.
Things Best Forsaken (10m, 1wp; Simple; Instant; Eclipse, Psyche; Essence 3): Roll Read
Intentions against a character’s Guile; success reveals what that character most desires to remove
or be rid of about himself, even if he hasn’t consciously realized this desire. If Anja’s Read
Intentions successes exceed his Resolve, he is confronted with a visceral awareness of that trait
or quality’s presence in him as a Psyche effect. He loses one Willpower and must react to his
self-revulsion with a course of action that rises to the level of a serious or life-defining task
(Exalted, p. 216), chosen by his player. Resisting requires entering a Decision Point and calling
on at least a Major Intimacy. This Charm can’t be used against the same character more than
once per story.
Vitali Proseria
Among the first outcastes to join Cevis Ghandarva’s band of Dynastic renegades, Vitali Proseria
has cast a long shadow over the Forest Witches ever since. While it was Peace of Song Forgotten
who discovered the forest pool that would become the Sea of Mind, and the dead prophetess
Evelina who first envisioned how the Sea’s boundaries might be expanded, it was Proseria who
led the Witches’ efforts in plumbing the Sea’s depths and forging the afterlife of Atsiluth Eternal.
After her death, Proseria called upon the many allies she’d made among both the living and the
dead to launch a bid to usurp Evelina, establishing the Council of Atsiluth Eternal with Proseria
at first among equals.
The dead have always been Proseria’s foremost priority. For the living, the Sea is a paradise, but
for the dead, it’s all that sustains their existence — and if the necessary tribute of treasures rich
in Essence is not rendered unto the Sea, it’s the dead who will cease to be. Her every policy and
pronouncement, from the first opening of the Sea to the living to the Tax of Fading Embers, has
been for the goal of ensuring a steady procession of offerings so that Atsiluth Eternal may endure
forever.
Few of Proseria’s fellow councilors are so fixated on a single issue. In matters of politics
unrelated to the tithe and the persistence of the dead, she’ll often espouse a fellow councilor’s
agenda with the expectation that he’ll return the favor in the future. Her fellow dead remain
divided on the issue, and even the greatest savants of the Sea’s nature remain unable to reach any
consensus on whether her ambition can be made real.
Aspect: Earth
Essence: 4; Willpower: 9; Join Battle: 7 dice (+4 for 4m)
Personal: 15; Peripheral: 23
Health Levels: −0/−1x4/−2x4/−4/Incap. (Walking Effigy: −0x2/−1x3/−2x3/−4x3/Incap.)
Actions: Administration: 11 dice (+6 for 6m); Ancient Lore: 8 dice (+4 for 4m); Disguise: 6 dice
(+2 for 2m); Feats of Strength: 7 dice (+4 for 4m; may attempt Strength 3 feats); Investigation: 7
dice (+4 for 4m); Mysticism: 7 dice (+4 for 4m); Read Intentions: 8 dice (+4 for 4m); Senses: 8
dice (+4 for 4m); Social Influence: 12 dice (+6 for 6m); Sorcery: 7 dice (+4 for 4m); Tracking: 5
dice (+2 for 2m)
Appearance 3, Resolve 4 (+2 for 4m), Guile 5 (+2 for 4m)
Combat
Attack (Surgeon and End to Morning, blue jade smashfists): 13 dice (+6 for 6m, Damage
14B/3)
Attack (Grapple): 8 dice (+4 for 4m; 10 dice to control, +4 for 4m)
Combat Movement: 6 dice (+2 for 2m)
Evasion: 1; Parry: 4 (+2 for 4m)
Soak/Hardness: 14/10 (Walls of Atsiluth, white jade articulated plate)
Intimacies
Defining Principle: The dead of Atsiluth Eternal must endure forever.
Defining Principle: I will make the Sea of Mind into the one true reality.
Defining Tie: Atsiluth Eternal (Possessiveness)
Major Principle: Perfection arises from conviction, compassion, temperance, and valor, but can
only be fully realized in the Sea of Mind.
Major Principle: Those who defy my laws shall not know the Sea of Mind’s paradise.
Major Tie: Cevis Ghandarva (Wariness)
Minor Principle: The Blood Sutra and the Spear Sutra have their validity.
Minor Tie: The Black Scale Embassy (Cautious Cooperation)
Escort
Proseria may be accompanied by other dead Forest Witches while in Atsiluth Eternal, and by an
honor guard of living Witches on those occasions she leaves.
Merits
Immersed in the Sea of Mind
Walking Effigy: Proseria can only interact with the real world while attuned to a walking effigy
(p. XX). While she inhabits it, she uses its health track, is immune to poison and disease, and has
no need to eat, drink, sleep, or breathe.
Offensive Charms
Crater-Making Impact (5m, 1wp; Simple; Instant; Aura, Earth, Decisive-only): Make a
decisive smash attack against a crashed enemy or a decisive throw against a grappled enemy. If
it hits, he falls prone and is knocked back one range band, creating difficult terrain where he
lands. With 3+ levels of damage, she can knock him to medium range, inflicting damage per a
short-range fall. With 7+ levels of damage, she can knock him to long range, inflicting damage
per a medium-range fall.
Hammering Wave Technique (5m; Supplemental; Instant; Dual, Water): Add +4 raw
withering damage or double 10s on decisive damage roll. In Water Aura, if she deals 3+
withering damage or 1+ decisive damage, the onslaught inflicted by the attack doesn’t fade on
her enemy’s next turn.
Pounding Surf Style (2m; Supplemental; Instant; Balanced, Water, Withering-only): Add
target’s current onslaught penalty to Overwhelming. In Water Aura, also add to raw withering
damage.
Rolling Boulder Blow (5m; Supplemental; Instant; Aura, Decisive-only, Earth): Add up to four
attack roll extra successes on a smash attack as dice of decisive damage. May both knock enemy
prone and smash him back one range band.
Unfeeling Earth Meditation (3m; Reflexive; Instant; Earth): Ignore wound penalties on one
action. In Earth Aura, ignore wound penalties as long as she remains in that Aura.
Defensive Charms
Blade-Deflecting Palm (1m per die, 1i; Reflexive; Instant; Perilous, Uniform, Water): Up to
four 1s on an attack roll against Proseria’s Parry let her pay one mote to reroll a successful die,
starting with 7s and moving up.
Earth Bears Witness (5m, 3i; Reflexive; Instant; Aura, Decisive-only, Earth, Perilous): Reduce
decisive damage by 2, or 3 if there’s a large earthen structure within short range.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +3
soak. In Earth Aura, can be used after attack roll.
Social Charms
Flawless Diamond Heart (7m; Reflexive; Instant; Balanced, Earth): Lower the cost to reduce
influence that opposes a Major or Defining Intimacy by two Willpower. Once per story unless
reset by upholding that Intimacy.
Grinding Millstone Argument (3m, 1wp; Reflexive; Instant; Earth): Reset a failed persuade. If
a target uses the same Intimacy to bolster Initiative against the new roll as he did against the
original, its bonus is reduced by one. Once per scene.
Heartstring-Pulling Approach (3m, 1wp; Supplemental; Instant; Fire): Add a non-Charm
success on a single-target Social Influence roll. If the target’s Resolve is lowered by a Major or
Defining Intimacy based on passionate emotion, the cost to resist the influence increases by one
Willpower.
Seizing-the-Tongue Technique (6m; Supplemental; Instant; Air, Balanced): Reroll up to four
non-1 failures on a Social Influence roll. In Air Aura, can use after rolling.
Unfaltering Pillar of Unity (10m, 1wp; Simple; Instant; Earth, Mute): Roll Social Influence
with double 8s, ignoring multiple target penalties to instill members of a culture or social group
with a Tie of loyalty to that culture or group. Resisting requires entering a Decision Point and
calling on at least a Major Intimacy. An affected character can’t erode the Intimacy for (6 − his
Integrity) weeks or act to oppose it as long as he has it, unless failing to do so would threaten a
Defining Intimacy. Other characters’ efforts to weaken the Intimacy use the rules for overturning
social influence. Once per story, unless reset by accomplishing a major character or story goal
that benefits the Forest Witches or a subculture thereof.
Virtuous Mountain’s Shadow (8m, 1wp; Reflexive; Instant; Earth): Dispute an influence roll
by citing a Major or Defining Intimacy that opposes it. All characters who hear her may use that
Intimacy to bolster their Resolve or in a Decision Point; those who do gain that Intimacy at
Minor intensity.
Sorcery
Shaping Ritual: If Proseria would gain Willpower from sleeping, she can forgo it to have a
cryptically prophetic dream, rolling Sorcery and gaining sorcerous motes equal to her successes,
which last until the next time she sleeps. Each counts as two sorcerous motes if spent on her
control spell. Once per story, she can stunt a description of how her dreams foretold current
events to gain ([stunt level + 1] x4) sorcerous motes, which last until the scene ends.
Death of Obsidian Butterflies (15sm, 1wp; Decisive-only; Instant; Control): Roll Sorcery with
+4 bonus dice as an undodgeable decisive attack against all characters in a line out to medium
range (battle groups take −2 Defense). Roll (4 + extra successes)L damage, or (9 + extra
successes)L against battle groups. This doesn’t reset Proseria’s Initiative.
Demon of the First Circle (Ritual, 2wp; Instant) Summon a First Circle Demon in a night-long
ritual, rolling Sorcery against its Resolve to bind it.
Infallible Messenger (5sm, 2wp; Control): Conjure a cherub to deliver a message up to five
minutes long to a single individual anywhere in Creation, reaching him within a day. Can convey
social influence, but not social Charms.
