Sidereals Preview
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Lexicon
ambrosia: The currency of Heaven, made from prayer itself.
arcane fate: The curse that dooms the Sidereals to be forgotten, erasing memories and records of
Maiden’s Chosen. It came to be in aftermath of the Solar Purge, when the nascent Bronze Faction broke
the stars themselves to seal away the Solar Exalted.
audit: A formal investigation of a spirit or Sidereal conducted by a censor before imposing punishment.
Bronze Faction, the: An informal coalition of Sidereals dedicated to maintaining the safety and stability
of Creation’s status quo by supporting the Realm. Political rival to the Gold Faction.
bureau: One of the five bureaucratic sub-units to which the celestial gods belong.
Bureau of Destiny, the: The bureau to which the Sidereals belong, tasked with ensuring that destiny is
fulfilled.
Bureau of Heaven, the: The bureau that oversees abstract concepts and Heaven’s governance.
Bureau of Humanity, the: The bureau that oversees human creations and affairs.
Bureau of Nature, the: The bureau that oversees animals, plants, and other natural phenomena — except
for those that it lost when the Bureau of Seasons splintered off from it.
Bureau of Seasons, the: The bureau that oversees weather, climate, and the changing seasons. Heaven’s
military, the Aerial Legion, is also part of this bureau.
censor: Enforcers of Heaven’s justice, censors are elemental dragons invested with plenipotentiary
authority to punish heavenly crimes and conduct audits.
convention: A Sidereal working group within the Bureau of Destiny.
division: A sub-unit within a bureau.
Celestial Bureaucracy, the: The great bureaucracy of Heaven, encompassing both the bureaus of
celestial gods and the countless terrestrial gods who dwell in Creation.
Cult of the Illuminated, the: A cult whose teachings and followers were scattered across Creation in the
mass migrations following the Great Contagion. The Gold Faction supports it in secret to help protect
young Solar Exalted from the Bronze Faction and The Realm.
Creation-Ruling Mandate: The Unconquered Sun’s edict at the end of the Divine Revolution, granting
dominion over Creation to the Exalted rather than the gods.
destiny: The Celestial Bureaucracy’s plan for the future of a person, place, or thing, mystically woven
into the Loom of Fate. Planning destinies and ensuring they come to pass strengthens Creation,
reinforcing its reality against the chaos of the Wyld and other threats.
fate: The causal laws of Creation and Heaven. Fate dictates what futures — and destinies — are possible,
defining the world’s natural order.
Fivescore Fellowship, the: A colloquial term for the Sidereal Exalted as a whole.
elemental: Spirits that arise naturally from Creation’s Essence, who occasionally join the Celestial
Bureaucracy.
god: A type of spirit, typically serving as the divine steward of a place, thing, or concept as part of the
Celestial Bureaucracy.
god, celestial: A higher-ranking god of the Celestial Bureaucracy whose status warrants them a place in
Heaven. Celestial gods typically oversee a category of things or phenomeona, like “rivers,” or serve as
attendants, retainers, and staff to such gods.
god, terrestrial: A lower-ranking god of the Celestial Bureaucracy that dwells in Creation. Terrestrial
gods typically oversee specific things or phenomena, like “the Meander River.”
Gold Faction, the: An informal coalition of Sidereals, whose diverse goals and agendas share a
willingness to risk Creation’s safety for the sake of a better tomorrow. The secret backer of the Cult of the
Illuminated. Political rival to the Bronze Faction.
Heaven: The celestial city of the gods, connected to Creation by ancient gateways. Also known as Yu-
Shan.
Loom of Fate, the: A wonder from the dawn of time that allows the Celestial Bureaucracy to glimpse the
weave of possibilities that fate will allow and choose which potential futures will be woven into destinies.
prayerwright: A god or elemental skilled in the shaping of ambrosia.
Realm, the: Creation’s most powerful empire, dominated by the Great Houses of the Scarlet Dynasty, its
Dragon-Blooded aristocracy. Secretly backed by the Bronze Faction.
resplendent destiny: Archetypal identities donned by Sidereals to interact with others free from the curse
of arcane fate.
Shadow City, the: A colloquial term for the criminal underworld of Heaven.
Solar Purge, the: The mass assassination of the First Age’s Solars, orchestrated by a Sidereal conspiracy
that eventually become the Bronze Faction. Also known as the Usurpation.
spirit court: A social or political association of gods or other spirits.
Suggested Resources
The Sidereal Exalted draw from classical mythology, pulp fantasy, and spy thrillers. The following media
offer inspiration for players and Storytellers interested in the Maiden’s Chosen, the Celestial Bureaucracy,
or Yu-Shan.
Classics
Journey to the West, by Wu Cheng’en: This classic’s depiction of the heavens is the primary inspiration
for Yu-Shan.
Fiction
The Compleat Traveller in Black, by John Brunner: The titular Traveller in Black was one of the
original inspirations for the Sidereal Exalted and the strange magic of their Charms.
The Gods of Pegāna, by Lord Dunsany: The gods of Dunsany’s invented mythology were one of the
original inspirations of the Maidens of Destiny, and for many other aspects of Exalted.
The Great Work of Time, by John Crowley: The Bronze Faction was originally inspired by this
novella’s antagonists, the Otherhood — a secret society of time travelers bent on ensuring the British
Empire never falls.
Movies
The 36th Chamber of Shaolin, directed by Lau Kar-leung: A classic of Hong Kong’s cinema, this film
makes its protagonist’s training in the martial arts as exciting as any fight scene, providing excellent
inspiration for storytelling Sidereals’ training regimens and those of other Chosen.
The Adjustment Bureau, directed by George Nolfi: The titular bureau is the closest thing to the Bureau
of Destiny you’ll find in popular culture.
Ink, directed by Jamin Winans: This dark urban fantasy’s most spectacular scene is a visually stunning
example of Sidereal magic in action, courtesy of the blind seer Jacob.
Television
Doctor Who: The Doctor is stand-out inspiration for rogue Sidereals, a time-traveling immortal who
wanders the cosmos and safeguards the course of history despite having cut ties with the rigidly
bureaucratic Time Lords of Gallifrey.
Heaven Official’s Blessing, directed by Chen Jialin: This modern-day take on the celestial bureaucracy
follows the misdaventures of a down-on-his-luck god, providing ample inspiration for both Sidereals in
particular and Exalted in general.
Person of Interest, created by Jonathan Nolan: A former CIA agent and an eccentric software genius
follow the enigmatic guidance of the Machine, a mass surveillance system capable of predicting the
future. The sci-fi intrigues that unfold around the Machine provide inspiration both for Sidereal missions
and for what the shadowy Bureau of Destiny’s machinations might look like from the outside.
History
Few traces of the Sidereals’ long history remain in Creation. The Silver Pact teaches young Lunars of
their ancient foes, and the Immaculate Texts allude to the Maiden’s Chosen, but little else remains. This is
the secret history young Sidereals are taught by their mentors, found within the vast archives of Yu-Shan.
The Shogunate
As the Dragon-Blooded gentes took up rule of Creation, the Sidereals struggled against both the
challenges of a new world and each other. Destiny had suffered greatly as a cost of the Solar Purge, and
establishing a new status quo under Exalted rule would be key to mending it. As Dragon-Blooded
kingdoms arose, flourished, and went to war, the Sidereals watched from Heaven, bestowing the stars’
blessing on daimyos and gentes they believed would best serve destiny’s interests. While they could never
hope to control the Shogunate’s Dragon-Blooded rulers, they could still offer guidance and counsel
despite the curse of arcane fate.
Throughout the Shogunate, the Bureau of Destiny’s Sidereals intervened to defend it from within and
without. The Silver Pact proved greatest among these, and the Bronze Faction lent substantial aid to the
Wyld Hunts prosecuted by the Shogunate against them, offering both intelligence and the support of
Sidereal shikari. If there was any rival to the Pact’s threat, it was the Dragon-Blooded themselves, whose
ambition bred strife and treachery. Sidereals moved in secret to quash conspiracies against rulers blessed
by Heaven, while backing conspiracies, coups, and wars against those who obstructed destiny.
Not all the Shogunate’s perils were born of humanity. Aehemai the Second Death, woken from its
slumber in the Underworld by a mysterious necromancer-king, would have devoured every soul in
Malishen had the Joybringer Volant Stone not relocated the entire city to a sunlit mountain peak. The
Thing-in-Mirrors could not be slain by any daiklave, but fell to Ei Zou’s Obsidian Shards of Infinity style.
The faerie hosts of the Shape-Faced King might have bested Gens Kamaya in the Siege of the Burning
River were it not for the Sidereal Circle that assassinated their raksha warleader.
But the kingdoms of the Shogunate were not the only ones divided against themselves. The Solar Purge
had pitted Sidereals against each other in battle, creating a schism among the Fivescore Fellowship that
could not be mended. The Bronze Faction predominated within the Bureau of Destiny, but faced
opposition from the Gold Faction, a political bloc of Sidereals who had fought against the Solar Purge or
opposed the Bronze Faction’s support of the Shogunate for their own reasons. While factional disputes
never rose to the level of bloodshed seen in the Dragon-Blooded’s internecine warfare, it marked the end
of a unified Fivescore Fellowship.
Then came the Great Contagion, unforeseen by destiny, and cast the Shogunate and Heaven alike into
chaos. Sidereals struggled in vain to find a cure or halt the disease’s spread, but ultimately proved
powerless against it. Mass death cut short the threads of countless destinies, and Creation itself began to
fray and dissolve into the Wyld. By the time the Fair Folk invaded, all hope was lost. The Sidereals made
a desperate stand against the conquest, fighting not to win, nor even to survive, only to save as much as
they could. When the Sword of Creation annihilated the faerie incursion, the surviving Sidereals found
themselves tasked with forging a new world out of the ashes.
Sidereal Exaltation
Sidereals are Chosen at birth, though they seldom Exalt before reaching adulthood. A Sidereal’s early life
is touched by their Maiden in subtle ways. A Chosen of Journeys might be constantly uprooted, literally
or metaphorically, throughout childhood, while a Chosen of Serenity’s life will involve powerful
relationships, moving interactions with art, or intense emotional choices. These brushes with fate are
seldom clear except in retrospect.
This synchronicity between Chosen and Maiden heightens dramatically in the days preceding Exaltation.
Omens and portents surround her, and the line between dreams and reality blurs. Coincidence becomes
commonplace, especially surrounding her Maiden’s purview. The not-yet-Exalted Sidereal might feel like
she’s going mad, reaching enlightenment, or just having the strangest week of her life, but the signs are
always disruptive enough to be noticed by the Sidereal and often by the people around her.
This was it? The old map had led her halfway to Nexus and back, following riddles out of moldering
codices and piecing together clues from strangers on the road. In a moment of desperation, she’d even
taken her direction from the albatross that that had been her constant companion — it had worked in her
dreams the night before, and worked again then. Now, at her journey’s end, she’d found nothing more
than a ruined pagoda, its meditative pool filled with last week’s rainwater. No treasure, no wonders, not
even a sight worth seeing. She looked into the pool of still water and saw only her own reflection. Behind
her rippling face, a small yellow star shone in the midday sky, and when she touched the water, she
finally understood.
The fated nature of Sidereal Exaltation makes them uniquely possible to predict. Most aren't located until
they’ve Exalted, but occasionally someone is identified long before they come into their power. In those
cases, the Bureau of Destiny assigns a Sidereal to watch over their future colleague, taking the role of a
mentor, friend, or confidant. Officially, they’re meant only to watch and advise, but a few have
interpreted that role liberally when their charge’s life seems unbearable, or when a gentle nudge might
teach them an important lesson.
Many injured strangers passed through her door, but he was the first to arrive with a demon’s still-living
fangs buried in his flesh. She could only hold a cloth to his forehead and soothe him as he died. “Do not
mourn me,” he said, faintly. “Saturn’s call is sweet, and you will serve her well.” Fevered and
delusional, she thought, but still his words gripped her heart. As the light faded from his eyes, she felt it
flowing into hers, and when she opened them, the world sang with star-music.
Days or weeks of confusion finally culminate in a surge of unexplained power, imbuing the new Sidereal
with her gift. Although the moment of Sidereal Exaltation comes with a flash of pure understanding and
connection to fate, the Maidens themselves almost never appear, and the quickly fading moment leaves
no directive. New Sidereals are frequently confused and alone, cut off from their previous life with no
clear path forward.
They’d been through so much for this wedding day. A fine Dynastic lady and a humble peasant girl,
together despite the Scarlet Dynasty’s outrage. Her beloved had fought so hard for this union. She had
not been there, yet she’d seen nonetheless in her feverish delirium these last few days — just nerves, she
was sure. Now she and her bride were both visions in crimson and white, standing before three Imperial
judges. She lifted her veil, but in the eyes of her betrothed there was only confusion. “Who are you?”
asked the Dynast, and the farmgirl’s world shattered.
Arcane Fate
At the moment of Exaltation, the arcane fate that curses every one of the Maiden’s Chosen takes hold.
Now tied to the stars, the Sidereal’s identity is obscured by the broken constellation of the Mask, causing
her to be forgotten by friends and enemies alike. Her closest friends, her wife, her children — they could
forget her at any time, and one day, they inevitably will. Spirits, the Exalted, and other powerful beings
are more resilient, but even the mightiest are not immune.
Arcane fate takes its toll on every Sidereal. Elders help young Chosen of the Maidens cope with this
burden, encouraging them to meet Sidereals of similar age or inclination. While most gods are susceptible
to arcane fate, those in the Bureau of Destiny are immune, allowing Sidereals to nurture working
relationships into genuine friendship. Beyond this, a Sidereal can have no relationship that isn’t
overshadowed by arcane fate’s inevitability.
Sidereals shield themselves from arcane fate by donning illusory cover identities called resplendent
destinies. The Sidereal herself is still forgotten, but her resplendent destiny isn’t. Resplendent destinies
don’t have the complexity, depth, or history of a true identity — they’re archetypal personas, loose
sketches that let onlookers fill in details. They don’t conceal the Sidereal’s appearance, but give her the
seeming of that archetype in other’s eyes. Under a soldier’s destiny, her posture seems more imposing,
her movements bespeak training in battle, and her swears would be at home in any mess hall.
Many Sidereals see their resplendent destinies as nothing more than a necessary tool, just part of the job.
Any relationship they establish under its auspices are not genuine, merely assets in their service to
destiny. This is not always an easy matter — a relationship might begin in service to the mission, but
blossom into genuine friendship, love, or hatred. Other Sidereals draw little distinction between
themselves and their cover identities, using resplendent destinies to establish relationships free from
arcane fate. Those who walk this path face many heartbreaks: the pain of having to deceive your closest
friends, of never truly being understood, of falling in love with someone who can never know your name.
In Destiny’s Service
The Bureau of Destiny seeks out Sidereals soon after their Exaltation, offering them a position as an elite
agent of fate. Most accept, for the Bureau has much to offer: a purpose in life, the otherworldly splendor
of Yu-Shan, and the camaraderie of fellow Sidereals free from arcane fate. The Bureau works to ensure
that the destinies planned by Heaven come to pass, and Sidereals handle the most challenging and
dangerous threats to destiny: stopping a war one week, bringing rogue fire elementals in line to stymie a
volcanic eruption the next, and sabotaging a political marriage the week after.
While the Bureau’s intelligence is second to none, it’s not omniscient. Sometimes, a Sidereal might be
dispatched to the general location of a major snag in fate and told to fix whatever’s causing it. While
some missions may seem bizarre or pointless, the Sidereals assigned to them aren’t kept in the dark.
They’re briefed on their role in the bigger picture, both to provide important background information and
to ensure they understand the mission’s importance.
While the Bureau expects diligence and devotion from its agents, there’s more to life as a Sidereal than
their missions. They have time to indulge in heavenly decadence or pursue personal agendas. Even on
assignment, they have discretion to pursue their own interests and goals, so long as it doesn’t threaten the
mission.
The Sidereal host is sometimes known as the Fivescore Fellowship, for there are never more than a
hundred at once, and work more closely than any other kind of Exalted. A new Sidereal will quickly meet
almost every Sidereal working for the Bureau, and know the rest by reputation. Arcane fate makes
relationships with other Sidereals invaluable; even staunch political rivals may meet in a heavenly
teahouse and and make civil conversation for the sake of companionship.
Independent Sidereals who turn down the Bureau’s recruitment efforts are free to pursue their own goals
in Creation, yet they must do so alone. Some endure their solitude using resplendent destinies or by
prioritizing their relationships with Exalted Circlemates, worldly spirits, and others with supernatural
resilience to arcane fate. The Bureau’s offer is a standing one, and many independent Sidereals eventually
take them up on it, either when arcane fate’s strain grows unbearable or when they find themselves lost
and seeking purpose.
On rare occasion, Sidereals in the Bureau’s employ have gone rogue. Some find the work of destiny
unpalatable, or morally unacceptable. Some are jaded by the Celestial Bureaucracy’s corruption. Some
find their personal agendas have become incompatible with their service to the Bureau. A single rogue
agent represents a massive loss for the Bureau, but it doesn’t hunt down rogue Sidereals unless they pose
a threat to destiny. Coercion is a poor means of control over the Chosen, and a rogue agent given
sufficient time might find their way back to the fold. Bureau Sidereals occasionally join forces with rogue
agents on missions that serve both their interests, and some rogues maintain ties with their peers in the
Bureau, still willing to aid their closest companions.
Of late, the Bureau has seen the number of rogue agents actively opposed to Heaven increase significantly
with the reemergence of Rakan Thulio. Though the number of defectors over the decades can be counted
on one hand, the Bureau considers it a grave threat.
Essence Fever
Even those Sidereals who reject the Bureau of Destiny’s offer are called to serve Creation. In the throes of
Essence fever, they see what destiny’s course should — must — be, understanding what must done with
perfect clarity and knowing she must do it. They feel an intense connection to their Maiden and to fate.
Some Sidereals see how their lifelong goals and ambitions could be woven into destiny; others are
inspired to new visions of how the world should be. A young Sidereal, still in training, rushes to her
master’s office to tell them exactly how a tricky destiny should be plotted, the words overflowing before
she can realize what she’s saying. A wandering hero, undiscovered by the Bureau of Destiny, witnesses
the bloody aftermath of a tyrant’s cruelty and knows who must claim his throne. A junior field agent sees
beyond her mission parameters to how she might truly serve destiny.
It’s no surprise that Essence fever can be disruptive to the Bureau’s workings. New Sidereals are taught
mantras, breathing exercises, and meditation techniques to help them control it, but it takes many a few
years after completing their training to fully tame their fateful Essence. Convention meetings and destiny
planning committees are occasionally interrupted by youthful firebrands, and missions occasionally go
off-kilter, but so long as a Sidereal takes care of whatever problems she causes, she can expect sympathy
rather than sternness from her seniors.
Past Lives
A new Sidereal inherits her predecessors’ legacy, recalling memories from her past lives. These memories
might rise unbidden to a Sidereal’s mind or play out in her dreams. Sidereals who are particularly attuned
to their past lives might experience vivid, hallucinatory flashbacks. The more recent a past life, the greater
the clarity and detail. Memories of the First Age tend to be hazy and nondescript; the Divine Revolution
is nothing more than a fragments of emotion, sensory experiences, and incomprehensible visions.
Sidereals have greater opportunity to study their past lives than most Exalted, reading over their mission
reports and personnel file in the Bureau of Destiny’s archives or consulting the records kept by Lytek,
who is both god and chronicler of the Exalted. The official narratives don’t always line up with a
Sidereal’s past lives — not everything makes it into the mission report. Some Sidereals leave messages
for their successors: encrypted letters, sealed missives that can only be opened on a certain date,
compendious biographical tomes. New Sidereals may also find themselves the beneficiaries of a
predecessor’s will, inheriting riches, artifacts, manses, personal libraries, and the occasional heap of
disorganized paperwork.
Sidereals may also inherit a predecessor’s friends and enemies. Some gods see a new Sidereal as a direct
continuation of their past life, an old colleague under a different name and face. A god might occasionally
forget which name belongs to which incarnation, or expect a Sidereal to be intimately familiar with the
minutiae of a past life. Most catch on within a few years, though ancient and scatterbrained gods may
require prompting even from elder Sidereals. On occasion, a god might call in a past life’s debts, refusing
to accept death as an excuse.
Each Sidereal grapples with this legacy in their own way. Some identify strongly with their past lives,
finding meaning as part of a legacy stretching back to the Divine Revolution. Others see their past lives as
something separate from themselves, refusing to be defined by their predecessors or held accountable to
their obligations. They also take differing views on whatever guidance a past life might leave for them.
One Sidereal might prize her predecessor’s guidance, even if she refuses to accept him as part of her
identity. Another might discard such messages altogether, unwilling to be micromanaged from beyond the
grave.
Longevity
A Sidereal might live for millennia, but not a single day more than the Maidens have allotted her. For
most Sidereals, this is between three thousand and five thousand years. No Sidereal is known to have
reached their sixth millennium — with one notable exception — nor have any succumbed to old age
before their second millennium was nearly up. Anagathic drugs, peaches of immortality, and other
methods of extending one’s lifespan are of no use to them. The infamous rogue Sidereal Rakan Thulio
seems to have somehow transcended the limit of his years, and has offered to share his secret with certain
elder Sidereals in hopes of tempting them to his cause.
The Star-Blessed
A Sidereal having children is a recipe for heartbreak. Their Star-Blessed progeny
aren’t immune to arcane fate, remembering their Exalted parent only by their
resplendent destiny, if at all. The Star-Blessed are often strange children: wise
beyond their years, with a knack for attracting the attention of spirits.
Some Star-Blessed inherit a touch of their Exalted parent’s fateful magic: prophetic
dreams, an affinity for spirits, skill in interpreting omens, uncanny good luck, or
the power to lay fateful curses or blessings. Star-Blessed with such gifts may rise
to prominence as diviners, shamans, exorcists, and wise elders. Others stay behind
the scenes: court astrologers, advisers to the wealthy and powerful, or teachers at
prestigious academies.
Many Star-Touched are plagued by the mystery of their Sidereal parent.
Arcane fate may take their memories, but the Star-Blessed retain traces
and fragments that ought to have been erased entirely. Not a name, not
a face, but enough to know that they’ve lost something. Some devote
themselves to seeking out their lost parent; others nurse lifelong grudges
over their perceived abandonment. Some turn to drink, drugs, or ecstatic
spiritual practices to drown out these shreds of recollection.
Mercury
Swiftest of the Five Sisters, Mercury sees the fates of all things set in motion and knows the destinations
that await them. Golden-haired and saffron-robed, she is rarely still and often distracted. Her hair, tied
roughly back, gives the impression of haphazardness; the unsettled state of her skirts, messiness. But
when her darting eyes do settle on someone, the palpable intensity of her attention and focus is more than
most can meet.
Mercury is an obscure figure in Creation, but is worshipped as a guardian of messengers, merchants,
those given to wanderlust, and to sailors, who praise her for giving them the stars they sail by. Her cults,
small as they are, are largely centered in the West; most sailors can always make room for another god to
beseech or curse at sea.
Mercury’s also the patron of those who struggle with sitting still or focusing, receiving prayers from
young and old alike. Roads, boundary markers, and ship’s sails sometimes bear her sign in subtle ways
even where she has no cult, lingering as part of a people’s traditions or folklore long after they forgot her.
Venus
Venus is the goddess of all human relationships, kind and cruel alike. She stands behind the hand that
caresses the lover and the hand that whips the slave. More than any of her sisters, she understands
humanity’s emotions, their needs, their irrationalities, all the myriad things that make up the mortal mind.
Venus herself exudes a cool, collected serenity, her knowing smile subtle and oft-hidden by her deep-blue
tresses. Gods, elementals, and mortals have competed for her affections; to win them is a mark of pride
that endures long after the relationship (which never does), and which often buoys a flagging career or
lifts it to new heights.
Venus is the most worshipped of the Maidens, venerated widely as a fertility goddess, guardian of those
in labor, and divine patron of artists, rakes, and sex workers. Her cerulean blue is the color of the lanterns
hung in bawdyhouses across several cultures, of many brides’ wedding dresses, and of midwives’
kerchiefs in villages scattered across Creation.
Mars
Mars rules war and strife, from the meanest barroom brawl to cunning strategies that determine the course
of nations. Red of hair and hand, Mars is rarely seen unarmed. Her preferred dress is simple, unadorned,
and unrestrictive; her hair, she keeps short. She is blunt in her language and unhesitating in even the
hardest decisions, though never casual. She does not weep for those who meet their destined end in battle,
but neither does she disregard the weight of their deaths. Some see her as more human than her sisters
because of this, though this grossly oversimplifies the matter.
The worship of Mars is often overshadowed by that of other martial divinities, be they the Bureau of
Humanity’s directional war gods or terrestrial gods of strife and conflict. Her cults dot Creation
sporadically, with the largest typically incorporating her into a pantheon of war-gods or syncretizing her
with a more well-known divinity. But even where her worship is forgotten, her sign is still used by
soldiers, armorers, mercenaries, and brawlers, whether as a good luck charm or a symbol of their trade.
Jupiter
Jupiter is the goddess of secrets, and to many as mysterious as her purview. Not given to displays of open
emotion, Jupiter is as patient as she is taciturn. She says little and listens much, hiding herself beneath
long cloaks of deep green, often shading her face with a loose hood. Careful observers — those with a
millennium or more of practice — may discern the subtle signs she gives when she desires to speak
without giving voice to her words, a treasure for the observant.
Jupiter is rarely worshipped by mortals, but is sometimes offered a hasty prayer by thieves or spies
heartbeats away from capture. Occasionally, mystery cults to Jupiter appear as if from nowhere: the Order
of the Forgotten Name, whose adherents seek enlightenment in abnegation, is one such, lurking amid the
patrician ranks in the Imperial City as they assemble a conspiracy piece by painstaking piece.
Saturn
Saturn governs the end of all things, and so is most feared of all the Maidens. All things have an ending,
and Saturn has never flinched from delivering it; even her sisters expect no hesitance from her when their
time comes. With hair as white as funeral cloth and robes of dark violet, Saturn seems somber, even
melancholy to observers. Yet, when moved, she will smile, even laugh, and none have ever known her to
shed so much as a single tear. It is not sorrow that moves Saturn, nor regret, but a bone-deep knowledge
that all things will end, must end, and it is hers to be there when they do.
Mourners enjoin Saturn to be kind to their departed relatives, and the ill or ill-fortuned to delay her fateful
sign. One woman, a humble mortal grave-tender in Sijan, has apparently thus eluded death for centuries,
though none can tell why Saturn so favors her — or, indeed, if she does at all.
Chapter Two: The Celestial Bureaucracy
The Celestial Bureaucracy tends to the orderly procession of Heaven and Creation alike, binding the gods
above and below in harmonious cooperation as stewards of the world. It is corrupt in ways both gross and
subtle, as all bureaucracies are. Its hierarchy is a twisting, labyrinthine sprawl of redundancy, like no
other bureaucracy is. But even in its fallen state, the work of the Celestial Bureaucracy ensures that
Creation will endure, bulwarking the world against the chaos of the Wyld and other threats to reality
itself.
Organizational Structure
The Celestial Bureaucracy is divided into five bureaus, each with a broad remit. A bureau is further
divided into divisions, smaller organizations covering one element of its purview — the Bureau of
Seasons’ branches each oversee an individual season, for example, with further subdivisions for important
aspects of each season’s weather and celebrations. Many divisions are further divided into offices,
committees, sub-divisions, units, task forces, and the like, grouping together gods of closely related
purviews, with little consistency between divisions.
Divisions run independent of one another, with senior managers reporting back to their bureau, where the
divisions’ work is collated, cross-division problems are solved, and next steps are planned and handed
back down to division workers. Bureau leaders meet to discuss intra-bureau planning — including
resolving disputes over precedence between overlapping purviews, coordinating efforts to enact relevant
destinies, sharing reports and plans, and enabling transfers of key personnel — and ultimately report to
the Celestial Incarnae.
That general structure is almost never followed because each bureau has its own structural quirks. The
Bureau of Heaven, for example, is divided into two main departments, while the Bureau of Seasons has
both traditional ranks from the Celestial Bureaucracy and military ranks from the Aerial Legion — often
held simultaneously. Conventions coexist with the Bureau of Destiny’s five divisions, serving different
but ostensibly compatible purposes. The more closely you study any branch of the bureaucracy, the more
idiosyncrasies you find, forged over thousands of years of restructuring.
Terrestrial gods also belong to the Celestial Bureaucracy, but aren’t members of any particular bureau.
For most of them, Heaven is a distant place they’ll never set foot in, full of powerful and aloof gods who
occasionally send down orders. They report to terrestrial superiors, who report to their superiors, until the
seniormost terrestrial gods — such as the chief god of a forest or river, or of a particular region’s birds or
battles — report to a minor functionary of a relevant division. Some of topmost terrestrial gods report to
multiple celestial gods in different divisions or bureaus, while junior terrestrial gods may likewise report
have multiple terrestrial superiors.
Divine Purviews
All gods employed by the Celestial Bureaucracy receive a purview — a thing or concept that’s theirs to
manage, a sacred responsibility entrusted to them, or a position as an aide or functionary to a more
prominent deity. A god’s purview is not just their office, but a part of them, reflected in their appearance,
temperament, panoply, and miracles. This is unique to the gods; elementals and other spirits aren’t
affected by their station in the Celestial Bureaucracy.
When a god is promoted, demoted, or otherwise assigned to a new purview, her very Essence is
transformed. In most respects, this is a slow, gradual transformation. A god’s divine powers are almost
always the first to change, though it may take her time to fully master her new capabilities. Some
purviews entail significant physical transformations, as with lion-dogs and dream flies; these occur almost
instantly.
While many gods experience a change in personality alongside a change in purview, sometimes
reinventing themselves to better fit their new station, this is only partially a matter of their divine nature.
While a god’s purview can influence their temperament, it won’t change who they fundamentally are —
but the experiences they have as a god of that purview can. The purview of beetles won’t instill any great
fondness for the insects in the god who bears it, but a thousand years spent watching the lives of beetles
might.
Gods sometimes retain traces of a past purview’s influence and power if that position held some
significant personal importance or meaning to them. This is most common for gods receiving promotions
— those demoted to lower stations or stripped of their purview entirely must struggle to cling to whatever
scraps of power they can.
A Flawed System
On paper, the Celestial Bureaucracy’s organizational chart is a tangled mess. In practice, it’s worse.
Creation can’t be cleanly divided into five categories. Even if it could be, the Celestial Bureaucracy is a
sprawling tangle of a hierarchy, having grown almost organically over millennia. The baroque absurdities
of its organizational structure are notorious in Yu-Shan. A drunken night out isn’t complete without
retelling the anecdote about the junior minister ordered to fire himself, the auditor who finagled a sinecure
whose only duty was counting her own fortune, or the twins who ended up as each other’s bosses. Such
stories are extreme and often embellished, but founded in the unfortunate truth of the Celestial
Bureaucracy’s labyrinthine complexity.
A common point of contention is when a purview doesn’t fit squarely under any particular bureau or
division’s remit — or at least, when a god with the influence to matter claims it doesn’t. These ignite
fierce jurisdictional disputes over what department a purview should be assigned to. Such disputes are
resolved by political power more often that principled reasoning, resulting in the occasional absurdity,
such as the God of Hares' extended stint in the Division of Aquatic Life. The gods who hold such
purviews often end up pawns in their superior’s political machinations, swapped back and forth willy-
nilly between divisions and bureaus or traded like horses to settle other disputes.
Disputes over purviews sometimes result in a proliferation of redundant positions. Often, this results in
arms of the bureaucracy addressing the same problems without coordinating — or worse, working at
cross-purposes on incompatible solutions. The worst example is the Bureau of Nature, which boasts two
completely redundant hierarchies — although after millennia of this arrangement, the bureau’s members
have grown better at managing this than most.
Rarest of all, some purviews are so minor or insignificant that they fall through the cracks, leaving their
gods in the awkward position of not formally belonging to any bureau. While bureaus and divisions may
compete for prestigious purviews, few are interested in taking on the expense of taking on the God of
Dust Motes or the Lady of Drawers. These forgotten or overlooked gods still belong to the Celestial
Bureaucracy, but are barely above the unemployed. They’re given no office, staff, or supplies, and
requisitioning their salary from the Department of Celestial Concerns takes hours’ worth of paperwork.
When they die or abandon their post, no one hears about it until things start going wrong.
Nepotism
The swiftest path to success in the Celestial Bureaucracy is often nepotism.
The bureaus are full of gods who achieved their rank through family
connections, networking, and bribery. Sometimes a god’s child is well-
suited by nature to working with their parent, but they’re seldom the very
best candidate for the position. Other gods secure positions for their
children as subordinates to a highly-placed god who owes them a favor or
with whom they have a good relationship. Such nepotism hires are of
varying degrees of incompetence and can be almost impossible to
demote. It would be a gross faux pas to comment on the fact that this
applies to a sizable fraction of Heaven’s senior leadership.
Spirit Courts
Many gods belong to spirit courts. These aren’t part of the Celestial Bureaucracy; rather, they’re
independent organizations with their own rules and structures, capable of accepting or rejecting members
at their discretion. Since most courts form around shared purviews, coworkers in a bureau are also often
colleagues in a spirit court, though with no guarantee their ranks and standings in both will align.
The most common and widespread spirit courts are those of the terrestrial gods and worldly elementals,
which rose to prominence after the Contagion disrupted the hierarchies of terrestrial gods and in many
cases cut off contact and accountability between senior terrestrial gods and their heavenly overseers. Such
courts serve as political bodies, establishing their own hierarchies among a region’s terrestrial gods and
often incorporating other types of spirits. They’re often deeply corrupt, with leaders filing false reports to
cover up subordinates’ laxity and indiscretions in exchange for loyalty and service.
Yu-Shan’s spirit courts, on the other hand, are more often a matter of shared interests, political favor-
trading, control of a vital resource, and the like. Some are akin to secret societies or social clubs; others
are criminal syndicates in all but name.
Each of the Celestial Incarnae heads their own spirit court, made up of their respected subordinates,
descendants, friends, lovers, and other favorites. Having retired from the work of Heaven’s governance,
the Incarnae have delegated much of their power to trusted members of their courts. Gods entrusted with
the privileges and responsibilities of the Incarnae are major political players, even if they hold only a
middling station.
Planning Tomorrow
Potential destinies are proposed, planned, and debated in a series of committees that include gods from
every bureau, held before the Loom of Fate. To look upon the Loom is to see the weave of fate’s
possibilities spun into silken threads, filling the Loom’s vastness like a great web. Spirits and Sidereal of
the Bureau of Destiny can commune with the Loom to glimpse the fullness of fate’s weave, sifting
through every possible future to find one to write into destiny. Drafts of potential destinies are spun from
threads of fate by the pattern spiders (p. XX), weaver-spirits native to the Loom, allowing the committee
to scrutinize them in detail for potential complications or flaws.
Which future is chosen largely comes down to the interests represented in the committee. The God of
Shoots and Sprouts might campaign for a drought and forest fire that the God of Ancient Trees would
rather avoid. Partisans of the Fivescore Fellowship’s Bronze Faction use destiny to ensure the continuing
stability of the Realm as best they can, while their Gold Faction opponents would write radical changes
into the future. The August Minister of Tempests and the Serene Custodian of Fields can spend hours
grandstanding over annual rainfall amounts, though it’s not troubled their marriage.
Before a proposed destiny can be submitted, the Bureau of Destiny must assure its feasibility. When a
destiny comes to pass, Creation’s reality is strengthened, but a failed destiny snarls the weave of fate and
risks destabilizing local reality.
Timing is crucial: a destiny planned over too long a timeframe leaves more room for things to go wrong.
Not all destinies are equally sensitive to time pressures — weather patterns are far easier to keep on
course than cats. Similarly, a single destiny can’t account for everything; the more that must go right, the
harder it is to keep something from going wrong.
Spirits, the Exalted, and other supernatural beings are another major stumbling block to potential
destinies. It’s little trouble to nudge a mortal who strays off their destined path back on track, but it’s far
harder to puppetmaster the likes of the Chosen, even with Sidereal intervention. The Bureau strives to
avoid destinies contingent on the acts of the Exalted whenever possible, but that’s not always feasible.
Some destinies rest on Exalted whose temperament and history are known to the Heaven following their
usual patterns: a Solar defending her beloved Lunar mate, a Dragon-Blood siding with her Sworn Kinship
over a hated sibling, and so on. Even then, such destinies are a source of major concern for the Fivescore
Fellowship, and are notably more likely to fail.
If predicting a single Exalt’s decisions worries the Fivescore Fellowship, the Realm is a nightmare.
Lookshy, Prasad, Great Forks, and other major supernatural polities are little better. It’s infeasible to
simply leave Creation’s largest empire or other prominent geopolitical forces out of destiny altogether,
but the chances of failure are far beyond the Bureau of Destiny’s tolerance. The Bronze Faction’s close
collaboration with the Scarlet Empress and their influence in the Immaculate Order has kept catastrophic
failures to a minimum, but her disappearance and the Realm’s imminent descent into civil war mean all
bets are off.
Issues of Nomenclature
While this book is consistent in its use of “fate” and “destiny,” people in
Exalted aren’t. The distinction is lost on most gods outside the Bureau of
Destiny, and even Sidereals permit themselves poetic license in speaking of
what’s “fated” or “destined,” or have an occasional slip of the tongue.
Players and Storytellers don’t need to worry about keeping the terminology
straight in play.
Destiny Fulfilled
Once a planned destiny is approved, the pattern spiders weave the threads of its fate into the Loom’s
tapestry. The pattern spiders are also the first to tend to irregularities in destiny, tweaking a stand here or
there in the Loom to make the subtlest of adjustments to probability: a cow bears two calves instead of
one, a rotted tree finally falls just in time to block a peddler’s route, a lantern gutters at a crucial moment
to let a thief slip past in the dark. Errors that the pattern spiders don’t catch are usually too minor to
meaningfully threaten destiny’s outcome.
If the spiders’ subtle influence isn’t enough to catch a serious problem, or if they let one slip through, the
task falls to the gods. The Bureau of Destiny coordinates with both terrestrial gods and any appropriate
divisions to intervene. Most significant complications are caught at this level — healing a wounded
courier so she can complete her journey, turning a battle’s tide with a fortuitous storm, or swaying a
truculent mortal with well-chosen words.
When a threat to destiny is beyond even the gods themselves, the Sidereal intervene. They might steer the
future of nations by sabotaging a diplomatic summit, hunt a faerie warband and its chaos-graced queen, or
save a city from a natural disaster by ensuring it was never there to begin with. Their heroism may go
unremembered, but it’s still the stuff of legend.
Enemies of Fate
The Bureau of Destiny refers to beings from beyond Creation as “enemies of fate.” Demons, the undead,
the fae, and others of their ilk aren’t subject to fate’s laws. Occluded from the Loom of Fate’s predictions,
their every act has the potential to disrupt planned destinies, while their magic risks disrupting causality
and Creation’s stability. Preventing enemies of fate from destabilizing destiny falls under the Bureau’s
remit, though they prioritize the most dangerous targets — a sorcerer’s bound retinue of demons or an
ancestor cult’s ghostly patrons are unlikely to cause any harm to reality that the pattern spiders can’t fix.
The Second Age has seen the emergence of Exalted enemies of fate, empowered by otherworldly forces.
The most dangerous of these have been the Getimians (p. XX), but the appearance of the Abyssals and
Infernals only makes the Bureau’s work harder.
Recruitment
Finding new Sidereals is a top priority for the Bureau of Destiny, with the search beginning the moment
that a Sidereal’s death is reported. Officially, the search is led by the division of the new Sidereal’s
Maiden, though this responsibility is often delegated to a deceased Sidereal’s Circle out of respect.
Sidereals of every division are expected to aid such efforts when possible — a responsibility owed not
just to the Bureau of Destiny, but to the Fivescore Fellowship. Some whom the Maidens have Chosen to
be Sidereal are discovered even before their Exaltation, observed and sometimes trained by a Bureau
agent, though an offer to join the Bureau typically isn’t made until they Exalt.
Once the new Exalt is found, a Sidereal agent is sent to make contact, explain the nature of the young
Chosen’s Exaltation, and extend an offer of employment with the Bureau. Many eagerly accept this offer.
Joining the Bureau is an opportunity for power, purpose, and heroism, while the splendors of Yu-Shan are
beyond mortal imagination. And as part of the Fivescore Fellowship, Sidereal find a community of others
like them, a camaraderie beyond arcane fate’s power to unmake. None can sympathize with the pain of
losing one’s mortal life like those who’ve endured the same loss. For a lost and frightened young
Sidereal, full of power and grief, the offer of belonging can be the most powerful draw of all.
Not every Sidereal leaps at the chance to serve Heaven. The Bureau of Destiny’s recruiters gather as
much information as possible on new Sidereals’ mortal lives, tailoring their approach to the young
Chosen’s temperament, beliefs, and desires. Those unmoved by offers of prestige and purpose might be
swayed by access to Heaven’s secret archives, the power to protect their loved ones, or a safe haven from
powerful enemies. But perfect information is rare indeed, making quick thinking and improvisation
potentially vital to winning over a new Sidereal. Coercion and deception are shunned as recruitment
tactics — Sidereals brought in through threats or lies are cataclysmic problems waiting to happen.
Sidereals who reject employment with the Bureau are known formally as “potential assets” and poetically
as “prodigal stars.” They’re left to their own devices, but with the understanding that the offer stands. In
time, some seek out the Bureau, changed by what they’ve experienced. For most, it’s arcane fate that
brings them to the Bureau’s doorstep. Others find solace in connection with Exalted comrades in Creation
who can resist arcane fate, like the young Scarlet Cricket, who travels the world alongside her Solar
companion, Kael.
Sidereal Status
Sidereals hold a unique position in Yu-Shan. They belong to the Celestial Bureaucracy, but their authority
comes from the Maidens of Fate themselves. Their humanity sets them apart from those they work
alongside, but it’s also a source of novelty and fascination to the gods. Heaven at large regards Sidereals
as diligent servants of destiny, mysterious heroes, and occasionally as celestial celebrities.
In Heaven, Sidereals enjoys a quality of life seldom matched in Creation. Even an ill-regarded or
disgraced Sidereal agents in good standing can put Creation’s princes to shame, with secretarial spirits
and other staff to aid in personal affairs and handle administrative tedium.
Sidereals are entitled to take sabbaticals from Bureau work, time off that can spent however they wish
they wish. These allow them to deal with unfinished business from their mortal lives, pursue personal
projects, lend aid to allies in Creation, carry out factional business, and occasionally, to simply relax.
Even the most junior agents can expect a few weeks’ sabbatical each year, while most Sidereals can
manage a season off every year or two. The Bronze and Gold Factions make a practice of approving
extended sabbaticals for their members to carry out the factions’ long-term plans. Such corruption rarely
comes to light — both factions stand to benefit more from having their own practices go unscrutinized
than exposing the other’s.
Sidereal Generations
The Fivescore Fellowship can be roughly divided into four generations. Most Sidereals form their closest
personal relationships with others in their generation, as young Exalted find it easiest to connect to those
similarly new to Heaven’s service and the tragedies of arcane fate.
Most Sidereals have a few peers who Exalted around the same time they did — when things go wrong
enough for a Sidereal to die, it’s not uncommon for others to fall as they risk their lives fixing it. A
handful of Sidereals dying within weeks of each other is a tragic calamity, but makes for a new Circle
with immediate common ground.
As decades become centuries, a generational cadre’s web of relationships and shared experiences bind
them together. A Sidereal’s friends, lovers, Circlemates, and confidantes among the Maiden’s Chosen are
most often members of her own generation, though the mentor-student relationship often transcends
generational divisions.
The Fourth Generation: Forged in Sorrows
A majority of the Fivescore Fellowship belongs to the fourth generation, those who Exalted in the
centuries since the Realm’s birth. They often have closer relationships with mortals than other Sidereals,
having not yet experienced a thousand years of arcane fate and life among the gods. As a consequence,
they feel arcane fate’s sting the most sharply. Their elders meet this sympathy and commiseration — few
in the Fivescore Fellowship can say they were any different.
This generation’s goals and motivations are likewise often still rooted in the old priorities of the mortal
lives, with a tendency toward a greater focus on the short term than their elders. The Realm’s world-
spanning political influence has shaped this generation’s perspective on factional politics more than any
other’s.
The Third Generation: Survivors of the Contagion
The Fivescore Fellowship’s third generation of is said to have begun with the first Sidereal to fall to the
Great Contagion, the single greatest loss of Sidereal life since the Solar Purge. It’s by far the smallest
generation, having spanned only a few decades, but its ranks are disproportionately large compared to
those of the other, century-spanning generations.
The Contagion’s survivors are tightly-knit, brought together by collective trauma and separated by only
the briefest of intervals. Having experienced the chaos of a world on the brink of collapse, some have a
tendency to fixate on the work of destiny and the affairs of Heaven, preferring the timeless and the eternal
to the transience of things in Creation. Others endure it through philosophy, hedonism, or mysticism,
pursuing these endeavors to epic heights only possible in Yu-Shan.
The Shogunate’s collapse is to the Contagion generation’s factional politics what the Realm is to the
younger generation, though allegiances have shifted over the centuries. Some saw it as a testament to the
grave import of the Bronze Faction’s work; others took it as a damning condemnation of its methods.
The Second Generation: Stewards of the Shogunate
Few Sidereals born during the Shogunate are alive today, have died en masse during the Great Contagion
and the Fair Folk’s conquest. Shepherding Creation through Solar Purge’s aftermath and the warring of
Dragon-Blooded kingdoms taught many in this generation the ways of both war and political intrigue.
The lives lost for the sake of feuding warlord’s ambitions and vendettas taught another lesson — the
value of duty and discipline. Many in this generation hold high rank within the Bureau, having filled the
roles of the many First Age elders lost in the Purge.
The Shogunate generation saw the formal beginning of the factional schism. While it came in the Solar
Purge’s wake, few of this generation still base their politics on it, with equal emphasis given to the events
of Shogunate history, the Great Contagion, the Realm’s rise.
The First Generation: Elders of the First Age
First Age Sidereals are rare, and grow increasingly so as their allotted lifespans have begun to run out.
These living legends are ancient and revered masters, leaders of the Bureau and the factions, and the most
sought-after of mentors. Their ages vary widely, given the five millennia of the First Age and the
unpredictability of those who fell in the Solar Purge. The oldest surviving elders were born when the age
was only a few years old; the youngest Exalted in the weeks leading up to the Purge — with the exception
of the traitor Rakan Thulio, who Exalted as the Divine Revolution drew to a close.
First Age elders prioritize the Solar Purge in their factional politics more often than the Shogunate
generation, having experienced the atrocities that led to it and the terrors of war against the Solars
firsthand. But a millennium and more is a long time, and many have moved on from the factions’
founding conflict.
This generation was born into a world that’s now long-dead. While their origins were scattered across
Creation’s breadth and the First Age’s span, they’re united by the shared experience of a loss that few
others can understand. Even sworn enemies whose enmity traces back to the First Age sometimes take tea
together, reminiscing on a time before the Mask broke.
Missions
Junior Sidereals are assigned missions either by one of the Bureau’s divisions or a convention. While
some missions are suitable for a lone Sidereal, some warrant a full Circle, drawing on the diverse skills of
multiple Castes. Sidereals who prove they can work well together — or at least well enough to complete
the mission — can expect to be partnered again on subsequent missions, building up the rapport and
understanding that turns disparate colleagues into an effective Circle.
The Bureau’s mission briefings detail both objectives in the field and the broader picture that the mission
fits into, providing Sidereals with the information necessary to improvise a backup plan if things go awry
or recognize when their priorities need to be reevaluated. However, between imperfect information, the
limits of Sidereal foresight, and the occasional bureaucratic mix-up, some briefings boil down to a map
and a directive to “figure it out.” The Bureau prefers to reserve such missions for more experienced
Circles, but doesn’t always have that luxury.
Many missions involve hunting down enemies of fate, investigating their activities, performing
reconnaissance in otherworldly realms, or conducting diplomacy. Destiny can’t account for those who fall
outside the possible futures the Loom reveals, making demons, Fair Folk, Getimians, and others of their
ilk unique threats to Heaven’s agenda. At other times, powerful denizens of Creation or Heaven stand in
destiny’s way: Exalted whose ambitions conflict with Yu-Shan’s plans, rogue gods, sorcerers, behemoths,
and more. Such missions aren’t always an even match — against superior foes, Sidereals must take an
indirect approach, relying on subterfuge, ingenuity, and superior planning — and sometimes ditching the
mission briefing completely to approach the problem from a different angle.
Other missions lack such powerful opposition: arranging for complete strangers to meet and fall in love,
ensuring a battle is won by the underdog, assassinating a petty despot. Though they may seem trivial for
the Exalted, such missions are assigned only when they have far-reaching consequences that necessitate
Sidereal intervention and are likely to face opposition or complications unknown to the Bureau. Sidereals
dispatched to intervene in royal succession are briefed on the peasant rebellion projected to occur within
the next few years, one that would be quashed by the destined heir but supported by his rival, disrupting
Heaven’s plans for the entire region.
Such missions often require a ready-for-anything approach: The rebellion might break out ahead of
schedule, backed by a rogue forest spirit seeking to expand its cult by force. A Fair Folk prince seduces
the destined heir, twisting him into a creature unsuited to Heaven’s purposes. The ailing sovereign dies at
the appointed hour, only to rise from her deathbed as one of the Abyssal Exalted.
A Sidereal’s Duty
Sidereals in Creation are allowed and expected to act on their own recognizance when fulfilling missions,
trusted to make decisions and act independently. They have discretion to pursue personal agendas,
factional business, or other goals alongside their mission. This is both privilege and responsibility. A
Sidereal who makes poor choices in the field can expect to be relegated to lower-priority missions as
remedial training, and to see both her standing in the Bureau and her salary fall until she’s demonstrated
improvement. That said, she can also expect some sympathy from peers and elders — most have made
mistakes of their own.
A Sidereal who willfully jeopardizes a mission’s success faces far harsher treatment, with the almost-
inevitable audit being the least of her worries compared to the opprobrium of her peers. The reprimand
they face is often tailored to their motives. When a factional agenda undermines destiny, the responsible
Sidereal’s censure is left largely to her own faction. A Sidereal who prioritizes a Circlemate’s life over the
mission is punished only lightly, sometimes winning respect from the Bureau in the process. A Sidereal
who’s swayed by Rakan Thulio into actively sabotaging destiny is imprisoned in one of Heaven’s
securest gaols. They are visited by friends, mentors, and colleagues seeking to win them back to the
Bureau’s service.
Sidereals are entitled to decline missions, but doing so is uncommon. This is less a result of pressure from
the Bureau than it is a testament to the Fivescore Fellowship’s sense of duty. But while this privilege is
absolute, its exercise isn’t without consequence. A Sidereal who does refuse a mission must present a
justifiable reason to avoid falling out of favor within the Bureau. Legitimate concerns about risks of
Sidereal casualties, conflicting priorities, or absolute necessity are generally acceptable, though this
doesn’t always hold true for high-priority missions. The Bureau is divided on the justifiability of ethical
objections. Some believe that occasionally indulging a Sidereal’s conscience is worth their continuing
loyalty; others see such moral qualms as a lapse of duty and discipline.
Storytelling Missions
In a Sidereal chronicle, official missions can serve as a framing device for all sorts of adventures.
Assignments that go smoothly occur off-screen, while play focuses on when things get interesting.
Depending on your playgroup’s preferences, each mission can be a stand-alone problem to solve or part
of a trail of interconnected breadcrumbs leading to a powerful adversary, secret conspiracy, or other grand
finale. Mission-based chronicles are great for playgroups where players drop in and out of the game, with
players who can’t make it to the session sitting out missions or making a light arrival as reinforcements.
If it suits your group’s play style, an “easy” mission could also serve as the backdrop of a character-
driven session that lacks traditional challenges. Perhaps a Sidereal is sent back to her hometown to
intervene in a festival she once attended as a child, forcing her to face the loss of her family to her arcane
fate. A heartfelt conversation between Circlemates as they watch paper lanterns floating across a river can
be compelling on its own, even if the dice and character sheets sit untouched.
If you aren’t interested in the Bureau of Destiny, missions can show up irregularly or serve as jumping-off
points for unrelated stories. Sidereal player characters can uncover unrelated problems while handling
simple assignments that end up taking priority over the mission. If you don’t want missions from Heaven
to be part of your game at all, even young Sidereals are entitled to sabbaticals, and you can handwave the
details of how they got all this free time. A long sabbatical arranged off-screen frees up a Sidereal to
adventure with other Exalted without having to worry about Heaven’s politics at all.
Briefings from the Bureau
Babysitting Duty: A sorcerer-prince is projected to unleash a terror of the ocean depths through a ritual
that requires the sacrifice of one of his descendants. Destiny’s needs make assassination infeasible. The
Sidereals must remove his three children from his household and rehome them as necessary to ensure that
the ritual can’t be completed. (They need not see to the question of future children — the appropriate
fertility gods can handle that.) If they fail in this, it falls to them to slay or recapture the unleashed
behemoth before its rampage can disrupt destiny.
The City of Glass: An entire city has been severed from fate without any apparent cause. Preliminary
reconnaissance found that all inanimate matter within the city has been transmuted to glass. No life is
evident — neither plant nor animal, human nor spirit. The player characters are tasked with further
investigation that inevitably leads them into peril. This mystery could have any number of causes —
examples include a malfunctioning First Age reality engine reactivated by a scavenger prince, a faerie
prince who’s imprisoned the city’s populace within its glassy walls, or a Circle of Getimians setting a trap
for unwary Sidereals.
Lost in the Wyld: After a fae raid on a settlement, a pair of mortals — a foul-mouthed warrior and a
gloomy shaman — are pursued the Fair Folk reaver and his hobgoblin retinue into the bordermarches,
only to find themselves lost in the Wyld. The Convention on the Wyld projects that their survival will
significantly decrease the chances of the village falling to the Wyld. The player characters are tasked with
finding and retrieving them, though circumstances — and the mortals themselves — may not make this
easy. Potential complications include finding the mortals imprisoned by a faerie court and ensnared in its
intrigues, a Wyld parasite that’s secretly infested one or both of them, or a living labyrinth that’s
swallowed them up into its fractal gullet.
The Prodigal Dragon: A strategically located town’s destined growth and prosperity have come under
threat from a veritable army of bandits led by a powerful Demon-Blooded sorcerer. According to the
Division of Serenity’s predictions, the best chance for bringing destiny back on course lies in a wandering
Dragon-Blooded outcaste born to that village and in a demon-slaying daiklave forged by the outcaste’s
great-grandmother. The player characters’ mission is twofold. First, they must retrieve the daiklave from
its current owner — a Guild factor and collector of artifacts, whose vaults are guarded by God-Blooded
sentries, sorcerous wards, and traps looted from First Age tombs. Then, they must convince the outcaste
to return and defend the village that rejected them. If they can’t, it’s up to them to defend the village — a
task that might be complicated if the bandit’s leader has the backing of an unbound Second Circle demon
or an Infernal Exalt.
Save the Ship: Destiny requires that a shiphand of the Denzik city-ship court and eventually wed the
mortal son of a visiting Realm diplomat. The player characters are tasked with ensuring that a copy of the
Immaculate Texts falls into the deckhand’s possession in time for him to acquire an understanding of the
Immaculate Philosophy prior to the son’s arrival. Potential complications include an assassination attempt
on the Dragon-Blooded ambassador by a rival Great House or the Silver Pact, an attack by Lintha reavers
bearing demonic blessings, or social unrest caused by an unexpectedly rapid spread of Immaculate
doctrine.
Institutional Culture
The Division of Journeys is best described as controlled chaos. Work moves at a hurried pace — time-
sensitive tasks are assigned just ahead of deadlines, offices are regularly relocated and shuffled between
the Barque’s many decks, and its corridors are filled with frantic couriers racing to deliver their messages.
Not all the division’s employees take well to this environment, with some preferring a more meticulous
approach that’s focused on the long term. This aspect of the division’s culture is concentrated at the top
— its head, the road-god Ruvia, is an exemplar of adaptability and improvisation, and disproportionately
selects gods who share his proclivities to supervisory positions.
The tension between these two work cultures can be exhausting and exasperating at times, but it’s also the
reason why the Division of Journeys is among the most efficient in the Celestial Bureaucracy. Its
hierarchy is streamlined to minimize bureaucratic delays without compromising effectiveness. Resources
— materiel, personnel, and more — are reallocated quickly and smoothly to meet crises or seize
opportunities. Office space is reassigned or reimagined to suit today’s needs, not yesterday’s bureaucratic
squabbles.
Working Relationships
The Division of Journeys works closely with all four of the other bureaus, on top of frequently liaising
with its sister-divisions. In the course of overseeing a Realm legion’s march, it might coordinate with the
Division of Battles, the Bureau of Heaven’s Division of War, and the Bureau of Humanity’s Division of
Weapons, while consulting the Bureau of Nature on the terrain and the Bureau of Seasons on the weather.
Outside of the Bureau of Destiny, the Division of Journey’s working relations are strongest with the
Bureau of Seasons. The division was one of its early allies in the labor dispute that led to the bureau
splintering off from the Bureau of Nature, and they work together closely to coordinate travel and
weather. The Bureau of Heaven’s Department of Celestial Concerns also has a favorable relationship with
the division, owing both to their close cooperation in overseeing the celestial gates and the friendship
between Ruvia and the department’s head, Ryzala — one of the few to recognize the genius of the
division’s structure.
Matters are frostier between the Division of Journeys and the Bureau of Humanity. Wun Ja, the bureau’s
head, seeks to promote the direct rule of mortals by gods. Ruvia has no hard evidence, but he suspects
something’s rotten in the Bureau of Humanity. Working relations have suffered significantly since he first
caught wind of this corruption. Division officials are encouraged to circumvent the Bureau of Humanity
wherever possible, while destinies proposed by the bureau face fierce opposition from Ruvia’s allies —
and Wun Ja has returned the favor.
Most in the Celestial Bureaucracy form their opinion of the division based solely on its more outgoing
and hectic half of its work culture, seeing it as a demandingly fast-paced and somewhat haphazard
institutional partner. Even within the Bureau of Destiny, it’s not uncommon for more punctilious
members of the Division of Battles and Endings to grumble at its last minute adjustments to schedules
and unexpected personnel changes. Its incredible efficiency is unfairly attributed to chance more often
than competence, and its more diligent members are viewed as outliers rather than a core part of the
division’s culture.
Notable Figures
Radiant Sky, Chosen of Mercury
After more than a millennium of diligence spent prioritizing work above all else, Radiant Sky has risen to
the chair of the influential Convention on Commerce. Now, it’s time for her to kick back and enjoy the
fruits of her labor. She indulges in exotic vices and wears her scandals like a crown. Once a notorious
micromanager, she’s mastered the art of delegation, letting young Sidereals “learn by doing” while she
recovers from last night on her office couch. Her galas are the stuff of legend, and open the doors to all
manner of backroom dealings. She’s always willing to trade favors with young Sidereals seeking an
invitation.
When she’s not enjoying her debauches, Radiant Sky serves as an unasked-for mentor to young Sidereals
she thinks are taking their work too seriously. She assigns them missions that require working together
with their more carefree peers, makes social invitations they can’t refuse, and drags them on adventures as
a forced sabbatical. She doesn’t want her protégés to be just like her — she knows full well she’s no role
model — but seeks to spare them from burnout and self-isolation.
Between her centuries of overwork and her current lifestyle of debauchery, Sky’s had little time for
factional politics, and proclaims herself an independent when the question’s raised. She’s long found the
Wyld Hunt an odious waste of life that’s cost the Bureau potential allies in the Silver Pact, but keeps her
reservations to herself out of political expedience. While she’s unreservedly convivial with her peers in
the Gold Faction, she more often sides with the Bronze Faction in destiny planning committees to keep
herself and her convention in its good graces.
Ruvia, Captain of the Golden Barque, Lord of Roads
Ruvia steers the ship of the Division of Journeys both literally and figuratively. Famed for his quiet
confidence, good cheer, and skill at logistics, he’s the stable center that allows the rest of the division to
flex and bend. He seems little more than white-haired old man with a long beard, dressed in simple robes
of saffron embroidered with a grid of red thread. His panoply is oddly humble for a god of his station — a
seemingly bottomless sack of useful odds and ends, a great wooden mallet that dispenses both blessings
and curses, and a much put-upon donkey who once ate a peach of immortality.
Ruvia’s leadership has seen his division grow so efficient that his active management is no longer
necessary on a day-to-day basis — something he takes immense pride in. He spends most of his time
tending to the duties of his purview, the web of roads through which trade, news, and travelers flow like
lifeblood. He’s well-liked by terrestrial road-gods, interceding for them with supervisors in exchange for
their reports on goings-on in Creation. He also tends to the development of junior Sidereals, offering
plum assignments to agents of all divisions that double as tests of their temperament and flexibility. He
favors those who pass his tests with his patronage, though he’d never let them know of it. He maintains a
cordial but impartial relationship with both the Bronze and Gold Factions, unwilling to be beholden to
either of them — though in practice, this favors the Bronze, which has much less need of his political
backing than their opposition.
The Division of Journeys’ feud with the Bureau of Humanity is largely driven by personal matters
between Ruvia and Wun Ja. The God of Roads was once the city father of a metropolis now lost to time,
and takes his former superior’s corrupt scheming with Creation’s city fathers as an insult to his many
centuries of duty in her name. He generously rewards anyone who can give him evidence of the Bureau of
Humanity’s misfeasance, and occasionally recruits trusted Sidereals for off-the-books intelligence
operations.
Swooping Heron, Celestial Courier of Mail and Deliveries
Swooping Heron oversees memoranda and correspondence sent between all of Heaven’s bureaus and
divisions. He’s an amiable god who lives in the moment, easily recognized by his long neck and ardeid
mien. Should he desire, Heron could snoop on every little secret sent through his office. He prides himself
on not doing so, but it’s a well-known secret that he might “forget” to lock the door to his office in
exchange for a suitable gift (he’s particularly fond of candied eels).
Heron’s aligned himself loosely with the Bronze Faction. The Realm boasts Creation’s largest and most
sophisticated mail system, and he’ll do anything to preserve that. Most assume this is motivated by
ambition, but it’s actually the opposite — if the Realm’s postal system were to fall, the Bureau of
Humanity’s Division of Correspondence might be dissolved entirely, putting the responsibility of
overseeing mortal communications squarely on his office.
Heron frequently visits Creation, and has numerous God-Blooded children. He leaves them make their
own way in life, rather than bringing them to Yu-Shan, but were something to happen to any of them,
he’d be beside himself. Should one of his descendants face peril beyond the god’s power to thwart, he’d
offer almost anything to secure the aid of sympathetic Sidereals.
Nysela, Advocate of Righteous Ideals, Charioteer of the Daystar
Bureau of Heaven Liaison to the Division of Journeys
The Bureau of Heaven’s liaison to the Golden Barque, Nysela once drove the resplendent war-chariot of
her father, Unconquered Sun, against the Ancients’ forces. She’s among the most prominent members of
his spirit court, having been entrusted with his authority over the movement of Creation’s sun. The
Bureau of Heaven has made her its liaison to the Golden Barque to facilitate this, letting her coordinate
the motion of celestial bodies with the Division of Journeys.