Kingfisher Swift
Growing up, Kingfisher Swift imagined she’d never get closer to the Blessed Isle than her home
in the Tongma Archipelago off its western coast. She expected to work the land until she died, as
her peasant family had for generations. Any loftier goals were little more than a child’s idle
daydreams. Then she Exalted, and was haled away to the Obsidian Mirror. One more lost egg,
found.
Swift graduated from Pasiap’s Stair and enrolled in the Imperial legions. Swift’s superiors
quickly noticed her penchant for command, and promoted her through the ranks until she became
a winglord. In her youth, she participated in a Wyld Hunt where she met her Hearthmates —
their oath was Swift’s idea — and captured an Anathema and slew his Wretched companion. She
married into the small but prestigious patrician Tereya family, and thought she’d done quite well
for a Tongma peasant.
Yet, when the Scarlet Empress disappeared and the Great Houses divvied up the legions, her
honorable service and respected family name meant little. The commanders trumped up an
insubordination charge and let some Cathak pup bark the news to her. Swift was humiliated, and
angry, and bitterly sad to see the Realm she loved so fiercely set to infighting. The jockeying for
position among those who were supposed to lead infuriated her, but she had no power to stop it.
The Tereya matriarch — Swift’s own aging niece, Tereya Seren — offered her charge of the
household guard. She accepted, aware that the position might someday pit her against the very
legions she’d served. Some days, she’s almost glad she’s a widow: Her husband always worried
when she was called off to fight. Her three living children have given her half a dozen
grandchildren so far, one of whom Exalted as an Earth Aspect like herself. She dreads what it
will mean for her family, should the Realm descend into civil war.
Swift is blunt and direct, and writes letters to her friend Righteous River laying out her concerns
for the Realm’s future. River never judged her by the red-haired icon of Daana’d that Swift
wears on her belt, which marked her as a peasant from the backwaters of Tongma. Her
Hearthmates know her as thoughtful, perceptive, and stubborn, and she counts Sesus Eshuvar as
one of her closest friends.
Those who served with Swift recall her devotion, and despite her dishonorable discharge often
send young recruits to her for mentoring. She maintains contacts with the other patrician houses’
militias in the Imperial City, and still has friends among the Great Houses’ officers. A letter of
recommendation from Kingfisher Swift carries significant weight for those who have earned her
respect.
Swift is short and muscular, with brown skin and pale violet hair she keeps cut short.
Aspect: Earth
Essence: 3; Willpower: 8; Join Battle: 10 dice (+4 for 4m)
Personal Motes: 14; Peripheral Motes: 24
Health Levels: −0/−1x3/−2x3/−4/Incap.
Actions: Command: 9 dice (+4 for 4m); Feats of Strength: 7 dice (+4 for 4m, may attempt
Strength 3 feats); Read Intentions: 6 dice (+2 for 2m); Resist Poison/Disease: 10 dice (+4 for
4m); Senses: 10 dice (+4 for 4m); Social Influence: 6 dice (+2 for 2m); Strategy: 7 dice (+4 for
4m)
Appearance 2, Resolve 3 (+1 for 2m), Guile 2 (+1 for 2m)
Combat
Attack (Stone Eater, orichalcum goremaul): 11 dice (+6 for 6m, Damage 16B/5)
Combat Movement: 6 dice (+3 successes for 3m)
Evasion: 3 (+1 for 2m), Parry: 5 (+2 for 4m)
Soak/Hardness: 15/10 (Bones of Verity, white jade reinforced breastplate)
Intimacies
Defining Principle: The Realm must endure.
Major Principle: Found family is as important as blood relations.
Major Principle: My loyalty lies with the Scarlet Throne, not the Great Houses.
Major Principle: The Immaculate Philosophy guides me in life.
Major Principle: Anathema are a danger to us all.
Major Tie: Sesus Eshuvar (Friendship)
Major Tie: Righteous River (Respect)
Major Tie: Left Hand Chalima (Friendly Rivalry)
Major Tie: Yushoto Mathar (Admiration)
Major Tie: Her children and grandchildren (Love)
Major Tie: House Cathak (Resentment)
Minor Tie: House Tereya (Loyalty)
Minor Tie: Tereya Seren (Respect)
Offensive Charms
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +4 raw withering
damage or double up to four 10s on a decisive damage roll.
Pasiap Preempts Haste (3m; Supplemental; Instant; Earth): Join Battle with double 9s. If Swift
wins Join Battle, she waives the Initiative cost for delaying her action, and adds +5 dice on her
attack roll that turn if she delays it until after an enemy acts.
Unfeeling Earth Meditation (3m; Reflexive; Instant; Earth): Ignore wound penalties on one
action.
Defensive Charms
Earth Bears Witness Reduce decisive damage by 2, or 4 if there’s a large earthen structure
within short range.
Fearsome Dragon Presence (5m; Reflexive; One tick; Fire, Perilous): Attack rolls, influence
rolls, and rushes against Swift take a −2 penalty (−3 in Fire Aura). An enemy may spend one
Willpower to become immune for the scene.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +4
soak. In Earth Aura, can be used after attack roll.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Reflexively clash with a decisive attack. Counts as her action for the round unless she expends
Fire Aura.
Rumbling Earth Rebuke (4m, 1wp; Reflexive; Instant; Decisive-only, Earth): After
successfully blocking or clashing an attack from close range, make a reflexive disarm gambit.
Social Charms
Burning Dragon Mien (4m; Simple; Instant; Fire): Roll Social Influence with double 9s to
threaten a single target. If his Resolve is beaten, he loses 1 Initiative (which Chalima doesn’t
gain).
Flawless Diamond Heart (7m; Reflexive; Instant; Balanced, Earth): Lower the cost to reduce
influence that opposes a Major or Defining Intimacy by two Willpower. Once per story unless
reset by upholding that Intimacy.
Thicker Than Stone (4m, 1wp; Reflexive; Instant; Earth): Against influence that opposes a
positive Tie to another Dragon-Blood, a family member, or a subordinate under her command,
add (Intimacy/2, rounded up) non-Charm Resolve. Successfully resisting grants one Willpower.
Can only protect a Tie once per story.
Virtuous Mountain’s Shadow (8m, 1wp; Reflexive; Instant; Earth): Dispute an influence roll
by citing a Major or Defining Intimacy that opposes it. All characters who hear her may use that
Intimacy to bolster their Resolve or in a Decision Point; those who do gain that Intimacy at
Minor intensity.
War Charms
Enfolded in the Dragon’s Wings (3m, 1i; Reflexive; Instant; Earth, Perilous, Uniform): Make a
Command roll when a battle group in short range is attacked; every two successes grant +1
Defense and soak. Once per scene, unless reset with a successful rally.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command with a
non-attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense penalty.
Miscellaneous Charms
Deep-Listening Palm (5m; Simple; One scene; Earth): Hear through a barrier as though it were
not there. Stone, wood, and weaker materials don’t require a roll; metal and stronger materials
require a difficulty 3+ Senses roll. On failure, Swift only hears fragments of what’s on the other
side.
Saloy Hin
Saloy Hin doesn’t speak of where he came from, only where he’s going. A headstrong young
shepherd from the western Blessed Isle before he Exalted, he was tempered into a soldier in the
crucible of Pasiap’s Stair. He took well to military discipline, but never lost his intrepid spirit. He
earned acclaim in the Imperial legions for his daring tactics and charismatic leadership, and was
ultimately promoted to command of the 17th “Sirocco” Legion.
When Hin received the message calling his legion to return to the Blessed Isle after the Empress’
disappearance, he balked at what he saw for a naked power grab, and his troops stood with him.
Instead, they abandoned their posts, vanishing into the night. Now they’re building a power base
in the central South near Chiaroscuro, seizing firedust caches, manses, artifacts from Anathema
tombs, and other strategic assets. He’s raised his banner to welcome all Southern peoples,
promising glory to the young, power to the ambitious, vengeance to the downtrodden, and hope
to the disillusioned. More prosaically, he also offers coin, with which he’s bought out the
contracts of a handful of Southern mercenary companies. He particularly values outcastes,
Exigents, and God-Blooded, accepting all such who swear themselves to his service.
Hin spends his days within the fortress-manse called the Steel Tower. There he mulls over
strategy, corresponds with potential confederates for his so-called “Second Alliance of Tigers,”
and consults with astrologers and seers. His current target is Chiaroscuro, with its vast wealth,
bustling shipyards, and strategic location on the Inland Sea. He’s sent envoys to Delzahn nomad
bands who’ve grown discontent with the Tri-Khan’s authority, bidding them to join him and
reclaim their people.
Hin hasn’t yet formulated his endgame, thinking it premature. He and his inner circle of outcaste
captains have discussed ambitious strategies — burning the Lap’s fertile fields to disrupt the
Realm’s Southern supply lines, besieging a satrapy disguised as a Great House’s troops, reaching
out to Prasad’s Dragon Clans or even the Lunar Amatha Kinslayer as allies. These remain no
more than plans until the right opportunities arise. For now, Hin seizes on any opportunity to
amass more power and troops — today Chiaroscuro, tomorrow, even he doesn’t know. All the
while he watches the Realm’s deterioration towards civil war, and considers what the world
might look like from the Scarlet Throne.
Aspect: Fire
Essence: 3; Willpower: 8; Join Battle: 9 dice (+4 for 4m)
Personal: 14, Peripheral: 39
Health Levels: −0/−1x5/−2x5/−4/Incap.
Actions: Command: 12 dice (+6 for 6m); Feats of Strength: 7 dice (+4 for 4m, may attempt Strength
3 feats); Read Intentions: 7 dice (+4 for 4m); Resist Poison/Disease: 6 dice (+2 for 2m); Senses: 7
dice (+4 for 4m); Social Influence: 8 dice (+4 for 4m); Strategy: 10 dice (+4 for 4m); Tracking: 5
dice (+2 for 2m); Wilderness Survival: 7 dice (+4 for 4m)
Appearance 4, Resolve 4 (+2 for 4m), Guile 4 (+2 for 4m)
Combat
Attack (Audacious Victory, red jade daiklave): 13 dice (+6 for 6m, Damage 15L/5)
Combat Movement: 8 dice (+4 for 4m)
Evasion: 2 (+1 for 2m), Parry: 6 (+3 for 6m)
Soak/Hardness: 11/7 (Blessed Ember, jade lamellar)
Intimacies
Defining Principle: Never hesitate to seize the moment.
Defining Principle: I am destined for greatness.
Major Principle: Leadership is about being someone others aspire to be.
Major Tie: The 17th “Sirocco” Legion (Pride)
Major Tie: The Great Houses and their legions (Disdain)
Minor Principle: Foreknowledge is the greatest weapon.
Minor Principle: The Scarlet Dynasty must be burned away for the Realm to be reborn.
Minor Tie: Pasiap’s Stair (Bitter Memories)
Escort
Saloy Hin is almost always accompanied by a Dragon-Blooded officer, an elite bodyguard (Exalted,
p. 497) and a Size 2 battle group of battle-ready soldiers (Exalted, pp. 496-497).
Offensive Charms
Burning Pinnacle Strike (3m; Reflexive; Instant; Aura, Fire, Uniform): After making a
withering attack that raises her Initiative above all enemies, reflexively make a withering or
decisive attack. Once per round.
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +3 raw withering
damage or double up to three 10s on a decisive damage roll.
Harnessed Firestorm Assault (10m, 1wp, expend Fire Aura; Simple; Instant; Aura, Decisive-only,
Fire): Make three decisive attacks, each with (Initiative/2, rounded up) damage. Once per scene
unless reset by landing a decisive attack in Fire Aura and building to Initiative 12+ without leaving
Fire Aura.
Smoldering Essence Attack (5m, 1a; Simple; Instant; Aura, Fire, Withering-only): Make a
withering attack. Enemy loses extra Initiative equal to damage roll 10s, which recurs on each of his
next four turns, or until he deals withering damage to Linwei. She doesn’t gain this Initiative.
Defensive Charms
Aura of Invulnerability (5m, 1wp; Simple; Aura; Aura, Fire, Perilous): Roll (current temporary
Willpower) and gain that many temporary −0 health levels and +4 soak.
Blinding Spark Distraction (1m, 1i; Reflexive; Instant; Balanced, Fire, Perilous, Uniform):
Blocking or winning a clash from close range blinds attacker until end of his next turn unless he
succeeds on a (Stamina + Resistance) roll at difficulty (3 + attack roll extra successes).
Dragon-Scale Shield (1m, 1i; Reflexive; Instant; Fire, Perilous, Uniform): Successfully parrying at
close range causes attacker to lose Initiative equal to (1 + his attack roll 1s), which Hin doesn’t gain.
Fearsome Dragon Presence (5m; Reflexive; One tick; Fire, Perilous): Attack rolls, influence
rolls, and rushes against Hin take a −2 penalty (−3 in Fire Aura). An enemy may spend one
Willpower to become immune for the scene.
Flame Borne Interception (3m; Reflexive; Until Next Turn; Balanced, Fire, Uniform): Gain +1
Parry. Increases by one for each attack blocked; resets back to +1 if he’s hit or dodges.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Earth, Withering-only): Add +3
soak. In Earth Aura, can be used after attack roll.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire): Reflexively
clash with a decisive attack. Counts as his action for the round unless he expends Fire Aura.
Social Charms
Auspicious First Meeting Attitude (5m; Simple; Instant; Balanced, Water): (5m; Simple; Instant;
Balanced, Water): Upon meeting someone for the first time, roll Social Influence against her (lower
of Guile or Resolve) to both read his intentions and instill a positive Tie towards Hin.
Heartstring-Pulling Approach (3m, 1wp; Supplemental; Instant; Fire): Add a non-Charm
success on a single-target Social Influence roll. If the target’s Resolve is lowered by a Major or
Defining Intimacy based on passionate emotion, the cost to resist the influence increases by one
Willpower.
Unquenchable Battle-Passion (5m; Reflexive; Instant; Fire): When targeted by influence that
would make him stop fighting or hinder his ability to fight, automatically inspires himself with
an emotion opposing that influence. If she spends Willpower to resist that influence, he gains 3
Initiative per Willpower spent.
War Charms
Deadly Wildfire Legion (5m, 1wp, expend Fire Aura; Supplemental; Instant; Aura, Fire): Add +3
non-Charm dice on Command roll to order an attack; battle group may immediately take its turn if it
hasn’t acted this round. Every two Command roll successes add one die of damage. Once per scene
unless reset by ordering a battle group to attack and deal enough damage to incapacitate a nontrivial
foe or rout a battle group.
Indomitable Flame of Valor (1m [+1wp]; Supplemental; Instant; Aura, Fire): Rally with double 9s;
can pay one Willpower to grant elite Drill troops perfect morale for one round.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command with a non-
attack action. In Earth Aura, lower penalty on rolls to −2, and negate Defense penalty.
RY 778
Once, the sight of the Imperial City from a ship’s deck filled Sesus Eshuvar with pride. On
several occasions, he’d sailed into the harbor while citizens stood on the docks, welcoming
heroes home from hard-won battles. Today, the figures held weapons, ready to fight once the
ships drew close.
Patrician forces held the Imperial City. Perhaps the Great Houses should have seen their uprising
coming, but they’d been so focused on bloodily whittling away one another’s resources — their
wealth, legionnaires, contenders for the throne — that they’d ignored the families comprising the
Thousand Scales and their forces. Even now, it seemed unreal to Eshuvar — that mere patricians
could take the splendid city from the might of the Great Houses. He cringed even as the thought
crossed his mind; that type of haughty sentiment would certainly have earned him a lecture from
Chalima, if she heard it. She’d be right.
Beside him stood Ledaal Chapet Hansei, a young officer fresh from the Heptagram. Sesus and
Ledaal’s current alliance bemused them both, but war made strange bedfellows. The Ledaal
sorcerer reminded Eshuvar of himself at that age. He’d only been a few months out of the
Heptagram when he’d sailed on the Wyld Hunt. How his Hearthmates would laugh at Eshuvar,
the youngest of them, waxing nostalgic. Mathar would laugh loudest, but there’d be no cruelty in
it. Eshuvar missed them all, hoped they were safe, wherever they might be. Letters had been
scarce these last few years.
A runner passed a message to Hansei, who turned to Eshuvar. “Their leader wants a word. She’s
waiting on the docks.”
Eshuvar nodded. Perhaps she’d tender her side’s surrender, and this would be over without
bloodshed.
He called a cloud from the sky, and rode it to where a lone figure stood at the end of a pier. She
carried an orichalcum goremaul, though she held it at ease. Her white jade breastplate bore the
sigil of her patrician house. After a moment, Eshuvar remembered which it represented: Tereya.
No. Please, Blessed Mela, don’t let it be her.
But he knew. He sensed her presence, usually such a comfort, the closer he drew. His heart
soared with joy even as it plummeted with despair. The woman removed her helm as the cloud
set him on the dock. Before him, his own horror mirrored on her dear, familiar face, stood
Kingfisher Swift. His friend, his sister-in-arms, his Sworn Kin.
In charge of the enemy’s forces.
“You’ve done well for yourself,” she said, breaking the heavy silence. “A command in the
Navy.”
“And you. Leading an army.” He swept his gaze over the troops. “I had hoped you wanted to
discuss your terms for laying down your weapons.”
She shook her head. “I wanted to look my opponent in the eye.”
“Surrender, Swift,” Eshuvar said softly. “I can protect you.”
“You know I can’t. No more than you could turn the fleet around and sail away.”
They could do neither of those things. Maybe once, they could have disappeared into her
command tent and hammered out a peace. Maybe they still could, even now. Perhaps he could
convince her to come with him, join her rebel force to his own patchwork navy. It might give
Sesus’ unlikely contender for the Scarlet Throne a chance.
But, no. He saw the determination in the set of Swift’s jaw, and knew she read something similar
in his stiff-backed stance. No matter their own friendship, circumstances across the Realm had
deteriorated too sharply to end this war. Eshuvar believed in the fleet’s cause. Swift wouldn’t
have taken the damned Imperial City if she didn’t think it was the right course of action.
“Fight well,” she said.
“And you.”
As the cloud returned him to the ship, Eshuvar thought how River would never forgive them for
taking up arms against one another. He might never forgive himself.
Out in the harbor, a battle horn blew.
Chapter Nine
The Center Cannot Hold
For eight centuries, the Scarlet Empress held a tiger by the tail, raising a great Dynasty and
setting them about the task of ordering Creation. Hers was the burden of rule, the task of
upholding the Perfected Hierarchy. Her blood flows in the veins of a Dynasty of godlings raised
believing they were chosen to rule.
Small wonder that, when their divine mother vanished, her children would begin to eye one
another with redoubled jealously, anticipating the day when the blades come out and blood stains
the gilt-marble floors of palaces and manses throughout the Blessed Isle.
When civil war engulfs the Realm, the result won’t be clean or orderly. Organs of state fail,
pulling apart into factions unable to stand on their own. Alliances, some frantic and hastily made,
other planned for decades, then come to the fore. Only then does the chaos settle into something
resembling a “normal” war. The Realm’s future isn’t set, and the civil war to come may take any
form.