Nysela’s devotion to her duties and unfailing resourcefulness have rebuked those who once accused her
of nepotism. A born rule-follower who’s direct to a fault, she’s not always well-suited to bureaucratic
maneuvering. As outsiders to both the Bureau of Heaven and the Sun’s spirit court, Sidereals often prove
useful allies to her in such matters, though the Advocate of Righteous Ideals offers no rewards for such
assistance beyond what bureau regulations permit.
Nysela is largely an outsider to the Fivescore Fellowship’s factional conflict, with strongly mixed
feelings. She sees the Bronze Faction as a den of unprincipled opportunists and sycophantic schemers, but
respects those truly committed to its ideology. She extends the same to those committed to the Gold
Faction’s ideals, though this doesn’t translate to direct aid — at least, not yet.
Nysela has great hopes for the return of her father’s Chosen, but she hasn’t forgotten the atrocities that led
to the Solar Purge. Depending on whether the Lawgivers prove themselves worthy of her father’s
blessing, she may well lend her support to either the Gold Faction’s efforts with the Cult of the
Illuminated (p. XX) or the Bronze Faction’s prosecution of the Wyld Hunt.
Institutional Culture
The Division of Serenity’s culture encourages informality, amicability, and interoffice harmony. There’s
little formal hierarchy among Sidereals; Yaogin, the bureau’s head, has little interest in throwing his
weight around, while many senior Joybringers prefer to be their juniors’ friends rather than their
superiors. Meetings take place in nearby teahouses, eateries, and dens of vice as often as in the Cerulean
Lute’s offices. It’s not uncommon to see the division’s employees smoking pipes of cannabis or snorting
from heaped-up platters of cocaine while at their desk.
The Cerulean Lute also places much greater emphasis on its employees’ personal well-being than any
other branch of the Celestial Bureaucracy. It keeps a veritable legion of chefs, masseurs, physicians,
jesters, musicians, and attendants on its payroll, ensuring Joybringers need not leave the office to rest
body and mind. Sabbaticals are regularly approved for periods much longer than average; Joybringers
who push themselves too hard may find themselves assigned the task of taking a sabbatical to relax.
The Cerulean Lute isn’t without its flaws, though. In the absence of a formal hierarchy, questions of
decision-making may come down to schoolyard popularity contents. Rumors, gossip, and innuendo are an
inescapable part of the work culture — while bureaucratic infighting, contentious office politics, and
personal vendettas are as common here as anywhere else, it’s considered gauche for them to boil out into
the open. Sidereals who complain about the worst of the Cerulean Lute’s work culture may spur an
appropriate response to workplace issues, but at the risk of being labeled naive, out of touch, or a
spoilsport.
Many in Heaven see the Cerulean Lute as a hotbed of interoffice romance and the conflicts and corruption
that so often accompany it. In truth, it’s no more common here than anywhere else in the Celestial
Bureaucracy — the Division of Serenity just doesn’t bother trying to keep them secret. At times, it can be
difficult to just to reach one’s office in the Cerulean Lute without facing a barrage of romantic advice or
offers at matchmaking from one’s peers. Breakups are little different than any other conflict in the
Cerulean Lute: all smiles in public, pure venom in private. Veiled jabs in division-wide memoranda,
briefings, and post-mission reports are practically tradition.
Working Relationships
The Division of Serenity’s informal work culture often clashes with those of their institutional partners. It
has an exaggerated but not entirely unjustified reputation for indolence, inefficiency, and flouting proper
procedure, though it’s somewhat counterbalanced by fondness with which many in the Celestial
Bureaucracy regard the Cerulean Lute’s hospitality. The division’s well-prepared for confronting such
image issues — often, by the time a joint venture is commenced, any potential friction has already been
smoothed over.
The division works closely with the Bureau of Humanity on both day-to-day matters and long-term
operations involving mortal culture and civilization. It’s a celebrated partnership, the subject of many of
the toasts given in the Cerulean Lute’s alehouses. The division also coordinates with several others within
the Bureau of Heaven’s of Abstract Matters, most notably the Division of Peace. Navigating the tensions
between the Bureaus of Heaven and Humanity is a delicate matter, but there are few places in Yu-Shan
where the two bureaus’ employees are more likely to set aside their differences to enjoy themselves.
Notable Figures
Fox of Paradise, Chosen of Venus
Fox of Paradise is a celebrated author of Yu-Shan and one of the Cerulean Lute’s finest gossips and
information brokers. He doesn’t look the part, unremarkable in appearance and modest in garb, save the
starmetal frames of his eyeglasses. Witty, incisive, and shockingly foul-mouthed, he excels in convincing
others to lower their defenses and share their secrets.
Fox of Paradise is the first to know who’s up for a promotion, who’s dating whom, and who can’t stand
each other — and his knowledge can be had, for a price. He’s amassed political capital beyond his scarce
few centuries by supplying intelligence to high-ranking gods and his Sidereal elders, along with
occasional blackmail. The choicest morsels, though, he reserves for himself, drawing inspiration for his
work from Heaven’s juiciest scandals.
Fox plans destinies with an eye for drama, irony, and symbolism — priorities that often conflict with the
destiny’s feasibility and the various political interests involved. As a mid-ranking member of the Division
of Serenity, he has limited options to push through his agenda, though he does call in the occasional
political favor from highly-placed gods or Sidereals who’ve benefitted from his intelligence. He’s long
aligned himself with the Gold Faction, whose members occasionally support his proposals over Bronze
objection, though he has little interest in the faction’s larger projects, like the Cult of the Illuminated.
Yaogin, Bearer of the Lapis Ewer, God of Beautiful Dreams
Yaogin guides the Cerulean Lute with a light hand. He seems a beautiful youth, with raven-dark hair,
dreamy eyes, and a bright, easy smile. The Lapis Ewer he carries holds heavenly draughts of inspiration,
pleasure, and vitality. But he’s no guileless innocent — his cheery disposition hides a deep melancholy as
often as not, and while he never grows visibly wroth, neither does he ever forget a grudge. Most of his
days are spent half-asleep, lending inspiration to artists, poets, and others whose work is done half in
dreams. He’s unconcerned if his interventions flout heavenly law — he’s too high-ranking, too well-
connected, and too beautiful for any real consequences to stick.
Yaogin’s current fascination is a burgeoning iconic art movement in the Realm. He’s employed his
considerable influence to protect the movement from the Immaculate Order, including recruiting
Sidereals to aid him. His interference complicates matters for the Bronze Faction, but it’s far from the
greatest threat to the Realm’s stability. Better to indulge him and they clean up the occasional mess than
risk rousing the typically apolitical Yaogin’s ire against them.
Yaogin was once but mortal, but his beauty captured Venus’ heart. She stole him away to Heaven and
blessed him with divinity, that his beauty might endure for eternity. Alas, the two are no longer on
friendly terms. Whatever ended their legendary romance, neither will speak of it, but the Lute’s higher
echelons are curiously devoid of art depicting the Maiden of Serenity.
Gentle Pherula, Divine Provisioner of Maiden Tea
Pherula is the goddess of Creation’s most common contraceptive and abortifacient. She’s caught up in
several illegal schemes to promote the use of maiden tea or facilitate its spread throughout Creation,
hoping to bolster her purview’s importance within the Division of Serenity. If she rises high enough, the
Bureau of Humanity or the Bureau of Nature might recruit her to a position as division head. She offers
preferential treatment or sizable bribes to Sidereals who aid in her schemes, whether by carrying out her
designs in Creation or helping cover her tracks from the censors.
Pherula is not just the goddess of the maiden tea, but the tutelary guardian of those born when the tea
proves ineffective. She answers their prayers with blessings of health and succor, symbolically adopting
them as her own God-Blooded children. On occasion, she’s recruited Sidereals to whisk away unplanned-
for children born into truly dire straits, that her wards might dwell with her in Heaven. Some return to
Creation once they’ve come of age; others work alongside the Celestial Provisioner in the Cerulean Lute;
yet more blaze a path of their own in Yu-Shan.
Yo-Ping, Celestial Minister of Peace
Bureau to Heaven Liaison to the Division of Serenity
Yo-Ping longs for the First Age, when he could tally up how many days had passed in Creation without a
war. He heads the Bureau of Heaven’s Division of Peace and is a favorite of Venus’ spirit court, but his
fortunes has fallen far since his division’s heyday. Under his watch, the Division of Peace has lost much
of its former standing within the Bureau of Heaven since the Solar Purge plunged Creation into a
seemingly ceaseless cavalcade of wars. Meticulous to a fault and often accused of micromanagement, Yo-
Ping hasn’t let the Age of Sorrows lower his standards.
Yo-Ping works closely with the Cerulean Lute, coordinating efforts to secure Creation’s peace and
prosperity and currying favor with Venus’ Chosen. He seeks to restore the Division of Peace to the
prominence it once held, and few are better positioned to intervene in favor of Creation’s peace than the
Division of Serenity’s agents. They’re also potential allies in his division’s conflict with the Bureau of
Heaven’s increasingly aggressive Division of War, which sees the Time of Tumult as an opportunity to
conquer the Division of Peace and absorb it as a subdivision.
Yo-Ping has never fully let go of his grudge against the Bronze Faction over the Solar Purge, but with the
advent of the Realm, he’s found common cause with them. Much as the Realm appalls him, he believes it
still prevents more conflict than it creates. Much of his time is spent aiding in the faction’s efforts to stave
off or prevent the Realm’s coming civil war in the Realm, but he still feels no loyalty for the Bronze. In
these desperate times, he’ll work with almost anyone, and would sacrifice the rest of the Bronze agenda in
a heartbeat to advance the cause of peace.
Institutional Culture
The Division of Battles is run with an army’s rigid chain of command. Every member knows to whom
they’re accountable and whom they’re responsible for. Orders are promulgated, received, and executed
with military efficiency. As they say in the trenches, the shit rolls downhill — while the Crimson
Panoply’s Sidereals enjoy the same high status as their peers in other divisions, the lower ranks’ workload
is thankless and grueling. The division’s efficiency often comes at the cost of morale among lower-
ranking gods, now more than ever.
At its best, this forges bonds of camaraderie among the Crimson Panoply’s gods; at its worst, it breeds
resentment against the division’s higher-ranking spirits and its Sidereal agents. On several occasions in
the division’s history, such tensions have seen it grind to a halt, often leading to reforms or reorganization
within the Crimson Panoply.
Working Relationships
The Crimson Panoply’s military chain of command sometimes meshes poorly with the way things are
done in other divisions. It’s often seen as humorless, inflexible, and rank-obsessed. Others view the
Division of Battles as reliable, pragmatic, and goal-oriented, a bastion of discipline amid the corrupt
Celestial Bureaucracy. Much as the division’s leadership would like to limit their cooperation solely to
those divisions with similarly rigid command structures, necessity rarely permits them to pick and choose.
The Division of Battles works closely with the Bureau of Heaven’s Division of War and the Bureau of
Seasons’ Aerial Legion. It orchestrates training drills and heavenly wargames for them and coordinates
deployments of martial deities. It conducts security operations in concert with the Department of Celestial
Concerns, a duty that’s grown increasingly prominent as the Getimians have struck at Heaven itself. It
also maintains closing working relationships with a number of gods in both Bureaus of Heaven and
Humanity whose purviews concern warfare: war orphans, weaponry, battlefield illnesses, and so on.
Notable Figures
Ashen-Eyed Ludall, Chosen of Mars
Many in the Bureau feel that Ashen-Eyed Ludall chairs the prestigious Convention on Hell solely by
nepotism. Son of Verumpira, Heaven’s Ambassador to Hell, Ludall’s undeniably young for the position at
a mere century, and has become a target of for those of his seniors who feel the chair should have
rightfully gone to them. With his control over the convention cast into doubt, Ludall prepares for a fierce
battle, seeking allies in his peers and juniors.
Ludall is headstrong and eager to prove himself worthy of his chair. He doesn’t shy away from
challenges, often seeking them out to unwisely. An accomplished master of the glaive and Celestial Circe
sorcerer, many demons have fallen before him. While his control of the convention is challenged, none
dispute that he deserves a place in the convention
Ludall witnessed the Realm’s atrocities firsthand, and has strong political sympathies for the Gold
Faction. However, in his current embattled position, he can’t afford any more enemies — prudence
requires that he toe the Bronze Faction’s line more often than not.
Hu Dai Liang, Shogun of the Crimson Banner, God of Decisive Stratagems
Hu Dai Liang is among Heaven’s finest warriors and generals. None have ever seen her remove her red-
lacquered armor, nor is her hand ever far from her direlance — a spear whose length changes as she wills,
adorned with her crimson banner of office. She also sports of a pair of butterflies’ wings, rosy red and
etched with black. Shogun Hu’s leadership is as deliberate and far-seeing as any Gateway master’s game.
Her severe personality would put the most rigid martinets to shame, but not out of cruelty — her harsh
discipline is the flame with which she tempers the division’s members into weapons of Heaven.
Hu Dai Liang a great believer in the power of violence to effect change, and often advocates for surgical
strikes against enemies of fate. As the Mask of Winters laid siege to Thorns, Hu Dai Liang advocated for
deploying the Aerial Legion against his armies and the undead monstrosity Juggernaut, but her wisdom
went unheeded. Had the rest of the Bureaucracy listened, she’s convinced Thorns would never have
fallen. She loathes such indecisiveness — while she continues to coordinate with her counterparts in other
bureaus, she no longer relies on them, reserving such trust solely for those in the Division of Battles.
Shogun Hu has long been a staunch ally of the Bronze Faction. She fought alongside it in the Solar Purge,
beginning their longstanding political alliance. She goes to great lengths to ensure her impartiality as
division head can’t be questioned, lest the appearance of corruption compromise the division’s discipline
and morale. Outside of division business, though, she’s a reliable ally for the Bronze, whether backing
them in destiny planning committees, bestowing her blessings on Wyld Hunts, or instilling a sense of
discipline in a disreputable faction member.
The brewing Realm civil weighs heavily on Hu Dai Liang as she works to delay it until she can seize the
advantage. While she has little intention of betraying her old allies, the Bronze Faction would be just as
sure to suffer if she were to be ousted as division head by the likes of Siakal or Ahlat. She’s begun
recruiting Sidereal for off-the-books assignments to sabotage other war-gods’ preparations, mount false
flag operations in the satrapies, and retrieve ancient weapons stored in the Scarlet Empress’ secret
arsenal-vaults.
Bahal Hesh, Preceptor of Ten Thousand Styles
The sagacious Bahal Hesh oversees the martial arts and those who practice them. His battle prowess is
formidable even among the ranks of war-gods, but his wisdom, insight, and understanding of the martial
arts surpass even his legendary skill in them. He’s one of the rare few spirits to have ever mastered the
reality-warping styles created by the Sidereal Exalted, though he rarely practices them. Many in Heaven
remember how Hesh defeated the behemoth Parnassian using the Pattern Spider Touch, but few know of
the grievous spiritual affliction he suffered thereafter, one whose scars he still feels today.
Hesh brings a strong sense of morality to his work, acting as the secret judge of all who study his
purview. He prizes those who fight in defense of the weak, oppose unjust authority, and pass down
martial traditions, while reviling cruelty, disregard for life, and self-serving pride.
Martial artists whose deeds catch his eye earn the privilege of a duel against him — though it’s not until
the fight begins that they learn whether this is a reward or a punishment. For the righteous, this is a
friendly bout meant to teach them and inspire further greatness. Those he deems wicked face a far
different Hesh, one whose lessons are conveyed through career-ending injuries. Calling the Preceptor’s
attention to the misdeeds of one’s enemies can be an effective tactic against superior opposition, so long
as one’s own motives are impeccable.
Rashan, Divine Arbiter of Trial by Combat
Division of Battles Liaison to the Bureau of Seasons
Rashan is a storied veteran of the Divine Revolution, entrusted with the Division of Battles’ authority to
deploy the Aerial Legion by Hu Dai Liang. She prioritizes results over proper procedure, at times to
Shogun Hu’s frustration — but the Crimson Panoply’s leader knows the benefits of a trusted subordinate
willing to work outside the rules. At times, she’s circumvented the Aerial Legion’s leadership entirely,
authorizing limited deployments of rank-and-file elementals and leading them into skirmishes against the
likes of faerie legions. Shogun Hu publicly censures such conduct, but pointedly refrains from any
reprimand of Sidereal recruited into Rashan’s schemes.
As divine arbiter, Rashan presides over trials by combat from afar when her rites are performed, subtly
intervening based on her judgment of the accused. She’s also the mother of two other great divinities:
Sunipa, the Eastern Goddess of War, and Shield of a Different Day, one of Great Forks’ patron gods
(Exigents, p. XX). While her daughters have at times worked together for purposes legitimate and
otherwise, millennia of interpersonal conflict and accusations of nepotism have sorely strained their
relationship with their mother. While Rashan has little desire to impinge on her daughters’ independence,
she shows great favor to Sidereal who’ve aided them.
Institutional Culture
Information security is paramount within the Manse. All of the division’s operations are
compartmentalized, even internally, let alone with other branches of the Celestial Bureaucracy.
Information is shared on a need-to-know basis, leaving many low-ranking spirits with little idea of what
project they’re working on. Work takes place behind closed doors and mystical wards, while memoranda
and other paper are frequently written in code to further stymie snooping.
Despite this, the division is a surprisingly friendly place. Discourses and debates over tea are a regular
fixture of the workday. Documents containing information that’s amusing or interesting are often left out
in the Manse’s tightly-secured offices for anyone with the necessary clearance to see. Colleagues poke
and prod at one another’s security measures and ciphers to expose potential vulnerabilities, satisfy
personal curiosity, and express professional admiration for their peers. Such competitions typically stay
friendly, though the division’s leadership has had to intervene in cases of sensitive information being
leaked and vendetta by blackmail. The upper ranks use this tradition to identify employees in need of
further instruction in subtlety and security — and whose clearance should be strictly limited until such
training’s complete.
Working Relationships
The Division of Secrets plays a key role in supplying intelligence to the entire Celestial Bureaucracy. It
takes pains not to be standoffish, inviting official visitors to one of the many coffeehouses, parlors, or
salons surrounding the Manse while their paperwork is processed. It welcomes Yu-Shan’s wider public
into its outbuildings to peruse unrestricted texts and attended lectures by learned sages. Maintaining good
relations with the rest of Heaven is essential to the division’s role, as is observing those with reason to
visit the Manse.
Despite this, the division’s reputation isn’t as positive as they’d like. They’re widely seen as the least
cooperative of the five divisions — few remember the routine requests it fulfills, but none can forget
when the Manse stonewalls an urgent inquiry without so much as an explanation. Many of the Celestial
Bureaucracy’s other branches also resent the division’s demands for broad access to information and the
bureaucratic lengths to which they’ll go to obtain it. As a result, those who work most closely with the
Manse are both its closest allies and its worst enemies, with little else between.
The closest of the division’s contentious working partners are the Bureaus of Heaven and Humanity. It
coordinates with the Bureau of Heaven’s Department of Celestial Concerns on counterintelligence
operations and heavenly security, and works closely with many divisions of the Department of Abstract
Matters. The Manse’s gods have counterparts in countless divisions of the Bureau of Humanity, working
together on issues of scholarship, crime, religion, and many more. The Manse’s only uncomplicated
working relationships are with its sister divisions, though jokes at the expense of its rigorous security and
arcane procedure are common even within the Bureau of Destiny.
Notable Figures
The Green Lady, Chosen of Jupiter
The Green Lady heads the Convention on the Dead and is an expert — perhaps the expert — on
espionage and infiltration. She’s passed herself off as everything from a merchant prince’s prodigal child
to a sorcerer’s bound demon. She vanishes utterly into her resplendent destinies and cover identities,
using mind-warping magic to restructure her own personality and memories.
When she’s not wearing another’s identity, she comes across as cautious but friendly, perpetually
exhausted but never ill-humored. In politics, she’s staunchly Bronze, often working with them and the
Immaculate Order’s Wyld Hunts to bring down undead Anathema. None can tell how much of this is just
another mask; even her oldest colleagues and closest friends.
An experienced necromancer of the Ivory Circle, the Green Lady has taken interest in affairs of the
Underworld since her Exaltation in First Age’s final century and swiftly found her way to the chair of the
Convention on the Dead. With the Underworld being seen as largely subdued by the Old Realm’s
exorcists and necromancers, giving the role to a junior Sidereal was barely considered a risk. The First
Age’s end put the lie to that, leaving an inexperienced Green Lady faced with an Underworld whose
horrors had been set free from their fetters. Many expected her to resign, but at her mentor’s urging, she
persisted, rising to the challenge as she conducted intelligence operations and intrigues throughout the
Underworld.
When Thorns fell, more than a millennium later, the now-legendary Green Lady was prepared to head
what become one of the Bureau’s highest priorities. The convention’s vastly expanded budget supports
operations to contain and neutralize undead horrors, cultivate alliances among the dead, and follow up on
reports of the Abyssal Exalted. She remains active in the field, having spent much of the last five years in
deep cover among the courts of Stygia and the inner circles of the major Underworld’s power players,
though she still directs Heaven’s efforts from behind enemy lines, leaving her reports in dead drops and
coded missives.
Nara-O, Gatekeeper of the Forbidding Manse, Lord of Secrets Untold
The Forbidding Manse’s head, Nara-O of the Hundred Veils, is a living enigma. All traces of their
identity and history prior to claiming their purview of secrets yet to be told have been erased. Their
appearance is shrouded by a countless layers of blue and gray silks, fluttering in the air as if by gentle
wind. Their voice never rises above a whisper. They move silently and unseen through the Forbidding
Manse — many of Jupiter’s Chosen have had the startling experience of Nara-O appearing behind them
to whisper an order or question in their ear. Whether this is a quirk of their inhuman nature or a sign of an
all-too-human sense of humor remains a matter of debate.
As far as the Bureau of Destiny can tell, Nara-O’s foremost priority is their duty to the Division of Secrets
— if they have any selfish motivations, they’ve kept them well-hidden. On the rare occasions when the
taciturn god has discussed the matter, they speak of their work as an almost religious devotion to Jupiter,
a purpose far greater than the petty politics of Heaven. Their relationship to the Maiden of Secrets is a
fiercely debated topic within the Forbidding Manse — it’s been speculated that they’re Jupiter’s child, her
lover, some aspect of her nature that she removed from herself, or simply just a mask worn by the
Maiden.
Nara-O has access to every piece of sensitive information the division’s gathered, and puts it to use to
promote the Division of Secrets’ interests. Many in Heaven seek to curry favor with the Lord of Secrets
Untold to gain an advantage over a rival or unravel some mystery that touches on their goals. Nara-O’s
willing to share his secrets to suppliants who could be useful assets for the Forbidding Manse. If their
information is incomplete, the division head often recruits junior Sidereals, providing whatever leads they
can and turning the young Circle loose to follow them up. But despite their strong sense of purpose, Nara-
O isn’t entirely above the Celestial Bureaucracy’s corruption. For those who can offer the god a secret
that they don’t already possess, there are few things in the Forbidding Manse’s archives that can’t be had.
Xaos, Scholar of the Undiscovered
Woe unto Xaos, He Who Peers Beyond the Veil, Scholar of the Undiscovered! As the Fair Folk poured
through Creation’s borders in the Great Contagion, Xaos ventured into the Wyld’s uttermost depths in
hopes of uncovering the secret to their defeat. He found nothing, and returned to Heaven irrevocably
warped by the touch of chaos. He’s tormented by visions of things beyond describing, never knowing
whether these are figments of the Wyld or glimpses of some awful truth. He conceals his ever-shifting
flesh behind a curtain of bamboo fabric, for even looking upon his form imperils the mind. He’s always
delighted by visitors, a garrulous and convivial host. Nara-O encourages young Sidereals to visit him, as
Xaos is prone to brooding and great melancholy otherwise.
While Xaos is counted as a hero of Heaven for his sacrifice, most see him as an object of pity, much to his
displeasure. He’s sought out some of the greatest sorcerers, mystics, and healers of Creation and Heaven
alike, yet none have broken his terrible curse. He pays exorbitant bribes to Sidereals willing to follow up
on rumors of possible cures, leaving no stone unturned. His hopes have long since died, but his pride as a
god of the Division of Secrets won’t let him abandon the search.
Despite all he’s suffered, Xaos still plays an important role within the Bureau of Destiny. Within the
Forbidding Manse, he specializes in missions involving secrets too dangerous to reveal directly, dictating
cryptic mission briefings and taking the first glance at perilous texts. He’s also a trusted advisor of the
Convention on the Wyld. Field work assigned by these cells is often inexplicable; one team was sent
simply to ensure that no one pronounced a particular phoneme around a random stablehand on a particular
day.
Ydia, Sub-Director of Looted Tombs
Bureau of Humanity Liaison to the Division of Secrets
Ydia’s position as god of grave robbery understates her true importance. Once a minor functionary of the
Bureau of Humanity, she’s risen to great prominence as the divine patron of the Second Age’s countless
scavenger princes and the bureau’s liaison to the Division of Secrets. She’s a brash, irrepressible trickster
who cares little for proper procedure and the wishes of her superiors. Not content with the prominence
that the Second Age has brought to her office, she seeks to rise ever higher.
Ydia’s current aim is the position now held by Amoth City-Smiter, God of Tumbled Ruins (p. XX). Such
an ambition greatly exceeds her political capital for now, but Ydia’s cultivated a network of relationships
with low-ranking gods slighted by Amoth, divine criminals, and a handful of Sidereals and Heaven’s
Dragons willing to aid her. Secrecy is paramount to her success — if Amoth catches wind of her schemes
before she’s ready, she’s likely to wind up imprisoned beneath a mountain for the next few centuries at
least.
Since the Solars’ return, many of Ydia’s assignments have involved monitoring the tombs of the First
Age’s Lawgivers and reporting on those young Chosen who delve them. She’d find this terribly boring if
the Unconquered Sun’s Chosen weren’t such fascinating figures. Impressed by the revitalized Gold
Faction’s audacity, she seeks to curry favor with them, sending copies of her reports to her Sidereal
contacts long before they’re submitted them to the Bureau of Humanity. She also provides them to Lytek
(p. XX), having found a fast friend in him over their shared passion for stories of the Chosen. He’s made
overtures at recruiting her to the Division of Exaltation, though she’s yet to give up on her ambitions
within the Bureau of Humanity for now.
Institutional Culture
The Division of Endings’ culture is as solemn as its purpose. While all the Bureau’s divisions expect
professionalism from their members, none go so far as the Violet Bier. Personal agendas, romance, and
frivolous diversions are left at the door; the work of Saturn demands the undivided attention of those in
the division. Those who struggle against such strictures receive no formal punishment, but the cold
disregard of their peers and superiors is often worse. In the Bureau’s less severe divisions, one often hears
jokes about young Reckoners disciplined for speaking too loudly (that is, above a whisper) or
inappropriate facial expressions in public (i.e., smiling).
The grim work of Saturn’s Chosen takes a toll on them, but it’s easier to bear together than alone. After-
work drinks or entertainment are a nearly daily affair, giving the division’s Sidereals a chance to
fraternize, unwind, and cut loose after a long shift spent in somber silence. Others find joy in pursuing
esoteric hobbies: crafting miniature daiklaves, collecting insects, or courtly card games long forgotten to
Creation. When a spirit or Sidereal has need of an expert in niche fields of study and bizarre minutiae, the
Violet Bier is the first place that those in the know look.
Working Relationships
The Division of Endings works more closely with other bureaus than any of its sister divisions — with a
rare few exceptions, every branch of the Celestial Bureaucracy oversees at least some things that must
eventually come to an end. Few enjoy the experience, even under the best of circumstances; the cold
professionalism and stifling formality of the Violet Bier rarely make for genial working relationships.
They’re well-respected, with a reputation for diligence and selfless duty, but that doesn’t endear them to
their colleagues in the Bureaucracy’s less morbid branches.
The Violet Bier works closely with both the Bureau of Humanity and the Bureau of Nature in matters of
life and death, as well as the offices of Taru-Han, Lady of Souls (p. XX). The Second Age has seen such
collaboration become far more frequent, much to the distress of these institutional partners. The
Department of Celestial Concerns refers high-priority internal affairs matters to the Division of Endings,
letting Saturn’s Chosen take point — and take the heat from those with a bone to pick with their
investigators.
Notable Figures
Iselsi Dogara, Chosen of Saturn
A legendary physician and a grandmaster of Citrine Poxes of Contagion style, Iselsi Dogara is sought out
by gods and Exalted suffering from maladies beyond mortal ken. When a Sidereal returns from a mission
infested with parasitic demons or with a sapling growing from the stump of a severed limb, Dogara is the
man to turn to. He enjoys the challenge, to be sure, but enjoys the favors he extracts from his patients all
the more.
Dogara was born into House Iselsi in its halcyon days, and his Dynastic upbringing still shows in his
haughty manner and decadent tastes. A Bronze Faction devotee in his early days, he was a natural choice
for assignments involving the Immaculate Order or the All-Seeing Eye, providing opportunities to stay in
touch with his Dragon-Blooded kin that few other Sidereals could enjoy.
The fall of House Iselsi dealt Dogara a shattering blow, breaking his faith in the Bronze Faction. They
didn’t give the order, but neither did they try to intercede with the Scarlet Empress or stop the other Great
Houses from picking Iselsi’s bones clean. He supports his family from Heaven’s shadows, spending the
bulk of his amassed favors to supply them with information, resources, and materiel. He relies greatly on
his fellow Sidereals for this, but brings few into his confidences. Secrecy is as crucial to him as to his kin
— were the Bronze Faction to learn of the Vendetta’s full extent and the part that Dogara’s played in it,
his life may well come crashing down.
The Realm’s impending collapse has become an obsession for Dogara. There’s never been a greater
opportunity for the Vendetta, but that’s cold comfort if it leaves him as the last Iselsi. He’s surprised even
himself by returning to the Bronze fold, hoping against hope that the faction actually can avert civil war,
or at least delay it. Few among the faction’s elders remember him fondly, but he’s gone to great lengths to
curry favor among its younger members.
Wayang, Mourner of the Violet Bier, Lord of Silence
Wayang leads the Division of Endings with a light but firm touch. Order is his watchword, but the
centuries have taught him the limits of micromanagement — the independence and initiative of the
division’s Sidereal agents is an asset he’s come to appreciate. His appearance is that of a living shadow
clad in midnight silks and ornaments of onyx and black jade, featureless save for his glowing yellow eyes.
He cannot speak, employing sign language for day-to-day conversation and elaborate shadow plays for
speeches and other formal occasions. He learns sign languages as a hobby — doing so is one of the few
reasons he ever visits Creation.
The Lord of Silence is a solitary figure, counting none as his friend. He’s neither cruel nor merciful, a
remorselessly efficient leader who expects the same from his subordinates. Much of his time is spent in
the Violet Bier’s darkest chambers, planning the division’s operations and poring over reports, but his life
doesn’t stop at the division’s doors. He enjoys Yu-Shan’s theaters, galleries, and museums, so long as he
can enjoy them alone. On at least three occasions, he’s been convinced to join its Sidereal for drinks,
though he pointedly ignores any mention of this.
Wayang’s purview as god of silence affords him a unique understanding of death. He hears the whispers
of the Neverborn within the Violet Bier’s darkened chambers, occasionally gleaning cryptic insights into
the Underworld. If this has corrupted him, he hides it well — but with the Deathlords now near the top of
the Bureau’s priorities, it’s brought him under close scrutiny from the both Department of Celestial
Concerns and the Convention on the Dead.
Zenesh, Executor of Royal Succession
Zenesh, Executor of Royal Succession, is there whenever a hereditary monarch breathes their last — in
spirit, if not in fact. In the First Age, she was little more than a jumped-up clerk, but the Age of Sorrows
is a graveyard of kings. Zenesh has seized every opportunity to promote her purview’s significance,
granting her blessing to palace coups, assassination attempts, and bloody peasant uprisings. Far-seeing
and methodical, she takes great pains to ensure she avoids the censors’ scrutiny. She never dirties her own
hands, relying on agents and intermediaries: her priesthood of assassins and revolutionaries, her God-
Blooded children, terrestrial gods on the take, and outcastes and Exigents of mercenary inclination.
Savvy as Zenesh is, she can’t keep it up forever. She’s yet to come under investigation, but her name’s
come up in more than one audit. She’s lying low for now, unable to make use of any intermediaries who
could be traced back to her. She’s made overtures to a handful of Sidereals and Heaven’s Dragons whom
she suspects are willing to work outside the law, offering the assistance of her network of contacts in
Creation to those who carry out her will.
Izaros the Final Reckoner, God of Bankruptcy
Division of Endings Liaison to the Bureau of Heaven
In many places in Creation, merchants keep the first coin they earn as a talisman, piercing it through the
middle and hanging it on a string in their shop or stall. While this is simply tradition for some, others
understand its true meaning: a prayer to Izaros, God of Bankruptcy, that he might turn away his ever-
calculating eye.
Alas, the Final Reckoner is not one for bribes. Humorless, severe, and incorruptible, he’s perfectly suited
for internal affairs, acting as the Division of Endings’ liaison to the Department of Celestial Concerns in
such matters. Not even the slightest accounting discrepancy escapes his sight, and his knowledge of Yu-
Shan’s laws concerning business and finance is comprehensive. He’s far from an imposing figure — a
reedy, soft-spoken god in a drab but well-tailored suit — but he commands the fear of many in the
Celestial Bureaucracy nonetheless.
There’s one small mercy for those who come under Izaros’s investigation: he’s a true believer in the letter
— not the spirit! — of the law. As far as he’s concerned, innocence on a technicality is innocence, full
stop. This occasionally leaves him at loggerheads with the Department of Celestial Concerns, but he’s yet
to back down. If Celestial Concerns isn’t happy with him, they should write better laws. Nonetheless, the
technically innocent should take care not to anger him in the process: making an enemy of the god of
bankruptcy is rarely a sound financial decision.
Conventions
While each division wields enormous skill and insight for planning, enacting, and troubleshooting
destinies within their fields, the messy realities of Creation often demand an interdisciplinary approach.
To collaborate on such matters, Sidereals participate in working groups called conventions — the primary
means by which Heaven identifies issues with destiny, devises solutions, and takes action. Most Sidereals
belong to at least one convention. The newly Exalted attend their mentor’s convention meetings as part of
their training, often joining one of them once they’re ready to take part in convention business. While a
Sidereal’s division is a permanent assignment, conventions are less restrictive — transfers between
conventions aren’t uncommon over the course of a Sidereal’s career, and most eventually hold seats on
multiple conventions.
Directional Conventions
Largest and most influential are the five directional conventions, each tasked with high-level oversight of
one of Creation’s cardinal Directions. In addition to enormous institutional expertise regarding its
Direction’s states, cultures, and geopolitics, each directional convention maintains numerous safehouses
and bases of operation scattered across the Direction, along with networks of contacts and agents
available to members on assignment throughout the region. On paper, their membership makes up a
majority of the Fivescore Fellowship, though this is somewhat inflated — every other convention sends
liaisons to the directional conventions, which are counted among their ranks.
The Convention on the Center has always been the most well-funded and prestigious, overseeing the
affairs of the Blessed Isle throughout the First Age, Shogunate, and Realm. Since the Solar Purge, it has
also been the stronghold of the Bronze Faction and their attempt to stabilize Creation. Chejop Kejak is the
convention’s unquestioned chairperson, but he more and more often delegates his duties to allies and
promising juniors, testing their judgment and leadership.
The Convention on the West is led by the painstaking hand of Jha-ma-Etum, whose economic acumen
has shaped the convention’s culture over the centuries, backing trade companies and other mercantile
ventures in the West to cultivate them as Bureau assets. The convention’s culture is meticulous,
sometimes to the point of distraction — members are occasionally buried under intelligence briefings and
exhaustive reports, while the convention’s leadership investigates unexplained events more often and
more carefully than any other directional convention. Most of these investigations come to nothing,
frustrating junior Sidereals assigned to them — but once they’ve had such an investigation bear fruit, the
value of diligence becomes clear.
Under the leadership of Midnight Tiger Killer, the Convention on the North takes a reactive posture,
devoting its resources to operational readiness over long-term planning. The convention’s leadership
triages threats to fate and deploys its limited resources in response to unscheduled pestilence, rogue spirit
courts, Fair Folk invaders, and the indescribable horrors that stalk the Northwest. The convention also
works closely with the Bureau of Seasons, to manage the timing and impact of the Direction’s most
perilous weather.
The Convention on the East is well-funded for a reason. Between the Dragon-Blooded polities of
Lookshy and Prasad, the petty wars and ancient magics of the Scavenger Lands, and the wonders of the
Dreaming Sea, it has a monstrous workload. Its meetings are hectic but well-ordered, moving through
proposed destinies and requests for Sidereal intervention in a brisk, no-nonsense fashion. Its chair, the
First Age elder Howl of the Mountain, is a staunch Gold Faction partisan, but their personal ties to many
of the Bronze Faction’s most prominent members smooth the convention’s dealings with them.
The Convention on the South is often seen as a plum assignment: not as prestigious as the Center, but
not nearly as demanding, thanks to the Convention on the East taking oversight of the Dreaming Sea. The
South still poses abundant challenges to the convention’s members, but they’re rarely shorthanded. Its
chair rotates frequently compared to other conventions, and younger members often receive opportunities
for leadership roles early in their time with the convention. The current chair, the affable Shepherd of the
North Star, is well-suited to the convention’s laissez faire culture, letting consensus drive its agenda and
giving members ample leeway to include personal flourishes in the destinies proposed by the convention.
Special Conventions
Special conventions are organized to handle specific issues of great importance to Creation, coordinating
with directional conventions to address threats and crises. Some minor conventions exist only for a
specific purpose — wrangling out the details of a politically complicated destiny, usually — but most are
standing organizations with specific remits. While many conventions deal with supernatural issues, others
help plan more mundane destinies: natural disasters, cultural diffusion, diseases, and especially trade.
Wherever ledgers are involved, destiny must ensure that figures sum as they are expected.
The Convention on Hell is among the oldest and most influential special conventions, the nerve center
for the Bureau’s demon-hunting efforts. It also sees oversees intelligence-gathering on infernalist cults
and their plots, like An-Teng’s Seven-Stranded Vine, the Sunless Chapel in the Northwest, and the
strange occurrences surrounding the city of Dajaz. The Infernals are an unresolved question for the
convention — some members argue that the self-proclaimed Chosen of the Yozis fall clearly within its
remit, while others believe such a decision is unsupported by the intelligence available. Further
complicating matters, the convention’s chair, Ashen-Eyed Ludall (p. XX), is seen by many within the
convention as a weak and inexperienced leader. The convention has become a den of vipers, with
prominent members scheming to take Ludall’s place or wrestle him under their thumb.
While the Convention on Rogue Assets was established to monitor and liaise with Sidereals who’ve left
Bureau’s employ, it’s become increasingly dominated with the matter of Rakan Thulio and his Getimian
allies (p. XX). Its chair, the intrepid warrior-exorcist Strike the Heart, has capitalized on Getimian attacks
against Yu-Shan to reallocate Bureau resources to the once-minor convention’s operational budget. Under
this new remit, its members coordinate with the Department of Celestial Concerns on matters of heavenly
security, surveil Yu-Shan for signs of Getimian subversion, and conduct operations against Rakan Thulio
in Creation.
The Convention on the Wyld coordinates missions to monitor or halt fae incursions, track Wyld storms,
and map the chimerical geography of chaos. While it’s among the oldest conventions, the lion’s share of
its elders fell in battle against the Fair Folk invasion, leaving today’s convention a bastion of
(comparatively) new blood. Its chair, the sorcerer Drowning Opal, has risen to the occasion with
distinction, but since the Scarlet Empress’ disappearance, they’ve grown increasingly obsessed with the
Realm Defense Grid’s secrets at the expense of their duties as leader. Much of the convention’s business
is now handled by the monkey-god Enja, a scholarly spirit who was once Opal’s familiar.
A number of other special conventions exist. The Convention on Natural Disasters works with the
Bureau of Seasons on hurricanes, tsunamis, volcanic eruptions, and other cataclysms, and oversees the
containment of elemental dragons who’ve grown apocalyptically powerful (p. XX). The Convention on
Disease has fallen from the prominence it held during the Great Contagion and its immediate aftermath,
though the Age of Sorrows still teems with other plagues.
Getimians
Heaven knows little of Getimians. They’re clearly Exalted, with power to match that of the Sidereals —
including a mastery of reality-warping Sidereal Martial Arts. They claim to come from different
Creations, only to wake into a world in which they were never born. Those who’ve joined Rakan Thulio
blame the Celestial Bureaucracy for this, believing that their memories of another world reveal a destiny
that could have come to pass, had Heaven not chosen otherwise. Though many in the Bureau of Destiny
are skeptical, it’s a disquieting thought — destiny shouldn’t work that way, but what if it does?
There is much more that Heaven doesn’t know.
The Getimians truly are born of destinies that could have been, but the other Creations they claim to hail
from — their Origins — never existed. The strange Chosen come into being at the moment of their
Exaltation, though they remember a lifetime’s worth of experiences. They were created by two of the
Ancients during the Divine Revolution, now known as the demon princes Oramus, the Dragon Beyond
the World, who sees all things that are not, and the eternally slumbering Sacheverell, the Lidless Eye Who
Sees, who would know all that is if he ever woke.
Getimian Charms snarl and tear at the threads of fate, infecting Creation with the false reality of their
Origins. Their Essence is of twofold nature, both flowing and still, and they can align themselves with
one of these aspects through spiritual alchemy. By aligning their Essence’s nature with Sidereal Martial
Arts styles, they’re able to access the Enlightenment keyword (p. XX), a power that no one else but the
Sidereals can wield.
Rogue Agents
Prodigal stars, those Sidereals who turn down the Bureau’s recruitment efforts, are seen as potential assets
who may yet join destiny’s service (p. XX). Rogue Sidereals — those who once served the Bureau of
Destiny but have left its service — are a different story. Depending on their motivations for quitting the
Bureau, they can be useful allies or dangerous enemies. Those who leave to pursue their own agendas
may still maintain close ties with some peers, occasionally lending aid to Bureau agents whose missions
bring them into contact. Even if they cut ties with the Fivescore Fellowship entirely, they remain attuned
to destiny, and may resolve snarls and anomalies before the Bureau even finds them. By the same
rationale, Sidereals who break from the Bureau on bad terms are still largely left to their own devices, so
long as they don’t work against Heaven or destiny. Unfortunately, since Rakan Thulio defected from the
Bureau, several rogue agents have done exactly that over the centuries, joining him in his War on Heaven.
Dragon-Blooded
The Realm’s Scarlet Dynasty is the Bronze Faction’s most important ally in Creation (p. XX), but even
those who oppose the Bronze stand to benefit from the networks of communication and travel established
by the Realm.
Other Dragon-Blooded polities, like Lookshy and Prasad, are much greater liabilities than assets. Without
any institutional ties between the Bronze Faction and the likes of the Seventh Legion’s Immaculate Faith
and the Pure Way to exert a stabilizing influence, planning destinies involving these polities is an often an
overwhelming ordeal.
Heaven’s Dragons lack official ties to the Bureau, but many have connections with individual Sidereals:
allies and enemies, friends and lovers, hired troubleshooters and deniable assets.
Lunars
Lunars have been a thorn in the Bureau’s side since the Solar Purge. Although their enmity is reserved for
the Bronze Faction, not all Lunars are versed in the Sidereals’ internal politics — and with the Bronze
having made up a majority of the Fivescore Fellowship throughout its history, not all Lunar elders see a
need to correct them. Encounters between such Lunars and independent or Gold Faction Sidereals don’t
always end in violence, but several Sidereals have fallen to Lunars who mistakenly believed them to be
Bronze Faction agents.
There have been instances of cooperation between the Bureau and the Silver Pact in the face of major
threats to Creation, often arranged between elders with relationships going back to the First Age.
However, the Gold Faction’s occasional efforts to establish diplomatic relations with the Pact over the
centuries have been unsuccessful. Much of this is the result of a long history of hardliners within the
Bronze Faction and the Pact sabotaging attempts at negotiation, but even Lunars who hope to achieve the
same goal fear that the Bronze Faction might use it as an opportunity to strike at their old foe.
Solars
Since the Purge, the Solars have been low on the Bureau’s list of priorities. While there have been Solars
who posed significant complications to Heaven’s plans, like the Bull of the North, their rarity has made
them a footnote compared to the likes of the Lunar Exalted.
The Gold Faction has supported the few Solars who escaped the Jade Prison as assets against the Realm,
doing so under the auspices of the Cult of the Illuminated (p. XX). The Cult has taken on newfound
importance within the Gold Faction with the Solars’ return, now one of the faction’s most important
projects.
Exigents
Centuries ago, the Bureau of Heaven succeeded in foisting responsibility for oversight of Exigents onto
the Bureau of Destiny, arguing that the Exalted should deal with the Exalted. On paper, the Sidereals are
responsible for investigating gods for illicit exchanges of the Exigence and dealing with Exigents who aid
their patron gods in violating Heaven’s laws. In practice, the Bureau lacks the staffing, resources, and
political will to fully care out this function on top of the work of destiny. As long as an Exigent isn’t
threatening destiny, many Sidereals are willing to overlook a great deal. The Bureau occasionally recruits
Exigents, making use of their unique talents, as well as the connections of those whose patrons are
prominent figures in Heaven.
Mixed Circles
While Sidereals are well-suited for games in which every player plays one of them,
they’re flexible. Rogue Sidereals and those who never joined the Bureau can easily
fit into a Circle with any kind of Exalted, but there are also a number of ways to
include Bureau Sidereals in mixed Circles.
Exigents of appropriate power can always fit into a primarily Sidereal Circle as
agents or troubleshooters recruited by the Bureau of Destiny. Gold Faction
Sidereals could easily work alongside a Circle of Solars or Lunars. Getimians,
Abyssals, and Infernals are enemies far more often than they are allies, but it’s
possible that one might have been offered a chance to serve the Bureau rather than
facing imprisonment or death.
Dragon-Blooded are significantly less powerful than Sidereals, which can be an
obstacle to mixed Circle play, but your playgroup may be comfortable with this
asymmetry. Heaven’s Dragons can always fit into a primarily Sidereal Circle,
while Bronze Faction Sidereals might work alongside the Realm’s Dragon-
Blooded. For more information on mixed Circle games with disparate power
levels, see Crucible of Legends, p. XX.
Missions for the Bureau of Destiny typically take a backseat in mixed Circle
games where a majority of player characters aren’t Sidereals. This might be
explained by Sidereal player characters being on sabbatical, or it may be
that missions simply take place off-screen.
The Sidereal Factions
The Sidereal Exalted are far from unified. Its history is one of debate and shifting alliances, of schism and
turbulence hidden behind collegiality and decorum. Such tensions largely center on conflicts between the
Bronze Faction and the Gold Faction, informal but influential political blocs within the Fivescore
Fellowship.
The Bronze, born from the conspiracy behind the overthrow of the First Age’s Solar Exalted, supports the
status quo left in the Solar Purge’s wake, safeguarding Creation’s stability by maintaining the systems of
power that have defined its new age. The Realm is foremost among these, but the Bronze Faction is also
involved with other key social and political institutions across Creation.
The Gold Faction have been staunch political opponents of the Bronze Faction throughout its history, but
have never had its numbers or a unifying ideology. The Time of Tumult has revitalized the Gold Faction,
which now offers a place for any Sidereal whose political agenda opposes the Bronze’s status quo, willing
to accept greater risks and uncertain outcomes in pursuit of a better world.
The factions aren’t political entities, but a web of cliques, alliances, and individual relationships centered
on common causes and charismatic leaders. They have no formal membership — joining a faction is a
matter of aligning one’s self with its leaders, goals, and ideology. While neither faction can officially
assign missions, direct destiny planning, or allocate Bureau resources, both have highly-placed members
within the Bureau’s divisions and conventions willing to do so on their faction’s behalf.
Some Sidereals join a faction for reasons unrelated to ideology and philosophy. The Bronze Faction offers
unmatched influence and political backing to its adherents: their promotions are fast-tracked, their
destiny planning proposals are supported by other Bronze partisans, and the Bronze’s vast network of
connections is made available to them. The Gold Faction can’t offer the same support, but it’s willing to
aid members in pursuing personal agendas unrelated to factional goals.
For all their differences, the factions have maintained a largely civil — if sometimes frigid — relationship
throughout their history. Both see violent conflict as an ugly and unwanted business, unbefitting the
Fivescore Fellowship’s self-image as selfless servants of destiny, impartial stewards of Creation, and lofty
philosopher-sages. Beyond this, many Sidereals see the Fivescore Fellowship as family, brought together
by their responsibilities to the Bureau, the shared pain of arcane fate, and centuries of collaboration. In
time, even the most acrimonious rivals may grow closer than most people are to their friends.
As a result, the factions largely view their opposite numbers as distinguished opposition, rather than hated
adversaries. While their conflicts may be heated, it rarely leaves the Bureau’s halls — both factions see
value in presenting a unified front to the rest of Heaven. Outright violence is rare in the extreme, and
death is all but unheard of. Killing a fellow Sidereal would offend both the entire Fivescore Fellowship
and destiny itself, and neither faction’s leadership is willing to sanction it.
The Time of Tumult has upset this balance of power as the Gold Faction increases in both size and
prominence and fair-weather members of the Bronze Faction have quietly stepped back. The Bronze
Faction’s leaders have been forced to reevaluate the threat the Gold Faction poses, while many in the
Gold see a chance to strike a blow against the Bronze. Ceremonial duels have ceased to be friendly affairs
as faction members face off with unrestrained hostility. Convention meetings devolve into heated
arguments or sink into icy silence. None know what the future holds for the factions, but it’s clear that
there’s no going back. A time of reckoning is coming for the Fivescore Fellowship, one that will either
see them unite as never before, or else descend into petty sniping and back-biting even as the world burns.
The Solar Purge
The First Age was a time of unimaginable wonders and unthinkable atrocities. Having conquered the
enemies of the gods, the Exalted turned to their own ambitions: carving out empires, amassing allies and
riches, or uncovering the secrets of the cosmos. In time, they attained untold heights of power, mastering
mighty sorceries, pacting with great demons and the courts of chaos, forging world-shaking wonders of
artifice, and seizing whatever they could grasp. But power is indiscriminate, magnifying both the
greatness of the Exalted’s deeds and the horrific consequences of their mistakes. Kingdoms were toppled
by a moment’s indiscretion; mountains leveled in fits of passion. The insidious Great Curse coiled unseen
around the Chosen’s hearts, spurring many of the age’s worst atrocities, but even without it, the Exalted
had become a threat to the world they ruled. In time, even the Unconquered Sun turned his face from
Creation, looking no more upon his legacy.
Many in the Old Realm came to realize the danger posed by the Exalted, themselves included, and sought
an answer to this dilemma. Within the Bureau of Destiny, Sidereals debated many plans and proposals,
but none secured sufficient support to mobilize the Fivescore Fellowship as a whole. Ultimately, a
proposal was put forward that none could ignore: the Solar Purge. While any of the Exalted could pose a
threat to Creation, the Solars’ supreme might and their mastery of sorcery and artifice made them the
greatest danger. If they could be removed from the equation, Creation might be able to endure.
This plan appalled many: It was one thing to make sacrifices in destiny’s name, but premeditated mass
murder, without regard for culpability or innocence, was unthinkable to many. Even those willing to pay
so high a price didn’t believe it was possible. Even if every Solar could be slain — a feat to rival the
Divine Revolution — new Lawgivers would still arise, reincarnating as their predecessors fell. The plan
died in committee before ever coming before the Bureau as a whole, and was largely forgotten as the
Fivescore Fellowship continued to debate its options, seemingly abandoned by its supporters.
But in truth, the plan was never forgotten. A conspiracy of Sidereals — those who’d eventually be called
the Bronze Faction — continued to secretly explore the possibility. They envisioned a single coordinated
strike against the Solar Exalted, felling the lion’s share in one decisive swoop and hunting down those
who survived. The cost to Creation would be great, but once the Purge had been completed, an
interregnum government of Sidereals would shepherd the Old Realm and bring a new equilibrium to the
First Age — lesser, but safe.
The greatest of the many obstacles to the Solar Purge remained the question of the Lawgivers’
reincarnation. The nascent Bronze explored many possibilities, ultimately discovering a way to cage the
power of Solar Exaltation. Drawing on secrets older than Creation and forbidden magics, the conspiracy’s
greatest sorcerers and artificers created the Jade Prison, a vast casket of jade inlaid with impossibly fine
starmetal inscriptions of binding and concealment. Countless irreplaceable wonders were used in its
creation, but the greatest of these was the tear of molten gold shed by the Unconquered Sun when he
turned his face from Creation. The tear was made to serve as a beacon, drawing the power of fallen Solars
into the Jade Prison before they could reincarnate. With the Prison completed, their real work began.
As they prepared to set the Solar Purge in motion, the nascent Bronze Faction recruited allies and co-
conspirators to their cause. The Dragon-Blooded backed the Purge in the greatest numbers, as those who
supported the Purge’s cause rallied entire lineages and gentes. Lunar radicals, Exigent heroes, and gods of
every rank joined in the conspiracy for reasons both noble and selfish. Some among the Old Realm’s
oldest foes fought alongside their ancient enemies: Lintha armadas, Niobraran wraiths, sapient plagues
created by the fallen Genesis Lords of Heartwind, and more. Even a scant handful of Lawgivers joined in,
fearing what they and their fellow Solars might become.
But for all the preparation that had been put into it, the Purge went far differently than planned. Solar
warriors overpowered the assassins sent against them, while masters of stealth and subterfuge evaded and
outwitted their pursuers. Some Solars had uncovered enough evidence of the conspiracy to grow
suspicious, or been warned by Sidereals opposed to it, giving them a chance to prepare their defenses.
Others were so paranoid that they needed no further preparations. Such Lawgivers met their assailants
with countermeasures boasting the full power of the Solar Exalted. Starmetal hunter-killer automata
battled Sidereal assassins, predicting alterations to fate to neutralize their most potent techniques.
Sorcerous traps ensnared Dragon-Blooded battalions in nightmare worlds and beguiling paradises.
Mighty skyships scythed down armies with barrages of implosion bows and lightning ballistae, before
hastening away from the usurpers’ forces.
In a single night, Creation was plunged into total war, marking the beginning of a blood-soaked decade
that would leave the world forever changed. Gruesome battles erupted throughout Meru, Ankiluke,
Myion, and other bastions of Solar might throughout Creation. The closest of friends became fierce
enemies as the war drew in Exalted from across Old Realm. Islands and mountains were shattered by
terrible war-sorceries; kingdoms and cultures were blighted by the curses of Solar sorcerers. All the
while, casualties continued to mount under the weight of increasingly desperate escalation, rising into the
hundreds of millions.
The Purge ended one silent morning, as the sorceries and astrological magics that held open the Jade
Prison’s doors finally sputtered out and died. Only a scant handful of Solars escaped this imprisonment —
not enough to continue their war against the surviving usurpers. They fled to Creation’s far corners,
sought protection from old allies, or continued the fight alone, but the age of Solar god-kings had come to
a close. The Bronze Faction had won, though few in their ranks could call it victory. Even the Purge’s
most ardent supporters grieved the cost of their success, even as they accepted its necessity.
As the surviving conspirators surveyed what remained of the Old Realm, their first move was to ensure
that the Jade Prison could never be found and opened. They sought the furthest West, where the
constellation of the Mask shines bright on still waters. Invoking the sign of secret knowledge, the Sidereal
conspirators sealed the Jade Prison behind the stars, using the Mask’s reflection as a gateway to the outer
darkness. Overhead, the sky groaned at the weight of this working, like iron beams straining against
rupture. After a terrible moment of waiting, the Mask shattered beneath the Jade Prison’s weight, twisting
in the firmament as its brightest stars winked out like candles.
The breaking of the Mask reverberated throughout fate, and the consequences fell upon the Fivescore
Fellowship as a whole, cursing them with the arcane fate that plagues them to this day. After all that the
Bronze Faction had sacrificed in the Solar Purge’s name, this was the final price of their victory: to be
forevermore forgotten by history. The Bronze Faction’s plans of guiding Creation through a brief
interregnum of Sidereal rule already faced serious setbacks from the massive casualties they’d suffered
and the devastating toll the Solar Purge had taken on the Old Realm. Arcane fate dealt the deathblow,
ending any chance of Sidereal rulership.
After a fierce but swift debate, the Bronze Faction chose to entrust rule of Creation to a coalition of
Dragon-Blooded gentes, those that had best weathered the Purge. Thus began the Shogunate. Rather than
governing Creation outright, the Bronze Faction offered its guidance and counsel to Dragon-Blooded
leaders, granting secret knowledge, powerful blessings, and Heaven’s aid. As Creation came under the
reign of its new masters, the Sidereals receded into legend and apocrypha, the shadows behind the world’s
thrones.
Priorities
Foremost among the Bronze Faction’s many concerns is the Realm’s imminent collapse into civil war. Its
elders seek to avert this, but most have come to accept that this is impossible, at least privately. At best, it
can be delayed, and not for long. The best chance for the Realm’s continued existence lies in ensuring the
best possible candidate takes the throne — though it remains an open question who that is. The faction’s
leadership has avoided taking a formal stance, backing several potential candidates to hedge their bets
until a clearer picture emerges. Faction operatives embedded within each candidate’s camp observe and
gather information on them, preparing dossiers. Those favored by the faction receive guidance from
Sidereal agents, counseling them in matters of strategy and governance. Most do so in the guise of
resplendent destinies, appearing as lieutenants, advisors, monks, or agents of the All-Seeing Eye. A few
have been approached openly by the Bronze Faction, laying groundwork for further negotiations should
those contenders prevail.
The Bronze Faction has also redoubled its efforts to prevent outside influences from tipping the Realm
into chaos. A well-placed agent can sabotage an uprising in a satrapy or prefecture, allowing resources
that might have been spent bringing it back in line to go towards more productive ends. Others carry out
counterintelligence operations to uncover Lunar infiltrators, root out enemies of fate seeking to interfere,
and coordinate Wyld Hunts against powerful Anathema. Such enemies are well-matched against the
Sidereal Exalted — for every victory the Bronze Faction achieves, another is won by their foes.
While the Realm is the heart of the Bronze Faction’s plans, its satrapies and neighboring cultures have
always been vital assets as well, letting the Bronze project control deeper into the Threshold and surveil
external threats like Lookshy and the Guild. The machinery of the Realm has afforded them many
powerful assets in doing — satrapial governance, the Imperial legions, the All-Seeing Eye — but the
Empress’ disappearance has greatly diminished the faction’s ability to influence these organs of empire.
The Immaculate Order still remains aligned with Bronze interests, and has become a bastion for such
efforts.
Chejop Kejak
Chejop Kejak would never claim to be the leader of the Bronze Faction. He doesn’t need to.
He’s sometimes called “the man with no secrets,” for he lives a life of austere duty, giving opponents no
scandal to leverage against him. His few entanglements are a matter of open record, and he scrupulously
avoids favoritism for lovers, children, or friends. Famously patient and stern-faced, he’s also sharp-witted,
with a love of dry humor and wistful self-deprecation. Chejop is a man focused on reality; he’s done his
best to choose wisely and well, but isn’t without regrets.
Kejak is a skilled martial artist and a master sorcerer, but his true genius lies in intrigue and influence.
He’s spent his Exalted lifespan as a scrupulous collector of intelligence and favors both great and small
— he knows that sometimes a matter is best served by a puissant god’s direct intervention, and other
times by a few words with that god’s lowest clerk. He also wields considerable authority within the
Bureau as the Division of Secrets’ eldest Sidereal member and the chair of the Convention on the Center.
He doles out duties and assignments both to advance the Bronze Faction’s agenda and to demonstrate its
necessity to those opposed or uncommitted to it. Gold Faction idealists might receive orders that send
them delving into First Age ruins lost to Solar caprice. Young Sidereals unaligned with either faction are
given a chance to see the value of the Bronze’s methods as a well-timed Wyld Hunt comes to their aid
against a demon they’ve been tasked with slaying.
Chejop permits himself little time to enjoy his prestige and status. His domicile is dusty with disuse,
overflowing with records, memoranda, and his personal library; his office in the Forbidden Manse of Ivy
is the same one he was assigned when he first joined. Most of his days are spent in the role of secretary to
the Mouth of Peace, offering her guidance not just as a Sidereal puppetmaster, but as a friend and
confidant. He suspects that the current Mouth may have seen past his arcane fate, which has been both
boon and bane to him with different Mouths throughout the Order’s history.
Chejop is renowned for pragmatism and prudence. He was chosen to prosecute Heaven’s case against the
Sidereal traitor Ruin-of-Nations. He brokered the Truce of Ivy that saw a five-year peace amid the
Shogunate’s darkest days. He played a key role in the Jade Prison’s creation, bargaining with demonic
potentates for secret knowledge and impossible reagents necessary to gainsay the Unconquered Sun’s
will. He’s paid dearly for his victories, his dreams haunted by the sacrifices he’s made until finally he
chose to sleep no longer, dedicating every hour to tireless work.
Chejop is nearing the end of his life. As he approaches the day of his fated death, he grows wistful,
reflecting on his long career and the Bronze Faction’s future. He has no successor — while he trusts and
respects his fellow elders, he doubts their willingness to sacrifice their deepest desires upon the altar of
necessity as he has. He’s devoted more and more time to mentoring young Sidereals and guiding those yet
to Exalt, seeking to instill some spark of his philosophy in the youngest generation and to perhaps find
one final, worthy apprentice before his end arrives.
Priorities
The Gold Faction’s projects are as numerous and diverse as its members. Some cultivate and promote
Immaculate heresies that threaten the religious hegemony of Realm’s state religion. Others are patrons to
dissidents and revolutionaries within the Realm’s satrapies, providing them with information, resources,
and the stars’ blessing. Still others have made a project of a single kingdom or city-state, striving to
realize their vision of a brighter tomorrow within it.
Some of the Gold Faction’s projects have seen long-lasting success. The Seven-Rivers Treaty united the
river-towns of the Lanternhold and the spirit courts of the neighboring wilderness into a polity powerful
enough to push back against the Realm’s expansion. Others have had only fleeting success, some little
more than proofs-of-concept. The fabled kingdom of Isqadeen, ruled by the three Sidereals who reclaimed
it from the Wyld, was a safe haven for enemies of the Shogunate gentes until the reality engines
sustaining it failed. Others remain purely hypothetical, like Sauvon Hak’s plan for direct Sidereal
governance by delegating their authority under the Creation-Ruling Mandate to trusted terrestrial gods
(and subject to Terminal Sanction, as Hak reminds all who listen).
With the Realm on the edge of civil war, some Gold luminaries back contenders for the throne whose
interests are opposed to the Bronze Faction’s or the Scarlet Dynasty’s. These include the likes of Bal
Keraz (The Realm, p. 50), whose loyalties lie with the Realm’s patriciate against the Great Houses, or
Nellens Ikona (Dragon-Blooded, p. 51), whose popularity with the Realm’s peasantry could make her the
perfect leader for a popular uprising.
Other Sidereals propose plans to ensure no one candidate can win, splintering the Realm into multiple,
weaker states — though those old enough to remember the bloody infighting of the Shogunate counsel
against this. The faction’s more radical members call for the total destruction of the Realm, though
they’re much less unified in their plans for what should replace it.