This chapter discusses how that war might begin, how it might affect the world, and what shape
it might take. This isn’t divine writ or metaplot; rather, it outlines a variety of possible futures to
aid Storytellers in crafting stories centered on the Realm civil war. This encompasses both
conflict on the Blessed Isle and the collapse of order throughout the satrapies. It also presents a
detailed scenario in which the West becomes a theatre of war all its own, perhaps even the center
of the conflict, as V’neef and Peleps fight for the future of an entire Direction.
Mourning Husbands
A candidate’s death can fracture her coalition as elements unwilling to support her
successor pull away, but it could leave a healthy and powerful infrastructure of
warfare behind as well. In such cases, there’d be a great many warriors,
functionaries, and hangers-on without a prospect to attach themselves to. The
nearest legitimate figure might fill the gap, taking on the weight of the fallen
candidate’s bid for the throne — publicly out of piety and respect, though as
likely to be founded in personal ambition. Husbands, children, siblings, lovers, or
lieutenants of sufficient charisma might fill the role.
Dark Horses
Beyond unlikely contenders, there exist long shots whose chances of becoming Empress are
scant indeed. In the civil war’s early stages, none of these named merit consideration — but, as
the conflict escalates and spreads, laying waste to the Realm and slaughtering more likely
candidates, their odds improve. Ultimately, one should only take the stage if the Storyteller finds
her candidacy especially compelling, or a player takes deliberate action to support her claim.
Bal Keraz
The Imperial Treasury’s senior official, Bal Keraz (The Realm, p. 50) is far from a likely
prospect, but may be the patrician with the best chance of ending up on the throne. Having spent
the years since the Empress’ disappearance struggling against the Realm’s corruption, Keraz has
made allies within both the Thousand Scales and the All-Seeing Eye. If a patrician uprising
challenged the Dynasty or the Imperial ministries made a bid for control of the Realm, Keraz
could offer them the Treasury’s financial power and the All-Seeing Eye’s intelligence-gathering
network, perhaps providing the crucial edge needed for such an unlikely contender to prevail.
Berit
Berit (Dragon-Blooded, p. 342), daughter of the Empress, legendary general, sorcerous adept —
yet without a Great House to bear her name. In frustration and fury, she went into self-imposed
exile — but now, with the Empress gone, her name has begun circulating again. She holds no
significant military or financial resources, but if she were to secure backing from elsewhere —
taking leadership of a military coalition of weaker houses, perhaps — the Isle itself would
tremble. Few have ever stood against Berit when a legion carried her mon. And once she has the
power she always sought in her hands, she’s unlikely to let go.
Cevis Ghandarva
Leader of the Forest Witches, Ghandarva (p. XX) has nursed his grudge against the Scarlet
Dynasty for centuries, dreaming of building the empire that will succeed the Realm. The Realm
Civil War offers fertile soil for this ambition, but Ghandarva’s greatest asset — Domnica’s
Mantle, an artifact capable of reincarnating him and his Company of Thrones amid the houses of
his enemies — doesn’t lend itself to swift responses. Even if Ghandarva seeded the Great Houses
with his own agents as soon as he learned of the Empress’ disappearance, it would still be years
before his Thrones came of age and Exalted. A short civil war that ends with the Realm’s power
consolidated behind a new Empress or governing body will likely rebuff Ghandarva’s ambitions
for the moment — but if the war stretches on, or leaves behind a fractured Realm, Ghandarva’s
machinations may bear fruit.
Ledaal Yasmet
The Ledaal matriarch Yasmet (Dragon-Blooded, p. 46) has no ambitions of sitting the Scarlet
Throne — even amid the chaos of a civil war, she believes that House Ledaal’s Shadow Crusade
must be placed above power struggles, and that the best way to ensure its survival is through an
alliance with the strongest candidate. But should the Realm find itself facing an existential threat
from Anathema as the war rages on — if a contender for the throne allies with a Deathlord, or is
replaced or has her coalition infiltrated by Silver Pact shapeshifters, for instance — she may see
no choice but to fulfill her duty to defend the Realm by taking the throne.
Ledaal’s legions are formidable, though no match for those of Cathak or Sesus, and its chief
financial asset, Arjuf’s port, could easily be cut off by a Peleps or V’neef blockade. If Yasmet is
to prevail, she’ll need to win over allies to her cause — potentially even turning to Lookshy, if
the other houses can’t be convinced of the Shadow Crusade’s importance. But House Ledaal
boasts secret strengths — salvaged First Age artifacts, ancient sorceries, and the elite shikari
created in Howling Heart — that may catch its enemies unawares.
The Mouth of Peace
The spiritual leader of the Immaculate Order, the Mouth of Peace (The Realm, p. 91) is
disinterested in matters of temporal authority, and unlikely to even consider making any moves
to consolidate the Immaculate Order’s power while pious contenders like Mnemon remain
viable. But unlike the Great Houses, the Mouth of Peace is deeply concerned for the peasantry’s
well-being, and could be pushed to action if the war’s toll on the common people became too
much to bear. And if the course of war sees Mnemon fall out of contention, the Mouth of Peace
may yet consider her own bid if it’s the only way to prevent the Realm from splintering into
warring states or to keep a heretical Empress from taking the throne.
Nellens Ikona
Nellens Ikona (Dragon-Blooded, p. 51) doesn’t consider herself a contender for the throne, but
she keenly appreciates her own unique strengths. While her mercantile operation lacks the wealth
and influence brought to bear by Ragara Banoba and his ilk, Ikona is well-loved throughout the
patriciate and the wealthier strata of the peasantry. While her peers on the Most August Conclave
believe the house’s best path forward is by securing an alliance with a stronger candidate, Ikona
has the potential to become the flashpoint of a popular uprising against the Dynasty,
supplementing her house’s meager legions with patrician forces and peasant militias.
Ragara
Ragara (p. XX) is deeply conflicted. He wants to continue the spiritual pursuits of his retirement,
to trust that his successor Banoba will lead their house through the civil war — but after
spending so much of his life obsessing over the throne, it’s not easy to simply stand back as an
unprecedented opportunity to seize it arises. But by the time Ragara chooses to take an active
role — if he ever does — Banoba will most likely already have his own plans in motion, and
Ragara isn’t fool enough to split his house against itself. Should Banoba die, though, Ragara may
step forward to reclaim the house’s leadership. Alternatively, should a strong Immaculate bloc
emerge, the newly pious Ragara might be better posed to broker an alliance between it and his
house, an eventuality that would likely see Banoba step aside or be forced aside in Ragara’s
favor.
Saloy Hin
As the civil war first breaks out, Saloy Hin (p. XX) is focused on the South, not the Blessed Isle.
While the Great Houses make their first moves, he’ll continue to consolidate his rogue legion’s
military power, preying upon any opportunities that arise in the Southern satrapies as a result of
the Realm’s growing instability. Pragmatic as it may be to let the Realm fall apart, though, Hin’s
loyalty to the Scarlet Empress makes it hard to bear the squabbling and corruption of her
children. If the throne goes to a contender Hin sees as unworthy to succeed his Empress, he may
take his legion across the Inland Sea to make his own bid for the throne.
Tepet Ejava
Tepet Ejava, the Roseblack (Dragon-Blooded, p. 357), is a skilled general, devoted to military
honor and defense of the Realm. She may seek the throne to prevent the Blessed Isle from
devolving into chaos as unworthy claimants lay waste to her homeland — or to prevent her own
execution should an enemy of her house become the new Empress. However, she commands but
the single Vermillion Legion — theoretically in service to House Tepet, but fiercely loyal to her
alone. Such a force could rule a Threshold kingdom, but on the Isle, a single legion scarcely
compares to the armies of other candidates.
House Tepet might support Ejava, but in its diminished state, the house’s leadership might see an
alliance with another candidate as a safer bid for its own survival — and even if her house did
support her, its forces aren’t what they were. Ejava’s best shot is to seize the capital in a quick
coup, or wait out the bloodshed to even the odds.
Other Candidates
The Dynasty is both broad and deep, populated with thousands of Dragon-
Blooded and hundreds of luminaries who stand out even from their heroic
cousins. Many Dynastic characters mentioned elsewhere would make serviceable
dark-horse candidates for the throne. Storytellers may design their own candidates
or solicit suggestions from players. A dearth of likely candidates from any given
Great House needn’t be a barrier; it will be an individual, not a house, who sits
upon the Scarlet Throne.
Power Overwhelming
For a single Great House to unilaterally seize power would require unprecedented
supernatural aid. The most obvious method would involve control of the Imperial
Defense Grid, although other mechanisms could conceivably come into play if the
Storyteller desires — such as the Scarlet Empress’ personal arsenal of warstriders,
the Eye of Autochthon’s world-shaking magic, intervention by an Incarna or
similarly puissant being, or untold prodigies such as the mythical Final Realm-
Controlling Utterance sought by Ragara Banoba’s inner circle. Any such power
would have unique properties, reshaping the civil war in idiosyncratic ways.
Sidereal Involvement
The Sidereals of the Bronze Faction Sidereals have covertly aided and reinforced
the Realm since its inception. The Realm Civil War represents one of their
greatest failures, and leaves their ranks in disarray as too few Sidereals hasten to
put out too many fires. As the Scarlet Dynasty turns on itself, the Bronze Faction
triages the crisis unfolding across the Blessed Isle and beyond, allocating its
extremely limited resources with the goal of ensuring that whatever remains of the
Realm can maintain Dragon-Blooded hegemony and Immaculate orthodoxy.
Civil war could serve the Gold Faction’s competing agenda, but chaos and
bloodshed are hardly an unmitigated good for them. Gold Faction Sidereals might
seize upon opportunities to coordinate and support Solar insurgencies against the
weakened Realm, fill power vacuums left in the civil war’s wake with the
Lawgivers, or pursue individual agendas opposed to the status quo embodied in
the Realm, but they’re spreading their resources as thin as their Bronze Faction
counterparts in the process.
Major Players
House Peleps
Moving slowly and deliberately, Peleps has established footholds from which to strike at the
West and consolidate power — rich holdings on Wu-Jian and business interests with its gangs;
ties to numerous Southwestern satrapies; and a major anchorage on Black Gannet Rock, a small
island equidistant between Voice-of-the-Tides Prefecture and Wavecrest, for drydocking huge
ships and projecting naval power throughout the West should Wu-Jian suffer invasion or
blockade.
The Empress undercut Peleps’ Westward expansion 14 years ago by appointing House V’neef to
oversee the Merchant Fleet. This both limited House Peleps’ ability to finance expansion of the
Imperial Navy, and ensured that if the house ever attempted to seize power by force, it would
have a rival naval house to contend with. Since then, the Rightly Guided Admiralty Board has
been wargaming and strategizing to improve on centuries-old invasion plans. The house is eager
for war.
More numerous and powerful than any individual Western power, House Peleps can crush rivals
piecemeal. Its strength draws in allies willing to accept subordination rather than risk destruction.
But the vast expense of maintaining and reinforcing the Imperial Navy — not to mention the
Peleps legions — demands quick and decisive moves to seize and hold enough shipyards and
provisions to sustain it throughout the campaign.
The Peleps Forces
Among the most militaristic of the Great Houses, Peleps holds the following assets on the eve of
civil war:
The Water Fleet numbers over 1,200 warships, though the actual number fluctuates — climbing
to 1,800 early on due to reassigned Air Fleet vessels, then dramatically decreasing over the war’s
course. As the campaign begins, the Admiralty Board removes grand admiral Ledaal Calin,
either by persuading him to retire or through attempted assassination. This significantly impairs
fleet readiness and efficiency, but is considered necessary to ensure Peleps control over the fleet.
The majority of the fleet ventures between Wu-Jian (The Realm, p. 172), Black Gannet Rock,
Huang Hei (The Realm, p. 171), and Wavecrest when the war begins, protecting the trade routes
necessary for the House’s imperial ambitions.
Peleps admirals command the Earth, Wood, and Fire Fleets, and hold high rank in the Air
Fleet. Each Peleps admiral has spent the last several years identifying loyalists among the
captains; when the deal between Cathak and Peleps occurs, hardline opposition is rapidly purged.
Other than the Air Fleet, these fleets consist of galleys unsuited to the Great Western Ocean.
Unable to participate directly in the War in the West, they sweep rival houses’ ships from the
Inland Sea and battle Merchant Fleet assets in the Southwest.
The Peleps legions are four in number, each battle-hardened and ready, albeit initially unused to
marine operations and compromised by the purging of outcaste leadership in favor of house
loyalists. Still, they’ve grown more seasoned as time goes on. Peleps also commands garrison
forces stationed in Western satrapies, supplemented by continental garrisons and auxiliary troops
redeployed to support the Western campaign.
House V’neef
House V’neef is a fairly young house with a still-active founder. It’s invested more heavily in the
West than any other Direction, seeing it as a valuable source of untapped riches, albeit one
whose exploitation would seriously aggrieve House Peleps — necessitating fortification of its
Western satrapies and Merchant Fleet depots. When the Empress disappeared, V’neef realized
these Western assets would become a priority target for House Peleps. As the war begins, V’neef
forces are largely scattered across the West and Southwest, though the house holds a few
scattered satrapies elsewhere and maintains a presence on the Blessed Isle.
Far smaller and weaker than the Imperial Navy, the Merchant Fleet nonetheless presents a
resilient obstacle to Peleps expansion. For the Western powers, alliance with V’neef is more a
partnership between equals, tempting those unwilling to sacrifice freedom for security.
The V’neef Forces
Though young, House V’neef is nonetheless a Great House of the Realm. Its military forces,
while no match for those of House Peleps, are considerable. Its other, less tangible strengths lie
in commerce and politics. The Empress created House V’neef as a check against Peleps’ power,
and the house has spent years developing and cultivating an economic hold upon the West and
growing rich off Merchant Fleet customs taxes.
Numbering over 900 ships, the Merchant Fleet is something of a misnomer. This full-fledged
war fleet serves as the Realm’s customs police and the Imperial Navy’s chief pirate-hunting
apparatus. It’s largely free of Peleps influence, purged when V’neef took possession.
Despite recent efforts to construct more blue-water vessels, two-thirds of the Merchant Fleet
consists of galleys better suited to the Inland Sea’s calmer waters. Many of these are assembled
to defend V’neef’s Southeastern holdings. Still, the house controls a sizable flotilla of deep-sea
vessels. Their crews are experienced in navigating the Great Western Ocean between the West
and the Blessed Isle.
House V’neef is largely comprised of former patricians and outcastes assembled by the Empress.
A few of these outcastes originated among the Western archipelagoes. They haven’t forgotten
their origins, and many possess ties to their former lives that give them unique powerbases.
Other Great Houses supply House V’neef with economic and political backing. Concerned by
Peleps’ ambition and threatened by its maritime might, its rivals supply V’neef with much-
needed loans and shipbuilding facilities, as a naval counterbalance to the Imperial Fleet. Even as
other Great Houses falter before the Cathak-Peleps alliance, their anchorages and storehouses
remain open to Merchant Fleet use.
Notable Figures in the West
Any number of ambitious and powerful individuals may become involved in the War in the
West, potentially shaping the conflict in dramatic ways. Storytellers should use them as wild
cards in the grander story of the war. A handful of potentially relevant characters are listed
below.
The Realm has few foes more ardent than the Lunars of the Silver Pact, and many call the West
their home. Leviathan (Lunars, p. XX) is among the eldest Lunars, holding the ancient sunken
city of Luthe and disrupting Realm naval operations in the West. Sha’a Oka (Lunars, p. XX)
leads the war against the Realm on the Caul, but he and his adherents may seize upon the War in
the West to continue their campaign of open war. Other prominent Lunars in the west include Ül
the Burning Eye (Lunars, p. XX), the Black Wave Reavers (Exalted, p. 107) and Wings of
Ivory (Lunars, p. XX).
Tepet Ejava, the Roseblack (Dragon-Blooded, p. 357), recently finished a campaign against
pirates in the Southwest, but even if the Blessed Isle offered safe haven under Cathak rule, she
cannot safely return while the War in the West rages and Peleps controls the routes from An-
Teng. While she’s decidedly removed from the main conflict, the Roseblack possesses a full
legion at her command. If House V’neef — its founder-matriarch wed to a Tepet husband —
persuades her that its cause is noble, she might intervene on its behalf. If Peleps offers to bring
her army back to the Isle after a decisive victory, she might find that persuasive as well.
Skullstone’s Bodhisattva Anointed by Dark Water, also called the Silver Prince, has several
Abyssal Exalted in his service. These include the Drowner of Saints, the restrained yet ferocious
admiral of the Skullstone fleet, whose massive goremaul has shattered many an enemy ship’s
hull; and the Knight of Ghosts and Shadows, a Northern warrior-poet and budding
necromancer often sent forth as a diplomatic envoy. The Solar Moray Darktide, a former pirate
born in Skullstone, also serves the Prince, having become a true believer in the Deathlord’s
philosophy of ennoblement through death.
Grandmother Cuong Sa Fey is an ancient and puissant matriarch of the Lintha pirate family.
Cruel, cannibalistic, and heir to a dozen bloodlines of supernatural puissance, Sa Fey surprises
foes with necromantic bone amulets and dizzying swordplay. She leads a sizable pirate fleet
from several small island lairs with a sadistic fist, always moving and seeking new prey. Seeing
profit in the civil war and opportunity to weaken antipirate operations, she’ll escalate raids on
lightly defended mercantile traffic and satrapies — even seizing tribute shipments or torching
unprepared naval depots — thus undermining Peleps and V’neef alike.
Sea Lord Ryu Jinsu commands the Fifth Fleet of Azure’s navy, A seasoned privateer, he patrols
the Neck’s waterways, raiding merchant ships and resource-rich islands. Likely the first Azurite
to encounter House Peleps’ forces as it pushes West, he can’t help but respect the Imperial
Navy’s might; but he shares in Azure’s ancient fear of Dragon-Blooded rule, likely souring any
efforts at diplomacy before they begin. Should Jinsu fall in battle, his clansfolk on Azure will
agitate the other Sea Lords to embark a war of vengeance against House Peleps, potentially
drawing the entire Azurite navy into the conflict.
Odara, Chosen of Ash, a dead volcano god’s Exigent, carries a vendetta against Peleps-ruled
Wavecrest. House V’neef secretly funds her pirate fleet, the Bloodthirsty, sending them against
Peleps plantations and other targets protected by the Water Fleet. For more on Odara and the
Bloodthirsty, see their respective entries in Adversaries of the Righteous.
The Neck
Encompassing the swath of lesser archipelagoes southwest of the Coral Archipelago, the Neck
serves as a juncture for maritime traffic between Wu-Jian and the broader West. Historically a
target for conquest by this Western power or that over the centuries, it currently contains the
largest expanse of Realm-controlled Western territory outside of Wavecrest, but only a fraction
of the Neck bows to the Realm. Politically, the archipelago is a factitious region of disparate
polities and tribes.
Islands of Note
The Cowries
An impoverished but strategically placed island chain, the Cowries offer anchorage to vessels
traveling to and from Wu-Jian. The satrapy of Amphiro is the largest island in the chain, whose
elites have grown wealthy by exploiting neighboring Cowries.. Other than merchants’ profits and
trade goods, Amphiro’s most notable sources of material wealth include fertile volcanic valleys
supplying much of the Cowries’ grain, and a small Shogunate city’s ruins, where scavengers still
unearth occasional treasures.