Ayesha Ura
Ayesha has risen far to reach her position. Early in life, she lost her home to the Shogunate’s wars, saved
from starvation only by an Immaculate monk’s compassion. Under her tutelage, young Ayesha came to
be a renowned preacher and theologian, her fiery tongue feared by priests and monks of other sects. After
her Exaltation, the new Harbinger so impressed Chejop Kejak that he sought her out as a protégé, already
thinking of training her as his successor. But in time, she grew disillusioned with the Bronze agenda and
the Immaculate Faith as she witnessed her peers’ willingness to accept the bloodshed and atrocities of a
war-ravaged Creation in the name of the greater good. The Shogunate’s collapse dealt the deathblow to
her commitment — every sacrifice, every acceptable loss, every drop of blood on her hands had all been
for nothing.
Chejop Kejak’s most favored disciple defecting to the Gold Faction was among the greatest scandals of
that century, but Ayesha wasn’t met with a warm welcome by her peers. Understanding their mistrust,
much as she resented it, she kept to the margins, cultivating personal relationships with like-minded peers
and pursuing comparatively modest projects. It was she and her inner circle who first recognized the
potential of the Cult of the Illuminated, even before the Jade Prison was broken, seeing how its traditions
and theology could be used to make it a support network for the few Solars who’d escaped the Jade
Prison and a shelter from the Wyld Hunt.
What Ayesha hadn’t planned on was rediscovering her own faith. As she spoke with Illumined faithful
across Creation and debated theology with Illuminated priests and philosophers, she came to see the
world through their eyes, experiencing the same spiritual fulfillment they found in their traditions, beliefs,
and rites. After that, using the Cult as a mere tool was out of the question. Ayesha became a patron to the
Illuminated across Creation, and insisted that the Gold Faction treat them as allies, not assets. Kejak
would have condemned such soft-heartedness, which only strengthened Ayesha’s conviction.
But Ayesha’s idealism won her little acclaim within the Gold Faction — some of her peers had already
questioned the wisdom of allocating resources to the small handful of Solars left in Creation, and the
Harbinger’s newly espoused spirituality drew derision from some of her peers. For centuries, she
remained on the faction’s fringes, embracing her reputation as a headstrong idealist. But when the Jade
Prison was broken and the Solar host returned in full, Ayesha and her allies stood ready to capitalize on
the opportunity, while the rest of the faction scrambled to react.
The success of the Cult of the Illuminated in the last five years has ensured Ayesha’s meteoric rise to
prominence. Many consider her the Gold’s de facto leader, even those who were once among her greatest
detractors. But declaring success would be premature — Ayesha’s leadership still faces challenges from
the likes of Sing-in-Tongues-of-Steel and the Empty Thrones. She’s positioned herself as seeking to
strengthen unity within the faction by harmonizing its members’ many agendas and mediating disputes
when faction member’s goals come into conflict.
Ayesha is passionate, gregarious, and kind-hearted. She’s always glad to speak with any Sidereal willing
to listen, from those who’ve just Exalted to senior luminaries of the Bronze Faction, offering a
sympathetic ear and a word of advice. She’s also exceedingly skilled in manipulation, though prefers not
to, particularly with her fellow Sidereals.
The Harbinger’s service to destiny is storied. When the rogue tide-spirits of the Great Western Ocean
imprisoned its god, Ocean Father, she sailed the entire West to bind them in fetters of jade and free their
hostage from his benthic gaol. She traversed the Labyrinthine Horizon on a dragon’s back to reach the
impossible isle of Forever and ransom back a daughter of Mercury from its faerie princes. Across
Creation, cultures venerate a nameless saint in yellow robes.
Ayesha’s experience as a one-time true believer in the Bronze ideology has made her exceedingly
persuasive in turning young or tenuously committed members of the Bronze Faction to the Gold, and she
advocates on their behalf in the face of the same suspicion she was once faced. She has no illusions that
she and Chejop Kejak might ever rebuild their friendship, but she’s glad for their cordial relations. Their
mutual respect and courtesy extends to even their most contentious debates in destiny planning
committees — an event guaranteed to draw a crowd of spectators from both factions.
Independents
A considerable number of Sidereals align themselves with neither faction. Many do so out of disinterest
with political infighting or to play peacemaker. Others see both faction’s efforts as wasteful and self-
serving, funneling resources and personnel away from the actual work of the Bureau of Destiny. For
some, it’s a matter of principle, disdaining what they see as Bronze heartlessness and Gold temerity.
Many once belonged to a faction who’ve grown disillusioned or jaded; others have remained unaligned
throughout their entire careers.
Unlike the Bronze and the Gold, the independents aren’t a political bloc. Some may cultivate personal or
professional relationships with other independents, but they have little in common and no leadership to
unite them. Independents aren’t wholly apolitical, though as they still have the interests of their divisions
and conventions to advance in destiny planning committees. Some do occasionally involve themselves in
matters of factional politics, whether trading favors or taking bribes — independent doesn’t mean
incorruptible.
The Bronze Faction is glad to have a healthy population of independent Sidereals — by refusing to
choose sides in a debate over the future, they support the status quo by their silence. The imbalance of
power between factions tips the matter further in the Bronze’s favor. They have more resources and
influence to offer to independent colleagues in exchange for support on specific proposals, and their vast
institutional power within the Bureau often forces independents to side with the Bronze agenda for the
sake of political expediency.
Agenda
The Bureau of Heaven has amassed considerable power within the Celestial Bureaucracy over the
millennia, and its foremost concern is holding onto it, preserving Heaven’s current political status quo.
Much of the bureau’s scheming can be carried out legitimately through the Department of Celestial
Concerns’ law enforcement powers — any designs that the other bureaus may have on the Bureau of
Heaven are almost certainly illegal in some way. Bribery, blackmail, frame-ups, and favor-trading take
care of much what the lion-dogs can’t handle.
That doesn’t mean the Bureau of Heaven’s gods don’t care about getting the job done — many see the
bureau’s amassed power as the means to accomplishing precisely that end. Much is made of all that
Celestial Concerns does for Yu-Shan and the weighty responsibilities of Abstract Matters, and many in
the bureau’s upper echelons believe their own justifications.
Working Relationships
The Department of Abstract Matters’ closest working partner is the Bureau of Humanity, an arrangement
that pleases no one. Having stolen so many of the bureau’s offices, Abstract Matters depends on its
institutional knowledge, pre-existing working relationships, and the expertise of whatever gods they
weren’t able to take. The Bureau of Humanity has little interest in facilitating this; often their counterparts
in Abstract Matters to employ heavy-handed tactics. Even when they do work together, efforts are
complicated by contentious rivalries and old grudges between divisions or individual gods, which have on
occasion risen to the level of full-on vendettas. Celestial Concerns sides with its sister department against
the Bureau of Humanity, making its arbitration of such disputes a one-sided affair.
All bureaus coordinate extensively the Bureau of Destiny on areas where their remits align, and Abstract
Matters has the most overlap with it, at least in matters of actual abstract concepts. Almost all of its
divisions have liaisons to one or more of the five divisions: The Division of Peace works with the
Division of Serenity, the Division of War with the Division of Battles, and so on.
The Bureau of Seasons is a perennial political target of the other four bureaus, owing to its origins in a
labor movement among the Bureau of Nature’s low-ranking elementals. The Bureau of Heaven is often its
fiercest adversary — of all the bureaus, it’s the one most likely to disrupt the status quo. The Department
of Celestial Concerns lacks the authority to deploy the bureau’s Aerial Legion, but they do have oversight
powers as part of the compromise that resulted in the Bureau of Seasons’ formation. It frequently reviews
its operations, particularly when it looks like it might be gaining more power in Heaven. There are limits
to this, though. The Bureau of Heaven has no desire to anger the Aerial Legion — it serves them far better
as a potential wedge within the Bureau of Seasons.
Notable Figures
Ryzala, Supreme Minister of Celestial Concerns, Lady of Bureaucracy and Paperwork
Ryzala is among Heaven’s most politically powerful deities. She heads the Department of Celestial
Concerns, but is the de facto leader of the entire Bureau of Heaven, owing to the head of Abstract
Matters’ disinterest in running her department. Ryzala is a large, mantis-like spirit, her many limbs
constantly in motion as she reviews reports and fills out paperwork. Rising to the Bureaucracy’s highest
echelons hasn’t diminished her work ethic, rarely leaving the towering Spire of Virtuous Insight where
her offices are housed. She’s a stern, inflexible figure who rarely reconsiders her decisions once she’s
made them. She’s serious to a fault — her lack of humor and inability to detect sarcasm are legendary
within the bureau.
Ryzala enjoys the power her high office affords her, and uses it freely to aid political allies and undermine
her enemies. She’s careful to stay within the bounds of heavenly law, though that’s easy to do when
you’re the one who writes it. She is troubled by what she deems “actual” corruption, both within her own
bureau and the Bureaucracy at large. An ardent institutionalist, she believes that the Celestial
Bureaucracy’s own enforcement mechanisms are the best solution to it. She ensures that Celestial
Concerns’ law enforcement branch, the Division of Inevitable Reckoning, receives funding beyond what
it might strictly need, and shares her department’s resources with Heaven’s censors and the Division of
Endings’ internal affairs operations. Her lengthy essays on the importance of the Bureaucracy’s
institutional culture and values are circulated throughout it, and are mandatory reading in the Bureau of
Heaven.
Taru-Han, Supreme Minister of Abstract Matters, Psychopomp of the Final Moment
Taru-Han is the goddess of both souls and the act of dying the head of the Department of Abstract
Matters, and a daughter of Saturn. Appointed to the position after the department’s previous head
succumbed to the Great Contagion, she owes the office largely to the influence of her elder siblings in her
mother’s spirit court and Ryzala’s desire to curry favor with the Maiden of Endings. The Lady of Souls
appears as a swirling vortex of smoke, using tendrils of charcoal-gray vapor in place of hands. Her retinue
is made up of soul collectors, strange attendant gods who take the form of detached arms with a pair of
raiton’s wings growing where shoulder should be.
Taru-Han has no interest in the responsibilities of her office, delegating the vast majority of her work to
various division heads — she sought position for the nigh-immunity to audits and other scrutiny that its
political power affords her. Her true interest is in souls. Heaven doesn’t control Creation’s cycle of
reincarnation, but it can influence it to a limited extent. After centuries spent working with souls, she’s
developed both a fascination with her purview and a discerning eye.
Thanks to her newfound position, she’s been able to realize a long-held passion: collecting mortal souls.
Her attendants fly throughout Creation, seeking souls suitable to their lady’s interest. She struggles to
explain her tastes to those not intimately versed in the soul’s nature — the lingering traces of certain
passions and experiences in life contribute to a soul’s beauty, and unusual or exotic souls always catch her
interest. She takes great pleasure in handling her stolen souls, imagining herself in her mother’s place,
presiding over life and death. She keeps her most prized souls in a heavily-warded cabinet in her offices,
each sealed within a crystalline urn.
Removing souls from the cycle of reincarnation is highly illegal. Taru-Han’s gone to great lengths to
ensure she isn’t caught: paying off censors and the Division of Inevitable Reckoning, dispatching soul
collectors to spy on her rivals, and calling in favors with Saturn’s spirit court. She’s currently most
concerned by Varsoi of the Mournful Thurible, the Division of Endings’ god of funereal incense. Once a
direct subordinate of Taru-Han’s, she derailed his political career by foisting him off on the Violet Bier
after one thoughtful follow-up question too many. He’s familiar enough with the nature of her work to
have pieced together clues lost on others, and Tara-Han’s worried that he may have already brought his
suspicions to his superiors. She’s begun cultivating contacts within the Bureau of Destiny, hoping to
quash this before it grows into a threat to even her nigh-unassailable position.
Lytek, Scribe of the Chosen, God of Exaltation
Lytek has the perfect job — Exaltation and the Exalted fascinate him, and his work and life are virtually
indistinguishable. As god of Exaltation, he regularly submits memos on candidates for Exaltation to the
Celestial Incarnae. He’s never known if the Most High give his suggestions any heed, but he takes
immense pride when one of his candidates is Chosen.
Lytek also records the deeds of the Exalted in Heaven’s archives, sifting through reports from countless
terrestrial gods and his subordinates in the Division of Exaltation to compile accurate narratives and
histories. He’ll do virtually anything to for tales of the Chosen, especially if he’s getting it directly from
the Exalt in question. His passion, interest, and empathy for the Exalted trumps his official duties and
Heaven’s law.
Once the Supreme Minister of Abstract Matters, Lytek lost the post in the wake of the Solar Purge. He
still has many allies within the department, and is owed a number of favors by many senior members.
Perhaps more important is his understanding of the department’s history and operations, which have led
Taru-Han to delegate her most complicated responsibilities to him. He maintained good relations with
Taru-Han’s predecessor, but loathes the Lady of Souls’ indolence and disinterest in the department’s vital
work. She’s overcome this burden by providing him memories gleaned from the souls of the Exalted
before they pass unto Lethe. He keeps these in a large starmetal cabinet in his office, and will eagerly
offer any Exalt who visits him a glimpse at whatever memories of their past lives he may have.
Ak-Lanir of the Diamond Mace, Commissioner of Lawful Justice
Ak-Lanir is a prominent figure within the Division of Inevitable Reckoning, serving as the law
enforcement branch’s liaison to Heaven’s censors (p. XX). They’ve risen through the division’s ranks in
the centuries since the Great Contagion, having spent much of their life as a lion-dog, and then as a
celestial lion, before being promoted to their current post as a god of justice and ethics. They’re diligent in
their duties and share Ryzala’s belief in Celestial Concerns’ institutional importance, to the extent that
they’ll overlook wrongdoing by its members if it’s in the department’s best interests. They’re complicit in
numerous cover ups, ranging from petty bribe-taking to Heaven-wide conspiracies. Many of the
department’s highest-ranking officers owe their careers to Ak-Lanir’s intervention, placing the
commissioner at the center of a tremendous web of favors and debts.
Ak-Lanir wields the political power they’ve accrued in the Bureau of Heaven’s interests — they may be
deeply corrupt, but they aren’t self-interested. If a threat to the bureau or to Yu-Shan’s balance of political
power can’t be dealt with by lion-dogs, Ak-Lanir’s almost certainly owed a favor by someone who can.
This makes them far less pliable than many outside the bureau would suspect from the commissioner’s
reputation — unless it serves the department, they have no interest in taking bribes or abusing their
authority.
Working Relationships
The Bureau of Humanity has no choice but to work with the Bureau of Heaven, loath as they are to do so.
While few care if the department flounders, so many of the Bureau of Humanity’s essential offices were
stolen that refusing to cooperate would hamstring its own operations. Even then, it’s a contentious
relationship, and some in the Bureau of Humanity are willing to compromise their own divisions to spite
the department. Many of the gods whose purviews were folded into the department support the Bureau of
Humanity in this. Even the lowest-ranking clerk can strike a blow for their colleagues by delaying
messages, drawing out meetings with incessant questions, and “misinterpreting” their superior’s
commands.
The Bureau of Humanity also works closely with the Bureau of Destiny. There are few destinies that
don’t involve humanity in at least some capacity, making joint operations between them fairly common.
Sidereals are frequently solicited as experts on human nature and society, even on matters far outside their
experience — not all gods understand why a freshly Exalted Sidereal from Chiaroscuro can’t provide a
detailed account of the city’s First Age history. The Bureau of Destiny has remained neutral in the Bureau
of Humanity’s conflicts with the Department of Abstract Matters, giving rise to more than a little tension
between the two bureaus.
Notable Figures
Wun Ja, Director of Humanity, Goddess of the Shining Metropolis
Goddess of Creation’s greatest cities, She Who Hath Laid Ten Thousand Bricks, Wun Ja has headed the
bureau since its glory days in the First Age. She’s seen the depths it’s sunk to, and while the Department
of Abstract Matters’ predations have largely ceased, she fears for her bureau’s future. She most often
appears as a tall, slender woman of glass and metal, clad in elaborate garments that resemble architecture
more than clothing. She’s a proud, dignified goddess, well-loved by her subordinates for her witty humor
and the genuine interest she takes in their well-being.
Steadfastly committed to both the bureau and her purview, she’s willing to break any law and make any
sacrifice in their name. She’s the mastermind of the bureau’s covert involvement with terrestrial gods, and
receives the lion’s share of the prayer that it generates. She’s also drawn upon the Exigence many times to
create Architects, champions of Creation’s cities (Exigents, p. XX), sharing the burden of diminishment
with city fathers seeking an Exigent champion’s aid. She makes much of the fact that the Unconquered
Sun has never denied one of her petitions, taking this as proof of her agenda’s righteousness.
Wun Ja has long remained independent from the Fivescore Fellowship’s factional intrigues, but the Gold
Faction’s revitalization and the Solars’ return has brought her into the fray. A return to the First Age’s
glories seems a distant hope, but the Bureau of Humanity isn’t in a position to turn down the opportunity
— though it’s far from her first priority. This involvement has complicated her personal life. She’s long
been romantically entangled with Jagalza, Satrap of the Realm, who oversees the Blessed Isle’s city
fathers. Jagalza has long had dealings with the Bronze Faction, but the Realm’s mounting instability has
driven her further into their camp in hopes of preserving her office. Their relationship’s grown
increasingly strained as they dance around the matter, a tension that’s spilled out into those branches of
the Bureau of Humanity that regular interact with the two goddesses.
Amoth City-Smiter, Sub-Director of Tumbled Ruins
Amoth City-Smiter is among the few in the Bureau of Humanity to have benefitted from the Age of
Sorrows. As god of cities fallen to destruction and a son of Mars, he’s worshipped by those who dwell
amid ruins or scavenge from them. Siege warfare drives much of his worship: besieging armies beg his
aid, while cities under siege plead for his mercy. For Amoth, this worship’s just a bonus. Devoted to his
purview to an exceptional degree, all he really wants is for cities to fall. He’s made many allies of
convenience in Creation, lending his support to rogue gods, Silver Pact radicals, and even the Fair Folk
when their agendas threaten the destruction of cities. He no longer bothers attending destiny planning
committees — his single-issue vote is so predictable that it’s taken for granted by his peers.
Amoth takes the form of a tall, powerfully muscled man with the lower body of a great serpent. Despite
his imposing appearance, brute strength isn’t his forte — he’s a master of deception and political
intrigues, applying his mother’s strategic genius to the battlefield of politics. While his interests often
directly oppose Wun Ja’s, she’s been forced to rely on his talents in orchestrating the bureau’s support of
divine rulership.
Not content with the power he’s amassed, Amoth has designs on the bureau’s directorship. He’s watched
Wun Ja carefully throughout his dealings with her, and has seen through her efforts to conceal just how
much power she’s lost to the crumbling of civilization and the fires of the Exigence. A single well-placed
blow could provide the opportunity he needs to oust her, and the Realm’s descent into chaos has
presented the perfect opportunity: destroying the Imperial City. He stirs up feuds between gods within the
bureau who support the Realm, and has made overtures to the Gold Faction, offering his support to the
Cult of the Illuminated if it can bring the Solar Exalted into the fray.
Burning Feather, Lady of Intoxicants
Burning Feather oversees Creation’s many liquors, drugs, and other narcotics, bringing her worship from
throughout Creation. She appears as a pale, white-haired woman with featureless eyes, redolent with the
aromas of burning hashish and opium smoke. She rose to prominence in her division after the Bureau of
Heaven poached her superiors. She takes to her work with gusto, answering the prayers of the intoxicated,
ensuring Heaven’s demand for narcotics is met, and sampling exotic intoxicants to record their effects in
Heaven’s archives. Having tasted the forbidden fruit of high office, she’s backed the bureau’s support of
divine rule in Creation, seeking to rise even in further in standing and using the stream of ambrosia it
supplies to throw revels to scandalize even the gods.
Burning Feather spends more time in Creation than in Heaven. When she’s not tending to matters of her
purview or acting as an intermediary between Wun Ja and bureau’s allies among the terrestrial gods, she
has a fondness for taking mortal lovers. Many of her paramours are forever changed by the experience of
her psychedelic embrace. Some have been gifted with second sight, becoming Burning Feather’s
prophets; others have attained sorcerous enlightenment in her boudoir.
Burning Feather has close ties with the Division of Serenity, a considerable advantage for the Bureau of
Humanity. Out of all the Bureau of Destiny’s divisions, the Cerulean Lute is often the one to work most
closely in Creation’s human societies, affording ample opportunities to uncover the Bureau of Humanity’s
schemes. Burning Feather cultivates relationships with young Joybringers in expectation of their future
discretion, and has convinced some to overlook the matter in exchange for valuable information, much-
needed funding, or a hit of something really spectacular. More than one junior Sidereal has been sent on
an errand to visit Burning Feather and replenish a senior’s stash, occasionally find themselves roped into
the Lady of Intoxicants’ schemes or revels themselves.
Najalin Szarek, Dragon of Heaven
Born into the Najalin clan of Heaven’s Dragons (p. XX), Szarek secured a low-ranking clerkship with
Kazneas, Goddess of the Pentatonic Scale, after Exalting as a Dragon-Blooded. His primary duty on her
behalf involves acting as a deniable go-between from the Bureau of Humanity to its allies among
Creation’s terrestrial gods, delivering instructions, intelligence, assets, and funding to deities involved
with every aspect of the bureau’s plans. He has no loyalty to the bureau, but between his salary and what
he skims of the top of his deliveries, he’s able to support his entire extended family with more than
enough left over.
Since becoming involved with the Bureau of Humanity’s schemes, Szarek’s developed a taste for the
heavenly luxuries he can now afford, exploring every manner of vice. He’s smoked drugs made from
ground-up Underworld grave goods, lost fortunes on fights between indescribable Wyld-mutated beasts,
and spent a truly embarrassing sums on his beetle collection — and he’s always happy to bring a new
friend along to party. Much of this is of questionable legality at best, but he shows no signs of reining
himself in anytime soon, though being caught could potentially compromise the secrecy of the bureau’s
conspiracy.
Agenda
The Bureau of Nature prioritizes Creation’s well-being out of self-interest, with a particular focus on
those aspects of nature that are governed by its highest-ranking gods. A calamity like the Great Contagion
can’t be allowed to happen again, no matter what the cost. Much of this is done simply by performing the
day-to-day duties of one’s office — the Bureau of Nature’s workforce is much more motivated than many
of their peers. At times, though, it’s necessary to violate Heaven’s law, whether intervening in mortal
affairs or leaking sensitive information on the movements of Fair Folk to Exalted in a position to act on
them.
Working Relationships
The Bureau of Nature has a tense, heated relationship with the Bureau of Seasons, dating back to the labor
dispute that led to the Division of Seasons breaking away to form its own bureau. Much as they loathe
one another, the closely interconnected nature of many purviews requires them to work together — often
intimately. It’s a mutually beneficial arrangement, but that hasn’t stopped intense passions and old
grudges from breeding friction and infighting in their joint ventures. Mediating such disputes would
normally fall under the Department of Celestial Concerns’ remit, but the Bureau of Seasons distrusts
Celestial Concerns perhaps just as much as it does the Bureau of Nature. Members of the Bureau of
Destiny have been called into to help informally arbitrate disagreements in exchange for favors from
high-ranking spirits in both bureaus.
Notable Figures
Flashing Peak, Grand Archon of Type, Goddess of the Imperial Mountain
Flashing Peak heads the Hierarchy of Type, taking the lead in the bureau’s efforts at defending creation.
Her appearance is as distinctive as her purview’s — her skin and flesh are polished basalt, and she towers
over many gods and Sidereals at eight feet tall. She’s keenly intelligent, though sometimes rigid in her
thinking. Known for her unshakeable calm and stern demeanor, some wonder if she ever leaves her
office, the sprawling Thousandfold Menagerie.
Flashing Peak has no tolerance for corruption, no matter what the reason behind it, making examples out
of subordinates who violate Heaven’s laws. First offenses are usually punished with a long, increasingly
disappointed lecture, while repeat offenders face cuts to their salary and the funding allocated to their
lower-priority projects. This often conflicts with the bureau’s actual needs, leaving her subordinates faced
with choosing between being derelict in their duties and risking her displeasure. While she lacks formal
authority over the Hierarchy of Function, the power and influence of her position sometimes let her
pressure its head, Burnished Talon, into doing the same.
Flashing Peak’s dedication to Heaven’s law and the Celestial Bureaucracy makes her a natural ally of
Ryzala. While the branches they head rarely have cause to work together, the two goddesses support each
other’s proposals in destiny planning agendas and find reasons to work together. They also share a mutual
loathing of the Bureau of Seasons, both working undermine it at every turn.
Burnished Talon, Grand Archon of Function, God of Mammalian Predators
Burnished Talon faces an uphill struggle as the Hierarchy of Function’s leader, but it’s a challenge he’s
well-suited for. He’s on collegial terms with Flashing Peak, but he’s unafraid of going toe-to-toe with her
if he has to, confident in his position as her co-equal despite her far greater influence and power. His
appearance changes frequently — he always sports the head of a predatory mammal; whether it’s that of a
wolf, a bear, or a shrew can change day to day or hour to hour. Laughter comes easy to him, and he’s
often seen after hours regaling his subordinates with stories of the bureau’s glory days over drinks.
An innovator and lateral thinker, Burnished Talon has spearheaded a number of bold projects to restore
the branch’s power and prestige. His reputation among his subordinates is mixed — while some admire
his tenacity, resourcefulness, and ingenuity in advancing their cause, others would prefer a leader with
actual successes to their name, not just big ideas.
His latest project involves the creation of new species through breeding operations conducted in the
Wyld’s bordermarches. His ultimate goal is the creation of animal species that defy categorization by
type, forcing humanity to adapt to the Hierarchy of Function’s system of classification. He’s seen some
early successes, such as the carnivorous tree sloth that’s frequently seen clinging to his neck, but the
project has caused no end of headaches for the Bureau of Destiny when his creations have broken free of
containment. He’d have faced an audit for the project already if not for the unexpected intercession of
Flashing Peak — a debt that Talon’s none too happy about, though he has no idea what the mountain-
goddess could be planning.
Ardis-Iara, Who Paints The Rainbow
Ardis-Iara owes their position in the Hierarchy of Type entirely to their father, the Unconquered Sun —
or rather, to his spirit court, which ensured the young godling received a prime purview for their first
assignment. They treat the office as a sinecure, delegating its duties out in bits and bobs to their
subordinates and those seeking to curry their favor in the Unconquered Sun’s court. The only part of their
job that Ardis-Iara takes seriously is the actual design of rainbows, an endeavor that’s more art than
science, and which they’ve shown a marked talent for. Unfortunately for their secretarial staff, this is only
a small part of their superior’s duties, and it’s not uncommon for them to have to redo weeks’ worth of
paperwork after Ardis-Iara comes into the office with a new plan for this or that rainbow.
It’s outside the Bureau of Nature’s offices that Ardis-Iara really comes alive. They spend a great deal of
time with their siblings and cousins, keeping in their good graces by nodding along as they recount tales
of the Divine Revolution over tea and honey-drizzled cakes. They’re still young compared to the rest of
the court, and their status within both it and the bureau is contingent on the favor of their elders, for now.
When not caught up in the court’s intrigues, they indulge in heavenly luxuries, a patron of the arts and
bon vivant who’d be buried under scandal if not for their parentage. For them, such delights are the entire
purpose of power, and they’re far from what satisfied with what they have now. Though many in Heaven
long for an office such as theirs, it pales in comparison to those held by the uppermost echelons of the
Sun’s court.
Obadis, Diligent Tender of Larch Boletes
Before the Contagion decimated the Bureau’s ranks, Obadis was a quiet, easily contented deity, more
concerned with their hobby of developing new kinds of symbiotic fungus than office politics. Alas, the
reorganization moved their office out of the Hierarchy of Function’s Division of Symbiosis and into the
Hierarchy of Type’s Division of Plants. This isn’t entirely wrong, since her bolete mushrooms need larch
trees to be symbiotic with, but it made their job far more difficult than necessary, as most of their close
bureaucratic contacts remained in the Division of Symbiosis.
Obadis has proven adept in navigating this disconnect, but the experience has led them to grow jaded with
the bureau’s dual hierarchies, arguing for a reorganization of the bureau along more sensible lines. The
detailed proposals they’ve submitted to both Flashing Peak and Burnished Talon have gone unread, but
it’s won them some support elsewhere. Much of it comes from their former colleagues in the Hierarchy of
Function, such as Phalaea, Goddess of Poisonous Lookalike Mushrooms, who view it as a way to reset
the bureau’s imbalanced power dynamic.
They’ve found less warm of a welcome within the Hierarchy of Type, particularly among its upper ranks.
Their seniors see the campaign as well-intentioned, but a threat to both the hierarchies’ cooperative efforts
and to their own political standing. Their efforts at discouragement might have worked back when Obadis
first joined the bureau, but now that they’ve found their voice and passion for politics, they’re not giving
up without a fight.
The Bureau of Seasons
In the First Age, Creation’s weather and the turning of the seasons was the Bureau of Nature’s remit.
Much of the actual work of this was foisted off on the bureau’s lowest ranks and the terrestrial gods and
worldly elementals who reported to them. Like many of such ranks, these spirits — predominantly
elementals — faced long hours implementing plans that their superiors had written up in a handful of
minutes, receiving neither the recognition nor the pay due to their professional knowledge, experience,
and skill. After a particularly egregious season that saw entire weather-workers jerked from one
assignment to the next en masse by competing supervisors, a group of elementals in the East, part of the
Divisions of Winter and Spring, came to an agreement — they’d usher in winter, and thenceforth do
nothing until changes were made.
At first, the Bureau of Nature ignored their demands — what could these petty clerks do that couldn’t be
undone by the gods of the seasons themselves? But when the orders came down, the seasonal divisions’
heads balked at such menial assignments and passed them down to their divisions’ remaining staff.
Between the blatancy of this disrespect and the organizing efforts, many of the bureau’s weather-workers,
clerks, and low-ranking elementals rallied around their fellow workers. What had been a simple labor
dispute escalated into a bureau-wide crisis, dubbed the Seasons Revolt. By midwinter, over half of
Heaven’s weather-workers had laid down their metaphorical tools, threatening the Celestial
Bureaucracy’s plans with the prospect of a year without a spring growing season.
As it became clear the Bureau of Nature was over its head, the Department of Celestial Concerns
intervened. After token efforts at negotiation failed, Senteus, God of Legal Authority and then-head of the
Division of Inevitable Reckoning, ordered a violent end to the work stoppage. Lion-dog strikebreakers
prowled the streets where the weather-workers marched and the teahouses were they gathered, carrying
out targeted intimidation of leaders and organizers and conducting mass arrests of striking weather-
workers.
However, the Seasons Revolt found an unlikely ally in Heaven’s military, the Aerial Legion. Many of its
elemental dragons and other puissant spirits of air and water sympathized with their cousins in the Bureau
of Nature. Never before had the bellicose legion refused an opportunity to do what they loved best — but
when the order came to target the striking spirits, the Aerial Legion stood down. Its position completely
untenable, the Bureau of Heaven negotiated the Treaty of Spring, ending the Seasons Revolt by forming
the Celestial Monitors of the Seasons and Weather.
Since its contentious early days, the Bureau of Seasons has largely settled down into ordinary
bureaucratic operations. Its ranks are primarily made up of elementals and former terrestrial gods, along
with a few celestial gods who never rose higher than secretarial positions. Its duties have remained largely
unchanged from before the Seasons Revolt, save that the Aerial Legion now belongs to them — the most
contentious aspect of the Treaty of Spring, but also the lynchpin to the peaceful resolution of the Seasons
Revolt.
Heaven has not forgotten the Bureau of Seasons’ origins. No one wants another Seasons Revolt on their
hands, and the bureau is seen as a hotbed of radical sentiment and rabblerousing — which isn’t an entirely
fair view. The bureau faces close scrutiny from the Celestial Bureaucracy’s other branches, particularly
the Bureaus of Nature and Heaven, lest they attempt a repeat performance or incite spirits within other
bureaus to follow their example.
The bureau’s funding priorities shift with the turning of the seasons. The Divisions of Spring, Summer,
Autumn, and Winter each enter a flurry of activity just before their respective season begins, hiring
temporary workers — almost entirely elementals — in preparation for the work of ringing out the old
season and inaugurating the new. These seasonal positions serve as an entryway into the bureau for
elementals lacking political connections. Some are hired on permanently after the current seasons’ end,
while others are picked up by the division in charge of the season to come, moving smoothly from one
temporary job to the next.
Multiple divisions specializing in various forms of weather exist alongside this seasonal administrative
structure. Some in the bureau hold an office in both a seasonal division and a weather division — for
instance, Singing Maiana, Bearer of Gentle Rains in the East, belongs both to the Division of Spring and
the Division of Rain.
The Aerial Legion has been integrated into the bureau, its military ranks running into parallel to the
civilian management structure. The bureau’s head sits at the top of both of these command structures, and
some spirits hold separate positions within each of the two or belong to offices that straddle the boundary
between them. Its power to act is strictly delineated by the terms of the Treaty of Spring. While it acts
under the Bureau of Seasons’ authority, it can only be deployed with authorization from one of a handful
of gods outside the bureau. These include both E-Naluna, head of the Bureau of Heaven’s Division of
War, as well as Rashan, the Bureau of Destiny’s liaison the Aerial Legion under the authority of Hu Dai
Liang. Both Mars and the Unconquered Sun do so as well, though they have delegated these privileges to
members of their spirit courts: the indomitable Pherydis, Keeper of the Hounds of Parhelion, and Ninth
Spear Daughter, the Make-Way General. When these gods disagree on questions of strategy, the Aerial
Legion often ends up bogged down in red tape.
Agenda
The Seasons Revolt’s goals were largely met by the Treaty of Spring. The bureau is in a position to see to
its members’ wages and working conditions, and has the resources to staff itself with recruits drawn from
the ranks of their elemental cousins and Creation’s weather-spirits. While labor organizing remains a
prominent part of the bureau’s institutional culture, its political priorities today are centered around the
Aerial Legion. Its leadership is hawkish and the rank and file even more so, agitating for authorization to
act during any crisis of significance in Creation.
It’s been centuries since the last full-scale deployment of the Aerial Legion, against the armies of Fair
Folk that invaded Creation in the Great Contagion’s aftermath. The legion suffered heavy losses, both to
faerie enemies and to the lingering Contagion, souring many in Heaven’s appetite for further
deployments. Since been, they’ve been limited to a handful of partial deployments against forbidden
gods, escaped demons, and renegade devil-stars. Many opportunities for deployment have come and gone
unseized: the Nine Garda Rebellion, the fall of Thorns, the reactivation of the malfunctioning war-fortress
of Windscour Siege. Each time they are denied, they chafe more and more at their yoke, opining at the
losses that could have been mitigated while downplaying the disasters their intervention might have
brought.
Working Relationships
The Bureau of Seasons has always existed in a tense bureaucratic standoff with the other four bureaus.
The Treaty of Spring was hugely controversial, and many in Heaven remain of the opinion that the
Bureau of Seasons should never have been created in the first place. The Bureau of Nature and the
Department of Celestial Concerns have never gotten over the Seasons Revolt, and other branches’
relationships with the Bureau of Seasons are professional at best. The Aerial Legion has served its
intended purpose of maintaining the bureau as part of Heaven’s balance, but it’s a delicate equilibrium.
The Bureau of Seasons’ political enemies now seek to upset it by driving a wedge between the bureau and
the legion.
The bureau works more closely with the terrestrial gods who report to it than the others, and this
relationship extends to its oversight of the Court of Seasons. The terrestrial court’s spirits don’t actually
govern the seasons themselves — its name instead reflects its unique system of leadership, with a
different spirit appointed to the court’s governance for each month of the year. The most significant of the
bureau’s joint ventures with the court is the Carnival of Meeting, the Calibration festival wherein
Heaven’s gates are flung open to mortal visitors (p. XX).
The court’s autonomy is slowly being ceded to supervisors in the Bureau of Seasons, a cruel irony given
the cause of the Seasons Revolt. Some among the court and the bureau alike fear a second revolt in the
making, knowing that it would weaken the Bureau of Seasons’ position and offer its many detractors the
opportunity to dissolve the bureau. Junior Sidereals who can play peacemaker and emissary find easy
allies in both organizations, especially among those seeking to strengthen ties between Heaven and
Creation.
Notable Figures
Ghataru, Shogun of the Aerial Legion, God of Seasons and Weather
Ghataru is the most recent in a line of compromise candidates to lead the bureau. Some outside the bureau
point out the incongruity of the elemental-dominated branch being led by a god, but that’s the point — as
a relative outsider without strong ties to either the Aerial Legion or the bureau’s civilian ranks, Ghataru is
equally dissatisfactory to all sides. Contemplative, conservative, and surprisingly soft-spoken, Ghataru
sometimes seems out of place as the leader of a bureau made up of Heaven’s finest fighting force and the
veterans of a legendary labor battle.
Like many of the bureau’s gods, Ghataru’s first posting was a terrestrial deity, though it came long after
the Seasons Revolts’ end. Despite this, he’s largely favored the Aerial Legion over the bureau’s civilian
branches when their priorities come into conflict. He justifies this to the rank and file with appeals to the
legion’s importance to the bureau’s continuing existence, but many suspect an ulterior motive on his part
— unwillingness to challenge the legion’s ranking generals, corrupt dealings between them, or a
misguided desire to seem impartial. Many of the bureau’s weather-workers bristle at Ghataru’s perceived
betrayal, agitating for a true firebrand to replace him. The Aerial Legion has backed him against
challenges to his leadership, but this has only further incensed those who see the bureau’s head as being
under the legion’s thumb.
Kanasri, Rain-Bringer General of the Aerial Legion
Kanasri is a storm serpent of terrifying size and power, one of the few to outlive the storm that birthed
them (Hundred Devils Night Parade, p. 99). As Rain-Bringer General, she commands the wing of the
Aerial Legion responsible for martial weather, weaponizing thunderstorms, squalls, and hurricanes
against Heaven’s enemies. In peacetime, her sole duty is overseeing the Aerial Legion’s cooperation with
the bureau’s weather-workers in managing large storm systems, a task she finds endlessly dreary. She
delegates as much of this as she can to her subordinates, preferring battle drills in the Aerial Legion’s
cloud-borne training grounds or drafting proposals for misfortunes at sea and town-leveling tempests.
Kanasri is one of the loudest agitators for full-scale deployments of the Aerial Legion, even for threats
seemingly beneath their notice. She’s earned the admiration of many of those who serve beneath her, but
has made little headway with those responsible for authorizing the legion to act. She’s not naturally given
to scheming, but sheer frustration has finally driven her to play at heavenly politics, seeking to make
inroads with spirits close to those who hold the legions’ reins. The battle-hardened veteran is still callow
in matters of intrigue, used to speaking bluntly and solving problems with force and bluster. She’s
disinterested in the agendas and politics of those she deals with — she’ll side with whoever will send the
Aerial Legion into the field, even if it means working with the Bureau of Seasons’ greatest political
enemies.
The Wind Masters
The Wind Masters are bear-headed elemental dragons of air (p. XX), each entrusted with one of
Creation’s five cardinal winds. They hold high rank in the Bureau of Seasons, working directly under
Kanasri, but their duties so often demand their presence in Creation that they’ve made it their permanent
abode. The ill-tempered Blue Skulking Bear rules the North Wind from an inhospitable fortress of ice.
Green Frowning Bear is the East Wind’s vainglorious master, his forest lodge’s gates of gem-encrusted
silver guarded by colossal bees. Black Grinning Bear, arrogant lord of the Western Wind, is a ferocious
hunter of the Great Western Ocean’s many exotic quarries. The prideful Red Stalking Bear despises his
fellow Wind Masters, denying them the South Wind’s cooperation. White Venerable Bear is keeper of the
Blessed Isle’s Omphalos Wind, sagacious but circumspect to a fault.
Having spent centuries working together — first within the Bureau of Nature, and then under the Bureau
of Seasons — the Wind Masters have come to know and detest each other’s foibles and flaws, bickering
fiercely among each other. They meet only once each season, assembling at White Venerable Bear’s
aerial domain in Creation, the Tower Aneme, to coordinate weather patterns for the coming months. They
belong to the bureau’s civilian side, working under Ishasala, Goddess of Clear Skies, but they report to
Kanasri in the Aerial Legion. They have little respect for Ishasala, who wastes her time trying to play
peacemaker between them, and chafe at taking orders from Kanasri, an elemental not even old enough to
attain dragonhood — perhaps the only matters on which they agree. When given orders they don’t care to
enact, the Wind Masters do everything in their power to logjam the process, appealing to whichever of the
two didn’t give the order or claiming to be already overloaded with work from the other side of the
bureau. As a result, little that requires their participation gets done without bribes, leverage, or a threat
from something the Great Bears actually fear — a short list indeed.
Let Mountains Fall, Weather-Worker Second Class
A veteran of the Seasons Revolt, Let Mountains Fall earned his reputation not through great feats of
heroism but the slow, demanding work of bringing countless season-spirits together as a unified whole. A
crocodile-headed water elemental known as a sobeksis, he’s a steadfast egalitarian with little regard for
hierarchy or Heaven’s law. Famous for his affability and coarse humor, he’s known throughout the
bureau as a friend, associate, and familiar face.
Let Mountains Fall technically belongs to the bureau’s lowest ranks, having turned down every
management position offered to him. He much prefers a role on the front lines as a humble weather-
worker, treasuring the camaraderie of his fellow workers and the anonymity that comes with his low
standing outside the bureau. He’s still passionately involved in organizing the Celestial Bureaucracy’s
lower ranks, aiding spirits across the five bureaus in negotiating better wages, working hours, and
conditions. This has made him an enemy of many of the Celestial Bureaucracy’s line management, and
he’s drawn the notice of a few of the Bureaucracy’s uppermost echelons.
The elemental’s current project is Bureau of Humanity’s Urban Periphery Department, whose junior
officials handle the bulk of all reports from city fathers and other urban terrestrial gods, a duty fobbed off
on them by those in the Division of Cities who’re supposed to read them. This isn’t a purely selfless plan
— the office has cut him on the bribes of ambrosia they regularly receive for covering up Wun Ja’s
conspiracy with the city fathers in official records.
Outside of work, Let Mountains Fall pursues a passion for poetry. His verse is enthusiastic at best, but
he’s a surprisingly vicious critic. His occasional threats to devour poets whose work displeases him draw
raucous laughter...though it’s a rare poet whose heart doesn't skip a beat when they meet him.
Chapter 3: Yu-Shan
Behold glorious Yu-Shan, where the gods dwell in luxury and splendor! It’s a city the size of a continent,
resting upon a tranquil sea of quicksilver. Diamond spires dot its skyline, shimmering and ancient.
Powerful deities gorge themselves on celestial wine at banquets beyond imagining. It’s also a place of
ruined temples turned to slums, where wayward immortals inhabit the broken precincts of a lost age; and
abandoned estates regressed to wilderness, populated by divine beasts and reclusive elemental spirits.
Here, in glorious Yu-Shan, the Celestial Bureaucracy oversees Creation. Here, the story of Creation is
woven upon the Loom of Fate according to the gods’ designs. Here, divine ministers barter and intrigue
with one another for the destiny of nations and paupers alike. Here, too, dwell and work the Sidereal
Exalted, Chosen of the Maidens — once mortal, now peers and colleagues to the shapers of destiny. It’s a
place of contradiction and allure; of excess and corruption; of vanity and virtue. It’s also the blank page
upon which the stories of the Sidereal Exalted may be told.
Citizens of Heaven
Heaven is known as the city of the gods, and they comprise its substantial majority, but aren’t its sole
inhabitants. Its populace includes elementals immigrated from Creation, unique spirits like the pattern
spiders and the Age’s daughters, a smattering of rare ghosts and demons, and even the occasional
behemoth. The city also has a small, persistent human population: Heaven’s Dragons, Sidereals, God-
Blooded and their families, and mortal favorites of the gods.
Gods
Gods come in every size and shape. Some seem almost human, save for glowing eyes or extra arms;
others take the forms of talking beasts, endless coils of living shadows, or many-eyed pillars of flowing
fire. While even the least of them can work miracles, their spiritual powers grow to suit their duty and
rank within the Celestial Bureaucracy as their Essence swells with each promotion — or diminishes in
demotion. They’re naturally ageless, freed from such necessities as food, drink, or sleep, though they so
relish feasting, wine, and repose that onlookers might never notice. They think and feel as mortals do,
sharing the same passions and desires, except where their power, immortality, and nature color them with
experiences no mortal will ever know.
The greatest distinction of the gods is that they’re immortal. They suffer neither infirmity nor death from
old age, though they may age and mature to reflect their self-image. That which would kill others only
disperses their Essence for a time before they reform — at least, most of the time. Gods without a
personal cult or a position within the Celestial Bureaucracy lack a worldly anchor, and might take years,
decades, or even centuries to return. Others may reform warped or incomplete, and some unlucky few
dissipate into nothingness.
There are other limits to godly immortality. Powerful magic — like that of the Exalted — can slay them
outright. Similarly, in the brief few weeks before Yu-Shan could enforce a proper quarantine, the Great
Contagion killed more gods than any event since the Divine Revolution. A few gods also have unique
flaws in their immortality, doomed to be slain forever by a lover’s betrayal, an obsidian spear, or an arrow
inscribed with their true name.
Relationships are a vital touchstone for the deathless gods. While they may have many acquaintances,
friendships tend to be few, intense, and long-lasting. Courtship and romance take myriad forms. Some
divine lovers cement longstanding relationships with ritual marriages; others consider even hundred-year
courtships a casual fling. Monogamy is romanticized in heavenly art and popular opinion, but it’s rare in
practice, at least in the long term: few gods expect to remain compatible with any one person for
millennia. Likewise, such relationships typically end amicably or unremarkably — though with notable
exceptions. Burning Feather’s infamous divorce from the swan-goddess Marindall saw half of Heaven
embroiled in the scandal; to their mutual frustration, melodramas inspired by it remain popular and
profitable in Heaven’s playhouses.
Gods typically reproduce sexually. Some have esoteric means of procreation, particularly those with
unusual forms: the living flame Ozumin must spend a year and a day tending a ceremonial bonfire into
which his partners throw letters describing their hopes for their child’s future, while the apple-goddess
Smiling-at-Sunrise prunes away one of her extra arms to nurture into her next nearly-identical daughter. A
rare few gods come into being without any parents at all, arising from unique conjunctions of
circumstance and supernatural forces — they clamber forth from seafoam, emerge unexpectedly from
wild gourds, or walk out of a slanted mirror-world. However they come about, godly children have brief
infancies, if any, and thereafter typically develop at a mostly human pace until reaching physical maturity.
Elementals
Elementals are Yu-Shan’s largest minority population. Born of Creation’s Essence, they’re immigrants to
the celestial city, regarded by most gods as either impoverished relatives or unsophisticated bumpkins.
Most are relegated to low-ranking positions, though they’ve risen to prominence in the elemental-
dominated Bureau of Seasons. Many congregate in communities of other elementals, distinctive
subcultures amidst the godly society around them, like the cloud people of Hyvant Perch who dwell amid
the towering spires of a ruined palace, or the bough-crowned kinnaras of the Street of Birches, who
celebrate seasonal festivals based on their homeland in Creation rather than Yu-Shan’s calendar.
Elementals assigned positions in the Celestial Bureaucracy aren’t spiritually empowered or changed by
their office as gods are, nor do they receive ambrosia from prayer. The bureaus sometimes see this as
reason enough not to employ or promote elementals, prioritizing less-qualified gods on the assumption
that the power the office confers on them will make up any shortfall in experience. Those who do get
singled out for employment or promotion are often judged with special harshness and unreasonably high
standards by colleagues and supervisors.
Politically and economically disadvantaged compared to the gods, elementals hoping to thrive in Heaven
turn to each other. Elementals who attain high-ranking positions often become patrons to other
elementals, bringing them into their personal retinue, household, or spirit court. The Bureau of Seasons
exemplifies this principle; ambitious elementals compete fiercely when a position becomes available, and
so elementals form the majority of its management class.
The eldest and most powerful elementals sometimes undergo a metamorphosis into a draconic form. This
transformation is exceedingly rare and enigmatic, but usually accompanies moments of enlightenment or
epiphany, intuiting some deep secret about themselves and Creation. Known as lesser elemental dragons
to distinguish them from the Five Elemental Dragons, their power exceeds that of elemental peers and
most gods. This offers immense prestige within Heaven, as the gods recognize their puissance and the
value of ensuring they work with the Celestial Bureaucracy, not against it. Most obtain high rank within
whatever bureau they please, but many hold office in the Aerial Legion, the greatest martial force to stand
against Heaven’s enemies. Censors, Heaven’s investigators and judges plenipotentiary (p. XX), are
chosen exclusively from lesser elemental dragons, their origins in Creation lending independence from
celestial corruption — at least, in theory.
Humanity
Heaven is no place for humanity, yet some have made a place for themselves anyway. Yu-Shan’s human
populace is extremely small, almost all living on society’s fringes or dependent on divine patronage.
Despite this, they vitalize Yu-Shan as only brief lives can, reminding godly patrons, friends, and
neighbors of the mysteries of change and death.
Sidereals
Sidereals in Heaven enjoy power, wealth, and prestige to rival the greatest gods, and live in luxury most
mortals can scarcely imagine. Though few in number, Sidereals are prominent figures in Heaven,
combining the mystique of mortality and the dangerous allure of Exaltation. Yet no matter their status,
prestige, or age, Sidereals face significant obstacles to fitting in with godly society. It takes even the most
cosmopolitan gods time to see Sidereals as people, rather than as stereotypes of their division, exciting
novelties, or celebrities. A Sidereal can expect to be seen as she truly is by gods she counts as friends or
long-time coworkers, but few others. Sidereals capable of truly slaying gods receive a vastly different
reception, given a wide berth by all of Heaven. Though not necessarily be hated, they’re regarded with the
fear and solemnity due to that bleak privilege.
Sidereals must also contend with arcane fate, which can make years of friendship evaporate like morning
dew. Some hold fiercely to treasured relationships in defiance of this, but few Sidereals can endure such
alienation for long and remain unscathed. Some turn their back on Heaven at large, limiting their
interactions to their fellow Sidereals and gods of the Bureau of Destiny, who’re exempt from arcane fate.
Others eschew relationships with minor gods, who’re often nearly as susceptible to arcane fate as mortals.
Even the most jaded Sidereal can’t help but occasionally smile when a teahouse proprietor remembers her
usual order, though, or sigh sadly when she’s been forgotten the next day.
When not laboring in destiny’s service or playing heavenly politics, they take to leisure, recreation, and
vice with all the intensity of the Exalted. Liquor, cannabis, and tobacco are used so commonly that they’re
the foundation for much of Sidereals’ interactions outside of work, while many enjoy harder drugs like
opium, psychedelic dreamstones, and the potent cocaine derived from Heaven’s coca plants. Some clear
their heads with adrenaline, hunting behemoths through celestial wilderness or gambling a year’s worth of
salary on a roll of the dice. Others seek tranquility, whether meditating in secluded manses, attending
refined tea ceremonies, or spending time living in mortal enclaves or communities of Heaven’s Dragons.
Some simply take the opportunity to sleep in, catch up on their reading, or tend to their gardening.
Heaven’s Dragons
Heaven’s Dragons are ancient mortal lineages bearing the dragon’s blood (Heirs of the Shogunate, p.
114). These families have a long-established role in Yu-Shan’s business and intrigues, with those who
Exalt serving the Celestial Bureaucracy, powerful gods, and Sidereals as free agents, off-the-books assets,
and envoys to Creation.
Some form long-lasting friendships or romantic partnerships with Sidereals. Human contact is a precious
thing in the city of gods, and Dragon-Blooded can overcome arcane fate — the Oracle Atagi
Thousandfold has been the loving but unremembered patron of generations of Star-Touched descendants
with the Water Aspect spy known as Willow Eyes. Other Sidereals seek out Heaven’s Dragons for allies
and students, such as Anys Syn, who secretly observes the Glass Carillon enclave’s Dragons for a long-
prophesied disciple.
Exigents
Exigents rarely take up residence with their divine patrons in Yu-Shan; most are Chosen to answer crises
in Creation, and many gods who create Exigents are destroyed in the process. Nonetheless, some Exigents
still call Heaven home, acting as champions, emissaries, or fixers for their patrons. Such Exalted do face
scrutiny from the Bureau of Destiny, lest they abet their patrons in violating heavenly law, but given the
bureau’s general disinterest in a task wholly unrelated to destiny, this may amount to nothing more than a
Sidereal dropping in to visit every now and then.
Other Exalted
Heaven has few other Exalted visitors, and fewer such residents, yet they aren’t wholly unknown. Those
with legitimate business in Yu-Shan, backing from divine allies, or skill in subterfuge can secure entry
through one of Heaven’s gateways. This has grown vanishingly rare since the Usurpation, with the Solars
sealed away and the Silver Pact wary of Bronze Faction treachery. While it has neither capacity nor desire
to hunt down every Lunar or Solar who sets foot in Heaven, the Bronze Faction poses so great a threat
that few of its enemies could feel comfortable on its home turf. But with the return of the Solars —
particularly Eclipse Caste diplomats — and the Gold Faction’s resurgence, the state of play has changed
significantly. How Heaven will respond remains an open question.
Mortals
Most mortals in Heaven are companions, consorts, servants, or paramours of the gods. Some are taken up
for short engagements; others remain in Yu-Shan for the rest of their brief lives. Their mortality makes
them a novelty to the gods, the subject of fascination, gossip, and potentially unwanted attention.
Heaven’s law affords them little protection beyond what their host extends, and few have the means to
survive in a city where a day’s meal is an expensive luxury. Yet savvy mortals have parlayed their
position in a god’s household into considerable power and prestige, especially if they leverage their
charms or skills to build their own reputations. That a mortal seamstress’ prestige might exceed a minor
god’s by dint of her host causes great frustration for such spirits (and is the subject of several famous
poems).
Mortals lacking divine patronage often find themselves on celestial society’s margins. Some found
themselves in Heaven during Calibration as unwitting guests of the Carnival of Meeting (p. XX). Others
are orphaned or disowned offspring of God-Blooded, Sidereals, and the like, or managed to discover the
key to one of the gates that lead to Heaven. Theirs is a difficult life, struggling to afford the most basic
necessities and denied even the paltry dole afforded to unemployed spirits. They live among perils that
the city’s divine residents give little thought to, like its canals’ toxic quicksilver. These mortals survive by
resourcefulness, cunning, and persistence. Some find employment as servants or retainers; others ally
with minor spirits, praying to their divine neighbors in exchange for a portion of ambrosia. This can
sometimes be a cynical or mercenary arrangement, but it can also be a sacred exchange of reciprocal
gratitude, deepening bonds between spirit and mortal communities.
God-Blooded
While most celestial gods leave children begat by mortal lovers to live in Creation, some bring favored
God-Blooded descendants to dwell with them in Heaven. If mortals are novelties in Yu-Shan, God-
Blooded are celebrities, figures of rumor and attention. Most live off their divine parent’s largesse as they
indulge in heavenly wonders. Some God-Blooded bring families of their own with them to their godly
parent’s estate, or start new families in Heaven.
God-Blooded who live free of their parents — either by their own choice or after being disowned — have
an easier time of it than mortals. Heavenly law affords them protections comparable to those extended to
unemployed gods, including the right to claim ambrosia from the dole distributed by the Bureau of
Heaven (p. XX). It’s not hard for them to find positions among a minor god’s household, and a handful
secure employment within the Celestial Bureaucracy as secretaries, dogsbodies, or consultants.
Other Denizens
Strange and unique beings also dwell in Yu-Shan, like Gray Flash, who was chosen by Gaia as the Rat
Avatar in ages long past and now blesses her favorite teahouses with the services of polite, well-groomed
rodents. Rare behemoths stalk Heaven’s wilderness; some are relics of Yu-Shan’s makers, while others
have been imported from Creation by foolhardy gods as novelties or quarry. Ancient automata skitter
through shattered ruins in Heaven’s time-blasted slums, like the crystalline temple of forgotten Kadmek
who once dwelt there with his siblings.
Even Heaven’s enemies can be found in Yu-Shan. Reverie Street, flush with flowers and encircled with
strings of iron bells, is the Fair Folk’s embassy in Heaven, receiving emissaries from fae courts.
Verumipra, the Celestial Bureaucracy’s ambassador to Malfeas, occasionally hosts envoys from demons
such as Amalion, Lucien, or Oscytell in his estate on the inauspicious Lane of the Crooked Wing.
Heaven’s mortals sometimes linger illegally as ghosts after their death. Those who evade the Department
of Celestial Concerns’ exorcists often take up with Heaven’s criminal underground, though a rare few
have managed to secure postitions in the Celestial Bureaucracy. The tricksome shade Walking Candle
rooked their way into a posting as personal assistant to the Taker of Pearls, God of Death by Water.
Ghostly dignitaries rarely have cause to truck with the gods, though a handful have received diplomatic
visas to meet with Taru-Han, the Green Lady, and others whose remit extends to the Underworld.
Politics
While most of the Celestial Bureaucracy attends to matters in Creation, it also encompasses Yu-Shan’s
internal administration — a matter no less fraught than anything else in the Bureaucracy.
District Administration
The Department of Celestial Concerns formally oversees the administration of each district, but it
delegates much of this authority to local leaders as informal “administrators” as long as they don’t cause
any embarrassment for the department and ensure the district’s taxes and administrative fees are
collected. Skimming ambrosia off the top of such collections has been recognized as a formal perquisite
of the position to avoid the expense of investigation and prosecution.
Administrators typically secure their position through bribery or patronage, but some are appointed to
appease a district’s populace. Sometimes this means recognizing a district’s long-standing traditions of
local governance, turning over administration to elected councils, influential local figures, or civic
assemblies. In the Eternal Frost District, for instance, a Queen of the Revels is chosen by lot to serve as
both administrator and master of ceremonies for the district’s never-ending festivities. In other districts,
however, this requires complicity with corrupt local politicians, crime syndicates, and powerful outside
interests.
Some districts — usually the poorest and most remote — aren’t overseen by Celestial Concerns at all,
whether from negligence, mismanagement, or callous disinterest. These districts fall between the cracks,
cut off from the benefits routed through district administrators. This leaves their inhabitants at the mercy
of crime lords, corrupt spirit courts, or other “alternative” governments.
Householder Courts
Residents of Heaven’s wealthier neighborhoods and districts often form spirit courts to influence local
governance, preserve the district’s civic and aesthetic status quo, and guard against perceived threats to
“their” district. Referred to as householder courts, these associations involve themselves in land sales,
traffic control, construction permitting, law enforcement, and more, sometimes to the chagrin of officials
whose duties they’ve usurped. The Department of Celestial Concerns is broadly unwilling to interfere
with even the most overreaching of householder courts for fear of political backlash.
Political Dissent
Impoverished and politically powerless residents of Heaven have long understood the city’s inequities
and fought back against them. Organized activism and agitation are a millennia-old traditions, having
taken every form and ideology imaginable across the ages. Many dissidents are unemployed or low-
ranking gods, disadvantaged elementals, or legally powerless residents of Heaven’s small mortal
enclaves. They organize in small local groups, advocating for their rights through work stoppages,
targeted protests of prominent gods, incendiary propaganda, and political violence.
Heaven’s upper echelons have never been sympathetic to the demands of the powerless, but mass unrest
amid the Great Contagion elevated this opposition to unprecedented heights. Respectable gods dismiss
even the most peaceful protests as hooliganism at best or terrorism at worst, and the Bureau of Heaven’s
lion-dogs are swift to disperse protesters and arrest them en masse. But agitators aren’t wholly without
allies — some in the Celestial Bureaucracy who publicly deride political dissidents are secret
sympathizers, providing funding, assets, and political backing.
While the power of Yu-Shan’s elite seems inescapable, those who’ve fought for change have shaped
Heaven’s history. The labor strike that birthed the Bureau of Seasons is legendary, but other victories are
also remembered. The Bureau of Heaven’s ambrosia dole was a concession forced by the Burnt Temple
Riots. The practice of enslaving minor spirits came to a bloody close when a slave rebellion timed for the
Carnival of Meeting was protected from punishment by a horrified Unconquered Sun. Ten thousand more
injustices remain, but those who’d pass judgment on Heaven’s fallen state ought to remember the untold
multitudes doing all they can to create a better world.
Economics
Prayer, veneration, and sacrifice directed to Heaven’s gods takes form as ambrosia: a spiritual bounty that
arises from the confluence of worship, godly Essence, and Yu-Shan’s geomancy. It comes in a variety of
grades, depending on the personal puissance and divine office of the god who receives it and the quantity
and intensity of the prayers from which it springs. The lowest grade of ambrosia, blended from various
sources, is pale brown, with purer blends growing darker. Ambrosia of the highest grade resembles
moonstone — milk-white and adularescent, wondrous hues shimmering from deep within. Tablets of raw
ambrosia can be carved as readily as firm soap or chewed like caramel candy. While flavorful and
nutritious, eating ambrosia is considered a gauche excess even by the wealthiest, most tasteless gods.
Shaping Ambrosia
Ambrosia is pluripotent substance, capable of being shaped into myriad forms and materials. Gods can do
so almost intuitively, and elementals can pick up the skill with practice, but not humans — even the
Exalted. Shaping ambrosia into anything more sophisticated than simple forms and substances demands
the training, technique, and discipline of a prayerwright. Some are employees of the Celestial
Bureaucracy pursuing a hobby or supplementing their salary, but talented prayerwrights are also among
the few unemployed gods who can maintain status in godly society, trading on both their wares’ quality
and their clientele’s prestige.
Most are specialists, honing their technique in shaping weapons, jewelry, foodstuffs, or the like from
ambrosia, becoming true aficionados through careful study and practice: The twin clothiers Silk Cloud
and Velvet Roar have each spent centuries studying the silk of a single species of moth. Sweet Umori, a
masterful chef, sets herself apart from her peers with famed tableside ambrosia-sculpting performances.
The jeweler-architect Radienta the Gilded Edificer specializes in intricate metalwork structures, from
pagodas of jade filigree to gilded manors styled as giant bangles.
Not all ambrosia is equally potent. The lowest grades can only be shaped into simple, common substances
and are difficult to work with; even the finest prayerwrights struggle to make truly sumptuous fare from
it. High-grade ambrosia can be shaped into nearly anything imaginable, and is the stuff of wondrous
creations. Pure ambrosia taken from a single god’s worship resonates with their purview: the pellucid
prayerstuff received by Ohanlei, the celestial goddess of tea, is fine indeed, but a cup of chai brewed from
it would overshadow anything that could be shaped even from any other ambrosia.
Some things are beyond even the most refined ambrosia: the magical materials, natural wonders like
peaches of immortality, and certain other rarities and exotic substances, which consequently command a
lordly price in Heaven. Creating highly specific materials is possible, but demands both a masterful
prayerwright experienced with the desired material and an appropriate god’s ambrosia — creating
supernaturally durable glass is one thing, but creating Chiaroscuro glass in particular is far more difficult.
Poverty in Heaven
Though living in Yu-Shan is always easier and more luxurious than most mortals in Creation could ever
dream, that doesn’t mean its residents are unfamiliar with suffering. Gods without the means to care for
themselves are marginalized, trapped in a cycle of demotion and ostracization with little chance to escape.
Those who can’t afford fines and bribery find Heaven’s justice falling ever more swiftly and heavily upon
them. A bewilderingly large number of Yu-Shan’s gods are unhoused, populating parks and blighted
districts at Yu-Shan’s periphery. Gods don’t need to eat or sleep as mortals do, but poverty still takes its
toll on their social and legal standing, depriving them of purpose and security.