Amphiro hosts the Cowries’ nominal capital and most populous city, Solid Shell. Traditionally,
Amphiro’s chieftain dwells there within the Shelled Palace, a manse carved from the dead shell
of a behemoth war-crab slain by some ancient Sidereal hero. The manse itself carries with it the
weight of destiny and authority. The Neck’s various peoples revere Solid Shell, deeming it
neutral ground; the Realm is happy to keep this peace.
The Realm is slowly incorporating more of the Cowries into a second satrapy, the Lesser
Cowries, its satrap coequal to Solid Shell’s. The dual satraps — the foppish Cynis Purasan of
Amphiro and the aging martinet Mnemon Rofar of the Lesser Cowries — inhabit lavish
apartments in Solid Shell. The two share a mutual loathing, taking every opportunity to snipe at
and snub one another at Solid Shell galas.
Generations ago, Amphiro ruled the Cowries as a petty empire, and even today its chieftain
claims rightful dominion over the outer islands — a dominion that monarchist islanders regard
fondly as a desirable ideal. For decades, that fiction served the Empress’ will. Were that claim
extended beyond the Cowries, unifying the Neck, that would serve House Peleps well. But as the
war heats up, the Cowries see a chance to become truly free.
The Crescent Archipelago
The Crescent Archipelago has a long and storied history. Moonglory, the largest and central
island, hosts the city-port of Port Monarch, protected by a vast chain that defies invaders. The
outer islands are Pearl Reef, Wavelet, and Albatross. Crescent’s current governor is a puppet
under control of Amphiro’s chieftain, though the office has played host to imperial ambitions in
the past — the remains of a dozen past glorious kingdoms crowd the archipelago’s shores,
leaving them studded with ruins of different architectural styles and hidden secrets.
Crescent, alongside Coral and Wavecrest, hosts much of the West’s Guild activity. The various
merchant princes active in the West and their enterprises compete with the Western Trade
Alliance, a well-established consortium of traders ensconced in the many old forts built on
various Western islands’ shores to withstand pirate attacks. Such walled compounds lie scattered
across numerous islands, packed with barracks, watchtowers, warehouses, refineries,
manufactories, and marketplaces. Businesses and villages accumulate around them, forming the
seeds of towns and cities.
Kerkeis
A century ago, refugees from the shadowland-swallowed island of Cormorant discovered
forested Kerkeis and enslaved its native people. The conquerors learned from the island’s
shamans the art of carving whole keels from its mightiest trees, indwelt by elementals lulled to
sleep with thaumaturgic songs. As each figurehead is completed, the elemental fuses with the
hull, awakening as a living ship with unique elemental blessings — whether expertly crewing
itself, immolating its timbers with sacred fire that only burns trespassers, or sailing across land or
air. The conquerors have used these rare, powerful boleships to establish Kerkeis as a regional
military and economic power, supporting their small conventional fleet in exploration, trade, and
war.
Okhiro
Okhiro matches its neighbor Kerkeis’ military strength in a different way. Cliff-girt and studded
with mountainous ridges, the island’s ruling ephors maintain a small, well-disciplined army,
modeled after a Shogunate legion as remembered in the island’s oral history. The Okhiroan army
raids weaker neighbors for food and other vital resources, defends the island from reprisals from
a dizzying array of small highland fortresses, and occasionally serve as mercenaries aboard
Kerkeisian vessels.
Tylo
Tylo is a truly cosmopolitan island satrapy, befitting the Western Trade Alliance’s former central
hub. Calm seas surround it, providing easy access to sea routes. Tylo rules several surrounding
islands whose slave plantations supply the Neck’s lumber, sugar and tobacco trades.
Once a major independent mercantile power, Tylo’s wealth and influence diminished once it
submitted to the Realm, and the Western Trade Alliance shifted much of its activity to
Wavecrest. Today, Tylo’s prince phlegmatically plots a course to welcome whichever Realm
faction proves strongest, unaware of plots against him and the satrap Ledaal Murino by resentful
lesser nobility.
Suadela
Currently the Neck’s breadbasket, pleasant Suadela was once a shogun’s private preserve, full of
fertile lands, dense forests full of game, and gorgeous vistas. Today, powerful God-Blooded
heroes hold court in manorial hunting lodges that dot the countryside, ruling the peasantry in a
feudal state with few large-scale battles and only the occasional duel. Natives conduct secret rites
to the heroes’ divine ancestors in ancient shrines carved into Suadela’s coastal cliffs.
The Realm has made few inroads into Suadela. The Immaculate Order appears content with the
single temple permitted by the local princes, set atop the island’s highest hill. But none could
miss House Peleps’ hunger for Suadela, whose surplus alone could fill the Peleps legions’
bellies.
Utahi
The city-state of Utahi (The Realm, p. 175) stands at the Neck’s southern tip, and serves as a
jumping-off place from the Neck to points south. Once rich and powerful, its island empire has
largely dissolved over the centuries. Since leasing the satrapy a decade ago, House Peleps has
worked to reclaim Utahi’s former vassals and support Immaculate proselytization through the
region.
A Possible Future
The following timeline details one possible path the War in the West might take. Depending on
how far away characters are, they might not hear of the Peleps invasion until it’s well underway.
It’s important to note that these events only unfold as written if player characters don’t get
involved. The Exalted work wonders, and changing the war’s course — even in the face of rival
Exalted — is well within a determined Circle’s purview.
The Storyteller should only use as much of this timeline as suits her needs. As written, House
Peleps successfully conquers Wavecrest early in the campaign, then settles in for a war of
attrition against V’neef holdouts. If this conflicts with ongoing campaign elements or character
ideas, the Storyteller should change as much or as little as she wants to fit her story arcs. Perhaps
V’neef herself comes to aid her besieged children, sailing at the head of a mercenary battle fleet
bought with her vineyards; or sudden reversals on the Blessed Isle force Peleps to recall much of
its forces to support beleaguered Cathak legions.
This timeline is divided into four significant stages (although the first is largely prologue), with
recommendations for player involvement at each stage.
Stage One: The Dragon Grasps Her Destiny
The War in the West begins in the Realm’s bureaucracy as a rapidly implemented series of secret
treaties and long-laid plans.
Concluding that the Empress isn’t coming back, the Rightly Guided Admiralty Board persuades
Peleps Lai to implement a generations-old plan to conquer the West. If the Empress does return,
the Board reasons, only House Peleps will have expanded its holdings and incomes dramatically,
rather than destroying the Realm squabbling over scraps. It can present the conquered West as a
fait accompli, too strong to be gainsaid even by the Empress.
Lai reaches out to her former Hearthmate, Cathak Cainan, forging an agreement to transform the
world: Peleps rules the West, the Southwest, and the seas, while Cathak rules the Blessed Isle
and the remaining Threshold. Cainan agrees, and Peleps begins consolidating resources —
artifacts, heirlooms, ships, food, all four legions — in Voice-of-the-Tides Prefecture, under the
guise of preparing against civil war, without supporting an obvious side. Peleps elders court
allies falsely, accept gifts, and take out massive Ragara loans intending to default. Once the West
is theirs, they can bargain for forgiveness against those they’ve wronged, negotiating for more
favorable terms.
The Peleps-Cathak alliance is only uncovered months later. By that time, Scavenger Lands
mercenary companies are already en route for the Blessed Isle’s shores.
Player Involvement
The player characters can take point in negotiating the Cathak-Peleps alliance, acting as
diplomats, liaisons, or advisors — or they might carry out espionage or sabotage against the
negotiations.
If a spy from another faction — House Sesus, the All-Seeing Eye, Ragara’s financiers, or the like
— uncovers evidence of the ongoing negotiations between Cathak and Peleps, or of the
Admiralty Board’s plans, the player characters might be sent to hunt the spy down, whether on
behalf of Houses Cathak or Peleps, or in service of a different faction seeking that information
for itself. If they assist the spy, they may instead find themselves pursued by Cathak and Peleps
agents seeking to silence her. The spy’s efforts to go to ground could lead the pursuit into such
perilous locales as Bittern’s undercity, Eseon Forest, or the Isle of Smoke.
At a gala sponsored by House Peleps, intrigue abounds as its scions court potential allies,
backers, and proxies, speaking in half-truths about their house’s plans for the future. The player
characters might be entrusted with carrying out this charm offensive, or might be guests to the
gala, with an opportunity to piece together clues of House Peleps’ true ambitions.
The Glister Hawk Vanguard mercenary company, led by Shala Assai, the Exigent Chosen of
Daggers, assembles in a city on the Eastern Threshold’s shore in preparation of sailing for the
Blessed Isle to fight for House Peleps. The player characters might be tasked with gathering
information on the mercenaries’ activities and preventing them from crossing the Inland Sea, or
may be entrusted with fending off Dynastic spies and saboteurs to safeguard House Peleps’
investment in the Vanguard.
It’s possible that the player characters’ actions avert civil war altogether. House Peleps most
likely still commits to its plan of Westward expansion, but it must do so with much greater
secrecy and subtlety lest the new Empress rally a unified Realm against it.
Opening Gambits
In the final months before the civil war begins in earnest, Houses Cathak and Peleps go from
backroom dealings to making overt moves against their enemies. House Peleps’ harassment of
the Merchant Fleet intensifies as Imperial Navy ships disguised as pirates raid V’neef ships.