Culture
Heaven is home every almost every form of art, literature, entertainment, and vice imaginable. It
flourishes with the gods’ creativity and freely pilfers from mortal cultures. Tastes vary widely across the
city; each district is practically a culture unto itself, especially as one goes further from Yu-Shan’s center.
Entertainment
Sports in Yu-Shan are one of the most accessible facets of the city’s culture, requiring neither wealth nor
influence to pursue. Even in the dustiest slums, a listless god with a stick and a ball can become an athlete
of formidable skill. Physical sports run the gamut from mundane games played with divine gusto to
competitions only the gods could attempt, such as sky-dancing, dragon polo, and cross-continental relays.
Heaven’s most famed sporting competitions are held at the Circus Radiant, a coliseum dedicated to
excellence in the Unconquered Sun’s name. While chariot races dominate much of its celebrated calendar,
it also hosts historical reenactments, contests of strength and speed, and dozens of sports inspired by (or
stolen from) Creation’s peoples.
Under the auspices of Mars, Luna, and the Unconquered Sun, it’s little surprise that combat is popular
throughout Yu-Shan. Dueling leagues exist for hundreds of weapons and combat styles, catering to
almost any ruleset imaginable from technical bouts scored by meticulous judges to free-for-all cage
matches. Some duel for points, others to the death — an annoying but temporary condition for most of
Heaven’s deities’. Hunting clubs cater to enthusiasts of all skill levels, though dues are prohibitive to
most below Yu-Shan’s middle class, since the clubs spend lavishly in ambrosia and favors to procure
interesting quarry from Creation (or, for clubs with flexible views on legality, from Malfeas, the Wyld,
and other strange realms). Members of Luna’s court are especially famed for their millennia-long game of
Hunter and Prey; players take special delight in interrupting tedious or bloviating officials with
particularly spirited ambushes.
Yu-Shan is a feast for all the senses, and godly artists are rarely content with limited mortal media. While
there are galleries of living paintings and animate sculptures, there are also artists who work exclusively
in smell and touch, crafting exhibits from carefully arranged perfumes and silks. Many work with stranger
materials still — sky-painters, fire-sculptors, and other exotic artisans abound. Individual artists from less
fortunate backgrounds may find themselves employed by wealthy gods who host private performances
within their manors, either as atmosphere for an event or as the event itself. Public performances require
authorization, making them less common but still wildly popular. Many now-famous artists began as
renegade creators, making their name with unsanctioned public shows; those with luck and talent find a
patron who can have their record expunged.
Art
Heaven divides art into two styles: timeless and novel. Timeless art appeals to the city’s oldest traditions
and aesthetics, especially the mind-bendingly complex geometric and fractal patterns. It’s classical and
dignified, but also doctrinaire: paintings of vast, ambiguous landscapes dominate many collections, and
composers return again and again to themes and motifs long-perfected, hesitant to do more than tweak a
few notes here or there.
Novel art is more often inspired by the hectic lives of Creation’s mortals, or elaborating a single
successful work into an entire genre. Heaven has clamored for poems composed in alternating languages,
sculptures designed solely to test their materials’ tensile strength, or operas accompanied by the music of
hundreds of clapping hands. The city is ravenous for these fads; gods spend lavishly to indulge them, but
few have any staying power.
Whether timeless or novel, spirit-artists work in media their mortal counterparts can’t duplicate. Living
watercolors undulate and ripple, crawling across a canvas over hours or days. Smoke-sculptors work the
thinnest wisps of incense-smoke into treasures of lace and lattice. As in other celestial matters, these
artists seek purpose in challenging themselves and pursuing ever-greater stakes and scope: even the most
stolid classicist may seek to hear a favored song rendered by an orchestra of thousands, with music loud
enough to churn the seas and fell a mountain.
Architecture
Yu-Shan’s construction is multifarious and mosaic, combining the flair of godly architects, the latest
trends in Creation, and even the techniques and aesthetics of Yu-Shan’s makers. Golden pavilions and
glazed tile roofs are a hallmark of the Eye-of-Heaven District; the Cochineal Heath is dominated by
smooth, cubic manors of celestine and schorl, standing in contrast to the brilliant red desert.
A god’s home may be many things, but in Yu-Shan, it’s a status symbol first and foremost. Almost any
building material or adornment imaginable can be shaped from ambrosia, but not even those limits suffice
to fully flaunt one’s wealth. Crystalline cedarwood, behemoth scrimshaw, and other materials only found
in Heaven’s wilderness or ancient depths command a premium, as do those imported from Creation, like
Chiraoscuran glass, Linowan hardwoods, Vanehan steel, and Brightwork porcelain. Building outward
horizontally rather than vertically likewise boasts of one’s fortune, with land at a premium in Yu-Shan’s
urban centers. The greatest estates sprawl for miles, filling every inch of acreage with conspicuous
affluence. Wealthy neighbors spend centuries attempting to outdo each other with increasingly grandiose
renovations, bending bureaucratic regulations on construction as far as they can.
Social Clubs
Sometimes derided as hedonism wearing a thin pretense of cultivation, social clubs are nevertheless the
most popular cultural diversions in Yu-Shan. Intimate salons gather in sumptuous gardens to argue
philosophy and politics over peaches and wine. Dining clubs reserve entire theater-restaurants for 24
hours of delicate tasting menus and discussion of culinary science. Sisterhoods of bawdy poets collect in
tearooms for heated bouts of flyting. Unemployed gods gather in communal spaces to tutor and train each
other in necessary skills.
A sport or social club might spin off into a secret society, particularly when membership is exclusive or
activities and assets clandestine. More than just another avenue for carousing or networking, secret
societies provide additional fulfillment and cosmic purpose to spirits who long for such. Secret societies
disseminate amongst their members some knowledge of subtle rites, unusual relics, or forgotten paradises,
and though most of these organizations are no more esoteric than ritualized study groups, occasionally a
secret society with radical practices rises to such prominence as to present inconvenience or danger to
powerful local figures or the Department of Celestial Concerns.
For instance, the Blue Cowl Questristy is a society of thrillseekers dedicated to exploring Yu-Shan and
seeking out its greatest perils and mysteries. The questrists claim their mystical initiation rites and secret
cartography of Heaven predates the Divine Revolution. Most who’ve heard this take it for obvious
puffery, but the Questistry’s traditions are at least informed by what its expeditions have uncovered of
Heaven’s prehistory. It’s a respectable society to those who know of it, but some questrists have been
known to put pride, curiosity, or greed above good sense, with the occasional disastrous result. Since the
unpleasantness with the Plague of Ethics, expeditions off the Celestial Bureaucracy’s official maps
require preclearance from the Department of Celestial Concerns.
Celebrations
Heaven’s calendar is replete with festivals and holidays grand and humble, from the citywide Celestial
Peach-Blossom Festival to neighborhood celebrations like the Red Mouse Feast at Jaradu Square. While
many festivals mark things familiar to the mortals of Creation — the turning of seasons, anniversaries of
important victories — others are more specialized. Gods who’ve accepted a place on the Immaculate
calendar sometimes throw festivals in their own honor meant to compensate for lacking merriment in
Creation; others celebrate the anniversary of their most recent promotion in lieu of a birthday.
Most heavenly holidays are marked with copious banqueting. Even the most jaded gods prize the
opportunity to sample Heaven’s most coveted delicacies: the peaches of immortality and celestial wine.
While chefs of vaulting hubris attempt to reinvent these treasures, serving the peaches flambeed or the
wine fortified as brandy, they’re usually consumed in their natural state to better experience their benefits
in restoring youthful vigor and granting glowing health. They are, however, far from Heaven’s only
famous dishes. Gourmands across Creation can only dream of the tables set by wealthy gods, which
overflow with lush ingredients’: meat from the silvery emperor-carps, sacred squash radiant with living
Essence, candied moonlight, and even stranger pleasures.
Many festivals are local, part of a district’s tradition and character. In the Singing Steel District, cunning
artificers preen with their latest creations during the Forgenight, which honors the memory of an ancient
known as the Great Maker with contests of wit, craft, and artistry. Along the shores of the Mere of
Proportion, lovers join together in robes of pearlescent silk on the first dawn of Ascending Fire to pledge
their devotion to one another for the year to come.
Heavenly Law
Heaven’s law governs the gods, as well as all who hold position in the Celestial Bureaucracy or are in Yu-
Shan. The bulk of them are made up of regulations promulgated by the Department of Celestial Concerns,
subject to the input and veto of the heads of other Bureaus. Regulations layer upon regulations in vast
strata, reflecting the various bureaus’ changing leadership and priorities over the millennia. It’s not
uncommon to find regulations that have gone unheeded for centuries, lost in the shuffle of changing
administrations or deliberately hidden in other edicts’ fine print.
Set above all other laws of Heaven are the edicts of the Celestial Incarnae. The most famous of these is
the Unconquered Sun’s pronouncement of the Creation-Ruling Mandate: rulership of Creation belongs to
the Exalted; rulership of Heaven belongs to the gods. Yet for all the loftiness of an Incarnae’s edict,
they’re as commonly flouted and rarely punished as any other heavenly law — or mortal law, for that
matter.
While heavenly law is ostensibly blind to rank and power, that’s rarely true in practice. Powerful and
well-connected gods are rarely stopped for anything less than immediate, violent crimes; celestial lions
report instead to their superiors, who often add evidence and testimony to their existing files on the
perpetrator, banked against an eventual audit. Gods of lesser standing may be fined, detained, or punished
on the spot depending on their offense’s severity. Ranking gods can charge inferiors with “divine
hooliganism” for any meaningful disturbance or misconduct, a blanket charge that usually ends in an
undignified arrest.
For all its storied dysfunction, Yu-Shan is no more or less corrupt than Creation. A divine geomancer
gladly pockets bribes to allow failing manses to pass inspection. A lion-dog falsifies statistics by
reporting crimes that never happened in hopes of getting her office a budget increase. A well-heeled
bureaucrat approves or denies requests without even reading them, head still throbbing from celestial
cocaine and curare gin.
Law Enforcement
Day-to-day enforcement of Yu-Shan’s laws falls largely to the Department of Celestial Concerns’
Division of Inevitable Reckoning, a vast host of lion-dogs and celestial lions (p. XX). Lion-dogs walk the
city’s beats and investigate crimes, empowered to pursue and detain suspects and to mete out punishment
for crimes directly to gods of lowly station. Bells of bronze (and in better neighborhoods, jade) can be
rung to call them...though how quickly one answers, if at all, depends almost entirely on location.
Celestial lions largely hold leadership roles, doling out assignments to their lion-dog subordinates and
determining their precinct’s priorities, though inexperienced celestial lions spend their early years
patrolling well-to-do neighborhoods. Outside of the Division of Inevitable Reckoning, lion-dogs and
celestial lions largely hold posts as guardian spirits, like the lions who guard the heavenly gateways.
Budget constraints, mismanagement, and the sheer vastness of Yu-Shan leave the Division understaffed
for the task it faces. Unemployed gods, elementals, Exalted, and even mortals are sometimes deputized to
shore up paltry ranks, a practice that originated after the Great Contagion. When the issue is budgetary or
logistical, more creative solutions are required. The venerable celestial lion Pale Morning petitioned the
Unconquered Sun for a spark of the Exigence and chose one of Heaven’s mortals to be her champion, a
vigilante who can work outside their broken system.
Censors
Heavenly justice is officially the prerogative of the Unconquered Sun in his role as head of the Celestial
Bureaucracy, but he’s delegated that responsibility and power to Heaven’s censors. As plenipotentiary
officials, each censor speaks with a measure of the Sun’s authority, empowering them to prosecute cases
against any god from the humblest field god to bureau heads. Each is also a lesser elemental dragon — an
elemental whose power and enlightenment allowed them to undergo a rare metamorphosis, taking on a
new form and incredible spiritual power (p. XX). Set somewhat apart from godly society by virtue of
their nature as elementals, their decisions are generally seen as at least somewhat more disinterested and
dispassionate than a god’s would be.
Censors receive an office, staff, title, and considerable authority. Most serve as judges for their assigned
heavenly districts; others are investigators with specific remits — Righteous Daram punishes the crimes
of Creation’s enemies, while Breath-of-the-Sea is (theoretically) meant to pursue embezzlement of
ambrosia, a task she accomplishes through her considerable experience giving, receiving, seeking, and
finding bribes. Lastly, several serve in Creation, overseeing the terrestrial gods in their duties. Whatever
their mission, they employ gods and especially other elementals as clerks, advocates, and functionaries,
and are authorized to assign and command Yu-Shan’s law enforcement apparatus, including celestial
lions and lion-dogs.
Even the most dutiful censor has too much to do and too little to do it with. Appeals for their intervention,
whether to call for an audit or stave one off, are too many to count. The Celestial Bureaucracy is vast and
rife with corruption, and the worst crimes are committed by those best able to conceal their misdeeds.
Each censor has their own priorities in determining which crimes to expend their limited resources
investigating: one might prioritize the most severe crimes, while another might seek to close as many
cases as possible. Understanding these priorities is vital to successfully petitioning for a censor’s
intervention.
Audits
While lion-dogs and celestial lions have the authority to fine and detain gods on most matters, the true
teeth of Heaven’s legal system are found in audits. An audit is both a formal review of an official’s
conduct and a criminal investigation into any allegations or discrepancies. An audit can be a torturous,
protracted tribunal or a cursory pretext for a fait accompli, depending on the charges levied, the
defendant’s status, and the censor — not to mention outside attempts at influencing an audit’s outcome.
The majority of audits are carried out at the lowest levels of the Celestial Bureaucracy. Higher-ranking
gods can expect the occasional audit every few decades, and have much greater leeway in responding to
them.
Audits occur only at a censor’s discretion, either on their own initiative or at the prompting of an
influential god. Few in the Celestial Bureaucracy have truly spotless records, making a credible threat of
an audit a useful tool for blackmail and coercion. But arranging for a rival to be audited is far from easy
— the relative scarcity of censors and the heavy workloads they face mean that simply getting a report of
auditable conduct in front of one can be a trial in itself. The sky-painter Alta Omatros’ efforts to have a
hated rival audited proved fruitless until she wrote a detailed report on his ninety-nine sins in storm
clouds over a censor’s estate. While Omatros succeeded in catching the censor’s attention, the dragon
audited both her and her rival — an unsubtle discouragement of such tactics.
An audit commences with a censor’s marshals bringing the defendant before her. She recites his
appointments, commendations, demerits, and other notable work history since his last audit, along with
any charges or allegations laid against him. For powerful gods who’ve gone decades or centuries without
an audit, this recitation can be an ordeal; for low-ranking gods, it can be almost comically brief. They’re
allowed to respond to any and all charges, presenting evidence and mitigating circumstances, and to be
represented by legal counsel, if they can afford the retainer.
The most common punishments for minor crimes are fines of ambrosia and punitive work assignments,
such as tending Hiparkes’ stables. More severe crimes might also be punished by imprisonment or
demotion, while the most extreme crimes can see a god stripped of their purview and exiled from Yu-
Shan. A crime’s severity depends more on the victim’s status than the act itself: robbing a minor spirit
rarely receives more than a slap on the wrist, while pilfering from a high-ranking god might earn the
culprit a year and a day as that god’s personal secretary. It’s rare for prominent figures to face harsh
punishments; it’s those without the means to retain competent counsel or the influence to worm their way
out of an audit who suffer the most from audits.
As Chosen of the Maidens, Sidereals enjoy certain codified protections in audits: fines against them are
limited to a certain percentage of their salary, the Bureau of Destiny can veto punitive demotions, and
they can’t be punished by imprisonment or exile. Beyond these formal protections, their status as
Heaven’s foremost agents in Creation also weighs heavily in their favor. When they do face audits or
other criminal investigations, it’s typically the result of a considerable expenditure of wealth and political
capital by an enemy or rival. But this doesn’t mean they’re above the law entirely — the Bureau of
Destiny handles most Sidereal offenses internally, either through formal discipline or pressure from a
wayward Sidereal’s peers and seniors.
Civil Litigation
Disputes over property, contracts, inheritance, and other civil matters are typically heard by a censor’s
civil clerks, who hear evidence and argument from both sides and makes a preliminary determination.
Few civil clerks have the confidence or experience of a censor, and are more easily swayed by arguments
that are light on law and heavy on emotional appeal. But that doesn’t mean self-representation is wise —
while the substance of the law may sometimes be finessed, the labyrinthine procedural rules are less
pliant.
A clerk’s determination can be appealed to the censor, but the appellant must actually convince the censor
to hear it. Unless a particular case plucks at a censor’s heartstrings, notices of appeal are likely to end up
buried far, far beneath audit requests. Even if a censor takes a case, reversals are uncommon, though not
unusual — they tend to agree with their hand-picked staff’s assessment of the evidence and the law, but
they’re not beyond persuasion.
Corruption is even more persistent in civil litigation than criminal proceedings. It’s especially true for the
clerks of censors who are willing to overlook it or are actively complicit in such misfeasance, but even an
honest censor might miss a viper within her staff. Lawyers are a necessary party to such corruption, and
it’s far from the only underhanded strategy they employ, including bribing witnesses, forging documents,
destroying evidence, and dilatory tactics, not to mention “mismanagement” of their client’s funds. An
honest lawyer can still win in the face of this, but it requires anticipating and countering every dirty move
opposing counsel might make, on top of the immense complexity of the law itself.
Mortals and the Law
Nowhere in Heaven’s laws is it written that mortals are without rights — for
they’re rarely written of at all. A mortal, by law, cannot be the victim of a crime;
instead, it is deemed an offense against the god “responsible” for her — a patron,
parent, or so on. If there is no responsible god, then the most the offender can be
charged with is vandalism. Where the law fails mortals, they must rely on the likes
of criminal syndicates, Heaven’s Dragons, or spirit courts.
Similarly, mortals can neither sue nor be sued in civil matters. Instead, a
responsible god may bring suit for them, or be held vicariously liable for their
misconduct. Unlike in criminal matters, there’s often great effort put into
finding a responsible god by the plaintiff in order to have a defendant to
recover from, no matter how tenuous her actual responsibility may be.
Organized Crime
There are always gods of vaulting ambition who accept the risky work of directing Yu-Shan’s many illicit
enterprises. Ambrosia skimming, protection rackets, con games, assassinations, and countless other
crimes happen daily in Heaven’s slums. The most famous resemble Creation’s crime families: close
networks of patronage between criminals, reinforced by shared history and culture.
Some are remnants of entire departments left unemployed after the Contagion. For instance, the
Blackpaws were once employees of the Bureau of Nature, but when their six species of nocturnal
predators went extinct, they became smugglers specializing in exotic beasts those predators once hunted.
Now united by their criminal enterprise and a complex network of marriages, the Blackpaws play patron
to the criminals of their half-wild district, overseeing a network of black markets and fences while
showering former subordinates in charity and largesse.
Other groups have more fluid operations, forming ad hoc crews of thieves, street gangs, and hooligans.
They take jobs and seize turf where they can, fighting off rivals and appeasing local powerbrokers with a
cut of their takings. Some arise from innocuous origins, like the Thousand Hands — once a loose
coalition of chariot-racing fans, they evolved into political agitators united under the banner of charioteer
Ghataes the Wise. They ride the streets of Yu-Shan’s middle districts to secure spoils from anyone brave
enough to accept their challenges, and to shake gods from their complacency with shows of violence and
bravado.
Wherever there’s misery, some will attempt to capitalize on it. Loan sharks, cutthroat gambling dens, and
ever-innovative alchemists ply the disenfranchised with loans, entertainment, and drugs to dull the
anomie of Shadow City life. Some of these parasites even hold legitimate authority: lion-dogs on the take,
censors in the pockets of powerful syndicates, and mighty gods who wield thieves and assassins as
disposable assets in their petty rivalries.
Travel
Traversing Yu-Shan’s massive sprawl would be an epic undertaking were it not for its wonders of
transportation. Overseen by the Department of Celestial Concerns, these marvels let the wealthy and
powerful travel in speed and splendor, whether walking curated park-lined avenues, skimming quicksilver
canals, or soaring on wings of flame.
Quicksilver Canals
Heaven’s quicksilver canals radiate out from its center to its outermost rim, providing the city’s most
ubiquitous method of transit other than foot traffic. While they can be found throughout the city’s many
districts, they grow more infrequent and distant the further one travels from the city’s centers.
All manner of celestial watercraft ply the quicksilver. Dragon boats operated by the Department of
Celestial Concerns provide public transit to those who can afford to purchase a canal pass (or bribe the
captain). Flume sedans — small catamaran-like ships operated by licensed pilots — serve as private water
taxis for those willing to pay for comfort, privacy, or speed. In wealthy districts, the canals bristle with
pleasure barges, immense yachts, and other opulent watercraft. A lane of liquid gold, reserved for priority
travel, runs down the center of each canal, ensuring prominent gods aren’t held up by traffic.
Sky Traffic
Those seeking to travel in the utmost luxury Heaven has to offer take to the skies. Aerial rickshaws are
the most common form of aerial travel: chartered sky-carriages capable of carrying a driver and two
passengers, or five if they’re exceedingly friendly. They travel at a leisurely pace, slower than most water
traffic, but afford passengers breathtaking views of the city and ample opportunities for in-flight
recreation.
When time is of the essence, high-ranking officials call down one of Heaven’s living clouds to ferry them
through the sky, outpacing most forms of transit in Yu-Shan. The living clouds have little skill in
discerning who’s actually qualified to beckon them, making it easy for those in a hurry to misappropriate
them. Junior Sidereals have some leeway if they can manage a remotely plausible reason for calling a
cloud — though they may earn a reputation as a rebel or troublemaker — but abusing this privilege for
purely personal use is grounds for censure. Low-ranking gods face even stricter punishments; the unlucky
discover just how tenacious and creative lion-dogs can be in pursuit of airborne perpetrators.
Travel by Sorcery
While sorcerers are perhaps rarer among spirits than among humans,
Heaven still has enough to warrant regulation of sorcerous travel. By and
large, these boil down to an expectation of decorum; if not for many
sorcerers’ grandiosity and flamboyance, such rules would scarcely be
necessary. A sorcerer who clumsily blocks a canal with a living ship of flower
petals, clips a senior gods’ skycraft with her Stormwind Rider, or loses control
of a summoned steed can expect punishments ranging from informal
reprimands and minor fines to punitively harsh assignments, depending on
whether they upset anyone important and how much latitude their own
status affords them.
Gates of Note
The Omphalos Gate in the Imperial Mountain’s foothills is Heaven’s primary access point to the central
Blessed Isle. It appears as a natural stone archway jutting up from the mountainside, threaded with veins
of orichalcum and white jade, on the grounds of one of the mountain’s many Immaculate temples. The
monks are deferential to their visitors, but never trusting. Gods suspected of using the gate to recruit cults
and other potential threats to the Realm may be trailed by Dragon-Blooded monks to watch for any
wrongdoing, either surreptitiously or under the pretense of an honor guard. In Yu-Shan, the gate opens
onto an uptown borough of the Eye-of-Heaven District.
The Drowning Gate lies among the silver-sand lagoons of the Aito Archipelago, whose inhabitants are
famed for breathtaking mosaics, beautiful glass prayer-beads, and iconographic panels. A thin, horizontal
ring of blue and black jade, it floats just under the water’s surface. The archipelago is far removed from
most points of interest in the West, but many gods visit it in search of easy ambrosia. The prevailing
Aitoan religion, called the Path of Glass, teaches that each god is a facet of reality, weaving almost any
spirit they encounter into their sprawling pantheon so that they may more fully venerate the cosmos. Such
worship is transient, though; reality has far too many facets to worship any one god for long. In Heaven,
the gate opens through a vast mirror in the territory of the Three Masks Syndicate, who take a small cut
for its use.
The capricious Calibration Gate refuses to remain stationary, vanishing at unpredictable intervals to
reappear elsewhere. During the five days of Calibration, however, it blinks away every time it’s used,
providing entrance into Heaven for those mortals who stumble into the Carnival of Meeting. The gate is a
brilliantly painted stone arch adorned with fluttering paper streamers. In Heaven, it opens into the plaza
surrounding the Jade Pleasure Dome. Some Sidereals can predict the Calibration Gate’s movements with
inexplicably convenient accuracy, using it as their primary entrance and exit from Heaven (p. XX).
During the eclipse that heralded the Solars’ return five years ago, a small but mighty earthquake in the
Summer Mountains’ foothills revealed a gate unknown to Heaven which opens only at irregular intervals
according to some undiscovered principle. Seemingly hewn from the mountain itself, every inch of the
gate’s surface has been carved into statues of writhing, broken bodies, no two alike in appearance or
torment. It’s thus been named the Misery Gate. The team dispatched to investigate was shocked to note
that many statues have the features of several still-living Sidereals. While it provokes obsessive study in
some who have beheld it, most are unsettled, preferring to leave it undisturbed.
Geomancy
Yu-Shan is rich in geomancy, with a network of dragon lines so dense and so potent that manses and
demesnes here are the norm rather than the exception. Within Yu-Shan, even the smallest manse is
palatial, while greater manses are truly monumental — often the centerpiece of their borough. Most of
Heaven’s demesnes and manses are Solar, Lunar, or Sidereal, though elementally aspected manses aren’t
unheard-of. No Abyssal demesnes or manses are known to exist here.
Manse construction and maintenance within Yu-Shan is regulated by the Department of Celestial
Concerns’ Division of Heavenly Geomancy. Geomancers must be licensed by the division, though
unlicensed manse-architects abound, and not every license is legitimately obtained. The division also
maintains a registry of deeds to manses, which conclusively establish ownership under heavenly law.
Not every manse and demesne is spoken for. Abandoned manses in Yu-Shan’s blighted neighborhoods
offer prime real estate to squatters, who typically lack the knowledge of geomancy or the resources to
repair manses or protect them against further disrepair. As a result, decaying manses wreak havoc on local
geomancy, inflicting unfortunate residents and neighbors with Essence-warping maladies and bizarre
afflictions. Because such tragedies’ usual victims are the unemployed and disenfranchised, few officials
or lion-dogs take action without significant encouragement.
Yu-Shan’s wilderness contains occasional undeveloped demesnes. Gods preserve some to lend their
property a “natural” or “rustic” look; others remain uncapped by sheer virtue of their strangeness. The
inhospitable Weeping Scablands has long thwarted savants eager to claim both its volatile convergence of
clashing elemental demesnes and its oozing deposits of priceless red amber. Geomancers maintain that
the Fen of Scorn Embodied could support one of the most powerful Water manses ever known, but the
demesne seems to anticipate this, altering its own geomancy in response to any construction.
Climate
Yu-Shan’s weather, as scheduled by the Bureau of Seasons, is almost universally pleasant and mild.
Temperatures turn slightly colder in winter and warmer in summer, but always remain clement. The
bureau doesn’t control all of Heaven’s weather; artifacts, geomancy, sorcerous workings, and other forces
have unpredictable effects on Yu-Shan’s climate that the bureau can’t easily manage. In addition to the
full range of weather seen in Creation, Yu-Shan is also host to strange and miraculous phenomena: The
snowflakes of the Eternal Frost District fall in perfect synchronicity with the region’s ceaseless festivities,
the mists of the Silent Smile Garden enwrap parkgoers in half-glimpsed memories of their past delights,
and those who tarry in the Emberwoods may watch heatless wisps of flame dance in the breeze like
autumn leaves.
The most spectacular weather in Yu-Shan is seen when one of the Incarnae takes the lead in the Games of
Divinity. The Unconquered Sun’s prominence brings cloudless skies, lit with blanching sunlight by day
and the dim, gloaming radiance of a solar eclipse by night. Luna is attended by silvery mists and moonlit
brume, and Creation’s moon sometimes wanders into the sky. Mercury brings gusts of wind filled with
seaspray and saffron stardust. Venus calls down gentle rains of tears, flurries of jeweled snowflakes, and
occasionally, unpredictable tempests. Mars’s dominance summons storms, sweltering heat, or battlecries
of thunder. Jupiter brings countless wisps of foxfire and vast, ominous clouds that hang low in the sky.
Saturn snuffs out weather and light, creating an eerie, twilit silence. Gaia’s rare moments of prominence
brings strange, elemental manifestations: diamond-dust siroccos, rippling clouds of heatless fire, a distant
ocean that seems to fill the sky.
Heavenly Locales
Yu-Shan is a city of storied locales and wondrous vistas. Divided into over a hundred strange and
disparate districts — not counting the strange biomes of the celestial wilderlands — Heaven is awash with
places for mystery, intrigue, relaxation, and danger.
Eye-of-Heaven District
At Yu-Shan’s heart, the Eye-of-Heaven District rises from the Crown of the Unconquered, a vast mesa of
gold-veined marble swallowed by urban sprawl. It is equal parts opulence and efficiency, home to the
Jade Pleasure Dome where the Incarnae take their leisure, the headquarters of the Bureau of Heaven, and
the golden-roofed townhouses and estates of the greatest and most prominent gods. The density of this
kingdom-sized district is dizzying: every inch of land at Heaven’s center is spoken for. Every urban alley
overflows with boutiques; every natural space is painstakingly cultivated to sparkle with beauty. Even
between terraces, the plateau’s steep sides are carefully excavated for vertical real estate, sometimes long
before zoning permits are authorized.
For all the fabulous expense of Eye-of-Heaven real estate, residents build low and wide in a show of
conspicuous consumption. Few buildings stand above three stories; streets are lined with wide, flowering
hedges and interspersed with manicured parks. The district could support ten times as many gods in
luxury if it had developed as the rest of Yu-Shan has, but its powerful householder courts, business
owners, and bureau chiefs all agree that the Eye-of-Heaven won’t bend to lesser interests.
This cultivated opulence spills over into residents’ private lives. Manse owners have outdone each other
for centuries in arranging ostentatious celebrations, each jockeying for the unofficial title of most
extravagant host. These days, it’s not unheard of for invitations to be inscribed on slabs of ambrosia.
As a center for the sprawling Bureau of Heaven, whatever space isn’t given over to godly estates is
instead under the bureau’s control. The bureau’s headquarters, the Spire of Virtuous Insight, is one of the
few local structures that’s allowed to compete with the Jade Pleasure Dome for the skyline. Here, a
million officials, clerks, sycophants, and attendants work to promulgate Heaven’s laws, oversee ambrosia
taxation and exchange, and keep the grossly overinflated bureau’s lines of internal communication in
some semblance of working order.
Celestial Wilderness
Yu-Shan is home to flourishing wilderness, whether in nature preserves beyond the city’s hustle and
bustle or private parks bordering the estates of the elite. Every manner of biome appears here, though
touched with Heaven’s mystery and strange magic: mountains that bleed, stained-glass forests, fungal
archipelagos, and more. In the Autumn Spiral Grove, trees dance in harmony with the emotions of those
nearby; more than one minor earthquake has been born of a visitor gripped by intense passions. The River
Malachite turns beasts who drink from it and plants that grow on its shores to living gemstone, a favored
fishing hole for those able to digest its petrific carp.
Heaven’s flora and fauna are as wondrous and strange as their environs. Many are imported from
Creation, with species diverging from terrestrial kin due to godly meddling or exposure to supernatural
forces. Others are creations of gods, descendants of bestial spirits, or bygone relics of Heaven’s makers.
Whispervine blooms are beautiful, but their pollen can cause fugue states and unwanted wing growth. The
nozomi deer’s soulful gaze causes it to briefly exchange perspectives with those who look into its eyes.
Horse-sized crystalline crabs scour the quicksilver sea’s floor like magpies in search of glinting treasure,
occasionally retrieving wonders lost since the dawn of time.
Straw Rope Islands
These islands stretch along Yu-Shan’s western coast, as if a giant threw a handful of verdant mountains
into the quicksilver sea. The islands are home to gods who fled the city’s bustle in pursuit of privacy,
relaxation, or opportunity for spiritual contemplation. Some islands hold powerful deities’ vacation-
homes; others are retreats for philosophers, artists, hermits, and sorcerers who value the archipelago’s
natural beauty, isolation, and abundant geomancy.
A handful of lion-dogs and other gods, mostly on the largest island of Yii Yusandi, assert that they’re the
indigenous inhabitants and all others present are interlopers. Naafa, god of the sugar cane trade, leads the
effort to get the Bureau of Heaven to officially acknowledge this. As Yu-Shan’s urban development
creeps ever closer to the western coast, developers eye the Straw Rope Islands with increasing interest,
even as Yii’s Yusandi spirits prepare to repel them by force if necessary.
Curiosities of Yu-Shan
Heaven is a place of mysteries both ancient and new, of wonders beyond even the gods’ ken and horrors
beyond imagining. Whether forged by the Ancients or the gods, these secret, liminal places are enigmatic
even to Heaven’s sages.
Arcadelt’s Folly
The ruins of Arcadelt’s Folly, on Yu-Shan’s southern coast, were once the Emerald Sojourn District. This
was a luxury district for gods visiting the neighboring Silver Bells Port or the Isle of Exquisite
Ornaments, replete with sumptuous lodgings, glittering casinos, and soaring concert halls. It fell to ruin in
the Fair Folk invasion, as the legions of chaos spilled into Heaven through the district’s heavenly gate,
halted only when the disaster-god Arcadelt unleashed one of the dooms he governs in a desperate gambit
to end the fae incursion. The ruined district is now a bordermarch quarantined from the rest of Heaven,
though rumors of lost wonders and Wyld prodigies still draw treasure seekers to brave the baleful curses
and fae horrors that haunt the corrupted district.
Traits
You’ll make a number of choices about your character’s system traits in character creation. It
may help to skip ahead and read about those traits or reference their description in Exalted Third
Edition. A quick summary:
Caste: Your Caste reflects the Maiden who chose you and determines which division of the
Bureau of Destiny you work for. Each Caste expresses an archetypal role; it makes it easier for
you to gain certain Abilities that fit that role and gives you your innate anima powers (p. XX).
Birth Sign and Exaltation Sign: You can skip these if this is your first time making a Sidereal
— they’re connected to rules for prophecies, and it’s fine to wait until you want to use those rules
to pick a sign. They’re chosen from the constellations of the Maidens’ astrological houses (p.
XX).
Attributes: Your character's innate strengths and aptitudes (Exalted, p. 148).
Abilities: Your character's skills, both from her mortal life and bureau training (Exalted, p. 149).
Abilities also determine what Charms you can learn. You'll pick some Abilities to be Favored;
these get the same discount as those associated with your Caste. Favored Abilities let you branch
out beyond its archetypal role to represent your character concept.
Specialties: A specific area of expertise your character has in an Ability (Exalted, p. 123).
Merits: Miscellaneous traits associated with your character's origin and backstory. Exalted, p.
157. Some Merits provide mechanical advantages, while others give narrative benefits, like
wealth or loyal followers. If you want an artifact or manse, you’ll take it as a Merit.
Charms: The Sidereal Exalted's fate-weaving powers (p. XX). Charms are the most complicated
part of the game, but you don't need to read them all — just those available at Essence 1. Most
Charms require a certain rating in an Ability; you may want to pick Charms before your Abilities.
Intimacies: Intimacies focus in on your character’s personality, emotions, and relationships
(Exalted, p. 170). Each represents a personality trait, relationship, agenda, philosophical position,
religious belief, or similar detail about your character. It’s harder for social influence to sway you
against your Intimacies, but it’s easier to convince you to do something your Intimacies support.
Charms and other magic may also draw on your character’s Intimacies.
Limit Trigger: A condition that causes your character to gain Limit, bringing her closer to giving
in to the hubris of the Great Curse (p. XX).
Step 2: Attributes
Each Attribute begins with one dot. Next, of the categories of Attributes — Physical (Dexterity,
Stamina, Strength), Social (Appearance, Charisma, Manipulation), and Mental (Intelligence,
Perception, Wits) — choose one as primary, another as secondary, and the third as tertiary.
Distribute eight dots between your primary Attributes, six dots between your secondary
Attributes, and four dots between your tertiary Attributes. Attributes can’t be raised above five.
Step 3: Abilities
Sidereals receive five Caste Abilities based on their Caste:
Journeys: Resistance, Ride, Sail, Survival, Thrown
Serenity: Craft, Dodge, Linguistics, Performance, Socialize
Battles: Archery, Brawl, Melee, Presence, War
Secrets: Investigation, Larceny, Lore, Occult, Stealth
Endings: Athletics, Awareness, Bureaucracy, Integrity, Medicine
Next, pick five Abilities of your choice as Favored Abilities. Unlike other Exalted, a Sidereal who
has Brawl as a Caste or Favored Ability doesn’t automatically extend the same status to Martial
Arts, or vice versa — instead, all Sidereals treat Martial Arts as a Caste Ability.
Divide 28 dots among your Abilities. Each starts at zero, and can’t be raised above three without
spending bonus points. Abilities can’t be raised above five. Each Favored Ability must have at
least one dot assigned to it.
Assign four specialties. You must have at least one dot in an Ability to take a specialty in it.
Step 4: Merits
Choose ten dots of Merits. All Sidereals receive the Martial Artist Merit for free.
Sidereals in the Bureau of Destiny’s employ at character creation distribute five additional dots
among the Backing, Contacts, Manse, Mentor, Resources, and Retainers Merits. The typical
status of a Sidereal at character creation is Backing 2 and a Resources 3 stipend; having less than
that indicates some complications in the Sidereal’s official standing or finances (p. XX).
Step 5: Charms
Choose fifteen Charms (p. XX). Most Sidereal Charms require a minimum rating in their
associated Ability — if you don’t qualify, you’ll need to raise that Ability’s rating with bonus
points.
You may choose Martial Arts Charms or Evocations in place of Sidereal Charms. If you choose
Terrestrial Circle Sorcery as a starting Charm, you may also learn spells in place of Charms.
TRAIT COST
Primary or Secondary Attribute 4 per dot
Tertiary Attribute 3 per dot
Caste or Favored Ability 1 per dot
Non-Caste, Non-Favored Ability 2 per dot
Specialty 1
Merits 1 per dot
Caste or Favored Charm 4
Non-Caste, Non-Favored Charm 5
Spell (Occult Caste or Favored) 4
Spell (Occult non-Caste, non-Favored) 5
Evocation 4
Willpower 2 per dot
<END TABLE>
It’s most cost-effective to spend bonus points on Caste and Favored Abilities and Colleges or to
raise Abilities above 3. Using them to buy Charms, Evocations, or spells is the least efficient
option.
Experienced Sidereals
For starting as a Sidereal with at least five years of experience, make the following changes to the
rules above:
• Your starting Essence is 2.
• Choose thirteen dots of Merits, plus five bonus dots if you serve the Bureau of Destiny.
• Choose twenty Charms.
• Spend eighteen bonus points.
New Sidereals
If you’re playing a Sidereal who’s just Exalted, use the rules for mortal character creation
(Exalted, p. 125) with the following changes. Likewise, if you’re playing a mortal who later
Exalts as a Sidereal, keeping your mortal traits and add the following:
• Choose your character’s Caste, birth sign, and Exaltation sign.
• Pick five Favored Abilities. You’ll need at least one dot in each.
• Pick ten Charms.
• Pick a Limit trigger.
• Gain the Martial Artist Merit for free. A mortal player character who already had it
receives a refund of twelve experience.
At the end of the current story, a newly Exalted Sidereal gains five Charms and two dots of
Willpower for free. You’ll two dots among her primary Attributes, two dots among secondary
Attributes, and one dot among tertiary Attributes.
Step 2: Attributes
• Place one dot in each Attribute.
• Divide 8 dots among primary Attributes, 6 dots among secondary Attributes, and 4 dots
among tertiary Attributes.
Step 3: Abilities
• Mark your Caste Abilities, plus Martial Arts.
• Select five Favored Abilities, which can’t be the same as Caste Abilities.
• Divide 28 dots among all Abilities. None may be raised above 3 without spending bonus
points, and each Favored Ability must have at least one dot.
• Assign four specialties.
Step 4: Merits
• Select 10 dots of Merits, plus Martial Artist.
• If you work for the Bureau of Destiny, distribute five additional dots among Backing,
Contacts, Manse, Mentor, Resources, and Retainers.
Step 5: Charms
• Select 15 Charms.
Caste Abilities
Journeys: Resistance, Ride, Sail, Survival, Thrown
Serenity: Craft, Dodge, Linguistics, Performance, Socialize
Battles: Archery, Brawl, Melee, Presence, War
Secrets: Investigation, Larceny, Lore, Occult, Stealth
Endings: Athletics, Awareness, Bureaucracy, Integrity, Medicine
Martial Arts
Sidereals gain Mastery with a style’s Charms (Exalted, p. 427) while in its Form. Learning all of a style’s
Charms grants permanent Mastery. Sidereal Martial Arts Forms grant Mastery with all styles.
Evocations
Sidereals are resonant with starmetal and dissonant with other materials (Arms of the Chosen, p. 16).
Merits
While a Sidereal’s Merits can represent anything, the following are common for those employed by the
Bureau of Destiny.
Allies
Fellow Sidereals are five-dot Allies. Powerful gods are five-dot allies, but most gods are three-dot Allies.
Artifact
This Merit can represent artifacts on indefinite loan from the Bureau. A Sidereal can retain such an
artifact for as long as she has use for it except in extremis, but she may take on ritual or bureaucratic
obligations associated with it. Examples include purifying a cursed manse with the artifact every
Calibration, undergo impromptu tests of character from the god who forged it, or having to occasionally
secure an ornery god’s signature on authorization forms. The obligation is a Flaw, granting experience
when it significantly inconveniences her (Exalted, p. 167).
Backing
Most have at least two-dot Backing in the Bureau of Destiny. Those without Backing are fresh recruits,
under disciplinary probation, distrusted by the bureau, etc. Four-dot Backing at character creation can
represent being a favorite or protégé of a prominent elder Sidereal or high-ranking god, or a position
secured through bribery, blackmail, or similar means.
Most Sidereals who’re politically aligned with the Bronze Faction or Gold Faction don’t have Backing in
them. Those who do hold recognition and political power within a faction, giving them a meaningful
voice in its decision-making. Four-dot Backing is limited to a faction’s foremost elders. It’s not available
at character creation. Faction Sidereals may also have Backing in the Immaculate Order or the Cult of the
Illuminated.
Contacts
Three-dot Contacts covers a single bureau, while five-dot Contacts span the Celestial Bureaucracy.
Familiar
Sidereals may take pattern spiders (p. XX) as three-dot familiars.
Language
Old Realm is Yu-Shan’s native tongue, though many gods speak at least one mortal language.
Manse
Many Sidereals have manses in Heaven. They’re typically Lunar, Sidereal, or Solar manses, though
others exist in Yu-Shan.
Hearthstones Amulets
Most hearthstones must be socketed in an artifact to confer their benefits.
As an optional rule, Storytellers can give player characters who take the
Hearthstone or Manse Merits a free hearthstone amulet (Exalted, p. 601).
Mentor
Experienced Sidereals are three-dot Mentors. Senior gods of the Celestial Bureaucracy are usually two- or
three-dot Mentors.
Retainers
Minor spirits, commonly employed by Sidereals as secretaries, bodyguards, couriers, etc., are two-dot
Retainers. Young Heaven’s Dragons (p. XX) are often employed in similar capacities as four-dot
Retainers.
Resources
The typical starting salary is three-dot Resources; Sidereals can expect a quick promotion to four dots
after a few successful missions. Lower ratings reflect sizable debts, disciplinary pay cuts, assets seizures
incidental to auditing, poor money management, etc.
BEGIN ONE-PAGE SPREAD
Chosen of Journeys
Light-footed Mercury, Maiden of Journeys, sees every path that could be taken and knows what lies at
their ends. It is her Chosen’s duty to ensure that all things go where Heaven wills them. Her Harbingers
are the invisible hand on the ship’s till, the rider whose message comes just in time, the guide who knows
the secret ways through the wilderness. When uncertainty, fear, or distraction keep travelers from their
destined paths, Mercury’s Chosen guide them back on course; when obstacles stand in his way, they
intercede to remove them.
In the First Age, Heaven’s Messengers charted Creation’s most perilous wildernesses, the writhing chaos
of the deep Wyld, the Demon City’s alien geometries, the Underworld’s dark waterways, and more. As
navigators and advisors, they guided diplomatic missions and armies on the march, blessing them with
Mercury’s favor and coordinating their movements with destiny. At sea, they bedeviled the likes of
Lintha, the Niobraran League, and the Orphan Maelstrom born of the Dreaming Sea. The First Age’s
wondrous conveyances came under their oversight: skyships, gates of auspicious passage, dragon line
rails that once spanned Creation’s geomancy, distant starspires, and more.
Much has been lost in the Second Age. Gone are the great roadways that spanned Directions, the
gleaming fleets that filled the skies. Today’s Harbingers make do with what remains, weaving the fates of
caravans, seafaring ships, and travelers by foot. Many seek to rebuild, guiding explorers seeking long-lost
trade routes, blessing projects to build roads and bridges, or restoring artifact conveyances fallen into ruin.
As explorers and wayfarers, they travel to far-flung corners of the world in search of ancient artifacts, rare
materials, and other assets to benefit the bureau or their own personal agendas.
Destined Harbingers’ mortal lives are defined by journeys. Some made their living as itinerant laborers,
sailors, caravan guards, couriers, traveling merchants, diplomats, or scavenger princes. Others took to the
road in search of greater opportunities, freedom from persecution, or a chance to escape the past. Some
were born into nomadic or semi-nomadic cultures, while others grew up amidst mass migrations. Not all
have profound reasons for their journeys: escaping gambling debts, a drunken mishap, and simple
wanderlust all please Mercury.
Caste Mark: The Sign of Journeys. Harbingers have yellow irises and minute flecks of glittering golden
starlight in their pupils.
Anima Banner: Harbingers’ animas and halos come in shades of yellow ranging from bright goldrenrod to
rich saffron. Anima banners are sometimes accompanied by the smell of dusty roads, the calls of gulls
and scent of sea spray, the roar of distant thunder, and the like.
Iconic Anima: Animals known for their speed; ships, chariots, and other vehicles; trees of golden stardust
that spring up from the Sidereal’s footsteps; geometric patterns that evoke labyrinths, compasses, or
itineraria; and the like.
Anima Effects: Harbingers can divine destiny’s plans for journeys and make Mercury’s sign to bless
themselves and allies with swiftness or travel almost anywhere (p. XX).
Caste Abilities: Resistance, Ride, Sail, Survival, Thrown.
Associations: The color yellow, the element of air, the season of winter, the West.
Sobriquets: Mercury’s Chosen, Harbingers, Heaven’s Messengers.
Concepts: Brilliant slacker, explorer of First Age ruins, hard-bitten commander, master of the wilderness,
pirate queen of the Quicksilver Sea, shepherd of destiny’s charges, secret patron of a Guild hierarch,
skyship engineer, stoic pillar of strength, walker of other worlds.
END ONE-PAGE SPREAD
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Chosen of Serenity
When Venus laughs, all the world’s suffering seems worth it; when she weeps, all joy dies. The Maiden
of Serenity oversees all forms of relationships and societies, and her Joybringers ensure that these unfold
in accordance with Heaven’s agenda. Artists, diplomats, intriguers, artificers, and tempters, they
undertake the delicate work of weaving the fates of those with free will. They unite or separate star-
crossed lovers, bring peace in times of conflict, play kingmaker in matters of politics and commerce,
shape societies, and safeguard Creation’s peoples from suffering and sorrow.
In the First Age, Joybringers safeguarded Creation’s peace and prosperity against threats from within and
without. They negotiated treaties among warring Exalted, led efforts to rebuild in the aftermath of
cataclysm, and mended the damage done to Creation by otherworldly incursions. As Heaven’s Envoys,
they negotiated with otherworldly courts in Yu-Shan’s name, negotiating the Seven-Limbed Pact, the
Dispensation of Verumpira, and the Black Moon Accords that brought peace with the devil-stars. And, as
friends, advisors, matchmakers, and muses, they counseled the Chosen in their personal lives, helping
bring together auspicious pairings of Exalted in sacred marriages and other relationships.
Venus’ Chosen face many trials in the Age of Sorrows, wrestling with a world riven by chaos and strife
so that destinies of peace, joy, and tranquility might come to pass. Arcane fate and the bitter schism left
by the Solar Purge have thwarted any hopes of counseling fellow Chosen as companions and confidantes;
instead, today’s Joybringers guide and manipulate mortal queens, worldly spirits, merchant princes, and
others through whom they can shape the course of politics, culture, and commerce. Fate’s enemies have
scarred the world beyond repair, but still Heaven’s Envoys seek to mend what can be salvaged and offer
what solace there is to give.
Destined Joybringers’ mortal lives play out among vibrant webs of relationships. Some were born into
urban metropoli or other densely populated regions; others grew up among smaller but closely-knit
communities, whether rustic villages or secluded monasteries. Some sought to bring joy to others —
artists and artisans, people-pleasers, those who make great sacrifices for their children or their people.
Others sought life’s pleasures for themselves as rakes, social climbers, or merchants. Not all tend toward
extraversion; reclusive poets, eremitic philosophers, and perpetually preoccupied craftsmen have all won
Venus’ favor.
Caste Mark: The Sign of Serenity. Joybringers have blue irises and minute flecks of shimmering cerulean
starlight in their pupils.
Anima Banner: Joybringer’s halos and animas range from the palest turquoise to the deepest ultramarine.
Anima banners are sometimes accompanied unearthly music, ethereal laughter, the sound of silk on silk,
the aroma of roses, wine, or cannabis smoke, and the like.
Iconic Anima: Blossoming flowers, cages of thorned briars, sapphire-leaved trees, and other magnificent
flora; social animals, like dolphins, wolves, or swarming bees; dancing figures made of stardust; artistic
depictions of the Sidereal that begin as the barest sketches and gradually complete themselves.
Anima Effects: Joybringers can divine destiny’s plans for social interactions and make Venus’ sign to
bless efforts to create joy and prosperity or halt even the greatest conflicts. (p. XX).
Caste Abilities: Craft, Dodge, Linguistics, Performance, Socialize.
Associations: The color blue, the element of wood, the season of spring, the Center.
Sobriquets: Venus’ Chosen, Joybringers, Heaven’s Envoys.
Concepts: Ambassador to otherworldly courts, benefactor of destitute gods, Bureau artificer, dissolute
artist, famed matchmaker, heavenly socialite, powerbroker to the gods, quick-witted rake, spiritual guide,
steely-eyed negotiator, virtuoso performer.
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Chosen of Battles
Stern Mars, the Maiden of Battles, oversees all fated strife: clashing armies, political rivals vying for
supremacy, words spoken in anger between young lovers. All conflicts fall under her Chosen’s remit, a
duty that calls them to battlefields and boudoirs, alehouses and courtrooms. Heaven’s Soldiers incite
hostility and discord when peace outlasts its appointed span, lend their skill at arms and strategy to
destined victors, and thwart untimely resolutions to necessary conflicts. Destiny demands their
intervention in battles great and small, whether plunging kingdoms into war or teaching a child how to
fight back against a bully.
The First Age’s Shieldbearers devoted themselves to Creation’s defense, driving back otherworldly
incursions, hunting down terrors that slipped past their watch, and sowing discord among fate’s enemies:
playing the Scorpion Empire against the Southern Fair Folk in the Split-Second War, outwitting the
thinking-engine Jazex IX’s betrayal of Heaven, holding the Loom of Fate against the Omen-Spore
Infestation. They led armies of martial gods to battle, counseled their fellow Exalted in strategy, and
coordinated deployments of the Aerial Legion with the Old Realm’s forces. When complacency and
world-weariness bred stagnation, Mars’ Chosen provoked their fellow Chosen to action with blunt words,
harsh truths, and sound counsel.
The endless conflict of the Second Age leaves much to be done. Occluded by arcane fate, Mars’ Chosen
can no longer lead armies or advise Exalted generals openly. Instead, they manipulate events to divert
recruits and materiel to forces favored by Heaven, and armor themselves in resplendent destinies as
generals’ confidantes, nameless soldiers, or unlikely leaders. They’re still at the fore of martial conflict
against enemies of fate, whether hunting down demons loosed by Infernal sorcerers, making preparations
against Getimian assaults on Heaven, or disrupting alliances between faerie courts as agents provocateurs.
Destined Shieldbearers’ mortal lives are touched by conflict. Some are born to career military families or
martial castes; others are war orphans or the children of refugees. Many grew well-acquainted with
violence as conscripts, mercenaries, hired muscle, gladiators, or brawlers. Others were immersed in
different kinds of battles: politics, business, athletic competitions, debate, or family vendettas.
Shieldbearers’ perspectives on conflict vary widely. Some are all but berserkers, their rage tempered only
by duty, while others aspire to pacifism, turning to violence only when they must.
Caste Mark: The Sign of Battles. Shieldbearers have red irises and minute flecks of vivid crimson
starlight in their pupils.
Anima Banner: Shieldbearers’ halos and animas range from bright scarlet to dark burgundy. Anima
banners sometimes accompanied by the sound of steel ringing out against steel, banners snapping in the
wind, or wrathful war cries, the scents and hubbub of a soldier’s mess hall, or the like.
Iconic Anima: Predatory animals and beasts of burden; storms of flying swords or whirling axes; massed
ranks of indistinct, faceless soldiers; great fortresses flying crimson banners, and the like.
Anima Effects: Shieldbearers can divine destiny’s plans for conflict or make Mars’ sign to shield
themselves and their allies or turn the tide of battle (p. XX).
Caste Abilities: Archery, Brawl, Melee, Presence, War.
Associations: The color scarlet, the element of fire, the season of summer, the East.
Sobriquets: Mars’ Chosen, Shieldbearers, Heaven’s Soldiers.
Concepts: Agent provocateur, ascetic warrior-monk, calculating tactician, demon hunter, disciple of an
overbearing mentor, flamboyant duelist, heavenly prizefighter, hot-headed orator, inspiring mentor,
veteran of the Wyld Hunt.
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Chosen of Secrets
Oldest and most mysterious of her sisters, Jupiter knows much and speaks little. She presides over
mystery and revelation, truth and falsehood, ignorance and understanding, and the lines between them.
Her Chosen ensure that all things are hidden or revealed as destiny demands, thwarting seekers after
forbidden knowledge or wresting secrets whose time has come from their keepers. They are savants and
spies, mystics and masterminds, distinguished by their foresight even among their Sidereal peers. In
Heaven’s name, they’ve put great libraries to the torch, deposed monarchs to expose their secret sins, and
sought out long-forgotten lore from demons, ghosts, and worse.
The First Age’s Oracles explored the mysteries of the unknown cosmos, infiltrated the courts of
Creation’s enemies, investigated crimes committed by or against the Chosen, and oversaw great libraries
and academies fit for a glorious age. At the same time, they sealed away baleful remnants of the world’s
makers, censored dangerous secrets from discovery by their fellow Exalted, and kept knowledge of
Creation’s vulnerabilities from the world’s foes. Their foresight guided the Old Realm through many
trials, from the akuma Canticle Shrike’s blighting of the omphalos to the Skyeater Moth’s emergence
from the Wyld beneath the world’s depths.
Much knowledge has been lost to the Second Age that Heaven’s Eyes may yet reveal when destiny
demands it, while some secrets of the Old Realm must be kept hidden until the stars are right.
Contemporary secrets also demand their attention. Oracles warn princes of what the future holds for them,
blackmail the truculent back onto their destined course, and set in motion long chains of events with
strategic disclosures of information. They also strive to conceal conspiracies, secret societies, and mystery
cults, either in fulfillment of destiny or as assets they might later call upon.
Destined Oracles’ mortal lives are touched by mystery. Some were driven by unanswered questions:
foundlings seeking after their lineage, students of spiritual mysteries, savants obsessed with unsolveable
problems. Others had secrets of their own: a criminal past, romantic infidelity, treasonous ambitions, or
knowledge too dangerous to share. Some led lives of constant deception: spies, charlatans, thieves,
cardsharps, and priests entrusted with mysteries of the divine. Some have a taciturn predisposition, but
there are just as many Oracles who’d never stop talking if they could.
Caste Mark: The Sign of Secrets. Oracles have green irises and minute flecks of emerald starlight in their
pupils.
Anima Banner: Oracles’ halos and anima banners range from pale celadon to the darkest greens. Anima
banners are sometimes accompanied by eerie silences, the faint sound of turning pages, the scents of
incense, smoke, and paper, and the like.
Iconic Anima: Unfurling scrolls, sacred mirrors, or eyeless masks that float in the air around the Sidereal;
vast libraries, intricate orreys, or overgrown ruins; a great eye that burns like a jade star; formless
shadows that radiate uncanny dread; and the like.
Anima Effects: Oracles can divine destiny’s plans for deception and revelation or make Jupiter’s sign to
safeguard secrets or conceal themselves and their allies.
Caste Abilities: Investigation, Larceny, Lore, Occult, Stealth.
Associations: The color green, the element of water, Calibration, the North.
Sobriquets: Jupiter’s Chosen, Oracles, Heaven’s Eyes.
Concepts: All-knowing spymaster, censor of forbidden knowledge, dogged investigator, enigmatic
sorcerer, heavenly crime lord, peerless infiltrator, priest versed in sacred mysteries, savant of First Age
lore, scheming blackmailer, teacher of heroes.
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Chosen of Endings
Grim Saturn sees every possible ending, smiling only when they come to pass at their appointed hour. Her
Chosen ensure these endings come to pass only as Heaven wills. They are assassins of those who defy
their destined deaths, exorcists and psychopomps guiding the undead to reincarnation within fate’s order,
magistrates purging institutional corruption, and physicians battling plagues. But their sobriquet as
Destiny’s Gardeners isn’t just a euphemism. They’re guardians, healers, and caretakers as often as they
are killers, lest an untimely ending snarl destiny. The tapestry of fate is Heaven’s garden, and it must be
nourished and pruned in equal measure.
The First Age’s Reckoners were hunters and slayers of Creation’s foes, the sword to the shield of Mars’
Chosen. They led preemptive strikes that decapitated the leadership of faerie warbands and monstrous
armies, passed judgment on forbidden gods escaped from their gaols, and banished prehuman horrors
awakened from the Underworld by the Neverborn’s death. They warned their fellow Chosen of future
perils, whether fending off night-grim assassins as a sorcerer-queen’s consort and sentinel or seeking out
corruption and disloyalty within a god-kings’ dominion.
The Second Age is a time of many endings, and Saturn’s Chosen are stretched thin. The nature of their
duty has changed little with the passage of ages, but it’s grown all the more difficult. Poverty, war, and
pestilence cut short countless lives, while kingdoms, religions, and cultures fall long before their destined
end. All the while, Creation’s foes grow ever stronger, claiming new champions who threaten Heaven
itself. The Reckoners remain resolute in the face of this, their conviction untarnished by despair. So long
as there is something left that they can sacrifice of themselves, the Age of Sorrows has not defeated them.
Destined Reckoners’ mortal lives are touched by death. Some lost a parent, sibling, friend, or lover at a
formative time in their life, while others faced the imminent possibility of their own death. Some belong
to ancestor cults or have other interaction with the undead, whether as a denizen of the shadowlands, an
exorcist or ghost channeler, or a student of necromancy. Others live through times of great upheaval and
death: plagues, falling regimes, famines, and worse. Some are predisposed to dour professionalism,
abiding melancholy, or morose brooding by this, but others find solace in asceticism, dark humor, or joie
de vivre.
Caste Mark: The Sign of Endings. Reckoners have violet irises and minute flecks of scintillating purple
starlight in their pupils.
Anima Banner: Reckoners’ halos and anima banners range from pale lilac to grave-dark violet. Anima
banners are sometimes accompanied by whispering voices, eerie chills, the smell of grave dirt, the sound
of raitons’ wings, and the like.
Iconic Anima: Funereal monuments, grand tombs, and age-worn cenotaphs; jackals, raitons, scarabs, and
other carrion-eaters; spectral processions of starlit mourners; poisonous flowers that spread where the
anima’s light falls; and the like.
Anima Effects: Reckoners can divine destiny’s plans for endings or make Saturn’s sign to bless attacks
with killing power or doom enemies who stand against them (p. XX).
Caste Abilities: Athletics, Awareness, Bureaucracy, Integrity, Medicine.
Associations: The color purple, the element of earth, the season of autumn, the South.
Sobriquets: Saturn’s Chosen, Reckoners, Heaven’s Gardeners.
Concepts: Bureau internal affairs, eulogist of the unmourned, heavenly vigilante, legal reformer,
mysterious guardian, necromancer who slays the undead, pacifist atoning for a violent past, psychopomp-
assassin, self-sacrificing physician, warden of First Age tombs.
END ONE-PAGE SPREAD
Anima
As Sidereals spend Essence, they manifest halos and then anima banners in their patron Maidens’ colors.
Every five peripheral motes spent an instant increases a Sidereal’s anima banner by one level. Their
anima banners are subtler than other Chosen’s.
BEGIN TABLE
Anima Level Effects
Anima Effects
For one mote, a Sidereal can manifest her Caste Mark for as long as she wants or sense the approximate
location of any nearby heavenly gates (p. XX).
Auspicious Prospects
Each Caste has an Auspicious Prospects for (Caste) power that divines how certain events or
developments relate to destiny’s plan. If an event would help ensure destiny comes to pass, and the
Sidereal does something meaningful to ensure that event happens, she fulfills that auspicious prospect.
The same is for thwarting something contrary to destiny. Fulfilling an auspicious prospect grants one
Willpower, subtracts one Limit, and grants a Role Bonus (p. XX).
Not everything is accounted for by destiny. If an event doesn’t matter one way or the other, there’s no
auspicious prospect to fulfill, but the Sidereal can intervene in the matter as she sees fit without having to
fear any repercussions within the Bureau of Destiny — at least, not for official reasons. This is almost
always the case for events involving the actions of the Exalted and other powerful beings (p. XX).
If the Storyteller doesn’t have a particular answer in mind, he should pick whatever result best serves the
story. Revealing an auspicious prospect can introduce a plot hook for player characters to follow up on or
a narrative complication to contend with, while a neutral result gives players license to make bold
decisions.
Journeys
Auspicious Prospects for Journeys: The Harbinger may pay one mote to learn whether a journey would
align with destiny and any relevant details about the journey’s circumstances, like what time the travelers
should set out.
Lesser Sign of Mercury: The Harbinger may pay five motes to reflexively make Mercury’s lesser sign,
tracing it in yellow stardust. Until her next turn, she and all allies within close range add (her Essence,
maximum 5) non-Charm dice on movement actions. This is free at bonfire.
Greater Sign of Mercury: Once per story, the Harbinger may pay twenty motes and one Willpower to
make Mercury’s greater sign, shining golden in the sky. She transports herself, her Circlemates, and up to
(Essence x2) others to anywhere she’s familiar with in Creation or Heaven. Rolls she makes to overcome
wards against such travel gain −2 target number. In combat, this takes her entire turn and she must wait
until the start of her next turn for this effect to take place. If she moves or is moved before her next turn,
this power fails, refunding its cost and resetting it. Characters she brings with her must remain within long
range until this is completed.
Serenity
Auspicious Prospects for Serenity: The Joybringer may pay one mote to learn whether an interpersonal
relationship or someone’s happiness would align with destiny.
Lesser Sign of Venus: The Joybringer may pay five motes to reflexively make Venus’ lesser sign in a
flourish of cerulean stardust. Until her next turn, she and all allies within close range add (her Essence,
maximum 5) non-Charm dice on influence rolls involving positive emotions and Craft rolls for basic and
major projects. Resolve bonuses from their positive Ties increase by one. This is free at bonfire.
Greater Sign of Venus: Once per story, the Joybringer may pay twenty motes and one Willpower to make
Venus’ greater sign, illuminating the battlefield with a sapphire light. This takes her entire turn. All
participants in the battle stand down, as a Psyche effect that lasts (Essence) days. If someone wants to
reinitiate hostilities, he must enter a Decision Point and cite a Defining Intimacy to spend (higher of
Sidereal’s Essence or 3) Willpower. This doesn’t apply to attacking characters not involved in the original
battle, nor does it apply to fighting back in self-defense.
Battles
Auspicious Prospects for Battles: The Shieldbearer may pay one mote to learn whether a battle, conflict,
or rivalry would align with destiny and any relevant details of about the conflict’s circumstances, like
who should win.
Lesser Sign of Mars: The Shieldbearer may pay five motes to reflexively make Mars’ lesser sign with a
flash of crimson stardust. Until her next turn, she and all allies within close range gain +1 non-Charm
Defense and add (her Essence, maximum 5) non-Charm dice on War rolls. This is free at bonfire.
Greater Sign of Mars: Once per story, the Shieldbearer may pay twenty motes and one Willpower to make
the Mars’ greater sign, casting a baleful crimson glow down from the heavens. She rolls (Wits +
[Archery, Brawl, Melee, Presence, or War]), granting Initiative equal to her successes to herself and each
of her allies. This uses her entire turn. For the rest of the scene, she and her allies add (her Essence) to
their base Initiative. Battle groups instead gain Might 2.
Secrets
Auspicious Prospects for Secrets: The Oracles may pay one mote to learn whether concealing or revealing
a piece of information would align with destiny.
Lesser Sign of Jupiter: The Oracle may pay five motes to reflexively make Jupiter’s lesser sign, drawing
it in emerald stardust. Until her next turn, she and allies within close range gain +1 non-Charm Guile and
add (her Essence, maximum 5) non-Charm dice on Manipulation, Larceny, and Stealth rolls.
Greater Sign of Jupiter: Once per story, the Oracle may pay twenty motes and one Willpower to
reflexively make Jupiter’s greater sign, traced across the sky in emerald radiance. She, her allies, and up
to (Essence x2) other characters are immune to effects opposing their Guile and add (her Essence) to their
Resolve. Un-Exalted characters can’t lie to them or refuse to answer their questions they unless they
spend one Willpower per lie or refusal; characters with Essence less than the Sidereal’s can’t resist. This
lasts one scene. Additionally, for that scene and the next (Essence) days, Investigation rolls against the
blessed characters fail automatically and they’re immune to magic that would scry on them or divine their
future.
Endings
Auspicious Prospects for Endings: The Reckoner may pay one mote to determine whether an ending
would align with destiny and any relevant details of a destined ending, like how someone’s supposed to
die.
Lesser Sign of Saturn: The Reckoner may pay five motes to reflexively make Saturn’s lesser sign, trailing
violet stardust from her fingertips. Until her next turn, she and all allies within close range add (Sidereal’s
Essence, maximum 5) Overwhelming on withering attacks and add an automatic success on decisive
damage rolls. This is free at bonfire.
Greater Sign of Saturn: Once per story, the Reckoner may pay twenty and one Willpower to make
Saturn’s greater sign, shining brilliant violet in the sky above. This takes her entire turn. She and her allies
gain −1 target number on damage rolls, or −2 against enemies of fate, and ignore Hardness. Un-Exalted
enemies can’t take crippling injuries (Exalted, p. 201) and automatically fail rolls against poison, disease,
and crippling effects. Medicine rolls to treat their ailments likewise fail. Those slain in battle pass unto
Lethe, though powerful Exalted still require proper burial rituals to ensure they won’t linger as hungry
ghosts.
The Constellations
The constellations of Creation’s zodiac stand out against the night sky, each presiding over certain threads
of fate. Sidereals invoke the constellations to create resplendent destinies and speak prophecy.
Constellations are also the thematic foundations of Sidereal Charms.
Creation’s cultures demarcate the stars in countless different ways and ascribe vastly different meanings
to the same signs. These beliefs and perspectives don’t influence Sidereal magic that draws on the
constellations.
The Mast
The Mast rules journeys made possible by the physical strength and exertion. It’s the sign of ditchdiggers,
domestic servants, soldiers, scribes, and insects. In its positive aspect, strength is turned unquestioningly
to vital tasks and supports the efforts and endeavors of others. In its negative aspect, strength is used
unthinkingly, and the mighty are unwilling to question their orders and unable to communicate.
Themes: Architecture, domestic servants, ignorance, insects, manual laborers, physical exertion, scribes,
silence, soldiers, stoicism, strength, tools.
Resplendent Destinies: Architects, athletes, boatmen, caravan guards, domestic servants, flunkies, manual
laborers, nomads, oldest children, rickshaw drivers, scribes, soldiers.
Trappings: Drab clothes, honest, ignorant, silent, strength.
Ability: Resistance.
The Messenger
The Messenger rules journeys made for the sake of duty or obligation. It’s the sign of couriers, aides,
diplomats, and service to one’s family. In its positive aspect, travelers are brave, professional, and skillful,
overcoming great odds to meet their obligations. In its negative aspect, travelers perform good service for
bad ends, thoughtlessly abuse their power, and abdicate moral responsibility.
Themes: Arrogance, bravery, communication, diplomacy, duty, news, non-migratory birds, personal
aides, professionalism, selflessness, service to one’s family, skillful service.
Resplendent Destinies: Aides-de-camps, attendants, bounty hunters, camp followers, couriers, diplomats,
dutiful children, guides, heralds, horsemen, missionaries, scouts.
Trappings: Daring, a mount, a package, a weapon, urgent business.
Ability: Ride.
The Lovers
The Lovers rule imbalanced and uneven relationships. It’s the sign of debt, slavery, poverty, and sexual
intimacy. In its positive aspect, such relationships prove beneficial, or at least a mixed bag, like the best
relationships one can hope for between parent and child, teacher and student, employer and employee, or
landlord and tenant. In its negative aspect, the relationship’s power imbalance leads to exploitation,
manipulation, or, physical, emotional, or financial abuse.
Themes: Abuse, desire, duress, lack of options, power imbalances, physical intimacy, servitude, unfair
contracts, unhealthy relationships, unspoken obligations, vermin, victims of the Fair Folk.
Resplendent Destinies: Bankrupt businessman, beggars, conscripts, laborers paid unlivable wages,
libertines, mistreated children, prisoners, sex workers, slaves, students, tenant farmers, unhappy spouses.
Trappings: Beauty, rumpled hair, silk robes, some sign of violence or restraints, superficial friendliness.
Ability: Socialize.
The Musician
The Musician rules contentment in life and sensual pleasure. It’s the sign of joy, desire, and art. In its
positive aspect, people indulge in luxury and leisure and return from their idylls renewed. In its negative
aspect, pleasure leads to the neglect of one’s responsibilities, greed and pointless materialism conquer
reason, and people compromise their principles in pursuit of pleasure.
Themes: Contentment in living, excess, extramarital relationships, greed, hedonism, herbivorous animals
that live in small groups, intoxication, laughter, luxury, music, theater.
Resplendent Destinies: Actors, artists, cheating spouses, cooks, corrupt businessmen, drunkards, the Fair
Folk, gourmands, the idle rich, merrymakers, musicians, poets.
Trappings: Cynical wisdom, face make-up, a musical instrument, outlandish dress, uninhibited.
Ability: Performance.
The Peacock
The Peacock rules relationships entered into for pragmatic reasons. It’s the sign of sex workers, heads of
households, and Dragon-Blooded families. In its positive aspect, these relationships are mutually
beneficial: practical alliances, well-considered partnerships, thoughtfully arranged marriages. In its
negative aspect, they’re entered into out of necessity and barely functional: forced alliances, loveless
marriages, and friendships born entirely out of proximity.
Themes: Adoption and fostering, bright colors, diplomacy, distraction, dualities, greed, love for wealth’s
sake, matchmaking, necessity, procreation, sex work, snares and traps.
Resplendent Destinies: Adopted outcastes, contracted laborers, diplomats, hangers-on, heads of
households, hostelers, lawyers, married Dragon-Blooded, matchmakers, sex workers, those who’ve
married for wealth.
Trappings: Finery, flirtation, poise, pride, taste.
Ability: Craft.
The Pillar
The Pillar rules relationships tested by time. It’s the sign of parenthood, sovereignty, and platonic
relationships: family, friends, coworkers, business partners, and acquaintances as casual as drinking
buddies. In its positive aspects, these relationships prove stable and steady in the face of challenges. In its
negative aspects, they are tested and found wanting.
Themes: Bureaucrats and functionaries, business, civil society, family, friendship, herd animals, mutual
benefit, resolving interpersonal issues, royalty, stability, stagnation, unjust authority.
Resplendent Destinies: Bad parents, bureaucrats, businessmen, caring parents, courtiers, domestic
servants, elderly spouses, politicians, priests, shepherds, unhappy spouses, visiting nobility.
Trappings: Firm but just, plain dress, perceptive, practical, a wedding ring.
Ability: Linguistics.
The Gauntlet
The Gauntlet rules choices between bad and worse, decisions made under pressure, and battles won
through ruthlessness. It’s the sign of sergeants, disciplinarians, practical parents, surgeons, judges, and
those who enforce laws through violence. In its positive aspect, difficult choices are made with the
courage and conviction to do what’s necessary no matter the cost. In its negative aspect, such choices are
made callously, ruthlessly, and by those willing to justify the whims of the moment as necessity.
Themes: Appeals to a greater good, callousness, confrontation, discipline, hard choices, legal systems,
managing livestock, necessity, pragmatism, ruthlessness, sacrificing others, self-justification, sergeants,
surgery.
Resplendent Destinies: Diplomats, hired killers, hostages, the impoverished, judges, livestock farmers,
practical parents, quartermasters, sergeants, stern teachers, surgeons, watchmen.
Trappings: Arbitrary punishments, bloodstains, brutality, a cudgel, meaningless commands, a uniform.
Ability: Brawl.
The Quiver
The Quiver rules versatility, cunning, and battles won through ingenuity. It’s the sign of the quick-witted,
duelists, know-it-alls, socialites, generals, and urbane boors. In its positive aspect, victory comes from
ingenuity, adaptability, a cool head, a diversity of ideas, or trust in the expertise of others. In its negative
aspect, groupthink, ignorance, and irrationality prevail, while bad ideas are explained well.
Themes: Boorishness, cleverness, conformity, foolishness, haste, marksmanship, options, pride, quick
wits, self-absorption, strategy, versatility.
Resplendent Destinies: Advisors, archers, charlatans, demagogues, duelists, generals, know-it-alls,
philosophers, savants, socialites, wise children, young Dragon-Blooded.
Trappings: A bow, clever, educated, a map case, witty.
Ability: Archery.
The Shield
The Shield rules courage, the willingness to endure and inflict pain, and battles fought without regard for
victory. It’s the sign of warriors who fight outside of military ranks, assassins, scouts, and the Lunar
Exalted. Its positive aspect governs valor in the face of danger, warriors who fight to protect their
comrades in arms, and heroes who dare impossible odds. In its negative aspect, it governs headstrong
foolishness, excessive self-sacrifice, thoughtless violence, and a dangerous willingness to die.
Themes: Anger, assassination, boasting, courage, Lunar Exalted, pain, predatory mammals that hunt
alone, protection, scouting, self-sacrifice.
Resplendent Destinies: Ascetics, bullies, hellraisers, hired killers, idealists, interrogators, Lunars, miners,
prisoners, scouts, warriors, wrathful parents.
Trappings: Eager for battle, a leather strap, a shield, a trophy, a weapon.
Ability: Presence.
The Spear
The Spear governs martial prowess, military discipline, and battles won through skill. It’s the sign of
veterans, skilled militias, mercenaries, bodyguards, arms instructors, and competition. In its positive
aspect, skill and discipline are used for good causes and prevail over undisciplined opposition. In its
negative aspect, experts and decision-makers succumb to professional myopia, refuse to consider
unconventional approaches, and emphasize the appearance of professionalism over substance.
Themes: Blood sport, bravery, competition, discipline, failures of imagination, gambling, mercenaries,
military service, professionalism, tactics, taking initiative, training exercises.
Resplendent Destinies: Arms instructors, artisans, athletes, blood sport, bodyguards, gamblers, gladiators,
janissaries, martial artists, mercenaries, militiamen, soldiers, students.
Trappings: Brave, called by a family name or nickname, disciplined, a uniform but no rank.
Ability: Melee.
The Key
The Key rules scholarly knowledge, secrets revealed by intellectual efforts, and tasks accomplished
through cleverness. It’s the sign of physicians, scavenger princes, tinkers, junk sellers, and primates. In its
positive aspect, experimentation, inquiry, and sharp thinking lead to useful insights and new solutions. In
its negative aspect, such efforts are pointless, wasteful, or delve into matters best left unknown.
Themes: Archives, cleverness, corruption, curiosity, hubris, innovation, mechanical devices, medicine,
primates, research, technicalities, tinkering.
Resplendent Destinies: Alchemists, anatomists, entrepreneurs, heretics, investigators, junk peddlers,
mudlarks, physicians, savants, scavenger princes, students, tinkers.
Trappings: Claims to be innocent, large appetites, looks dishonest, a measuring stick, a pen but nothing to
write on.
Ability: Investigation.
The Mask
The Mask rules secret wisdom and concealed knowledge. It’s the sign of spies, priests, and archivists. In
its positive aspect, it conceals trade secrets, religious mysteries, information held in confidence, and rites
of initiation. In its negative aspect, knowledge is hidden because of greed, fear, doubt, or self-superiority.
It is the sign in which the Jade Prison was sealed after the Solar Purge, giving rise to the Sidereals’ arcane
fate.
Themes: Codes and ciphers, covert sabotage, extortion, informants, introversion, keeping secrets, lies,
mysteries, religious initiation, secret police, trickery, worship.
Resplendent Destinies: Blackmailers, bookies, charlatans, confidantes, counterfeiters, criminals, cultists,
diplomats, lawyers, librarians, priests, spies.
Trappings: Clings to sacred places and places of power, enters unannounced, a mask, quiet, soft clothes.
Ability: Stealth.
The Sorcerer
The Sorcerer rules mystical wisdom and the secrets of power. It’s the sign of the Exalted, gods, sorcery,
necromancy, thaumaturgy, artifice, and geomancy. In its positive aspect, supernatural power is wielded
wisely and justly, accomplishing miracles and forging wonders for the world’s betterment. In its negative
aspect, such power is used selfishly or for misguided reasons, or is sought from untrustworthy sources
like ghosts and demons.
Themes: Arrogance, artifice, consorting with otherworldly powers, Essence, the Exalted, geomancy, good
luck charms, humanity, the magical materials, necromancy, sorcery, spirits.
Resplendent Destinies: Craftsmen, Exalted, geomancers, God-Blooded, infernalists, necromancers,
scholars of otherworldly lore, shamans, sorcerers, spirits, strange children, thaumaturgists.
Trappings: An anima banner, an artifact, a Caste Mark, a crown, a hearthstone, regal bearing.
Ability: Occult.
The Crow
The Crow rules the end of delusions and denial. It is the sign of slow but painless deaths, death by old
age, inevitability and the recognition thereof, ancestor worship, young widows, and the elderly. In its
positive aspect, those who face their mortality take solace in gallows humor, find comfort in the thought
of death, or willingly face near-certain death for what they believe in. In its negative aspect, the
inevitability of death drives those who confront it to despair, depression, apathy, and cynicism.
Themes: Accepting death, ancestor worship, callousness, depression, false bravado, grief, indifference,
inevitability, insight, morbid humor, realization, waking from sleep.
Resplendent Destinies: Ancestor cultists, bohemians, the elderly, gravediggers, morticians, orphans,
philosophers, satirists, teenagers, those who live by crime, veterans, widows.
Trappings: Attracted to shiny objects, a black cloak, black feathers, clever, morbid humor.
Ability: Awareness.
The Haywain
The Haywain rules ambiguous endings that are difficult to describe and the gradual decline and failure of
systems with fuzzy boundaries and imprecise definitions. It’s the sign of mysterious deaths, death by
sorcery, faltering alliances, bureaucratic mismanagement, corrupt institutions, family troubles, the
difficulties of old age, and divinity. In its positive aspect, these endings are the beginning of something
new. In its negative aspect, creeping decay and gradual collapse leads to stagnation and inaction.
Themes: Aging, comebacks, cover-ups, creative destruction, deteriorating institutions, divinity, financial
difficulties, interpersonal difficulties, mysteries, renewal, stagnation, treachery.
Resplendent Destinies: Conspirators, corrupt officials, counterfeiters, debtors, dubious claimants to
positions of authority, the elderly, entrepreneurs, gods, holders of sinecures, lawyers, retirees, traitors.
Trappings: Ambitions, arrogant, demands bribes, disheveled robes, hearing loss, informal, unconcerned
with the big picture.
Ability: Bureaucracy.
The Sword
The Sword rules the endings of hopes and dreams. It’s the sign of slow and painful deaths, long-lasting
suffering, despair, ghosts, has-beens, and expecting parents. In its positive aspect, hopes end once they’ve
been fulfilled. In its negative aspects, hopes wither and die, leaving people broken, crushed, and worn
down.
Themes: Defeat, despair, disease, failure, falls from glory, ghosts, inheritance, perseverance, pregnancy,
resignation, salesmanship, suffering.
Resplendent Destinies: Adult children of wealthy parents, deserters, expecting parents, ghosts, has-beens,
indentured servants, revolutionaries, prisoners, salesmen, those with nothing left to live for, the sickly, the
unemployed.
Trappings: Burial cerements, no shoes, weeps but can’t be consoled, a withered flower, worn out.
Ability: Integrity.
Arcane Fate
The broken Mask obscures Sidereals from memory. When someone leaves a Sidereal’s presence (or vice
versa), he forgets her completely. He remembers the results of her actions, but attributes them to someone
or something else. This doesn’t apply to knowledge of the Sidereal Exalted as a whole, only to individual
Sidereals.
Nontrivial characters can roll (Wits + Integrity) at difficulty 7 to resist a Sidereal’s arcane fate. Quick
Characters without an applicable pool roll (base Resolve x2). Ties to the Sidereal add (Intimacy) non-
Charm dice on this roll, and a character’s history with an existing Sidereal, knowledge of Sidereals in
general, and other circumstances may grant similar bonuses. Arcane fate is a mind-altering Shaping effect
(p. XX). Magic that specifically protects against memory-altering Psyche effects can also be used against
it.
Additionally, a nontrivial character with a Tie to a Sidereal can roll as above if he later encounters her
again to regain any memories of her that he’s lost to arcane fate. At the Storyteller’s discretion, something
that reminds him of the Sidereal or that gives him reason to suspect his memories have altered may also
let him roll.
Some characters are immune arcane fate. Other Sidereals and gods in the Bureau of Destiny are immune,
as are powerful enemies of fate (p. XX) — those who’re Exalted or have Essence 5+ — are likewise
immune to arcane fate. Familiars, sorcerously-bound spirits, and beings she’s created, animated, or
summoned with magic are also immune. A Sidereal player character’s Circlemates are immune to her
arcane fate.
Documents and other recorded information about Sidereals — either individually or a whole — are also
subject to arcane fate. They’re lost, destroyed, or otherwise rendered inaccessible through subtle
manipulations of fate. This doesn’t apply to records that maintained by characters immune to arcane fate,
nor to those that contain only minimal detail or that describe Sidereals with vague, indirect, or symbolic
language, like the Immaculate Texts.
There aren’t specific rules for arcane fate’s applicability to records. The Storyteller can invoke it when
dramatically appropriate. Such records might still be retrieved or reconstructed; rolls to do so have a
minimum difficulty of 7.
Resplendent Destinies
Sidereals shield themselves from arcane fate with resplendent destinies, mystical “cover identities” drawn
from the themes and archetypes of the constellations. Wearing a resplendent destiny doesn’t change a
Sidereal’s appearance; those who interact with her mentally “fill in” details that cause her to seem like a
soldier, a tax collector, an arrogant Dynast, etc. Each constellation lists example identities, but players can
invent their own. It’s also fine to leave a resplendent destiny’s constellation unspecified, especially if
you’re still unfamiliar with them.
Creating a resplendent destiny is a miscellaneous action that costs one Willpower. People perceive and
treat each resplendent destiny as a different person, though it’s still possible to draw connections between
them and make deductions. While wearing a resplendent destiny, characters don’t need to roll against a
Sidereal’s arcane fate, though they may still forget small or superficial details about her. If she disguises
herself in a way that fits her destiny, opposing rolls suffer a −3 penalty. This doesn’t apply to disguises
impersonating specific individuals.
The Sidereal can have up to (Essence + 3) resplendent destinies, although only one can be active at a
time. She can reflexively don a new resplendent destiny or slough off her old one once per scene. If the
Sidereal’s anima reaches bonfire, her resplendent destiny recedes, and she can’t don new ones until it
dims.
Resplendent destinies don’t last forever. At each story’s end, the Sidereal rolls (Willpower) at difficulty
(Essence) — the more powerful she becomes, the harder it is to maintain false identities. If she fails, she
permanently loses a resplendent destiny chosen by her player. She can still create resplendent destinies of
the same role, but not that specific cover identity. Memories of the lost destiny are erased by arcane fate.
Sidereal Prophecy
Sidereals shape the future’s course through prophecies, utterances that echo through the weave of fate. A
Sidereal prophesy can be thought of as a prediction that fate works to fulfill: “The city will fall to an army
bearing red banners.” “None who keep or trade slaves shall prosper here.” “You and your descendants
shall have good health unto the seventh generation.” It exerts a subtle influence on fate, tweaking
probabilities and nudging the odds to help make that prediction a reality.
Each prophesy is based on a constellation. Constellations whose thematic associations are clearly
appropriate to the predicted outcome can always be used, but players can draw on other constellations that
aren’t as directly on point if they incorporate its themes and trappings into their prophecy. To prophesy of
a city’s prosperity spoken under the Banner’s auspices, the Sidereal might need to specify that it will be
the city’s poets and their epic verse that will bring wealth.
These thematic associations are meant to help come up with interesting and narratively resonant
prophecies, not to keep you from getting to play the game. Storytellers should be generous in giving
players’ leeway here, rather than stopping play to look up constellations.
Making a Prophecy
Making a prophecy uses the rules for sorcerous workings (Exalted, p. 483), with the following changes:
1. The Sidereal rolls ([Charisma, Intelligence, or Manipulation] + [Bureaucracy, Linguistics, Lore,
Occult, or Performance]). Different Sidereals might make their propheices in very different ways:
calculating horoscopes, meditating on the stars, impressing pattern spiders with the quality of
one’s calligraphy.
2. Instead of an Ambition rating, prophecies have four Ambition Factors: Duration, Frequency,
Power, and Scope. Their goal number is ([total Ambition Factors] x5).
3. Prophecies don’t have Finesse. Each interval’s roll is at difficulty 3.
4. Prophecies don’t have Circles.
5. Prophecies suffer complications on any failure, not just botches.
6. Prophecies cost four experience points. They’re refunded when the prophecy ends or becomes
narratively irrelevant, as usual.
Effect
A prophesy lets a Sidereal’s player impose −1 or +1 target number (p. XX) on a roll made by a
prophecy’s target or in a targeted location if doing so helps fulfill her prediction. How often she can do so
depends on the prophesy’s Frequency.
Prophecies also have narrative effects the Storyteller should take these into consideration in determining
how their targets’ futures unfolded. If a Sidereal prophesies that a city-state’s army will triumph if they
fight without regard for survival, she might find on a later visit to that city that it’s successfully conquered
a neighboring polity, but suffered significant casualties.
Target
Prophesies typically affect a person, group, community, or location, although the Storyteller may allow
other targets if it makes sense. The number of characters or size of location a prophesy can target is
determined by its Scope.
Note that prophesies may affect characters who don’t exist at the time of their utterance, like blessing
someone and all her daughters unto the seventh generation. If the number of targets ultimately exceeds
what the prophecy’s Scope allows, any new targets beyond the limit aren’t affected.
To speak a prophecy, the Sidereal must have substantial interactions with its targets over the course of the
extended action. She need not deal extensively with every target but must meaningfully engage with a
group or location.
Ambition Factors
Prophesies have four Ambition Factors: Duration, how long they last; Frequency, how often their effect
manifests; Power, how strong of a character it can affect; and Scope, how many targets it can affect.
Ordinary, no Ambition Factor can exceed (higher of Essence or 3) and the total can’t exceed ([Essence
x2] + 5). The Sidereal adds +1 to the maximum rating of individual Ambition Factors and +5 to the
maximum total rating for prophesies of her birth sign of Exaltation sign (p. XX).
Duration
A prophesy’s Duration determines how long it lasts. Note that when the duration elapses, its experience
point cost is refunded.
BEGIN TABLE
1 One month
2 One season
3 One year
4 Ten years
5 One hundred years
END TABLE
Frequency
A prophesy’s Frequency determines how often its target number reduction applies. It also makes the
destiny’s narrative effects more common, as adjudicated by the Storyteller.
BEGIN TABLE
Power
The higher a prophesy’s Power, the more puissant of characters it’s capable of affecting.
BEGIN TABLE
Scope
A prophesy’s Scope determines how many people or how large a region it can affect.
BEGIN TABLE
Means
Prophesies use the following Means rather than those available for sorcerous workings.
Cooperation
The assistance of fellow Sidereal or of a supernatural being whose powers are thematically related to the
prophesy adds +1 terminus. A larger group of cooperating Sidereals — more than a single Circle — add
+2 terminus.
Cosignatories
The signature of another Sidereal or a god of the Bureau of Destiny on a memorandum notifying the
Bureau of the prophecy adds +1 terminus. This differs from Cooperation in that a cosignatory lends
political influence to smooth out bureaucratic complications to a prophecy, rather than aiding in making
the prophesy itself. An Essence 6+ cosignatory adds +2 terminus.
Extra Time
Increasing the prophesy’s interval to one month adds +1 terminus. Increasing it to three months adds +2
terminus. A one-year interval adds +3 terminus.
Trappings
If the Sidereal wears or displays at least three of the appropriate constellation’s trappings (p. XX) for the
entirety of making the prophecy, she adds +1 terminus.
Complications
If the Sidereal fails an interval roll, her prophesy suffers a complication from those below. If she fails to
complete it before its terminus expires, she suffers an additional complication.
Anomalous Backlash
A flaw in the prophecy strains and tears reality, with consequences that ripple throughout the weave of
fate. These can be as inoffensive and deniable, like a string of outrageously improbable coincidences, but
they can also be dangerous, like loosing an unbound Second Circle demon in Creation or creating a
bordermarch or shadowland that engulfs a building. Even harmless anomalies can interfere with the
fulfillment of destiny; Sidereals responsible for creating them are expected to ensure this doesn’t happen.
Audits
The Sidereal’s prophesy incurs political retaliation in the form of an audit. She’s haled before one of Yu-
Shan’s censors and must defend herself against criminal charges, real or fabricated. This might involve
social influence, using Investigation to uncover exculpatory evidence, using Lore to introduce relevant
loopholes, etc. If she and her Circle can’t convince the censor of her innocence, she’s assigned a
burdensome mission or duty or suffers severe fines or a demotion.
Competing Agendas
Prominent figures in the Celestial Bureaucracy have goals that conflict with the prophecy, and take steps
to thwart it. Usually, this means a member of a destiny planning committee proposing a planned destiny
that conflicts with the prophecy’s outcome, forcing the Sidereal to sway the rest of the committee to avoid
coming into conflict with destiny. Alternatively, another Sidereal might make a prophecy of his own that
opposes her prediction.
Paradox Spirits
Reality splinters and fractures around the Sidereal, birthing a malevolent paradox spirit. Paradox spirits
are alien creatures of color and shadow, intertwined with fate’s weave and with the prophesy from which
they were born. A few share certain qualities of their Sidereal “parent,” drawing its colors from her
anima’s hues, wearing a warped semblance of her face, speaking with her voice, or sharing her memories.
Paradox spirits seek to fulfill the prophecy they were born from, but their methods are unpredictable,
amoral, and likely to cause significant problems for the Sidereal. A paradox spirit’s Essence equals the
Sidereal’s. It has whatever other traits the Storyteller assigns it, which can include Sidereal Charms.
Getimian Interference
This complication can only come into play if the Sidereal’s already suffered an anomalous backlash or
created a paradox spirit. A Getimian antagonist seeks to leverage this weakness in the weave of fate to
empower his reality warping magic, infecting the world with his Origin on a large scale. Other powerful
adversaries might have reasons of their own for leveraging flaws in fate.
Character Advancement
Sidereals gain five experience points per session.
BEGIN TABLE
Sidereal Experience
Sidereals can earn Sidereal experience by fulfilling Experience Bonuses and Role Bonuses. She can
achieve each of these once per session, which grants two Sidereal experience. It can be spent on any
experience cost except learning Sidereal Charms.
Expression Bonus
Once per session, a Sidereal earns 2 Sidereal Experience from:
• Expressing or upholding Major or Defining Intimacies in moments that reveal something significant
about her or provide character growth.
• Facing significant challenges or danger to uphold Major or Defining Intimacies.
• Facing significant obstacles from Flaws (Exalted, p. 167).
Role Bonus
Once per session, a Sidereal earns 2 Sidereal Experience from:
• Intentionally ceding the scene’s “spotlight” to another player character to set him up for an interesting or
dramatic moment or directly supporting him in such a moment.
• Fulfilling an auspicious prospect (p. XX).
• Journeys: Solving significant problems through the path of least resistance; traversing hostile
environments or enduring severe harm for a Major or Defining Intimacy’s sake; upholding Major or
Defining Intimacies by seeking out new experiences; guiding others through unfamiliar territory — literal
or figurative — in furtherance of her or her Circle’s goals.
• Serenity: Resolving meaningful disputes; soothing the feelings of narratively significant characters to
her own advantage; upholding Major or Defining Ties by bringing others together in partnerships
(romantic or otherwise); creating or restoring lasting institutions, infrastructure, artifacts, or blessings that
improves people’s lives.
• Battles: Inciting violent conflicts in furtherance of her or her Circle’s goals; gaining a tactical advantage
that can benefit a Strategic Maneuver roll (Exalted, p. 212); training soldiers or stockpiling materiel in
preparation for significant battles; inspiring others to uphold Major or Defining Intimacies through
violence or forceful argument.
• Secrets: Learning something that helps advance her or her Circle’s goals; using knowledge to solve
significant problems; upholding a Major or Defining Intimacy by meddling in someone’s private affairs;
advancing her or her Circle’s goals by concealing or falsifying information.
• Endings: Advancing her or her Circle’s goals by killing powerful enemies; bringing longstanding
problems to decisive conclusion; saving others from mortal peril or organizations from ruin; defeating
powerful undead or necromancers or undoing their baleful magics.
Training Times
Raising traits with experience points requires training or time spent gaining practical experience. Multiple
traits can be trained simultaneously if it makes sense. A mentor can reduce the times listed below, as can
devoting one’s time fully to training.
BEGIN TABLE
Raising Essence
A Sidereal’s Essence increases once she’s spent a certain amount of experience (not including Sidereal
experience). She must then cultivate her Essence while meditating in sacred places or locales thematically
associated with her Maiden, though a player character’s Essence may increase instantly in dramatic,
character-defining moments.
BEGIN TABLE
Essence 2 50 xp
Essence 3 125 xp
Essence 4: 200 xp
Essence 5: 300 xp
Essence 6: Only available at Storyteller’s discretion.
END TABLE
When using experienced character creation rules, (p. XX), reduce these thresholds by 50.
Limit Triggers
Sidereal Limit Triggers are usually situations that cause them to feel excessive pride or self-confidence,
drive them to double down on troubled plans, or succumb to skewed priorities or a self-centered
perspective. Examples include:
• The Sidereal succeeds despite overwhelming odds or having been discouraged by others.
• Someone the Sidereal has a Tie toward suffers a significant failure or setback because they ignored her
advice.
• The Sidereal is hindered by the failures or mistakes of allies, subordinates, or superiors.
• The Sidereal is praised by someone for whom she has a positive Tie.
• The Sidereal suffers a significant failure or setback.
• An unforeseen enemy or complication poses an obstacle to the Sidereal’s plans.
• Serious difference of opinion or competing goals strain the Sidereal’s relationship with an ally,
subordinate, or superior.
• Someone the Sidereal has a positive Tie toward faces significant danger or distress.
Celestial Hubris
When a Sidereal reaches Limit 10, she succumbs to Celestial Hubris. This may occur immediately or later
at a suitable moment, at the Storyteller’s discretion. The Storyteller chooses a Celestial Hubris from those
below or creates a new one; she should discuss this with the Sidereal’s player to ensure it sets up dramatic
moments and character development he’s interested in.
Celestial Hubris works as follows:
• A Sidereal’s Celestial Hubris counts as a Defining Intimacy. If it would let her treat influence as
unacceptable (Exalted, p. 220), she must do so.
• Celestial Hubris lasts one scene or one session. It may end early if a specific condition is met. If it
begins too late to impact the game, the Storyteller can have it spill over into the next scene or session.
• Once Celestial Hubris ends, the Sidereal’s Limit resets to 0 and her temporary Willpower resets to equal
to her permanent Willpower.
Conspiracy of Silence
The Sidereal believes that some piece of significant information must be kept secret from everyone she
knows and the world at large for their own good. She refuses to reveal it or anything that might help
someone discover it on their own, except in hints so cryptic as to be useless. She’ll confiscate or destroy
any documents or records containing such information and ensure those who already know it won’t reveal
it, whether by persuasion, coercion, or mind-warping magic. If she must, she’ll kill to keep the secret,
though she can spare those for whom she has positive Ties.
Duration: Session. This ends if the Sidereal’s secrecy creates a significant obstacle to her or her Circle’s
goals.
Doomsayer’s Warning
The Sidereal fixates on a calamity she believes will befall her and those who matter to her unless they
abandon an agenda, plan, perspective, or location. She’ll persuade others to do so if she can and force
them if she can’t, though she can refrain from causing physical harm to those for whom she has positive
Ties. If she encounters a danger she believes is related to this calamity, she’ll flee or avoid it; she can’t
confront it directly unless she has no other options.
Even if the Sidereal successfully convinces others to leave behind what she warned against, her dread
doesn’t abate. A new calamity will inevitably loom on the horizon, and something else must be
abandoned to avert it.
Duration: Session. This ends if the Sidereal is forced to confront a significant danger she believes is
related to the calamity and succeeds.
Solipsistic Certitude
The Sidereal sees no need to take the opinions, concerns, or advice of others into consideration, confident
in her own wisdom. She makes decisions based solely on her own judgment and priorities; even if she’s
given advice that seems obviously correct to her, she’s too proud to act on it. She likewise ignores any
criticism of her choices or actions.
Duration: Session. This ends if the Sidereal suffers a significant defeat or setback that could’ve been
avoided if she’d heeded someone else’s guidance.
Surrounded by Fools
The Sidereal believes her allies, peers, superiors, and subordinates to be short-sighted incompetents,
incapable of being trusted with even the least of tasks. If something must be done, she’ll do it herself. If
it’s impossible for her to avoid delegating some tasks, she micromanages those assigned the task in even
the most irrelevant details. Any Ties of respect or other Ties based on appreciating someone’s skill,
knowledge, or judgment are suppressed for the Hubris’ duration.
Duration: Session. This ends if the Sidereal is saved from a significant peril by someone for whom she
has a suppressed Major or Defining Tie.
Excellencies
Excellencies are Sidereals’ fundamental supernatural prowess. They can add dice to (Attribute +
Ability) rolls for one mote per die or raise static values for two motes per +1.
With Ability 3, the Sidereal can pay one mote to reduce an (Attribute + Ability) roll’s target
number by one (usually to 6). With Ability 5, she may pay two motes to reduce its target number
by two. With Ability 5, Essence 3, she may pay three motes, one Willpower to reduce its target
number by three.
Sidereals gain Excellencies for each Caste or Favored Ability they have at 1+ and each other
Ability they know a Charm from.
Target Numbers
Sidereal Charms can change rolls’ target numbers — the number dice must show to count as
successes. This is described as, e.g., “−1 target number” or “+2 target number.” Subtracting from
target numbers improves the odds of success; adding to them makes failure more likely. No
combination of effects can raise a roll’s target number above 9 or reduce it below 4.
Some effects benefit or penalize rolls based on specific dice results, e.g., by rerolling 6s. A
change in whether a number is a success or a failure won’t make beneficial effects detrimental or
vice versa: if 6s are successes, they wouldn’t be rerolled; if 7s are failures, they don’t give extra
successes with double 7s.
When an effect grants a Sidereal a free full Excelleny, it includes target number reduction.
Enemies of Fate
Enemies of fate are otherworldly beings outside of fate’s weave: demons, fae, and undead, as well
as Getimians, Abyssals, Infernals. The Storyteller may deem other beings enemies of fate, while
some may eventually lose that status by refraining from meddling with fate or destiny and living
in Creation or Yu-Shan long enough for the Loom of Fate to account for them.
The undead Liminals are enemies of fate by nature, but maintaining their lifeline to their creator
or other living character exempts them from this, serving as their thread of fate. The Alchemical
Exalted hale from another world, but their Great Maker long ago integrated himself into fate, a
status shared with his world-body’s denizens.
Prayer Strips
Each Sidereal Ability has a capstone Charm requiring any ten Charms of the Ability; these make
use of a prayer strip bearing the scripture associated with that Ability’s constellation, an
enigmatic poem, story, or koan of unknown origin.
Sidereals are assumed to have any prayer strips they may need, whether in trendy jade or ivory
cases or wadded up in a pocket, unless specifically denied access to them. Creating a prayer strip
is a difficulty 2 basic craft project rolled with (Dexterity + [an appropriate Craft or Linguistics]),
which takes a few minutes. This can be done as a miscellaneous action at a −4 penalty. Prayer
strips in use with a Charm are indestructible unless specified otherwise.
Maiden Charms
Each Maiden has a set of associated non-Ability Charms. That Maiden’s Chosen count them as
Favored; others treat them as non-Favored. Maiden Charms count as belonging to their
Maiden’s Abilities to meet prayer strip Charms’ prerequisites. Each Maiden Charm can only
be used this way once; you can mark them with a * or other symbol on your character sheet to
indicate when they’ve been used.
Maiden Charms’ prerequisites reference “(Caste) Charms.” These include the Charms of all that
Caste’s Abilities as well as the Caste’s associated Maiden Charms. Likewise, Ability minimums
that reference “(Caste) Abilities” mean that Caste’s Abilities.
Sidereal Themes
Sidereal Charms’ esoteric effects draw from the themes of their Abilities and their associated
constellations and scriptures. The Ability informs its Charms’ themes as with Solars, but the
constellation and scripture are often more significant. Constellations determine what fates an
Ability deals with — “journeys for duty’s sake,” “battles won through ingenuity,” “the end of
hope” — and provide their thematic associations. An Ability’s scripture takes a particular
perspective on a constellation’s themes, focusing in on the broad range of concepts constellations
cover. A scripture’s thematic influence is often most prominent of the three, especially at lower
Essence.
Predicting Exaltation
Predicting Exaltation is all but impossible. Doing so requires foretelling
the choices of the Exalted’s patrons, whose reclusive nature and supreme
power can thwart even the mightiest Exalted’s efforts. Nor is it any easier
to predict when or if the blood of the Dragons will awaken. Magic can
still reveal information useful for predicting an Exaltation — e.g., Of
Truths Best Unspoken can reveal that a Solar’s appearance will have a
historic impact at a certain time and place.
Sidereal Exaltation is an exception. Sidereals are chosen at the
moment of their birth but Exalt later in life. There’s no specific
Charm for identifying Sidereals-to-be, but clever use of magic can
do so.
New Keywords
Divination: Divination Charms are a Sidereal’s powers of foresight, prophecy, and prediction.
They’re limited in how much information they can provide on enemies of fate (p. XX). Their
presence and actions can be divined, but not their appearance, identity, or specific nature; they are
indistinct, featureless voids within prophetic visions. Note that non-Sidereal Charms that predict
the future, like God-King’s Shrike, aren’t Divination Charms.
Shaping: Shaping effects transforms characters’ bodies, minds, souls, or fates. They can be
defended against with magic like Destiny-Manifesting Method (Exalted, p. 304).
Versatile: Archery, Brawl, Melee, and Thrown Charms with this keyword can enhance attacks
and parries with Martial Arts if the Sidereal uses a weapon compatible with that Ability. Versatile
Charms from multiple Abilities can’t enhance the same action.
Astrology at a Distance
When a Sidereal uses an Ascending (Caste) Horoscope or
Descending (Caste) Horoscope on a Storyteller character, the
Storyteller doesn’t need to meticulous track everything that
character does offscreen — instead, she can portray the blessing
or curse’s effects narratively, as with prophecies (p. XX). Cursing a
scavenger prince seeking to plunder the same ruins as a rival with
Descending Journeys Horoscope might delay him reaching the
ruins, causing him to get there at the same time or after as his rival.
It might also cause him to reach his journey’s end much worse for
the wear than normally.
Satisfaction in Emptiness
Cost: 5m, 1wp; Mins: Any Journeys Ability 4, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Joyous Grasshopper Spirit
The Sidereal finds peace in letting go, accepting the impermanence of the world she’s sworn to
serve.
When a character makes an inspire roll or instill roll against the Sidereal to create or strengthen
emotion-based Intimacies, he must roll twice, taking the lower result. The doesn’t apply to rolls
based on emotions of simple happiness and joy in living.
The Sidereal can enhance this Charm by abandoning an artifact or something the Storyteller
deems equally meaningful and significant to the Sidereal — casting it into the ocean, leaving it
unattended in a place teeming with thieves, gifting it to a Storyteller character, etc. If she does,
she reduces the cost to resist affected influence rolls by one Willpower. If she subsequently
encounters whatever she abandoned, this Charm ends.
Ox-Body Technique
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal has cultivated great inner discipline, suffusing her with supernal vitality.
The Sidereal gains additional health levels based on her Stamina rating:
Stamina 1-2: One −0 level.
Stamina 3-4: One −0 level and one −1 level.
Stamina 5: Two −0 levels.
This Charm may be purchased (Resistance) times. If the Sidereal’s Stamina increases, her health
levels change to reflect her new rating.
Yeddim-Hauling Wage
Cost: 4m; Mins: Resistance 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Strength of the Mast
The Sidereal hauls even the weightiest of burdens with strength well-suited to backbreaking
labor.
The Sidereal lowers the cost to drag a grappled enemy to one round of control, and steals a point
of Initiative from him.
Alternatively, the Sidereal can roll a (Stamina + Resistance) feat of strength to drag, pull, or carry
something, gaining Strength of the Mast’s benefits for free.
Forward-Thinking Technique
Cost: —(+1wp); Mins: Resistance 4, Essence 2
Type: Permanent
Keywords: Dual
Duration: Permanent
Prerequisite Charms: Unswerving Juggernaut Principle
The Sidereal’s world narrows to her journey, seeing only the next step forward.
The Sidereal may pay a one-Willpower surcharge when she uses Unswerving Juggernaut
Principle to gain the following benefits:
• +1 Evasion. If she’s unarmored, this bonus is non-Charm.
• Against unexpected attacks, the soak bonus increases to ([Dexterity, Stamina, or
Strength] + Resistance) and the Hardness bonus increases to (Essence).
• She can roll to cover her tracks reflexively, without ending Unswerving Juggernaut
Principle. Until a character succeeds on an opposed tracking roll or sees her in motion, he won’t
realize she’s moving in a straight line, no matter how obvious this is.
Loom-Shifting Nudge
Cost: 1m, 1wp; Mins: Resistance 5, Essence 3
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Yeddim-Hauling Wage
The weave of fate itself strains as the Sidereal performs feats of impossible might, wrestling
behemoths and kicking down towers.
The Sidereal can grapple a Legendary Size foe or forcibly move it with an attack or similar
effect. She waives the Willpower cost to reduce the target number of rolls to do so with
any Ability.
Alternatively, the Sidereal can undertake a feat of strength that would normally be
impossible given her size and leverage, lifting an object as though her grip’s leverage
extended one range band further than usual or destroying a portion of a large object one
range band beyond what she could normally do.
With Essence 5, every five extra successes on a feat of strength extend its scale by one
range band, maximum +4.
Reset: Once per day unless reset by fulfilling an auspicious prospect with a feat of strength
or joining battle against a Legendary Size enemy.
One-Direction Invocation
Cost: 10m, 1wp; Mins: Resistance 5, Essence 5
Type: Simple
Keywords: Dual
Duration: Indefinite
Prerequisite Charms: Any ten Resistance Charms
As the Sidereal pledges herself to a quest, she tosses a prayer strip bearing the Scripture of the
Eternal Maiden into the air to dart about at random, trailing vivid yellow afterimages.
The Sidereal names a goal and binds herself to it, forsaking everything — even who she is — to
reach it. This has the following effects:
• She treats influence that opposes her goal as unacceptable (Exalted, p. 220).
• She can’t be reduced below Initiative 1 by withering attacks, though they still award the
full amount of Initiative damage rolled.
• She adds (Stamina) Hardness, stacking with other Hardness sources.
• She heals a level of damage at the start of each turn. Outside of combat, she multiplies
the rate at which she heals naturally by (Stamina x5).
• She can’t take non-reflexive action that aren’t relevant to her goal. (She can still perform
basic tasks that don’t require rolls). Actions that are only tangentially relevant suffer a −3 penalty.
• She forsakes her name. It’s forgotten by everyone who knows it — including her — and
erased wherever it may be written. This also applies to nicknames, sobriquets, and the similar
appellations.
• She adds (Stamina) to the difficulty of rolls opposing her arcane fate. It applies against
characters who’re normally immune to it.
Upon accomplishing her goal, the Sidereal rolls (Willpower) dice, gaining Willpower equal to her
successes and Limit equal to her 10s. Her name is restored to the world and characters immune to
arcane fate regain any suppressed memories.
If the Sidereal ends this Charm before completing her goal or if her goal becomes impossible, she
loses all Limit. All memories that anyone else has of her are erased. Her name becomes
irrevocably lost, even to herself, and her arcane fate remains empowered as above.
It’s possible to requisition a new identity from the Bureau of Heaven’s Department of Abstract
matters, but this requires either lengthy bureaucratic procedures or convincing a politically
prominent god to fast track her request. It may be possible to acquire a new identity by other
means. The new identity lets the Sidereal take a new name and frees her of her empowered arcane
fate, but doesn’t restore old memories of her — she’s not that person anymore.
Reset: Once per story.
Blow-Wind-Blow Style
Cost: 2m; Mins: Ride 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal rides undeterred through fire and ice, drawing on a bond between her and her
mount forged over nights spent sleeping in the open under pouring rain and miles run through
blistering heat.
The Sidereal adds (Stamina) dice on a mounted movement action and ignores that many points of
environmental penalties (including from difficult terrain). She also adds this bonus on her and her
mount’s roll against any environmental hazards they ride through. Success on a rush or disengage
awards both her and her mount one Initiative.
Yellow Path
Cost: 5m, 1wp; Mins: Ride 3, Essence 1
Type: Simple
Keywords: None
Duration: One journey
Prerequisite Charms: None
The Sidereal sees the shortest path to her goal illumined by a glimmering yellow trail of stardust.
While traveling along the path revealed by this Charm the Sidereal, her Circlemates, and up to
(Essence) others double the speed at which they travel and gain −1 target number on rolls to
forage, find shelter, overcome obstacles, or endure environmental hazards along the way. There’s
no guarantee this path will be safe or easy; the Storyteller should choose whatever route and
difficulties are best suited to the story.
If the Sidereal has a deadline to get somewhere, she can roll (Essence + Ride), unmodified by any
other effects, to make it on time. The roll’s difficulty is 5 if the Sidereal has any chance of
making it on time, or 10 otherwise. She can’t use this Charm more than once per deadline.
This Charm is compatible with all forms of movement, not just mounted travel.
Messenger’s Oath
Cost: 1m, 1wp; Mins: Ride 3, Essence 2
Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: Iron Heart, Iron Horse
Making a silent promise to Mercury, the Sidereal leashes herself to her obligations.
Upon accepting a task, responsibility, or mission, the Sidereal gains a Minor Principle for
completing it loyally and diligently. The Intimacy can’t be weakened or altered by any
means and influence opposing it suffers +1 target number. Any mount ridden by the
Sidereal gains her Intimacy and this benefit.
This Charm normally can’t be ended voluntarily, though the Sidereal can end it to swear to
a more demanding task. If ends when the Sidereal fulfills her obligation or when fulfilling
it becomes impossible or narratively irrelevant. Success counts as fulfilling an auspicious
prospect (p. XX); failure causes her to lose one Limit.
Spirit-Shape Companion
Cost: 10m, 1wp, 1xp; Mins: Ride 3, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Ordained Bridle of Mercury
The Sidereal invokes her intrinsic authority over the Celestial Bureaucracy to promote a familiar
into its ranks.
The Sidereal transforms one of her familiars into a god, conferring the following benefits:
• He gains a human-level faculty for complex and abstract thought and the ability to
understand the Sidereal’s native tongue and Old Realm.
• His natural state is dematerialized.
• He gains a pool of ten personal motes, if he didn’t have one already, and the Materialize
Charm (Exalted, p. 510).
• He may spend five motes as if using a Simple Charm to transform into a human-like
shape that still bears signs of his animal form. His traits remain unchanged, but his human-like
anatomy may let him avoid certain penalties. Changing back to his animal form works the same
way.
• If killed without magic capable of permanently destroying spirits, he reforms at the
story’s end (Exalted, p. 509).
• He gains a Defining Tie of obligation to the Sidereal. No influence, other than the
Sidereal’s, can make him act against this Intimacy.
This Charm’s experience cost is waived the first time the Sidereal uses it. If an enhanced familiar
is permanently killed, the Sidereal regains any experience spent enhancing him.
Acquaintance-Improving Dressage
Cost: 10m, 1wp; Mins: Ride 5, Essence 2
Type: Simple
Keywords: Mute
Duration: One week
Prerequisite Charms: Spirit-Shape Companion
Putting faithful servants through their paces, the Sidereal draws forth hidden depths.
The Sidereal trains an animal — including one apotheosized with Spirit-Shape Companion — in
a latent special ability or Merit (Exalted, p. 554), rolling ([Charisma or Manipulation + Ride).
She doesn’t need to meet the usual specialty requirements and shortens the training interval to
one week.
If the Sidereal knows Breaking the Wild Mortal, she can instead train its targets or characters
who’re otherwise immune to her arcane fate, letting them go into experience debt to gain
specialties of “Serving the Sidereal” in up to (Sidereal’s Essence +1) Abilities or (her Essence/2,
rounded up) dots of Willpower. Training time is reduced to one week.
With Ride 5, Essence 3 repurchase, the Sidereal can pay a two-experience surcharge to grant an
animal familiar a magical ability, spirit familiars a spirit Charm, or someone immune to her
arcane fate a Sidereal Charm, Martial Arts Charm, Eclipse Charm, spell, or thaumaturgical ritual
she knows that they qualify to learn. The surcharge is waived the first time she uses this Charm,
and when she uses it on player characters. Spent experience is regained. Experience spent this
way is regained if the beneficiary dies.
Glory Path
Cost: 3m; Mins: Ride 4, Essence 2
Type: Reflexive
Keywords: None
Duration: Until next turn
Prerequisite Charms: Blow-Wind-Blow Style, Iron Heart, Iron Horse, Yellow
Path
Mercury’s golden light illuminates the Sidereal’s path, empowering her to overcome any
obstacle.
The Sidereal’s mount can move across surfaces that couldn’t normally bear its weight and can
move up vertical surfaces or upside-down on ceilings. It can even move across thin air, though it
can’t ascend or descend horizontally without a surface to move on. If the Sidereal ends her
movement somewhere her mount couldn’t normally stand and doesn’t use this Charm on her next
turn, they fall as usual.
Godly Companion
Cost: —; Mins: Ride 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Spirit-Shape Companion
The Sidereal summons a bridle of stardust that transforms into a memorandum on saffron paper,
bearing one line for her signature and another for her familiar’s.
Upon purchasing this Charm, the Sidereal secures a promotion in the Celestial Bureaucracy for a
familiar uplifted with Spirit-Shape Companion. The Sidereal’s player and the Storyteller should
determine what role the Sidereal’s familiar receives. He gains the following benefits:
• He gains two-dot Backing in the bureau he’s promoted into. His official duties include
accompanying the Sidereal, allowing him to remain by her side, but he may face occasional
bureaucratic obligations.
• He gains two dots of Essence.
• His mote pool increases to ([Essence x10] + 50).
• He gains (Sidereal’s Essence) spirit Charms that reflect his new office or his animal
origin. He gains additional Charms as the Sidereal’s Essence rises and one Charm at the end of
any story in which he played a meaningful role.
The Sidereal may purchase this Charm once for each of her qualifying familiars. If a familiar is
permanently killed, the experience cost is refunded.
Fiend-Humbling Horsemanship
Cost: 10m, 1wp; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Decisive-only, Psyche, Shaping (Body)
Duration: Instant
Prerequisite Charms: Breaking the Wild Mortal, Godly Companion
The Sidereal binds devils to Heaven’s service, teaching them humility and repentance as they
bear her on her journeys.
The Sidereal creates a stardust bridle and makes a (Dexterity + Ride) gambit to place it on an un-
Exalted enemy of fate within close range. The gambit’s difficulty is (higher of target’s Essence or
3). Success turns her enemy into a horse with a noticeably otherworldly appearance that reflects
his nature. He uses a horse’s traits (Exalted, p. 566) instead of his own for physical actions and
can’t use his Charms or other magic. He retains his cognitive faculties, memories, and Intimacies.
If the gambit’s attack roll also beat his Resolve, he gains a Defining Principle of “I must allow the
Sidereal to ride me” that can’t be weakened or altered. Dice added by this Intimacy on rolls to
resist the Sidereal’s arcane fate are converted to automatic successes. Both effects endure for (1 +
Sidereal’s extra successes) days, or that many months for characters whose Essence is lower than
the Sidereal’s.
If a transformed character with Essence 1-3 has or forms a Defining Tie of loyalty, obedience, or
the like toward the Sidereal, he becomes her familiar permanently. She may choose to reverse the
transformation or to render it permanent.
Reset: Once per story.
Message-Without-Messenger Pact
Cost: —(+1ahl); Mins: Ride 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Messenger’s Oath
The world sees the Sidereal as nothing more than an extension of her obligations, a mysterious
figure bound by a pact signed in blood.
When the Sidereal uses Messenger’s Oath, she may pay an aggravated health level to grant her
and any mount she rides the following benefits:
• Their appearance is obscured; others perceive them as a rider and mount suitable for what
they understand her obligation to be. This works like a resplendent destiny (p. XX), suppressing
the Sidereal’s arcane fate, but doesn’t count against the limit on them.
• Rolls against them to discover information unrelated to the obligation suffer +1 target
number. They can oppose scrying, Divination Charms, and similar magic that’s normally
unrolled, rolling (Manipulation + Ride) against an appropriate (Attribute + Ability) roll.
• If an opposing character fails a roll to scry on one of them, the Sidereal may pay one
Willpower to make him believe he succeeded, providing false information that would be true of
whomever issued her the task.
• Her Auspicious Prospects for (Caste) reveal whether something will benefit or hinder her
task, rather than whether they align with destiny.
Without Temptation
Cost: 10m, 1wp; Mins: Ride 5, Essence 4
Type: Simple
Keywords: Psyche
Duration: Indefinite
Prerequisite Charms: Breaking the Wild Mortal
With a firm touch on the strands of fate, the Sidereal frees those in her service from the possibility
of disobedience.
The Sidereal’s familiars, characters affected by Breaking the Wild Mortal, and characters with
positive Major or Defining Ties to the Sidereal may treat influence as unacceptable (Exalted, p.
220) if it would create or strengthen a negative Tie to her, weaken a positive Tie to her, or cause
them to act against her best interests. If an influence roll opposes one of the Sidereal’s Intimacies
related to her agendas or ambitions, the character must treat it as unacceptable. Likewise, they
can’t take actions that oppose or threaten such Intimacies.
Affected characters can’t voluntarily weaken positive Ties to the Sidereal unless they pay three
Willpower each time they do so.
Salt-Into-Ash Sleight
Cost: 7m; Mins: Sail 3, Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: None
Clapping her hands, the Sidereal wreathes a spirit in an aura of yellow fire, an omen presaging a
sudden journey.
The Sidereal makes a special (Charisma + Sail) persuade roll against a spirit within medium
range. Water elementals and other spirits associated with water count as having a Major Intimacy
supporting this influence. If the Sidereal succeeds, that spirit recalls some unfinished business he
has in another place. It presses increasingly on his mind, imposing a −3 penalty on any rolls he
makes that don’t directly aid in attending to that matter.
Once the scene ends, the urgency of the spirit’s business becomes unbearable. He enters a
Decision Point and must spend one Willpower to not immediately set off for that location. He
must travel toward that location and attend to his unfinished business, if possible, for at least (10
– his Willpower) hours before he can stop; Willpower 10 spirits must spend at least five minutes
before they can stop.
The unfinished business isn’t created by the Sidereal; rather, this Charm provides a narrative
guarantee that the spirit does have some such unfinished business to attend to. The Storyteller
chooses its nature, which the Sidereal doesn’t learn.
Serendipitous Voyage
Cost: 5m, 1wp; Mins: Sail 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal’s eyes glint yellow as she looks away from the present, tracing her route backward
from its destination.
The Sidereal rolls ([Intelligence, Perception, or Wits] + Sail) to introduce the fact that there’s a
vessel at a nearby port or other vehicle that’s willing to take her aboard and that will, if even
remotely possible, reach a destination of her choice, though its captain and crew may not yet
know it. The roll’s difficulty depends on how far-flung the chosen destination is, the number of
nearby ships or vehicles present in the Sidereal’s present locale, and any factors that might
complicate her securing passage aboard a ship. If she chooses a destination that isn’t accessible
by her the introduced vehicle (like an inland city if she travels by boat), she’ll instead arrive at the
location that’s the furthest that vehicle can travel toward the chosen destination.
As long as the Sidereal travels aboard it, the vessel is assured to eventually arrive at least in the
vicinity of the chosen destination unless dramatic events render this completely impossible.
However, there’s no guarantee the voyage will be safe, speedy, or cheap. If Lintha pirates set fire
to a ship, it may be that only the vessel’s wreckage will eventually wash up at the chosen
destination’s shores.
Ship-Commanding Attitude
Cost: 3m, 1wp; Mins: Sail 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Sidereal radiates intimidating charisma, commanding the obedience of her crew and the
surrender of her foes.
The Sidereal’s bargain, persuade, and threaten rolls treat her targets’ negative Ties toward her as
one step lower in intensity. Characters who work under her command are treated as having a
Minor Tie of loyalty to her.
Stone-Skipping Spirit
Cost: 5m, 1wp; Mins: Sail 3, Essence 1
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: None
The Sidereal exhales a puff of wind that untangles the thread of a ship’s fate from the weave of
sky and sea.
The Sidereal blesses a ship, adding (her Essence) dice on any character’s rolls to navigate naval
hazards, enact Positioning or Escape stratagems, or otherwise maneuver it. The ship’s Speed isn’t
penalized by bad weather, opposing wind or currents, or the like, and its crew is immune to
environmental penalties. It won’t take on any water no matter how badly damaged it may be,
though this won’t help with any it’s already taken on.
Special activation rules: This Charm’s Willpower cost is waived if renewed at the end of its
duration.
Omen of Mutiny
Cost: 10m, 1wp; Mins: Sail 5, Essence 2
Type: Simple
Keywords: Mute, Pilot
Duration: Instant
Prerequisite Charms: Choosing for Fangs
In the dark of night, the Sidereal listens for whispers of disloyalty from her crew.
As midnight falls, the Sidereal makes a special ([Charisma or Perception] + Sail) read intentions
roll against all characters aboard a ship she pilots or all subordinates within an organization she
belongs to. She can also use it when she plays games of chance with such characters, but doing so
limits this Charm to those she can perceive. She learns which of them currently poses the greatest
threat to her authority if she beats that character’s Guile. For every three extra successes, her
player can ask the Storyteller one of the following questions:
• How dangerous is the threat he poses?
• What Intimacies does he have toward me?
• Does he have support from others in the crew or organization?
• What’s the least amount of force I could use to make him fall in line?
If the Sidereal disciplines that character the following morning, she can use Choosing for
Fangs for free.
Disaster-Accelerating Expedience
Cost: 10m, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: Mute, Shaping (Fate)
Duration: Instant
Prerequisite Charms: Meticulous Disaster Agenda
Tugging at the thread of a crisis that yet awaits her, the Sidereal pulls it forward — why put off
for tomorrow what can be done today?
Upon learning of some future danger, suffering, or disaster that she’s likely to face in the
future, the Sidereal rolls (Intelligence + Sail) to ensure it happens sooner than normally
would. The difficulty depends on how far in the future that disaster lies: difficulty 1 for
days, difficulty 3 for weeks, difficulty 5 for months, 7 for years, or 10 for anything more. If
the disaster is the result of magic like God-King’s Shrike, she makes an opposed roll
instead.
Additionally, if accelerating the disaster requires changes in the decisions of nontrivial
characters, the Sidereal’s roll must beat their Resolve and leverage at least a Minor
Intimacy. They can enter a Decision Point to resist for one Willpower, unconsciously
breaking from the course fate has prepared for them.
If the Sidereal succeeds, the disaster occurs at the next dramatically appropriate sunrise or
sunset. Though it comes early, it’s diminished or flawed in some way that gives the
Sidereal a significant advantage in overcoming it, taking into consideration the reduced
time to prepare for it. A mutiny occurs before her entire crew turns against her; the assassin
sent against her turns out to be mortal rather than an outcaste; a hurricane befalls her ship
while it’s near a refuge where the storm can be more easily weathered.
Overcoming the challenge counts as fulfilling an auspicious prospect (p. XX).
Additionally, fate ensures the Sidereal won’t face a similar peril for a year and a day,
barring magical intervention. They may loom in her future, like an impending mutiny, but
won’t boil over into outright disaster until that time’s passed.
World-Witness Concentration
Cost: 5m; Mins: Survival 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: Becoming the Wilderness
The Sidereal’s piercing scrutiny discerns the subtle tracks left by thoughts, words, and abstract
qualia.
On a successful tracking roll, the Sidereal also learns a relevant and useful fact about her quarry,
plus an additional such fact for every three extra successes: his intended destination, his
emotional state when he left the tracks, his physical appearance, etc. She can oppose magical
concealment that’s otherwise perfect, like a Solar’s Traceless Passage.
Sky-and-Rain Mantra
Cost: 5m; Mins: Survival 3, Essence 2
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Sky Spirit Demand
Gazing skyward as she makes the Lesser Sign of the Ship’s Wheel, the Sidereal shapes the skies to
create or remove obstacles.
The Sidereal rolls (Stamina + Survival) to change the local weather. The difficulty of the roll
depends on how drastic a change she wishes to make: creating a light rain or mist or creating or
stilling light winds is difficulty 1; strengthening heavy rain to a thunderstorm or dissipating a
storm might be difficulty 2-3. Creating a blizzard or thunderstorm out of nowhere or diminishing
a hurricane to a severe storm is difficulty 5+. If successful, the Sidereal’s changes take place over
a matter of minutes or hours, depending on how extensive they are. The weather can extend up to
(Stamina + extra successes) miles from where the Sidereal uses it. It lasts until at least the end of
this Charm’s duration.