Peleps subtly removes officers of questionable loyalty from garrisons and drydocks at Black
Gannet Rock, Wavecrest, and Wu-Jian, primarily through transfers but occasionally via
cashiering or “accidents.”
House Peleps’ assaults on V’neef ripple through the West. Pirates across the Neck and the
Azurite navy begin follow the house’s lead, launching increasingly daring attacks on the
Merchant Fleet. Amid the tumult, several wary satraps — sensing what’s coming — begin
withholding tribute in order to bankroll military engineers, mercenaries, and Exalted champions,
or to pay off pirates and local spirit courts. In the major Neck port of Tylo, a cabal of minor
aristocrats secretly bargain with Grandmother Cuong Sa Fey to overthrow their prince and eject
the Realm, placing them in power in exchange for the city’s loot and a promise of safe harbor.
Lintha ships disgorge ferocious reavers onto silent shores, clashing with the Ledaal garrison in a
hard-fought battle.
Several Great Houses realize what’s going on, but nobody grasps the full scope of Peleps’ plans.
V’neef leaders hastily fortify their Western holdings and acquire mercenary forces. Their efforts
are effective, but hampered by Peleps’ centuries of planning and by the broader Cathak-Peleps
offensives tying up the other Great Houses. But House V’neef is full of ambitious scions eager to
prove their worth. Acknowledging their peril, they fall back to their Western and Southwestern
strongholds, choosing to dig in and fight rather than roll over and die.
Some Peleps commanders still seek a future with the Realm. They too don’t realize the scope of
the Admiralty Board’s plan.
Player Involvement
The player characters may find themselves on either side of a naval battle between Peleps’ ships
and the Merchant Fleet — or between the Merchant Fleet and the Azurite navy, Lintha pirates, or
other opportunistic raiders.
Spycraft is no less significant as this stage, with abundant opportunities to surveil troop
movements and the amassment of resources, head off Peleps’ raids before they happen, or
uncover vulnerable targets.
As V’neef scrambles to fortify its Western holdings, player characters might join them on the
front lines, act as emissaries and envoys between House V’neef and neutral forces in the Neck,
or insinuate themselves among V’neef’s ranks to spy on them from within.
The Lintha siege of Tylo presents a dramatic confrontation no matter which side of the battle the
player characters find themselves on. It’s but one of many battles breaking out across the
Western satrapies as House Peleps, House V’neef, and other regional powers ready themselves
for war.
Long Live the Empress
The Imperial City erupts into battle. Columns of smoke stretch miles into the sky, perverse
reflections of the Imperial Mountain. House Cathak battles all Imperial comers, and at the
bloodshed’s end, Cathak Cainan most likely sits the Scarlet Throne. If Cathak prevails, House
Peleps leaves one of its four legions to help garrison the Imperial City; within the week, the rest
set sail for the West along with most of the house’s paramilitary forces. Should Cathak be
defeated, Peleps withdraws all four legions Westward, hoping that the remaining Great Houses
will feud over the Blessed Isle, but preparing for the worst.
Even if Cathak Cainan can take the throne, the Scarlet Dynasty refuses to surrender easily,
uniting against Cathak and Peleps. But this coalition threatens to splinter whenever it seems it’s
winning, as members that hate each other wait for a chance to slip the knife in. Cathak is well
positioned, its numerous well-trained legions settling in for a protracted war of consolidation. If
Cainan’s bid for the throne fails, then the most likely outcomes are the ascendancy of a
Mnemon-led coalition or an uneasy stalemate where no one faction possesses the strength to
seize the throne, unless the player character’s actions or other narrative developments have
advanced another candidate’s position.
Assuming the war turns in Cathak’s favor, House V’neef formally submits to Empress Cainan in
exchange for retaining its Blessed Isle holdings, placing itself under Cainan’s nominal
protection. This bargain allows Cathak to use the Merchant Fleet as a pawn against Peleps’ naval
monopoly, although the War in the West itself occurs beyond Cainan’s reach. If Cainan fails,
V’neef will seek an alliance with the strongest possible allies, desperate to ensure its own
survival.
Player Involvement
In the Imperial City and throughout the Blessed Isle, the Cathak and Peleps legions, reinforced
by mercenaries drawn from the Threshold, enter battle with the other houses, presenting ample
opportunities for conflict. Even if the player characters aren’t directly enmeshed in the fighting
on the Blessed Isle, they may be involved in espionage, fortifying prefectural holdings on the
Blessed Isle, negotiations among the other Great Houses, or tending to the countless wounded in
the fighting’s wake.
Battle on the Blessed Isle has little direct impact on the West, but if news from the front reaches
the player characters ahead of other forces in the region, it may pose an opportunity to exploit
that information in formulating their battle plans or negotiating alliances, not to mention seeking
personal advantage through favor trading or economic manipulation — or they might try to
ensure that news doesn’t reach enemy factions, or spread false news of their own.
Stage Two: The Dragon Strikes like Lightning
The initial stages of the war involve Peleps securing the staging grounds of Wu-Jian and Black
Gannet Rock while moving to pacify key Western and Southwestern satrapies. For the first time
in centuries, the West sees the entirety of the Water Fleet, bearing the 19th “Maelstrom” Legion
and the 31st “Adamant” Legion with them. The 6th “Ironroot” Legion stays behind on the
Blessed Isle to safeguard Peleps’ prefectural holdings; the 22nd “Ox-Dragon” Legion goes to the
Southwest.
The Conquest of Wu-Jian
Wu-Jian is the first battleground in the War in the West. A detachment of the Water Fleet,
backed by two legions, disembarks and begins a bloody campaign of pacification. Within a few
hours, the battle is liable to set fire to much of the ramshackle lower city, killing thousands.
Dynasts of other houses who refuse to go quietly into arrest risk being killed by Peleps Dragon-
Blooded.
If Peleps succeeds in establishing control over however much of the city remains intact —
particularly the docks, which the Navy will take every effort to preserve — it makes it known
that only the satrapy’s flag has changed, and that it’s business as usual in Wu-Jian. Negotiations
with House Nissar over their role in the Protectorate begin — on fairly friendly terms, assuming
Nissar didn’t suffer notable losses in the battle and hasn’t been turned against House Peleps.
With Wu-Jian subdued, the bulk of the Water Fleet sails for Black Gannet Rock — already
firmly held by House Peleps, it is but a stopover on the way to Wavecrest.
Wu-Jian’s strategic significance means that House Peleps can’t simply cut and run if the city
holds out against them. The Peleps legions will settle into a protracted, bloody quagmire against
insurgent forces. Eventually, House Peleps may withdraw the 19th Legion to deploy elsewhere
in the Neck, leaving the 31st legion to occupy Wu-Jian — but either way, House Peleps’
timetables for the war will have been set back significantly.
Player Involvement
House Peleps’ initial assault on Wu-Jian is a dramatic conflict. Legionnaires flood the city,
prioritizing Dynastic estates and governmental buildings, but not passing over any opportunities
to pillage, despoil, and spread terror. Resistance is sporadic, but between the Thirteen Schools
and whatever weird, supernaturally talented outlaws lurk unknown in the lower city, Peleps
detachments may unexpectedly find themselves out of their depth.
Once House Peleps settles into prolonged occupation, the player characters may be tasked with
enforcing order throughout the city and rooting out pockets of insurgency — or they may find
themselves on the rebels’ side, leading raids against the Peleps legions, tending to those wounded
in the initial assault, and negotiating with House Nissar, the Thirteen Schools, and other regional
forces in a bid to turn them against Peleps.
The Wavecrest Campaign
The Water Fleet’s flagships cruise to a satrapy that appears to be mostly pacified. Wavecrest
needs only accept the new Imperial yoke. Peleps diplomats meet with the Feathered One to
negotiate a bloodless transition of power, and most likely succeeds in doing so. But securing the
Feathered One’s concession isn’t the end of House Peleps’ conquest.
Many of the archipelago’s royal families are outraged by this show of submission to an already
familiar oppressor, and agitate against the Protectorate’s rule with methods ranging from subtle
politicking to outright revolts. They aren’t the only ones; the Peleps garrison is tasked with
suppressing public opposition against the Protectorate on Abalone, while the Peleps legions are
dispatched to rein in other major inhabited isles of the archipelago that don’t easily submit.
Prominent political prisoners are jailed aboard floating prison-ships offshore, as are any Dynasts
from other houses captured by the Peleps forces. Meanwhile, the Water Fleet blockades shipping
in and out of Wavecrest, seeking to secure it against outside forces and to prevent news of the
Protectorate’s ambitions from spreading ahead of them.
Another stumbling block comes in the form of Hamoji — chief volcano god of the Wavecrest
Archipelago — and his spirit allies. Peleps monks and diplomats seek to establish
communication with Hamoji through his priestesses, offering him a prominent position in the
Western Imperial Protectorate’s Immaculate prayer calendars in exchange for his sanction.
However, Hamoji ill trusts the offers of Immaculates, suspecting that their promised worship will
be withdrawn as soon as they need some other god’s favor more. Unless the Peleps negotiators
can win over the volcano god, negotiations sour and the diplomats are expelled. If that happens,
House Peleps deploys seasoned Immaculate martial artists and other Dragon-Blooded to subdue
Hamoji, eliminate his priesthood, and cow his spirit allies across the archipelago.
Between the violent suppression of the royal families’ dissent and the blockade, the Feathered
One is almost certain to turn against House Peleps sooner or later, uniting the rebellious royal
families and vowing to fight the Peleps invaders to the bitter end. But Wavecrest’s military is no
match for the Peleps legions in open battle. Without aid from powerful allies or decisive
intervention by player characters, the rebellion is most likely crushed, with the Feathered One
either retreating into Abalone’s interior to continue leading a guerrilla insurgency or being
captured by the Peleps forces and tossed into his own volcano. In the Feathered One’s absence,
House Peleps may appoint a puppet Feathered One, or break with satrapial convention altogether
and place Wavecrest directly under the house’s rule.