The Sidereal may suffer a penalty for creating unseasonable weather or weather that doesn’t
naturally occur in that region. She can’t create extreme natural disasters like hurricanes, tsunamis,
or tornadoes unless local conditions are already such that it’s likely that one could form naturally;
such rolls are at difficulty 6+.
While using Becoming the Wilderness, the Sidereal’s immune to any weather she creates with
this Charm.
Reset: Once per day.
Tomb-Parole Sanction
Cost: 5m, 1wp; Mins: Survival 5, Essence 2
Type: Simple
Keywords: None
Duration: (Essence + Charisma) days
Prerequisite Charms: Adopting the Untamed Face, Sky Spirit Demand
The Sidereal dreams another life, escaping the stony tomb of her body to slumber in another’s
grave.
As the Sidereal sleeps, she projects her lucidly dreaming mind into an animal or spirit within long
range, her slumbering body turning to stone as she leaves it. Alternatively, her player may leave
the choice of host up to the Storyteller, extending the range to one mile. Against nontrivial
targets, this requires a special (Charisma + Survival) influence roll. If successful, she enters her
target’s mind:
• She experiences the world through his senses. She can make Perception rolls, using her
own dice pools and Charms and benefitting from her host’s sense-enhancing Merits (but not a
spirit’s Charms). Depending on her rolls, she may notice details that he overlooks, or vice versa.
• She can make influence rolls against her host, letting her dreams seep into its mind as
fleeting whims or sudden impulses. Against trivial targets, she succeeds without needing to roll
and doesn’t need to leverage Intimacies for persuade rolls.
• If she wears a resplendent destiny, her host seems appropriate for the role: under a
soldier’s destiny, a wolf might seem a well-trained war hound; under a sailor’s guise, a glade-
nymph appears to be an ocean spirit.
Other characters’ familiars are immune to this Charm. If the Sidereal uses it on her own familiar,
she extends its duration to Indefinite and ignores its range limit.
The Sidereal’s petrified body gains +5 soak and Hardness 20. This Charm ends if she takes
decisive damage. If her host dies, this Charm ends and the Sidereal suffers (10 – Essence) dice of
unavoidable aggravated damage. Exorcism can also expel her, dealing the same damage.
Wilderness-Commanding Practice
Cost: 10m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: Mute
Duration: Until completed
Prerequisite Charms: Beloved World Embrace
Mirroring the fate of the world around her, the Sidereal bends the wilderness to her will.
The Sidereal can shape the geography of the land around her, rolling (Charisma + Survival) to
transform, relocate, create, or destroy a natural feature or localized weather phenomenon within
long range. She need not take overt action to do so; the world changes to accommodate her
desires. She can’t shape buildings and other artificial structures.
Shaping natural features that span up to (Essence/2, rounded up) range bands can be done
instantly. Tasks that could be accomplished with mundane efforts and a day’s work are difficulty
1-2; other changes are difficulty 3+, based on the size, complexity, and durability of the natural
feature and the nature of the change. Relocations and small changes are easiest; significant
changes are more difficult; and creation and destruction are hardest. Relocated features can’t be
moved more than (Essence) range bands.
Altering larger natural features—changing a river’s course, raising a large hill from the earth,
stirring a thunderstorm—is an extended roll. The difficulty for each interval is as above; the goal
number is (interval difficulty x5). The interval is one week by default, but more significant
alterations may have longer intervals at the Storyteller’s discretion. Creating or destroying
mountains, oceans, islands, and other vast geographic features is possible with this Charm, but
would be the work of centuries.
Oar-Cracking Exertion
Cost: 1ahl; Mins: Survival 5, Essence 4
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Marshalling Infinite Strength
Straining against the limits of her strength, the Sidereal fulfills her duty to the world no matter
the cost.
The Sidereal can use this Charm against an obstacle to a task that supports a Defining Intimacy or
that would make material progress toward a major character or story goal. She may waive the
cost of up to three Charms or other effects she uses against the obstacle. Effects with ongoing
durations end once the scene does. The Sidereal can also reset Charms to use against the obstacle;
these also count toward the three-Charm limit. She can’t use these with Charms that create,
enhance, or defend against attacks.
If the Sidereal’s task supports a Defining Principle of duty, she waives this Charm’s health level
cost.
Reset: Once per day unless reset by upholding the Intimacy the task aligned with or fulfilling the
goal it advanced. Harbingers can reset it by fulfilling an auspicious prospect.
Shrike-Roosting Gesture
Cost: 3m (1m); Mins: Thrown 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Returning Swallow Flight
The Sidereal tugs at a strand of fate that tethers her to something she’s recently held, calling it to
hand.
The Sidereal recalls to her hand an object that she’s held or had on her person at some point in the
scene. If there’s any obstacle to this, she rolls (Wits + Thrown) against a difficulty set by the
Storyteller or a character’s opposing (Attribute + Ability) roll. The Sidereal must have a free hand
to catch the object to use this Charm.
This Charm costs only one mote when used to retrieve a Thrown weapon.
Shadow-Piercing Needle
Cost: 3m; Mins: Thrown 3, Essence 1
Type: Supplemental
Keywords: Dual, Versatile
Duration: Instant
Prerequisite Charms: None
The Sidereal’s weapon unspools into a shimmering yellow strand of needle-sharp Essence,
piercing both armor and soul.
The Sidereal’s attack ignores her enemy’s soak and Hardness (including any from armor).
Instead, he’s treated as having soak (Resolve + current temporary Willpower) and Hardness
(Resolve) against the attack, if these are lower than his own values. He can raise these values
further with applicable magic.
Maiden-and-Shadow Form
Cost: 10m; Mins: Thrown 4, Essence 1
Type: Simple
Keywords: Aggravated, Dual, Form
Duration: One scene
Prerequisite Charms: Any four Thrown Charms
The Sidereal’s shadow rises from the earth, embracing her gently as it splinters into countless
thorns of darkness that encircle her hands and limbs.
The Sidereal gains the following benefits:
• She ignores penalties for flurrying attacks with movement actions.
• At the start of each of her turns, her shadow-thorns inflict (Essence, maximum 5) dice of
lethal damage, ignoring Hardness, on enemies within close range. Enemies who hit her with
unarmed or natural attacks also suffer this damage. It’s aggravated against the undead.
• Against the undead, her decisive attacks add (Essence, maximum 5) damage dice.
• She’s immune to magic that affects her shadow.
Special activation rules: The Sidereal can enter this Form reflexively when she succeeds on a
disengage roll with 5+ total successes.
Life-Gets-Worse Approach
Cost: 3m (1wp); Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Versatile
Duration: Instant
Prerequisite Charms: Returning Swallow Flight
As the Sidereal’s weapon strikes true, it gives off a soft yellow radiance that calls to things
traveling through the air, beckoning them to join it.
If the Sidereal’s decisive attack deals damage, her weapon is embedded in her enemy where it
struck him, increasing his wound penalty by one as its radiance draws dust, debris, and the
occasional insect into his wounds.
When a ranged attack against another character misses, the Sidereal may pay one Willpower to
redirect it against him. The attacker makes a new attack roll, retaining all effects that applied to
the first roll. Decisive attacks use the Sidereal’s Initiative to calculate damage rather than the
attacker’s and reset her to base if successful. Any Initiative a withering attack would award goes
to the Sidereal.
A character may pay three Initiative to roll (Strength + Athletics) roll opposing the Sidereal’s
(Wits + Thrown) roll, dislodging the weapon and ending this Charm’s effects if he succeeds. This
is a miscellaneous action that can’t be flurried. Outside of combat, it can be removed with a
difficulty 3 (Intelligence + Medicine) roll that takes five minutes to perform.
Three-Body Trilemma
Cost: 10m, 1i, 1wp; Mins: Thrown 5, Essence 3
Type: Reflexive
Keywords: Decisive-only, Versatile
Duration: Instant
Prerequisite Charms: Unmoved Mover Principle
The Sidereal’s weapon intertwines her fate with her foe’s, making them indistinguishable to the
world’s eyes.
After resetting to base Initiative from a decisive attack, the Sidereal may use this Charm to trade
places with her target, appearing just in time to catch her weapon from the air. She doesn’t cross
the intervening space. This can’t affect enemies substantially larger than her unless she uses
Loom-Shifting Nudge (p. XX).
Reset: Once per scene unless reset by reaching Initiative 12+.
Mystical Bonds
Lunars’ bonds with their Solar, Abyssal, or Infernal mate count as
relationships, as do Dragon-Blooded’s Sworn Kinships.
Spouse-Saving Grace
Cost: 5m; Mins: Any Serenity Ability 3, Essence 1
Type: Reflexive
Keywords: Mute
Duration: One scene
Prerequisite Charms: Any three Serenity Charms
When the Sidereal’s partners make fools of themselves, she steps in to repair their reputations.
When a character the Sidereal has a positive Tie toward fails a roll, she can use social influence to
leverage that failure as though it were a Minor Tie possessed by characters who observed the
failure. The influence it supports depends on the failure’s specifics, but the Storyteller should give
the Sidereal’s player wide leeway, especially if she stunts. She adds (Intimacy) dice on all such
influence rolls.
Warp-and-Weft Handiwork
Cost: 5m, 2s/g/wxp; Mins: Craft 4, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Elegant Patterns of Fate
The Sidereal draws inspiration from her understanding of fate and destiny, overcoming creative
challenges through innovative design.
The Sidereal adds a non-Charm success on a Craft roll. If it’s made at target number 4, she adds
two successes instead. If she completes a project with that roll, the finished product has an
unexpected but useful feature: an outfit might have easily concealed secret pockets, a sword
might be durable enough to use for leverage in feats of strength, an artifact’s Evocations might
incorporate an unexpected theme, etc.
This Charm costs silver points on basic and major projects, gold points on superior projects, and
white points on legendary projects.
Elemental Vision
Cost: —; Mins: Craft 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal’s eyes shimmer with the Essence of her patron Maiden’s element as she deals with
spirits.
Each of the Maidens is associated with an element: Mercury with air, Venus with wood, Mars
with fire, Jupiter with water, and Saturn with earth. The Sidereal gains the following benefits with
respect to her Maiden’s element:
• She adds (Craft) dice on Occult rolls involving elements and other spirits associated with
her Maiden’s element as well as demesnes, manses, hearthstones, and similar elemental magic.
This bonus doesn’t apply on Shape Sorcery rolls.
• Her understanding of the element smooths her dealings with its elementals, Dragon-
Blooded of the appropriate Aspect, and other supernatural beings associated with it. Such
characters count as having a Minor Tie of patience to her unless they have a negative Tie to her.
• She can use Craft instead of the usual Ability for any Perception-based roll against a
spirit. Against elementals and other spirits associated with her Maiden’s element, she waives
Excellencies’ mote costs to reduce such roll’s target numbers.
• She can use Craft instead of Lore to introduce facts about her Maiden’s element and
spirits or other phenomena associated with it. She doesn’t need a Lore background to do so.
Creation of Beauty
Cost: 10m; Mins: Craft 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal plies her raw materials with honeyed words and winsome grace, bringing forth their
hidden beauty.
The Sidereal adds ([Appearance or Charisma] / 2) non-Charm dice on a Craft roll. If she’s
creating something as a gift for someone else, this increases to (Appearance or Charisma). Any
penalties she suffers from lacking equipment
If the Sidereal’s working with raw materials to which her Elemental Vision applies or has an
applicable World-Shaping Artistic Vision, this increases to (Appearance or Charisma).
Atelier-and-Embassy Auspice
Cost: 4m, 1wp; Mins: Craft 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None
The Sidereal’s handiwork smooths tensions between even the most ferocious of enemies, ensuring
peace at her table.
The Sidereal brings peace to a conversation or event over a meal she prepared, in the presence of
her artwork, or in a similar context involving her craft. Those present treat negative Ties to each
other as one step weaker. No one can initiate hostilities unless they pay two Willpower or are
insulted, provoked, or harmed.
Wife-Procuring Tailfeathers
Cost: 4m, 1wp; Mins: Craft 4, Essence 1
Type: Simple
Keywords: Mute, Shaping (Fate)
Duration: Indefinite
Prerequisite Charms: Atelier-and-Embassy Auspice
The Sidereal’s elegant bearing, unmatched fashion sense, and artistic talent make her an obvious
catch.
After a few hours or days spent courting potential partners who belong to a culture, organization,
or social stratum, the Sidereal’s assured to find at least one group member, chosen by the
Storyteller, who’s willing to marry her within the week, though it may be a loveless marriage.
(Players may volunteer their characters for this.) Alternatively, she can empower an existing
marriage and choose a group her spouse belongs to.
As long as she remains married and spends significant time managing their household during
downtimes, she gains the following benefits:
• Characters with Ties toward her spouse count as having the same Ties to her at Minor
intensity. A significant number of group members are assured to have positive Ties toward him.
• She gains a position of influence equivalent to two-dot Backing or Influence the group
her spouse belongs to.
• She waives Excellencies’ mote costs to reduce the target numbers of Bureaucracy, Lore,
or Socialize rolls involving the group her spouse belongs to.
• She waives the mote cost to use Suitor-Measuring Eye on members of her spouse’s group
and to reduce its roll’s target number with Excellencies.
In cultures without marriage, this Charm instead applies to whatever local custom comes closest
to a lifelong partnership in which finances are intermingled.
Reset: Once per story unless reset by accomplishing a major character or story goal with the help
of a spouse or through financial dealings. Joybringers can reset it by fulfilling an auspicious
prospect.
Destiny-Knitting Entanglement
Cost: 1m, 1wp; Mins: Craft 3, Essence 1
Type: Simple
Keywords: Shaping (Fate), Stackable
Duration: Indefinite
Prerequisite Charms: None
The Sidereal’s fate is interwoven with trinkets, curios, and weapons, always close at hand no
matter the distance.
After a scene spent interacting with an object light enough for the Sidereal to wear or hold in her
hands, she binds it to her fate. While it’s within long range, she can reflexively return it to her
hand via favorable coincidences: a stumbling enemy kicks her weapon toward her, a strong wind
blows a garment off a clothesline, a ring dropped off a cliff lands on the head of a curious hybroc.
Beyond this range, the Sidereal can make (Perception + appropriate Craft) rolls to discern general
details about the object’s current circumstances regardless of distance, though she can’t make out
specifics — e.g., she could tell that it’s in a heavily guarded vault, but couldn’t make out the
names or faces of individual guards.
The Sidereal can recall distant objects with a (Wits + appropriate Craft), setting in motion a chain
of favorable coincidences: a guard steals it and flees in her direction to avoid punishment, a thief
fences it to someone shipping goods to her location, a dog grabs it and runs, etc. One success
ensures its return, but with no guarantee it’ll be quick. Two successes ensure it’s back within a
week; three successes, a day; four successes, an hour; and five successes, a minute.
The Sidereal can bind herself to any number of objects.
Heaven-and-Hell Embassy
Cost: 5m, 1wp; Mins: Craft 5, Essence 2
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Untangling Snarled Strands
The Sidereal holds her patron Maiden’s sanction as an envoy to realms beyond fate’s reach.
When the Sidereal deals with enemies of fate, they can’t take offense at her words or
craftsmanship, nor can they form negative Ties toward her because of them, so long as she
doesn’t intend to give offense. Any negative Ties they have toward Sidereals, the Exalted, or
denizens of Creation or Yu-Shan are treated as one step lower. They can pay one Willpower to
resist this for one scene.
If the Sidereal knows Terrestrial Circle Sorcery, she can offer a First Circle demon a year and a
day of freedom from Malfeas as part of a bargain roll, letting it walk Creation unbound for that
time. With Essence 3, she can free Second Circle demons until the next full moon. With Essence
5, she can free a Third Circle during the next Calibration. She can’t release more than one demon
at a time this way.
Proper Plumage
Cost: 5m, 1wp; Mins: Craft 5, Essence 2
Type: Simple
Keywords: None
Duration: Until the Sidereal removes her outfit
Prerequisite Charms: Wife-Procuring Tailfeathers
The Sidereal’s impeccable taste earns her the world’s esteem, ensuringt her wardrobe is never
found wanting.
After a scene spent trying on, styling, mending, or creating clothing, the Sidereal dons an outfit
appropriate for some specific event or occasion. While she wears it, she gains a bonus dot of
Appearance, which can raise her Appearance above 5. She loses the Hideous Merit if she has it.
With an appropriate Craft, like tailoring or weaving, the Sidereal can gain (Essence) silver points
for using this Charm once per day.
Swan-and-Duckling Parable
Cost: —; Mins: Craft 5, Essence 2
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Proper Plumage
Even the most haggard of waterfowl might play the part of a regal swan, given proper grooming.
The Sidereal can use Proper Plumage on another character after a scene spent having him try on
outfits, giving fashion advice, tailoring his wardrobe, or buying clothes for him. Its bonus
Appearance doesn’t stack with other bonus dots.
With an appropriate Craft, the Sideral gains (Essence) gold points when that character upholds a
Major or Defining Intimacy or accomplishes a major character story goal with this Charm’s help.
The Sidereal can use Proper Plumage multiple times to benefit multiple characters.
Cosmos-Sustaining Demiurge
Cost: 20m, 1wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Mending Warped Designs
The Sidereal tends to Creation's tattered edges, shoring up the walls of reality.
The Sidereal undertakes a superior Craft (Geomancy) project to seal a bordermarch, shadowland,
or similar incursion of an otherworldly realm. The project has difficulty 5, terminus 6, and a one-
day interval. Its goal number depends on the blighted region's size:
[BEGIN TABLE]
Size Goal Number
A house-sized structure 15
A palace-sized structure, a village, a neighborhood 30
A group of villages, a small city, a small forest 50
A small city and surrounding villages, a medium-sized city, a large forest
75
Up to (Essence x100) square miles Equal to square miles
[END TABLE]
Success seals away the blight, restoring the land to Creation. This lasts for a year and a day, after
which the blight reforms at the region's center and begins spreading back to its original
boundaries. At the Storyteller's discretion, rituals, wards, geomantic engineering, and other
mystical practices may be able to contain the blight after this time expires, potentially even
permanently. This is especially true if these measures are based on facts introduced by the players
or have been enacted through a successful project (Exalted, p. 226).
If the project fails, the Sidereal can't use this Charm on that region again for the rest of the story,
and it rages out of control with multiple potential consequences: the blight might spread further,
dangerous fae or undead might swarm out of it, local spirits might be corrupted, etc.
This Charm normally has no effect on middlemarches of the Wyld, but if all the bordermarches
touching on a middlemarch have been sealed, the Sidereal can use it to revert the middlemarch to
a bordermarch until the next moon, halving the project's goal number. If she can complete a
second use of this Charm before the newly diminished bordermarch reverts, she seal it fully, as
above.
Fortuitous Fellowship
Cost: 10m, 1wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Mute, Shaping (Fate)
Duration: Instant
Prerequisite Charms: Swan-and-Duckling Parable
The Sidereal twists strands of fate into a cord, bringing strangers together as harmonious
communities.
The Sidereal sets events in motion that will lead to the formation of a new group or organization.
She determines the group’s nature and its initial agenda but has no control over who joins it
unless she intervenes directly; otherwise, coincidence and serendipity determine the group’s
membership as like-minded people meet, discover shared interests, and form connections. This is
a major project that takes a few days to complete, using a Craft related or associated with the
group: Weaponsmithing for a mercenary company, Cooking for teahouse employees, Masonry
for a mountain-god’s cult, etc. Once the project is complete, the Sidereal rolls (Charisma + Craft);
the group forms with membership equivalent to one dot of Size (Exalted, p. 206) for each
success. The Storyteller may impose a limit on the group’s maximum size if the surrounding
community isn’t large enough to sustain a huge organization.
Alternatively, the Sidereal can choose to bring together a group of people who share some trait —
hair color, ethnicity, taste in fashion — without dictating the nature or agenda of the group they
form, a technique known as the Singular Plumage Riot. The Storyteller chooses an agenda that
will be beneficial to the Sidereal.
Those brought together to form the group gain a Minor Tie of belonging toward it and a Minor
Principle reflecting its agenda. With Singular Plumage Riot, these Intimacies are Major instead.
This doesn’t apply to characters who subsequently join the group.
Once per story, when the Sidereal interacts with the official affairs of a Fortuitous Fellowship or
the personal affairs of a group member, she rolls (Charisma + Craft), gaining gold points equal to
her successes.
Reset: Once per story.
Absent Self
Cost: 2m; Mins: Dodge 1, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
Foreseeing her enemy’s attacks, the Sidereal arranges to be elsewhere when they land.
The Sidereal ignores (higher of Essence or 3) points of Evasion penalty. This can’t negate
penalties from surprise attacks. If she’s unarmored or suffers no Evasion penalties, she can dodge
an attack whose successes equal her Evasion.
Avoidance
Cost: 5m, 1wp; Mins: Dodge 5, Essence 1
Type: Simple
Keywords: Perilous, Shaping (Mind)
Duration: Instant
Prerequisite Charms: Absent Self
The Sidereal evades unpleasant situations by deciding she was never there.
The Sidereal rolls (Wits + Dodge) at a difficulty of (3 + rounds this scene), or difficulty 4 outside
of combat. She suffers a penalty equal to the number of nontrivial enemies within medium range
of her; if she’s in a battle group’s space, she also suffers a penalty equal to its Size. If the Sidereal
succeeds, she disappears, reappearing in a nearby location of the Storyteller’s choice.
All characters present in the scene forget the Sidereal was there. If there’s any physical evidence
that could identify the Sidereal, her successes are treated as a conceal evidence roll to obscure it.
This can be resisted with magic that specifically protects against memory-altering Psyche effects.
If the Sidereal knows Trouble Reduction Strategy, she can bring willing characters within close
range with her when she uses this Charm, paying an additional five motes per character.
Reset: Once per scene.
Duck Fate
Cost: 7m; Mins: Dodge 4, Essence 2
Type: Reflexive
Keywords: Uniform, Perilous
Duration: Instant
Prerequisite Charms: Absent Self
Sensing an impending danger rippling toward her through the skeins of fate, the Sidereal deftly
steps out of its path.
The Sidereal can use Evasion to defend against any hostile effect: undodgeable attacks,
environmental hazards, falling damage, social influence, Shaping effects, etc. If the effect is one
that could normally be opposed with a dice roll or static value, the Sidereal substitutes her
Evasion for successes on the roll or the applicable static value. If it isn’t, the Storyteller should
assign a dice pool for the source’s effect to roll against the Sidereal’s Evasion. Against ongoing
or recurring effects, once the Sidereal successfully defends with this Charm, she’s immune for the
rest of the scene.
Duck Fate can only defend against the actions and magic of other characters and environmental
effects with defined mechanics. Appropriate stunts may bypass this limitation, letting a Sidereals
dodge performance review, debts, her feelings, etc.
Suitor-Deflecting Sidestep
Cost: 5m, 1wp; Mins: Dodge 5, Essence 3
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Frenzied Courtship Dodge, Snappy Banter Approach
Stepping out of the way of her suitor’s attention, the Sidereal lets the arrow of his infatuation find
a new mark.
The Sidereal makes a special ([Appearance or Manipulation] + Dodge) instill roll against a
character who has a positive Tie toward her or who intends to court, flirt with, or seduce her.
Such Ties can’t be used to bolster his Resolve against this influence; Ties of romantic or sexual
interest toward the Sidereal penalize his Resolve against it. If successful, she dodges his interest
in her, redirecting it to another character he can observe. (If no such character exists, this Charm
has no effect.)
Any positive Ties the target has toward the Sidereal become Ties toward the other character. If he
has such a Tie to a category that includes the Sidereal (e.g., tall people), it changes to a category
that includes the other character but not the Sidereal. If he’s currently actively pursuing the
Sidereal, he’ll do so with his other instead. He forgets having ever been interested in the Sidereal.
If the affected character is reminded of his previous feelings toward the Sidereal, he may spend
one Willpower to resist this. Altered Intimacies return to normal. If he had a Tie of romantic or
sexual desire toward her, he must pay three Willpower to resist.
Ice-and-Fire Binding
Cost: 10m, 1wp; Mins: Linguistics 3, Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: None
The Sidereal recites ritual prayers for health and prosperity, binding a spirit to the Maiden of
Serenity’s service.
After a scene spent praying to a god or elemental with an Essence of up to (higher of Sidereal’s
Essence or 3), the Sidereal rolls (Intelligence + Linguistics). If she prays to a fire elemental or a
god associated with fire, the maximum Essence increases by one.
Success summons that spirit and imposes a Defining Principle of “I must ensure and defend the
joy, health, and pleasure of those around me.” This Intimacy can’t be weakened or altered by any
means. If that Intimacy could let the spirit treat influence as unacceptable (Exalted, p. 220), he
must do so. The spirit can’t use Hurry Home while bound by this Charm.
Alternatively, the Sidereal can use this Charm against a spirit of any kind present in the scene.
Doing so works as above, except she can recite the binding in a single turn.
This binding lasts (1 + Sidereal’s extra successes) seasons. Once it ends, the Sidereal may have
the spirit forget her identity and all details about her.
Equitable Partnership
Cost: 10m, 1wp; Mins: Linguistics 4, Essence 1
Type: Simple
Keywords: Mute, Shaping (Fate)
Duration: Instant
Prerequisite Charms: Ice-and-Fire Binding
The Sidereal feels along the weave of fate for a patron with pockets deep enough to fund her
ambitions.
After a few hours or days spent discussing a business plan or opportunity for profit with potential
financial backers, the Sidereal’s assured to find at least one person willing to fund her scheme,
providing a sum proportionate to the Sidereal’s competence and the plan’s plausibility. That
character forms a Major Intimacy reflecting his commitment to this arrangement, which could be
a Tie to the Sidereal or a Principle reflecting his motivation for funding her.
With a Linguistics 5, Essence 3 repurchase, the Sidereal may roll (Charisma + Linguistics) to
seek out a supernatural being as a patron. The Storyteller chooses who or are what kind of being
she secures patronage from, but the Sidereal’s roll determines his strength: Every two successes
let her gain one dot worth of Allies, Mentor, or Retainers. At the end of the story, the Merits are
lost unless the Sidereal qualifies to retain them as Story Merits (Exalted, p. 158).
Reset: Once per story unless reset by accomplishing a legendary social goal through business
dealings, political meddling, legal matters, or the aid of relationships established with this Charm.
Reset: Once per day.
Knot of Destiny
Cost: 1m, 1wp; Mins: Linguistics 3, Essence 1
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Sidereal speaks with a sibilance that reminds quarreling lovers or bickering siblings of all
the good their bond has brought them, mending even the most tattered threads of fate.
The Sidereal chooses a relationship — romantic, familial, business, or otherwise — between
characters present in the scene. Addressing one or more characters involved in it, she subtly shifts
its emotional dynamic. Those involved in the relationship count as having a Minor Tie of respect
to each other person in it (even those not present). Any negative Ties they have to each other are
treated as one step weaker. The Sidereal is never perceived as the source of this.
The Sidereal can exapnd the range of emotional contexts she can impose by purchasing the below
for three experience points or one bonus point each. She must apply the same emotional context
to all targets.
• Fascination, particularly for the details of a character’s history, his day-to-day doings,
and his personal and business relationships.
• Friendly competition. This competition is expressed in whatever venue best fits the
relationship’s nature.
• Infatuation. This applies only if everyone in the relationship is romantically compatible.
If a player opts out via the Red Rule (Exalted, p. 222), the Tie is instead one of respect, both for
his character and for other targets interacting with him.
• Willingness to deal in good faith — in business transactions, legal affairs, negotiations,
etc.
With a Linguistics 5, Essence 3 repurchase, the Sidereal can pay one mote per character and one
Willpower to selectively choose which contexts she imposes on each character, including the
option to change contexts reflexively mid-scene.
Circumstance-Contriving Resplendency
Cost: —; Mins: Linguistics 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Equitable Partnership (x2)
The Sidereal writes new details into her resplendent destiny’s story, ensuring she has whatever
assets may be necessary for the part she plays.
While wearing a resplendent destiny, the Sidereal can use Equitable Partnership to draw a variety
of Merits appropriate to its destiny and role into her life instead of a single powerful backer. If
she wears the associated constellation’s trappings, she gains +1 die from exceptional equipment.
She can choose any of the Allies, Backing, Command, Contacts, Cult, Followers, Influence,
Mentor, Resources, or Retainers Merits that fit the destiny. Fate brings them into her lives as
quickly as necessary to ensure she benefits from them.
Lover’s Oath
Cost: 10m, 1wp; Mins: Linguistics 5, Essence 5
Type: Simple
Keywords: Stackable
Duration: Indefinite
Prerequisite Charms: Any ten Linguistics Charms
The Sidereal and her partner twist the ends of a prayer strip bearing the Scripture of the Bride
around their fingers; as they exchange promises, the prayer strip splits and shrivels into two
starmetal rings set with sapphires.
The Sidereal binds herself to a willing partner, each of whom must have a positive Defining Tie
toward the other. So long as they both wear their starmetal rings, they gain the following benefits:
• Their Ties to each other can’t be weakened or altered, except by a partner voluntarily
weakening her own Ties or eroding other partners’ Ties toward her.
• They can sense each other’s emotional state and general circumstances.
• They can pay each other’s mote and Willpower costs. Spirits and other characters whose
mote pools are significantly larger than the Exalted’s can’t pay mote costs.
• When one partner would take damage or suffer harmful effects, his partner may choose to
suffer it in his stead.
• Other characters can’t remove the rings unless their efforts benefit from magic. The rings
are nigh-indestructible, like artifacts.
The Sidereal can end this Charm without breaking this partnership, leaving the rings intact. She
can subsequently use this Charm to empower them again without her partner needing to be
present, even if one or both no longer has the requisite Tie. She may end a partnership if she
chooses, shattering both rings.
The Sidereal can bond with multiple partners. She can’t take a new partner without each other
partners’ assent unless she breaks her bond with the dissenters.
Beauty in Misfortune
Cost: —; Mins: Performance 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Even as her life crumbles around her, the Sidereal refuses to succumb to despair — how can she,
when the world itself calls for an encore?
The Sidereal counts suffering a noteworthy defeat or setback related to her patron Maiden’s
purview as fulfilling an auspicious prospect (p. XX). She loses one additional Limit when she
does. Examples include:
Journeys: Getting somewhere too late. Not being able to catch someone or something you’re
pursuing. Suffering significant harm from dangers encountered while traveling.
Serenity: Struggling with significant troubles in a relationship (romantic or otherwise). Missing
an opportunity to win or leverage someone’s positive feelings, obligations, or support for you. An
enterprise or organization the Sidereal’s involved coming on hard times.
Battles: Retreating, surrendering, or suffering defeat in combat. Having an audience or public
sentiment turned against you. Losing soldiers, significant amounts of materiel, artifact
armaments, etc.
Secrets: Having a secret you were keeping exposed. Missing an opportunity to learn something,
or learning something that’s actually inaccurate or detrimental to her. Failure in endeavors
involving spirits, sorcery, artifice, geomancy, etc.
Endings: Missing an opportunity to kill someone or destroy something once you set out to do so.
Someone or something the Sidereal is protecting or caring for coming to serious harm. The death
of a loved one, the end of a relationship, a betrayal by a friend, etc.
These examples aren’t exhaustive or mutually exclusive — just because something falls under
one Maiden’s purview doesn’t mean it can’t also be under another Maiden’s as well.
With a Performance 5, Essence 3 repurchase, the Sidereal may pay ten motes, one Willpower
once per story when she fulfills an auspicious prospect this way to end a Psyche effect, Shaping
effect, or sorcerous curse she suffers, finding clarity in failure.
Faultless Ceremony
Cost: 1m, 1wp; Mins: Performance 3, Essence 1
Type: Simple
Keywords: None
Duration: (Essence) days
Prerequisite Charms: None
The Sidereal sanctifies a ceremony in Heaven’s eyes, closing any loose ends in its fate.
When the Sidereal participates in a ceremony or ritual — a wedding, a funeral, a banquet, a
coming-of-age ritual, etc. — she rolls (Charisma + Performance) against a difficulty of (8 –
ceremony’s Resources cost). If she succeeds, she blesses up to (1 + extra successes) other
characters who participated in the ceremony. They can subsequently gain −1 target number on a
roll related to the ceremony: rolling Medicine to care for a recently wedded spouse, Socialize to
conduct negotiations over a banquet, etc. Their good fortune also has narrative manifestations:
Newlyweds who wish for a child are much more likely to conceive, a dead man’s written will is
fortuitously found, etc.
Perfection in Life
Cost: 5m; Mins: Performance 3, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal sketches out the pattern of what someone’s perfect life could be, inspiring their
every word and action with a glimpse of a better life.
After at least a minute spent observing or interacting with someone, the Sidereal transfers up to
(higher of Essence or 3) Willpower to him.
With a Performance 5, Essence 3 repurchase, the Sidereal can transfer Willpower instantly.
Strange Days
Cost: 5m, 1wp; Mins: Performance 4, Essence 2
Type: Reflexive
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Impossible-to-Remember Party Approach
The Sidereal’s compassion warms hearts long grown cold from self-denial, weariness, and
despair, encouraging them to enjoy the good things in life.
When a character is presented with the opportunity to indulge in a sensual or hedonistic pleasure,
the Sidereal places him into a Decision Point. He must cite a Major Intimacy and spend one
Willpower to resist indulging in it. (As always, the Red Rule lets a player veto her character being
seduced or placed in a sexual situation.) If he has a Major or Defining Intimacy that supports
indulging, he must instead cite a Defining Intimacy to resist. The Sidereal is never perceived as
the source of this influence.
Reset: Once per story unless reset by instilling a character with an Intimacy that supports self-
gratification or indulgence and then raising it to Defining intensity.
Apocalypse-Soothing Psalm
Cost: 15m, 1wp; Mins: Performance 5, Essence 4
Type: Simple
Keywords: Mute
Duration: One scene
Prerequisite Charms: Defense of Shining Joy, Serenity Beyond Fear
The Sidereal’s performance heals a troubled world, shaping its Essence into a pattern that leaves
no place for suffering.
As long as the Sidereal continues to perform, she and everyone present in the scene — friend or
foe — becomes impervious to all forms of physical harm, Psyche effects, Shaping effects, curses,
possession and other hostile effects. This doesn’t prevent social influence, nor does it undo effects
already in place.
If an aggressor’s harmful act is negated, he experiences what it would have been like to suffer it
in a flash of empathy. This doesn’t harm him, but gives him a Minor Intimacy chosen by his
player expressing reluctance to employ such force or weakens an Intimacy that supports doing so
by one step.
The Sidereal can’t take non-reflexive actions during this performance. Enemies wishing to disrupt
this Charm’s protection might do so by using social influence to convince her to abandon the
performance.
Special activation rules: The Sidereal can’t use this Charm if she or an ally’s taken a hostile
action this scene.
Reset: Once per story unless reset by upholding a Major or Defining Intimacy or accomplishing a
major character or story goal by helping opposing parties reach peace or helping a community
weather a crisis. Joybringers can reset it by fulfilling an auspicious prospect this way.
Harmonic Completion
Cost: 15m, 1wp; Mins: Performance 5, Essence 5
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Any ten Performance Charms
Wrapping a prayer strip bearing the Scripture of the Dancer around her eyes, the Sidereal
embodies the affirmations and truths that those around her have waited their entire lives to hear,
a measured antidote to all the troubles of their lives.
The Sidereal gains the following benefits:
• She gains a bonus dot of Appearance, which can raise her above Appearance 5.
• Her influence rolls to instill positive Ties, weaken negative Ties, inspire positive
emotions, or persuade characters by leveraging positive Ties or emotions cost an additional
Willpower to resist. Mortals and trivial characters can’t assert Resolve or spend Willpower to
resist such influence.
• Once per scene, she may waive an Excellency’s cost to reduce the target number of an
influence roll that benefits from this Charm.
• Characters who can see or hear her gain a Defining Tie of romantic love to her.
Characters of incompatible orientation or whose players invoke the Red Rule instead gain a
Defining Tie of fascination instead. Ignoring her imposes a −3 penalty on rolls opposing her and
−1 Defense and Guile against her. Trivial characters can’t opt to ignore her.
• If she knows Perfection in Life (p. XX), she reduces its cost to five motes.
The Sidereal is blinded by the prayer strip, suffering a −3 penalty on vision-based rolls. She can’t
remove it without ending this Charm.
You-and-Yours Stance
Cost: 10m; Mins: Socialize 4, Essence 2
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Hot-Eyed Snake Whispering
The Sidereal vanishes within the blazing incandescence of her desirability; those who look upon
see only that she is their most valuable possession and that to disappoint her would break their
own hearts.
The Sidereal gains the following benefits:
• Her identity is perfectly concealed.
• She adds (Essence) dice on instill rolls to create Ties of romantic or sexual desire toward
her and on persuade and bargain rolls for seduction.
• Against characters with Ties of romantic or sexual desire toward her, she’s treated as
having a bonus dot of Appearance, which can raise it above 5.
• Enemies with base Resolve less than her Appearance can’t attack her or take other
harmful action against her unless they pay one Willpower to resist for the scene.
Leash-and-Collar Wisdom
Cost: 3m, 1wp; Mins: Socialize 4, Essence 3
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Gilded Cage Entrapment, You-and-Yours Stance
The more the Sidereal’s master thinks he can control her, the more vulnerable he is to her
honeyed words.
The Sidereal rolls (Manipulation + Socialize) when someone with a Tie of romantic or sexual
desire toward her, or an Intimacy reflecting a dominant position over her, is about to ignore her
advice or act against the Intimacy. If successful, he must enter a Decision Point and pay one
Willpower to proceed with the action. If he doesn’t, he must abandon the attempt, and can’t retry
it that scene.
Once per story, when the Sidereal uses this Charm to prevent someone from acting in opposition
to destiny, she succeeds without needing to roll.
Special activation rules: If the Sidereal fails and her target’s action lets her curse him with a
Descending (Caste) Horoscope, she waives its Willpower cost.
Reset: Once per scene.
Freedom in Chains
Cost: 5m, 1wp; Mins: Socialize 5, Essence 3
Type: Reflexive
Keywords: Mute
Duration: Indefinite
Prerequisite Charms: Ubiquitous Paramour Daydream
No matter how much power she gives up, there are some things the Sidereal refuses to relinquish.
The Sidereal treats her Ties of fear, romantic or sexual desire, or any emotional context reflecting
a subordinate or submissive position as one step weaker against other characters’ bargain,
persuade, and threaten rolls and Psyche effects.
If a character fails such a roll, the Sidereal may can use Ubiquitous Paramour Daydream make
him believe that he succeeded. This strengthens by one step one of his Ties toward the Sidereal of
romantic or sexual desire or an emotional context reflecting a dominant position over her.
Knuckle-Cracking Stance
Cost: —; Mins: Any Battles Ability 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Battles Charm
The Sidereal carries herself with the swagger of a battle-seasoned bravo, making clear her
willingness to employ violence.
The Sidereal can use Strength instead of social Attributes for threaten rolls and rolls to instill Ties
of fear toward her. She may also use Strength instead of Appearance to determine how many
bonus dice she adds to such rolls and is treated as Hideous (Exalted, p. 162) for them. In combat,
an enemy whose Resolve is beaten by such a roll loses one Initiative, which the Sidereal doesn’t
gain.
Weak-Spine Sense
Cost: 4m; Mins: Any Battles Ability 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Any three Battles Charms
The Sidereal knows the scent of fear.
The Sidereal makes a special (Perception + Battles Ability) read intentions roll. Success lets her
player asks the Storyteller one of the following questions, plus an additional question for every 3
extra successes:
• Is he afraid of me?
• How could I best intimidate him?
• Who here is he most afraid of?
• What would he face his fears for?
If the Storyteller doesn’t have an answer in mind for a question, the Sidereal’s player should
provide one, as if introducing a fact.
Reset: Once per scene.
Battle-Carrying Presence
Cost: 1m, 1wp; Mins: Any Battles Ability 5, Essence 2
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Hero-Supporting Performance
So long as the Sidereal has the courage and strength to fight on, so too do her comrades in arms.
Allies who can perceive the Sidereal gain +2 Resolve against fear-based influence, up to a
maximum of the Sidereal’s total Resolve against the effect. Any wound penalties such allies
suffer are reduced to the Sidereal’s own if it’s lower.
Any-Direction Arrow
Cost: 1m; Mins: Archery 2, Essence 1
Type: Supplemental
Keywords: Uniform, Versatile
Duration: Instant
Prerequisite Charms: None
Graced by the chance to serve destiny, the Sidereal’s arrow gleefully weaves through the air to
strike from an unexpected direction.
The Sidereal’s attack ignores Defense bonuses from cover and full defenses. She can attack
enemies behind full cover, although they receive +3 non-Charm Defense.
With Archery 4, Essence 2, the Sidereal can pay a one-Willpower surcharge to make her attack
unblockable against lower-Initiative enemies.
Flaw-Revealing Tactic
Cost: 5m; Mins: Archery 2, Essence 1
Type: Supplemental
Keywords: Decisive-only, Versatile
Duration: Instant
Prerequisite Charms: None
The Sidereal’s feint exposes the weaknesses of an enemy’s defense.
A successful distract gambit inflicts a penalty equal to the enemy’s soak and Hardness equal to
the Initiative transferred. This lasts until the end of the gambit beneficiary’s next turn. If this
reduction exceeds either his soak or Hardness, he suffers dice of unspeakable withering damage
equal to the total difference. This damage awards Initiative to the gambit’s beneficiary, separate
from the gambit’s bonus.
Apologetic Feint
Cost: 5m; Mins: Archery 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Mute
Duration: Instant
Prerequisite Charms: Flaw-Revealing Tactic
The Sidereal’s quick wits win the day, harrying foes with well-placed shots.
The Sidereal reduces the Initiative cost of a disarm, distract, or unhorse gambit by one, or that of
a custom gambit enhanced with Generalized Ammunition Technique. Any reduction of the attack
roll’s target number also applies to the Initiative roll.
Opportune Shot
Cost: 4m; Mins: Archery 2, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
Spotting a fateful opportunity, the Sidereal looses a well-placed arrow.
The Sidereal adds (higher of Perception or Wits) to her Initiative to determine when she acts; she
must use her turn to attack. If she attacks an enemy who hasn’t acted that round, the damage roll
gains −1 target number.
Every-Direction Arrow
Cost: 5m, 1wp; Mins: Archery 5, Essence 2
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Any-Direction Arrow
The Sidereal looses countless arrows in all directions, only for them to converge upon a single
foe from every side.
The Sidereal makes (lowest of Dexterity, Perception, or Wits) decisive attacks against a single
enemy. Each may be either a damaging attack or a distract gambit. Each attack has a base pool of
(Essence) dice for its damage or Initiative roll; the Sidereal divides her Initiative evenly among
them, rounded up. If she hits with at least one attack — damaging or a gambit —she resets to
base Initiative once all attacks are completed. Gambits’ Initiative costs are waived.
The Sidereal need only pay Any-Direction Arrow’s cost once to enhance all attacks. Likewise,
magic that only applies to gambits need only be used once to enhance all distract gambits.
Quiver-Filling Requisition
Cost: 2m, 1wp; Mins: Archery 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Stackable
Duration: Indefinite
Prerequisite Charms: Shooting Star Flare
The Sidereal turns the forces arrayed against her to her advantage, replenishing her quiver with
her enemies’ arrows.
After successfully dodging a ranged attack, the Sidereal can use this Charm draw its projectile,
blast, or the like into her anima like an arrow in a quiver. Artifact weapons are immune to this.
Stored projectiles are visible only while the Sidereal’s anima is at burning or higher.
The next time the Sidereal is attacked — even by an ambush — she clashes it with a decisive
attack using a stored projectile, sending it flying from her anima.
The Sidereal can also use this Charm to store familiars within her anima. If she uses one to clash,
it makes the attack roll, flashing into close range with her attacker.
The Sidereal can stack up to (Essence) uses of this Charm.
Ally-Concealing Arrow
Cost: 5m, 1wp; Mins: Archery 5, Essence 4
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Hidden Arrow Tactic
The Sidereal’s feint creates a blind spot in her enemy’s guard, leaving him vulnerable to a fatal
strike.
A successful distract gambit lets its beneficiary reflexively roll Stealth to enter concealment. If he
beats the opposed roll of the gambit’s target and attacks her before she takes her next turn, his
attack becomes an ambush (Exalted, p. 203).
Special activation rules: The Sidereal can use Misdirected Wisdom Trick to enhance the gambit,
waiving its Initiative cost.
Horrific Wreath
Cost: 3m; Mins: Brawl 2, Essence 1
Type: Supplemental
Keywords: Aggravated, Dual
Duration: Instant
Prerequisite Charms: None
The Sidereal mirrors her enemy’s hostility, wreathing her fists in baleful radiance.
The Sidereal’s attack adds (lower of her Strength or enemy’s Essence) dice to of post-soak
withering damage or decisive damage. Against enemies of fate, she isn’t limited by her Strength
and her decisive attacks deal aggravated damage.
Tolerant Strife
Cost: 2m; Mins: Brawl 2, Essence 1
Type: Reflexive
Keywords: Uniform, Versatile
Duration: Instant
Prerequisite Charms: None
The Sidereal takes the battlefield as she finds it, coming to an accommodation with the world.
The Sidereal ignores onslaught penalties and environmental penalties to her Parry. If she blocks
an attack, it doesn’t inflict an onslaught penalty.
Lady-or-Tiger Tactic
Cost: 2m; Mins: Brawl 3, Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: None
There are no good choices for those caught in the Sidereal’s grasp, only those that hurt the least.
When the Sidereal makes a grapple gambit, before the attack roll, her opponent must choose one:
either he suffers +1 target number on his grapple control roll or suffers dice of bashing damage
equal to her attack roll 10s, ignoring Hardness.
Breath-Seizing Grasp
Cost: 5m; Mins: Brawl 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Mute
Duration: Until grapple is released
Prerequisite Charms: Lady-or-Tiger Tactic
The Sidereal brings her foe down with her as she drowns, hand in bloodstained hand.
The Sidereal doesn’t lose rounds of control when she’s attacked or damaged by lower-Initiative
enemies, enemies of fate, or a grappled foe. If she and her foe are both suffocating (Exalted, p.
232), each round of asphyxiation he suffers grants her another round’s worth of breath. If he’s
immune to what’s suffocating her — e.g., a Water Aspect grappled underwater — she can breathe
freely for the clinch’s duration.
Unobstructed Blow
Cost: 5m; Mins: Brawl 5, Essence 2
Type: Simple
Keywords: Uniform, Versatile
Duration: Instant
Prerequisite Charms: Horrific Wreath
The Sidereal writes her blow into forthcoming fate, assuring its inevitability.
The Sidereal makes an unblockable withering or decisive attack that ignores cover. She can
attack through full cover, though her target receives +3 Defense.
Meditation on Violence
Cost: 1m per point of penalty/die; Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: None
Calm and precision envelop the Sidereal as she strikes.
The Sidereal ignores up to (Perception) in penalties on an attack roll for one mote per point of
penalty. If she reduces an attack’s penalty to zero (or there was no penalty to begin with), she
may add up to (Perception/2) dice of post-soak withering damage or decisive damage for a
further one mote each.
Doom-Seeking Stroke
Cost: 2m; Mins: Melee 3, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: Meditation on Violence
The Sidereal sights along the strands of fate to find the flaw in her enemy’s guard.
When the Sidereal makes an attack that benefits from aiming against an enemy at close range, she
also adds the dice from aiming to a withering attack’s post-soak damage or a decisive damage
roll as well as the attack roll.
Harmony of Blows
Cost: 1m, 1wp; Mins: Melee 3, Essence 1
Type: Reflexive
Keywords: Decisive-only, Versatile
Duration: Instant
Prerequisite Charms: None
The patterns and flows of the battlefield hold no mysteries for the Sidereal; she perceives every
opening and chooses her movements with precision.
The Sidereal can use this Charm after crashing an enemy, succeeding on a gambit, or winning a
clash to reflexively make a withering or decisive attack against that enemy.
Fateful Exchange
Cost: 5m; Mins: Melee 3, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: Harmony of Blows
Countless possibilities converge as the Sidereal crosses blades with her foe; her skill and
precision ensure a favorable outcome to the exchange.
When the Sidereal clashes, the opposing attack roll suffers +1 target number. If she clashed by
delaying her turn, success refunds the two Initiative lost for doing so.
Orchestration of Conflict
Cost: 5m; Mins: Melee 3, Essence 1
Type: Supplemental
Keywords: Uniform, Versatile
Duration: Instant
Prerequisite Charms: Harmony of Blows
The Sidereal’s actions ripple across the battlefield, shaping the flow of the conflict.
A successful attack inflicts its onslaught penalty on all enemies within its range.
Instructive Riposte
Cost: 5m; Mins: Melee 5, Essence 1
Type: Reflexive
Keywords: Counterattack, Decisive-only
Duration: Instant
Prerequisite Charms: Harmony of Blows
Waiting for her foe to make the first move, the Sidereal tests his offense and demonstrates its
vulnerabilities to him.
The Sidereal makes a decisive counterattack in response to any attack, even if it isn’t against her.
She can’t use this Charm if the attack’s target uses a Clash or Counterattack Charm of his own.
With a Melee 5, Essence 3 repurchase, the Sidereal may pay a one-Willpower surcharge to use
this Charm even if the attack’s target clashes or counterattacks.
Maiden-on-the-Shelf Form
Cost: 10m; Mins: Melee 4, Essence 1
Type: Simple
Keywords: Dual, Form
Duration: One scene
Prerequisite Charms: Any four Melee Charms
The Sidereal’s eyes take on a glassy sheen and her skin grows eerily cold to the touch; her every
movement bespeaks a restraint, coordination, and focus beyond humanity’s limits.
The Sidereal gains the following benefits:
• When she makes an attack that benefits from aiming against an enemy at close range, she
adds up to (Perception) attack roll extra successes as damage dice on a decisive attack or doubles
that many extra successes on a withering attack.
• On turns she aims, she can still use reflexive move actions to advance toward the enemy
she aimed at.
• She waives the Initiative cost of full defense actions.
• Impeding the Flow negates all Parry penalties. If she benefits from a full defense or is
protecting an ally with a defend other action, it adds +1 Parry.
Special activation rules: The Sidereal can enter this Form reflexively when she aims against an
enemy at close range or takes a full defense while within close range of at least one nontrivial
enemy, applying its benefits to that action.
Serenity in Blood
Cost: 5m; Mins: Melee 5, Essence 2
Type: Reflexive
Keywords: Perilous, Uniform
Duration: Instant
Prerequisite Charms: Impeding the Flow
Stirring the currents of fate with her weapon’s tip, the Sidereal severs the paths of fate that lead
to her being struck.
An attack against the Sidereal’s Parry suffers +1 target number. She can block unblockable
attacks. If she benefits from a full defense or hasn’t acted this round, she can use this Charm after
the attack roll.
With a Melee 5, Essence 3 repurchase, the Sidereal may pay a one-Willpower surcharge to inflict
+2 target number. Uncountable damage is negated completely; she becomes immune to a
recurring source of uncountable damage for the scene.
Maiden-and-Gambler Stance
Cost: 6m, 1wp (1i per round); Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Perilous, Uniform
Duration: One scene
Prerequisite Charms: Serenity in Blood (x2)
Drawing on the Spear’s sway over the fortunes of gamblers and her own superlative skill, the
Sidereal triumphs over risk and long odds.
Successfully blocking an attack grants the Sidereal one mote plus an additional mote for each
success her attacker failed by, maximum (Perception).
The Sidereal must pay one Initiative at the start of each round or this Charm ends. It also ends if
she’s crashed.
Maiden-on-the-Shelf Enlightenment
Cost: —; Mins: Melee 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Maiden-on-the-Shelf Form, any five Melee Charms
At the center of perfect clarity, the Sidereal’s inner eye glimpses the mysteries of the cosmos that
still lie beyond it — but not beyond her blade.
Upon purchasing this Charm, the Sidereal chooses a Sidereal Martial Art. She can learn it without
needing the requisite Martial Arts Charms. She can use it with all Melee weapons, though this
doesn’t make it compatible with other styles that use them (unless the Sidereal’s also purchases
this Charm for them). All her Melee Charms count as Versatile for that style and as Martial Arts
for any of its Charms that interact with other styles, like Prismatic Arrangement of Creation Form
(p. XX).
This Charm can be purchased any number of times.
Impose Nature
Cost: 7m; Mins: Presence 2, Essence 1
Type: Simple
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: None
The Sidereal blesses another with the experience of being her, leaving a ghostly imprint of her
Caste Mark on his left hand.
The Sidereal rolls (Charisma + Presence) to instill one of her Major or Defining Intimacies in a
single target. His Intimacies don’t modify his Resolve against this roll. Success instills the
Intimacy at Major intensity in a rush of emotions, but it subsides to Minor once the scene ends.
As long as the target has the Intimacy, it counts as Defining for gaining Willpower from
upholding it and for purposes of his Charms and other magic.
The mark left by this influence can’t be seen after the instant in which this Charm is used except
by characters capable of seeing the dematerialized. It vanishes if the target ever erodes that
Intimacy.
Presence-in-Absence Technique
Cost: 5m, 1wp; Mins: Presence 3, Essence 1
Type: Simple
Keywords: Mute, Psyche
Duration: Until the condition is met
Prerequisite Charms: Impose Nature
The fervent force of the Sidereal’s personality overcomes boundaries of individuality, leaving an
impression of her Essence on someone’s unconscious mind.
The Sidereal chooses an influence roll she wishes her target to make and the circumstances under
which she makes it. She can’t choose conditions her target wouldn’t be aware of — “five days
from now” or “the next time you see your brother” would be valid, but not “when someone
nearby plans to betray you.”
The Sidereal rolls for this influence against her target’s Resolve, unmodified by Intimacies, to
embed that influence within his mind. She can’t enhance it with non-Excellency Charms. If she
succeeds, once the condition is met, the target inadvertently makes the chosen influence, using
her successes. The target isn’t aware of making the influence; it’s conveyed unconsciously
through the subtext and connotations of his words or actions. If making this influence opposes
one of the target’s Major or Defining Intimacies, he can pay one Willpower to resist.
This Charm’s Willpower cost is waived against characters with one of the Sidereal’s Intimacies
from Impose Nature.
Red Haze
Cost: 4m, 1wp; Mins: Presence 3, Essence 1
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
Flecks of crimson starlight fall over the battlefield as the Sidereal makes the Lesser Sign of the
Shield, marking fate’s foes for the world’s furious opposition.
The Sidereal rolls (Strength + Presence) against the Resolve of all hostile enemies of fate within
medium range. A character whose Resolve is beaten is surrounded by glittering crimson stardust,
granting −1 target number on damage rolls against him and rendering him visible while
dematerialized.
Reset: Once per scene.
Shield of Mars
Cost: 3m, 2i; Mins: Presence 4, Essence 1
Type: Reflexive
Keywords: Counterattack, Decisive-only, Perilous
Duration: Instant
Prerequisite Charms: Someone Else’s Destiny
Snarling fate with a twist of her hand, the Sidereal passes her pain back to her enemy.
The Sidereal makes a (Stamina + Presence) counterattack against a decisive attack, rolling after
her enemy’s attack roll but before the damage roll. It’s opposed by the initial attack roll’s
successes. If she succeeds, one level of decisive damage that would be dealt to the Sidereal is
instead inflicted on her attacker. If the attack deals no damage, it counts as having missed.
Force Decision
Cost: 2m, 1wp; Mins: Presence 5, Essence 2
Type: Reflexive
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Impose Nature
Sensing a moment of indecision, the Sidereal injects her own opinion into the matter.
When the Sidereal witnesses a character faced with a choice between multiple options, she may
reflexively make a special (Charisma + Presence) persuade roll, putting him into a Decision Point
if she succeeds. She names the option she wishes to choose and cites one of her own Intimacies
that supports it. He must then either cite an Intimacy of equal or greater intensity opposing that
option or pay one Willpower or make the choice chosen by the Sidereal. She can’t choose an
option her target isn’t aware of, though she’s free to suggest options before using this Charm. The
Sidereal can’t be perceived as this effect’s source.
If the Sidereal knows Wise Choice (p. XX), she can use it reflexively to evaluate her target’s
options before she chooses one.
Touch Attacks
In combat, touching an unwilling character or something worn or
wielded by them requires a difficulty 1 unarmed gambit. Outside of
combat, Larceny or Stealth rolls can be used to do so unnoticed,
influence rolls can convince a target to allow it, etc.
Ego-Shattering Reminiscence
Cost: 4m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Caught in the Heart’s Wake, Presence-in-Absence
Technique
The Sidereal exhales wisps of crimson stardust heavy with her memories, sharing her past with
those caught in their light.
Focusing on a memory, the Sidereal makes a special (Charisma + Presence) instill roll, ignoring
multiple target penalties and the need for a shared language. Affected characters have the
memory implanted in their minds, remembering it as if they’d lived it themselves. The chosen
memory can’t be more than a scene long.
If the embedded memory is drastically inappropriate for a character’s life experiences, he suffers
a −3 penalty on social and mental actions: giving a memory of berserk violence to a pacifist, or of
life in Yu-Shan to a peasant.
A character who uncovers evidence of a discrepancy in his memory may pay three Willpower to
resist this Charm.
Special activation rules: If the chosen memory relates to an Intimacy, the Sidereal can
reflexively use Impose Nature, conveying its effect through this Charm’s roll.
Battle-Fellow Attitude
Cost: 5m; Mins: War 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Sidereal stands tall as a legend of the battlefield to every soldier who has ever fought for her.
Characters who’ve served under the Sidereal’s command count as having a Minor Tie of respect
to her. If the Sidereal makes an influence roll to convince such a character to rejoin a military she
commands, it’s treated as a Major Tie for that roll unless he has a negative Tie to her.
If any such characters have negative Ties applicable to the Sidereal that aren’t directly toward her
(e.g. a Tie of contempt for the Sidereal Exalted as a whole), their intensity is treated as one step
lower when applied to her.
Tide of History
Cost: 1m, 1wp; Mins: War 5, Essence 3
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Predestined Triumph Practice
The Sidereal’s forces fight with the assurance of those who know their victory has already been
written into history, free of fear and hesitation.
Allied battle groups gain −1 target number on rout checks; fear-based influence suffers +1 target
number against them. They gain perfect morale against enemies of fate or in battles that align
with one of the Sidereal’s Defining Principles.
Research Assistants
[THIS IS A STAT BLOCK IN A SIDEBAR]
Essence: 1; Willpower: 1; Join Battle: N/A (see Wilt)
Personal Motes: (Sidereal’s Essence x5)
Health Levels: −0/−1/−2/−4/Incap.
Actions: Administration: 6 dice; Crafting: 4 dice; Resist Poison/Disease: 6
dice; Scholarship: 10 dice (see Fruits of Knowledge); Senses: 4 dice.
Appearance 1, Resolve 2, Guile 2
Intimacies
Defining Tie: The Sidereal (Loyalty)
Defining Principle: The pursuit of knowledge is my greatest joy.
Minor Principle: My temperament, habits, and preferences reflect the
plant I was created from.
Merits
Fruits of Knowledge: The research assistant has all the Sidereal’s Lore
backgrounds. If she uses this Charm in a library, archive, academy, or
other place of knowledge, she can also grant it a Lore background
appropriate to that body of knowledge.
Photosynthesis: The research assistant has no need for food or sleep;
instead, it must receive at least eight hours of sunlight a day to provide
nourishment and recover Willpower.
Wilt: In combat, the research assistant immediately collapses back
into the form of the plant it was created from, rather than fighting.
The Sidereal can call it back out once combat ends with a
subsequent use of this Charm.
Hayseed Eye
Cost: 4m; Mins: Larceny 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Honorable Thief Spirit
Criminals and con artists seeking to prey on the Sidereal soon learn the folly of trying to cheat a
master cheater.
The Sidereal makes a special (Perception + Larceny) read intentions roll against a character.
Success lets her player asks the Storyteller one of the following questions, plus an additional
question for every 3 extra successes:
• Is he planning to cheat, exploit, or take advantage of me?
• Is he planning to commit a crime?
• Does he think I suspect him?
• Do any crimes weigh on his conscience?
If the Storyteller doesn’t have an answer in mind for a question, the Sidereal’s player should
provide one, as if introducing a fact.
Reset: Once per scene.
Maiden-in-the-Pot Escape
Cost: 5m; Mins: Larceny 2, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal escapes from bad into worse, trading imprisonment for the perils of freedom.
When the Sidereal rolls to pick a lock, she succeeds even on a failed roll. Instead, her failure
introduces some complication: her tools break, a guard catches her, she can’t pick the lock
quickly enough to evade the Lunar chasing her, etc. If opening the lock would directly imperil the
Sidereal — e.g., the chest she’s opening is trapped or there are enemies on the other side of the
door she’s unlocking — she succeeds automatically without needing to roll.
This Charm can also enhance rolls with any Ability to bypass esoteric barriers and obstructions,
like a curtain of sorcerous flame or a ring of runes that render a door immovable, but it doesn’t let
the Sidereal make a roll if she couldn’t normally attempt one.
Creation-Smuggling Procedures
Cost: 10m, 1wp; Mins: Larceny 3, Essence 1
Type: Simple
Keywords: None
Duration: One hour
Prerequisite Charms: None
The Sidereal reveals hidden strands of green phosphorescence twined around her fingers,
weaving her surroundings into fate.
The Sidereal and everything within short range of her are immune to the effects of Wyld
exposure. The environment within that area follows Creation’s physical laws. If the Sidereal
renews this Charm when its duration ends, she waives its Willpower cost.
Wyld Exposure
Resisting exposure to the Wyld is a (Wits + Integrity) roll; failure results
in unwanted transformation that count as Flaws (Exalted, p. 167),
addiction, or Derangements. The difficulty, consequences for failure, and
frequency at which the roll must be made depend on the Wyld’s
intensity. Certain ritual practices, meditative disciplines, and warding
talismans may add bonus dice; accepting faerie hospitality may impose
penalties. Once a character fails a roll against exposure, she doesn’t need
to make rolls for that specific location again for the rest of the story.
Different Wyld locales have their own distinctive character. The
mutations they inflict reflect this: a glacial ziggurat transforms people
into living ice; a subterranean labyrinth twists those who pass through it
into pale, elongated creatures; a forest of speaking beasts traps humans in
animalistic forms.
BEGIN TABLE
Intensity Difficulty Interval Possible Effects
Bordermarch 3 Monthly Addiction. Largely superficial
transformations. No Derangements.
Middlemarch 5 Weekly Addiction. Minor Derangements.
Undesirable tansformations, inflicting a −2 penalty on a limited range of
actions or similar detriments: physical dependency on an unusual
substance, vulnerability to iron, etc.
Deep Wyld 7 Daily Addition. Major Derangements, or
increasing existing Major Derangements to Defining. Life-altering
transformations: bodily reconstructions that impose a −3 penalty on a
broad range of actions; eternally rotting and unhealing flesh; sapient,
parasitic organs; etc.
END TABLE
Characters who roll against the Wyld may choose to go into
experience debt to purchase up to five dots of thematically
appropriate mutations whether they succeed or fail.
Name-Pilfering Practice
Cost: 5m, 1wp (1m, 1wp); Mins: Larceny 3, Essence 1
Type: Simple
Keywords: Mute, Shaping (Fate, Mind), Stackable
Duration: Indefinite
Prerequisite Charms: None
Tugging at someone’s name, the Sidereal pulls it free of his fate and appends it to her own.
The Sidereal rolls (Wits + Larceny) against the Resolve of a character within short range to steal
his name — or one of the names he goes by, if there’s more than one. Sobriquets, like “the
Roseblack” or an Abyssal’s title, can also be stolen.
If the Sidereal succeeds, she takes the name and can truthfully use it to identify herself. Her
victim can’t use the stolen name to identify himself, whether directly or indirectly. Other
character with Resolve lower than the roll’s success can’t remember that it’s the victim’s name.
The Sidereal’s victim can steal his name back by identifying her as the thief and winning a
noteworthy victory over her — defeating her in combat, decisively outmaneuvering her in social
intrigues, etc. He must make a brief monologue in which he reclaims the name.
Other characters can pay one Willpower to regain memories suppressed by this Charm if they
have a Major or Defining Ties toward the victim or have evidence that the name is his. It can also
be resisted with magic that specifically protects against memory-altering Psyche effects.
The Sidereal may have up to (Essence) stolen names at a time, reducing the mote cost of
subsequent uses to one mote, one Willpower.
Thought-Swiping Distraction
Cost: 5m, 1wp; Mins: Larceny 5, Essence 2
Type: Simple
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: Dream Confiscation Approach
Even one’s innermost thoughts aren’t safe from the deft fingers of a Sidereal thief.
The Sidereal rolls (Wits + Larceny) against the Guile of a character within short range. Success
reveals that character’s current train of thought — harboring suspicions that she’s a spy in his
ranks, anticipating the revenge he plans to take on a rival, or ignoring a meeting to pine after his
beloved. If the Sidereal’s roll also beat his Resolve, she may steal this thought from him; he
forgets what he was thinking about and can’t resume that line of thought for the rest of the scene.
If something gives him reason to return to it — e.g., someone else bringing it up in conversation
— he my spend one Willpower to do so.
Sanctum-Breaching Heist
Cost: 5m, 1wp; Mins: Larceny 4, Essence 3
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Maiden-in-the-Pot Escape
Deft fingers trace the contours of mystical seals and otherworldly portals, feeling for the crack
through which the Sidereal can pass.
The Sidereal rolls (Wits + Larceny) to enter a spirit’s sanctum, use an otherwise inaccessible
portal, cross between realms of existence, or temporarily breach a magical barrier. The roll’s
difficulty equals the Essence of the character who created or owns the boundary; if no such
character exists, the Storyteller assigns a difficulty from 1-5. Success lets the Sidereal and
(Essence x2) companions pass through safely.
Professorial Mien
Cost: —; Mins: Lore 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal need not go to great lengths to establish her scholarly credentials; her sagacity is a
self-evident fact.
The Sidereal gains the following benefits:
• She may reflexively make her scholarly eminence known to all who see her. Anyone who
can perceive her becomes intuitively aware of all Lore backgrounds she possesses and regards her
as the perfect expert to consult on matters involving them, treating this as a Minor Tie.
• When she successfully reads a character’s intentions or profiles him, she also learns one
of his Lore backgrounds.
• Characters she teaches halve training times.
• At the end of each story, she gains a new Lore background based on that story’s events.
Avoiding-the-Truth Technique
Cost: 3m; Mins: Lore 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal speaks the truth but is not believed, inflecting her words with a tenor of unspeakable
dread that makes listeners refuse to believe them.
When the Sidereal makes a spoken influence roll or up to ten seconds of normal speech, everyone
who hears her believes she’s lying and gaining a Minor Principle reflecting this. Characters
whose Resolve is higher than the Sidereal’s Manipulation can spend one Willpower to resist. If a
character with this Intimacy makes a roll opposing the Sidereal’s Guile that could reveal she
wasn’t lying, he suffers +1 target number.
This Charm can contest lie-detecting magic like Judge’s Ear Technique; the Sidereal uses her
influence roll to oppose that Charm’s roll, or a (Manipulation + Lore) roll at −1 target number for
normal speech.
Incite Decorum
Cost: 5m; Mins: Occult 1, Essence 1
Type: Reflexive
Keywords: Mute
Duration: One scene
Prerequisite Charms: None
The Sidereal invokes her intrinsic authority as one of the Maidens’ Chosen to facilitate smooth
dealings with the spirit world.
Gods and elementals count as having Minor Ties of professional respect to the Sidereal; spirits
who are enemies of fate count as having one of fear. So long as she and her allies give such spirits
no reason to take offense, they must hear her out when she speaks. The imposed Tie always
penalizes summoned spirits’ Resolve against the Sidereal’s rolls to bind them with magic like
Summon Elemental.
A spirit may pay one Willpower to ignore or interrupt the Sidereal or two Willpower to initiate
hostilities, but still retains the Tie of respect. If the Sidereal or any of her companions engage in
combat, even in self-defense, further spirits may attack without spending Willpower.
Prince-of-the-Earth Attitude
Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Incite Decorum
Assuming the glory of the Chosen, the Sidereal’s presence commands deference and cows the
weak-willed.
While using Incite Decorum, as long as the Sidereal openly presents herself as an Exalt or acts as
her audience would expect one to act, all un-Exalted characters count as having a Minor Tie of
awe to her and are subjected to the restriction on interrupting or attacking her.
Incite Decorum still imposes Ties of respect or fear rather than awe on spirits. While using Mark
of Exaltation, spirits also count as having Minor Ties of awe.
Mark of Exaltation
Cost: 2m; Mins: Occult 1, Essence 1
Type: Reflexive
Keywords: None
Duration: Until next turn
Prerequisite Charms: None
The Sidereal’s Caste Mark shines as a symbol of her authority over spirits, illuminating the
unseen world.
Dematerialized characters within short range of the Sidereal become visible to her and any other
characters she wishes to extend this benefit to. She can focus this light on a dematerialized
character within long range as a miscellaneous action, rolling (Perception + Occult) against his
Evasion to render him visible.
Spirits can always see the light shed by the Sidereal’s Caste Mark, letting the knowledgeable roll
to recognize its use (p. XX).
Manifestation-Haling Summons
Cost: Varies; Mins: Occult 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Mark of Exaltation
Citing a spirit’s responsibilities to the world, the Sidereal weaves the chains of his duty into a
worldly form.
The Sidereal materializes a willing spirit within medium range for the rest of the scene for free.
The cost depends on how closely the task the Sidereal materializes the spirit for relates to his role
in the Celestial Bureaucracy:
• One mote if it’s directly relevant to the spirit’s duties.
• Three motes if it’s indirectly relevant.
• Five motes if it’s not relevant at all or the spirit isn’t in the Celestial Bureaucracy.
Spirit familiars and those bound with sorcery never cost more than three motes to materialize.
Tell-Tale Symphony
Cost: 3m; Mins: Occult 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Mark of Exaltation
Patterns of Essence sing to the Sidereal, revealing the subtle harmonies of the cosmos.
The Sidereal can sense when a spirit is within earshot by soft ringing of bells that surrounds them,
even if they’re dematerialized. This typically extends out to medium range, though environmental
conditions and magic may increase or decrease it. She can roll (Perception + Occult) instead of
the usual roll to oppose such spirits’ Stealth or read their intentions. A successful read intentions
roll also reveals whether they belong to the Celestial Bureaucracy and, if so, learn what position
they hold.
With Occult 5, Essence 2, the Sidereal can hear the subtler music of sorcery, Evocations, and
spirit or fae Charms. While this reveals the presence of such effects and their general nature, it
doesn’t reveal what they do or how they work.
Thaumaturgical Divination
The Astrological Horoscope ritual is identical to Reading the Tea Leaves
(Exalted, p. 490), except that it involves consulting the positions of the
stars rather than tea leaves. The ritual’s one-dot version lets a
thaumaturgist predict the course a subject’s life will take with a difficulty
2 (Perception + Occult) roll or the most life-changing event that will
happen in the next day with a difficulty 4 roll. The two-dot version also
lets her divine a subject’s best chances for success or failure in the coming
months with a difficulty 3 roll.
Numerous other divinatory rituals exist in Creation — haruspicy, reading
cards, casting oracle bones, and more. While players and Storytellers are
free to devise bespoke mechanics for such rituals, Reading the Tea
Leaves’ mechanics can be used as the default for such rituals.
While Reading the Tea Leaves refers to a character’s “destiny,” this
is figurative, not the destiny planned by Heaven. Divinatory rituals
offer glimpses into the future through mystic rituals, not fate or
destiny.
Unweaving Method
Cost: 3m; Mins: Occult 3, Essence 1
Type: Simple
Keywords: Dual
Duration: Instant
Prerequisite Charms: None
The Sidereal uses her understanding of the Wyld’s chaotic energies and the Underworld’s
deathly stillness to corrupt the pattern of an enemy’s fate.
The Sidereal rolls a withering or decisive (Wits + Occult) attack against an enemy within
medium range with this baleful energy. A withering attack uses the Accuracy of an artifact
Archery weapon (Close −1; Short +5; Medium +3; Long +1; Extreme −1). It ignores armored
soak, with (Intelligence + 3 + extra successes) raw damage and Overwhelming (Essence + 1).
Decisive attacks ignore Hardness from armor. She can enhance this attack with Archery Charms,
Thrown Charms, or Martial Arts Charms that are compatible with any ranged weapons, but can’t
combine Charms from multiple such Abilities unless they’re explicitly compatible with other
Abilities.
Enemies who’re immune to exposure to the Wyld, like a Solar using Integrity-Protecting Prana
(Exalted, p. 303), are also protected from this attack, receiving +5 soak and Hardness 5 against it.
The undead likewise receive this benefit.
Innocuous Maneuver
Cost: 5m, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Incite Decorum, Mark of Exaltation
Wrapped in the terrible grandeur of the stars, the Sidereal presents a convincing case to the
heavens.
The Sidereal makes a ([Charisma or Manipulation] + Occult) persuade or bargain roll to convince
a god to support her in some political matter, waiving the mote and Willpower costs to reduce the
roll’s target number with the Occult Excellency. Spirits other than gods who hold positions in the
Celestial Bureaucracy can also be affected.
Resisting this influence costs three Willpower. Targets can’t use Intimacies of corruption, greed,
self-indulgence, or laziness to bolster their Resolve against this influence or in the Decision Point
to resist.
Reset: This Charm can only be used against a spirit once per story.
Sorcery
Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any four Secrets Charms
Steeped in ancient wisdom and the secrets of the stars, the Sidereal masters the Emerald Circle’s
secrets.
The Sidereal can use Terrestrial Circle sorcery. She learns one Terrestrial spell — her control
spell — and one shaping ritual for free.
Cloaked in Mystery
Cost: 2m; Mins: Occult 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Terrestrial Circle Sorcery
The Sidereal veils herself in the subtlety of the unseen forces she has mastered.
The Sidereal gains +1 Resolve and Guile until her next turn when she takes a Shape Sorcery
action. She doesn’t lose sorcerous motes for going a turn without gathering them.
While wearing the resplendent destiny of an Exalt, other supernatural being, sorcerer, or
mysterious sage, this Charm is free.
Weaver of Mystery
Cost: 2m; Mins: Occult 4, Essence 2
Type: Reflexive
Keywords: None
Duration: One turn
Prerequisite Charms: Cloaked in Enigma
The Sidereal spins threads of fate with her right hand and threads of sorcery with her left.
The Sidereal flurries a Shape Sorcery action with a non-attack action, reducing the penalty on
both rolls by one. If she knows Celestial Circle Sorcery, she negates the flurry penalty entirely,
including the Defense penalty.
An Occult 5, Essence 3 repurchase lets the Sidereal pay a four-mote, one-Willpower surcharge to
extend this Charm’s duration to one scene.
Privacy-Enhancing Gesture
Cost: 10m, 1wp; Mins: Stealth 3, Essence 1
Type: Reflexive
Keywords: Mute,
Duration: One hour
Prerequisite Charms: None
Making the Lesser Sign of the Mask, the Sidereal occludes her surroundings from unwanted
surveillance.
The Sidereal rolls (Manipulation + Stealth) to secure an area within medium range from outside
observation. Characters outside this area suffer +1 target number on Perception rolls to observe it
and must always roll to notice details about it and those within it, even if no roll would normally
be required.
Attempts to scry on the warded area, teleport into it, or otherwise use magic to observe or intrude
upon it require an (Attribute + Ability) roll with the appropriate dice pool against the Sidereal’s
successes. If successful, that effect functions normally. If he fails, the effect is negated and can’t
be reused for the rest of this Charm’s duration.
If the Sidereal renews this Charm at its duration’s end, she waives its Willpower cost and doesn’t
need to roll, reusing her successes from before.
Unbreakable Silence
Cost: —; Mins: Stealth 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Soft Presence Practice
The Sidereal has made a labyrinth of her heart, sealing her secrets away within its coils.
The Sidereal can treat influence that would make her reveal a secret or do something she knows
could give it away as unacceptable (Exalted, p. 220). She can voluntarily reveal secrets, but
doing so causes her to lose this Charm’s protection until she upholds a Defining Intimacy through
secrecy, subterfuge, deception, or covert acts. An Oracle can also regain this protection by
fulfilling an auspicious prospect.
Characters can attempt a special instill roll to convince the Sidereal she can share her secrets,
rolling twice and taking the lower result. The cost of effects used to enhance it must be paid
separately for each roll. Success negates this Charm’s protection as above.
Self-Annihilating Discretion
Cost: 1m, 1wp; Mins: Stealth 5, Essence 2
Type: Reflexive
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Unbreakable Silence
The Sidereal entrusts her secrets to nothingness.
The Sidereal seals away her own memories. She chooses which memories to suppress, but the
Storyteller may require a (Manipulation + Stealth) roll for extensive or complex manipulations,
like suppressing the last twenty years or selectively editing her memories of a Circlemate to
suppress anything that could reveal he’s a double agent. The Sidereal’s memory of using this
Charm is always suppressed. Most magic is incapable of viewing or accessing the sealed
memories, those specialized Charms like Soul Projection Method (Exalted, p. 358).
The Sidereal can use this Charm after a roll against her Guile or any other roll to which its effect
is relevant, letting her negate its effect if she suppresses whatever memories are necessary to do
so.
Alternatively, the Sidereal can use this Charm after she succumbs to a Psyche effect that creates
false memories or alters existing ones, rolling (Manipulation + Stealth) opposing the Psyche
effect’s roll — or an appropriate (Attribute + Ability) roll, if it’s unrolled. Success erases any
implanted false memories or any alterations that add new details to existing memories.
If the Sidereal’s presented with convincing evidence that her memory’s been erased, she can use
this Charm a second time to unseal suppressed memories. If the only evidence is another
character telling her she used this Charm, he must roll as if overturning influence (Exalted, p.
221) and the Sidereal must cite a Major or Defining Intimacy in the Decision Point.
Everywhere-and-Nowhere Technique
Cost: 5m, 1wp; Mins: Stealth 5, Essence 3
Type: Simple
Keywords: Mute
Duration: Until the Sidereal leaves concealment
Prerequisite Charms: Walking Outside Fate
The Sidereal hides between raindrops, under fallen leaves, and in the steam that rises from a
freshly poured tea, keeping her existence a secret from the world.
The Sidereal rolls (Dexterity + Stealth) to establish concealment in even the most inadequate of
hiding spaces, ignoring any related penalties — a blade of grass or a single hair is more than
enough for her to hide behind. She can pass through the slightest of openings to hide inside closed
containers and other obstructed spaces, even if they’re smaller than she is, though can’t bypass
magical barriers or wards. Some hiding spots may offer cover (Exalted, p. 198) or similar
circumstantial benefits or obstacles.
Once the Sidereal’s hidden with this Charm, she can use it again to move to another hiding spot
within close range without crossing the space between them, ignoring Stealth penalties for
movement.
While using Walking Outside Fate, this Charm’s Willpower cost is waived.
Ceasing-to-Exist Approach
Cost: 10m, 1wp; Mins: Stealth 5, Essence 5
Type: Simple
Keywords: Shaping (Fate)
Duration: Indefinite
Prerequisite Charms: Any ten Stealth Charms
As the Sidereal presses a prayer strip bearing the Scripture of Absence against her chest, it sinks
into her flesh in a flash of green light to encircle her heart, wresting her from her life to take
refuge in a new one.
The Sidereal vanishes, reappearing in a location chosen by the Storyteller where she can start a
new life in a way that will advance the chronicle’s story. Her player creates a new identity
appropriate to this locale; this can be a mortal, an Exalt, a spirit, or another supernatural creature,
though she can’t imitate specific characters.
The Sidereal rolls (Manipulation + Stealth) to determine her cover identity’s social context,
choosing Story Merits whose total rating equals her successes. The Sidereal’s player and
Storyteller should work together to determine what exactly these Merits represent. With four-dot
Backing and five-dot Command, she could be a prominent general in a warrior-queen’s army;
with three-dot Cult and five-dot Followers, she could be the patron god of a city-state’s beggars.
• Those who reside in the chosen location or otherwise have reason to interact with the
Sidereal’s cover identity remember her having always been there and gain appropriate Intimacies.
The specifics of the relationship a character remembers having with the Sidereal’s cover identity
should be determined between that character’s player and the Sidereal’s. If a nontrivial character
discovers evidence his memories have been altered, he may pay three Willpower to reject the
false memories.
• She takes on the physical appearance of her cover identity, and any overt magic she uses
takes on a suitable appearance. This includes her anima banner; it won’t rise above dim in un-
Exalted cover identities. Seeing through this disguise is impossible without magic like Eye of the
Unconquered Sun (Exalted, p. 273). Divination, scrying, and similar magic won’t provide
information that contradicts her cover identity.
• Characters automatically fail rolls opposing the Sidereal’s Guile that could contradict her
cover identity unless they use magic or have a Tie to the Sidereal’s true identity; even then, they
suffer +2 target number.
• Her cover identity takes the place of a resplendent destiny, suppressing her arcane fate
but preventing her from donning other destinies — unless her cover identity’s also a Sidereal.
• If she disguises herself as a supernatural being, she can learn Eclipse Charms appropriate
to its nature. She retains them even after this Charm ends, though she must wear a resplendent
destiny of that type of being to use them.
• All Psyche effects, Shaping effects, sorcerous curses, and other harmful ongoing magic
she suffers from at the time she uses this Charm are suppressed for its duration.
• If she knows Self-Annihilating Discretion, she may use it for free with this Charm to
erase memories as appropriate to her new cover identity, without needing a roll. These changes
revert when this Charm ends.
• If she knows Death-of-Self Meditation (p. XX), she may exchange any number of her
Intimacies for new Intimacies of equal intensity appropriate to her cover identity. These remain
even after this Charm ends.
Once this Charm ends, the cover identity begins to unravel. The disguise itself ends immediately;
memories of the cover identity fade away with each passing hour, gone entirely in a matter of
days. The Sidereal loses access to Merits as the relevant character’s memories fade, though she
may be able to retain some through ingenuity.
Reset: Once per story.
Morbid Premonition
Cost: 4m; Mins: Any Endings Ability 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Any three Endings Charms
Death awaits all things that live; the Sidereal merely looks ahead to this foregone conclusion.
The Sidereal makes a special (Perception + Endings Ability) read intentions roll against a living
character. Success lets her player asks the Storyteller one of the following questions, plus an
additional question for every 3 extra successes:
• What’s his greatest vulnerability?
• What is he willing to die for?
• If he died, would any unfinished business cause his ghost to linger?
• If he died, who would mourn him?
If the Storyteller doesn’t have an answer in mind for a question, the Sidereal’s player should
provide one, as if introducing a fact.
Reset: Once per scene.
Forgotten Earth
Cost: 3m; Mins: Athletics 2, Essence 1
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal momentarily severs the invisible tether that binds her to the ground.
The Sidereal can use a reflexive move action to jump one range band in any direction without
needing to roll, which counts as her movement action. Alternatively, she can inflict +1 target
number on a falling damage roll.
With an Athletics 4, Essence 2 repurchase, the Sidereal can pay a three-mote surcharge to end a
horizontal leap in mid-air. On her next turn, she must use this Charm again to continue the leap or
fall to the ground. She can choose to descend one range band in addition to her forward
movement.
Hungry Touch
Cost: 3m; Mins: Athletics 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal consumes an object’s future, bringing about its inevitable destruction early.
The Sidereal performs a feat of demolition simply by touching an object. Lengthy feats, like
bashing through a thick stone wall, are completed instantly if the Storyteller deems it feasible; if
not, the time required to complete it is divided by the Sidereal’s (Strength + Athletics).
In combat, a successful feat awards one Initiative if the feat changes the scene in the Sidereal’s
favor. This Charm can’t be used to destroy objects worn or wielded by enemies, but an Athletics
4, Essence 2 repurchase removes this limit.
Refused Burden
Cost: 5m; Mins: Athletics 3, Essence 1
Type: Simple
Keywords: Mute, Stackable
Duration: Indefinite
Prerequisite Charms: Hungry Touch
The Sidereal burns away the weightiness of steel and stone, making the heaviest burdens as light
as ash in her hands.
The Sidereal diminishes a touched object’s weight, reducing the Strength minimum of feats of
demolition against it by (Essence/2, rounded up). Armors’ mobility penalties are reduced by the
same amount, as are similar penalties from other burdensome loads. It smells distinctively of
smoke.
This Charm can be used on multiple objects, but its effects can’t be stacked on a single object.
Burn Life
Cost: 3m per dot, 1wp, 1ahl; Mins: Athletics 3, Essence 1
Type: Simple
Keywords: Perilous
Duration: One scene
Prerequisite Charms: None
The Sidereal shortens her allotted lifespan by a few days to suffuse her body with strength stolen
her future.
The Sidereal gains up to (Essence) bonus dots of Strength, paying three motes per dot. This can
raise her above Strength 5. If she’s unarmored, she adds +(Strength) soak, which includes these
bonus dots. Using this Charm slightly but permanently reduces the Sidereal’s lifespan; this
doesn’t need to be tracked but can provide roleplaying opportunities.
If the Sidereal has five dots in a Martial Art, she can use its Form Charm reflexively when she
uses Burn Life.
Inexorable Advance
Cost: 3m; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
Eliding the moments between her footsteps, the Sidereal acts without motion.
The Sidereal ignores wound penalties and mobility penalties on a movement action with any
Ability. Alternatively, she can negate the penalty on a Stealth roll from moving in wide open
terrain (Exalted, p. 204), flashing instantly between hiding places.
Distance-Severing Stride
Cost: —(+2m); Mins: Athletics 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Inexorable Advance
The Sidereal seems to flicker from rather than move, appearing at her destination in the instant
she vanishes.
The Sidereal can pay a two-mote surcharge when she uses Inexorable Advance to move between
range bands (including with a reflexive move action). She moves without crossing the space
between, circumventing difficult terrain, environmental hazards, and the like. A clear path must
exist; she can’t move through walls.
Step-Silencing Exercise
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: Inexorable Advance
The Sidereal omits sound from her movement, even the slightest footsteps dissipating into
invisible smoke before they can be heard.
The Sidereal becomes perfectly silent; rolls opposing her Stealth that are based solely on hearing
fail automatically. She can also silence a movement action with any Ability, making it impossible
to detect with hearing-based rolls. This doesn’t silence indirect consequences of the action, like a
rotten timber collapsing under the Sidereal’s weight.
Cage-Shattering Grasp
Cost: 1m (+1wp); Mins: Athletics 5, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Hungry Touch
The Sidereal refuses untimely conclusions to her journeys, from manacles to a demon's petrifying
gaze.
The Sidereal makes a feat of demolition with a free full Excellency against something that
restrains her, blocks her movement, or otherwise impedes her physical freedom. She ignores any
penalties from such restraints or limitation — even if her entire body is bound in chains, she
could shatter them with breath control alone.
For a one-Willpower surcharge, the Sidereal can use this feat to shatter an ongoing magical effect
that impedes her physical freedom. Such feats' minimum Strength and difficulty equal the
(Essence + 2) of the character responsible for the effect.
Reset: Once per scene.
Chains of Adorjan
Cost: 5m, 4i, 1wp, 1ahl; Mins: Athletics 5, Essence 2
Type: Simple
Keywords: Aggravated, Perilous
Duration: One scene
Prerequisite Charms: Cage-Shattering Grasp, Step-Silencing Exercise
The Sidereal slashes her palm in offering as she recites a promise the Silent Wind once made to
Saturn, summoning a portion of the Demon Prince’s apocalyptic presence.
The Sidereal summons a deadly vortex within medium range, an environmental hazard extending
out to short range from that point with difficulty 4, Damage 4L/round. Demons add +1 target
number on rolls against it and are destroyed permanently if incapacitated. All sound is silenced
within the vortex. Those outside it can’t hear anything from within; those within it can’t hear at
all.
This wind is a portion of Adorjan; while she can’t control it, she perceives the world through it.
Sidereals are encouraged to exercise great discretion in what information they expose with this
Charm. Adorjan may fall in love with Sidereals who summon her, though such attachments are
fleeting.
Unexpected Delay
Cost: 5m, 1wp; Mins: Athletics 5, Essence 2
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Hungry Touch
The Sidereal destroys not matter but the force that moves it, negating speed and momentum.
The Sidereal makes an unarmed (Strength + [Athletics, Brawl, or Martial Arts]) gambit, with
difficulty 6. If she succeeds, all her victim’s movement counts as being in difficult terrain
(Exalted, p. 199) for that scene.
This Charm can also be used against inanimate objects in motion, like a barrel rolling downhill or
a ship on the sea. The attack roll is made at difficulty 1-5, based on how easy it is to touch the
object; the Initiative roll and cost are waived. Success halves the speed at which it moves for the
scene.
Invisible Motion
Cost: 15m, 1wp, 1ahl; Mins: Athletics 5, Essence 5
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Any ten Athletics Charms
With a prayer strip bearing the Scripture of the Maiden and the Dust wrapped around her
forehead or neck, smelling faintly of lilacs and decay, the Sidereal skips past unnecessary
seconds, reducing her actions to instantaneousness.
The Sidereal gains the following benefits:
• She waives the cost of Inexorable Advance, Distance-Severing Stride, and Step-Silencing
Exercise.
• She waives Shattered Stepping-Stone Advance’s Willpower cost.
• She can maintain a speed of (Essence x20) miles per hour over even the harshest terrain,
flickering from point to point.
• When she flurries, she can take two physical actions and one action of any type. She
ignores the Defense penalty for flurrying and can flurry Stealth rolls to establish concealment.
• Freed from unnecessary motion, physical exertion doesn’t tire her. She can complete a
night’s sleep in a single hour and can run while asleep.
Prior Warning
Cost: —; Mins: Awareness 1, Essence 1
Type: Permanent
Keywords: Divination
Duration: Permanent
Prerequisite Charms: None
The Sidereal’s senses extend into her immediate future, probing for anything that could cause her
harm.
The Sidereal can roll to detect an immediate threat in advance of when she would be able to
detect it normally. This roll uses whatever dice pool and difficulty would be used to detect the
threat; if that’s not clear, the Sidereal rolls (Perception + Awareness) against difficulty 1-5.
Success doesn’t reveal the threat but gives the Sidereal a feeling of unease that lets her know
there is some form of impending danger. This foreboding adds (Essence) dice on her roll to
actually detect the threat.
This Charm’s premonitions typically occur a few minutes in advance, but if this isn’t feasible, the
Storyteller should ensure the warning comes in time to be potentially useful to the Sidereal. She
can’t sense dangers that only threaten her in the long run, like a slow-acting poison or a courtier
planning to frame her.
Expected Pain
Cost: —(5m); Mins: Awareness 3, Essence 1
Type: Permanent
Keywords: Divination, Mute, Uniform
Duration: Permanent
Prerequisite Charms: Prior Warning
The Sidereal is burdened with an awareness of the bad things that will happen in her life,
realizing what tragedies are about to befall her with only seconds to spare.
When the Sidereal’s about to suffer from an unexpected danger or unpleasant occurrence —
drinking poison, suffering humiliation, being exposed to a disease, losing a loved one, being
betrayed, being sold fraudulent merchandise — the Storyteller should inform her player. She may
pay five motes to learn the threat’s general nature and reflexively take an action with any Ability
to try to prevent it. If she uses this to attack or move in combat, it counts against the limit on how
often she can do so per round.
Alternatively, if she uses this Charm in response to an unexpected attack (Exalted, p. 203) —
even an ambush — she rolls (Perception + Awareness) opposing her attacker’s Stealth successes.
If her attacker used magic to make an unexpected attack without establishing Stealth, the
difficulty is that magic’s minimum Essence. Against surprise attacks, success negates their
Defense penalty. Against ambushes, she can defend normally, but sets her Defense to 1, plus one
for every two extra successes, up to a maximum of her normal base Defense.
Anticipated Betrayal
Cost: 5m; Mins: Awareness 3, Essence 1
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: Expected Pain
The Sidereal is never caught unprepared, forearmed by her prescient sense for danger.
The Sidereal readies a weapon or dons armor instantly. This doesn’t entail any action on her part;
instead, it’s revealed that she anticipated this conflict and had the weapon or armor handy,
perhaps hiding it under her clothes.
Wise Choice
Cost: 6m; Mins: Awareness 1, Essence 1
Type: Simple
Keywords: Divination
Duration: Instant
Prerequisite Charms: None
The Sidereal glimpses ahead to the consequences of her possible decisions, narrowing her range
of options.
The Sidereal contemplates up to (Essence + 1) options she has in a given situation and her desired
outcome. The Storyteller tells her player which of those options would be best for achieving that
outcome in the short term. However, there’s no guarantee it’ll be beneficial in the long term, and
the Sidereal receives no warning if all the options she proposes are bad ones.
Once for a given situation.
Inevitable Pursuit
Cost: 4m; Mins: Awareness 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal senses the subtle impressions left by her quarry on the fates of everything around
him, tracing his past back to him.
The Sidereal makes a (Perception + Awareness) tracking roll, ignoring penalties from the age or
condition of the tracks she follows. She can track characters even if there is no physical trace of
their passage whatsoever, so long as the trail is no more than (Essence) weeks old. In sparsely
populated areas, where there are fewer people to leave their mark on fate, this increases to
(Essence) months. This can contest Traceless Passage (Exalted, p. 412) and similar magic.
Supernal Awareness
Cost: 5m; Mins: Awareness 4, Essence 1
Type: Simple
Keywords: Stackable
Duration: One scene
Prerequisite Charms: Inevitable Pursuit
The Sidereal observes the web of fates around her, reading in it the patterns of her local reality.
The Sidereal she chooses a specific activity — “fighting,” “eating,” “gambling,” etc. She can
sense when that activity occurs within (Essence + 3) range bands of her and recognize if anyone
or anything she’s familiar with is involved in it but can’t determine the actual course of events. If
a character rolls to conceal the activity or his involvement in it, the Sidereal must make an
opposing (Perception + Awareness) roll to detect it.
Alternatively, the Sidereal can use this Charm to monitor either mortals or spirits. This works as
above, except that she can sense all activities of all mortals or spirits within range.
The Sidereal can stack this Charm to monitor multiple activities.
Bold Filcher
Cost: 2m, 1wp; Mins: Awareness 4, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Prior Warning
Spotting the perfect moment for theft, the Sidereal strips away materialistic delusions of self-
importance.
The Sidereal adds (Perception) dice on a pickpocketing roll and can steal in plain sight; her theft
can’t be noticed until (her Essence) minutes have passed or circumstances draw attention to it. If
her target has an Intimacy related to the stolen object — an artisan’s Principle of pride in his
handiwork, a merrymaker’s Tie of fondness for strong drink, a warrior’s Tie of respect for his
blade — it’s weakened by one step.
Illusion-Piercing Vigilance
Cost: 3m; Mins: Awareness 5, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Prior Warning
Shedding the scales from her eyes, the Sidereal realizes when she’s been compromised.
The Sidereal rolls ([Perception or Wits] + Awareness) to detect a Derangement, Psyche effect,
Shaping effect, sorcerous curse, or possession she suffers from. If an effect gives no difficulty for
detecting it, use the Essence of an effect’s creator or the Guile of a possessing spirit. If successful,
she gains −1 target number on rolls with any Ability to resist the identified effect and reduces any
Willpower cost to resist it by one. Completely overcoming the effect counts as fulfilling an
auspicious prospect (p. XX).
With an Awareness 5, Essence 3 repurchase, success lets the Sidereal’s player ask the Storyteller
if a character is responsible for the effect. If she’s correct, she can end the effect by killing that
character. Spirits and the like must be destroyed permanently.
Conclusive Wisdom
Cost: 15m, 1wp; Mins: Awareness 5, Essence 5
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Any ten Awareness Charms
The Sidereal brandishes a prayer strip bearing the Scripture of the Maiden and the Scythe, which
blossoms with pungent violet flowers whose petals slowly wither, fall, and crumble into dust, a
harbinger of death to come.
The Sidereal rolls (Perception + Awareness) against the Resolve of a character who can see her
prayer strip. If she beats his Resolve, he witnesses a vision of his destined death. If his death isn’t
planned for in destiny — almost always the case for the Exalted — he instead sees what the
Storyteller thinks is the most likely way for him to die based on current conditions. The
Storyteller can briefly summarize or skip over Storyteller character’s visions. A player character’s
vision can play out as a scene if the playgroup’s interested in doing so or can simply be narrated
by the character’s player.
The character rolls (current temporary Willpower); for each failed die, he loses one Willpower
and gains one Limit. If he loses any Willpower, he gains a Defining Principle reflecting fear of
death; otherwise, he gains a Defining Principle reflecting a positive outlook on death.
The foretold death is not inevitable. If the affected character encounters circumstances similar to
it and survives, his will to live is redoubled. His current temporary Willpower is set to ten, which
can raise him above his permanent Willpower, and he loses all Limit. If he has Intimacies
expressing fear of death, they become Principles that oppose that fear, chosen by his player.
An Abyssal relives the moment of his Exaltation rather than witnessing his future end; while
relieving his near-death is still harrowing, he doesn’t gain Limit from it.
Reset: This Charm can only be used on a given character once per story.
Terminal Sanction
Cost: 5m; Mins: Bureaucracy 2, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal formally invokes her divine authority as she makes the Lesser Sign of the Haywain
against a spirit, binding it into a form she can attack and kill.
The Sidereal rolls (Charisma + Bureaucracy) against the Resolve of a spirit or other
dematerialized character within medium range, adding (higher of Essence or 3) bonus dice
against enemies of fate (p. XX). If she succeeds, that character materializes at no cost and can’t
dematerialize for the rest of the scene.
With Bureaucracy 3, if the Sidereal kills a spirit under this Charm’s effect, she determines the
ending he meets. She can destroy him permanently, seal him away within a nearby object until it
is destroyed, or bind him to her service, imposing a Defining Tie of loyalty that lasts a year and a
day and can’t be weakened or changed.
With a Bureaucracy 5, Essence 3 repurchase, the Sidereal can pay a one-Willpower surcharge to
apply this effect against all targets within medium range.
Icy Hand
Cost: 1m, 1wp; Mins: Bureaucracy 3, Essence 1
Type: Simple
Keywords: Psyche
Duration: Indefinite
Prerequisite Charms: None
The Sidereal’s hand is wreathed with purifying cold, driving away bureaucratic corruption.
Touching a character — a difficulty 1 unarmed gambit in combat — the Sidereal makes a special
(Strength + Bureaucracy) instill roll against him. Success causes him to gain a Defining Principle
of “I must perform my official duties diligently and refrain from all corruption.” He can’t
voluntarily erode that Principle while this Charm remains active.
Record-Obtaining Inquiry
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 1
Type: Simple
Keywords: None
Duration: One task
Prerequisite Charms: Icy Hand
The Sidereal trades a clean ending for an expedient one, hastening her pursuit of documents, a
judgment, or divine intervention at the cost of leaving a leaving some loose ends.
The Sidereal undertakes a project or bureaucratic task, reducing the interval of time necessary to
complete it by one step: years to seasons, seasons to months, months to weeks, and weeks to
days. Tasks that would take less than a day are completed instantly. This doesn’t speed physical
labor, only the planning, authorization, allocation of resources, and other bureaucratic tasks
involved in fulfilling her request.
However, something is always left undone — a small task left incomplete, an overlooked
problem, an unpaid contractor, etc. It’s only a small inconvenience compared to the project’s
significance, but one that may complicate the Sidereal’s life down the line.
Crisis-Weathering Insurance
Cost: —(+4m); Mins: Bureaucracy 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Corruption Elimination Agenda
The Sidereal’s imprimatur holds all threats to an organization at bay, securing it against turmoil
and sabotage.
The Sidereal may pay a four-mote surcharge when she uses Corruption Elimination Agenda to
protect the targeted organization from harm. Hostile effects that target the organization as a
whole, like Indolent Official Charm, suffer +1 target number. If the effect is normally unrolled,
the character using it must make an appropriate (Attribute + Ability) roll opposing the Sidereal’s
(Intelligence + Bureaucracy) roll. Additionally, when organization members make rolls opposing
a threat to the group as a whole — a disease spreading through its ranks, poison vapors released
in its headquarters, a campaign of sabotage, etc. — they gain −1 target number.
This Charm’s benefits extend to organization members who didn’t receive the Sidereal’s
message, but for very large organizations like the Celestial Bureaucracy or the Guild, it applies
only to that subdivision of the group that the Sidereal spread her message through.
Calamity-Stalling Patience
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 2
Type: Simple
Keywords: None
Duration: As long as the Sidereal opposes the crisis
Prerequisite Charms: Crisis-Weathering Insurance
The Sidereal stands between Creation and all threats to it, holding at bay the worst that could
happen.
To use this Charm, the Sidereal must be actively opposing a crisis, disaster, or similar that has not
yet reached its peak: fighting against an enemy army that has reinforcements on the way, getting
people to shelter from an approaching hurricane, trying to stabilize a manse that’s about to
explode, etc. While she continues to actively oppose the crisis, it can’t reach its peak:
circumstance delays the enemy reinforcements, the hurricane’s advance slows, the manse remains
stable long enough to give the Sidereal a chance to implement her plans. If the Sidereal chooses
or is forced to stop her opposition, the crisis resumes building to its peak, although it’s delayed by
however long she spent opposing it.
This Charm can’t affect the Exalted or negate the effects of Charms and other magic. The
Sidereal could prevent an enemy’s reinforcements from reaching them, but not their outcaste
general.
Reset: Once per story unless reset by achieving a legendary social goal (Exalted, p. 134).
End Debate
Cost: 15m, 1wp; Mins: Bureaucracy 5, Essence 5
Type: Simple
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: Any ten Bureaucracy Charms
The Sidereal throws down a prayer strip bearing the Scripture of the Maiden’s Promise, which
explodes in a searing amethyst light that brings conversation and debate to a close.
The Sidereal makes a special (Strength + Bureaucracy) persuade roll to bring an argument,
debate, meeting, planning session, or similar interaction to an end, preventing any further
opinions from being voiced. Anyone wishing to get in a final influence roll may pay one
Willpower and roll (Wits + Bureaucracy) opposing the Sidereal. If multiple characters attempt to
do so, only the one with the highest successful result gets to speak.
Once any final remarks are concluded, all characters involved immediately cease discussion and
immediately make a decision, take a vote, or take other appropriate action based on what’s been
said so far. If no such decision is necessary, participants simply lose interest and wander off. If a
character’s Resolve is beaten, he can’t take issue with the process by which the decision was
reached, though he may disagree with the decision itself. He forgets the Sidereal’s use of this
Charm is forgotten by witnesses, assuming the conversation reached a natural ending while he
wasn’t paying attention.
If ending the conversation threatens one of a character’s Defining Intimacies, he may pay three
Willpower to resist; while other participants remain silent, he can continue to speak. This also
renders him immune to the additional effects described below.
If the Sidereal knows Icy Hand, ending a conversation among an organization’s members about a
corrupt agenda or activities lets her inflict that Charm’s effect on group members whose Resolve
is beaten by her roll. This is permanent unless they resign their position within that organization
and refrain from any involvement with it for the rest of the story.
Alternatively, if the Sidereal ends a conversation about a bureaucratic task she’s stymied with
Paralyzed Mandarin Infliction with one of that task’s leaders, she can bring that task to an end if
her successes exceed the leader’s Resolve. He’ll take all steps possible to abandon it as quickly as
possible, though he may face pushback from others within the organization. He can’t
subsequently initiate a similar task, though others in the organization are unaffected.
Reset: Once per story unless reset by accomplishing a major character or story goal through
bureaucratic reforms, investigations into corruption, etc.
Hopeful Intimacies
Hopeful Intimacies express a character’s hopes, dreams, and
desires for the future, even if they aren’t explicitly worded as hopes:
a Tie of great expectations for one’s child, a Principle of
commitment to a long-term agenda, a Tie toward the object of
one’s affections, etc.
Promise of Tomorrow
Cost: 2m; Mins: Integrity 4, Essence 1
Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: Until Hope’s End
The Sidereal may have no hopes, but Creation’s hopes for her sustain her.
The Sidereal can use this Charm upon discerning an auspicious prospect to form a Defining
Principle of hope toward fulfilling it. This Intimacy can’t be weakened by any means except the
Sidereal’s own Integrity Charms.
Upon fulfilling the auspicious prospect, the Sidereal loses this Principle and rolls (Intimacy) dice.
For each success, she may gain one Willpower or lose one Limit.
Reset: Once per story unless reset by fulfilling the chosen prospect.
Dream-Sacrificing Maneuver
Cost: 5m; Mins: Integrity 4, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Necessary Betrayal Attitude
The Sidereal makes the Lesser Sign of the Sword against her own hopes and dreams, severing
them from her heart.
When the Sidereal is targeted by an influence roll that’s exploits one of her Intimacies, she may
sacrifice that Intimacy completely to prevent the influence from leveraging it. For the rest of the
story, she can’t voluntarily reform or strengthen that Intimacy. Rolls to instill it use the rules for
overturning influence (Exalted, p. 221). If she sacrifices a hopeful Intimacy, the Willpower cost
to resist is reduced by (Intimacy − 1).
Hope-Ending Bluntness
Cost: 3m, 1wp; Mins: Integrity 4, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Dream-Sacrificing Maneuver
Hope is precious but fragile; it can be broken with but a word.
The Sidereal makes an instill roll against one character to weaken a hopeful Intimacy, a persuade
roll to convince him to abandon a course of action he thinks will fulfill his hopes, or an inspire
roll to fill him with despair.
Affected character also succumb to a dark melancholy, treating hopeful Intimacies as one step
weaker and suffering +1 target number on social and mental rolls related to such Intimacies. This
lasts until another character overturns this melancholy (Exalted, p. 221).
Creation-Preserving Will
Cost: 5m; Mins: Integrity 4, Essence 2
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: Minimum Legal Defense Competence
The Sidereal tangles words in a web of fate and despair, souring their promise of a better future.
The Sidereal inflicts +1 target number on an influence roll against her (it doesn’t apply for other
targets). If her Resolve is penalized by a hopeful Intimacy, she inflicts +2 target number instead.
Loyalty-Sacrificing Sidestep
Cost: 10m, 1wp; Mins: Integrity 5, Essence 3
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: Creation-Preserving Will, Dream-Sacrificing Maneuver
Accepting betrayal as the price of her survival, the Sidereal deflects assaults upon her mind
against those closest to her.
When the Sidereal’s Resolve or opposed roll is beaten by a Psyche effect, she can defend against
it by redirecting it against a character with a positive Major or Defining Tie to her, no matter how
far away he may be. She can’t redirect it against a character already targeted by it. Mortals don’t
recognize the Sidereal’s agency in this, but supernatural characters do; they can sacrifice their Tie
to the Sidereal to avoid the redirected effect. She must then either contend against the effect
herself or use this Charm again to redirect it against a different character.
Reset: Once per story unless reset by instilling an Exalt or other supernatural being with a
positive Tie to the Sidereal and raising it to Defining intensity.
Death-of-Self Meditation
Cost: 10m, 1wp; Mins: Integrity 5, Essence 4
Type: Reflexive
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: Dream-Sacrificing Maneuver, Oath of the Sword
The Sidereal kills that part of herself that would betray her duty, even if she must cut away all
that she is.
The Sidereal can use this Charm after an influence roll beats her Resolve, recreating her
personality to negate it. She gains a Defining Intimacy, chosen by her player, that renders that
influence unacceptable (Exalted, p. 220). She also gains a number of Major Intimacies equal to
the influence’s Willpower cost, chosen by the Storyteller, reflecting changes in personality and
eccentricities caused by the mental alterations necessary to negate the influence.
Any Intimacies that support the influence are lost. Influence rolls to instill them again use the
rules for overturning influence (Exalted, p. 221) for the rest of the story. The Sidereal can’t
voluntarily strengthen them until they’ve been instilled by influence.
Reset: Once per story unless reset by upholding one of Intimacies imposed by this Charm.
Smooth Transition
Cost: 5m; Mins: Medicine 1, Essence 1
Type: Simple
Keywords: Aggravated, Decisive-only
Duration: Instant
Prerequisite Charms: None
Making the Lesser Sign of the Corpse, the Sidereal ushers that which has lingered too long in the
world into nonexistence.
The Sidereal rolls (Charisma + Medicine) against the Resolve of an undead within medium range.
Success inflicts (higher of Essence or 3) dice of aggravated decisive damage, ignoring Hardness.
If the Sidereal has an applicable Intimacy of courage, recklessness, audacity, or anger, this
increases to (Essence + Intimacy) dice. This doesn’t include or reset her Initiative. Zombies and
other mindless undead are instead destroyed instantly, as are trivial undead.
Alternatively, the Sidereal can use this Charm against a ghost if his corpse is present in the scene,
rolling (Charisma + Medicine) against its Resolve. Success banishes it to a location of the
Storyteller’s choice in the Underworld and makes him incapable of leaving the Underworld for
(extra successes x10, minimum 1]) years, or permanently if it’s Essence 1 or trivial. Nontrivial
ghosts whose Essence equals or exceeds the Sidereal’s may pay one Willpower to resist.
Reset: Once per scene. Using this Charm against mindless or trivial undead doesn’t require a
reset.
Peaceable Conclusion
Cost: 1m; Mins: Medicine 1, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Smooth Transition
The Sidereal reaches out to those who suffer or have lived beyond their time, bidding them let go
of their attachment to their lives.
The Sidereal touches a character who is either incapacitated or willing to die, killing him instantly
and painlessly. His higher soul passes immediately into Lethe, his lower soul won’t linger as a
hungry ghost, and his corpse can’t be reanimated as a zombie or other undead. If his corpse is
ever placed on bare earth or stone, it sinks into the ground, arranging for its own burial.
Once per session, using this Charm grants the Sidereal (Essence + 3) motes and lets her shed one
Limit as she upholds the cosmic order.
Soul-Reviving Eulogy
Cost: 4m; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Smooth Transition
The Sidereal dredges forth memories lost to Lethe, stirring dead hearts with passions they once
held.
The Sidereal makes a special (Charisma + Medicine) instill roll against an undead, imposing an
Intimacy that it possessed in life on it for the scene if she succeeds. Mindless undead are
susceptible to this Charm and can be affected by influence rolls that align with the revived
Intimacy. The Sidereal can revive a specific Intimacy if she’s aware of it and of one of the
target’s experiences or memories related to it; otherwise, the Storyteller chooses the Intimacy.
Undead with Essence greater than the Sidereal’s can spend one Willpower to resist, becoming
immune to further uses that scene.
Abyssals don’t regain Intimacies; instead, their mind and Essence reject these memories in a
moment of soul-rending agony, gaining one Limit. Similarly, Liminals are disoriented and
overwhelmed by the memories dredged from their flesh, gaining an Intimacy chosen by the
Storyteller and suffering a −3 penalty on all actions they take that scene. This costs one
Willpower to resist, rendering the victim immune for the scene.
Deferred Wounds
Cost: 1m, 1wp; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None
The Sidereal postpones the hour of her patient’s death, making his wounds seem to vanish with a
touch.
The Sidereal rolls (Intelligence + Medicine), healing levels of damage equal to her successes.
This damage is held in abeyance for this Charm’s duration, diminishing over time with the
patient’s natural healing (Exalted, p. 173). If this Charm ends before all damage is healed, the
remaining levels are inflicted on the patient.
Denature Venom
Cost: 4m, 1wp; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal hastens the end of a venom’s potency, rendering it harmless.
The Sidereal rolls to treat poison instantly and without needing any medicine or tools. Her
successes are applied directly to lowering its duration, without needing to overcome its difficulty.
Alternatively, the Sidereal can cleanse a patient’s system of toxins or drugs.
This Charm can also be used to denature a poison or intoxicant with a touch (including touch its
container), neutralizing its effect. Against magical poisons or intoxicants, she rolls (Strength +
Medicine) against a difficulty set by the Storyteller.
Terminate Illness
Cost: 8m, 1wp; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal makes the Lesser Sign of the Corpse over one suffering illness, striking his name
from the rolls of that disease’s god.
The Sidereal rolls to treat disease instantly and without needing tools. In addition to the roll’s
usual effect, her patient can roll (Stamina + Resistance) against that disease immediately with −1
target number. A mundane diseases is cured immediately if he succeeds.
Earth-and-Sky Bargain
Cost: 15m, 1wp (3m per Charm); Mins: Medicine 5, Essence 5
Type: Simple
Keywords: None
Duration: One story
Prerequisite Charms: Any ten Medicine Charms
Buried beneath a stone cairn by the Sidereal, a prayer strip bearing the Scripture of the Maiden
and the Road erupts with ten spines of indigo light that rise skyward, revealing a spirit in such
desperate peril that he might accept the Earth-and-Sky Bargain,
The Sidereal rolls (Intelligence + Medicine) to introduce the fact that there’s a god or elemental
on the brink of permanent destruction nearby. (While some Exalted can kill spirits, more common
causes of permanent death include puissant supernatural beings and monsters; certain
supernatural diseases; exotic magical poisons; sorcerous workings that compromise immortality;
etc.). She can specify the general kind of spirit — “a fire elemental,” “a martial god,” etc. — and
its Essence rating, but not a specific spirit. The roll’s difficulty is the (Essence + Willpower) of
the spirit; on a failed roll, the Sidereal still discovers a spirit of lesser strength Essence chosen by
the Storyteller.
If the Sidereal convinces the spirit to accept her bargain — an inconvenient task (Exalted, p. 216)
— she binds it to her soul, granting the following benefits:
• She gains his Cult rating.
• She can temporarily access his Eclipse Charms for three motes each, which she must
commit upon using this Charm. She can learn them permanently for eight experience points each.
• She adds (his Essence) soak and gains Hardness (his Essence + Willpower).
• She gains half his total health track as temporary health levels, rounding up for each type
of level (e.g., if the god has five −1 levels and three −2 levels, the Sidereal would gain three −1
levels and two −2 levels). These levels are the first of their type to be filled and vanish when
damaged. The Sidereal regains a single lost temporary level after a full night’s sleep, starting with
−4 levels and moving up.
• If the spirit’s an air or wood elemental or a god associated with those elements, the
Sidereal adds his Essence to the number of motes she recovers each hour.
The Sidereal can pay fifteen motes and one Willpower to transfer the bound spirit to a touched
character, conferring the above benefits on him. She must still maintain her commit to this
Charm. That character can’t transfer the spirit to others, nor can he return it to the Sidereal.
Once this Charm ends, the bound spirit reforms. Its nature often changes to reflect the personality
and passions of its host, and spirits weaker than their host may become more powerful. If the
Sidereal maintains this Charm for its full duration, the spirit is unlikely to feel any obligation to
her, but if she cuts it short so the spirit may be reborn earlier, it may be willing to perform a
serious or even a life-defining task for her without requiring a roll.
Reset: Once per story.
Kickstarter Draft Manuscript Preview #4
Finger-Stealing Handshake
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Mute, Terrestrial
Duration: Instant
Prerequisite Charms: Showing the Secret Hand
The vizier can’t always be assured of her trusted disciples’ presence, but with deft improvisation
and well-chosen words, she makes do.
The stylist makes a (Charisma + Martial Arts) persuade roll against all enemies, ignoring multiple
target penalties, to sway them to her side. This is typically a life-defining task (Exalted, p. 216),
though it may only be a serious task for enemies who expect their side to lose, resent their leader,
etc. Trivial enemies can be persuaded without needing a supporting Intimacy. Enemies who resist
this influence with Willpower lose (stylist’s Essence + extra successes) Initiative, which she
doesn’t gain.
Persuaded characters gain a Minor Tie of loyalty to the stylist and count as shadow fingers for the
scene. Once the scene ends, if she’s able to take on more shadow fingers, she may choose to
retain any of them who’re willing to continue on with her.
This Charm can only be used once per scene.
Terrestrial: Enemies who resist with Willpower lose only (stylist’s Essence) Initiative.
World-as-Weapon Mastery
Cost: —(Varies); Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: Mastery, Mute, Terrestrial
Duration: Instant
Prerequisite Charms: Clear Eyes Defense, Finger-Stealing Handshake,
Shadow Lost in the Court
The vizier need not act to seize victory; the lessons she’s imparted to her shadow fingers have
already ensured her triumph.
The stylist can enhance the attacks of shadow fingers present in the same scene with the
following techniques:
Deadliest of All Weapons (5m, 1wp; Reflexive; Dual): After a shadow finger’s withering attack
crashes an enemy or his decisive attack hits, the stylist asks that enemy one question, to which he
must respond truthfully (in character) unless he spends one Willpower. Incapacitated enemies
answer before succumbing to their wounds.
Flow-Breaking Strike (2m, 1wp; Supplemental; Decisive-only): Each 9 and 10 on a decisive
attack also causes the enemy to lose one Initiative, which the shadow finger doesn’t gain.
Pneuma-Sealing Strike (5m; Reflexive; Withering-only): After a withering damage roll, the
shadow finger can forgo up to (his Essence + stylist’s Essence) Initiative awarded by it. Each
point of Initiative forgone reduces the number of motes regained by the damaged enemy at the
end of the round by one. If this exceeds the amount he’d recover, the excess is applied to the next
round’s recovery.
Welcoming the Uninvited Guest (3m; Supplemental; Uniform): The shadow finger can attack
an enemy he’s unaware of as long as the stylist is aware of him and has beaten his Stealth, if
applicable.
In Throne Shadow Form, if the stylist enhances an attack with multiple techniques with
Willpower costs, she need only pay one Willpower.
Mastery: The stylist’s shadow fingers can pay the cost of these techniques instead of her.
Terrestrial: This Charm’s minimum Essence increases to 4. Each of its techniques can only be
used once per scene, unless reset when a shadow finger lands a decisive attack that resets his
Initiative and builds back to Initiative 15+. This resets all used techniques.
Flight of Mercury
Cost: 1m, 2i; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Perilous, Uniform
Duration: Instant
Prerequisite Charms: Secrets of Future Strife
The stylist moves with the swift precision of one who knows the inevitability of her journey’s end.
The onslaught penalty inflicted by the stylist’s attack applies to her target’s Defense against that
attack roll. If she deals 5+ withering damage or any decisive damage, she treats her target’s
onslaught penalty as a wound penalty for this style’s Charms, stacking with any existing wound
penalties. This lasts until his onslaught refreshes.
Joy-in-Adversity Stance
Cost: 2i; Mins: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Perilous, Terrestrial, Uniform
Duration: Instant
Prerequisite Charms: Secrets of Future Strife
Savoring each breath as though it were her last, the martial artist finds joy in each moment that
postpones her end.
The stylist gains +1 Defense. Successfully defending awards motes equal to the attack roll’s 1s,
which can’t exceed the motes spent defending against it.
Terrestrial: These motes are lost if not spent by the end of the stylist’s next turn.
Life-Severing Blow
Cost: 1m, 1wp; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Violet Bier of Sorrows Form
Focusing the entirety of her existence on ending her foe’s life, the martial artist cuts his corpse
free from his soul.
After a decisive attack roll, the stylist can use this Charm to add up to (Essence) extra successes
from the attack roll as dice of damage. For each of the following conditions she satisfies, she may
add an additional extra success from the attack roll:
• Her enemy suffers at least a −1 wound penalty.
• Her enemy’s Initiative is lower than hers.
• Her enemy is crashed.
• She’s in Violet Bier of Sorrows Form.
Metal Storm
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Decisive-only, Terrestrial
Duration: Instant
Prerequisite Charms: Life-Severing Blow
The martial artist strikes everywhere at once, leaving her victim nowhere to flee.
To use this Charm, the stylist must have Initiative 15+. She makes undodgeable decisive attacks
against an enemy until she misses or has made (Essence + his wound penalty) attacks. She
doesn’t roll damage until she’s finished making attacks; each has a base damage of (enemy’s
wound penalty), and she divides her Initiative evenly among them, rounded up.
Terrestrial: The stylist can’t make more than (enemy’s wound penalty + 1) attacks. She rounds
down when dividing Initiative among them.
Death-Parrying Stroke
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only
Duration: Instant
Prerequisite Charms: Metal Storm
Such is the martial artist’s speed that she is not seen to move as she strikes aside fatal blows.
After an attack beats the stylist’s Defense, but before the damage roll, she can use this Charm to
make a decisive counterattack. If she deals damage, her attacker’s damage roll suffers a penalty
of (her attack roll extra successes + damage roll 10s). If she incapacitates him, she gains one
Willpower and is treated as if she’d successfully blocked the attack.
This Charm can only be used once per scene unless reset by crashing an enemy who’s suffering
wound penalties.
Conclusion-Pursuing Approach
Cost: —(+5m, 1wp); Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: Dual
Duration: Permanent
Prerequisite Charms: Death-Parrying Stroke
The martial artist is as death herself, her blade offering a final release to those whose time has
come.
The stylist may pay a five-mote, one-Willpower surcharge when she uses Violet Bier of Sorrows
Form to gain the following additional benefits:
• Her withering attacks add (Strength) Overwhelming.
• When she crashes an enemy, his wound penalty is doubled until he leaves crash.
• When she lands a decisive attack that resets her Initiative, she adds her enemy’s wound
penalty to her base Initiative.
• Incapacitating a nontrivial enemy awards her one Willpower.
Nunchaku
Light (Accuracy +4, Damage +7, Defense +0, Overwhelming 1)
Tags: Bashing, Martial Arts, Disarming, Flexible
Spiritual Decay
Cost: —; Mins: Martial Arts 4, Essence 3
Type: Permanent
Keywords: Enlightenment, Uniform
Duration: Permanent
Prerequisite Charms: Feverish Essence Infection
The martial artist understands the true nature of disease — not a malady of blood and flesh, but a
disruption in the patterns and flows of Essence.
When the stylist uses Infectious Essence Discharge or other magic that transmits diseases, a
victim who fails his opposed roll loses motes equal to his 1s and 2s. Characters without motes
lose Willpower instead.
Additionally, the stylist can infect automata, undead, and other beings who’re intrinsically
immune to disease. This doesn’t overcome magic like Immunity to Everything Technique
(Exalted, p. 379).
Enlightenment: Victims also lose Initiative for their 1s and 2s, which the stylist doesn’t gain. If
this crashes an enemy, he contracts the disease at Major Intensity.
Spiritual Perfection
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Clash, Enlightenment
Duration: Instant
Prerequisite Charms: Citrine Poxes of Contagion Form
The martial artist’s understanding of the many vectors by which her Essence might be corrupted
shields her from such afflictions.
The stylist clashes an attempt to inflict a poison, disease, crippling effect, Shaping effect, Psyche
effect, possession, or sorcerous curse on her, rolling (Wits + Medicine), adding a free full
Excellency (including target number reduction for Sidereals). If the effect is normally unrolled,
the opposing character makes an appropriate (Attribute + Ability) roll. Success negates that effect
and renders her immune to all further effects of that type for the scene.
Enlightenment: Success also negates all such effects already afflicting the stylist.
Flare of Invulnerability
Cost: 5m; Mins: Martial Arts 5, Essence 5
Type: Reflexive
Keywords: Dual, Perilous
Duration: One scene
Prerequisite Charms: Glorious Citrine Protection
The martial artist stirs her Essence into a furious conflagration of life and energy.
The stylist gains Hardness (Essence + Stamina + Medicine) and may use it in place of her soak if
it’s higher. When determining if her Hardness prevents damage decisive damage, her attacker
uses only his Initiative, not damage dice from other sources. Against magical attacks that don’t
include an attacker’s Initiative, he uses the lower of his Initiative or the attack’s base damage.
This Charm ends if the stylist is crashed or goes a round without spending at least ten motes. In
Citrine Poxes of Contagion Form, she need only spend five motes per round.
Reset: Once per scene.
Essence-Shattering Typhoon
Cost: 20m, 1wp; Mins: Martial Arts 5, Essence 5
Type: Simple
Keywords: Aggravated, Enlightenment, Perilous
Duration: Indefinite
Prerequisite Charms: Flare of Invulnerability, Gentle Touch of the Wicked
Hand, Inner Dragon Unbinding
The martial artist’s fists blur as she pounds them against the air, infecting and shattering reality
to unleash a storm of tainted Essence.
The stylist creates a miasma of spiritual decay, an environmental hazard imbued with a disease
from Feverish Essence Infection’s repertoire, with difficulty 5 and damage 4A/round. It must be
resisted with (Stamina + Resistance), and damaged characters are exposed to the disease. Even
inanimate matter is infected, with effects determined by the Storyteller. It extends out to short
range; at the end of each turn after the one she used this Charm on, the hazard’s range increases
by one band. This Charm ends if the stylist takes a non-reflexive actions, moves or is moved, or is
crashed.
If left uninterrupted, the environmental hazard expands by one mile per hour, maximum
(Essence) miles. At this point, the Storyteller need not make individual rolls for trivial characters
caught in the storm; he can simply narrate the mass deaths and panic that result. A difficulty 2
(Perception + Occult) roll lets a character discern the storm is actively emanating from a source at
its center.
Enlightenment: While using this Charm, the stylist can sustain Flare of Invulnerability without
needing to spend motes and waives the Willpower costs of Glorious Citrine Protection and
Spiritual Perfection.
Reset: Once per story unless reset by accomplishing a major character or story goal using this
style or Medicine.
Supernatural Diseases
The following are among the maladies that Citrine Poxes stylists might wield.
Drunken Moth Sickness
Those who consume food or drink within which a spirit’s been bound risk contracting drunken
moth sickness. The spirit’s thoughts — or those of a Citrine Poxes stylist — infect the victim’s
mind with one of the spirit’s Principles — or one of a Citrine Poxes stylist’s.
The victim counts as having that Principle at this disease’s intensity. Drunken moth sickness has
virulence and morbidity (spirit or stylist’s Essence + 2) and an interval of one day. It’s a Psyche
effect as well as a disease; rolls against it use (Wits + Integrity) instead of (Stamina +
Resistance). It can also be cured by exorcism, using the spirit or stylist’s Resolve. Medical
treatment is useless unless enhanced by magic.
Minor: The victim can’t regain Willpower from sleep if she’s acted against the Principle the day
before.
Major: As above, and when the victim has the opportunity to act on the Principle, the Storyteller
may force him to do so unless he enters a Decision Point and cites an Intimacy of equal or greater
intensity to spend one Willpower. This counts as a botch toward the limit the disease can inflict
(Exalted, p. 234).
Defining: As above, and when the victim acts in a way that aligns with the Principle, the
Storyteller chooses one of his Intimacies to weaken by one step. He can spend one Willpower to
resist a Defining Intimacy being weakened.
Death: The victim’s mind is emptied of all but the disease’s Principle, suppressing his other
Intimacies and preventing him from taking any action that doesn’t directly advance the Principle.
Death typically results from dehydration or similar self-neglect. This can kill even the Exalted,
though they may be more resilient to deprivation than mortal victims.