In the aftermath of a failed rebellion, the surviving royal families most likely begin secretly
sheltering members of House V’neef, other Dynasts, and priests of Hamoji. But, shaken by
Peleps’ brutal retribution against the Feathered One’s rebellion, they’re unlikely to take up active
resistance for some time.
Player Involvement
Player characters may take a key role in the initial negotiations with the Feathered One to secure
his surrender and in subsequent efforts to enforce order over Wavecrest. This may be through
negotiation with royal families or leading Peleps forces to suppress dissent, either on Abalone or
the other islands of the archipelago. Player characters aligned against House Peleps might carry
out their own negotiations with the royal families and provide support to their opposition efforts
or battle against the Peleps forces deployed throughout Wavecrest.
The Water Fleet’s blockade poses an opportunity for intrigue — enemies of House Peleps might
attempt to smuggle secrets out of Wavecrest, or smuggle resources in to help support insurgent
groups. Peleps-aligned player characters might be tasked with hunting down spies who make it
escape past the blockade before they can deliver their vital information, or with hunting
smugglers and blockade runners.
The player characters can also take point in both House Peleps’ negotiations with Hamoji at his
open-air temple on the volcano’s lip, and the potential violent subjugation of the volcano god if
negotiations fall through. Even after the volcano god is bested, his priestesses and spirit allies
remain spread across the archipelago to be subdued. Alternatively, player characters may try to
conduct their own negotiations with Hamoji beforehand to bring him into a coordinated anti-
Peleps coalition, or offer support and defense to his allies.
The Feathered One’s rebellion doesn’t qualitatively change the nature of the action in Wavecrest,
but intensifies the conflict to new heights. Open warfare, espionage, assassination, negotiation,
and propaganda all play a vital role in determining the revolt’s outcome.
The Zhaojūn Campaign
With An-Teng lightly garrisoned due to its longtime acquiescence to Realm control, the Imperial
Navy’s capture of Dragon’s Jaw and the City of the Steel Lotus is likely to succeed with little
opposition. If successful, Water Fleet ships link up with allied cadet houses among the Baihu
satrapies and attempt to subdue the northern Meiyu Coast, then convey the 19th “Maelstrom”
Legion to Zhaojūn, which is expected to put up more of a fight.
The Lintha pirate family has a strong presence in these waters, and seizes on the opportunities
left in House Peleps’ wake. Imperial Navy and cadet house ships weakened in battle, hard-hit
coastal cities in An-Teng and the Meiyu Coast, the Merchant Fleet — all of these are potential
targets of opportunity.
If the early conquest of An-Teng and the Meiyu Coast goes well for House Peleps, then Zhaojūn
will likely pose their first major obstacle in this region. Zhaojūn’s satrap V’neef Boru, garrison
commander Sesus Chay Darim, and crown princess Zhao Mnemonrai Faiyen plan to lead the
V’neef garrison into the farming villages and outlying wilderness surrounding the city, and the
Maelstrom Legion may well spend the next several months running into traps and ambushes laid
by the insurgents. Peleps also suffers more subtle economic sabotage from V’neef merchants.
Even if House Peleps eventually succeeds in pacifying Zhaojūn, pockets of heavy military and
merchant resistance persist.
V’neef’s performance in the Western theater influences how long the insurgency lasts. A bloody
campaign there leaves the Southwestern insurgents unsupported, while successfully reinforcing
V’neef positions in the West — or being so decisively routed that they abandon the West entirely
— means more support available to the Southwest. A strong performance in the Southwestern
theater offers the Merchant Fleet safe harbor, dramatically strengthening V’neef’s position.
Player Involvement
An-Teng’s fall isn’t a sure thing; the intervention of the player characters, charismatic Tengese
resistance leaders, or foreign allies could potentially thwart House Peleps’ efforts. Likewise,
there’ll still be ample battle and negotiations for Peleps-aligned player characters to take part in
to secure An-Teng.
Likewise, the conquest of the Meiyu Coast presents opportunities for numerous conflicts
involving player characters on either side. The Baihu cadet houses also prevent an opportunity
for intrigue and diplomacy; House Peleps has strong ties to some of them already, but the player
characters could change that.
Once the conflict reaches Zhaojūn, the player characters can take on key leadership roles within
the rebellion, or in leading the fight against it.
Coronation
If House Peleps successfully pacifies Wavecrest and Zhaojūn — or at least, if it’s able to make a
plausible claim of having done so — it moves forward in establishing the Imperial Western
Protectorate proper with the coronation of a new Empress in the West. A massive parade fills
every street in Abalone. The Western Empress takes her throne in the old satrapial palace, calling
herself the Protector of the Realm, heir to the Scarlet Empress’ imperium.
The new Western Empress will almost assuredly be a female Peleps Dragon-Blood. Peleps Lai is
the strongest contender, though which of the numerous qualified candidates ultimately takes is
up to the Storyteller’s decisions and the player character’s actions.
Player Involvement
Peleps-aligned player characters may play a part in the political maneuvering and intrigues to
determine who takes the Western Throne, and in fending off the inevitable assassination attempts
against the new Empress.
For player characters opposing House Peleps, the coronation is a high-risk, high-reward
opportunity. Peleps will take pains to ensure the security of the new Empress, and her personal
puissance will ensure that she’s no pushover in any case. But a successful assassination could
potentially fracture House Peleps’ unity as potential successors squabble for the throne.
Stage Three: The Dragon Nests
Having declared the Western Imperial Protectorate, House Peleps moves to consolidate the
remaining Realm territory in the West, and the war for the Neck begins. Working from its base
in Utahi, the Water Fleet sets out to systematically conquer the surrounding islands, while
hunting down the Merchant Fleet with orders to capture or kill. House V’neef, unable to match
the Imperial Navy’s might alone, seeks all the allies it can from among the Western peoples, and
makes House Peleps fight for every inch it takes.
Conquest of the Neck
As the Imperial Navy shifts the preponderance of Water Fleet forces into the Neck, the Sea
Lords of Azure can’t ignore the implicit threat they pose, drawing the Azurite navy into the war
if it hasn’t already entered and seeing increasing military buildup throughout the Coral
Archipelago. The Water Fleet’s presence also lends force to House V’neef’s rhetoric. Few of the
Neck’s peoples believe House V’neef has their best interests at heart, but in the face of the
Protectorate’s expansion, it’s a pragmatic alliance.
Just who House V’neef is able to bring into its coalition varies with the player characters’ actions
and the war’s progress up until this point. Kerkeis, Okhiro, Tylo, Suadelo, and Skullstone are all
likely candidates. Mercenaries, privateers, and pirates — even the infamous Lintha family —
could be brought into the fold, agitated by the Imperial Navy’s pirate hunting and potentially
paid off from V’neef or Skullstone’s coffers, or with offers of amnesty and letters of marque.
Azure’s ancient fear of Dragon-Blooded rule complicates any negotiations between it and House
V’neef, but the Sea Lords may prefer to partner with one Dragon-Blooded house to avoid being
conquered by another. And while it would be almost unthinkable for the Silver Pact to outright
join forces with a Great House, Lunars may offer covert assistance.
At this stage, the war’s outcome can vary greatly depending on the Imperial Navy’s remaining
strength after its previous conquests, the might of the alliance V’neef is able to assemble, and the
actions of the player characters. If House Peleps claims enough victories against minor polities, it
sends diplomats throughout the Neck to persuade other islands’ leadership to abandon the cause.
Should Peleps prevail, the Imperial Western Protectorate will see most of the Neck conquered
and brought under its authority.
Player Involvement
Sea battles, diplomacy, island sieges, espionage, assassinations — there are abundant
opportunities for player characters to engage in this stage of the war, and potentially set their
own endgames in motion.
The Aftermath
Even if House Peleps is able to successfully bring the Neck into the Imperial Western
Protectorate, there’s still conflict aplenty to be had. Insurgent forces within Wavecrest, Wu-Jian,
Zhaojūn, or other holdings remain a thorn in the Protectorate’s side — burning Imperial Navy
ships in the harbor, freeing political prisoners, and assassinating Protectorate officials. Azure’s
tributaries in the Neck are increasingly unable or unwilling to pay tribute, either conquered or
denuded by the Protectorate’s growth. Thislikely to leads to the Sea Lords declaring their
opposition to House Peleps, embarking on a war of expansion. The Silver Pact raids Protectorate
holdings with the same zeal as it does Realm satrapies, and the Western Empress’ proximity may
stir the likes of Leviathan or Sha’a Oka to audacious action.
It’s also most likely at this time that House Peleps’ holdings on the Blessed Isle are lost, with the
Cathak and Sesus legions ousting those scions unwilling to go quietly. Even if House V’neef
can’t find allies among the rest of the Scarlet Dynasty, it can still paint House Peleps’ withdrawal
from the Isle as a betrayal of the Realm. Peleps scions remaining on the Isle risk being
imprisoned and ransomed in exchange for the Protectorate’s Dynastic prisoners, while Peleps-
controlled prefectures are absorbed into the holdings of whichever Great Houses hold the most
power on the Isle.
Player Involvement
At this stage, the War in the West is essentially over, leaving behind a changed Creation in
which the campaign continues. The Imperial Western Protectorate is established as a new
geopolitical force like unto Lookshy or Prasad — although depending on the player characters’
actions and other events, the Protectorate’s reign may not necessarily be a long one. Intrigue,
rebellion, warfare, politics, and espionage flourish in both the Protectorate and the Realm.