Kusarigama
A kusarigama is a sickle with a weighted chain attached to the base of its
handle or blade. The chain’s weighted end is held in one hand to strike
and entangle, while the sickle, held in the offhand, is used to deal killing
blows to grappled enemies.
Medium (Accuracy +2, Damage +9, Defense +1, Overwhelming 1)
Tags: Lethal, Martial Arts, Disarming, Flexible, Grappling, Reaching,
Two-Handed
Then Is Now
Cost: 10m, 1wp; Mins: Martial Arts 3, Essence 3
Type: Simple
Keywords: Enlightenment, Shaping (Object)
Duration: Instant
Prerequisite Charms: None
All things revolve through eternity’s gyre, but the stylist has learned to spin back history.
The stylist rolls (Intelligence + Lore) to revert an inanimate object that fits within a single range
band to a state it held in the past. If the object is being held, worn, or used by someone, this is a
difficulty 3 unarmed gambit against him.
The stylist can either revert the object to its condition at the time of a previous interaction she’s
had with it or by a set amount of time. She could repair a broken weapon, revert a door to a time
before it was locked, or revert an ancient skeleton to a fresh corpse to determine its cause of
death.
The difficulty of the roll depends on the amount of time unwound: difficulty 3 for up to a year,
difficulty 5 for up to a decade, difficulty 7 for up to a century, or difficulty 10 for any amount of
time. The difficulty can’t exceed the difficulty to destroy the object with a feat of demolition, at
which point the stylist can revert the object to its constituent components before it was created.
She can’t unmake artifacts, but she can revert them to damaged states.
Enlightenment: Once per day, the stylist can use this Charm on an objects or structure that fit
within three range bands.
Doomed to Repeat
Cost: 5m, 5i, 1wp; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Counterattack, Perilous
Duration: Instant
Prerequisite Charms: Emerald Gyre of Aeons Form
The stylist intertwines her enemy’s failures in the present with the mistakes to be made in his
future.
The stylist can use this Charm after someone she can perceive fails a roll, making a special
(Intelligence + Lore) counterattack opposed his (Wits + [Integrity or Resistance]). If successful,
he must repeat that action on his next turn (or repeat it immediately, outside of combat). He must
target the same character, use the same Charms, and so on — for instance, if he fails an attempt to
seduce a merchant, he repeats the exact same words. He can still flurry the action normally.
If changed circumstances make it impossible to repeat the action precisely, the enemy must repeat
as much as possible. If the target of a failed attack has moved out of range, he may repeat the
attack against a different enemy. If the enemy no longer has enough motes to pay the cost of all
Charms used on the first action, he must use as many as possible on the second.
Reset: This Charm can’t be used against the same character more than once per scene.
Today Is Tomorrow
Cost: 5m, 1i, 1wp; Mins: Martial Arts 5, Essence 5
Type: Reflexive
Keywords: Enlightenment, Perilous, Uniform
Duration: Until next turn
Prerequisite Charms: Histories Yet Unwritten, The Unwinding Gyre
Walking the coiling path of time, the stylist puts the distance of seconds between herself and her
foes.
If the stylist is hit by an attack or suffers from another harmful power, its effects doesn’t take
place immediately — instead, it’s delayed until the end of the round. This includes Psyche
effects, but not other social influence. She doesn’t suffer any effects used by characters she
crashes or incapacitates before the end of the round.
If the stylist crashes or incapacitates the enemy who used one of the delayed effects, that effect is
negated entirely.
Enlightenment: The stylist can negate an effect by landing an attack that deals 5+ withering
damage or 3+ decisive damage to the enemy who used it.
Reset: Once per scene unless reset by negating a delayed effect used by an enemy whose strength
is comparable to or greater than the stylist’s.
A Likeness of Absence
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 3
Type: Reflexive
Keywords: Decisive-only, Enlightenment, Mute, Perilous
Duration: Instant
Prerequisite Charms: Ripple in the Silvered Glass
Consider: There are many kinds of nothingness.
After a decisive attack roll against her, but before the damage roll, the stylist can use this Charm
to roll (Initiative + current temporary Willpower), negating levels of damage equal to her
successes. Uncountable damage is negated without needing a roll or resetting Initiative.
If the attack deals no damage, the stylist shatters into black glass as reality recognizes a new
possibility for her location. She reappears somewhere within short range and may reflexively roll
Stealth to establish concealment. This counts as defending against the attack.
The reflective shards of glass are a one-time environmental hazard with difficulty (Perception)
and damage (Essence, maximum 5) against all characters — friend or foe — within close range
of the stylist’s original apparent location.
Enlightenment: This Charm’s Willpower cost is waived against enemies who are currently
suffering Derangements, Psyche effects, or visibility-based penalties.
Reset: Once per scene, unless reset by successfully establishing concealment against all enemies
and then making a surprise attack that crashes or deals 3+ decisive damage to a nontrivial enemy.
Glimpse of Infinity
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Decisive-only, Enlightenment, Psyche
Duration: Instant
Prerequisite Charms: Obsidian Shards of Infinity Form
Those who cling to their selfhood blind themselves to infinity.
The stylist strikes her target’s own perception of himself, a decisive attack opposing the higher of
his Defense or Resolve. Appropriate Intimacies can bolster his Resolve against this. It ignores
Hardness and does not deal damage; instead, each success on the damage roll causes the enemy to
lose one Willpower. The stylist resets to base Initiative as usual.
If the stylist’s damage roll successes beat her target’s Willpower or if he’s depleted of all
temporary Willpower, his mind is flooded with visions of other lives he might have lived, until he
can no longer tell which life is real:
• He gains a Defining Principle of “I’m not sure who I am.” It supports all Psyche effects
used against him. It can’t be weakened or altered by any means, except as below.
• He suffers a −3 penalty on mental rolls, social rolls that involve his identity or history,
and Willpower rolls against Derangement.
• Whenever his memory of his past becomes relevant — meeting an old friend, recounting
a story his mother told him, trying to remember who his spouse is — he must roll (Wits +
Integrity) at difficulty (stylist’s Perception + 3). On a failed roll, he instead remembers the details
of a possible life, determined by the Storyteller.
Some characters are especially susceptible to this: Getimians, whose true lives never happened;
people suffering Derangements, Psyche effects, or other magic that impede their ability to tell
what’s real; and the Fair Folk, whose identities are supremely mutable. Such characters halve
their base Resolve against both against the attack roll and to determine if they suffer the Psyche
effect.
When a victim succeeds on a roll to remember his true past, learns something important about
himself that he’d forgotten, or has some experience that affirms his true identity, he may pay
three Willpower to weaken the instilled Principle by one step. Once this Principle has been fully
eroded, the Psyche effect ends. He gradually regains any forgotten memories over the next few
months, though he won’t forget memories of his other lives.
Enlightenment: If the stylist is within close range of a reflective surface showing her target, she
can use this Charm by striking at him, making the attack unblockable and undodgeable.
Echoes of Infinity
Cost: —(+5m, 1wp); Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Mute
Duration: Permanent
Prerequisite Charms: Draw Forth Every Shard, Splintered Ego Nemesis
Embody all possibilities, commit to none.
The stylist may pay a five-mote, one-Willpower surcharge when she uses this style’s Form to
gain the following benefits:
• She gains a second bonus dot of Perception.
• When attacking enemies through their reflection, she can strike out to (Essence) range
bands away.
• The Form and this style’s other Charms are Mute.
• When she uses the Form to clash an attack, she may reflexively use Glimpse of Infinity,
Splintered Ego Nemesis, or Vanished Within the Glass instead of making a normal attack,
waiving their Willpower cost.
Spell-Shattering Palm
Cost: 5m (+0-3wp); Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Enlightenment
Duration: Instant
Prerequisite Charms: Sequential Essence Disruption
Delicate threads of spellcraft unravel as the stylist yanks and pulls at them.
When a character the stylist can perceive casts a spell that targets her, she clashes the final Shape
Sorcery roll with a decisive ([Intelligence or Wits] + Martial Arts) attack. Against ritual spells or
other unrolled spells, the caster rolls (Intelligence + Occult) for the clash. Winning the clash
negates the spell’s effect, including its effects on other characters. The stylist doesn’t make a
damage roll or reset her Initiative.
Against spells of a Circle the stylist can’t cast, she must pay a surcharge of one Willpower per
circle she falls short — e.g., a Terrestrial Circle sorcerer would need to pay a two-Willpower
surcharge to clash Solar Circle sorcery. Sorcerous initiation doesn’t aid in clashing necromantic
spells or vice versa.
Enlightenment: The stylist can channel and redirect a clashed spell’s Essence back at the caster,
dealing (spell’s Circle x2) dice of lethal damage, ignoring Hardness. This doesn’t reset her
Initiative.
Ways of Exaltation
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 3
Type: Simple
Keywords: Enlightenment
Duration: Indefinite
Prerequisite Charms: None
The martial artist strikes her throat, abdomen, spine, brow, and crown in a lightning-swift blur,
altering the pattern of her Essence to conceal her Exaltation.
The stylist chooses an Exalt type she’s familiar with and a Caste or Aspect, causing her anima
banner to take on an appropriate appearance and mimicking effects like the anima flux of the
Dragon-Blooded. If she uses native Charms with overtly supernatural effects, they change to
resemble the mimicked Exalt type’s magic. She adds (Anima) dice on rolls with chosen Caste or
Aspect’s Attributes or Abilities and adds (Anima/2, rounded up) to static values based on them.
If the martial artist uses this Charm to emulate a Dragon-Blood, she can enter Elemental Aura
using the Immaculate Dragon styles’ Charms or Five Jade Fury, letting her access the Immaculate
Charms’ Aura benefits.
Enlightenment: While emulating a different Caste of the stylist’s Exalt type, she gains that
Caste’s anima powers in addition to her own.
God Ways
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Enlightenment, Psyche
Duration: (Essence) turns
Prerequisite Charms: Ways of Exaltation
The martial artist dissolves into pure spirit, coiling around a victim’s soul or pouring her
Essence into an object.
The stylist makes a (Charisma + [Lore or Occult]) gambit against the Resolve of an enemy within
short range. Its difficulty is 5 against mortals and trivial characters and (higher of Willpower or 7)
for others. If successful, the stylist dematerializes and possesses that character. She can’t take
actions herself, but dictates target’s actions, including spending his motes and Willpower on
Charms or other magic. This lasts until the Sidereal has taken (Essence) turns while possessing
him. If she tries to force a character to violate one of his Major or Defining Intimacies, he regains
control of his own actions until his next turn. If the martial artist’s anima flares, it shines through
her host, making him seem to be Exalted.
Alternatively, the martial artist can possess a mundane object, rolling (Charisma + Martial Arts)
against difficulty 1 for objects that could be held in one hand, 3 for objects the size of a person, or
5 for objects the size of a wagon. Anything larger can’t be possessed. Success lets her
dematerialize and inhabit it. She can still act using her own traits, lending the object whatever
animation and flexibility is necessary to do so. This lasts until she’s taken (Essence) turns or
(Essence) non-reflexive actions outside of combat
Any damage or harmful effects that befall a possessed character or object don’t apply to the
martial artist; magic capable of attacking dematerialized characters is necessary to harm her.
Enlightenment: The martial artist can use this Charm for ten motes and one Willpower to
dematerialize for one scene without possessing anything.
Demesne-and-Manse Form
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Aggravated, Dual, Enlightenment, Form
Duration: One scene
Prerequisite Charms: Demesne Emulation Practice
Adapting the stately grandeur of an ancient temple, the martial artist channels and directs
Creation’s geomancy through her stance and movements.
The stylist gains the following benefits:
• She gains the benefits of any number of hearthstones chosen with Demesne Emulation
Practice, manifesting a unique stone in the colors of her anima on her brow.
• Demesne Emulation Practice’s damage bonus increases to (Essence/2, rounded up) for
lesser hearthstones and (Essence, maximum 5) for greater hearthstones. Her decisive attacks deal
aggravated damage, blazing with raw Essence.
• While fighting in a demesne or manse, she recovers an additional mote at the end of each
round. She gains an additional mote if it’s a greater demesne or manse, and another mote if she’s
attuned to it.
• She adds (Essence/2, rounded up) non-Charm successes on Lore and Occult rolls
involving geomancy, including demesnes, manses, or hearthstones.
Enlightenment: While fighting in a demesne or manse, the stylist adds ([Lore or Occult]/2,
rounded up) to her base Initiative.
Special activation rules: The stylist can reflexively enter this Form when she Joins Battle while
her mote pools are full or while in a demesne or manse.
Sorcery
Sidereals pursue countless paths of sorcerous initiation, whether learned in their mortal lives or
guided through them by their mentors, both Sidereals and gods alike. Such mentorships are often
the foundation of deep bonds that endure for centuries.
Shaping Rituals
Arbiter of Harmonious Balance
Once per scene, when the sorcerer creates, strengthens, or facilitates a bureaucratic process,
cooperative relationship, negotiation, business deal, or similar arrangement, she gains
(Bureaucracy + extra successes) sorcerous motes, which last until the story ends. If the
arrangement was between gods, she gains additional sorcerous motes equal to the (highest god’s
Essence/2, round up).If her achievement wasn’t rolled, she rolls (Charisma + Bureaucracy) for
this. She can only have sorcerous motes from one use of this ritual at a time; gaining more
replaces any previous uses.
Dignity of the Divine Magus
Once per scene, when the sorcerer succeeds on an influence role to assert the authority of a
bureaucratic position she holds or a god on whose behalf she’s acting, she gains (Bureaucracy)
sorcerous motes. She can also gain this benefit when she’s insulted, cheated, slandered, or
otherwise treated rudely or unfairly. If she spends these sorcerous motes on a harmful spell that
targets someone who’s slighted her, she adds (Bureaucracy) dice on any rolls involved.
Writ of Auspicious Patronage
The sorcerer may seek patronage from a prominent god of the Celestial Bureaucracy: one of the
most high-ranking of terrestrial gods or a celestial god who has their own purview. This
patronage is formally submitted to the Celestial Bureaucracy by burning a silk petition signed by
both sorcerer and patron. Once per day, she can invoke her patron to gain (his Essence/2, round
up) sorcerous motes, which last until the scene ends. If her patron has a positive Major or
Defining Tie to her, she gains (his Essence) motes instead. If she spends these sorcerous motes on
a spell that’s thematically related to her patron’s purview, each mote spent counts as two. She can
have any number of patrons, but can only benefit from one each day.
Gods don’t give their patronage freely, as they can be punished under Heaven’s law for spells
cast under their auspices. For purposes of persuasion, it’s typically a serious task (Exalted, p.
216), though it may be life-changing for sorcerers known to have abused past patrons’ trust. Gods
may revoke their patronage if it’s misused. The Storyteller should make it clear to a player in
advance when a course of action will risk her patronage. Gods might also revoke their patronage
out of political convenience if it’s central to a story involving political intrigues among spirits.
Other Benefits
The Song of Heaven (•): Gods hear the harmony of the Celestial Bureaucracy in the sorcerer’s
voice. Gods who’ve heard her speak this scene count as having a Minor Tie of fascination or
respect toward her, whichever best fits their Intimacies.
Visage Made Law (•••): When someone forges the sorcerer’s signature or credentials or falsely
claims to be her or to be acting on her behalf, she makes a special (Perception + Bureaucracy)
read intentions rolls against him, imposing a −2 Guile penalty for being unaware of observes.
Success reveals that such deceit has occurred and provides a clue to the perpetrator’s identity,
methods, or motives. Every three extra successes reveal an additional clue.
Writ in the Firmament (•): The sorcerer may use Occult or Bureaucracy instead of Lore to
introduce facts about the Celestial Bureaucracy or the nature and history of a specific god. She
doesn’t need a Lore background. If successful, her player can speculate a about a related fact. The
Storyteller states whether the speculation’s completely accurate, mostly accurate, somewhat
accurate, or completely inaccurate.
Hidden Judge
Essence: 5; Willpower: 8; Join Battle: 12 dice
Personal: 100
Health Levels: −0x6/−1x2/−2x2/−4x2/Incap.
Actions: Bureaucracy: 12 dice (see Learned Hand of Justice);
Investigation: 14 dice; Legal Knowledge: 14 dice (see Learned Hand of
Justice); Read Intentions: 12 dice; Resist Poison/Disease: 8 dice; Senses: 12
dice; Social Influence: 10 dice; Stealth: 8 dice; Tracking: 12 dice
Appearance 3 (Hideous), Resolve 7, Guile 7
Combat
Attack (Daiklave): 14 dice (Damage 12L/4)
Attack (Grapple): 10 dice (8 dice to control)
Combat Movement: 10 dice
Evasion: 3; Parry: 6
Soak/Hardness: 10/10
Intimacies
Defining Principle: Justice must come to the wicked.
Defining Principle: Punishment must be proportionate and purposeful.
Defining Tie: The Unconquered Sun (Loyalty)
Major Tie: Victims of Crime (Protection)
Merits
Learned Hand of Justice: Judges double 7s on Bureaucracy and Legal
Knowledge rolls involving the Celestial Bureaucracy or other legal
systems they’re familiar with. A scene spent observing, studying, or
interacting with a legal system is sufficient familiarity for the judge.
Sworn to the Unconquered Sun: A judge’s attacks deal aggravated
damage against creatures of darkness.
Offensive Charms
Sacred Blade Summoning (2m; Reflexive; Instant; Essence 1): The judge’s
daiklave bursts into blue flame and reappears in their hand.
Alternatively, it can be banished to Elsewhere or called back in a burst of
flame.
Sword of Heaven’s Verdict (8m; Supplemental; Instant; Decisive-only;
Essence 3): The judge adds up to five attack roll extra successes as dice of
decisive damage. Against the wrongdoer they’ve been summoned to
pursue or someone who’s grievously wronged another in the judge’s
presence, they add all extra successes instead.
Defensive Charms
Wreathed in Righteousness (10m, 1wp; Reflexive; Until next turn;
Counterattack, Decisive-only, Perilous; Essence 5): The judge gains +2
Parry and can make decisive counterattacks in response to each attack
made against them. Counterattacks against the wrongdoer they’ve been
summoned to pursue or those who’s grievously wronged another in the
judge’s presence add +5 dice of damage.
Mobility Charms
Implacable Justiciar (10m, 1wp; Simple; Indefinite; Essence 5): As long as
the judge is pursuing the wrongdoer, they can move up to fifty miles per
hour and pass through all mundane obstacles and barriers as if
dematerialized. If the wrongdoer can travel faster than that, the judge
matches his speed.
Social Charms
Come Forth to Justice (10m, 1wp; Supplemental; Instant; Essence 3):
Double 7s on an influence roll to inspire remorse or convince someone to
accept punishment. Resisting requires citing a Major or Defining Intimacy
in a Decision Point, and costs two Willpower.
Perjury-Abjuring Charge (5m; Supplemental; Instant): When the judge
makes an influence roll to convince someone to tell the truth or reveal
something he’s hidden, he can’t use Intimacies based on self-interest, fear,
or disregard for law or negative Ties toward the judge or their summoner
to defend against that influence. Even if they fail, the judge can tell if their
target’s response is a lie
Weight the Scales (10m; Simple; Instant; Essence 2; Eclipse): Roll Read
Intentions against everyone the judge can see. Success reveals what each
character would consider a just punishment for a given act, or for a given
individual based on what he knows of her misdeeds. The judge can
leverage information revealed this way as though it were a Minor
Intimacy.
Miscellaneous Charms
Scheme-Unveiling Contemplation (10m, 1wp; Supplemental;
Instant): Double 7s on an Investigation or Tracking roll, succeeding
automatically unless opposed by magic. Every three extra
successes reveal a clue about a character’s identity, motives, past
crimes, or countermeasures taken against pursuers. This can
oppose magic like Traceless Passage.
Reality-Disarming Meditation
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
In the hands of a Sidereal thief, there are few things the sabers can’t deprive her foes of.
The Sidereal can use Larceny instead of Martial Arts with the sabers. She can use Simple Larceny
Charms that let her steal abstract or ephemeral qualities, like Name-Pilfering Practice or Sidereal Shell
Games, as Supplemental Charms to enhance disarm gambits made with them, using the attack roll in
place of those Charm’s usual rolls.
Disheartening Abnegation
Cost: 2m, 1wp; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only, Shaping (Mind)
Duration: Instant
Prerequisites: Essence Diversion Stroke
The wielder leaves her enemy’s heart as empty as his hands.
If the wielder knows an Intimacy of a character she makes a disarm gambit against, success causes him to
suffer (Intimacy) unsoakable withering damage and then weakens the Intimacy by one step. The wielder
can gain Initiative from this, but if she does, she gains the disarmed Intimacy at Minor intensity.
Word-Twisting Riposte
Cost: 5m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Disheartening Abnegation
As demagogues and sycophants speak, the wielder deprives their words of weight with a flourish of the
sabers and a display of disarming wit.
When someone makes a spoken influence roll, the wielder opposes it with a special (Social Attribute +
Martial Arts) roll. She must use the sabers as part of this, though it need not be aggressive or hostile. If
successful, her roll is also applied as an instill roll against all characters targeted by the original influence,
instilling a Minor Tie of contempt to the speaker. This Intimacy automatically opposes his influence. If a
character already has an opposing Intimacy, its Resolve bonus increases by one instead.
Resonant: With an Essence 3 repurchase, the wielder can pay a five-mote surcharge to negate the
influence roll entirely and prevent him from repeating it for the rest of the scene if she beats the roll. She
can’t use this effect against the same influence for the rest of the story.
To Walk Unbeheld
Cost: 5m; Mins: Essence 1
Type: Supplemental
Keywords: Mute, Resonant
Duration: Instant
Prerequisites: Passage-Erasing Stride
Leave no evidence, permit no pursuit.
The wearer leaves behind no physical evidence when she makes an attack, movement action, feat of
demolition, or other physical action with Tulat’s Tread, using her roll as a conceal evidence roll to hide it.
If the action is unrolled, she rolls (Manipulation + appropriate Ability) — usually (Manipulation +
Athletics) for reflexive move actions. Her footprints vanish; windows shattered by a kick repair
themselves; an upturned table rights itself as spilt food returns to bowls and platters.
Attacks enhanced with this Evocation leave no visible wounds, but still deal damage. The wearer may
choose to delay the erasure of evidence until the end of her turn, e.g. to pass through a barrier destroyed
with a feat of demolition before it’s restored.
Case scene rolls and other rolls that would reveal the action was ever performed fail automatically unless
enhanced by magic. Even then, they suffer a −4 penalty.
Resonant: Other Charms and magic that enhance the action are Muted.
Curiosity’s Reward
Cost: 1m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Dissonant
Duration: Instant
Prerequisites: The Journey Undone, To Walk Unbeheld
Tulat once knew many secret arts of obfuscation; now, he has but one.
When a character makes a Perception-based roll against Tulat’s wearer, she may reflexively move one
range band toward him and, if he’s within range, clash his roll with a decisive attack, rolling Join Battle if
necessary. If it’s an opposed roll, like an Awareness roll against her Stealth, she must declare this Charm
when she takes the action, using the same roll for both the action and the clash. Unrolled effects opposing
the wearer’s Guile can also be clashed, forcing the opposing character to roll (Perception + Ability).
Dissonant: This counts as the wearer’s attack for the round.
Cutting Rift
Cost: 5m; Mins: Essence 1
Type: Supplemental
Keywords: Resonant, Uniform
Duration: Instant
Prerequisites: None
The Waymakers wound space itself, cutting open a portal to strike at distant foes.
The wielder’s attack can strike out to short range and ignores light and heavy cover. Full cover remains
impassable.
With Essence 2, the wielder can attack out to medium range, but requires an aim action to do so.
Resonant: The wielder can cut open larger portals that obviate the need for precision, letting her attack
through full cover. However, it grants +3 non-Charm Defense against her attack.
Conjunction of Location
Cost: 5m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Resonant
Duration: One scene
Prerequisites: Hidden Gateway Passage, Revolving Portal Misdirection
The wielder cuts open twin gateways, spiritual mirrors of the Waymakers.
The wielder creates a portal at her location and another at a point within medium range. Characters can
use move actions to cross between portals or make attacks. Characters can also make attacks through the
portal. The distance between the portals doesn’t count against the attack’s range, and they can potentially
bypass cover. Environmental effects like a spreading bonfire can also pass through the portals.
On the wielder’s turn, she can use her movement action to reflexively move one of the portals one range
band in any direction.
Special activation rules: This Charm can be flurried with a disengage roll to enter the portal or a rush
roll after entering it with a reflexive move action.
Resonant: When an enemy attempts to move through the portals, he must roll (Dexterity + Athletics)
against the wielder’s (Wits + Martial Arts) to do so. The wielder may likewise roll to oppose attack rolls
or other hostile effects made through a portal, or against a difficulty set by the Storyteller for unrolled
effects and environmental effects.
Seven Star Alignment (Starmetal Dragon-Coil Staff,
Artifact ••••)
Seven Star Alignment is a seven-section staff. Its links of gleaming starmetal connect rods carved from
the branches of the Mourning Tree, which blooms from the graves of heroes who did not shirk from
prophecy of death. Each movement of the staff brings its seven sections into a new conjunction, which
mirror the patterns of the twenty-five constellations.
Talismanic inscriptions of starmetal and red jade adorn each of Seven Star Aligment’s section, telling the
myth of Pavonis the Vanguard. A valiant son of Mars and the cunning god of martial sorcery, Pavonis fell
in battle alongside his Exalted lover in the tumultuous aftermath of the Divine Revolution. Pavonis
wielded Seven Star Alignment only once, on the day of his death. Gifted with his mother’s foresight, he
witnessed the staff in a vision of his final battle and spent his last days forging his foretold weapon.
Unlike other artifacts kept in the Crimson Panoply of Victory’s vaults, Seven Star Alignment doesn’t
belong to the Bureau of Destiny. With Pavonis dead, his weapon now belongs to Mars herself, who’s
placed it in trust with her Chosen. Mindful of this, the division’s quatermasters evaluate the staff’s would-
be wielders more thoroughly than most. They test the boldness, cunning, and sorcerous talent of
candidates to ensure that they’re both suited to the weapon’s temperament and worthy of Pavonis’ legacy.
Wielders who’ve come before Mars have spoken of the silent intensity of her gaze, as if considering their
worth.
Attunement: 5m
Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4)
Tags: Bashing, Martial Arts, Disarming, Flexible
Hearthstone Slot(s): 2
Era: The Fomalhaut Discordance
Other Paths
This artifact’s listed Evocations are unsuitable for wielders who aren’t
sorcerers. Such characters might instead awaken Evocations that evoke
Pavonis’ prophetic sight and foreknowledge of his death, empower the
wielder against foes might enough to test her courage, or emphasize
cunning with a focus on gambits.
Omen-Gathering Apogee
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Withering-only
Duration: Instant
Prerequisites: Terrestrial Circle Sorcery
Weaving sorcerous Essence through the flaws in a foe’s defense, the sorcerer makes his defeat part of the
pattern of her spell.
The wielder adds (Essence) Overwhelming on a withering attack roll. She may exchange up to (higher of
Essence or 3) Initiative awarded by the attack to sorcerous motes, including Initiative from Initiative
Breaks. These last until the end of the scene. If she’s shaping a spell, she doesn’t lose sorcerous motes for
not taking a shape sorcery action that turn.
Resonant: If this Evocation brings the wielder to the total needed to cast a spell, she may pay one
Willpower to do so reflexively.
Evocations of Tamokhet
The wielder awakens Sting of Betrayal for free.
Sting of Betrayal
Cost: 6m; Mins: Essence 1
Type: Supplemental
Keywords: Dissonant, Mute, Psyche, Resonant
Duration: Instant
Prerequisites: None
The plague sealed within Tamokhet afflicts not its victim’s flesh, but his relationships.
When Tamokhet’s wielder makes a decisive attack, if she knows one of her target’s positive Ties to an
individual, she adds (Intimacy) dice of damage. If she deals any damage, her victim is exposed to the
Doom of Tamokhet, a supernatural disease that infects that Tie. It has virulence and morbidity (6 −
Intimacy) and an interval of one week. The Doom is a Psyche effect as well as a disease; rolls against it
use (Wits + Integrity) instead of (Stamina + Resistance). Medical diagnosis and treatment are useless
unless enhanced by magic.
Minor: The victim’s relationship is infected with irrational mistrust. Voluntarily strengthening the Tie
costs one Willpower.
Major: The victim obsesses over the possibility of being betrayed by the Tie’s object. As above, and
when he tries to use the infected Tie against social influence or for another purpose, the Storyteller can
deny it unless he pays one Willpower to do so. Otherwise, he must use a different Intimacy. This counts
as a botch inflicted by the disease (Exalted, p. 234).
Defining: The victim is certain the Tie’s object plots his downfall. As above, but the Tie is suppressed
completely. Instead of preventing the victim from using the Tie, the Storyteller can prevent him from
taking any action that would align with the suppressed Tie. Doing so requires entering a Decision Point
and citing a Defining Intimacy.
Death: The Doom’s symptoms never result in death — at least, not directly.
Repeat exposures to the Doom can infect multiple Ties, but this is still treated as a single disease, using
the same intensity for all infected Intimacies.
Dissonant: Sting of Betrayal can only enhance unexpected attacks and attacks in the first round of
combat against enemies who’ve failed rolls to notice Tamokhet while it’s concealed (Exalted, p. 588).
Resonant: An Essence 2 repurchase adds +2 to the Doom’s virulence and morbidity and lowers its
interval to one day.
Borrowed Luck
Cost: 3m, 1i; Mins: Essence 1
Type: Reflexive
Keywords: Perilous, Uniform
Duration: Instant
Prerequisites: None
Adapting an untroubled mien, the wearer radiates quiet confidence that unnerves and enthralls her
would-be attackers.
The wearer adds up to (higher of Essence or 3) to her Defense. However, she suffers a penalty equal to
this bonus on her next attack roll, which can’t be negated.
Reset: Once per scene, unless reset by attacking.
Star-Spoke Transition
Cost: 3m; Mins: Essence 1
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: None
With but a thought, the Wheel’s master transforms it, striking a foe with its heft before drawing back with
the speed of lumenir.
The Wheel’s master changes it form reflexively. If she uses this to attack an enemy after moving toward
him, she retains the benefits of mounted combat and waives the Initiative cost of making a smash attack.
If she uses it to disengage after attacking, she doesn’t lose Initiative.
Chariots
Riding a chariot in combat uses the mounted combat rules for the steed that draws
the chariot (Exalted, p. 202). Most chariots designed for war can carry one to two
passengers, who also gain the benefits of mounted combat. Chariots provide light
cover to its driver and passengers, without requiring take cover rolls. However,
mounts drawing a chariot suffer a −1 mobility penalty. Exceptional chariots,
including artifact chariots, have no mobility penalty, which replaces the usual
equipment bonus.
Prismatic Leap
Cost: 4m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Dissonant, Dual, Resonant
Duration: Instant
Prerequisites: Star-Spoke Transition
Oadenol’s Wheel soars through the air on a glittering trail of the lumenir’s varicolored stardust to swoop
down on foes.
This Evocation can only be used while the Wheel is a chariot. Its driver leaps one range band horizontally
or up to two range bands vertically toward an enemy. If this reaches close range with an enemy, one of
the lumenir may reflexively make a withering or decisive attack. This counts as an impale attack on a
vertical leap, adding +5 dice of withering damage or +3 dice of decisive damage. Alternatively, the
Wheel’s master can use Star-Spoke Transition for free to attack with it, gaining the same benefit.
Resonant: The attack is impaling on horizontal leaps as well.
Dissonant: This Evocation can only be used once per scene.
Evocations of Godcarver
Godcarver is exceptional equipment (Exalted, p. 580) for Craft rolls using it. Godcarver’s wielder
awakens Celestial Communion for free upon attuning it.
Heaven-Pleasing Altar
Cost: 1m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Resonant
Duration: Instant
Prerequisites: None
No god can bring himself to ignore a prayer spoken before an altar or idol crafted with Godcarver.
The wielder can use this Evocation when she listens to someone pray in or before an idol, shrine, altar, or
temple for a god that she’s created with Godcarver. That god hears the supplicant’s words and counts as
having a Minor Tie of gratitude toward him if he makes an influence roll through the prayer. This
Intimacy doesn’t apply to gods with negative Ties to him, but with an appropriate offering, those Ties
may be treated as one step weaker.
The god may choose to answer the prayer in person, manifesting within a depiction of themself or an
immaterial apparition within a holy place, letting them speak and otherwise interact with others there for
the scene. They can’t take physical actions or use magic through this projection.
Resonant: A god can use a single Charm through their manifestation. Its minimum Essence can’t exceed
the wielder’s.
Temple-Consecrating Talent
Cost: 10m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Dissonant
Duration: Instant
Prerequisites: Heaven-Pleasing Altar
Stately cathedrals and elephantine idols raised with Godcarver are more than sites of reverence; their
Essence is interwoven with that of their consecrated deity.
Godcarver’s wielder undertakes a mundane superior project to create temple, grand shrine, gigantic idol,
or similar for a god whom she has a positive Major or Defining Tie toward, imbuing it with the following
benefits:
• When the wielder uses Heaven-Pleasing Altar, the god counts as having a Major Tie of gratitude
or reduces the intensity of a negative Tie by two. Negative Minor Ties instead count as Minor Ties of
gratitude.
• The god can respond to prayers by appearing physically to the supplicant, committing fifteen
motes and paying one Willpower to do so for a scene.
• Members of the god’s cult and anyone bearing the god’s blessing double 9s on rolls against
disease, poison, Derangements, possession, and similar ailments within a structure or while near an idol
or other depiction created by Godcarver.
• Godcarver’s wielder and the god can awaken Evocations from the structure, based on the god’s
purview, history, and relationship with the wielder.
Dissonant: If the wielder ceases to have a qualifying Tie toward the god, this Charm’s blessing ends. Any
purchased Evocations have their experience point cost refunded.
Miracles in Stone
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: Dissonant, Resonant
Duration: Permanent
Prerequisites: Temple-Consecrating Talent
Invoking Heaven’s favor, Godcarver’s master creates sanctified relics and holy treasures.
When the wielder uses Heaven-Pleasing Altar in a place blessed with Temple-Consecrating Talent, the
god can answer the prayer by imbuing an Eclipse Charm or Evocation of the temple into a sacred talisman
created by the wielder. Characters with mote pools and a positive Major or Defining Tie who meet that
power’s prerequisites can incur experience debt to learn it, paying eight points for Eclipse Charms.
The wielder waives the experience debt for the first Charm or Evocation she learns this way. If a blessed
object is destroyed or otherwise permanently leaves the narrative or if a character loses his qualifying Tie,
the imbued power’s experience cost is refunded.
Resonant: With an Essence 5 repurchase, characters without mote pools can use blessed objects, paying
one Willpower for each five motes of its cost.
Dissonant: Only the wielder can benefit from blessed objects.
Sidereal Hearthstones
Sidereal demesnes are often touched by supernatural phenomena involving fate, the stars, time, omens,
synchronicity, memory, and other subtle forces. Manses raised atop often feature complex geometric
forms, auspicious patterns, twisting passageways, and spaces that are open to the night sky. Such locales’
ambient Essence often attracts large numbers of spirits, and sometimes suffuse Sidereal demesnes and
manses with an emotional ambiance of curiosity, pride, patience, or manipulative cunning.
Caste: Battles
Essence: 7; Willpower: 10; Join Battle: 14 dice
Personal: 23; Peripheral: 63
Health Levels: −0x11/−1x2/−2x2/−4/Incap.
Actions: Bureaucracy: 6 dice; Command: 9 dice; Cooking: 11 dice; Feats of
Strength: 12 dice (may attempt Strength 5 feats); Martial Arts Lore: 14 dice; Read
Intentions: 12 dice; Resist Poison/Disease: 12 dice; Senses: 12 dice; Social
Influence: 9 dice; Strategy: 9 dice; Zither Performances: 11 dice.
Appearance 2, Resolve 5, Guile 7
Combat
Attack (Unarmed): 14 dice (Damage 11B)
Attack (Grapple): 11 dice (11 dice to control)
Combat Movement: 10 dice
Evasion: 6; Parry: 6
Soak/Hardness: 10/4 (Grandmaster’s Bloodied Finery, starmetal silk armor)
Intimacies
Defining Principle: Power must be tempered by responsibility.
Defining Principle: My part in the Solar Purge makes its consequences mine to
deal with.
Defining Principle: There is no great pleasure than to test myself against a
legendary foe.
Major Principle: I care not for the politics of destiny, only its fulfillment.
Major Principle: I must pass on my knowledge to worthy disciples.
Major Tie: Other martial artists (Respect)
Major Tie: Chejop Kejak (Trust)
Minor Tie: The Immaculate Order (Responsibility)
Escort
In Yu-Shan, Syn is often accompanied by her current protégé — likely another
Sidereal, one of Heaven’s Dragons, or a spirit. In her resplendent destiny as an
Immaculate monk, she may be accompanied by Dragon-Blooded Immaculates and
mortal monks. On Wyld Hunts, she’s typically backed by at least a Hearth of
Immaculate grandmasters and a Size 2-3 battle group of mortal monks.
Anima
Lesser Sign of Mars (5m; Reflexive; Until next turn): Syn and allies within close
range gain +1 non-Charm defense and add +5 dice on War rolls. Free at bonfire
anima.
Greater Sign of Mars (20m, 1wp; Simple; One scene): Roll Join Battle. Syn and all
allies gain that much Initiative. They also gain +7 base Initiative. Battle groups
instead gain Might 2. Once per story.
Excellency
Bonus Dice: Anys Syn can add up to 5 dice on rolls for one mote per die. She can
add up to +5 to static values for two motes per +1.
Target Numbers: Anys Syn can reduce a roll’s target number for one mote. She
can reduce the target number of pools with 7+ dice by two for two motes, or by
three for three motes, one Willpower.
Offensive Charms
Blood Devil Fist (10m; Supplemental; Instant): Double 10s on a decisive damage
roll, adds (1 + enemy’s wound penalty) dice of damage, and adds up to five extra
successes as dice of damage. If this deals 3+ damage, her target’s wound penalty
increases by one until he crashes her. If this attack increases the target’s wound
penalty, he suffers the increase in dice of additional damage.
Certain Kill: Three Venom Heart Strike (20m, 1wp; Simple; Instant): Requires 15+
Initiative. Make a decisive attack that doesn’t deal damage or reset Initiative. Hit
enemies are exposed to three different poisons, making one roll to resist at a −4
penalty. The first poison has Damage 3i/round, Duration (Essence + enemy’s
onslaught penalty), and a −1 penalty. The second has Damage 2i/round, Duration
11 rounds, and a −2 penalty. The third has Damage 7 motes/round (Aggravated if
no motes), Duration 7 rounds, and a −3 penalty.
Many Fools Die (14m, 2i, 1wp; Simple; Instant;): Make a decisive attack with +5
dice on the attack roll against all enemies within close range. Each suffers
(Initiative/3, rounded up) damage. If the attack roll exceeds a target’s Resolve, it
becomes a surprise attack against him and adds +6 damage dice to him. Once per
scene.
Scourging Judgment Palm (7m; Supplemental; Instant;): Anys Syn adds +5 raw
damage and Overwhelming to a withering attack. If any damage is dealt, the
target loses 7 Initiative, which she doesn’t gain.
Stance-Breaker Strike (4m; Supplemental; Instant): Crashing an enemy with a
withering attack crashes an opponent grants an additional Initiative and steals (7
+ his wound penalty) motes.
Form Charms
Charcoal March of Spiders Form (10m; Simple; One scene): Roll Join Battle twice,
using each result as a “passive” Initiative track separate from her normal
Initiative. These don’t let her take additional turns, but she can use them in place
of her actual Initiative for any purpose. Crashed tracks are permanently lost. Can
activate reflexively by moving into our out of close range of an enemy and hitting
him with a decisive attack in the same turn.
Snake Form (8m; Simple; One scene): Add +5 soak. Attacks against Syn suffer a −1
penalty, or −3 for lower-Initiative attackers. Can activate reflexively by bringing an
enemy’s Initiative from higher than her own to lower with a withering attack.
Tiger Form (10m; Simple; One scene): Double up to five withering attack roll extra
successes to determine damage, and add +7 dice on rushes and rolls opposing
disengage action. Gain Initiative lost by enemies who attempt to disengage from
her. Ignore prone penalties. Can activate reflexively by dealing 3+ decisive
damage.
Defensive Charms
Crimson Nemesis Stance (8m, 1wp; Reflexive; Instant): Gain +5 soak, or +7 soak
against attacks from long or extreme range, and Hardness 7. Syn suffers no
Evasion penalties against a single enemy, doubles 9s on rush and disengage rolls
against him, and gains 1 Initiative whenever he gains Initiative, except from
attacking her. If he’s defeated, she chooses a new target.
Heavenly Mirror Technique (10m, 3i, 2wp; Reflexive; Instant): Clash an attack
from close range — even an ambush — with a decisive attack, doubling up to five
9s on the attack roll. Negate a non-Excellency Reflexive or Supplemental Charm or
Evocation that enhances the opposing attack, and apply it to Syn’s own.
Humbled Rival Evasion (4m; Reflexive; Instant): Against a lower-Initiative enemy,
add +2 Evasion after the attack roll. The first time Syn attacks him before the end
of her next turn, she adds +1 die of post-soak withering or decisive damage,
which she can stack against a single enemy. If used multiple times a round, the
cost is reduced by one each use, minimum two motes.
Inevitable Survival Strategy (7m, 1wp [+1wp]; Reflexive; Instant): After being hit
by a decisive attack, but before the damage roll, halve the damage roll, rounded
down, and inflict +1 target number on it. Pay a one-Willpower surcharge to inflict
+2 target number. Once per scene unless reset by going a round without taking
damage.
Unassailable Pinnacle Defense (7m; Reflexive; Instant): Gain +7 soak and reduce
post-soak damage by 7 against a withering attack. If Syn takes no damage,
onlookers must roll (Perception + Awareness) at difficulty 11 to realize she was
attacked. If everyone fails, she steals four Initiative from her attacker and gains
one Willpower.
Mobility Charms
Dance of the Hungry Spider (5m, 1wp; Reflexive; One scene): Syn is immune to
grapples and being knocked prone. After negating two such effects, she becomes
vulnerable to a third. Once per round, she can reflexively move a range band
towards an enemy before attacking him in any direction after being attacked. This
doesn’t count as her movement action.
Miscellaneous Charms
Ways of Exaltation: (5m, 1wp; Simple; Indefinite): Imitate another Sidereal Caste
or another type of Exalt’s Caste or Aspect. Add (Anima) dice on rolls with the
Caste or Aspect’s associated traits and (Anima/2), rounded up to static values
based on them.
Elder Prowess
Blossoming Lotus Lesson
Cost: —(Varies); Mins: Martial Arts 5, Essence 7
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any five complete Sidereal Martial Arts styles
Once per scene, Syn can reflexively use a Form Charm by explaining the style and its strengths and
weaknesses to her enemies. If this provides them with useful information, Syn gains one Willpower.
Tactics
Player characters are most likely to come into conflict with Anys Syn when she offers to duel a
prospective student or challenges a rival to gauge his talent. Solar and Lunar player characters might
instead face her in a Wyld Hunt. Only the most powerful of Anathema warrant the intervention of the
Bronze Faction’s mightiest enforcer, like experienced Exalted who’ve amassed strength enough to
threaten the Realm’s hegemony. She’s an endgame threat for player characters.
Anys Syn opens battles with Crimson Nemesis Stance, targeting the most powerful opponent. Against
multiple foes, she’ll use Thousandfold Master Form on her first turn to counter their action economy
advantage. Against the greatest of foes, she’ll open with the Greater Sign of Mars if she has allies
supporting her.
On the offense, Syn leads with withering attacks enhanced with Scourging Judgment Palm, using Stance-
Breaker Strike whenever she crashes an enemy. Once she’s built sufficient Initiative, she’ll deal a
finishing blow with Blood Devil Fist, or Three Venoms Heart Strike if her enemy has powerful magic
that reduces damage, or use Many Fools Die when outmatched.
In duels, Syn is less brutally efficient, indulging her taste for the dramatic and often using her foe’s own
styles against him, while flurrying read intentions to take her foe’s measure and prepare devastating
verbal barbs. She graciously concedes upon suffering damage to a −1 health level.
Combos
These Sidereals Quick Characters have streamlined Charms that combine
multiple effects. As always, Storytellers can give them additional Charms,
especially relevant Horoscope Charms and other largely narrative effects.
Fulgent Melody
Fulgent Melody was born into Calin’s aristocracy and their great game of politics, trained as a negotiator
and courtier from a young age. Since her Exaltation, Melody has turned these talents to the Bureau of
Destiny’s service, spending two centuries building influence among Yu-Shan’s criminal underworld as a
powerbroker and arbiter of disputes. When vendettas between rival gangs like the Crimson Sigil and the
Seven Strings Sisterhood stain Heaven’s slums with divine blood, crime bosses turn to her to mediate the
feud with equanamity, fairness, and discretion. This is her service to Heaven, sustaining its order through
corrupt means.
Fulgent Melody is a heavyset woman with light brown skin and dark, graying hair, looking to be well into
middle age. She wears the many-colored silk robes and elaborately braided hair of a Calinti courtier,
along with a pair of silver framed glasses for reading fine print. Almost inhumanly calm in tense
situations, she rarely raises her voice. Those who succeed in provoking her to anger rarely wish to
experience it again.
While Joyous Melody’s thoroughly corrupt, her underworld dealings are always in service to destiny’s
fulfillment, though she has no qualms about lining her own pockets while she’s at it. She diligently files
reports, written in poetic verse, on all such matters, a key source of intelligence on high-level criminal
activity for the Bureau. But the Joybringer is more easily moved by compassion than she’d admit, even
when it comes between her and her duty. Her report exposing Augrem of the Winding Ways’s ambrosia-
embezzling scheme omitted all evidence of his God-Blooded child, the funds’ unwitting beneficiary, and
the operational budget for her next several missions was “reallocated” to the child’s housing and
education.
Happiest in a crowd, Fulgent Melody spends much of her free time in Yu-Shan’s gambling dens and tea
houses — though her leisure must sometimes give way to business when she encounters an underworld
client. She also dedicates much of her time to the mentorship of young Sidereals, even outside the office,
training protégés not just in diplomacy and subterfuge, but in the ethics and self-discipline it takes to walk
the line she does. They learn to take bribes without being bought and to dirty their hands, but never their
conscience. Such lessons serve them well, whether infiltrating criminal syndicates, playing heavenly
politics, or pacting with fell horrors.
Caste: Serenity
Essence: 3; Willpower: 8; Join Battle: 6 dice
Personal: 15; Peripheral: 43
Health Levels: −0x2/−1x3/−2x2/−4/Incap.
Actions: Bureaucracy: 8 dice; Investigation: 10 dice; Larceny: 10 dice; Read
Intentions: 12 dice; Senses: 6 dice; Social Influence: 12 dice; Stealth: 8 dice.
Appearance 3, Resolve 6, Guile 6
Combat
Attack (War Fans): 7 dice (Damage 9L)
Attack (Grapple): 5 dice (5 dice to control)
Combat Movement: 6 dice
Evasion: 4; Parry: 3
Soak/Hardness: 3/0
Intimacies
Defining Principle: Anyone can be reasoned with if you know what they want.
Defining Tie: The Bureau of Destiny (Commitment)
Major Principle: As long as it gets results, it’s an option worth considering.
Major Principle: People deserve my compassion no matter how great their crimes.
Major Tie: Heavenly Criminals (Pragmatic Cooperation)
Minor Principle: Gambling (Enthusiasm)
Minor Tie: Her Students (High Expectations)
Minor Tie: The Bronze Faction (Acquiescence)
Escort
Fulgent Melody is often accompanied by bodyguards. Many are young Heaven’s
Dragons (use Young Dynast traits, Exalted, p. 541) or minor martial deities like
lion-dogs.
Excellency
Bonus Dice: Fulgent Melody can add 3 dice on rolls for one mote per die or
increase static values by up to +3 for two motes per plus one bonus.
Target Numbers: Fulgent Melody can reduce a roll’s target number for one mote.
She can reduce the target number of pools with 7+ dice by two for two motes.
Social Charms
Celestial Union Understanding (4m; Reflexive; Instant): Roll Read Intentions
against the Guile of two people in a relationship to learn a detail about that
relationship, and an additional detail for every three extra successes.
Creation-Preserving Will (5m; Reflexive; Instant; Mute): Inflict +1 target number
on an influence roll against Melody. It doesn’t apply for other targets.
Favorable Inflection Procedure (3m; Simple; Instant; Mute): Roll Social Influence
against a single target to both inspire happiness and instill a positive Tie toward
Melody. If he’s hostile to her or upset with her, he forgets why, though he may
pay one Willpower to remember if prompted by subsequent events. Melody isn’t
perceived as the influence’s source. She can’t use this Charm on someone more
than once per scene.
Hayseed Eye (4m; Reflexive; Instant): Roll Read Intentions against a character’s
Guile to learn a detail about any criminal intentions or plans he has, and an
additional detail for every three extra successes.
Honorable Thief Spirit (5m; Reflexive; One scene): Criminals count as having a
Minor Tie of admiration to Melody. Characters with negative Ties toward
criminals or people condemned by a ruler, government, or religion that apply to
Melody, those Ties are treated as one step weaker for her.
Knot of Destiny (1m, 1wp; Simple; One scene): Two characters in a relationship
count as having Minor Ties of respect toward each other. Negative Ties to each
other count as one step weaker.
Thought-Swiping Distraction (5m, 1wp; Simple; Instant; Mute, Psyche): Roll
Larceny against the Guile of a character within short range. Success reveals what
he’s thinking. If the roll also beats his Resolve, Fulgent Melody can steal that
thought, preventing from him returning to it for the rest of the scene. He may pay
one Willpower to resist if reminded of that train of thought.
Wilting Petal Witness (3m; Simple; Indefinite): Fulgent Melody creates a green
chrysanthemum (often worn in her hair) that immediately dies if anyone speaks a
falsehood in its presence.
Sad Ivory
Sad Ivory, also called Ahn-Aru, sees herself as an Immaculate first and a Sidereal second. As an orphan
fostered in one of the Order’s temples, learning Creation’s secret history and the true origins of the
Immaculate Texts shocked her faith, but did not break it. Wrestling with disbelief, she reached a more
nuanced, spiritual understanding of the Immaculate Philosophy, one that looks beyond the words of the
Texts to see the good they have wrought in the world. Aligning herself with the Bronze Faction was a
natural choice, advancing its interests — and those of the Order — as an assassin and shikari, joining in
Wyld Hunts against especially dangerous Anathema. She feels no remorse at this, but carries it out with
the grave profundity due to this sacred duty.
Sad Ivory permits herself little in life beyond work, study, training, and battle. She has professional and
factional relationships, but no real friends and no Circle. She takes time for convalescence, but not for
leisure. She takes sabbatical only when forced by her superiors in the Bronze Faction, and spends it
wandering Creation in the guise of an Immaculate theologian, monk, or pilgrim. She is a weapon of
necessity, she tells herself, not a person, and a weapon has no wants or desires. She conceals the
psychological damage this has done well, even from her closest allies in the Bronze Faction.
Red Osprey saw right through Ahn-Aru. By dint of tremendous tenacity and infectious charm, the
Harbinger befriended her, dragging her to parties, outings, festivals, and salons throughout both Creation
and Heaven. They even got her to take two sabbaticals in the same decade! For the first time in centuries,
Sad Ivory felt human, felt like she could let herself be human, and she loved Red Osprey for it. The
Joybringer’s ideological alignment with the Gold Faction posed little obstacle to their relationship, in the
days before the Solars’ return. The two simply agreed to ignore factional politics entirely, and that was
the end of the matter.
Then came the Time of Tumult. Red Osprey found themself tasked with guiding a young Dawn Caste to a
temple of the Cult of the Illuminated. Sad Ivory was charged with his execution. Sad Ivory pleaded for
Osprey to stand down and step aside, and they begged the same of her, but neither could abandon their
duty. With tears filling her eyes, she killed Red Osprey.
Osprey’s death was officially ruled an accident. She faced no official reprimand for her actions, but many
within the Bronze Faction have distanced themselves from her. Some in the Gold Faction disbelieve the
official story of Osprey’s death and seek to have Ivory held accountable for her actions.
They needn’t bother. Since Osprey’s death, Sad Ivory has reverted to the most self-destructive of her
patterns, isolating herself from the Fivescore Fellowship and living as an ascetic. She never filed her
report for the mission, and keeps it close to her always. She takes it out in private moments, staring for
minutes or hours before putting it away unread. She can’t trust her own words, her own memories. Killing
Red Osprey was justified; an act of passion; self-defense; murder. It was the right thing to do. It had to be.
Caste: Endings
Essence: 4; Willpower: 9; Join Battle: 9 dice
Personal: 17; Peripheral: 44
Health Levels: −0x4/−1x6/−2x2/−4/Incap.
Actions: Bureaucracy: 9 dice; Command: 8 dice; Feats of Strength: 8 dice (can
attempt Strength 3 feats); Immaculate Theology: 12 dice; Intimidation: 10 dice;
Investigation: 8 dice; Medicine: 8 dice; Read Intentions: 9 dice; Resist
Poison/Disease: 8 dice; Senses: 9 dice; Social Influence: 5 dice; Stealth: 12 dice;
Strategy: 8 dice; Theological Debate: 12 dice; Tracking: 12 dice.
Appearance 4, Resolve 5, Guile 5
Combat
Attack (Bone Rain, Starmetal Powerbow): 13 dice (Damage 16L/4)
Attack (Unarmed): 13 dice (Damage 11B)
Attack (Grapple): 10 dice (10 dice to control)
Combat Movement: 10 dice
Evasion: 6; Parry: 5
Soak/Hardness: 4/0
Intimacies
Defining Principle: My wants and needs don’t matter compared to my duty.
Defining Tie: The Immaculate Order (Devotion)
Defining Tie: Red Osprey (Grief)
Major Principle: Destiny upholds the Perfected Hierarchy.
Major Principle: Piety and faith mean nothing without action.
Major Principle: I don’t need or deserve other people’s help.
Major Tie: The Bronze Faction (Loyalty)
Major Tie: Immaculate polities (Support)
Minor Tie: Shajah Holok (Admiration)
Excellency
Bonus Dice: Sad Ivory can add up to 4 dice on rolls for one mote per die. She can
add up to +4 to static values for two motes per +1.
Target Numbers: Sad Ivory can reduce a roll’s target number for one mote. She
can reduce the target number of pools with 7+ dice by two for two motes, or by
three for three motes, one Willpower.
Anima
Lesser Sign of Saturn (5m, Reflexive; Until next turn): Sad Ivory and allies within
close range add +4 Overwhelming on withering attacks and an automatic success
on decisive damage rolls. Free at bonfire.
Greater Sign of Saturn (20m, 1wp; Simple; Instant): Sad Ivory and allies gain −1
target number on damage rolls (−2 against enemies of fate) and ignore Hardness.
Once per story.
Offensive Charms (Ranged)
Death Falls Like Rain (6m, 1wp; Simple; Instant; Decisive-only): Make four
decisive attacks against a target, ignoring Defense bonuses from cover and
striking through full cover, though it still provides +3 non-Charm Defense. Each
attack has a base pool of four damage dice, and Ivory divides her Initiative evenly
among them, rounded up. If any hit, she resets to base once all attacks are
completed.
Five Seasons Approach (3m, 3i, 1wp; Simple; Instant): Make a decisive attack
against an enemy within four range bands without needing to aim. She ignores all
attack roll penalties. The attack has a base damage of (4 + extra successes) dice,
ignoring Hardness. It doesn’t include her Initiative or reset it.
Opportune Shot (4m; Reflexive; Instant; Uniform): Ivory adds +5 effective
Initiative to determine when she acts, but must make a ranged attack on her turn.
If she attacks an enemy who hasn’t taken a turn this round, the damage roll gains
−1 target number.Offensive Charms (Unarmed)
Blade of the Battle Maiden (3m; Supplemental; Instant; Dual): Add (1 + enemy’s
wound penalty) dice of post-soak withering damage or decisive damage. If a
decisive attack increases an enemy’s wound penalty, roll additional dice of
damage equal to his new penalty.
Life-Severing Stroke (1m, 1wp; Reflexive; Instant; Decisive-only): After a decisive
attack, roll add up to four extra successes as damage dice, plus an additional
success for each that’s true: the target suffers a wound penalty; the target’s
Initiative is lower than Sad Ivory’s; the target is crashed.
No Choice But Surrender (9m, 1wp; Supplemental; Instant; Withering-only): Add
+5 raw damage and ignore soak on a withering attack.
Defensive Charms
Absent Self (2m; Reflexive; Instant, Uniform): Ivory can dodge attacks with
successes equal to her Evasion and ignores four points of penalty to Evasion,
except from surprise attacks.
The Center Must Hold (4m [+1wp]; Reflexive; Instant; Uniform): After being hit,
inflict +1 target number on the damage roll, or pay a one-Willpower surcharge to
inflict +2 target number.
Social Charms
Creation-Preserving Will (5m; Reflexive; Instant; Mute): Inflict +1 target number
on an influence roll against Ivory. It doesn’t apply for other targets.
Miscellaneous Charms
Inevitable Pursuit: Ignore penalties on a Tracking roll from the age and condition
of tracks. Even with no physical trace at all, Ivory can follow trails no more than
four weeks old, letting her contest perfect track-concealing magic.
Pattern Spider
The pattern spiders dwell within the Loom of Fate’s threads, working tirelessly and methodically to
sustain Creation’s reality. When the weave of fate is frayed, they are the first to repair the damage,
patching small rifts entirely and stabilizing larger damage until divine intervention arrives. They weave
planned destinies into the Loom — not to mention the time spent spinning threads of fate while heavenly
committees plan, revise, and discard potential destinies. From the Loom, they have little influence over
the outcomes of distant events, capable of only the slightest adjustments to probabilities. But without the
pattern spiders nudging the odds, destiny would fall apart — there aren’t enough spirits or Sidereals to
tend to everything the pattern spiders do.
A pattern spider’s carapace is made from living metal and crystal, though they are born, not made.
They’re specialists by nature, each filling a particular niche in the Loom’s metaphysical ecology. They
vary greatly in size depending on their age, purpose, and experience. Most range from smaller than a
fingernail to the size of a large dog, while the oldest pattern spiders, called august weavers, can grow to
the size of an elk. Asna Firstborn, mother of all pattern spiders, rivals lesser elemental dragons in size.
Pattern spiders’ voices are low and sibilant; while they tend to be terse, some are notorious chatterboxes.
Many outside the Bureau of Destiny think of patten spiders as docile servitors, mistaking the weavers’
diligence and the fulfillment they find in their work for servility. In truth, pattern spiders are highly
opinionated in matters of destiny, particularly within their areas of expertise. Many put considerable time
into correcting the most minute of details in planned destinies, like a secretary correcting punctuation in
his superior’s reports. Larger concerns are submitted to the Bureau of Destiny on spun-silk memoranda.
Such petitions are given considerable weight — who knows the Loom better than its weavers?
The pattern spiders have a society of their own, made up of twenty-five colleges — one for each
constellation of Sidereal astrology — with the august weavers overseeing their younger kin. Young
spiders debate the merits of different destiny-weaving techniques between shifts, while their elders
reminisce about past weaves they’re particularly proud of.
Pattern spiders are particular in their choices of friends and confidantes among their Sidereal colleagues.
Winning one’s trust can take years, and their respect, even longer. Many respond well to flattery from
those whose praise of a spider’s work is informed by their understanding of the expertise that goes into
weaving destiny. Those who befriend a pattern spider can are highly esteemed within the Bureau of
Destiny.
The below traits represent a dog-sized pattern spider. Smaller spiders can be represented by adding Tiny
Creature (Exalted, p. 561) or Minuscule Size (Lunars, p. 361). All three sizes of pattern spider are
suitable as three-dot familiars (Exalted, p. 161) for Sidereals.
Lion-Dog
Lion-dogs are guardian beasts of living jade standing six feet high, combining the features of a stocky lion
and a mastiff. Despite their bestial appearance, they’re as intelligent as any other god, and are known for
their bravery and loyalty. In Heaven, they’re most often involved in law enforcement, but others are given
duties in Creation, watching over temples, tombs, and manses of interest to Heaven.
Guard postings may last millennia, even after a lion-dog’s charge is reduced to ruins. Some maintain their
vigils even after this, but others abandon their defunct posts, serving as guardians to mortal communities
in exchange for their gratitude and prayer or traveling the world alongside new friends.
Lion-dogs are amiable spirits and often quite talkative, but they’re unforgiving and extremely sensitive to
any offense or betrayal. The typical lion-dog has no compunctions against devouring even those they’ve
shared jokes and wine with, if they ignore her warnings not to trespass against her charge or violate
heavenly law.
Celestial Lion
Celestial lions are great beasts of living orichalcum, standing up to nine feet high. They’re diligent and
honest, honoring their oaths and contracts unfailingly, but they’re also prideful to a fault and possessed of
a certain feline caprice. In Yu-Shan, they head the Department of Celestial Concerns’ law enforcement
operations. In Creation, they’re entrusted with guarding heavenly gates, the gaols of forbidden gods, and
other sites of considerable import to Heaven.
Like lion-dogs, some celestial lions have abandoned their posts in Creation, either out of corrupt self-
interest or simply because their duty has been obsoleted. Some find work as mercenaries, guards to
queens, princes, or wandering heroes. Others flout heavenly law and serve their own interests, like Ka
Hamod, the tyrant of Golden Spire.
Celestial lions use the same traits as lion-dogs, but gain the following:
• Essence 5 and 100 motes. Materializing costs fifty motes and one Willpower.
• +3 dice to all dice pools.
• Appearance 5, Resolve 6, Guile 4
• Health Levels: −0x5/−1x5/−2x5/−4x10/Incap.
• 15 soak.
• +3 Damage and +2 Overwhelming on attacks.
They also gain the following Charms:
Offensive Charms
Wrathful Guardian-Beast Attack (10m, 1wp; Supplemental; Instant; Dual; Essence
3): Double up to five extra successes to determine a withering attack’s raw
damage or add up to five extra successes as decisive damage dice. Against
enemies the lion suspects have interfered with her charge or violated heavenly
law, there’s no limit on how many extra successes she can double.
Defensive Charms
Perdurant Orichalcum Hide (20m, 5i, 1wp; Reflexive; Instant; Decisive-only;
Perilous; Essence 3): After a decisive damage roll that fills all the lion’s health
levels of one type, she can use this Charm to negate any further damage. Once
per day.
Wrathful Guardian-Beast Attack (10m; Reflexive; Until next turn; Dual; Essence
3): The lion can’t be crashed by withering attacks that are reduced to minimum
damage. When determining if her Hardness prevents decisive damage, her
attacker doesn’t count damage dice from any source but his Initiative. Attacks
that don’t use his Initiative use the lower of it or their damage pool.
Social Charms
Incorruptible Servant of Heaven (5m, 1wp; Reflexive; Instant; Essence 4): Once
per story, waive the need for an Intimacy in a Decision Point to resist influence
that requires the lion to abandon her duties, violate heavenly law, or break a
promise.
Miscellaneous Charms
Celestial Guardian Puissance (5m; Reflexive; Instant; Essence 4): Add +5 dice or
+3 to a static value against anyone the lion suspects of having interfered with her
charge or violating heavenly law.
Traits
Daram also has following unique traits: