TEXT:  
   
  Compiled Kickstarter Manuscript 
   
   
   
  © 2018 White Wolf Entertainment © 2018 Onyx Path Publishing 
  
  Intro 
  The smell of roasting rabbit made Sazay’s chops water. She’d caught two of them earlier while 
  Tegama started the fire, and now she lay curled up as a fennec, tip of her tail touching the tip of 
  her nose, eking as much warmth out of the flames as she could. Sazay had teased Tegama about 
  cooking meat they could perfectly well eat raw, ribbed him about clinging to his aristocratic 
  ways, but she’d only half-meant it. Now, she had to admit, the hot meat would be welcome in 
  this dreadful cold. 
  “Perhaps if you were a different kind of fox,” Tegama suggested as she edged closer to the fire, 
  careful not to get singed. He was from the Scavenger Lands, cooler than the Southern climes 
  Sazay called home, but still warmer than this frigid corner of the North. He’d wrapped his lean 
  form in a fine wool coat; Sazay’d teased him about that, too. “Fennecs live in the desert, don’t 
  they? Up here they're all tail and thick fur. And much smaller ears.” 
  “Ah, but these ears will tell us if we’re being pursued,” she said, flicking one to emphasize her 
  point. Sazay sat up and stretched, letting her human form come slowly; she hated losing the 
  warmth her fur had soaked in. “Since you wouldn’t let us stop to fight those Dragon-Blooded 
  bastards.” 
  “Our shahan-yas would never forgive us if the Wyld Hunt killed us before we found the 
  fledgling. Or worse, led them to her door.” Tegama passed her a rabbit before thoughtfully 
  stripping a chunk off his own, hissing at the hot grease  
  “Pish. I’ve seen you fight. Two of them would be dead before they saw you draw. Then you’d 
  realize I’d already killed the other three. Think of the tale: ‘While searching for a new Lunar, 
  Sazay Shadow-Dancer and Azu Tegama Asarkon defeated five Dragons, simply to pass the 
  time.’” She tore into the rabbit like it was one of the Dragons’ throats, and Tegama laughed. 
  They both knew she was boasting; such a battle would never be so easily won. 
  “Perhaps we’ll see them again, and you can try. But reaching Tula…” 
  Sazay nodded. “I know. It’s more important than tweaking the Realm’s nose.” Spirits and spies 
  had brought the name of the new Lunar in the North to their shahan-yas’ ears. In turn, those 
  esteemed elders had entrusted Sazay and Tegama with seeking her out and recruiting her to the 
  Silver Pact.   
  “She’ll need training, and protection when the Wyld Hunt does take notice.” Tegama was no 
  fool. The Realm would notice, eventually. Its resources might’ve been spread thin these last few 
  years, but thin wasn’t non-existent. If the order didn’t come from the Blessed Isle, a bored 
  Dynast stationed in some backwater satrapy might get it in her head to seek glory and call a 
  Hunt. Or the ones Sazay and Tegama’d slunk around a day’s journey south might get wind of the 
  new Lunar in Kulinth and investigate. 
  I hope they do. But not until Tula was ready. Sazay and Tegama had a plan, and they needed her 
  to help carry it out. “Do you think we can convince her to join?” 
  Tegama’s smile was cold as the Northern night around them. “If we can, the three of us will do 
  more than tweak their noses. We’ll cut out their hearts.” 
   
   
  
  ••••• 
  “Tula,” Sazay repeated, though it was unlikely the Realm’s soldiers had ever bothered to learn 
  the bandit woman’s name. He’ll learn it now, and fear it for the rest of his life. Which wouldn’t 
  be long, of course. She wasn’t so foolish as to leave him alive, wouldn’t let him run back to 
  Kulinth with Tula’s name on his lips. 
  Capturing him had been easy, and Tegama’d left Sazay to her questioning. They were well 
  outside the city, but her Full Moon companion refused to risk a surprise patrol ruining their 
  mission so close to its end. Over the last few hours, her captive had proven quite knowledgeable 
  about bandit activity near Kulinth, enough to fill in the last pieces of information they needed to 
  find Luna’s new Chosen.  
  Still, she wasn’t done. Sazay stepped closer, looming over the soldier as her skin rippled and 
  shifted. Her bulk filled the makeshift shelter, her shoulders touching the walls and her head 
  brushing the ceiling as her war-form took shape. Sharp teeth filled her mouth, and Sazay leaned 
  in, snapping at the air inches from her prisoner’s face. “Tula,” she growled. “Say it.” 
  “Tula! Tula! Please, I’ll —” 
  Whatever promises he made, Sazay paid them no heed. Soon enough he’d be too dead to keep 
  them. 
   
  ••••• 
  Snow crunched beneath their feet as Tegama and Sazay trudged through the forest. They were a 
  half-day’s walk outside of Kulinth, nearing the abandoned barn where the soldier said a group of 
  bandits used to hide.  
  On their way through the city, Tegama had noted the garrison soldiers wore heavy, fur-lined 
  cloaks and boots, plenty of protection against the cold. The peasants’ attire was far less opulent, 
  which he’d expected, but was patched and threadbare to a degree he hadn’t. Once, such details 
  wouldn’t even have registered with him. But that was a lifetime ago, when he thought his royal 
  birth meant people ought to respect him, not that he should strive to earn the respect his position 
  conferred. He’d learned better since then, and now recognized the gaunt looks that said people 
  were going hungry, the darting glances and scurrying pace that meant they were afraid of the 
  very soldiers meant to protect them. No wonder they turned to banditry. 
  Now and then a dove called out in the branches above them, though Tegama had yet to spot it. 
  His attention had been focused on the ground for the last mile or so, sure they were being 
  followed. Had the Wyld Hunt found them after all? He’d seen no signs of any Dragon-Blooded 
  in the area aside from the garrison’s commander — would she have sent troops after her missing 
  soldier? Sazay hadn’t left evidence of her interrogation, but that didn’t rule out a search. 
  The attack came from above, heralded by the flutter of wings. Tegama had time to look up and 
  register the woman barrelling down at him, her emerald wings shifting into outstretched arms, a 
  warcry echoing through the trees. Tegama’s daiklave flowed into his hand as she struck, and they 
  tumbled away into the snow. He regained his feet quickly, and she followed. He turned aside 
  thrust after thrust of her spear. 
  
  “Where’s the rest of your Hunt?” she screamed. “They said you’d come after me sooner or later. 
  Where are the others?” Her fury grew with each step of her advance, as did Tegama’s 
  understanding: She thinks we’re the Wyld Hunt. 
  He turned aside another blow. What she lacked in skill, passion made up for. “Stop! We’re not 
  here to fight you.”  
  Snarls rent the air off to Tegama’s left, belying his claim. Where he’d last seen Sazay in human 
  form, two gray wolves now circled one another warily. Blood spotted the snow and stained the 
  larger wolf’s teeth.  
  “Look.” Tegama pointed behind his opponent, at the smaller wolf — Sazay — and her wounded 
  shoulder, at the swirl of moonsilver in her fur. “We’re like you. Like both of you.”  
  The woman paused and glanced back at the wolves. Sazay had heard Tegama’s plea. She 
  stopped circling and sat on her haunches. She wasn’t the type to expose her belly or her throat, 
  not so quickly, but the other wolf seemed to accept the truce.  
  The other Lunar shifted into an androgynous hybrid form, a chambered shell growing from their 
  back, its lacquered surface a swirl of deep yellow and white. They hunkered within and watched 
  as Sazay shifted too, human once more.   
  Tegama sheathed his daiklave slowly, so Tula couldn’t mistake his movement for a renewed 
  attack. “Let’s start again. You must be Tula. I’m Tegama Asarkon.” He left off the honorific 
  “Azu”; they were all equals here. 
  Tula glanced toward the nautilus-Lunar, but they only shrugged. “How do you know my name?” 
  “My companion Sazay and I heard rumors and followed them here. A farmer forced to banditry 
  by the satrap’s ever-increasing taxes. A strange incident when the soldiers came for the lot —” 
  here, Tula ducked her head, and Tegama continued softly. “Luna chose you, and we came to 
  help.” 
  “She has help. Found me herself.” The nautilus-Lunar peered between Tegama and Sazay.  
  Sazay looked about ready for another shot at them, despite her bleeding shoulder; the sharp-
  toothed smile she flashed held a challenge in it. But the nautilus-Lunar merely rolled their eyes, 
  and Sazay dropped the threat. It gave Tegama a measure of comfort — Sazay simply wanted the 
  chance to best a worthy competitor, not eliminate an enemy.  
  But Tula couldn’t know the nuance of Sazay’s many smiles. She stepped between them and said, 
  “This is my... friend, Silent Pearl.” She seemed to be testing out the word, watching the others’ 
  reactions to it. For their part, Silent Pearl only nodded. Sazay grunted. 
  Tegama startled. "Silent Pearl? But...they’ve been gone for centuries.” 
  “Not gone. Sleeping.” They regarded Tegama curiosly. “You know my name?” 
  “I know stories.” The Lunar who’d tattooed Tegama had told tales of others while she worked: 
  Ma-Ha-Suchi and Lilith, Sha’a Oka and Vanamithri Mirror-Soul. And of Silent Pearl, herbalist 
  and healer and witch of the marshes, whose last tale was spun before the Shogunate fell.  
  “I found them,” said Tula. “In a ruin a few days east of here. I needed... I didn't know what. 
  Something to help my people. A weapon, maybe.” 
  
  “And you did!” Silent Pearl seemed quite pleased with themself. This time, when they looked at 
  Sazay, they received a genuine smile. “I thought more would have changed, but it appears the 
  usurpers have only changed some names. We have a satrap to drive out.” 
  “Then in that,” said Sazay, “we might find common cause.”  
   
  ••••• 
   
  Tula added another pinch of salt to the stew. It’d been a while since she’d fed a group, and she’d 
  missed it. Meals with Silent Pearl were pleasant enough, if a little perfunctory; the older Lunar 
  sometimes still seemed to be shaking off their long torpor, or maybe they’d simply never been 
  much for light conversation. Watching how easily Sazay and Tegama bantered and bickered 
  warmed Tula’s heart in a way she hadn't realized she’d needed. Her gang used to do this, plotting 
  out their next strike while she cooked, clamoring to be the one who got to taste the sample 
  spoons she offered during the process. Sazay came sniffing around the most often, though she 
  didn’t offer any opinions other than “’s good.”   
  Earlier, the four had joined a flock of snow buntings and flown over the city so the newcomers 
  could view it from above. Now, Silent Pearl had drawn a rough map of Kulinth in the dirt. They 
  marked out where the barracks were, the storehouses, the building where the tax collectors stored 
  their records. Tula peered over their shoulder, making adjustments and pointing out vulnerable 
  spots and escape routes for refugees. Much as she wanted the satrap and the Realm’s forces 
  gone, she wanted there to be a city left for her people to return to. 
  Tegama impressed Tula with his insights. He’d helped overthrow a tyrant in his time, and knew 
  what they should expect, yet he deferred to Silent Pearl’s wisdom. Sazay asked about the power 
  structure, who hated whom, what rivalries she could exploit. Silent Pearl grinned from within 
  their nautilus shell and mentioned going to talk to an old, old friend. 
  “And you, Tula,” they asked, as she passed around bowls of steaming stew and a hunk of crusty 
  bread, “what will you do?” 
  She thought of the people who’d sheltered her, after the night the garrison came for her and her 
  gang. The farmers who starved themselves to pay the Realm’s hefty taxes, the people who 
  worked the land and fished the rivers, and kept so little of their harvests... the very people who’d 
  provided her the ingredients in the stew they were all scarfing down, who risked the satrap’s 
  wrath by leaving bundles of food at her door.  
  They ought to be part of this, too. 
  “I’m going to spark a rebellion.”  
   
   
   
   
   
  
  Introduction 
  “Become a great cat tonight, and run beside me, hunt with me. I can lead you to 
  prey you never dreamed of. There is so much we can share. You have felt how it is 
  to change, you know the truth of it, you have tasted the power, the freedom, seen 
  the lights from a beast’s eyes, smelled fresh blood, gloried in a kill.” 
  — George R.R. Martin, “In the Lost Lands” 
  Chosen by Luna, the many-faced goddess of the moon, the Lunar Exalted are legendary 
  shapeshifters and terrifying monster-heroes, untamed and unbroken by the ten thousand foes that 
  have sought to end them. Their souls burn with unbridled rage, driving them in their vendetta 
  against ancient enemies. 
  The first Lunars were raised up in dim prehistory to hunt the enemies of the gods alongside the 
  other Exalted. Their victory birthed an age of wonders, in which the Lunars wedded themselves 
  to the majestic Solar Exalted and together scribed a thousand legends across Creation — slaying 
  monsters, charting wilderness, raising cities, fighting terrible wars long since forgotten. 
  When the Dragon-Blooded rose up in the First Age’s twilight to slay the mad Solar princes, the 
  Lunars were driven out to the edges of the world, hunted in a centuries-long pogrom. Faced with 
  legions of elemental hero-saints and a conspiracy of destiny-weaving puppet masters seeking 
  their extinction, the Lunars roared defiance. Under the Silver Pact’s banner, they have warred for 
  a millennium, first against the lost Dragon-Blooded Shogunate, and then against its successor, 
  the world-spanning Scarlet Realm. 
  But the world has changed. The Scarlet Empress has vanished, and the Realm’s Great Houses 
  withdraw their legions to the Blessed Isle to prepare for war. The Wyld Hunt — underfunded 
  and overwhelmed by the return of the Solar Exalted — is in disarray. It’s been centuries since 
  such an opportunity has arisen. Has the time come to strike a killing blow against the Realm? 
  This Book at a Glance 
  Chapter One: The Lunar Exalted introduces the Chosen of Luna, their transformations 
  throughout history, how they experience Exaltation and Essence fever, and their relations with 
  their enigmatic patron.   
  Chapter Two: The Silver Pact discusses the mutual aid organization under which the Lunar 
  Exalted have largely united to prosecute their vendetta against the Realm, including a number of 
  the Pact’s noteworthy leaders and luminaries. 
  Chapter Three: Lunar Dominions depicts societies shaped by the Silver Pact to make war 
  against the Dragon-Blooded.   
  Chapter Four: Character Creation provides rules for creating Lunar player characters.   
  Chapter Five: Traits includes new Merits and other mechanics relevant to Lunar characters, 
  including shapeshifting, anima powers, the Tell, and moonsilver tattoos.   
  Chapter Six: Charms presents the unique supernatural powers available to Lunars.   
  Chapter Seven: Martial Arts and Sorcery offers several unique new Martial Arts styles, as 
  well as a variety of new sorcerous initiations and spells.   
  
  Chapter Eight: Wrought from Moonsilver presents a number of artifacts, each with its own 
  set of Evocations.   
  Chapter Nine: Heroes and Monsters provides Quick Character write-ups for noteworthy 
  Lunars and a wide range of animals whose shapes Lunars might take. 
  Lexicon 
  adherent: A student or political backer of a shahan-ya. 
  Bronze Faction, the: The group of Sidereal Exalted, agents of Heaven and weavers of destiny, 
  who masterminded the Usurpation and have orchestrated the Wyld Hunt ever since, making them 
  sworn enemies of the Silver Pact.  
  Casteless: A Lunar who hasn’t received moonsilver tattoos to define her Caste. 
  dominion, Lunar: A society ruled or manipulated by a Lunar, usually as a weapon in the Silver 
  Pact’s war against the Realm. 
  heart’s blood: Literally the blood flowing through the heart of the Lunar’s prey, which she must 
  consume during the Sacred Hunt to claim its shape. 
  Luna: The shapeshifting Incarna whose blessing empowers the Lunar Exalted. They personally 
  visit each Lunar at the moment of Exaltation. 
  Lunar Exalted: Shapeshifting Exalted empowered by the Incarna Luna. 
  moonsilver tattoos: Magical tattoos that let a Lunar choose her Caste, and protect against 
  unwanted magical transformation. Offered to Casteless Lunars by the Silver Pact. 
  Realm, the: Creation’s most powerful empire and a successor-state to the Shogunate, the most 
  prominent foe of the Silver Pact in modern times. 
  Sacred Hunt, the: The ritual hunt by which a Lunar acquires her prey’s heart’s blood for 
  purposes of shapeshifting. 
  shahan-ya: A mentor or political leader in the Silver Pact. 
  Shogunate, the: A vast Dragon-Blooded empire that arose after the Usurpation, which led the 
  first Wyld Hunts. A former enemy of the Silver Pact, now defunct. 
  Silver Pact: The Creation-spanning mutual aid society to which most Lunars belong, and which 
  makes endless war against the Realm and its Bronze Faction supporters. 
  Solar Bond: An instinctive, soul-deep connection that most Lunar Exalted have to a single 
  Solar, Abyssal, or Infernal, passed down across millennia of past lives. 
  spirit shape: A Lunar’s innate animal shape, as natural to her as her original human form. 
  Tell, the: A distinctive feature that a Lunar possesses in every one of her shapes, by which a 
  percipient observer might recognize her. 
  Usurpation, the: The overthrow of the Solar Exalted by the Dragon-Blooded and their Bronze 
  Faction allies, which ended the First Age and ushered in the Shogunate.   
  Wyld Hunt: A group of Dragon-Blooded banded together to hunt down and murder a Lunar or 
  someone else they’ve deemed Anathema. 
  
  Suggested Resources 
  Classics 
  The Epic of Gilgamesh: The wild, untamed warrior Enkidu is an excellent example of a Full 
  Moon Caste Lunar, and his rivalry-turned-camaraderie with the god-king Gilgamesh exemplifies 
  the Solar Bond. 
  Journey to the West, by Wu Cheng’en: The monkey-turned-shapeshifting-trickster-god Sun 
  Wukong boasts countless supernatural powers that inspired Lunar Charms, and the heaven-
  shaking mischief he gets up to in this classic novel’s first seven chapters offers prime inspiration 
  for Lunar tricksters.  
  The Poetic Edda: Odin walking the world in disguise is a major inspiration for Lunar 
  shapeshifting, and his pursuit of mystical knowledge of runes and seiðr makes good inspiration 
  for Lunar witches. Meanwhile, the ur-trickster and master shapeshifter Loki gets into and out of 
  truly epic amounts of trouble, providing inspiration for Changing Moon tricksters in the process. 
  Táin Bó Cúailnge: The warrior-hero Cú Chulainn’s terrifying battle-rage, the ríastrad, is an 
  inspiration for the rage of the Lunar Exalted.  
  Fiction 
  The Tiger's Daughter, by K. Arsenault Rivera: Two girls from very different cultures find 
  themselves inextricably linked as lovers and warriors. Shefali is an exemplar of Lunar ethos —
  hunter, hero, survivor, monster — and her relationship with O-Shizuka is a near-perfect 
  demonstration of the Solar Bond, as the two work to both defy and reshape the world they 
  inhabit. 
  The White Rose, by Glen Cook: The rebel protagonists of this third volume of the Black 
  Company series struggle against the massed might of the world-spanning sorcerous empire that 
  they once championed, aided by weird supernatural allies and forgotten occult secrets from a 
  former age. The Plain of Fear can serve as inspiration for especially weird Lunar dominions. 
  Nonfiction 
  Blood Moon: An American Epic of War and Splendor in the Cherokee Nation, by John 
  Sedgwick: Depicting the progress, schisms, and ultimate destruction of the Cherokee Nation in 
  the face of early United States aggression, this book offers inspiration for internal politics within 
  Lunar dominions confronted by the Realm. 
  Insurgents, Raiders, and Bandits: How Masters of Irregular Warfare Have Shaped Our 
  World, by John Arquilla: This book contextualizes the development of irregular warfare 
  through the lens of various individual guerilla leaders and military officers, each of them 
  excellent inspiration for aspiring Lunar warlords and revolutionaries. 
  Movies 
  Black Panther, directed by Ryan Coogler: The nation of Wakanda’s fusion of advanced super-
  science and traditional African cultures is amazing inspiration for a Lunar dominion, while the 
  differing views of how Wakanda should deal with the outside world and the legacy of racism 
  espoused by T’Challa, Killmonger, and Nakia mirrors the Silver Pact’s internal politics.  
  
  Princess Mononoke, directed by Hayao Miyazaki: San, the deadly warrior raised by wolves, is 
  a great example of a Full Moon Lunar.  
  Television 
  Revolutionary Girl Utena, directed by Kuniko Ikuhara: The relationship between Tenjou 
  Utena and Himemiya Anthy provides an example of the Solar Bond at its most tragic and 
  triumphant. The anime’s later arcs delve into material that touches on Lunar witchcraft and 
  relationships that span reincarnations. 
  Manga 
  Sailor Moon, by Naoko Takeuchi: Usagi and Mamoru’s reincarnation-spanning romance in this 
  classic manga (and its anime adaptation) is a great example of the Solar Bond.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Vanamaithri Mirror-Soul walked through blinding snow without shielding their eyes, allowing 
  the swirling crystals to form shapes both strange and familiar. Around Vanamaithri, translucent 
  pears dangled from moonlit, frost-rimed branches. 
  The winter-bloom grove was an old, magical place on Skandhar-Bhal’s edge, left untamed by 
  decree of the valley’s gods. Vanamaithri had been there only once, when they’d come to 
  Skandhar-Bhal centuries ago. They’d been half-starved and weary from many miles’ travel. The 
  grove granted visions of distant friends and enemies, offering words of wisdom, insight, and 
  peace. 
  Now, after seven days’ fast, Vanamaithri returned to face what they’d ignored for many years. 
  With each step, they moved further from the physical world, and into visions of higher truth. 
  In the branches’ shuddering reach, Vanamaithri saw victims of war, arms outstretched, begging 
  for aid. Momentary gaps in the snow became shades of friends long dead, who followed 
  Vanamaithri, desperate to be named and remembered. And when Vanamaithri heard the wind’s 
  howl grow loud and long, it was a sign that the monster they sought was near. They steeled their 
  heart and pressed forward, to the beast’s lair. 
  Here in the winter-bloom grove, the mountain runoff flowed and froze in sheets and spikes along 
  the mountainside. As Vanamaithri approached the frozen waterfall, they found the mirror-place, 
  and saw themself, not as they were now, but as they had been: the towering tortoise war-form; 
  the warrior eager for bloodshed; the beast that birthed the Mirror-Soul. 
  The sight horrified Vanamaithri, and thrilled them. 
  “So you return?” demanded the beast, with the wind’s cruel voice. “Did you not promise to leave 
  me here, to suffer and rage while a kinder soul took my place?” 
  “I never wished to return,” said the Mirror-Soul. “I’d hoped you might die, here in the cold.” 
  “But you didn’t expect it.” The beast reached out, pressed armor-rending claws against the 
  reflective ice. “Luna’s rage is part of you. You embraced it, once, and it will live in you until you 
  die. Perhaps even beyond that.”  
  Vanamaithri found they’d reached out to place their right hand, forever missing two fingers, 
  against the sheet of ice. Its chill surface was as unforgiving as the reflected claw. “I fear I may 
  need you. Skandhar-Bhal is safe, but for how long? Creation trembles at the Lawgivers’ steps, 
  and the Dragons grow desperate.” 
  “You cannot lie to me, Mirror-Soul. You know Creation needs me, and you fear that you want 
  me.”  
  “No.” 
  “You ache, every night, to hunt and strike in countless forms, to feel the heat of blood on your 
  face.” 
  “No.” 
  “Creation's unrest is merely an excuse! The world has suffered all this time, and even now you 
  could stay in your valley, safe and kind. It’s no new injustice that calls you, but the merest 
  chance to crush the empire you never stopped hating.” 
  Vanamaithri was silent. Ice had crept over their hand, freezing it in place. 
  
  “Let me free,” said the beast, “as you’ve always known you must. You’ve played at being a 
  monk, and that time is done. Be the beast you could never kill.” 
  Vanamaithri clenched their fist, and the ice around it shattered. As the reflection cracked, they 
  roared, loud enough to overwhelm the wind and echo through the valley. 
  Slowly, Vanamaithri wrapped their other hand, with its five fingers, around their shaking fist. “I 
  am Vanamaithri Mirror-Soul,” they said, teeth clenched. “And I can be both.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter One 
  The Lunar Exalted 
  The Lunar Exalted are Creation’s divine apex predators, monster-heroes chosen by Luna to hunt 
  and prey upon the enemies of the gods in the Divine Revolution. Like their divine patron, the 
  Lunars are puissant shapeshifters, devouring the forms of human and animal prey and making 
  them a part of their nature. The Lunars are creatures of boundaries and transgression — the 
  boundaries between hero and monster, devil and saint, civilization and wilderness, the mortal and 
  the divine. They stand on whichever side of the boundaries they please, and cross them with 
  unmatched ease. A Lunar who embraces the power and freedom of becoming an untamed 
  monster need not sacrifice her humanity; a Lunar who devotes herself to living among mortals 
  and protecting them need not abandon the freedom of running wild and untamed. 
  In the Divine Revolution, the Lunars were monsters that even the most nightmarish among the 
  enemies of the gods learned to fear. They waged war in the shapes of snakes as long as rivers, 
  all-devouring swarms bearing devil-slaying plagues, beast-mothers with tusks like daiklaives and 
  stampedes of murderous children, and countless other wild horrors. Fighting alongside the other 
  Exalted, they toppled the makers of the universe and stained their fangs red with the blood of 
  slain divinities. 
  As the First Age’s glories arose from the Exalted’s triumph, the Lunars enjoyed the fruit of the 
  paradise they’d helped to win, remaking themselves for an Age of Dreams. Though never 
  forsaking the divine monstrosity at their Essence’s heart, they became guardians, guides, world-
  walkers, judges, and mystics.  
  The most profound change was the Solar Bond. Near the dawn of the First Age, an Exalted 
  coalition led by several Lunar princes challenged the supremacy of a Solar monarch who claimed 
  authority over Creation as the chief surviving general of the Divine Revolution. The war drew in 
  more Lunars and Solars across a period of years, eventually embroiling much of the Exalted 
  host. In the end, the two sides made peace through a series of sacred and political marriages, 
  forging ties between the Lunars and Solars that would persist even beyond death.  
  Not all Lunars took Solar mates for themselves, but even those who didn’t couldn’t avoid the 
  political and cultural changes wrought by the union of sun and moon. Thus, for much of the First 
  Age, the Lunars and the Solars were inextricably intertwined, twin aspects of the Old Realm’s 
  glories. 
  The Usurpation brought an end to the First Age and a new transformation for the Lunar Exalted. 
  The mass death of the Solars, and the foul murder of Lunars who fought beside their Solar mates 
  or were deemed too dangerous to the usurpers’ plans to let live, awoke a keening fury in the 
  souls of Luna’s Chosen, a rage not witnessed since they first hunted the enemies of the gods. The 
  early Wyld Hunts perpetrated by the nascent Dragon-Blooded Shogunate and its Sidereal 
  benefactors solidified the Lunars’ vendetta, ensuring the usurpers would never know peace while 
  one Lunar yet drew breath.  
  As the First Age’s wonders unwound and crumbled into ash, the Lunars remade themselves to 
  survive and thrive in the Age of Sorrows. Over many years, they performed an unparalleled 
  
  mystical endeavor, dissolving the five castes that dwelt in their Essence and creating new castes. 
  Henceforth, the Lunars would be ferocious warriors slaying the usurpers’ legions, wicked 
  tricksters testing society and plunging it into chaos, and wise-eyed witches beckoning night’s 
  mysteries. 
  It was this time that saw the birth of the Silver Pact. Though the Lunars had many different 
  visions of how best to wreak vengeance and make a new place for themselves in the world — 
  and in a few cases, had longstanding grudges against one another — the cruel reality of the Wyld 
  Hunt made internecine strife a luxury they couldn’t afford. The Lunars came together in a loose-
  knit organization built on mutual aid and a shared vendetta against the usurpers, without any 
  single leader or formal authority.  
  The Silver Pact has become the single greatest force arrayed against the Dragon-Blooded and the 
  Sidereals. The Realm’s borders fall where they do because the Silver Pact has denied them the 
  lands beyond. The Sidereals of the Bronze Faction desperately coordinate Wyld Hunts because 
  they know they cannot maintain the status quo they sacrificed so much for if the Lunars are 
  unchecked. In the Time of Tumult, the Pact’s final victory may be at hand… or its best-laid plans 
  might fall apart through the intervention of unforeseen foes. 
  Civilization and Barbarism 
  You won’t find the word “barbarian” used to describe any of the cultures in this 
  book. Societies in Creation, like in the real world, pass judgment on others by 
  naming them barbaric, savage, primitive, or uncivilized, refusing to recognize their 
  civilizations as civilizations. The Realm, as Creation’s predominant force, has 
  unparalleled power to enforce and propagate these judgments throughout its 
  territory. Those who don’t organize their societies in a fashion the Realm 
  recognizes, who don’t match the Realm’s technological sophistication or follow the 
  divine truth of the Immaculate Philosophy — these people the Realm names 
  barbarians. Its conquest and exploitation of these peoples is justified as a righteous 
  cause, bringing the fruits of civilization to those seen as lacking it. The massive 
  tributes extracted from Realm satrapies are a generous price to pay in exchange for 
  its largesse.  
  The truth is that that the differences between these cultures and those like the Realm 
  is a matter of history, geography, and politics, not barbarism or savagery. A lack of 
  cities doesn’t make a society primitive; nomadic peoples are better suited to thrive 
  in regions where conditions are ill-suited to large-scale agriculture, and are less 
  susceptible to disease and malnutrition than city-dwellers. A people without access 
  to iron or bronze won’t develop metallurgical technology of the same sophistication 
  that the Realm boasts — its innovations and ingenuity will instead make use of 
  what resources it does have. A society on the Wyld’s edge abides by taboos that 
  seem arbitrary to outsiders, but that protect its members from the danger of 
  exposure to the Wyld and the depredations of the Fair Folk. That the Realm and 
  societies like it does not recognize these cultures’ sophistication doesn’t mean they 
  lack it. 
  Lunar Exaltation 
  
  Luna chooses their Exalted from the ranks of heroes and those who could be heroes — women 
  and men capable of great deeds, though not always good ones. Luna doesn’t seek self-
  proclaimed righteousness in their Chosen like the Unconquered Sun, but neither do they shun it, 
  seeing potential greatness in both virtuous paragons and heartless sinners. Outcasts, dissidents, 
  and iconoclasts hold an especial place in Luna’s heart, as do those who’ve suffered great 
  hardships and survived unbroken, though this isn’t absolute — Luna doesn’t pass over worthy 
  heroes simply because they’re beloved by their people, or they’ve yet to face profound suffering. 
  Luna attends to the Exaltation of each of their Chosen personally in one of their many aspects 
  and guises. Each Lunar is greeted differently by their patron, according to who they are and what 
  they need. A friendless orphan might be embraced by a divine mother who whispers the reason 
  he was chosen into his ear. An arrogant hunter who’s never known a rival might be attacked and 
  overpowered by Luna as a great beast, or humbled by Luna in a boyish trickster-aspect. A 
  mercenary who’s lost his purpose for fighting might encounter Luna as a wizened crone at a 
  crossroads, speaking a cryptic prophecy of what he must do or laying a geas upon him. A pious 
  Immaculate monk might be confronted by Luna as a silver-eyed savant, who debates fine points 
  of theology long into the night. The meeting rarely lasts long, but has a profound impact; almost 
  all Lunars carry a personal or spiritual connection with their patron Incarna throughout their 
  lives. 
  I stole from my father. Little things at first: coins, jewels, trinkets, just to prove I could. Then a 
  signet ring, a royal message, a map of his entrenched defenses. Luna saw me with a bag full of 
  treasures and a heart full of revolution, lying through my teeth to a guardswoman. He came to 
  me as an invisible shadow and gave me a kiss, turning me into a creature of glittering scales and 
  sharp teeth, the better to rip out the guard’s throat before she could speak a word.  
  My brothers called me a liar when I told them how I slew a great beast or wooed a beautiful 
  goddess. I knew my story was more important than the truth. Luna watched me laying down fake 
  footprints in the mud while she watched from the woods, clawed and hungry like the monsters 
  from my tall tales. The monster-goddess lunged, chasing me for miles until she finally pinned me 
  to the ground, and I saw myself reflected in her silver eyes.  
  I was born with a notched lip and weak eyes. My family gave me to the woman in the woods, who 
  taught me many secrets. Luna found me doubled over in pain, bruised and beaten by two boys 
  from the village. Luna was a village boy too; he laughed at me as if it were a game. Then he 
  asked, “So, what are you going to do when you stand up?” And suddenly, I knew.  
  The moment of a Lunar’s Exaltation is euphoric and transformative, a rush of divine power and 
  protean Essence that suffuses her body, mind, and soul. Her Caste Mark shines upon her brow, 
  her anima banner roars to full iconic splendor, and her spirit takes shape as a beast that embodies 
  her truest self. For many, Exaltation comes at a time of great peril, turmoil, or stress, giving them 
  the might and will they need to overcome whatever trials they face. 
  I was thrust into the Wyld by my children. Stars and birds foretold my journey, a sacrifice to the 
  Fair Folk who’d protect my family in exchange, granting them the security my brittle old bones 
  could not. Luna saw me in the bordermarches, tired and hungry from three days and three nights 
  fleeing the devils at my heels. She whispered a secret in my ear, a magic spell that opened my 
  eyes to the strength my old bones still held. 
  
  I lived like a dog. They told me I deserved no better, that I was born under the wrong stars to be 
  human. They made me fight the other dogs, and I was very good at it. Luna found me in the 
  arena, wishing the blood on my hands belonged to my captors instead. He put his hands on mine, 
  a gentle father, and gave me strength enough to match the rage howling in my heart. 
  I traded my womanhood for the ocean. It was a good trade: something I hated for something I’d 
  always yearned for, something I was good at. Luna watched me diving for pearls, angering the 
  shark-goddess Siakal by trespassing in her domain. My god gave me my own shark-body, and 
  told me to fight with all my might if I ever wished to see the sky again. 
  The Spirit Shape 
  A Lunar’s spirit shape emerges from her Essence as she Exalts, an animal form that’s as much 
  her true self as her human form. A Lunar doesn’t choose what animal her spirit shape is, but it’s 
  always one that holds deep personal or cultural meaning for her, an avatar and embodiment of all 
  she is.  
  A wandering sellsword who trusts no one to fight at her side discovers the tiger as her spirit 
  shape, seeing herself embodied in the solitary hunter’s power and ferocity. A shaman takes on 
  the skin of a raiton, an animal revered by his clan as a messenger from the spirit world. A 
  struggling merchant finds himself reflected in the scorpion, small enough to be underestimated, 
  yet dangerous as the mightiest beast.  
  The Lunar may not understand why her spirit shape is what it is at first. But as she learns more of 
  herself, her understanding of the reason for her spirit shape grows. 
  Essence Fever 
  Like all Exalted, Lunars’ Essence fever urges them to action, to use their newfound power to 
  change the world. For Lunars, this impetus is focused on their rage, pushing them to act on their 
  anger. Some were driven by rage even before Exaltation, and scarcely notice Essence fever’s 
  impact. Others act on long-held passions they’ve never given expression to: a peasant who’s 
  always resented her Dynastic masters embarks on a campaign of sabotage and subterfuge against 
  them; a savant who finds slavery repugnant descends on a Guild caravan in her war-form and 
  shatters the slaves’ manacles with her bare hands; a prince’s bastard moves to depose her hated 
  half-sibling and take the throne.   
  Essence fever doesn’t create rage where none existed before — it only drives the Lunar to let the 
  anger already dwelling in her heart move her to action. Some strike against  personal enemies, 
  societal ills, or ideological opponents. A few, touched by memories of past incarnations, channel 
  their rage into ancient vendettas. Such Lunars usually find themselves drawn to seek revenge for 
  the still-bleeding wound of the Usurpation, though some pursue personal affairs — whether a 
  slight inflicted on a long-ago incarnation by an immortal god, or a longstanding rivalry with 
  another reincarnated Exalt. 
  The Silver Pact trains young Lunars to master their Essence fever. It’s not something to be feared 
  or rejected — rage is a powerful weapon, if turned to the right ends. Instead, they teach new 
  Lunars to bend Essence fever to their will, drawing motivation from it when it’s useful, and 
  silencing its urgings otherwise. 
  The Moon-Touched 
  
  The children of Lunars often inherit some of their parents’ protean Essence and 
  monstrous power. For most, this takes the form of subtle gifts: mutations reflecting 
  their parent’s spirit shape, prodigious strength, the power to speak with animals, 
  etc. A rare few inherit greater power: the ability to transform into a single animal; 
  a talent as a spirit medium and shaman; a shadow with a mind of its own. Though 
  never as powerful as the Exalted, Moon-Touched have considerable advantages 
  over mortals. Those who don’t hold positions of honor in their parents’ dominions 
  often rise through the ranks of political, social, or economic power in other 
  societies. 
  Luna of Many Faces  
  Luna is a goddess of many aspects, but in all their forms, certain truths hold fast. Change is their 
  nature, and adaptation their breath. They are fierce but kind, and relentless when protecting those 
  they care for. They are mercurial but wise, each whisper and movement bespeaking a hundred 
  secrets. They may wear the shape of a man, a woman, a mélange of the two, or neither — no 
  mask of flesh can truly embody their nature.  They cannot be confined, cannot be pinned down 
  or quantified, for freedom is their most primal Essence. 
  Though no two Lunars encounter Luna the same way, many find it a deeply spiritual experience 
  that marks them forevermore. Lunar reverence is as individual and many-natured as they are, 
  though meditative shapechanging and tests of endurance are common rites. Some Lunars raise 
  cults to Luna, acting as an intermediary between mortals and the divine. The Beryl Grove clan 
  pays homage to a silver raiton-goddess, She-Who-Remakes, erecting tall scaffolds hung with 
  glittering swords and armor (and the corpses of warriors who wielded them). The Kajal fishfolk 
  reavers of Mela’s Fangs call upon the Lord of Reflections, circling their victim’s ships five times 
  — once for each of his five faces.  
  Mortals who live outside or between social and physical categories worship Luna under manifold 
  names throughout the Threshold. In Whitewall, adherents of the Son-And-Daughter, a twin god-
  goddess forever standing back-to-back, reveal their true selves only under moonlight. In 
  Marukan, the Sisterhood of the Night Ride imbibes tea brewed from bitter roots and the sweat of 
  pregnant mares, emulating the Swiftest Rider, a mortal-turned-moon-goddess who rides through 
  the sky so that her birth name — better suited to a son than a daughter — will never catch her. 
  Where the Immaculate Order holds sway, Danaa’d fills a similar role, and is sometimes 
  syncretized with one of Luna’s aspects within the Realm’s satrapies, despite the efforts of monks 
  to enforce orthodoxy.  
  Blessed Transformation 
  A Lunar who experienced gender dysphoria or similar discomfort with her birth gender find her 
  true form in the pure self-understanding of Exaltation. Her body aligns with her innermost 
  nature, taking on a form she can truly be at home within. This is her true human shape, and it 
  comes with an unmatched joy and affirmation.  
  Many Lunars are neither wholly male nor female, expressing qualities of multiple sexes or 
  perfect androgyny. Some eschew gender altogether; others are fluid. The Silver Pact has no 
  prejudices against this — after a century or two of being able to casually assume any shape, 
  many Lunars consider gender just another aspect of fashion. Some Threshold cultures consider 
  
  transgression of gendered roles or and norms a mark of divinity, and Lunars — especially those 
  hailing from such cultures — often adopt transgressive traits to display their status as Chosen. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Weyna lay face-down on the stone altar’s cold surface, her hybrid form’s ruddy skin turned 
  upward to the forest canopy and the dozens of curious faces assembled in the Queen of Fangs’ 
  court. Through the haze of her anxiety, she felt their stares on her exposed body and turned her 
  focus instead on the approaching priest, another Lunar in the shape of a handsome older man 
  with silvered hair and creases around his sparkling eyes. He wore ceremonial jewelry draped 
  along the pristine lines of his collarbones and pectorals and clinging to the angles of his hips; his 
  own set of marvelous tattoos; and little else. In his right hand he held a long, slender wand of 
  bamboo tipped with moonsilver; with the other, he placed a small pot of shimmering ink on the 
  altar. The shaman smiled, though it did not calm her nerves.  
  On all sides, the chatter of apefolk courtiers ceased and a reverent hush swept across the open 
  amphitheater as their goddess strode out of the shadows to stand before the altar. Her presence 
  alone made the spacious amphitheater feel small and mundane by comparison. Raksi wore the 
  shape of a woman too pale to be native to this part of the East, with black hair and eyes the color 
  of tempered steel. Weyna’s heart leaped into her throat at the sight of her, and for a moment she 
  knew in her heart this woman was transcendent, numinous, divine.  
  Raksi settled an unforgiving gaze on the shaman. “Begin when you’re ready, Names-the-Wind.”  
  The priest nodded and placed a warm, dry hand on the small of Weyna’s back. “Shall we?”  
  She nodded, and put on what she hoped was a calm, brave face.  
  Raksi trailed a finger along the contours of Weyna’s spine. Weyna shivered. “Here, here, and 
  here.” 
  Names-the-Wind dipped the end of the bamboo stick into the pot and pressed the needle into 
  Weyna’s skin where Raksi had indicated. At its bite, Weyna drew a breath in through her teeth in 
  surprise. He chuckled.  
  “Everyone jumps at first. Take deep breaths. It hurts less if you don’t resist.” He began to move 
  the needle, tapping it over and over until glowing punctures merged into swirling lines. “Let your 
  mind be free. Think of Luna, and how you wish to serve them.”  
  She inhaled and contemplated everything that had led to this moment: the chaotic night of her 
  Exaltation, soldiers encircling her family with a wall of spears; the words of power she’d read on 
  the stele amid the ruins, flowing unbidden from her mouth; the moon’s dark face watching her 
  triumph.Tears prickled at the corners of her eyes, but she sniffed them away before anyone 
  noticed. Yes, she decided with a slow exhalation, there was nothing she could be but a witch.  
  Raski’s voice filled the crowded amphitheater and shook her from her reverie, “We’ve heard you 
  have a deep love for learning. Is that so, Weyna?”  
  She lifted her head to answer, now aware of every stinging tap of the wand, “Yes! Everyone I’ve 
  spoken with says your archives are unparalleled.”  
  “What else do they say about me?” A sardonic smile quirked the edges of Raksi’s mouth. The 
  shaman let out a dry chuckle, and she shot a glare in his direction. “Less pressure, Names-the-
  Wind. Let the moonsilver do the work for you.”  
  Weyna swallowed hard. “Surely the Queen of Fangs is aware of her reputation.”  
  “Pick your favorite. Both of you.”  
  
  “I’ve heard you lead the Thousand Fangs Army to assault any kingdom grown too powerful, and 
  that your followers devour the survivors afterwards.” Weyna offered.  
  “I’m fond of the wife-stealing story,” Names-the-Wind said.  
  Raski made a disapproving noise. “Keep the needle parallel to the meridians, or the process 
  won’t take.”  
  Names-the-Wind said nothing, but Weyna heard his jewelry rattle with his abashed body 
  language. Raksi continued, “Well, darling, what do you think of tearing apart upstart kingdoms, 
  and of cannibalism?”  
  “I liked living in peace. I love philosophy and books, but can’t stand to see petty tyrants oppress 
  the weak.” Weyna said as she chewed the corner of her mouth. “As for the rest... I can’t say I’ve 
  ever done anything like that.” 
  Raksi smiled, pointed fangs clipping over her bottom lip. “A first time for everything.”  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter Two 
  The Silver Pact 
  Wreathed in silver fire, three reaver-heroes direct their pirate galleys against a Realm fleet 
  bearing ill-gotten tribute. Seated atop a many-tiered pyramid, a wolf-headed prince and his 
  osprey-eyed guest gaze out over a parade ground where beastfolk champions train in bow and 
  spear. In a shattered First Age ruin where vines crawl across imperishable bas-reliefs depicting a 
  forgotten culture, silver-browed students learn occult secrets at a witch-monster’s feet. 
  The Scarlet Dynasty and the Sidereal Exalted center around complex and demanding hierarchies, 
  while outcaste Dragon-Blooded and the Solar Exalted walk alone. The Lunars follow a middle 
  path, coming together in a shared society scattered to the world’s corners. 
  Theirs is a communal purpose. While each Lunar works in her own way, pursuing her own aims, 
  they collectively direct their strength and brilliance against the monolithic Realm, a silver tide 
  threatening to collapse the Dynasty’s corrupt, oppressive foundations and drown it in its own 
  blood. 
  Founders, Leaders, and Heroes 
  Over the millennia, dozens of Lunars have stood out as luminaries in the Silver 
  Pact, from its founding members to later generals, champions, philosophers, 
  demagogues, and mystics. Here are just a handful of noteworthy figures. 
  Radhika Stormswift numbered among the First Age’s mightiest and canniest 
  warriors. The strongest proponent of total war against the Shogunate within the 
  nascent Pact, she led dozens of lightning raids against the daimyos, her forces 
  slaying hundreds of Dragon-Blooded and demolishing such irreplaceable First Age 
  infrastructure as Meru’s Gates of Auspicious Passage, the Southwestern Inland-Sea 
  Bridge, and the Deheleshen Shipyard-Basilica. Only Bronze Faction intervention 
  stopped Radhika’s rampage, ambushing her and her chief disciples at the cost of 
  several Sidereal lives. This encouraged the Pact’s shift toward its current focus on 
  asymmetric warfare, and dashed any glimmer of hope for negotiation between the 
  Lunar and Sidereal hosts. 
  Thousand-Swords Oravan, who’d ruled shining Dakina-Serilan for millennia and 
  treated with Solar princes as an equal, was the first to break from the newborn Pact, 
  rejecting its communal principles to crown himself sovereign prince of the Lunar 
  host. Many Lunars flocked to his banner, establishing a network of militant 
  kingdoms in the far Southwest. But his forces suffered brutal reverses against the 
  gathered might of the new Shogunate, and other would-be Lunar lords broke from 
  his ranks. Oravan’s Silver Principiate lasted only a few decades. Proud to the end, 
  he refused membership in either the Pact or the ranks of breakaway Lunar princes, 
  and perished alone at the hands of the Wyld Hunt. 
  The philosophers and lovers Marquin Vol and Horizon Shrike were among the 
  Silver Pact’s most prominent voices in its earliest days, debating how the nascent 
  group should operate and structure itself. Vol espoused a theory of long war waged 
  over centuries, while Horizon Shrike argued that vengeance was meaningless 
  unless enacted against those actually guilty, pushing for immediate and final action 
  
  against the Shogunate, no matter the risks. When Shrike launched an ill-fated 
  offensive against the Blind Daimyo, Vol died saving his beloved — his final, and 
  most effective argument. Blood Shrike would go on to embrace Vol’s philosophy, 
  helping ensure the Pact’s long-term focus.  
  History of the Silver Pact 
  The Silver Pact traces back to the early First Age, a history that each of the few surviving First 
  Age Lunars recounts with slight variations born of fading memory and personal bias. 
  That which became the Pact was born out of violence. The First Age war between Lunars and 
  Solars, whose end was marked by the birth of the Solar Bond, also brought many Lunars from 
  across the Old Realm together as allies, comrades, friends, and lovers, laying the groundwork for 
  a unified Lunar host. Centuries later, when a hidden cabal of anarchist Exalted began quietly 
  undermining a ruling Deliberative whose authority they deemed illegitimate, Lunars among their 
  number drew upon those longstanding relationships to extend their network. Though this so-
  called “Shadow Deliberative” dissolved itself after the ruling Deliberative’s fall, the covert 
  infrastructure of intrigue and subterfuge it developed was kept alive by Lunars, passed down 
  from mentor to student.  
  Together, the Lunars fought in the bloody Sunstrife Wars, led the Old Realm’s military forces in 
  the undersea theater of the Niobraran War, joined the ill-considered campaign against the Dragon 
  Kings, and probed the Underworld’s seas for secrets better left forgotten. By the late First Age, 
  Luna’s Chosen gathered in regular conclaves that educated young Lunars, offered a spiritual 
  outlet for the worship of Luna, and served as a counterbalance to the Second Deliberative to 
  prevent it from amassing too much centralized authority. 
  After the Usurpation — wherein many Lunars perished, some dying to defend Solars, others 
  slain by the usurpers, and a few fighting against the Solars — the Lunar host’s upper echelons 
  were divided over how to react. They splintered amid infighting born of divergent ideologies and 
  personal animosities, leaving them vulnerable to the Wyld Hunt and an expanding Shogunate. 
  Eventually, leading Lunars came to an understanding: Various splinters of the Lunar host would 
  collaborate against the Shogunate and its Sidereal patrons, but as an alliance of many coteries 
  rather than under a single unified hierarchy. This alliance became known as the Silver Pact, and 
  evolved into the form it takes today. 
  Pact Organization 
  The Silver Pact has no official government. In principle, it’s entirely egalitarian, without formal 
  hierarchy or positions of authority. But even the Pact knows politics. Collective action requires 
  direction, guidance, and leadership. Pact members align themselves along multiple social and 
  political axes, including their approach to the Realm, their chronological peer group, and their 
  association with the Pact’s shahan-yas. 
  Shahan-ya: Elders and Mentors 
  Silver Pact leaders are called “shahan-ya” — Old Realm for “guide” or “teacher” — and direct 
  coteries of adherents, disciples, and supporters, known as schools. Any member of the Pact 
  who’s accepted as a leader or mentor by a school may take on the mantle of shahan-ya.  
  
  The structure of these schools varies. Most often, adherents live apart from the shahan-ya, 
  visiting intermittently to study, discuss strategy and politics, take on new tasks and 
  responsibilities, or socialize. Such shahan-yas occasionally gathers their adherents en masse to 
  discuss matters of mutual import.  
  In other schools, some or all adherents reside with their shahan-ya. This is especially common 
  for newly Exalted Lunars, still coming to grips with their supernatural powers and mastering 
  their Essence fever. More experienced disciples remain close to study the finer points of specific 
  fields — such as sorcery or asymmetric warfare — under the shahan-ya’s tutelage, or to 
  collaborate in the administration of a dominion or the prosecution of a military campaign. 
  Sometimes the relationship becomes personal, where the adherent turns into a lover, a surrogate 
  child, or simply a close and intimate friend. Even rarer cases exist: a shahan-ya with but a single 
  adherent, or a pair of shahan-yas living and teaching together. 
  Adherents typically stand by their shahan-ya’s decisions on Pact policies, forming social and 
  political blocs. This makes consensus easier, as once the shahan-yas reach agreement on an 
  issue, their adherents usually fall into line. Each school varies in this regard; some establish a 
  clear consensus; others publicly submit to the shahan-ya’s will while maintaining their own 
  opinions; still others are hotbeds of vociferous disagreement. 
  Adherents may be loyal or devoted, but never slavish. Each is a hero and champion, not a servant 
  at her shahan-ya’s beck and call. An adherent may sever her relationship to a shahan-ya at any 
  time without fanfare, and vice versa. Prestigious shahan-yas can leverage the value of their 
  patronage to demand that adherents toe the line, but even so, most accept varying degrees of 
  dissent lest they drive adherents away. 
  Heroes of the Second Age 
  In the days after the Silver Pact’s founding, numerous Lunar heroes forged their 
  legends against the Shogunate’s war machine and its mysterious Sidereal backers. 
  Dances-Between-Raindrops was a trickster and master of impersonation who 
  sipped the heart’s blood of daimyos, generals, ministers, and abbots. Wearing their 
  faces, he sparked rivalries, blood feuds, and civil wars among the Shogunate’s 
  highest offices. Eventually, he overreached by stealing the shogun’s face, reigning 
  only nine days before the Sidereal elder Seven Doves uncovered his ruse. The two 
  slew one another in a battle that demolished half the palace and left the government 
  in disarray. 
  An advocate of maintaining and repairing the First Age’s miraculous infrastructure, 
  the artificer Gadhaj Winter-Wheel sought to dissuade their peers from destroying 
  the Shogunate’s cache of powerful artifacts and manses. Instead, they led covert 
  missions to the Blessed Isle, tampering with these wonders and installing mystical 
  backdoors that could subvert them. However, their agenda never gained 
  prominence, and many of these compromised wonders were unwittingly destroyed 
  by other Pact members’ offensives. Embittered, Gadhaj left the Pact — but in their 
  last days, they once again joined forces with old friends against the Fair Folk 
  invasion, hijacking a long-dormant Thousand-Forged Dragon to fight off the faerie 
  onslaught. 
  
  Raksi and Ma-Ha-Suchi rose to prominence during the Shogunate, drawing 
  adherents with their deeds and charisma as the ranks of First Age Lunar leadership 
  dwindled. For a time they stood united against the eastern Dragon-Blooded 
  daimyos, ferocious in their loyalty to one another and their dedication to bleeding 
  the usurpers dry. But they turned upon one another after the Contagion, disagreeing 
  on their agenda for the surviving Solars and on their plans for the future after the 
  Realm’s destruction. Disgusted at their feud, many younger Lunars divorced 
  themselves from their elders’ politics, some rising to become new leaders in a 
  revitalized Silver Pact. 
  When Silver Cracks 
  Shahan-yas are not formal authorities, and so one shahan-ya’s refusal to recognize another’s 
  status matters little to the Pact as a whole. But on rare occasions, a shahan-ya’s extreme views or 
  actions may cause her peers to reject her authority en masse. The Pact’s laissez-faire approach to 
  politics makes it vulnerable to such breakdowns. To combat this, the shahan-yas aggressively 
  police schisms once they form. When a shahan-ya’s behavior threatens Pact stability, her peers 
  address this as a grievance in council (p. XX).  
  When the Pact fails to alleviate tensions, consequences range from schools isolating themselves 
  from broader Pact culture to outright schism. Early examples include Radhika Stormswift’s 
  offensive against the Shogunate and Thousand-Swords Oravan breaking away to form his own 
  kingdom. More recently, Raksi and Ma-Ha-Suchi went to war over the Pact’s future direction; 
  Northern Pact members feuded with the necromancer Smiling Rat over his strategy of opening 
  shadowlands en masse among the Realm’s satrapies; and Klesamra Lotus-Seed polarized her 
  Southern peers by courting aid from the Fair Folk. 
  Part of the purpose of ongoing communication and socialization within the Pact is to gain a sense 
  of one’s neighbors’ inclinations and persuade them to one’s own points of view. A handful of 
  Lunars dedicate sizable amounts of time and effort to such interaction, both on their own behalf 
  and to forestall future rifts. 
  Pact Argot 
  Firaken: “Little cousin.” Beastfolk descended from, or in service to, a Lunar. 
  (Plural: firakeen.) 
  Jagalen: “God-servant.” A spirit in service to a Lunar or the Pact. (Plural: 
  jagaleen.) 
  Nahal: “Sibling.” A Circlemate, or a fellow adherent to the same shahan-ya. 
  (Plural: nahal.) 
  Nain-ya: “Child.” A Lunar who hasn’t joined the Pact, including the newly Exalted 
  and those who’ve turned down membership (though using it for the latter is a 
  deliberate insult). 
  Uf-ya: “Student.” A shahan-ya’s adherent. 
  Urrach-ya: “Lost.” A Lunar cast out of the Pact. 
  Lunar Generations 
  
  Elder Lunars are, in their own way, expatriates. They are people out of time, from societies long 
  since lost. Of all the Exalted, only they and the Sidereals remain from ancient times. But where 
  Sidereals’ early and lifelong immersion in the divine society of Yu-Shan provides a unified 
  culture with shared mores and cultural touchstones, Lunars wander a changing world, seeing all 
  things they once knew pass away. Much of what keeps the Pact together is that, in a certain 
  sense, all they have is each other. 
  But not all Lunars are equally alienated from the present. If the past is another country, then its 
  many eras comprise different regions. The Pact falls into four broad age cohorts, members of 
  which share many commonalities.  
  These age cohorts are stereotypes, generalities, and abstractions. Drawn from dozens of cultures 
  across any number of centuries, they’re composed of individuals with their own idiosyncrasies. 
  Some stand apart from their peers, or are closer in attitude and ideals to older or younger Lunars. 
  But these cohorts nonetheless form subcultures, shaping their constituents in various ways, both 
  as individuals and as members of a clique. By and large, each generation’s membership shares a 
  distinct worldview — and a different set of motivations for opposing the Realm, beyond the 
  threat of the Wyld Hunt. 
  Fourth Generation: Children of Sorrows 
  The majority of living Lunars were born after the Realm’s rise. No other generation is as active 
  in the world, nor as diverse. Though stemming from a broad range of cultures, all were born into 
  a world beneath the Scarlet Empress’ heel. As such, their strongest commonality is opposition to 
  the Realm’s imperialistic colonialism. 
  Modern Lunars are often the closest to mortals. The youngest Lunars retain relationships with 
  mortals they knew before Exaltation, and many still have a birth culture to return to, offering 
  connections more deep-rooted and visceral than those provided by conquering or creating 
  societies. Their involvement in the war against the Realm is very personal, as they’re acting not 
  just to protect themselves or their territory, but their blood kin. 
  Third Generation: Survivors of the Contagion 
  Even the Lunars couldn’t escape the Great Contagion unscathed. Of those who survived, many 
  perished driving back the Fair Folk invasion that followed. These twin scourges decimated the 
  Pact; they also Exalted a new generation of Lunars who’d lived through them. Today, these form 
  a sizable cohort among the Pact. 
  These survivors all share the trauma of watching the world die around them. Some embrace 
  fatalism or nihilism, seeing Creation as capricious and perilous even for the Exalted. Others are 
  free spirits, ecstatics, or mystics, eschewing grand plans in favor of living in the moment. All 
  dwell in the shadow of what apocalypses may come. 
  Unlike other generations, the Contagion era spanned but a fraction of a mortal lifetime, giving its 
  members more in common than any other generation in the Pact. Though originating from many 
  cultures, all lived as mortals through the same era and endured the same trials — often side by 
  side with other members of their age cohort. While these survivors are largely independent in 
  disposition and difficult to motivate, successfully soliciting the aid of one can bring many of her 
  peers to the cause. 
  Survivors and Champions 
  
  In the wake of the Great Contagion and the Fair Folk invasion, Silver Pact heroes 
  have led the fight against the Realm and helped Creation rebuild despite their 
  relative youth. 
  Aldis Nerin, a Sijanese funerist, Exalted during the Great Contagion. Undiscovered 
  by the Wyld Hunt, she retained her name and shape, traveling far and wide as a 
  hero-exorcist. This served her well when the Realm invaded the Scavenger Lands, 
  letting her act openly as a high-ranking member of the Morticians’ Order. Nerin’s 
  influence undermined the unwelcome Realm garrison in Sijan, while her quiet 
  necromancies helped turn the tide of the Siege of Nexus. Subtle to the end, she 
  feigned a long mortal life, and left behind a false corpse that remains interred in 
  Sijan’s catacombs. 
  Mourning a family lost to the Fair Folk invasion, Bhagaval Iron-Hand spent 
  decades spent infiltrating and dismantling faerie courts whose power remained 
  intact after the Scarlet Empress deployed the Sword of Creation. This gave mortal 
  societies near the bordermarches the chance to rebuild and recover. Her knowledge 
  of the raksha served her well in later forays against the Realm, exacerbating patches 
  of Wyld taint that bordered on satrapial infrastructure and baiting hungry fae to the 
  doors of powerful Dynasts. 
  Exalting after years of slave labor in a Scavenger Lands silver mine, Sigh-of-
  Dreams watched the Guild’s rise to power intently, learning all that he could of the 
  mercantile syndicate and its methods of operation. Though the organization’s 
  decentralized structure thwarted his attempts at infiltration and subversion, the 
  knowledge he gleaned was invaluable. With it, he drew in several key merchant 
  princes to support the Guild-backed Nine Duchies Rebellion against the Realm, 
  blocked the Devil Money Seafaring Company from expanding its sea routes to 
  reach the Caul, and turned Guild factor Khaj Borun into the Pact’s unwitting spy in 
  Nexus. Most crucially, he circulated his knowledge throughout the Silver Pact, 
  arming his compatriots with the information needed to contend with the Guild. 
  Second Generation: Warriors against the Shogunate 
  Many Lunars died in the Usurpation. Even more perished as the first Wyld Hunts cut a bloody 
  swath. These reincarnated as the vanguard of the Pact’s second generation, born during the 
  tumultuous centuries of the Shogunate. 
  Shogunate-era Lunars grew up in the shadow of Dragon-Blooded daimyos and their incessant 
  internecine strife. Children of war and realpolitik, survivors of shikari armies equipped with First 
  Age weaponry, they’re largely cynical and suspicious, and vastly skilled in wilderness survival 
  and battlefield tactics.  
  Despite the knowledge and puissance of the Pact’s First Age elders, it’s largely the more 
  dynamic Shogunate-era Lunars who direct its strategic plans. Their vision is more unified, their 
  experience more apt to the modern era, and their passions less muted by the passing of millennia. 
  First Generation: Elders of the First Age 
  Only a handful of First Age Lunars survive. To younger Pact members, these are legendary 
  figures, creatures of astonishing prowess and unfathomable desires. But, by and large, they do 
  not rule the Pact. Having attained divine might ere the Usurpation, and having outlived the 
  
  Shogunate, First Age Lunars are accustomed to taking the long view. Most prefer to focus on 
  their own long-term agendas and plans rather than the Pact’s politics, content to let the 
  Shogunate’s children lead. 
  These ancients are the least cohesive generation. Their origins are widely scattered in space and 
  time, often by millennia, and most derive from long-extinct cultures. They’ve had far longer than 
  their juniors to grow distant from Creation, and have long since mastered their tempestuous 
  Essence fever. The elders focus on the Bronze Faction, the Shogunate’s legacy, and other First 
  Age survivors above individual Dragon-Blooded or would-be rivals within the Pact — those 
  similar enough in their experiences and worldview to be worth genuine antipathy.  
  Many First Age Lunars are unstuck from history’s passage, some having hibernated through 
  centuries, others sequestered in dominions or hidey-holes. Most are intellectually aware of 
  current events but have little investment in them; a few know little and care less. Often they cling 
  to archaic or downright ancient mannerisms and styles. But they also serve as repositories of lost 
  techniques and forgotten wisdom. 
  Though these elders have withdrawn from leadership roles, most remain approachable for 
  mentoring or favors. But acquiring their aid may be difficult, as they’ve grown set in their ways 
  and dislike distraction from their private projects. Actually convincing, say, Ma-Ha-Suchi to join 
  in your war — as opposed to the wars of the last hundred young Lunars who asked over the 
  centuries — is a significant feat. 
  Generation Zero 
  Of those Lunars who fought in the Divine Revolution, none survive. The few who 
  lived through the Usurpation perished in the Pact’s early days. Only stories of their 
  prowess remain. 
  Aims of the Pact 
  The Silver Pact serves many goals. Its members secure the safety of young Lunars — rescuing 
  them from Wyld Hunts, providing moonsilver tattoos to define their Castes, and training them. It 
  also serves as a mutual aid network and a venue for social interaction. And like any other 
  organization, it offers a vehicle for ambitious Exalted to seek leverage over their fellows. 
  But first and foremost, it is a weapon against Creation’s Dragon-Blooded hegemony, and the 
  Sidereals who uphold it. The Wyld Hunt seeks to slay every Lunar before they can gain the 
  strength and power base to resist. In retaliation, the Pact marshals its forces to grind down the 
  Realm, bleeding away its strength in a thousand little wars — a strategy that’s proven effective 
  over the centuries. 
  Realm caravans traversing the Black Shale Road through the North fall to lightning raids 
  launched by the dread Spider King. In the Hundred Kingdoms, Blackpetal Mothwing and her 
  Circle sabotage both the Realm’s and Lookshy’s diplomatic efforts and trade negotiations 
  wearing stolen faces. Amatha Kinslayer haunts the Realm’s Southern satrapies, assassinating 
  Dragon-Blooded and fomenting rebellion. In the West, the Black Lion leads his beastfolk armies 
  in open war against the Realm. 
  A Den for Cubs 
  
  The Lunars, for all their might, are beset by enemies seeking to destroy them at their most 
  vulnerable. It’s in the Pact’s interest to protect potential new members. It employs many means 
  to locate newly fledged Lunars, ranging from professional spies, paid informants, and traveling 
  merchants and troubadours to pacts with spirit informants, sorcerous scrying, and shamanic 
  vision-questing. 
  Personally tracking down young Lunars is a lengthy and occasionally dangerous endeavor, but 
  one that’s valued and prestigious. The tracker must set aside other business to travel to the new 
  Lunar’s location, track him down, and recruit him to the Pact. Often, she must protect him from 
  the Wyld Hunt or other dangers, though for many, this risk is outweighed by the chance to earn 
  the young Lunar’s goodwill. 
  Recruiting new Lunars to the Pact requires finesse and subtlety, not coercion. Lunars compelled 
  into membership have little loyalty and may nurse grudges, while those who join freely lend their 
  full strength to the cause. Most Pact members believe that a few years or decades will show any 
  Lunar the value of the Pact, and that when they join, they’ll bring useful knowledge and 
  experience acquired while operating on their own. 
  Young Lunars typically need little encouragement to join the Pact. The Wyld Hunt offers a 
  firsthand demonstration of the Realm’s violence, while the Pact’s mighty heroes are awe-
  inspiring to see in action. Pact emissaries explain the truth of why the Realm hunts down the 
  Lunars while asking little in return, emphasizing the Realm’s greed and cruelty, the Pact’s 
  power, and its elders’ wisdom. Manipulating or coercing young Lunars is rare and disfavored, 
  and those few who’re zealously headstrong enough to do so draw the ire of more level-headed 
  shahan-yas.  
  While some young Lunars are too distrustful, stubborn, reckless, or caught up in pressing crises 
  to listen, most will at least entertain a Pact emissary’s overture, and many will accompany their 
  patron (or, in many cases, rescuer) to meet with a shahan-ya. And indeed, the Pact has much to 
  offer. Young Lunars are offered moonsilver tattoos to fix their caste, as well as the opportunity to 
  study under a shahan-ya and attend the Pact’s councils. 
  It’s not uncommon for young Lunars to reject Pact membership, either when first approached or 
  after being tattooed. Pact emissaries and shahan-yas alike accept this with equanimity. Most 
  believe that a few years or decades will show any Lunar the Pact’s value, and that when she 
  joins, she’ll bring useful knowledge and experience acquired while operating on her own. They 
  make it clear that the young Lunar’s welcome to reconsider at any time, and inform her of other 
  Lunars she can reach out to if she changes her mind, along with helpful advice on surviving on 
  their own. 
  Moon and Stars 
  The Wyld Hunt employs both extensive intelligence networks and Sidereal 
  guidance in locating new Exalted. While the Pact’s methods lack the precision of 
  Sidereal divinations, shapeshifting gives them the advantage when it comes to 
  covering ground. It’s not uncommon for a Wyld Hunt in pursuit of a new Lunar to 
  find that she’s already been discovered by experienced, dangerous Pact Lunars.  
  Trading Favors 
  
  Ultimately, the Pact’s functions express its fundamental purpose as a Lunar mutual aid society. 
  Even the vendetta against the Realm serves to protect the Lunar host from the Wyld Hunt. But 
  more broadly, the Pact provides a venue for Lunars to petition one another for assistance in times 
  of need.  
  There are no overarching formalities to petitioning fellow Pact members for aid. There’s no 
  central arbiter of such exchanges, nor a formalized ranking of any given favor’s worth, but those 
  who perform many favors or especially perilous ones earn great prestige within the Pact.  
  Favors may be given freely, or exchanged for appropriate recompense. Compensation comes in 
  many forms: offering support in council, gathering moonsilver ore, lending artifacts, retrieving 
  majestic beasts to be hunted, assassinating particularly hated Dragon-Blooded, or an outstanding 
  favor to be called in later. In the case of significant debts, the debtor may perform several smaller 
  tasks as compensation rather than repaying the debt all in one go. If debtor and benefactor can’t 
  agree on when the debt’s been repaid, either may bring the matter before a shahan-ya council for 
  arbitration. 
  A debtor isn’t obliged to obey her benefactor, nor even to show politeness, though some debts 
  can be repaid with long-term respect or short-term submission. The Pact’s traditions don’t 
  condemn ungrateful debtors, though individual members may view such behavior with a 
  jaundiced eye. 
  Some Lunars, especially shahan-yas, require compensation before even considering a favor, 
  either as a show of status or because they prefer not to be disturbed from their personal agendas. 
  It’s common for a shahan-ya’s adherents to owe her many favors in exchange for training, 
  artifacts, and the like. Most shahan-yas strive to avoid becoming significantly indebted to one of 
  their adherents, lest it color how others view her, and will go out of her way to repay the debt 
  immediately. 
  Foolish or unreasonable requests can be treated as insults and rejected out of hand. However, 
  there can be social consequences to failing to meet one’s obligations to support fellow Lunars. 
  Those who reject reasonable requests outright, force others to jump through demeaning hoops, or 
  demand preposterous recompense may be shunned by their peers. They’ll face difficulties 
  petitioning for aid in the future, and lose support for their agendas in council. Likewise, while 
  Pact members aren’t obliged to perform favors, a Lunar who stubbornly refuses to do simple 
  favors may find that her prestige suffers, and will doubtless encounter difficulty in obtaining 
  favors from her peers. 
  A few Pact members shrug off these consequences. Some are too isolationist to care about their 
  peers’ disdain. Others, particularly First Age elders, are simply too important to shun. 
  Shahan-ya Councils 
  When the Pact needs to make decisions, whether in a specific region or (rarely) as a whole, 
  groups of shahan-yas gather in council to discuss the matter, or send trusted adherents as proxies. 
  Circumstances determine how often councils are held. In crises, councils may serve as standing 
  bodies for the duration. At other times, shahan-yas may call councils of their neighbors to deal 
  with specific issues. And groups of shahan-yas may arrange regular gatherings — whether once 
  a year or once a century — to discuss matters of local interest, or simply to socialize, gossip, and 
  debate.  
  
  Typically, one shahan-ya serves as host, offering her dominion’s hospitality to her peers and 
  their adherents. This may include elaborate banquets, vast quantities of intoxicants, savage beasts 
  to hunt, willing bed-partners, sophisticated conversation, music, storytelling, or elaborate gifts. 
  Failing to supply adequate hospitality may incur disdain, and perhaps snubs in future councils, 
  though guests making unreasonable demands may experience the same consequences. The 
  greater one’s prestige, the more leeway one has in such matters. 
  The specifics vary by shahan-ya and the circumstances of the council. Leviathan offers luxurious 
  accommodations within Luthe’s Sunken Hall, albeit aimed at water-breathers — the few 
  available air-filled chambers reek of algae and damp, and the seafood, though delectable, is raw. 
  Sinuous eelfolk dancers and virtuoso octopusfolk percussionists offer entertainment, and 
  Leviathan himself occasionally leads guests to hunt siaka, giant squid, or other sea-beasts in kelp 
  jungles and abyssal crevasses. Meanwhile, Amatha Kinslayer hosts each gathering in the palace 
  or manor of a different Threshold grandee whose face she’s stolen. The council coincides with a 
  luxurious banquet and gala attended by local aristocrats, musicians, and entertainers, all of them 
  ignorant of the many Anathema in their midst. 
  Storytelling Councils 
  Player characters are most likely to attend councils as proxies for their shahan-ya 
  or part of their shahan-ya’s retinue, meaning they’ll likely have a political or social 
  goal to achieve. Recreation and entertainment are more than just luxurious 
  indulgences; they’re an opportunity to meet other guests and get a sense of their 
  agendas, desires, and politics with read intentions and profile character actions.  
  When it comes to convincing a council to take action, it’s typically easier to use 
  bargain actions rather than persuade actions — the council will likely have a wide 
  range of Intimacies, but the Pact currency of favors holds broad appeal. Even if 
  player characters won’t have an opportunity to address the council, they can still 
  use social influence to advance their shahan-ya’s agenda (or their own personal 
  goals) beforehand, interacting one on one with attendees whose voices will carry 
  weight with the council.  
  Civilities of the Pact 
  For all that the Pact aims to bring Lunars together, it’s a large, diverse group of monster-heroes 
  with their own desires and ambitions. Some internal strife is inevitable. As such, the Pact holds 
  to some basic ground rules. 
  Hospitality is highly encouraged. It’s considered polite to visit a Lunar while passing through her 
  territory, providing an opportunity for both parties to share knowledge of current events while 
  strengthening the Pact’s social bonds. Refusing offers of hospitality is considered disrespectful. 
  Violence between Lunars is heavily censured. Killing one’s fellows only harms the Pact, as do 
  grudges that distract members from the war against the Realm. As such, the Pact discourages 
  both the killing of other Lunars and violence and espionage directed against their kinfolk, 
  dominions, and the like — even those outside the Pact, who may yet join or wage their own wars 
  against the Realm. Grievances should be brought before the Pact’s elders; resolving such 
  grievances is a major function of shahan-ya councils. 
  
  The specifics of such resolution are up to the shahan-yas present. If one Lunar’s obviously in the 
  wrong, she’ll be asked to make redress. If it’s unclear who’s in the right, the shahan-yas will 
  encourage resolution by competition — duels of shapeshifting prowess, recitations of lore, 
  sparring bouts, and the like — with the loser making amends. 
  Should a Lunar reject the shahan-yas’ will, her prestige suffers greatly. Fellow Pact members 
  may shun her; those who don’t may themselves suffer in their peers’ eyes. 
  In particularly egregious cases — such as repeated violence against Pact members, or attempts to 
  subvert the Pact itself — a Lunar may be banished from the Pact. A banished Lunar is an outlaw, 
  no longer protected by the Pact’s prohibition against harming fellow Lunars or their interests. 
  This can be the prelude to execution, where an exceptionally malicious wrongdoer is declared 
  outlaw before being hunted down and killed.  
  War Against the Realm 
  The Silver Pact opposes the Realm for many reasons: as the successor state to the usurping 
  Dragon-Blooded Shogunate; for its subjugation of the Threshold; for its prosecution of the Wyld 
  Hunt. Other Dragon-Blooded societies suffer the Pact’s wrath to the extent that they share in the 
  Shogunate’s legacy and agenda; this includes Lookshy, Prasad, and powerful cadet houses. 
  It’s easy for Lunars to find support against Realm aggression. For centuries, satrapies have 
  labored under Imperial yoke. Farmers and merchants alike tighten their belts to pay their share of 
  satrapial taxes, and face starvation or bankruptcy in bad years. Garrisons quarter soldiers in local 
  homes. Threshold aristocrats begrudge their subservience and their own loss of income. Even the 
  gods fume against Immaculate strictures. 
  The Realm’s power harms even those beyond its borders. Satrapies raid neighbors to help pay 
  tribute, while Dynastic adventurers organize military expeditions to line their own pockets. 
  Realm fiscal policies interfere with trade between satrapies and foreign lands. Immaculate 
  missionaries destabilize societies with their unfamiliar faith. And when the Realm finally 
  conquers a neighbor, the aftereffects of war can be prolonged and devastating. 
  Assassination 
  Experienced Lunars have many advantages when infiltrating Dynastic compounds 
  to assassinate generals, ministers, and matriarchs, while even young Lunars are 
  more than a match for inexperienced Dragon-Blooded. Nonetheless, this isn’t a 
  common practice.  
  Despite the usefulness of shapeshifting and other deceptive magic, it’s no guarantee 
  against being overmatched — where’s there’s one Dragon-Blood, there’s likely to 
  be more. Prominent Dragon-Blooded might employ well-trained guard animals, 
  complex passwords, protective artifacts, sorcerous wards, and other defenses 
  against shapeshifting infiltrators. Even if a Lunar assassin succeeds, such flagrant 
  action risks calling down a Wyld Hunt. An assassination may be worth these risks, 
  but all too many Lunars who’ve repeatedly dared the odds have paid the ultimate 
  price. 
  Additionally, Dynastic Dragon-Blooded generally pay little heed to Realm-Lunar 
  conflict in the Threshold, focusing instead on politics and hedonistic pursuits. 
  Blatant strikes at their kin and their properties can change this, inciting Wyld Hunts 
  
  that may kill Lunars uninvolved with the original act. Thus, most shahan-yas 
  discourage overt assaults against minor targets, advising students to make such 
  attacks count. 
  Blood Moon Rising: Lunar Victories 
  The Silver Pact doesn’t speak in terms of victory in the field. It’s no rival empire to seize and 
  hold territory from the Realm. Rather, the Pact is a predator running down its prey, bleeding it 
  from a thousand cuts until it falls. 
  Across the Threshold, Lunars strike at Realm interests not to kill, but to wound. Piracy, raiding, 
  rebellion, and civil war turn satrapies from obsequious sources of wealth to thorns in the Realm’s 
  side. Sabotage, theft, and assassination strip away precious assets and undermine efforts at 
  political reform. Harassment exhausts Imperial defenders and auxiliaries, leaving them all the 
  more vulnerable. Only at critical junctures wherein the Realm is overextended does the Pact 
  strike with overwhelming force. 
  Where the Realm once spread networks of roads and bridges throughout its satrapies to move 
  troops and gather tribute, now it struggles to maintain existing infrastructure. Warstriders, First 
  Age manses, and other irreplaceable relics have been sabotaged or destroyed outright, leaving 
  only a small fraction of their previous number in Dynastic and Lookshyan hands. 
  These strategies also played on the Empress’ conservatism and obsession with perpetuating her 
  rule. Knowing that overreach would play into Lunar hands, she slowed the Realm’s expansion to 
  a crawl, tolerated greater independence in troublesome satrapies, and grew more reluctant to 
  embark upon grand endeavors — subjugating the Scavenger Lands, reclaiming Prasad, 
  expanding Westward. 
  Centuries of Pact efforts diminished the Realm from unchallengeable hyperpower to “merely” 
  Creation’s sole superpower. This was only the beginning. Running the Realm to ground might 
  take centuries more and require enormous, persistent effort, but the shahan-yas felt confident that 
  their strategy was the best path to victory. 
  Now, with the Empress gone and the Solars returned, everything is in flux. Many shahan-yas 
  favor continued adherence to a winning stratagem. Others pursue immediate action, seeing an 
  opportunity to finally go for the throat. Either way, destroying the Realm remains the Pact’s 
  objective. 
  Three Approaches to the Realm 
  Pact members pursue different strategies against the Realm, falling into three general approaches 
  — attrition, defensive withdrawal, and open war. The first of these, focusing on irregular forces 
  and guerilla engagements, is the Pact’s dominant approach. 
  Many-Headed Beasts 
  Irregular warfare is a decentralized endeavor. Even where insurgencies have central 
  commands, their cells, splinters, and imitators largely act independently. 
  While individual Lunars are largely dedicated to the Pact’s overarching cause, 
  interpretations of that cause differ. Moreover, personality conflicts and ideological 
  disagreements can drive wedges between participants in any given front against the 
  
  Realm. This doesn’t paralyze the Pact as a whole, but can disrupt specific theaters 
  of operations. 
  Likewise, Lunars directing local insurgencies lack hierarchical control over mortal 
  partisans within their spheres of influence. These scattered forces may prove 
  unruly, acting independently or at cross-purposes. Still, skilled commanders know 
  how best to take advantage of decentralization’s advantages while minimizing its 
  weaknesses. 
  The First Approach: Attrition 
  To control the Threshold, the Realm relies heavily upon infrastructure and logistics — a reliance 
  the Silver Pact largely doesn’t share. Imperial armies travel along paved roads, feed themselves 
  via elaborate supply chains, and pay their troops from a treasury fueled by satrapial tribute and a 
  complex commercial ecosystem. And, of course, the Dynasty’s strength is rooted in the personal 
  might of the Dragon-Blooded, who don’t reincarnate as Lunars do. 
  The Pact’s attritive strategy relies primarily upon irregular warfare. Lunar forces include 
  scattered detachments of regular troops, swift raiding parties, rural partisans, urban 
  insurrectionists, and all manner of spies, saboteurs, and assassins. Speed and stealth let these 
  forces attack vulnerable points without directly engaging Realm soldiers, and force their enemies 
  to scatter forces thinly to ward off their depredations. 
  Attacking the pillars that prop up the legions undermines the Realm’s power. Lunar forces 
  intercept supply trains, destroy aqueducts and bridges, flood mines, burn granaries and harbors, 
  poison wells, raze farmland, destroy tax records, assassinate Realm loyalists in the satrapies, and 
  so forth. All the while, they harry Imperial troops, sapping their resolve and winnowing their 
  numbers. Losing infrastructure deals a crippling blow to the Realm, but has little impact on the 
  Pact’s ability to operate, shifting the regional balance in its favor.  
  Terrain, climate, and other circumstances that ill-serve foreign militaries are all leveraged to 
  guerillas’ advantage. Mountains are slow, difficult to cross, and lacking in forage, especially in 
  bad weather or winter, and even small forces or fortifications suffice to hold passes or mount 
  ambushes. Forests are slow and difficult to navigate, often contain dangerous animals, and are 
  well-suited for ambush. Deserts and tundra offer major barriers to supply lines, and their extreme 
  temperatures can prove deadly to unprepared forces. Floods, droughts, and scorched-earth tactics 
  aggravate such difficulties. 
  These strategies favor marginal victories over decisive ones. Given the Realm’s personnel 
  reserves, tending to wounded soldiers demands more resources than recruiting new ones. 
  Completely cutting off troop transport, resupply, and commerce through a particular pass might 
  compel the Realm to clear the area with legions or shift all travel to a longer but safer route, 
  while smaller victories let Lunar-backed raids continue bleeding the Realm indefinitely. The Pact 
  seeks not to beat the Realm outright, but to make its activities more expensive to pursue. The 
  greater the cost of imperialism, the more the Realm must squeeze its satrapies, and the more 
  resentment and rebellion builds. 
  The Realm understands the mechanics of guerilla warfare, but no amount of preparation can 
  truly prepare soldiers for its realities. Even the best-trained legionnaires, upon being attacked by 
  partisans and resistance forces, come to see enemies among even the most mild-mannered 
  civilians.  
  
  In wartime — especially with Lunar-backed forces sabotaging their logistics — legions and 
  auxiliaries alike must supplement their supply trains by foraging. In civilized areas, this takes the 
  form of pillage, denuding cities and villages alike of food — and of any portable wealth 
  accompanying it. Alongside other abuses and atrocities, Realm military forces earn the locals’ 
  antipathy. Lunars have no better recruiting tool. 
  Morale and public opinion bend to Lunar successes as well as Realm cruelty. When Pact-backed 
  insurgencies see ongoing progress and intermittent success, this inspires dissent, emboldens 
  revolutionaries, and gives zeal to guerillas throughout the Threshold, even those without Lunar 
  ties. And there are many passions to leverage — whether that be vendetta, religious devotion, 
  national pride, or a leader’s cult of personality. 
  Worse than Legions 
  While the Imperial legions are largely disciplined in dealings with civilians, 
  auxiliaries are more prone to abuse. Many are casually violent and rapacious toward 
  even their own people, let alone foreigners. Likewise, while legion officers take 
  their share of plunder, Dynastic and patrician riches mean that few denude the 
  countryside of its paltry wealth entirely. But leaders of auxiliary troops often see 
  lining their pockets as both a prerogative of rank and a necessity to pay their own 
  taxes toward their homeland’s tribute obligations. This is the Realm’s responsibility 
  at one remove, of which the Lunars are well aware. 
  In the Field 
  Beyond planning strategy or training soldier, partisans, and agents, Lunars involve themselves 
  directly in both regular and irregular warfare, with dramatic results. With their particular talents, 
  they excel in guerilla actions, and it’s not uncommon for a shahan-ya to personally involve 
  herself in such actions — or petition Circles of younger Lunars to involve themselves on her 
  behalf. A warleader may lead her forces hundreds of miles through enemy territory to attack 
  vulnerable targets, miraculously evading opposition or tearing through it with bow and sword. 
  An insurrectionist might infiltrate a satrapy, rousing it to riot and rebellion. A witch can divine 
  the secrets of princes and generals, exploiting this knowledge to undermine their efforts. 
  Shapeshifting is the Lunars’ most distinctive tool. One might become a tyrant lizard to tear 
  through enemy battalions, sink triremes as a kraken or great whale, infiltrate strategy sessions as 
  a mouse or spider, poison a prince’s meal in her own chef’s guise, or steal a guardsman’s face to 
  open a city gate to Lunar forces. Even the Dragon-Blooded aren’t entirely safe in their palatial 
  estates, nor the Sidereals in Heaven. Shapeshifting has power beyond its immediate effects. 
  When every animal, every person, might be a disguised Lunar, who can you trust? Faced with 
  such uncertainty, military morale dwindles, fleeing citizens become refugees, and merchants take 
  their wealth and investments to safer lands. 
  Mysticism and sorcery are another powerful weapon. Spirits can be influenced or conjured for 
  espionage or direct intervention; sorcery can scry on or curse enemies, convey warbands, ruin 
  crops, sink fleets, and more; stranger wonders still might be beckoned from the Wyld or other 
  realms. 
  Still, the Lunars aren’t unopposed. The Dragon-Blooded, though weaker, are nonetheless 
  puissant heroes whose might, wit, and skill cannot be disregarded. The Sidereals, though 
  
  occupied with other concerns and wary of their own safety, can see through many Lunar tricks 
  and perform many of their own. 
  Even mortals utilize what tools they can to minimize the threat of Lunar infiltration. Princes and 
  Guild factors with specific cause to fear Lunars house their guards communally, surround 
  themselves with pets trained to hunt vermin, or hire sorcerers, outcastes, and thaumaturgists to 
  ward off witchcraft or direct assault. Likewise, signs of potential Lunar activity — such as 
  someone acting uncharacteristically and then disappearing without a trace — will ring alarm 
  bells among those with reason to be wary of Lunar presence.  
  Occult Warfare 
  While real-world strategy and tactics provide an invaluable guide to warfare at the 
  gaming table, the supernatural must also be taken into account. The Exalted aren’t 
  the only actors on Creation’s stage. Mortal sorcerers, thaumaturgists, and god-
  blooded may lack the Chosen’s might, but can still prove powerful allies or 
  significant complications.  
  Though not omnipresent, spirits are sufficiently prevalent to impact conflicts that 
  draw them in. Even minor gods possess a few supernatural powers, including the 
  ability to spy while immaterial. Ghosts are typically less puissant, but more 
  knowledgeable about mortal ways — especially in regard to their own cultures.  
  Artifacts, manses, and hearthstones can be invaluable infrastructure, whether 
  increasing the land’s fertility, speeding travel, ameliorating disease, or the like. 
  They’re tempting targets for Lunars to steal or sabotage, and require satrapies to 
  dedicate resources to their defense. 
  Creation’s also home to unpredictable, poorly understood forces: ancient sorcerous 
  workings, wandering behemoths, First Age ruins, strange beings from beyond the 
  world, and more, any of which can be potent enough to give the Exalted pause. The 
  Pact boasts an edge over the Realm in uncovering and learning about these, giving 
  them the opportunity to employ them for their own advantage or let the Realm 
  stumble unwittingly into such perils. 
  The Second Approach: Defensive Withdrawal 
  Some Lunars focus on strengthening and protecting their dominions, rather than throwing their 
  people at the Realm to grind it down. Many do this for personal reasons, such as protecting their 
  kinfolk or safeguarding the inheritors of their birth culture. But this approach also serves a 
  strategic purpose against the Realm. A well-fortified dominion forms an obstacle and a 
  stumbling-block for the Realm’s expansion. 
  While such defenses may be purely nonmilitary — inaccessible isolation, extreme mobility, 
  sorcerous safeguards — this approach typically incorporates force of arms. A dominion focused 
  on securing its own defense may maintain regular military forces — armies, fortifications, and 
  the like — to repel Realm legions. A Lunar protector’s knowledge, leadership, and magic often 
  enrich dominions to the point where they can maintain professional standing militaries. 
  Such dominions also benefit from the mechanisms of irregular warfare. Scouts and raiders spot 
  invading forces long before they reach a dominion, harrying them en route to ensure they can’t 
  breach the borders at anything close to full strength. Spies and saboteurs interfere with Realm 
  
  agents and encampments in adjoining lands. Assassins cut down neighboring princes and 
  merchants allied with Realm forces. 
  Defensive withdrawal is often a temporary role. A Lunar may initially devote her efforts toward 
  sheltering a dominion, not for its own sake, but to develop a strong military in relative safety. 
  Once the dominion’s martial potential has matured, she can then direct it into a more aggressive 
  stance toward the Realm. With the Empress’ disappearance, many such dominions — such as the 
  Empire of the Bear (p. XX) — have set such offensives into motion. 
  The Third Approach: Open War 
  For a handful of Lunars, a slow war of attrition is not enough. They don’t want to the see the 
  Realm metaphorically bled out over a span of centuries. They want to see the Dragon-Blooded 
  bleed now. Some are driven by anger and impatience; for others, it’s an unwillingness to allow 
  the Threshold’s mortal population to suffer in the here and now. And with the Empress’ 
  disappearance, some ask whether the moment they’ve been planning for has come ahead of 
  schedule, making open war today the logical continuation of irregular war yesterday. 
  Different approaches call for different tools, and open war demands a very different approach to 
  the battlefield. Lunars pursuing this strategy must, like the Realm, assemble forces capable of 
  large-scale military engagements. This includes large bodies of troops — professional soldiers, 
  but also conscripts, militia, and feudal levies — as well as training and logistical support. Armies 
  need steady supplies of food and soldiers’ pay, not to mention clothing, weapons, ammunition, 
  and other gear. 
  Not every Lunar dominion can assemble a force capable of matching satrapial garrisons and 
  auxiliaries on the battlefield, let alone a Realm legion. Training large-scale professional armies 
  and sustaining them in the field requires enormous wealth. Few peoples can afford such costs 
  without themselves pursuing imperial conquest. 
  Such armies must then approach conflicts as the Realm does: constructing fortresses; seizing 
  cities, bridges, mountain passes, and other strategic locations; and claiming and holding territory. 
  This has historically proven disadvantageous against the overwhelming power of Realm legions 
  backed by dozens of Dragon-Blooded champions, except in isolated regions far beyond the 
  Blessed Isle, like the Caul. 
  Now, in the Time of Tumult, the Empress no longer wields the legions as an invincible sword. 
  That sword has been broken, with each Great House gripping a handful of shards. With the 
  houses withdrawing their forces from the Threshold, a dominion’s armies can muster with little 
  fear of retaliation from the Blessed Isle. Likewise, without immediate fear of Imperial retaliation, 
  dominions can forge open alliances with neighboring peoples. 
  Spear and Fang 
  Regular and irregular warfare aren’t conflicting strategies, but complementary 
  ones. Even dominions focused on large-scale military actions will deploy irregular 
  forces, using them to disperse enemy armies so they can’t bring their full strength 
  to bear. Likewise, Lunars dedicated to attrition may deploy regular military forces 
  to distract enemy armies from pursuing her partisans and guerillas. 
  The Pact’s Endgame 
  
  Each individual shahan-ya and her school has their own vision of the future of a Creation without 
  the Realm. Some dream of rebuilding the Old Realm’s glories under a Lunar Deliberative; others 
  wish for a world free from all empires and tyrannies. Many would see the Scarlet Empress’ 
  bloodline extirpated in vicious pogroms, yet some envision the Dragon-Blooded redeemed as 
  divine soldiers of the Pact. Thus far, the Silver Pact has largely focused on the destruction of the 
  Realm, not what comes after. For most of its history, the Realm’s downfall has seemed distant 
  enough that it made no sense to invite internal turmoil by squabbling over what to do after. But 
  with the Time of Tumult accelerating the Pact’s timetable, many Lunars believe their endgame 
  must be determined now. 
  Shahan-yas 
  The shahan-yas are the Silver Pact’s greatest leaders and luminaries. Each encircles herself with 
  a constellation of adherents who look to her for guidance and tutelage, and support her voice in 
  the Pact’s councils. Whether old or young, gregarious or reclusive, each has earned the respect of 
  the preponderance of her peers. Together, the shahan-yas speak for the Pact and guide its long 
  war against the Realm. 
  The following isn’t an exhaustive listing — dozens hold the title, and not all shahan-yas are 
  recognized by the entire Pact. These examples are inspiration for Storytellers using shahan-yas in 
  their games, and potential mentors, allies, or enemies for player characters. 
  Ma-Ha-Suchi 
  In the First Age, Ma-Ha-Suchi was an honored and respected champion of the Old Realm, 
  beloved by Solar god-kings and humble peasants alike. But the fallen age wrought by the 
  Usurpation has no place for his notions of honor and respect, and Ma-Ha-Suchi has moved 
  beyond his past.  
  With the Solars gone, Ma-Ha-Suchi saw the Lunar Exalted as the Old Realm’s only legitimate 
  inheritors, and zealously battled the Shogunate to reclaim its stolen throne. In his heyday, he led 
  great beastfolk armies against the Shogunate, seduced Dragon-Blooded generals, tore down 
  ancient remnants of the First Age to deny them to the usurpers, forged alliances among both 
  mortal nations and Silver Pact elders, and sowed terror throughout his enemies’ lands. Once the 
  Shogunate lay in ashes, he hoped, the Silver Pact could raise a new Lunar Realm to span all 
  Creation. 
  But the passage of centuries has left him jaded and weary. His powerlessness in the face of the 
  Great Contagion and the invading Fair Folk dealt a massive blow to his self-confidence, making 
  him question his zeal’s worth for the first time. The Realm’s rise from the ashes rubbed salt in 
  the wound — even after all the Pact had done, after twin dooms ravaged Creation, the usurpers 
  still sat the world’s throne. Despite his faltering confidence, Ma-Ha-Suchi still fought against the 
  Realm, raising armies from the Threshold’s devastated populace to throw against the Blessed 
  Isle.  
  But after his closest friend Raksi, the Queen of Fangs, and many of their mutual allies rejected 
  his vision of a Lunar Realm, sparking a feud that nearly tore the Silver Pact apart, Ma-Ha-
  Suchi’s despair finally bested him. He resigned himself to seclusion, withdrawing from 
  widespread involvement in the Pact’s affairs. He still opposes the Realm’s expansion from his 
  Nameless Lair, but he’s no longer the fiery general of his youth.  
  
  With the Empress gone, the Realm in disarray, and the Solar Exalted impossibly returned, Ma-
  Ha-Suchi’s long seclusion is coming to an end. He wonders what other impossible things the 
  Time of Tumult might bring, and once again rallies great beastfolk hordes and reaches out to the 
  Pact.  He’ll strike when the time is right, when the Realm’s grip slackens. Even now, he calls 
  upon his adherents — his students and his constellation of backers and allies — to muster their 
  forces, preparing to reclaim the East and pave the way for a new Lunar Realm’s rise. 
  Pact Relations 
  Ma-Ha-Suchi speaks little with other Pact members, preferring to send trusted adherents to the 
  councils of his fellow shahan-yas rather than to appear himself. Only circumstances both critical 
  and personal — opposing a large-scale Realm invasion into his sphere of influence, perhaps, or 
  the death of a fellow First Age elder — might stir him to call a council in his own lair. 
  He and Raksi do not speak, and have not for some time. Once his closest friend and confidant, 
  her rejection of his vision of a Lunar Realm and the Pact-wide conflict that ensued from their 
  disagreement remains bloody raw between the two of them. Despite their proximity, Ma-Ha-
  Suchi avoids her as much as possible, even at major councils where both feel compelled to 
  attend. This enmity extends to the Queen of Fangs’ adherents, and the shahan-yas allied with her. 
  Despite his reclusiveness, Ma-Ha-Suchi remains cordial toward a handful of Lunars outside of 
  his school. Former students who’ve moved on to other shahan-yas are always welcome — unless 
  they’ve taken up with Raksi or her intimates.  He also remains in contact with a few old friends 
  and allies from before his withdrawal. These include the master assassin Shadow-Rending Razor, 
  who visits the Nameless Lair every few years to reminisce under the guise of discussing Pact 
  business, and Tanisa Ring-Eater, with whom Ma-Ha-Suchi maintains a lively correspondence 
  laden with references to the works of late First Age poets from the Dreaming Sea. 
  Ma-Ha-Suchi also corresponds with the Shadow Fang Vanguard, and has attended a handful of 
  their councils over the centuries. While they don’t share each other’s agendas, Ma-Ha-Suchi’s 
  desire for a unified Lunar Realm aligns him more closely with the Vanguard’s formalized power 
  structure than most Pact members. They in turn are more open to his vision than the rest of the 
  Pact, though the Vanguard’s leader, Tayan Silver-Crowned, distrusts Ma-Ha-Suchi, viewing the 
  shahan-ya as a potential challenge to her authority.  
  Lunar visitors to the Nameless Lair receive little attention from their host. Beastfolk lieutenants 
  or a Lunar adherent will offer hospitality and relay to Ma-Ha-Suchi any favors a visitor might 
  wish from him. Should he feel gracious, those lieutenants will fulfill such requests on their 
  master’s behalf; only rarely is his interest sufficiently piqued to attend a guest personally. 
  Occasionally, dark moods or vacillation cause him to wait days or even weeks before responding 
  to a guest. He’s also been known to snub visitors associated with Raksi or other disliked peers, 
  leaving them to languish indefinitely.    
  The Shadow Fang Vanguard 
  Not all Lunars accepted the nascent Silver Pact’s loose, nonhierarchical nature. 
  Some believed that war against the Shogunate required firm central authority; 
  others sought strong leaders to serve; still others were driven by ambition and 
  craved command over their fellow Lunars. Splitting from the Pact’s mainline, they 
  largely coalesced over centuries into the Shadow Fang Vanguard, a unified 
  authoritarian enclave. 
  
  Today, the Vanguard numbers only a score of Lunars, most dwelling in the deep 
  Northeastern forests under the iron rule of the Vanguard’s reigning autarch, the 
  Shogunate-era warlord Tayan Silver-Crowned, who is advised by Feather 
  Drenched in the Blood of the Fallen, a First Age elder. They anticipate new blood, 
  believing the Vanguard’s message will resonate all the more strongly amid the 
  Time of Tumult.  
  Relations between the Vanguard and the Pact are complex and fraught. Both share 
  the same overarching goals; indeed, many Pact members view the Vanguard as 
  simply another part of the Pact. More than a few Vanguard members attend Pact 
  gatherings, where they find themselves welcome, and while Pact Lunars encounter 
  a cooler reception among the Vanguard, those in need are rarely turned away.  
  The major point of tension between the Pact and the Vanguard is recruiting new 
  Lunars. Occasional skirmishes have resulted, as recruiters seeking the same young 
  Lunar have squabbled or come to blows — though both groups severely censure 
  anyone whose feuding escalates to vendetta, or drives a young Lunar away from 
  Pact and Vanguard alike. 
  Mentorship 
  Upon entering seclusion, Ma-Ha-Suchi largely stopped seeking out adherents. He rarely accepted 
  students, and only those recommended by like-minded shahan-yas or former pupils, and made no 
  active efforts to court political supporters. Only recently has this changed; with the Empress’ 
  disappearance and the Solars’ return, his agenda seems possible once more, but it will require a 
  sizable number of adherents to execute.   
  Ma-Ha-Suchi has much to offer students. Some train in warfare, gaining firsthand experience 
  leading beastfolk armies against Realm interests. Others learn the finer points of social 
  engineering and intrigue. Ma-Ha-Suchi treats students brusquely, though not poorly, rarely 
  showing emotion or forming personal connections. 
  Ma-Ha-Suchi’s vision of a united Lunar Realm demands Lunars capable of working together 
  within a hierarchy more structured than that of the Silver Pact. He deems it paramount that his 
  charges learn to cooperate under trying circumstances, assembling them into Circles and testing 
  their teamwork by assigning them overlapping spheres of authority or rearranging leadership 
  positions. He sees little need to explain himself in such matters, and his responses to both success 
  and failure are unpredictable, varying with his mercurial moods. 
  Despite his reclusive and taciturn manner, Ma-Ha-Suchi has several political backers within the 
  Pact that have no personal ties with him. His opinions remain well-known even if he rarely 
  speaks of them; Eastern Pact members who favor the rise of a Lunar Realm largely back his 
  voice in council, even on unrelated issues, while more distant confederates advocate for his goals 
  as far away as the Caul. 
  Adherents of Note 
  Young Kathaka is passionate, driven, and a bully. She learned of Ma-Ha-Suchi through stories 
  other Pact members recounted of his heroic past. Though she felt disappointment when she met 
  him brooding in his Nameless Lair, she believes she can still bring back the legend he used to be.  
  Tall and powerfully built, with fists that strike like a horse’s hooves, Kathaka has pledged herself 
  to Ma-Ha-Suchi and considers herself, if not his daughter, something close to it. She rarely 
  
  lingers long in the Nameless Lair, devoting herself to fighting the Realm on countless fronts, but 
  always marks her visits by recounting her triumphs to her shahan-ya, hoping to earn his praise.  
  For his part, Ma-Ha-Suchi feels mild affection for Kathaka, but sees her as a child whose pursuit 
  of his cause comes more from callow hero worship than conscious dedication to his ideology. 
  The tasks he sets for her Circle challenge not just her skills, but her ethics. Given the changing 
  times, he worries that she’ll prove unreliable precisely when he needs his adherents to strike 
  against the Realm. 
  Ranotis na-Raya is a child of privilege, a Guild factor’s son. Having Exalted fighting to free 
  himself after a gang of bandits kidnapped him, he returned home bearing countless stolen faces, 
  rapidly becoming his father’s most valuable ally. He encountered Ma-Ha-Suchi a decade ago 
  while seeking to establish a trade route, and became so enamored of the Nameless Lair’s 
  gloomy, taciturn master that he’s all but abandoned commerce to seek his wisdom.  
  Ranotis constantly jests with his shahan-ya, though his efforts have earned but a handful of 
  laughs over the years. He imagines a warm, sensitive soul beneath Ma-Ha-Suchi’s aloof exterior, 
  nurturing vain hopes of piercing his defenses and touching his heart.  
  Ma-Ha-Suchi sees the younger Changing Moon as Kathaka’s inverse; Ranotis shows little 
  interest in Pact politics, but appears naturally inclined toward building a Lunar Realm. He 
  instructs Ranotis in intrigue and subterfuge, while trying to poison him against his father and the 
  Guild, lest ties to his mortal life make him undependable.  
  Anja Silverclaws cares little for Ma-Ha-Suchi or his politics, but is willing to espouse his line in 
  council to get what she wants. An expatriate from Thorns, she’s dedicated herself to opposing 
  the Mask of Winters and his proxy regime, and views the shahan-ya as a potential asset. While 
  she doubts Ma-Ha-Suchi would lead his forces directly against Thorns, she urges him to put 
  pressure on neighboring regions that trade with Thorns through a combination of beastfolk raids 
  and diplomatic intervention and take other indirect actions in opposition to the Deathlord. In 
  exchange, she backs him in political matters, provides occasional training, and reports everything 
  she learns of Thorns and its dark master to him.  
  Ma-Ha-Suchi isn’t entirely disinterested in Anja’s reports out of Thorns, but the Mask of Winters 
  takes lower priority for him that the Empress’ disappearance and the Solars’ return. He does 
  consider her fixation with Thorns a distraction from the Pact’s main aim; were it not for her lack 
  of interest in cultivating personal ties with him and her knowing better than to ask him to solve 
  her problems outright, he likely wouldn’t assist her at all. 
  Raksi 
  In Mahalanka, built in the ruins of the First Age libraries of Sperimin, a monster-goddess reigns. 
  Erudite like few in this fallen age, she can be found researching the lost lore buried amid 
  Sperimin’s ruins or holding a decadent court before her Lunar adherents and apefolk champions, 
  feasting on raw flesh and potent hallucinogens. This is Raksi, the Queen of Fangs — genteel and 
  violent, cultured and bestial, beautiful and terrible. How much of this is her true nature and how 
  much is an act is difficult to judge, an uncertainty that she wields as a weapon in Pact politics 
  and her rare dealings with other Exalted.   
  With her allies and adherents, Raksi is only somewhat more open. Only her closest confidantes 
  understand how much of her depraved self-indulgence and unflinching cruelty is just an act. Yet 
  
  even her staunchest enemies within the Pact admit that most within her dominion prosper under 
  her guidance and sorcerous blessings. She’s worshipped as a goddess by the mortal peoples who 
  dwell in the many nations and clans that make up the Thousand Fangs Army Total Control Zone, 
  and rewards their devotion with wonders and miracles. 
  In the First Age, Raksi was a skillful but uncelebrated occultist and philosopher, contemplating 
  the mysteries of Essence, the soul, and other rarefied concepts. It was the Usurpation that created 
  the Queen of Fangs, pushing Raksi to become the monster she is today. She won acclaim with 
  the Silver Pact early in its existence for the crucial part she played in both the reshaping of the 
  Lunar Castes and in the creation of the moonsilver tattoos, together with other mystics, artificers, 
  and sorcerers. She also won glory for the terrors she inflicted on the usurpers — creating 
  sorcerous abominations, unearthing nightmares buried since history’s dawn, and drawing forth 
  countless curses from the pages of the Book of Three Circles, that vast repository of sorcerous 
  lore. She doesn’t regret what she’s become, nor question what might have been had things 
  happened otherwise. Raksi revels in being Raksi. 
  Pact Relations 
  Despite her age and power, Raksi’s influence within the Pact is limited. After her feud with Ma-
  Ha-Suchi, she largely withdrew from Pact politics and personal involvement in attacks on Realm 
  territory to focus on ruling her dominion and furthering her arcane studies. In the long term, she 
  aims to see the overthrown Realm replaced by countless Lunar dominions spread across 
  Creation, each ruled by an independent Lunar autarch-prince unbeholden to any other.  
  Despite her seclusion, she’s known throughout the Pact as a terrifying monster-queen — one 
  who fights for the Pact, but nonetheless unnerves even her Lunar comrades. This pleases her, for 
  she believes that soft-hearted or idealistic Lunars must be made ready to confront the atrocities 
  committed in the course of the Pact’s vendetta against the Realm if they are to serve the cause. If 
  she must be the one to deliver such harsh lessons, so be it. 
  Raksi expects any Pact member passing through her Total Control Zone to visit her court at 
  Mahalanka, and greets them with decadent pleasures, sorcerous prodigies, and monstrous 
  delights. She reserves the most gruesome displays for rival shahan-yas and their adherents: 
  vivisection of Dragon-Blooded prisoners of war, live infants served on platters to these guests of 
  honor, blood sport between apefolk champions and demon slaves. This isn’t mere sadism on her 
  part; unnerving or enraging her most formidable political opponents distracts them from the 
  pursuit of their agendas and deprives them of calm and level-headed clarity. 
  Raksi remains in close contact with a handful of allied shahan-yas and former students, for 
  whom she dispenses with the monstrous theatrics. Her occasional visits to these allies — and her 
  attendance upon Pact councils — are marked by flamboyant displays of sorcery: many-winged 
  flying conveyances, legions of demon attendants, and splendid transient palaces called forth from 
  the earth. 
  Her most notable political allies among the shahan-yas are Ül the Burning Eye and the sybarite 
  Wings of Ivory, who share her desire for Lunar princes to hold absolute authority over their 
  dominions. Other Eastern shahan-yas are mindful of her political power even if they disagree 
  with her, treading carefully around her allies. She also maintains an ongoing correspondence 
  with Rukhsara-Who-Remembers, who recalls occult secrets unknown even to Raksi.  
  
  Though Ma-Ha-Suchi was once her closest ally and confidant, Raksi has come to loathe him and 
  his allies. She considers his dreams of a Lunar Realm both foolish and contrary to her own 
  autarchic ambitions, and remains bitter over his rejection of her ideology and their feud’s 
  consequences for the Pact. She amuses herself in councils by needling and provoking any of Ma-
  Ha-Suchi’s adherents present — or the elder himself, on those rare occasions they’re present at 
  the same place. 
  Mentorship 
  Raksi’s acknowledged as the greatest sorcerer within the Silver Pact, a reputation which draws 
  many students. At any given time, she’s likely to have a small coterie of adherents studying 
  under her, while dozens of Lunars across Creation claim her as their shahan-ya, maintaining 
  contact with occasional visits or by sorcerous correspondence. She offers tutelage in sorcery, 
  artifice, spirit-lore, and the lost secrets of the First Age, though would-be students are often 
  daunted by the monstrous reputation she so carefully cultivates. 
  Raksi enjoys living up to the rumors new adherents have heard of her, but shows a different face 
  to those with the intellect or dedication to win her admiration, drawing back the exaggerated 
  facade of monstrosity to let them see the Queen of Fangs’ human side. Such adherents are her 
  rare few friends, and she treasures these connections. She still provides unsurpassed tutelage to 
  less successful students — leaving them ignorant does nothing to further her agenda, or the 
  Pact’s — but plays the part of monster-goddess to motivate and test them. 
  Adherents of Note 
  A favored lieutenant and enforcer of Raksi’s, Dark Eyes acts as an envoy to the peoples of the 
  Thousand Fangs Army Total Control Zone, conveying Raksi’s will and encouraging promising 
  warriors to undertake the sacred trials that transform them into apefolk. Dark Eyes has never 
  impressed Raksi enough to stand among her favorites, but she appreciates his loyalty and martial 
  prowess. Dark Eyes values Raksi’s approvals and encouragements, but he’s yet to glimpse 
  behind her mask of monstrosity, fearing her as much as he respects her. 
  Three of the dominion’s clans — the Red Scars, the Get of the Tigress, and the Devil Braids — 
  have begun worshipping the Full Moon as a living god, second only to Raksi, and Dark Eyes 
  enforces his will alongside his shahan-yas’ among them. By his decree, the practice of taking 
  slaves in war is forbidden, and slavers are to be killed on sight. He’s unsure whether he should 
  tell Raksi of this, not knowing whether she’d view it as insubordination or a promising show of 
  initiative. In truth, the ingenuity he’s shown in winning over the clans and transforming their 
  cultures is a trait Raksi prizes highly, but if she learned of his deeds because of an obstacle posed 
  by the clans united under Dark Eyes, her wrath might outweigh her respect. 
  Weyna Who-Sees-Much was not prepared for Raksi’s court. Young, brilliant, and curious, she 
  sought out Raksi’s patronage soon after Exalting. She found the Queen of Fangs’ tutelage and 
  Mahalanka’s vast archives more than her heart could’ve desired, but scarcely had time for her 
  studies as Raksi demanded she attend her court’s debauches.  
  It was at one such banquet that Weyna won Raksi’s respect by speaking out against her when the 
  Queen of Fangs served a live infant to Ma-Ha-Suchi’s emissary. Surprised and delighted, Raksi 
  rewarded Weyna with guardianship of the child. Weyna has little time to attend to both an infant 
  and her studies, but Raksi demands only the best for the child she’s deemed her goddaughter. 
  
  The raitonwoman Tangaxoan, once a priest of Ixcoatli’s theomilitary (Exalted, p. 92), is a 
  political devotee of Raksi. She’s wholeheartedly embraced Raksi’s autarchic agenda, and is 
  enamored of the shahan-ya’s ruthlessness and drive. Driven by Essence fever, she’s no longer 
  content to abide the atrocities of the empire she was born into. She and a coalition of fellow 
  Ixcoatli rebels seek to drive the theomilitary out of conquered territories to establish a new Lunar 
  dominion, free of the rigid hierarchies that oppress slaves and members of the lower castes.   
  Sha’a Oka  
  Born into the many wars of the Shogunate, His Divine Lunar Presence, the Black Lion Sha’a 
  Oka is a paramount warlord, undisputed commander of the Silver Pact’s battle efforts on the 
  Caul. While his doctrine of open warfare runs counter to the methodologies of many fellow 
  shahan-yas, his indomitable charisma, legendary stature, and storied triumphs draw many young 
  Lunars to his banner. He does little to disabuse new adherents of whatever larger-than-life beliefs 
  they hold, and is happy to give anyone willing to fight against the Realm the opportunity to test 
  their mettle. 
  The Black Lion is a deadly warrior — fighting with claws and fangs in his majestic war-form — 
  and a brilliant general, leading the Caul’s lionfolk clans into battle. But to many, Lunar and 
  Dragon-Blooded alike, his greatest achievements are his many deaths. Mnemon Jazura smote 
  him dead and burnt his corpse, though it cost her an arm and her Hearth. He fell at the Battle for 
  Pericanth Bridge, holding off amassed Imperial forces while his Lunar allies and lionfolk 
  warriors retreated. The Sidereal assassin Noh the Beetle tore his soul from his body and cast it 
  unto the wheel of reincarnation. Each time, his death was mourned by allies and celebrated by 
  foes. Each time, he returned, revealing his seeming death as some ingenious deception. Some 
  believe he’s literally immortal. Sha’a Oka knows this isn’t true, but doesn’t discourage the 
  rumor, which bolsters both his followers’ morale and his prestige within the Pact. 
  Sha’a Oka was one of many on the Caul when it vanished shortly after the Usurpation, yet the 
  only one who returned. He rarely speaks of this, and only to his most trusted adherents. They 
  know he remembers every day of the Caul’s centuries-long absence from Creation, that he 
  experienced something in that time, but he seems to lack the words to describe it, save in cryptic 
  and half-complete musings. He professes a profound spiritual affinity for the Caul, speaking of it 
  like a beloved sibling or a Solar mate. 
  Whatever the Black Lion’s experience with the Caul, it’s left him estranged from the experiences 
  of his peers and adherents. He has many allies and devoted followers, but precious few friends, 
  confidants, or lovers. Much of his time is spent performing obscure rites and contemplating the 
  Caul’s mysteries in solitude.  
  Pact Relations 
  The Caul’s remoteness from the Blessed Isle lets Lunar warlords assemble their forces in close 
  proximity to its Imperial port, while its spiritual significance draws a disproportionate number of 
  Lunars eager to free the land from the Dragon-Blooded. Sha’a Oka’s capitalized on this in his 
  centuries-long campaign, building an unmatched reputation for militant aggression. Other 
  shahan-yas who favor open war against the Realm, like the berserker Blood Nail and the 
  necromancer Seven Obsidian Leopard, align themselves with his banner in council. Some travel 
  thousands of miles to meet with him, or to fight for a time in his crusade. 
  
  Mainline Pact advocates of attritional warfare may disagree with Sha’a Oka’s agenda, but still 
  value him for his role in bleeding the Realm of heroes, troops, and treasure. However, they’re 
  less pleased when his successes embolden other Lunars to wage open war outside the Caul. 
  Raksi and Aum-Ashatra are particularly outspoken, excoriating him for weakening other fronts 
  in the war against the Realm. 
  For his part, Sha’a Oka gladly plays politics to strengthen his hand, and maintains ties with more 
  traditionalist shahan-yas throughout the South and West. When his adherents decide to move on, 
  he encourages them to join other shahan-yas who’ve supported him in council, while 
  discouraging them from associating with his more outspoken political opponents. 
  Though Leviathan — as a powerful and influential shahan-ya close by the Caul — would 
  potentially be a strong ally, Sha’a Oka continues to snub the benthic elder. He resents the long 
  years during which Leviathan refused to stir from sunken Luthe and commit his strength to the 
  cause, for which a century of renewed activity hasn’t sufficed to atone. 
  Mentorship 
  Sha’a Oka’s charisma draws many adherents, especially young Lunars dissatisfied with the 
  drawn-out strategy favored by most of the Pact. He’s glad to teach those who seek him out, but 
  expects adherents to devote themselves to driving the Realm from the Caul. He spends little time 
  with his adherents — he has much to attend to across the Caul’s vastness — instead preferring to 
  train them by giving them positions of responsibility or leadership in his campaign. For many, 
  this is an education in warfare, but it’s not the only role the Black Lion offers adherents — 
  schemers and intriguers might be tasked with infiltrating Faxai to sabotage Realm forces or 
  retrieve military intelligence, while mystics and shamans might be sent to forge alliances with 
  the Caul’s spirits and fae.  
  In the rare moments the Black Lion can spend time with his adherents, he rarely speaks beyond 
  the barest expressions of approval, a stark difference from his fiery oratory when addressing his 
  assembled armies. Drawing him into conversation requires persistence, and even then, Sha’a Oka 
  rarely seems entirely present. Students seeking greater personal attention from their mentor 
  might turn to one of the other shahan-yas on the Caul that serve the Black Lion. 
  Adherents of Note 
  Sha’a Oka’s most prominent adherents are the four Lunars he’s entrusted with guarding the 
  Caul’s shrine cities, each a shahan-ya themselves. These are his most trusted generals and 
  favored disciples. 
  Three centuries old, Third Daughter of the Leaves nonetheless burns with millennia of 
  thwarted fury against the Dragon-Blooded, fueling the deadly witcheries she turns against the 
  Realm’s forces. She admires Sha’a Oka’s undying commitment to tearing down the Realm, and 
  respects his wisdom and mystery. But her allegiance is to the cause, not the man. Should a more 
  powerful warleader manifest, she would set him aside without a qualm.  
  The enigmatic Skathra Venomchild is only tenuously a member of the Silver Pact, but a close 
  friend of Sha’a Oka’s. Their affinity is born of shared strangeness — Skathra embraces ectastic 
  madness in reverence of Luna, leaving them perhaps the Lunar best suited to empathizing with 
  the Black Lion’s incomprehensible experiences on the Caul. No other adherent sees such warmth 
  or humor from Sha’a Oka, and no one else has shown greater kindness or understanding to the 
  
  Venomchild. Skathra revels in all manner of violence and terror, and is glad to visit them upon 
  the Realm to help their friend and shahan-ya. 
  Sandswept Garda-Empress leads the hawkfolk clans that guard the sacred city Sekima and 
  harry the Realm’s forces across the entire Caul. Driven by a personal vendetta against the Realm, 
  she’s Sha’a Oka’s second-in-command and strong right hand. She has much less patience for 
  inexperienced or naïve Lunars than the Black Lion, and is quick to judge his adherents.  
  The scourge of the Imperial Navy, Lintha Haquen Fia-Shaw Flowers Unbending in the 
  Storm is the Black Lion’s envoy to a Caul-dwelling branch of the Lintha family. Her loyalty is 
  unimpeachable, but she disagrees fiercely with Sha’a Oka on Leviathan, believing the benefits of 
  an alliance with him far outweigh any concerns over Leviathan’s past inaction. While she’s loath 
  to undermine her shahan-ya’s authority, she’s covertly participated in a handful of undersea 
  ventures by Leviathan and his school far from the Caul’s shores. 
  Sha’a Oka has many other students and political allies within the Pact. Enemy Ghost of the 
  Black Wave Reavers (Exalted, p. 107), for example, first studied warfare under him, and has 
  pledged the Reavers’ service to Sha’a Oka should he call on them. Lukha Palash, leader of the 
  Bronze Tide (p. XX), espouses the Black Lion’s ideology despite having never met him. 
  Leviathan 
  In the First Age, Leviathan was master of the seas and a hunter beyond compare. He rarely 
  deigned to set foot on land, and when he did, his form was the purest expression of his masculine 
  ideal, seven feet tall and rippling with muscle — a far cry from the form he was born to.  
  Leviathan’s failure to save his Solar mate in the Usurpation dealt a shattering blow to his 
  confidence. He fled from the world, donning his orca-shape and making his home in the newly 
  sunk ruins of Luthe. He turned inward, standing watch over the fallen city and any Lunar 
  refugees seeking shelter there, but abstaining from the Pact’s forays against the Shogunate. He 
  told himself that his vigil over Luthe might erase the damning failure of his past, though perhaps 
  he could not admit how greatly his once great courage and pride had faltered. So it was through 
  the Great Contagion and the Fair Folk’s crusade, the Shogunate’s fall and the Realm’s rise. 
  It was when the Realm began to sail the West in earnest that Leviathan finally took notice. His 
  will had been reforged over the centuries, and now the usurpers trespassed on his sacred 
  dominion. A thousand years and more of rage and hate, held back only by the dam of 
  melancholy, burst free, and the Realm has lamented the beast Leviathan, terror of the West, ever 
  since.  
  Luthe has shifted to a war footing, becoming an unassailable headquarters for the Silver Pact’s 
  Western operations. Leviathan, newly recognized as a shahan-ya, recruits adherents to his 
  banner, speaking of grinding down the Realm until the Pact can finally invade the Blessed Isle 
  and besiege the Imperial City. While some of the Pact’s younger members don’t know what to 
  make of him, his First Age peers largely welcome his return to the battlefield.  
  Pact Relations 
  Leviathan has few political allies within the Pact for a shahan-ya of his age, and still labors at 
  forging such connections. He’s invited shahan-yas from the West and beyond to councils in 
  Luthe, though he struggles to cast off his laconic, inscrutable manner.  
  
  The most prominent shahan-ya to reject Leviathan’s invitation is Sha’a Oka. While Leviathan 
  respects what he’s heard of the Black Lion, it’s not mutual — Sha’a Oka despises Leviathan for 
  his centuries of inaction. Leviathan hasn’t withdrawn the offer, but his wounded pride will 
  complicate any future negotiations. 
  Leviathan’s firmest ties are with those Lunars he knew in the First Age — Raksi, Ma-Ha-Suchi, 
  Ül the Burning Eye, and others. But these ancients are spread thinly across Creation and more 
  riven by disagreements than not, making the value of Leviathan’s old friendships questionable. 
  He knows it’d be most advantageous to align himself with a single elder shahan-ya’s school, but 
  hesitates at the prospect of alienating the rest. 
  Mentorship 
  In the last century, Leviathan’s begun recruiting adherents from across Creation, strengthening 
  the Pact’s Western presence as a bulwark against Realm expansion. He welcomes veteran 
  Lunars, but lacks the inclination or aptitude for training inexperienced adherents. He’ll share 
  what he knows of warfare, the First Age, and the sea’s depths if asked, but turns students over to 
  his more senior adherents for training and leadership 
  Luthe boasts many advantages beyond safety — armies of aquatic beastfolk, artifacts scavenged 
  from the seafloor, and other resources. Leviathan shares these freely with any adherent willing to 
  put them to use against the Realm. He’s unconcerned with the Silver Pact’s political divisions, 
  and cares little if his adherents pledge themselves to other shahan-yas in addition to him.  
  Adherents of Note 
  Swims in Shadows — a shaman and storyteller of formidable experience — was one of the first 
  Lunars to rally to Leviathan, eager to support the storied First Age elder in blocking the Realm’s 
  Westward expansion. While he hasn’t broken ties with his original shahan-ya, the proud sorcerer 
  Aqadar, he makes frequent pilgrimages to Luthe to hear Leviathan’s wisdom and carry out his 
  will. Years of skillful service have won him a trusted position at Leviathan’s right hand, though 
  he now faces pressure from Aqadar to broker a political alliance between the two shahan-yas.  
  Kumo of the Black Wave Reavers (Exalted, p. 107) is a political adherent of Leviathan’s, 
  having been rescued from imprisonment upon a Fair Folk–ridden island by a Circle of the 
  shahan-ya’s students. While Kumo hasn’t traveled to Luthe himself or met Leviathan, he both 
  owes a debt of gratitude to the elder and shares his strategy of bleeding the Realm’s Western 
  operations slowly. However, Kumo’s careful to avoid broaching political topics with his fellow 
  Black Wave Reavers, as Enemy Ghost is a student of Sha’a Oka, one of Leviathan’s political 
  opponents. 
  Hailing from a small enclave of walrusfolk near the Blessed Isle, Gjalla the Tusk made 
  considerable profits working with smugglers seeking to evade the Realm’s taxmen. The 
  Changing Moon has no ideological opposition to the Realm, but working against it with 
  Leviathan is far more profitable than her youthful escapades ever were, and Luthe is a sanctum 
  beyond any she’d ever imagined. Now, she adorns herself in moonsilver finery, and her family 
  dwells in the safety of Luthe’s spires. She finds the shahan-ya an unapprochable bore, but’s 
  become fast friends with many among both his adherents and Luthe’s beastfolk populace. 
  Amatha Kinslayer 
  
  Born into decadence and intrigue as the daughter of Cynis, founder of one of the Realm’s Great 
  Houses, Amatha quickly learned survival amid the cutthroat Dynasty — and, having never taken 
  the Second Breath, left it all behind once she came of age, married off to the son of House 
  Peleps’ matriarch in exchange for political concessions. Delighted at the rare chance to be the 
  dominant partner in a Dynastic marriage, her husband sequestered her in his country estate, 
  displaying her as a trophy at festivals and galas.  
  Amatha fled this life of imprisonment, and spent years evading her husband’s agents in Southern 
  satrapies. She was cornered amid Chiaroscuro’s glass towers by the commander of the search 
  (none other than her sister-in-law) when she Exalted. Amatha emerged from the tower wearing 
  her sister-in-law’s shape, announced that Amatha had escaped, and directed the search to 
  continue.  
  Since then, Amatha’s been a thorn in the Realm’s side, infiltrating satrapies to sow chaos and 
  darting back out to the desert to evade pursuit. She’s fomented uprisings, sponsored coups, and 
  encouraged ministerial incompetence to the point of total systemic breakdown, laughing all the 
  while. In time, she aims to bring the Realm’s economy to ruin, to see House Cynis toppled first 
  and the rest of the Dynasty soon after, and to lounge on the Scarlet Throne with a glass of wine 
  and a wicked smile. 
  Amatha’s husband has been dead for a century by her hand. But she bore him a daughter before 
  she fled, upon whom she’d lavished far more affection than Dynastic society deemed 
  responsible. She monitors the pursuits of that daughter — now an elder Dragon-Blood — and the 
  ensuing grandchildren with deeply mixed passions, 
  Pact Relations 
  A savvy politican from childhood, Amatha’s leveraged her successes against the Realm to earn 
  her peers’ admiration, but struggles under the shadow of her Dynastic birth. Few question her 
  loyalty, but many in the Pact find it hard to overlook her blood ties to the hated usurpers. A 
  handful of younger Southern shahan-yas, such as Smiling Zamisha (p. XX) and Blood Nail, 
  maintain relations with the Kinslayer, but many older Lunars have yet to acknowledge her as a 
  shahan-ya. While it’d be more pragmatic to fall in line with her elders, Amatha’s pride and 
  resentment at her ill treatment manifest as all manner of cruelty and trickery in councils. 
  Mentorship 
  Amatha lacks the broader experience and prestige enjoyed by older shahan-yas, but her intimate 
  knowledge of the Realm draws adherents who wish to infiltrate the Dynasty. She fears she lacks 
  the temperament to train fellow Lunars, but masks these doubts behind jests and bravado.  
  Amatha’s training is hands-on. She throws students into the deep end, bringing them into the 
  heart of satrapial power on missions of infiltration, sabotage, and assassination. Subverting 
  satrapies, intercepting tributes bound for the Blessed Isle, or sabotaging Realm legions provide 
  opportunities for adherents to hone their skills in intrigue and espionage and test their knowledge 
  of the Dynasty’s workings. Her personal style is wild and reckless, and she encourages such 
  attitudes among her students, taking a shine to those who share her audacity and caprice. 
  Students with different inclinations still learn much from her — often more than from a scholarly 
  shahan-ya — but it isn’t a smooth experience. 
  Adherents of Note 
  
  Nida is new to the Pact and to Exaltation, but her wits are razor-sharp, and she’s eager to sow 
  chaos through the Realm’s satrapies. Born on the street scarcely twenty years ago, she lacks 
  refinement or experience, but has talent, which goes a long way in Amatha’s eyes. The two of 
  them often set opposing trends against one another, watching from a safe distance as societies 
  tear themselves to pieces. This tutelage has proven far more instructive for Nida than any formal 
  lesson, and Amatha enjoys this playful rivalry with her adherent. She’s willing, and perhaps 
  eager, to let Nida oppose her in the Pact’s politics, valuing the chance for her student to gain 
  valuable expertise over her own political goals. 
  Trasenji Yilean was once a pandit, part of the Varangian caste of astrologers — but then, he 
  played too heavy a hand in his horoscope-fixing and was banished. As an outcast, he built a 
  criminal empire among fellow undesirables with such ambition that he won Luna’s blessing. 
  Amatha recruited him into the Pact, promising him that he could enjoy both the spoils of crime 
  and the Realm’s downfall. He looks on her with a combination of jealousy and respect, indulging 
  fantasies in which her tutelage lets him rise to overshadow her within the Pact as a new shahan-
  ya. 
  The former slave Strength-of-Many cares little for the Silver Pact’s ancient vendetta, but has a 
  common cause with Amatha when it comes to repelling House Cynis’ advances and slave-taking 
  missions in the South. An experienced warrior in his own might, and more peer than student to 
  the young shahan-ya, he’s devoted to ending slavery across Creation, and frequently trades 
  favors with members of Amatha’s school for assistance in undermining the Guild and slaver 
  kingdoms. 
  Rukhsara-Who-Remembers  
  Mashaha-Who-Remembers was renowned as one of the Silver Pact’s wisest lorekeepers, 
  possessed of a diamond-firm memory stretching back millennia. But she’d always been jealous 
  and suspicious; even on her deathbed, she refused to share her most precious lore. When she 
  died, her immense knowledge was feared lost — until her Exaltation passed to a young Northern 
  shaman, daughter of the dwindling Kathaashi clan.  
  Rukhsara was not the name she was given, but the name she chose when she endured the brutal 
  Kathaashi rite of passage, an ordeal so harsh it won her Exaltation. She emerged with Luna’s 
  mark on her brow and a new body better suited to the truth of herself as a woman. 
  Yet she labored under the weight of memories that were not hers. Rukhsara thought she was 
  going mad until other Lunars found her and offered her fellowship. She now knows that these 
  memories belong to a past life, and has devoted herself to disciplining her mind to recall 
  Mashaha’s millennia of memories without losing herself within them. 
  Since her Exaltation, Rukhsara has led the Kathaashi as their witch-queen. Generations of 
  guidance and supernatural aid have raised them from a marginalized clan to a powerful fighting 
  force, and they’ve reclaimed the comparatively verdant lowland that was once theirs from 
  neighboring satrapies. Rukhsara seeks to fortify her new dominion, protecting her clan against 
  whatever forces the Realm might send to reconquer its territories. But other voices — within 
  both her clan and school — urge an aggressive posture, believing conquest the best path to 
  advance Kathaashi fortunes and grind down the Realm. 
  Pact Relations 
  
  Now approaching her hundredth year, Rukhsara is a respected figure within the Pact. Even 
  among those much older, whenever Rukhsara speaks, there is silence until she’s finished. But 
  respect is neither trust nor love. Those who knew Mashaha and endured her rivalries, jealousies, 
  and petty treacheries remain watchful lest Rukhsara retains those traits. 
  Of the many shahan-yas that seek out Rukhsara’s wisdom, Raksi and Aqadar of Fajad stand 
  preeminent. Each a master sorcerer, they correspond with her by arcane means, offering mystical 
  instruction in exchange for occult secrets that Rukhsara alone knows. Raksi is shockingly 
  respectful to the young shahan-ya, owing to a long-ago romance with Mashaha. Aqadar’s 
  manner is far colder; Rukhsara feels he sees her as little more than a walking grimoire. 
  Though they’ve never met in person, Rukhsara has much in common with Third Daughter of the 
  Leaves, for both find themselves consumed by memories and passions from past incarnations. 
  They’ve formed a close friendship, discussing other lives, occult lore, and Pact politics by 
  Infallible Messenger. Third Daughter subtly encourages the younger shahan-ya to engage in 
  open war against the Realm. 
  Mentorship 
  Rukhsara has led the Kathaashi since her Exaltation, and now she leads young Lunars as a 
  shahan-ya, providing guidance drawn from Mashaha’s vast lifetime of experiences. In exchange, 
  she asks that her adherents aid the Kathaashi, whether by leading them in raids, forging steel 
  weapons for their armory, or blessing their lands with sorcery. 
  Though deeply knowledgeable in a thousand fields, Rukhsara recognizes that her wisdom and 
  perspective are limited. She values debate with her adherents concerning the best ways to pursue 
  their needs, her own, and the Pact’s. She’s particularly concerned with the Kathaashis’ future. 
  Can the clan best secure its safety by conquering settled peoples and ruling them — surrendering 
  much of their culture — or by withdrawing from the Realm, surrendering their homeland? 
  Students of Note 
  The warrior-poet Tholamai, as sagacious as he is ferocious, sought out Rukhsara, drawn by 
  stories of the young-and-ancient teacher full of wisdom and magic. Though she wasn’t what he’d 
  expected, still he remains — he not only values her knowledge and respects her inner struggle, 
  but he’s tied himself into her family, having found love with her grandson Urakur. For her part, 
  Rukhsara’s become greatly invested in Tholamai’s life, prizing his skill as a warrior and 
  strategist while also intervening in his domestic life. 
  Echo-Prince Piyo practically worships the ground Rukhsara walks on, despite feeling that life 
  amid the Kathaashi doesn’t suit her mentor’s high station. Drawn to Rukhsara’s profound 
  wisdom and enticingly dangerous sorcerous puissance, Piyo believes the shahan-ya should live 
  as a god amid spell-wrought towers and retinues of demon slaves. A smuggler-queen and 
  criminal mastermind clad in macaw feathers, Piyo advocates for any plan that might promote 
  Rukhsara’s dominion or status, even to the Kathaashi’s detriment. Rukhsara, for her part, cares 
  little for Piyo’s misplaced ambitions, but finds the master thief’s skills valuable, and believes the 
  Echo-Prince could be tempered into a useful ally with wisdom and experience. 
  The fearless explorer and shaman No Trouble Zhang cares little for Rukhsara’s politics, but is 
  willing to support her agenda in exchange for the knowledge of the Wyld and the Fair Folk she 
  shares with him. The No Moon spends much of his time in the Northern bordermarches and 
  beyond, searching for artifacts lost to the Wyld or fae monsters that might be bound into service 
  
  against the Realm. While in Creation, he spends much of his protecting mortal communities — 
  and now the Kathaashi in particular — from the predation of the Winter Folk (Exalted, p. 113), 
  that they might preserve their strength to resist the Realm. 
  Other Shahan-yas 
  The following are among the Silver Pact’s dozens of other shahan-yas. 
  The tower of the sorcerer Aqadar rises from the very heart of the satrapy of Fajad (The Realm, 
  p. XX). Self-centered and arrogant, his cold, calculating exterior masks the volcanic depths of his 
  fury, born out of the Shogunate’s massacre of his people and their clan god. He pays little heed 
  to the Realm’s agents just beyond his doorstep — the Fajadi are not his people, and he cares little 
  for their plight — though any Dragon-Blood who crosses the threshold invites swift death, and 
  any concerted effort at ousting him would see the behemoth Pyrevein freed from imprisonment 
  beneath his tower. Aqadar believes in long, laborious preparation and utterly overwhelming 
  overkill, researching sorcerous lore to destroy the Realm in one fell swoop. He has few adherents 
  — both because of his ruthless single-mindedness and the peril of reaching his tower — but will 
  share the full breadth of his sorcerous knowledge with Lunars willing to contribute to his labors. 
  Tayan Silver-Crowned, warlord-prince and shahan-ya of the Shadow Fang Vanguard, began as 
  a low-ranking Shogunate military officer. She made a name for herself in the early Silver Pact by 
  using her knowledge of Shogunate strategies and tactics to blindside the Northern daimyos’ 
  armies. Today, she pursues the principles of irregular warfare as fiercely and brilliantly as any in 
  the Silver Pact, but still believes firmly in clear chains of command and strict discipline. She 
  only accepts students willing to offer perfect obedience, to whom she offers unparalleled training 
  in military theory and several martial disciplines — and, more importantly, the opportunity to be 
  part of a regimented fighting force of Lunars unlike any other in the modern age. 
  Tayan still listens closely to the advice of her own shahan-ya, the First Age elder Feather 
  Drenched in the Blood of the Fallen. Having barely survived the deluge of sorcerous terrors 
  that slew her Solar mate in the Usurpation, Feather has honed her hatred of the Sidereals to a 
  razor edge, becoming one of Creation’s foremost authorities on Sidereal abilities, methods, and 
  vulnerabilities — knowledge valued by the Silver Pact as well as the Vanguard. She rarely takes 
  students, accepting only those sufficiently talented and ruthless to further her vendetta. But many 
  more support her voice when she deigns to appear in Pact councils outside of the Vanguard. 
  Once a thief, bandit, and mercenary in the First Age, Sublime Danger thrives on challenge. 
  Haunting the Eastern wilderness with no fixed abode, she bedevils Lookshy and the Realm’s 
  Eastern satrapies not out of any investment in the Silver Pact’s agenda, but because she enjoys 
  the chance to test her martial prowess. A master of Thousand Blades style, an esoteric First Age 
  martial art, she boasts wings made of daiklaves claimed from countless bested foes. She only 
  accepts students that share her daredevil nature, and enjoys watching them test their limits 
  against the challenges she sets them. The return of the Solars is of particular interest to her; she 
  intends to demonstrate her superiority in any field that her reincarnated mate might set himself 
  to, establishing her dominance. 
  Tanisa Ring-Eater and Seven Obsidian Leopard hold their school upon death-ridden Mount 
  Namas north of the Dreaming Sea. The serene, calculating Tanisa is a master of intrigue, 
  working within the Dreaming Sea’s various powers to sabotage any diplomatic or mercantile 
  overtures from the Realm, while the brooding Leopard is a puissant necromancer and a mystic 
  
  well-versed in the Sea’s mysteries. For centuries, the two were of one accord, but the emergence 
  of Prasad (The Realm, p. XX) has created a schism between them and within their school. 
  Leopard sees Prasad as merely an extension of the Realm’s imperialist mission, and believes it 
  should be ground down by his armies of necromantic horrors, while Tanisa believes it could be 
  guided into opposing the Realm and Lookshy, splintering the Dragon-Blooded host against itself 
  further. 
  Once a fearsome champion of the Pact, the eerie First Age elder Ül the Burning Eye has 
  withdrawn from active conflict with the Realm to focus on his long-term plans of eradicating the 
  Dragon-Blooded from Creation. He envisions a second Great Contagion, one carefully 
  engineered by sorcery and the aid of disease spirits to kill only those who carry the dragon’s 
  blood. He urges those students who seek out his Southwestern island citadel to embrace his stoic 
  approach, speaking of the Realm as a diversion from the Pact’s true aims. 
  Allies and Enemies 
  The Silver Pact is well aware of the other Exalted and temporal powers of Creation. Its vendetta 
  belongs to it alone, but it won’t forsake willing allies — and it stays well informed of potential 
  obstacles to its goal. The Silver Pact’s loose, decentralized nature means that these views are, at 
  best, a broad consensus; individual Pact members may have widely differing opinions owing to 
  their experiences. 
  Independent Lunars 
  Lunars who’ve been offered membership in the Pact and rejected it are free to walk alone. Pact 
  members are expected to refrain from harming independent Lunars or otherwise poisoning them 
  against the Pact whenever possible, and to welcome them into the fold should they change their 
  mind. While independent Lunars may not enjoy the full benefits of Pact membership, their 
  relations with Pact Lunars remain largely peaceful, consisting primarily of favors exchanged and 
  occasional alliances of convenience.  
  When conflict does break out, it’s usually over personal grievances or individual feuds. 
  Competition over territory, resources, or artifacts can breed long-standing grudges, as can 
  conflicting agendas, inadvertent mistakes, or interpersonal friction. Without shahan-ya councils 
  to intervene and resolve such grievances, these tensions flare more intensely in independents’ 
  dealings with Pact Lunars and with one another. When the Changing Moon merchant prince 
  Hibiscus Cutter slew one of Yena’s Daughters (Exalted, p. 108) to defend his caravan, Yena 
  Bone-Breaker declared vendetta against him, killing every member of his trade company, and 
  only sparing his life in deference to the Pact’s civilities. 
  Some independents are former Pact members who’ve cut ties. Doing so doesn’t carry the same 
  steep penalties as being banished from the Pact (p. XX), although such breaks rarely occur 
  without some inciting feud or enmity that may continue to complicate relations between the 
  newly independent Lunar and Pact members. Because of the Pact’s loose nature, leaving it isn’t a 
  formal matter, and an independent’s status may be viewed differently by various Pact members. 
  Many regarded Ma-Ha-Suchi as having left the Pact when he went into seclusion, while others 
  continued to view him as a shahan-ya. Lilith (p. XX) was a prominent member of the early Pact, 
  and while she left both it and her human life, many still count the legendary martial artist among 
  its ranks. 
  
  Dragon-Blooded 
  While the Dragon-Blooded successors to the Shogunate are the Silver Pact’s foremost enemies, 
  only its most extremist members extend this to all the Terrestrial Exalted. Dragon-Blooded 
  societies that don’t claim descent from the hated Shogunate or engage in imperialist ventures are 
  considered a different breed, and though they may not be fully trusted, they can be valuable allies 
  to the Pact. Individual Pact members have had occasional peaceful dealings with groups like the 
  the Wanasaan and the Forest Witches, though these rarely beget long-term alliances. Lone 
  outcastes are also potential allies, valued equally for their supernatural puissance and their ability 
  to infiltrate the Realm; some have even joined Lunar Circles or shahan-yas’ schools. Such 
  alliances may draw skepticism or opposition from other Pact members, but this rarely progresses 
  into full-on violence 
  In the River Province, the Grass Spiders (Dragon-Blooded, p. 126) have proven useful allies in 
  the past, allowing Pact members to launch assassinations without risking revealing their 
  involvement and calling down a Wyld Hunt. The Seven Storms Brotherhood (Dragon-Blooded, 
  p. 131) remains a contentious, if minor, issue for Southern Pact members: Some feel that it could 
  be a valuable ally against the Realm’s satrapies with the proper inducement, while others think 
  it’s too volatile and unpredictable to use as more than a catspaw. 
  Sidereals 
  Creation may not remember the Sidereals, but the Silver Pact has never forgotten the 
  Usurpation’s secret architects. Its vendetta is directed against the Bronze Faction, which 
  masterminded the Usurpation and has coordinated the Wyld Hunt for centuries, as much as the 
  Realm.  
  But not all Sidereals are complicit in this agenda; some even work actively against it. While not 
  all Lunars are sufficiently well versed in heavenly politics to draw these distinctions, those who 
  do — often First Age elders — occasionally find common cause with independent Sidereals. 
  When the Cult of the Violet Star summoned the demon Nubkhaes unbound into Creation, Raksi 
  partnered with Naj the Hellbinder, one of Jupiter’s Chosen, to banish it and purge the cult.  
  At other times, though, misunderstandings have led to needless bloodshed between Lunars and 
  Sidereals. When the Chosen of Endings Xaphem-Om visited the Caul to investigate whether 
  whatever magic banished it from Creation could do so again, the young Lunar Bends-the-Oak 
  mistook him for a Bronze Faction agent, precipitating a fight that left both dead. 
  The newly resurgent Gold Faction has made diplomatic overtures to a number of shahan-yas they 
  believe will be sympathetic; negotiations remain in progress. However, not all Lunars agree with 
  the Gold Faction’s agenda of aiding the returned Solars, and some still distrust the Sidereals. 
  Even the most trusting are wary of the potential for the Bronze Faction to intercept their 
  communications with the Gold Faction. 
  Solars 
  Throughout most of the Second Age, the Silver Pact has held mixed opinions on the few Solars 
  spared from whatever foul magic imprisoned their Exaltations. The Lunars bonded to them have 
  typically — but not always — been staunch allies to their mates. Others viewed these handful of 
  Solars as anything from potential allies to unpredictable liabilities to useful stalking horses for 
  baiting the Wyld Hunt. The Bull of the North’s burgeoning empire drew the Realm’s attention 
  
  and broke House Tepet’s military hold on on its satrapies, allowing the Pact’s ventures elsewhere 
  in the North to flourish   
  The Solars’ return has cast the Silver Pact’s plans into uncertainty. The returned Exalted could be 
  powerful allies against the Realm, but their agendas may well conflict with the Pact’s own. No 
  Lunar intends to step aside and let the young Solars take Creation’s throne. Complicating matters 
  further are the resurgent bonds between many Lunars and the Solars, which have unleashed a 
  great torrent of passion. No consensus on the Solars has emerged among the Pact, and they may 
  not have time to form one before the time comes to act. 
  Abyssals 
  While some of the Pact’s mystics had heard rumors of the deathknights, it wasn’t until the Mask 
  of Winters conquered Thorns that their speculation was confirmed. Most Lunars aren’t certain 
  what to make of them, and little consensus has emerged; a Lunar’s views on Abyssals are most 
  likely determined by her individual experiences with them. Complicating the matter is the fact 
  that some Lunars have felt their Solar Bond stir to life in a deathknight’s presence, and 
  concluded that they must be Solars somehow tainted by the Underworld.  
  Anja Silverclaws, staunch adversary of the Mask of Winters, was shocked when she crossed 
  blades with one of his deathknights only to see her Solar mate’s soul unquestionably shining 
  from behind the Abyssal’s eyes. While the duel ended in a draw, she tells herself that the 
  discovery can’t undermine her commitment to killing the deathknight, though the truth of her 
  feelings may be more complex. While the Pact as a whole has yet to accept the connection 
  between the Abyssals and the Solars, it’s a question they’ll have to reckon with in determining 
  whether the deathknights are allies or enemies to their vendetta against the Realm.  
  Infernals 
  The Silver Pact knows precious little of the Infernal Exalted; many members have no idea they 
  exist. Those who do have gleaned hints and rumors from bound demons and shamanic visions, 
  but not enough to reveal the Infernals’ nature of what impact they may have on the Pact’s 
  vendetta. Encounters have been rare, but at least one Lunar has met her Solar mate reborn as an 
  Infernal, giving rise to disquieting conjectures. 
  Exigents 
  The Exigents are too varied in nature, agenda, and allegiances to draw easy generalizations. 
  Some have proven worthy allies to Pact members:  Bazidara, Chosen of Amoth City-Smiter, 
  fought by Ma-Ha-Suchi’s side in many storied battles of the Shogunate before falling to a Wyld 
  Hunt, while the god-admirals of Cabochon engage in trade with Sunken Luthe. Others are 
  enemies of the Pact, either because they serve the Realm’s Immaculate Order, or because their 
  own goals run counter to the Pact’s. 
  Liminals 
  The Pact’s interactions with Liminals are infrequent, and as the Liminals have no cohesive social 
  structure, relationships with them are purely on an individual basis. Many care little for the 
  Pact’s war with the Realm, although some are willing to lend help in exchange for the assistance 
  of Lunar witches and necromancers in dealing with the undead. However, others have fought 
  against Lunars who open shadowlands or raise armies of dead horrors. 
  
  Withari’s Child, a Southwestern Liminal who’s made more than her share of ghostly enemies, 
  occasionally visits Ül the Burning Eye for refuge and aid. The shahan-ya relishes his guest’s 
  strangeness, and hopes to further his necromantic knowledge by studying her reanimated flesh. 
  Another Liminal, Dreams-of-Rain, was made by a Ragara sorcerer hoping to resurrect her dead 
  son, only to lose his creator to a Lunar’s fangs. He seeks to track down and slay his maker’s 
  killer, and has no compunctions about undermining other Lunars’ plans and dominions along the 
  way. 
  Getimians 
  When the Getimians first appeared, striking at the heart of the Sidereal Exalted, the Pact hoped to 
  make allies of these mysterious new Exalted. However, the more they’ve learned about the 
  Getimians, the less such an alliance seems possible. Rakan Thulio, the Getimians’ leader, is 
  known to the Pact’s First Age survivors as one of the Usurpation’s architects. Even if he’s 
  renounced the Bronze Faction, no Pact elder would trust him. Pact members who’ve encountered 
  Getimians have sought to make use of their enmity towards the Sidereals and their power to 
  disrupt carefully woven destinies, but as unwitting assets rather than comrades in arms.  
  The Guild 
  The Guild’s Creation-spanning trade syndicate is one of the most prominent mortal powers the 
  Silver Pact has dealings with. Much like the Pact, the Guild is a heavily decentralized operation, 
  making it much more resilient against Lunar infiltration than most kingdoms or organizations. 
  Profit is its overarching motivation in all things, making it a poor ally, but a useful tool. In 
  regions where the Guild’s presence undermines the Realm’s expansion and trade, the Pact leaves 
  it be or actively supports it. When its activities serve the Realm’s interests, or its slavers and 
  opium peddlers venture into Lunar dominions, the Pact moves against it, ruining the merchant 
  princes responsible. 
  The First Golden Door Consortium, whose caravans run from Nexus to Greyfalls, prospers at its 
  competitors’ expense because its primary shareholder, the Guild factor Miral of Cho-Holuth, has 
  an arrangement with Ma-Ha-Suchi’s adherent Ranotis to provide information on Lookshyan and 
  Realm purchases and troop movements along its route, in exchange for safe passage unhindered 
  by Lunar interference. Having discovered that Greyfalls satrap Cynis Verheen has suborned 
  Miral, Ranotis now feeds the Guild factor false information of his own to turn her into a triple 
  agent. 
  Spirit Courts 
  The Pact frequently deals with Creation’s gods and elementals, both in Lunar dominions and in 
  Realm-held satrapies. Spirits can offer miracles to aid the Pact’s operations or lay their blessings 
  on a dominion’s mortal populace, while Lunars can protect spirits from the Immaculate Order 
  and other potent mystical threats or intervene when a god’s cult or domain is threatened. 
  However, when spirits exploit or abuse mortal communities, Lunar shamans may step in to 
  intercede on the mortals’ behalf and cast down gods unwilling to resolve such matters 
  peacefully. While this is most common in Lunar dominions, some Lunars take a dim view of any 
  spirit that mistreats or neglects his worshippers, no matter where he may be.  
  Many Lunar shamans and witches maintain longstanding ties with specific spirit courts, working 
  to indebt gods and elementals in order to call upon them later for favors. Aqadar trades favors 
  with the spirit prophets of Fajad’s Abhari creed; in exchange for their assistance in his sorcerous 
  
  labors, he’s dedicated considerable energy to covertly opposing the Immaculate Order’s attempts 
  to suppress their worship. Smiling Zamisha (p. XX) maintains good relations with the clan gods 
  of the Eskari by subduing or killing any spirit that contests their position as chief deities of the 
  nomadic people.  
  Gods associated with Luna’s own spirit courts — their portfolios including such domains as the 
  tides, purity, illness, nocturnal beasts, and dreams — are particularly sought out for this purpose. 
  Some shamans feel spiritually elevated by such dealings, while others hope to leverage these 
  gods’ shared affinity for Luna to more easily bargain with them. These gods include such 
  luminaries as Tethys on the Untrammeled Path, god of the lost; Merevin the Fever-Dream; and 
  Kama-Soth, the god-bat of lunar eclipses. 
  The Dead 
  Ghosts occupy a variety of positions in the shadowlands and the Underworld, and many have 
  cause to treat with the Silver Pact. Ancestor spirits venerated by prominent cults are similar to 
  gods in their concerns and interests, and often even more invested in protecting their worshippers 
  owing to the blood ties between them. Weaker ghosts often face threats from other Underworld 
  denizens — more powerful shades, inhuman monsters, deathknights, or Liminal ghost-hunters — 
  and crave protection.  
  While the undead may be less supernaturally potent than gods and elementals, their ties to the 
  living can be a boon in bargaining with the Pact; Lunars may view ghosts whose descendants 
  dwell in her dominion or otherwise fall under their protection as part of their flock. Wake, who 
  dwells among the ancestor-worshipping Touman Clans (p. XX), counts many of her old friends 
  among the clans’ ghosts, and defends them as vigorously as she would any living Touman. 
  Moreover, the Lunars have been Creation’s foremost necromancers for most of the Second Age, 
  and some bargain with ghosts for the Underworld’s secrets. Seven Obsidian Leopard consults 
  with ancient shades both for their service and to learn the history of the Dreaming Sea and the 
  secrets that lie scattered along its shores, offering draughts of his own divine blood (and that of 
  his Dragon-Blooded prisoners) and protection in exchange. Smiling Rat strikes dark pacts with 
  the ghosts of the Realm’s victims, offering them the chance to expend their Essence and 
  existence to fuel the bleak magics he would turn against their oppressors. 
  The Fair Folk 
  The Silver Pact has kept a watchful eye on the Fair Folk since the invasion that toppled the 
  Shogunate, unwilling to let such a crusade ever happen again. Pact agents infiltrate the courts of 
  faerie princes who’ve amassed enough power to threaten Creation, employing subterfuge, 
  sabotage, and assassination against them. When Prince Ravel-Soul of the Lapis Lazuli Court 
  unearthed the Ophion Megalith, an ancient First Age weapon lost to the Wyld, Bhagaval Iron-
  Hand convinced three rival courts that he meant to turn it against them, and used the ensuing 
  conflict to sabotage the Megalith irreparably. 
  But not all fae are enemies of the Pact; while working with them is always a fraught endeavor, 
  Lunar shamans have bargained with the Fair Folk or bound them into service to turn them 
  against the Realm. Klesamra Lotus-Seed recruited almost a half-dozen Southern faerie courts to 
  the Pact’s side by promising them a tithe of souls from Realm citizens captured in battle — 
  though this alliance sparked controversy, and ultimately drew the censure of a council of shahan-
  yas.  
  
  Local Powers 
  Aside from world-spanning powers like the Realm and the Guild, the Pact must also contend 
  with noteworthy regional powers. While such powers may be of little concern to the Pact as a 
  whole, individual Lunars or the schools of shahan-yas active in their spheres of influence must 
  take their influence, activities, and ambitions into account. 
  Opinions on the Confederation of Rivers — an alliance of nonaggression and mutual defense that 
  loosely binds most states in the Scavenger Lands — vary throughout the Eastern Pact. Some, 
  such as Ma-Ha-Suchi, see the coalition as nothing more than an adjunct to Lookshyan hegemony 
  over the Scavenger Lands, and wish to undermine its already-limited power and dismantle its 
  web of alliances. Others, like Sublime Danger, see a stronger, more independent Confederation 
  as a potential counterweight to Lookshyan interests. 
  Amid the Dreaming Sea, Tanisa Ring-Eater and her adherents scheme to undermine diplomatic 
  relations between Volivat and Ysyr, so that her agents in nearby Prasad can more easily steer that 
  empire into turning against the Realm. This stands at cross-purposes to Tanisa’s partner Seven 
  Obsidian Leopard, who’d prefer to see Volivat and Ysyr crush Prasad’s Dragon-Blooded elite. 
  Ahaz of the Palace Couril — a ruthless, venturesome Ysyri sorcerer-prince — is secretly allied 
  with Seven Obsidian Leopard, serving as the shahan-ya’s agent in Ysyr in exchange for occult 
  tutelage. 
  In the Southwest, Sha’a Oka welcomes the aid of Lintha corsairs in service to his adherent 
  Lintha Haquen Fia-Shaw Flowers Unbending in the Storm. Likewise, Lunars such as the 
  reclusive guerilla leader Ten Stripes who operate within or near the Realm’s boundaries happily 
  encourage Lintha piracy against satrapial interests. But Lunars acting beyond the Realm’s sphere 
  of influence, such as Lukha Palash, actively hunt Lintha squadrons to protect their dominions 
  from piracy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  On the prow of a gleaming warship, Lukha Palash regarded a city about to fall. 
  “Look,” he instructed Kamezi, pointing to the docks. “You see that?” 
  The Issyk lieutenant placed muscular forearms on the galley’s railing, squinting across the 
  waves. In the port of Rist, defenders lined the docks to make one last stand against the Bronze 
  Tide. But that wasn’t what Lukha wanted Kamezi to see. Throughout the city beyond, columns 
  of smoke furled into the sky. 
  “They’re all across the city. What are they burning?” 
  “Look closer,” Lukha said. The Changing Moon closed his eyes and let wave-crash and the smell 
  of brine fill his consciousness. Behind him, a Mygdon war fleet’s bird-prowed hulls cut through 
  the wreckage from this morning’s hard-fought battle. The Bronze Tide had lost a dozen galleys 
  to Rist’s cannons. Decks ran red with blood, and the cries of the injured blended with those of 
  the gulls wheeling above. But steep as the Tide’s losses were, it was Rist who’d truly lost — 
  Lukha’s ships had utterly destroyed their navy.  
  Lukha had spotted the first wisps of smoke shortly after the fleets engaged. More and more had 
  appeared, the longer the fighting went on. 
  “Ahh, I see,” Kamezi marveled. “It’s the storehouses, isn’t it?”  
  Like any city in the Cinder Isles, Rist traded in the sea’s riches: redfin, pearls, murex dye, and 
  whale blubber oil. Word had reached Lukha of a kill so huge that it would light the city’s 
  lanterns for a thousand nights, calling the Bronze Tide like raitons to a corpse. Now it seemed 
  Rist’s citizens were determined to deny the Bronze Tide the spoils. 
  “The storehouses,” said Lukha, “and the fields beyond. They’re burning them as they flee.” He 
  admired the strategy, even though it made things harder for his own people.  
  “What a shame to waste those resources,” the lieutenant lamented. “It’s not just food and oil, 
  though, is it? Surely the flames will spread. Why would they do this to their home?” 
  “How did we leave ours, Kamezi, and why? We are our people — not our cities, not our ships. 
  Pride in what we’ve built is a luxury.” He turned, gesturing to the fleet with a lithe, tattooed arm. 
  “Did we want to leave our soil, the shrines their mothers kept? Are you any less Issyk for not 
  looking back? Am I any less Mygdon?” 
  The lieutenant wrestled with this in silence. 
  “You know what we’d see if we did.” All who had set sail with the Bronze Tide had heard the 
  stories of the Fair Folk’s arrival on the Cinder Isles. But in the moment of Lukha’s Exaltation, 
  he’d seen it. When Luna came to him, they showed him what his people fled: the impossible 
  beauty with which Spear-Empress Bhadri and her companions ripped away the faces of kings, 
  inhaling souls like vapor from their dreamlike boiling pits. For Lukha, the stories were 
  memories, the Bronze Tide as much flight as conquest. 
  His tattoos shone with silver anima now, wings unfolding from his back, his feet becoming 
  talons. His galley and those beside it breached the mouth of the port. A defiant roar went up from 
  the warriors awaiting their arrival. The fleet’s sailors answered it with one of their own. 
  “Wait for my sign. When you land, Kamezi, fight with respect. We all do what we must.”  
   
  
  Chapter Three 
  Lunar Dominions 
  The Realm’s power cascades down upon the world’s periphery like crashing waves. To meet 
  crushing tribute demands, satrapies send raiders and privateers against neighboring peoples, 
  plundering their cattle, crops, and all manner of raw materials and finished goods, and taking 
  their people as slaves. Meanwhile, the temptations of Realm markets encourage those same 
  neighboring peoples to war on their own neighbors for goods and slaves to sell.  
  Explorers, exiles, and renegades migrate out beyond the satrapies to conquer. Diseases brewed in 
  the cauldrons of Inland Sea metropoli wreak havoc in more distant lands, carried by satrapial 
  travelers. Immaculate missionaries spread their religion hither and yon, upending longstanding 
  customs and dividing peoples against one another. Satrapial and Dynastic mercantile ventures 
  combine trade and force, compelling locals to buy goods at exorbitant prices or suffer violence, 
  pillage, and enslavement. Mines are opened or seized, and locals enslaved to work therein. 
  Such pressures incite resentment against the Realm throughout the Threshold. In some places, 
  this is outweighed by admiration of the Dynasty’s power, fear of the Imperial legions, faith in the 
  Immaculate Philosophy, or greed for a share of Realm commerce and authority. But nowhere is 
  wholly free of the desire to throw off the chains of blood and iron with which the Threshold is 
  bound. And it’s that desire which the Lunars leverage to draw societies into their orbit and induct 
  them into the Silver Pact’s crusade.  
  Lunar dominions are societies that Lunars have shaped into weapons against Dragon-Blooded 
  hegemony. Some serve as military staging areas, dispatching raiders or armies against Realm 
  satrapies. Others are strongpoints that lure legionary forces to their doom. Still more stand well 
  beyond the Realm’s current borders, gathering strength against the day when the Silver Pact 
  moves in full force against Lookshy and the Scarlet Dynasty.  
  Lunar Territories 
  The Charm Boundary-Marking Meditation (p. XX) lets Lunars claim regions of 
  land as their territory, designating three particular qualities of the region, e.g. fertile, 
  isolated, or menacing. Sidebars throughout this chapter describe the qualities of 
  various dominions. If one of these qualities supports an action within a territory, it 
  counts as an applicable specialty; in a quality opposes an action, it imposes a −1 
  penalty. The territory’s master can deny these benefits to her enemies, or exempt 
  her allies from these penalties. Boundary-Marking Meditation is limited in how 
  large a region it can claim as territory; thus, a Lunar who rules a large dominion 
  might have multiple distinct territories. 
  The Mountain of the Spider King  
  The glimmering, scenic Black Shale Road that runs through the Northern threshold would attract 
  and delight countless travelers, were it not for the Mountain of the Spider King. 
  Nestled high into the North and towering above the Black Shale Road, the Mountain has few 
  visitors, though it overlooks a busy trade route. Guild members offer tithes of silver and are 
  circumspect about the movement of slaves in order to maintain use of the road as they travel 
  
  between Whitewall, Gethamane, and Grieve. Independent peddlers and smaller merchants often 
  pay much lower rates, though they too risk being killed if they offend the Spider King. 
  The Mountain is a warren of caves, caverns, and tunnels, some natural, some carved over 
  countless centuries; some so tiny only a child can crawl through, others large enough to hold 
  entire towns. In islands of warm firelight within these cold, dark caves, Aum-Ashatra, the Spider 
  King, makes his home and watches over his people. Few Realm merchants can safely see their 
  caravans across the Black Shale Road; many choose longer, safer routes instead. Other 
  merchants unable or unwilling to brave the White Sea must tithe to the Spider King in return for 
  safe passage or risk being made an example for future travelers. 
  Aum-Ashatra, the Spider King 
  Though ancient, Aum-Ashatra seems full of youthful vigor. His stern face has been hardened by 
  years of troubles but is lined by easy smiles. His presence lights up rooms, and he’s fond of small 
  witticisms and pranks when he has the opportunity. But centuries of leadership, war, and loss 
  weigh heavily upon that side of his nature, and when it comes to the defense of his people, the 
  Spider King spares no time for humor. When he holds court, he has favored granddaughters act 
  as his mouthpiece so that he can maintain a perfectly impassive expression as he passes 
  judgement. 
  The Spider King most commonly wears his six-armed hybrid form, skin nearly as dark as the 
  Mountain. When Aum-Ashatra chooses to walk unnoticed and assumes his eternally youthful 
  human form, only the venom dripping from his hollow fangs shows his true nature.  
  A self-appointed protector of the lost and downtrodden, Aum-Ashatra’s made his Mountain a 
  refuge for travelers in need as well as a bulwark against the Realm. He’s inculcated the virtue of 
  hospitality in his descendants, who in turn offer food and a place to sleep in the Mountain’s 
  caverns to refugees, orphans of war, and other unfortunates that arrive on the Spider King’s 
  doorstep. In exchange, he extracts whatever favors his guests might be able to provide for the 
  Mountain’s benefit, or to the Realm’s detriment. Many who have nowhere else to go decide to 
  stay and seek adoption into one of the families.  
  A proud member of the Silver Pact, Aum-Ashatra takes his duties as shahan-ya seriously. It’s 
  rare for the Spider King to be without a young Lunar under his care, tutoring her in intrigue and 
  espionage while dispensing assignments to shore up the Mountain’s defenses or lead offensives 
  against the Realm. In the councils of the Northern shahan-yas, he holds himself above the fray of 
  matters he deems local, minor, or petty, saving his advocacy for those decisions he sees as truly 
  vital to the Realm’s downfall. 
  Life in the Mountain  
  Two centuries ago, Aum-Ashatra established his dominion within the Mountain, accompanied by 
  a handful of Lunar adherents, his Moon-Touched children, and mortal bandits and raiders who’d 
  pledged their loyalty to the Spider King. Their descendants make up most of the Mountain’s 
  populace, though refugees and exiles who’ve come to the Mountain seeking shelter over the 
  centuries have contributed to its numbers as well. 
  Food is a constant concern in the Mountain. While its denizens tend edible fungi in the 
  Mountain’s depths and venture outwards to hunt, fish, and tend crops in its foothills, this is 
  inconsistent at best. The tithes paid to the Spider King by merchants passing along the Black 
  
  Shale Road, as well as the spoils of raiding Realm caravans, are traded with neighboring peoples 
  and bandit groups in exchange for food to supplement what the Mountain’s people can supply 
  themselves, and for other goods they can’t produce themselves. When these trade relations can’t 
  supply enough — particularly in harsh winters — raiding bands venture forth from the Mountain 
  to pillage the food their neighbors are unwilling to trade. In such times, Aum-Ashatra’s mandate 
  of hospitality is often a contentious issue, and opinions of refugees and exiles sheltered in the 
  Mountain grow sour. 
  Crime in the Mountain is harshly punished, with minor offenses often met with branding, exile, 
  or execution, while more serious crimes are met with gruesome fates such as slow poisoning or 
  being cast out unclothed into the snows of the Black Shale Road.  
  Aum-Ashatra’s Territory 
  The Mountain is dark, well-defended, and labyrinthine. 
  Families of the Mountain 
  The Spider King took as spouses those whose cleverness, determination, or willpower pleased 
  him. From their descendants arose the four families of the Mountain. Each family rules itself and 
  elects a chief to address its needs and grievances to the Spider King. Aum-Ashatra’s lineage runs 
  strong, and his spiderfolk descendants are elites among the families, sought out for their 
  purported wisdom and favored in elections. 
  The Ariha, eldest among the families, tend the hardy mushrooms that line the black shale caves, 
  and have used this staple crop to secure a position as wealthy merchants. The Tehraihn maintain 
  a warrior tradition, viewing themselves as the Mountain’s first line of defense and reaping the 
  bounty of raiding. The wily trappers and artisans of the Vezhetra create both the beautiful and 
  useful wares that circulate in the Mountain’s markets and the deadly traps that guard its people. 
  The newest family, the Shasai, are diplomats and mediators between other families.  
  Outsiders that wish to live in the Mountain must seek adoption into one of the families, 
  undergoing tests to ensure they aren’t spies or Realm sympathizers. An adoptee’s life is filled 
  with hard labor, but the promise of a warm bed and meals sounds like paradise to many who seek 
  Aum-Ashatra’s mercy. The Mountain doesn’t keep slaves; captives are only taken for 
  interrogation or ransom, with others who surrender either allowed to flee or put to the sword. 
  Origins of Beastfolk 
  Beastfolk are humans with animalistic mutations. A bearwoman might have an 
  ursine head, shaggy fur covering her body, and sharp claws; the centipede folk of a 
  Wyld-tainted forest might have multiple limbs, a chitinous exoskeleton, and 
  venomous fangs, while a clan blessed by an insect-god might have human upper 
  bodies and the lower bodies of centipedes. Beastfolk mutations are usually 
  heritable, although they may diminish or disappear entirely from a bloodline over 
  multiple generations. While they may face social stigma among some cultures, 
  beastfolk are human in every meaningful sense — including the capacity to Exalt. 
  Lunars can transform mortals into beastfolk, most notably by using Beast-Soul 
  Crucible Awakening (p. XX) to create sacred testing grounds that will endow those 
  who overcome their trials with traits of the Lunar’s spirit shape. Additionally, any 
  
  child a Lunar sires or conceives while using Hybrid Body Transformation (p. XX) 
  will inherit their parent’s animalistic mutations. 
  Lunars aren’t the only source of beastfolk, though. An animal god’s blessing might 
  turn a mortal into one, as can exposure to the Wyld’s mutagenic chaos. In the 
  Wyld’s far reaches, where reality’s laws grow tenuous, couplings between humans 
  and animals might yield beastfolk progeny. 
  The Lay of the Mountain 
  Each of the Mountain’s four families oversees a section of tunnels that lead up into the higher 
  reaches of the Mountain, building homes into the rock itself. Blocky, square, and utilitarian in 
  design, these caverns are a last line of defense should the enemy ever claim the Mountain. Every 
  home has at least one escape tunnel, linked to other, hidden tunnels to allow swift evacuation. 
  Despite this pragmatism, a home’s interior is a deeply personal thing to the Mountain’s denizens. 
  Most display colorful stones, fish scales, battle trophies, and other personal touches. 
  Beneath these, there are underground markets lit with torchlight where Mountain-dwellers hawk 
  the fruits of their labors — artisans with woolen, leathern, and wooden goods; herders, hunters, 
  and trappers with meat, fish, and furs; warriors and scavengers with plunder from raids; and 
  tinker-smiths with wares refashioned from such loot. These markets also act as meeting halls, the 
  only places within the Mountain where taverns or bath houses—dug down into the mountain 
  where sulfur vents naturally heat water — exist. 
  The lower tunnels — ranging from a hundred yards above ground to deep beneath the earth, and 
  encompassing most of the obvious cave mouths along the Mountain’s slopes — are a warren of 
  unmappable passages filled with deadly and dangerous traps. Few of the Mountain’s inhabitants 
  venture here; traps don’t distinguish between friend and foe, and the centuries have seen so many 
  built that even Aum-Ashatra doesn’t know the location of every danger.  
  The Spider King’s Pets 
  Cat-sized giant spiders originally domesticated by Aum-Ashatra wander the 
  Mountain’s middle reaches, thinning the numbers of rats and other vermin amid the 
  markets and storehouses. Larger, feral spider breeds haunt the lower tunnels, 
  discouraging exploration. 
  War on the Realm 
  The Realm first turned its eye towards the centuries-old Black Shale Road when the sorcerer-
  king Bagrash Köl’s nascent empire threatened its control of the Northern satrapies. The legions 
  planned to use the road as a supply route in the event of a war with Köl. Forewarned of these 
  plans, Aum-Ashatra — then living a false life in Dynastic society — retreated to the Mountain, 
  establishing it as a bulwark against Realm movements. After years of losing scouts, supplies, and 
  caravans along the Road, the Realm traced the raids back to Aum-Ashatra. Their sieges of the 
  Mountain have been protracted, bloody, and frustratingly unsuccessful — even when the 
  Dragon-Blooded triumph over the Mountain’s forces in the field, they’ve never managed to force 
  the Spider King from his lair. 
  To travelers, the Mountain offers deceptive safety. Low tunnels seem easy refuges from the rains 
  that drench the Black Shale Road, but conceal deadly traps and giant spiders. In winter, the 
  
  Mountain dwellers build fires that can be glimpsed from cave mouths, luring in frostbitten 
  travelers. 
  In open battle, Aum-Ashatra favors misdirection, using feints, feigned weakness, and traps to 
  disorient, divide, and scatter his opposition. He only takes to the battlefield himself when his 
  warriors face Dragon-Blooded opposition, or when he wishes to provide his few surviving 
  enemies with tales of a terrifying six-armed god whose fangs drip death. 
  Spiderfolk of the Mountain 
  Aum-Ashatra’s spiderfolk have Extra Limbs (Exalted, p. 166) and Spinnerets (p. 
  XX). 
  Prominent Figures 
  Arisahvta, chief of the Ariha family, is a stern woman with a constant expression of 
  disappointment. Young but brilliant, her management of the family’s food reserves during a 
  harsh famine saw her handpicked by her predecessor, though some Ariha still debate her merits 
  as a leader. She has a sharp tongue and quick temper, and lacks patience with those who cannot 
  match her vast intellect. Refugees and adoptees find themselves especial targets of her ire, as 
  Arisahvta thinks that hospitality is an unnecessary drain on already tightly stretched food 
  supplies.  
  The current Tehraihn chief, the beastman Quicksilver Razor Edge, slew a Dragon-Blood in 
  combat, though he lost a foot and three arms, and suffers chronic pain and shortness of breath 
  from other wounds. His enforced retirement has given him a new lease on life, training his 
  children to be the greatest warriors the family has ever produced and developing terrifying tactics 
  to ply against the Realm. 
  Ix Tzel is foremost among Aum-Ashatra’s Lunar students, a wise and prideful savant who 
  educates the Mountain’s people when not carrying out the Spider King’s will. It’s taken him 
  many years to achieve his trusted position with the shahan-ya, and he jealously watches against 
  any threat to his hard-earned accomplishment. While not openly unfriendly to fellow adherents, 
  he subtly works against those he deems unworthy.  
  Neighbors 
  A few day’s journey west of the Mountain, the satrapy of Tantara nestles in a sheltered bay. 
  Much of the white-towered old city, rising above the bay on a hill, is abandoned and overgrown. 
  But the city has seen a renaissance since the Imperial Navy established a presence in the port a 
  few decades ago, maintaining a base for anti-pirate operations so that White Sea shipping can 
  more safely bypass the Mountain. Today, herring fisheries and Guild-backed trading companies 
  thrive in the lower city, and new construction sprawls out along the shore. 
  But in the past year, much of Tantara’s Imperial Navy presence has been withdrawn to the 
  Blessed Isle. Businesses supplying the naval base’s needs have suffered, while piracy has 
  increased in frequency and intensity. The city-state’s three princes and satrap Sesus Magel 
  Shireen argue vehemently over how best to protect both merchant traffic and the city itself from 
  attack while still meeting House Sesus’ tribute demands. 
  Spray is the largest and oldest of the many fishing hamlets carved into the cliffs above the White 
  Sea, small communities united by their worship of a pantheon of seabird-gods. The fisherfolk, 
  
  who enjoy the protection of the Spider King for as long as they keep their end of an ancient 
  bargain, provide a trade outlet for the Mountain. But more than one village has been razed in 
  retribution for selling information to the Realm. Others have been torched by the Imperial Navy 
  for piracy — whether for their own raids on coastal shipping, or for harboring infamous White 
  Sea pirates such as Broken Spear Mokraj. 
  High in the mountains, higher than the Spider King’s people often travel, live the Skyborn, 
  nomads who tame great flying eels and herd mountain goats. Descended from the twin feathered 
  children of an avian god, this godblooded clan is adapted to the high altitude enough that they 
  feel sick if they descend too far. Aum-Ashatra has taken advantage of the tribe through one-sided 
  trade agreements, knowing the herdsmen have few other options. Their divine ancestor, incensed 
  at this, petitions Immaculate monks in nearby satrapies aid his children.   
  Skandhar-Bhal 
  The mountains of the Chiasa Savara range, north of the White Sea, are impenetrable in winter, 
  and still dangerous during warmer months. There are few paths, but if one knows where to look, 
  glyphs carved into stone and white cloth flags mark a trail climbing through the mountains. 
  Following the trail means contending with precarious ice and snow, sudden blizzards, and 
  ravenous white-pelted leopards. Caves and crevices along the way exhibit painted illustrations of 
  the moon falling from the sky, and contain numerous makeshift graves. 
  At the trail’s apex, hidden by mountains and mists, is the green valley of Skandhar-Bhal. 
  Beneath its greenery-cloaked upper slopes, a scattering of low, square, brightly colored houses 
  rise among farms, pastures, and streamlets. White stone buildings dot the valley floor, facing 
  inwards to a circle of temples and an ornate central stupa-manse whose silver tower nearly 
  reaches the neighboring peaks’ height. The space between is verdant, fertile farms interspersed 
  with meadows, trees, and streams. The air echoes with the sound of bells, strung from building to 
  building and swaying gently with the breeze. 
  The Moon-That-Fell 
  Legend tells that in a time before history, the moon grew weary one night and fell to Creation in 
  its sleep. Or it grew frustrated with Mela, and threw a piece of itself into the windswept Northern 
  mountains to spite her. Or it wished to hide from a great conflict, and so set down its stone heart 
  in a place it could never be found. Whatever the truth, long ago a great stone from the moon 
  crashed amid the mountains, its impact creating the valley. 
  Heaven sent nine puissant gods to guard the Moon-That-Fell. They traveled to Skandhar-Bhal 
  with a throng of lesser spirits, and found worshipers among wanderers who stumbled into the 
  valley. Their disciples built a sacred village around the stone. Skandhar-Bhal was a settlement of 
  sages and hermits, united in their desire to pray and to learn. 
  Some acolytes eventually left the valley, marking the path and spreading the legend of Skandhar-
  Bhal so that future pilgrims might find it. New blood and new ideas flourished as newcomers 
  brought knowledge of architecture, agriculture, and other practical skills to the valley, sharing 
  such gifts freely in the atmosphere of communal learning and teaching. 
  Today, the Moon-That-Fell is enclosed by an ornate stupa, tended by one of the valley’s 
  monastic orders. The egg-shaped rock itself is nearly ten feet tall and over half that in diameter, 
  shining a beautiful silver color that reflects even the faintest light with a glow like the full moon. 
  
  Centuries ago, anyone could look upon the Moon-That-Fell whenever they pleased, but now it’s 
  kept locked behind ornate silver doors outside of coming of age rites and special festival days 
  The valley’s Lunar master believes this helps conserve its numinous power, and encourages 
  citizens to view the relic of Luna with the appropriate reverence. 
  Vanamaithri Mirror-Soul 
  Most who stumble upon Skandhar-Bhal are pilgrims seeking the fabled valley of enlightenment. 
  One such pilgrim, in the days when the valley’s people were still few, was one of Luna’s 
  Chosen. The Full Moon Vanamaithri Mirror-Soul had become sickened by their own lust for 
  violence, and sought new clarity in the frozen North. They studied under Skandhar-Bhal’s 
  ascetics for years, finding calm for the first time since Exalting. In time, they became a teacher 
  themself, taking what they’d learned in their own long life and imparting it as philosophy, 
  history, and rigorous martial arts lessons.    
  Vanamaithri doesn’t formally rule Skandhar-Bhal, but is looked to by residents as a spiritual and 
  temporal leader with a special connection to the Moon-That-Fell. Even the nine gods can’t 
  contest Vanamaithri’s importance. Living openly as a Lunar, Vanamaithri often walks among the 
  temples in their spirit shape of a great tortoise, and is said to grant more wisdom with silence 
  than others could with a thousand words. Though they’ve lived quietly for centuries, 
  Vanamaithri prepares to return to the world as a warrior, taking Skandhar-Bhal’s fighting 
  population with them. 
  A Sacred Valley 
  Several monastic orders reside in the valley’s center. Vanamaithri’s acolytes, the Order of the 
  Moon-That-Fell, are the most prominent, with their rigorous martial arts training, but the valley’s 
  nine gods each have their own temples and devotees. Shining Horse’s acolytes are horse tamers 
  who train mounts to navigate even the precarious mountain foothills. Jade Eagle tasks his 
  devotees with caring for the dead, returning their bodies to the sky and preparing their souls for 
  reincarnation. Scarlet Doe demands complete pacifism from her worshipers, who learn to speak 
  without breath and move without sound. Lesser temples have risen and fallen throughout the 
  centuries, some worshipping terrestrial gods or ancestor ghosts who’ve submitted to the nine 
  celestial gods, others emerging from schisms within larger orders. 
  The valley’s temples began as a ring of small shrines to the nine gods, as well as the stupa of the 
  Moon-That-Fell, but have since expanded outward into towering stone viharas, adorned with 
  bronze idols of their patron deities and colorful prayer flags. Lesser temples and shrines form a 
  second circle around them, varying greatly in size and opulence. While only monks live in the 
  temples, they employ lay followers to fill a number of roles — cooks, gardeners, artisans, and 
  guards, though monks of the more martial orders provide for themselves what little security the 
  valley demands. The space between the temples is filled with training yards, sacred gardens, and 
  uncultivated fields. 
  While the valley’s orders notionally coexist in harmony, friction and feuding between individual 
  members can escalate into conflicts that draw in entire monasteries. These disputes typically 
  originate among lower-ranking members of the orders: monks of neighboring monasteries clash 
  over the allocation of a garden’s crops; a drunken novice publicly slanders the teachings of 
  another order; a personal feud ends in battery or murder.  
  
  Many orders tend to close ranks around accuser wrongdoers amid their number, preventing the 
  easy resolution of personal wrongs or simple crimes. 
  The nine celestial spirits and their retinues jealously guard their prerogatives as the gods of 
  Skandhar-Bhal. Those of the valley’s terrestrial gods unwilling to acknowledge their superiority 
  were driven into the wilderness long ago; the temples call them devils and warn against 
  trafficking with them. Rural families occasionally forge secret bargains with such gods. This is 
  perilous; should their ceremonies or shrines be discovered, they’re shunned by the community, 
  depriving them of access to temple stores and trade with more pious households. 
  The Order of the Moon-That-Fell worships fluid, enigmatic Luna, viewing Vanamaithri as 
  their prophet. Their teachings emphasize the perils of violent emotion and the self-mastery 
  needed to attain true calm, and acolytes confront their darkest passions in order to understand 
  and live in peace with them. Monks of the order are the valley’s foremost martial artists, though 
  their fighting prowess is rarely tested in real battle. More often, they use their training to 
  withstand the dangers of the mountains, patrolling for pilgrims who’ve stalled or perished on the 
  journey or proselytizing to the outside world. 
  The Silent Acolytes worship Scarlet Doe, and are led by her daughter Ceryneika. Scarlet Doe’s 
  philosophy centers on empathy, teaching that enlightenment comes from learning to feel with a 
  heart that is the whole world, and becoming divine through that understanding.  The acolytes 
  harvest local flora and fauna, refining them into medicinal and entheogenic compounds. Its 
  monks tend to the valley’s sick and wounded, a calling that often draws them out of monastic 
  isolation, making the Silent Acolytes perhaps more worldly than their fellow orders. 
  The School of Pale Sky tends to Skandhar-Bhal’s dead under Jade Eagle’s auspices. After 
  chanting prayers over the deceased and anointing them with herbal tinctures, they lay out the 
  body on the mountaintop for carrion birds and other scavengers, freeing the soul to pass unto its 
  next life under Jade Eagle’s guidance. They also deal with the valley’s ghosts, communing with 
  them and aiding them in resolving whatever fetters them to the living world — as well as 
  exorcising malevolent ghosts, or those who seek to be worshipped above the nine gods. 
  A lesser order, the Silver Dragon Temple is a syncretic offshoot of the Immaculate Philosophy, 
  sharing little but its symbology with the Realm’s Immaculate Order. Only the initiated may read 
  the centuries-old original Immaculate texts brought from outside Skandhar-Bhal, with an 
  understanding that they should be interpreted metaphorically. Senior monks take an active role in 
  the valley’s farms and mine, recording successful techniques and inventions and sharing that 
  practical wisdom with new generations. Though they believe that harmony with the elements of 
  the valley brings them closer to enlightenment, like all monastics they still stand apart from the 
  worldly citizens of Skandhar-Bhal, and expect appropriate reverence from the community. 
  Vanamaithri’s Territory 
  Skandhar-Bhal is hidden, sacred, and peaceful. 
  Daily Life 
  While most in Skandhar-Bhal pursues a monastic path, many put off their vows until late in life, 
  and others serve the temples in a lay capacity. Over the centuries, pilgrims settled as farmers and 
  craftsmen, children were born, and a lively community flourished.  
  
  Secular residents live further from the center of the valley. Large thatched buildings of local 
  white stone each accommodate several generations of family members. A shallow mine to the 
  northeast yields base metals for tools and silver for bells, and the valley’s warm summers and 
  short winters make self-sustaining agriculture possible despite the surrounding mountain climate.  
  The secular diet consists mainly of barley, vegetables, duck meat and eggs, meat and dairy from 
  yaks and mountain goats, and fish from highland lakes and streams. Specific religious orders 
  each adhere to their own dietary restrictions, such as Scarlet Doe’s strict vegetarianism. Local 
  cuisine emphasizes simplicity, both for spiritual reasons and because the valley’s isolation offers 
  few seasonings. 
  Money has little place among Skandhar-Bhal’s people. The valley doesn’t trade with the outside 
  world, and has neither merchants nor industry. Households contribute the majority of their 
  production to the temples, whose storehouses redistribute goods among the populace as they’re 
  needed. Still, each household retains a share of its produce to trade for services that can’t be 
  stockpiled, or to repay purchases they’ve made on credit. 
  Though there’s no official hierarchy between the valley’s monastic and secular populations, it’s 
  generally understood that those who live in the temples are closer to Heaven and thus more 
  capable, knowledgeable, and wise. This goes double for abbots and other high-ranking monks, 
  who’ve generally taken monastic orders in their youth, rather than entering the cloister later in 
  life as most of Skandhar-Bhal’s people do. Some families gift offspring not needed for 
  agriculture or trade work to the temples to become acolytes. 
  Daily prayer is an expected social duty. Small shrines throughout the valley honor the nine 
  divinities, the lesser spirits in their retinue, the ghosts of bygone sages, Vanamaithri, and Luna 
  themself. There are even shrines to the Immaculate Dragons, built by long-ago heterodox 
  pilgrims and schismatics from the Realm. Silversmiths forge prayer bells to commemorate new 
  births, inscribed with the child’s name and with prayers to the gods or sages the parents hope 
  she’ll emulate. 
  Skandhar-Bhal lacks a formal code of laws, nor does it possess a constabulary or judiciary. Petty 
  crimes such as brawling, slander, or theft are seen as symptoms of a mind that’s strayed from the 
  path to enlightenment, and remedied with rigorous reeducation within the community and hours 
  of public prayer.  The culprits of graver crimes are confined to a small cell in one of the valley’s 
  monasteries, provided with food, educational scrolls, and the company of monks until the 
  monastery’s leader releases them.  
  Leaving the valley is strongly discouraged. Children are raised with the understanding that the 
  outside world is a dangerous, tumultuous place filled with unenlightened peoples, and the few 
  pilgrims who find the valley rarely do anything to disprove that opinion. Driven to escape the 
  outside world for similar reasons, they reinforce the belief that Skandhar-Bhal is a blessed place 
  to live, and that the only reason to leave is to help those who live beyond the mountains reach 
  their own enlightenment. Proselytes who venture out to spread word of the sacred valley are 
  tasked with keeping its location a secret from any who’d do it harm. 
  Prominent Figures 
  Dancing Ceryneika is Scarlet Doe’s god-blooded daughter, and leads her divine mother’s 
  temple. Nearly half a century old, she still looks like a young maiden, and is said to act with 
  youthful impetuousness. Ceryneika ruthlessly tamps down on any behavior she deems violent or 
  
  aggressive — whether drunken brawls or feuds between families — skeptical of even the martial 
  arts training that other orders encourage to center mind and body. She even encourages 
  congregants to discipline children who participate in competitive games, lest such play inspire a 
  bellicose mindset in adulthood. While coming to blows over enforcing her philosophy would go 
  entirely against her purpose, she and her monks have other means of getting their point across, 
  such as refusing medical treatment in Scarlet Doe’s temple to a fight’s aggressor. 
  Agallai Stone-Blessed might be Vanamaithri’s closest rival for command of Skandhar-Bhal. 
  Descended from a heretical Dynast who was one of the Silver Dragon Temple’s founders, she’s 
  Exalted as a Dragon-Blood. Never interested in the monastic lifestyle, she instead keeps the 
  peace in the outer valley, circumnavigating its borders every month. Old and young alike refer to 
  the aged Earth Aspect as Grandmother Aga, seeing her as an equal to the monastics in wisdom 
  and capability despite a worldly life that’s supposed to keep a person from divine understanding. 
  Even she doesn’t realize how many would follow her every order if she asked them to, upturning 
  the valley’s respect for temple leadership. 
  The god Jade Eagle finds himself bored with the valley’s serenity. A keen-eyed hunter with no 
  intruders to hunt, he’s developed other occupations over the years to assuage his dissatisfaction, 
  flying off for weeks at a time to gossip with other gods or harry passing air elementals. Many of 
  his fellow divine guardians see him as unreliable or even a troublemaker, so although the 
  valley’s mortal residents revere him as both warrior and psychopomp, many also regard him with 
  unease. His temple offers a safety valve for others who don’t quite fit into Skandhar-Bhal’s 
  society, training them to survive in the mountains and scout for intruders and predators. A close 
  friend of Vanamaithri’s, he’s long been concerned that the elder’s allowed himself to become too 
  pacifistic and detached from emotion, but worries what might happen should the floodgates of 
  their youthful bloodlust reopen. 
  The Touman Clans 
  Centuries ago, when the empire of the Touman Prince — that high-water mark of Medo’s power 
  and sovereignty — fell before the Imperial legions, thousands of Medoans fled north to escape 
  the Realm. Crossing the White Sea, the Touman clans carved out a place in the Far North as a 
  terror to tundra nomads and frontier cities alike.  
  In their travels, the Touman eventually crossed paths with Wake, a Southern Lunar who, being 
  likewise far from home, named them kindred spirits and joined their company. With Wake 
  aiding them as their divine champion, the clans’ might grew, and their ambition with it. As years 
  passed, they were no longer content to raid White Sea settlements, and turned their armies to the 
  conquest of the riverine city-state of Carnelian. 
  Carnelian, along the Huldoth River estuary on the White Sea’s northern shore, is a city of riches. 
  Silver, jade, and gemstones flow through merchants’ hands like water. Once, diplomats 
  employed this wealth as their shield, maintaining a careful balance of trade and favors among the 
  city’s neighbors to secure peace. But the coming of the Touman disrupted everything, as they 
  raided and looted neighboring city-states in a storm of fire and iron. Most of Carnelian’s 
  aristocracy fled the city; those who remained opened the gates to the invaders in hope of mercy. 
  The clans claimed the city-state and its luxuries for their own, and have dwelled there ever since. 
  The Touman clans have changed since they conquered Carnelian, but their original political 
  structure remains largely intact. Each of the several clans is led by a knez (plural: knezi), a leader 
  
  elected for life from among the previous knez’s offspring by her kin. The voivode, elected from 
  the clan bearing the royal bloodline of the Touman Prince, holds council with the knezi and 
  makes decisions on matters bearing on the clans as a whole. Voivode Sangerel, the clans’ current 
  leader, holds court amid the palace of what was once Carnelian’s wealthiest aristocratic family, 
  while the knezi have claimed the estates of lesser aristocrats. 
  Twenty years later, the Touman stand divided. The rich and powerful, now wealthier than they’d 
  ever imagined, wish to remain in Carnelian, while the poor and marginalized seek a return to 
  their people’s nomadic roots — but lack the resources to safely depart alone. 
  Wake 
  Wake is not of the Touman, nor does she rule them, but she has intertwined her life with theirs 
  for decades. Originally hailing from the South, the Full Moon spent her early years fighting the 
  Realm, but fell into despair at the losses her wars inflicted on her countrymen. Her time among 
  the Touman has been a reprieve. She joins clansfolk on the hunt, drinks and feasts with wealthy 
  nobles, and spars with young children, all the while forcefully refusing to take on any authority. 
  Yet Wake remains a force to be reckoned with on the battlefield, and will not hesitate to unleash 
  her full divine might to aid her adopted people.  
  The Touman welcome Wake’s presence, seeing her as a friend of the clans and a divine ally.  
  She has known much of the clans’ current leadership since they were children, an immortal hero-
  aunt to an entire generation. While the Lunar strenuously avoids involvement in political 
  disputes, knezis and voivodes take care not to be seen as opposing her, lest their status among 
  their fellows and the people suffer for it. Leaders and ambitious warriors curry favor with her — 
  once Wake throws her support behind a raid or conquest, few can argue against it, and canny 
  clanfolk have advanced their ambitions by manipulating the demigod. While the Touman have 
  made occasional efforts at syncretizing the worship of Wake into their native faith over the 
  centuries, the Lunar resists all but the quietest veneration, lest she take on unwanted religious 
  authority. 
  Wake’s spirit and willingness to fight the Realm have been renewed since the disastrous losses 
  of her youth, yet her closeness to them has bred uncertainty and delay over whether to turn the 
  Touman against the Dynasty, or seek out a new people and raise her dominion among them. The 
  Scarlet Empress’ disappearance has forced Wake’s hand; if she is ever to strike at the Realm, this 
  crucial moment of weakness is the time. Sooner or later, she must press the Touman elders 
  toward abandoning Carnelian and raiding the satrapies beyond the White Sea. 
  Touman Culture 
  The Touman are loud and vivacious. They wear flowing, fur-trimmed coats in vibrant hues, a 
  bright rainbow against the Northern tundra. Their wagons, most of which now molder outside the 
  city walls, are painted with scenes of Touman history — not realistic renderings, but artistic 
  impressions full of color and stylized bodies that capture everything from the Medoans’ origin 
  myth and prehistoric legends to fleeing Medo, meeting Wake, and conquering Carnelian.  
  Social life revolves around Meets, communal festivals of relaxation and negotiation that range 
  from a single evening to several days of festivity. Drink flows generously, deals are struck over 
  richly seasoned food, and clansman join together in whirling dances and wrestling bouts — a 
  perfect way to navigate social disputes before they give rise to violence. Once held in large tents 
  designed to stay warm amid the Northern cold, Meets are now held in Carnelian’s lavish estates. 
  
  Voivode Sangerel hosts regular Meets for her council of knezi, plying their goodwill with 
  marijuana and drink. 
  Carnelianer Culture 
  Carnelian rose to prominence out of the collapse of the Haywain Kingdom, a state formed in the 
  aftermath of the Great Contagion. While its sister city-states warred with each other, Carnelian 
  turned inward, surviving the internecine strife that devastated wealthier neighbors.  
  Carnelianer culture emphasizes the cycle of seasons. Winter is marked by bonfire festivals, 
  where attendees dance dressed as spirit of fire and wood. Spring is celebrated with circle dances 
  and processionals of praise for the city-state’s pantheon. Wealthy Carnelianers indulge in the 
  communal pastime of burning imported marijuana to fill an enclosed chamber with soporific 
  smoke, emerging to eat smoked and pickled delicacies.  
  The Touman’s presence has had a marked influence on Carnelianer culture; colorful fabric and 
  flowing garments are in fashion, and artists emulate the stylized iconography of Touman 
  wagons. The Touman, in turn, have been shaped by their subjects, incorporating many aspects of 
  Carnelianer celebrations into their Meets, and consuming vast quantities of smoked fish and 
  pickled vegetables. 
  Religion 
  Touman religion centers on the worship of ancestral ghosts. Upon death, the body is burnt in a 
  pyre, the bones interred by the clans’ whisper priests to ensure the spirits of the dead will stay to 
  watch over their descendants. Living Touman offer prayer and sacrifices to their ancestral 
  ghosts, who in turn offer counsel, provide blessings, and negotiate with other spirits.  
  Not all of the Touman dead persist as ghosts. Those who do are most often those whose families 
  had wealth enough to afford lavish sacrifices for their funeral pyre and a stately interment for 
  their bones. Yet with the shifting of fortunes over centuries, the poorest Touman might be guided 
  by a long lineage of ancestral spirits, while one newly come into wealth and prestige might have 
  none.   
  The Touman clans carried their ancestors’ bones with them on the journey north in grand 
  ossuaries built on ox-drawn carts and hauled across miles of snow and ice. Upon conquering the 
  city, Wake led the ancestors spirits in ousting the Carnelian gods from their temples. There the 
  Touman interred the bones of their fallen, both to honor those who died conquering Carnelian 
  and to lay ascendancy over the native deities. The ancestors have been drawn into the political 
  divide between wealthy and penurious Touman, motivated by concern for their descendants or 
  the tending of their own bones. They still counsel the knezi, but where they traditionally spoke 
  with one voice, ancestors of the same clan may propose diametrically opposite futures. 
  While no other divinity is as revered as the ancestors are, the Touman have worshipped other 
  spirits, the gods of the lands they’ve passed through. Most such syncretisms are short-term 
  affairs, lasting only as long as the clans remained in a spirit’s territory, though some minor rural 
  deities follow in the clans’ wake, abandoning or uprooting their original cults. Most of 
  Carnelian’s native pantheon have struck such bargains with the Touman, though some holdouts 
  detest the conquerors too much to ever acquiesce to them — and as such, must contend with their 
  cults being proscribed, and even the attentions of Wake should they grow too forceful in their 
  discontent. 
  
  The Immaculate Order had sent missionaries to Carnelian with some success ere the Touman 
  conquered it. Soon after the city’s fall, Wake led a warband in tearing down Immaculate shrines, 
  and her animus informs the Touman’s views of the Immaculates. The Order’s made occasional 
  efforts at renewing its presence to little avail. Wake and a Touman honor guard managed to 
  subdue a recent Wyld Hunt sent to drive out the Touman ancestor cult and its rumored Lunar 
  leader, but not without dire losses. The Immaculates continue sending occasional missionaries, 
  forcing Wake to maintain a low profile lest the Order realize she survived the Hunt. 
  At a Crossroads 
  The traditionally polyamorous Toumans’ courtships with Carnelianers — born out of both 
  political convenience and passion — clashed with cityfolk mores.  Monogamous marriages with 
  Carnelian nobles and merchants broke from tradition, but allowed clansfolk to consolidate social 
  and economic power in the years following their conquest. Their families became Carnelian’s 
  rich elite, channeling merchants’ profits into their own coffers. This deviates sharply from 
  nomadic Touman life, where wealth belonged to clan rather than individual.  
  Today, well-to-do urban Touman demonstrate physical prowess in sport instead of combat, and 
  buy slaves from Guild merchants rather than winning them in battle. The oldest children of such 
  marriages are now coming of age at the forefront of Touman’s societal division: some wish to 
  remain and lavish in their privilege, while others yearn for a nomadic life passed down to them in 
  tales and legend. 
  Touman who failed to adapt — those whose traditionalism or lack of prestige kept them from 
  taking advantage of Carnelian’s opportunities for wealth and profit — increasingly chafe at city 
  life and the growing divide between rich and poor. Once hailed as warriors, scouts, and horse 
  breeders, they find city life ill-suited to their skills. Rather than live free and equally, they must 
  work for their richer kin — a disparity which cuts both honor and purses. Old warriors gnash 
  their teeth as they see nobles’ offspring flaunt unearned wealth and prestige, and yearn to return 
  to the cold steppe and the equality it brought to all Touman. 
  Meanwhile, Voivode Sangerel dreams of building an empire to rival that of the old Touman 
  Prince. She pushes the knezi to support her plans for war with Thetra, largest and richest of 
  Carnelian’s neighbors. She argues that elder clansfolk unfit for battle or uninterested in further 
  glory can remain in their opulent palaces, leaving the front rank open to younger warriors 
  seeking to prove themselves in battle and claim Thetra’s treasures for themselves. Sangerel’s 
  plan would be good for everyone, save of course Thetra, and it frustrates her to no end that the 
  council won’t commit.  
  The Generational Divide 
  Younger Touman come of age in a world fundamentally different than their steppe-
  born parents. Children raised in Carnelian know its byways and customs as well as 
  the native folk — indeed, many are half-Carnelianer. Even those raised among the 
  poorer seminomadic clans beyond the walls find the city familiar. Meanwhile, 
  Touman culture still prizes many things — owning one’s own horses, glory in 
  battle, freedom on the open plain — for which it offers limited opportunities to the 
  next generation. 
  The Clans 
  
  Every Touman traces her lineage back to one of the score of ancient clans that emigrated from 
  Medo centuries ago, finding her place in society through her place in her clan. Each clan boasts 
  its own unique culture and traditions, and while the knezi are subordinate to the voivode’s will, 
  they still pursue the disparate political and economic agendas of the clans they lead. For most 
  Touman, clan is determined by birth, though adopting foreigners, orphans, or children truly ill-
  at-ease in their birth clan isn’t unheard of. 
  Notable Clans 
  The Diamandri, who trace their lineage back to the legendary Touman Prince, rule the Touman 
  clans by virtue of political skill and royal blood. For generations, every voivode elected has been 
  Diamandri, and the duties of the clan knez have been subsumed into the voivode’s office. The 
  clan’s prestige is backed by tremendous wealth; they claimed the finest manors and lands upon 
  conquering Carnelian, and married into the aristocratic and mercantile families that hadn’t fled 
  the city.  
  Young Diamandri are raised to be leaders, merchants, and diplomats. They’re also traditionally 
  trained to master the horse, bow, and spear, but the family’s wholehearted adoption of sedentary 
  life has yielded scattershot results. Some of the next generation ride out regularly on raids and 
  bandit-repelling expeditions; others hardly ever leave the city, focusing on urban responsibilities 
  and luxuries.  
  The Fiaratan consider settling in Carnelian an early grave, and despise the urban lifestyle to 
  which they find themselves ill-suited through both temperament and poverty. Most follow a 
  semi-nomadic existence tending herds of horses, cattle, and sheep, which they lead between tent 
  cities just outside the walls and more distant pasturages. Outside the city’s east gate stands the 
  Wolf Market, where they and other rural Touman sell meat, wool, and various handcrafts to city 
  folk and traveling merchants alike. 
  Wealthy urban Touman consider the Fiaratan backward, parochial, and stubbornly independent-
  minded, albeit useful guides and guards when traveling. But among the other rural and 
  impoverished clans, the Fiaratan are esteemed as keepers of Touman tradition. Their master 
  animal breeders and artisans are held in especially high regard, perpetuating traditional crafts 
  whose secrets might otherwise be forgotten. In political matters, the Fiaratan speak on behalf of a 
  coalition of rural clans, embracing the enmity of the wealthy urban clans as a badge of honor. 
  The Five Arrows embrace both the luxuries of city life and the exuberance of the steppe. Clan 
  warriors fight, drink, and celebrate with equal abandon in Carnelian villas and amid far-flung 
  herding camps. Masters of mounted warfare, they can shoot a sparrow out of the sky at full 
  gallop, and ensure that their children spend every summer on horseback learning the old ways. 
  Though they respect their ancestors as much as any Touman, the Five Arrows give especial 
  honor to Wake as their people’s patron, going so far as to model their fish-scale armor on the 
  Lunar’s carp spirit shape. They fête her at every celebration, and the clan’s political goals rarely 
  diverge from hers. While they largely accept Wake’s wish not to be worshiped, they’ve pledged 
  to follow her whether she remains in Carnelian or leaves for parts unknown.  
  Some see the Nevaz as Touman in name only. Their ancestors were not Medoans, but 
  neighboring peoples who’d allied with the Touman Prince, and refugees drawn into the clan over 
  the long journey north. While many clans have foreign blood in their lineage, the Nevaz haven’t 
  assimilated into Touman culture: their clothing and manners are strange, their features and 
  
  accents unfamiliar, and they worship foreign gods alongside their ancestors. Their outlandish 
  ways often render them pariahs among their kinsfolk. Some earn a living in Carnelian’s less 
  affluent quarters as artisans, peddlers, and actors; others maintain herds on the outskirts of 
  Touman lands. 
  Comfortable with novelty and less traditionalist than other clans, the Nevaz have embraced all 
  manner of foreign styles of art, craft, or battle. Nevaz shamans oversaw much of the clans’ 
  negotiations with foreign spirits during their migrations, while their knowledge of foreign 
  tongues makes them useful translators to Diamandri diplomats. They’ve intermarried with 
  Carnelian’s common folk, who find them less objectionable than most Touman — though an 
  invader is still an invader. 
  The Whisperers are the most prominent clan of the Touman ancestor cult’s priestly lineages. An 
  ancient clan even in the Touman Prince’s time, the Whisperers drove and tended the ossuary 
  carts that transported their people’s bones from Medo into the North. Today those carts have 
  been abandoned outside Carnelian’s walls; instead, the white-and-gray-clad Whisperers maintain 
  the city’s opulent temples, in whose catacombs and catafalques their ancestors have been 
  interred. 
  Whisperers train their children in history, funerary rites for Touman and enemy alike, and the 
  arts of rhetoric and oratory, both for dealing with the stubborn dead and bringing the will of the 
  ancestors to the living Touman. A few drape themselves in silver and jewels, having grown 
  wealthy from interceding between living and dead Carnelianers; their clanfolk deem them 
  heretics, debasing their calling for coin. 
  Minor Clans 
  The Avakhorana clan boast of their royal blood, descended from a hero-ancestor 
  who married the prince of the opulent city-state Lauche in the early days of the 
  diaspora from Medo. They’ve long argued that the voivode should come from their 
  ranks, rather than the Diamandri’s — but when they finally acted on this decades 
  ago, contesting the legitimacy of a Diamandri voivoide’s election, the fighting that 
  broke out decimated their ranks. The surviving remnant dwells outside Carnelian, 
  trading and intermarrying with fellow rural clans and the occasional Fiaratan. The 
  Avakhorana still resent their mistreatment, and foment dissent against Voivoide 
  Sangerel and the Diamandri. 
  The Iron Flame, renowned for compounding herbal medicines and brewing strong 
  beer, are one of the few clans who’ve paid any heed to the Immaculate missionaries 
  that visit Carnelian. With few ancestor ghosts of their own, and long memories of 
  the maladies and afflicted set upon the clans by wrathful gods during their journey, 
  they see the appeal of the protection the Order offers. Visiting monks typically 
  reside with the Iron Flame for their stay, and they’ve begun to adopt the Immaculate 
  prayer calendar alongside their ancestor worship. 
  There are no living Kuchinte, but their ghosts still dwell among the Touman. Many 
  are lorekeepers and storytellers, sharing their wisdom with members of other clans 
  in exchange for worship. Others cultivate reputations for impartiality, given their 
  lack of ties to the living world, and become sought-after arbiters of disputes 
  between clans. 
  
  The Kuchinte’s practice of adopting gifted foreign ghosts into the clan has become 
  more common since arriving in Carnelian, granting access to local lore, secrets, and 
  connections among the adoptees’ living descendants. But it’s also drawn them into 
  hidden conflicts among the city’s native dead, such as a religious schism over 
  certain tracts circulated within the Underworld and an ongoing trade war between 
  the ghost-merchant Fallen Rings and her living descendants. 
  Prominent Figures 
  Merely a competent young warrior during the conquest of Carnelian, it was in administration of 
  the captured city that Sangerel outshone her cousins, paving her way to the voivodeship. She’s 
  since dedicated her keen mind and easy charm toward cementing Touman power and wealth in 
  and around Carnelian, spending her time in an endless round of galas and visits with Touman 
  elders, Carnelianer nobles and merchants, Guild factors, and the like.  
  Loathing the insecurity of steppe life and craving urban luxury, Sangerel seeks to expand 
  Touman control over the region, seeing this as the best way to preempt efforts by their neighbors 
  to strike at them first. She also lobbies tirelessly against the rising sentiment toward returning to 
  rural life, especially with Wake, with whom she is especially close. 
  Batbayar has only just ascended to knezship in the Five Arrows, following the death of her 
  widely admired predecessor and mother. Painfully ambitious and tired of living in her mother’s 
  shadow, Batbayar spent years in aggressive raiding against neighboring peoples to win glory, 
  wealth, and the loyalty of Five Arrows’ warriors, though other knezi still see her as 
  inexperienced. Though politically disadvantaged by this, she’s curried favor with Sangerel by 
  throwing herself wholeheartedly behind the voivode’s plans for conquest. 
  Ganzorig, ailing knez of the Fiaratan, rose to prominence through the power of his oratory, and 
  he remains a strong and dynamic speaker. Representing the other rural clans as well as his own, 
  he loudly advocates a return to the steppe, decrying Carnelian’s wealth and luxury as poison to 
  the Touman soul. His fiery rhetoric rejects any middle ground; he sees his power and prestige as 
  rooted in his extreme militant stance, and fears dying insignificant and forgotten. Old age and 
  infirmity have dulled his edge, yet he clings to his position, refusing to step aside in favor of a 
  younger knez. 
  Knez Gerel died of disease on the journey north, but his ghost remains knez of the Whisperers, 
  an unconventional but not unheard-of arrangement. While undeath has darkened his moods and 
  chilled his heart, he’s lost none of the sagacity or eloquence that secured him the knezship. 
  Having died before ever setting foot in Carnelian, he’s never truly understood city life despite his 
  best efforts. While he strives to mend the rifts that divide his people, both living and dead, 
  mediating between those who desire to remain in Carnelian and those who would leave, his 
  efforts are hindered by his own bias. Meanwhile, ambitious or visionary Whisperers mutter in 
  unrest, arguing that if their undying knez will not step down in favor of a living one better suited 
  to the times, he must be ousted by force. 
  The Nevaz knez, Qori, is a seasoned diplomat and translator who quickly made a place in 
  Carnelian by marrying into one of the less prestigious merchant families. His standing in the 
  voivode’s council has made him a favorite of prominent Carnelianers, who see him as a 
  sympathetic voice willing to advocate on their behalf, and he’s profited considerably thereby. 
  
  Never well-liked by his fellow knezi, he’s only exacerbated their ire, to the point that 
  assassination wouldn’t be unthinkable. 
  Iarda White-Glove is high priest of Carnelian’s city father, the Queen of the First Vault, a proud 
  god who refused to submit to the conquering Touman. Iarda has led the Queen’s cult 
  underground, and conducts negotiations with both Carnelianer nobles and deities, seeking to turn 
  them against the clans. Iarda has become a hero to common folk opposed to Touman rule — a 
  firebrand and revolutionary whose following may soon outstrip the Queen’s. 
  The faeblooded Guild factor Tearshape Love is the most successful slaver in the region, and 
  profited greatly from the Touman conquest of Carnelian.  Her supply of slaves has waned over 
  the years, but she reckons war will yield plenty of refugees to prey on, and fans the voivode’s 
  expansionary ambition whenever they meet. 
  Neighbors 
  Thetra, to the west, rivals Carnelian in power and wealth. Culturally their people have much in 
  common, having sprung from the same root, though visitors from neighboring cities are struck 
  by the prevalence of shrines and temples. Thetra’s priesthoods seized control after the fall of the 
  Haywain Kingdom, and have clung to power as priest-kings ever since. Wealthy and urbane, 
  they’re patrons of the arts and supporters of commerce; the city’s dockside district throngs with 
  ships under their governance. 
  When the Touman invaded, Thetra’s patriarch opened the gates to fleeing Carnelian nobles and 
  merchants, offering sanctuary in exchange for submission. A decade ago, a war to place those 
  nobles back on Carnelian’s throne as Thetran vassals failed against the might of Touman cavalry. 
  Today, Patriarch Tmolan prepares more diligently than his predecessor, marshaling a strong navy 
  and bargaining with neighboring cities and Guild factors for support before making his move. 
  The Touman sacked the twin port cities Solida and Snow Bay before moving west to conquer 
  Carnelian. Continuing raids of the cities under the previous voivode have evolved into demands 
  for tribute under Voivode Sangerel, preventing the cities and the surrounding lands from 
  recovering. The common folk struggle against poverty and famine, merchants risk bankruptcy, 
  and even aristocrats must tighten their belts somewhat. 
  Banditry becomes more common as peasants grow desperate and as mercenaries seek to fill their 
  bellies and purses while awaiting employment in local wars. In the countryside, villages raise 
  new earthworks and watchtowers, fortifying themselves as best they can. Some would set aside 
  old rivalries with neighbors like Thetra in favor of alliance; others see little choice but to pledge 
  fealty to the Touman Clans for protection. 
  The ranging Pale Steppe has become home to those Touman who either refused to settle in or 
  near Carnelian, or who’ve since left the city. These Touman still follow a nomadic way of life, 
  but their diminished numbers reduce their capacity for raiding, threatening the sustainability of 
  that lifestyle. The steppe clans receive occasional aid from city Touman who favor leaving 
  Carnelian, but Voivode Sangerel and her supporters view them as a potential pawn in their 
  expansionist agenda. 
  Iscomay, the Empire of the Bear 
  Great timber-walled forts stand guard at the borders of imperial Iscomay. Every few years, new 
  ones rise from the earth of the Northwestern taiga, marking new expansions and fresh 
  
  annexations. Beyond their painted walls, auroras waver in the night over miles-long lines of 
  standing stones, drawing the eye toward the empire’s rich, fertile heartlands — the grand glacial 
  basin of the Oma Valley.  
  While countless Iscomayari live agrarian lives in these lush, sheltered lands, a million more live 
  in its scattering of walled cities, many of them less than a century old. Change has come to 
  Iscomay, and rapidly. Only time will tell if its traditions survive — and if the nation itself 
  survives its own hunger for land, resources, and power. 
  Valley of Bounty 
  The Oma Valley lies between the shoreline of the Fang Lakes and the dense forests of the deep 
  Northeast. Centuries ago, Iscomayari geomancers erected great pillars along the region’s dragon 
  lines, redirecting flows of Fire and Wood Essence into the Oma Valley. Generations of 
  Iscomayari have cultivated the warm, fertile soil, turning it into a cornucopia. The valley’s rivers 
  are thick with trout and salmon, and its woods attract all manner of wild game. While its 
  neighbors may fear the lean months, Iscomay’s citizens eat well, even in winter – and its crown 
  is increasingly eager to use its bounty as political leverage. 
  Many of Iscomay’s cities began as forts or outposts. The nation’s capital is the massive, timber-
  walled city of High Sila — it’s far from the oldest Iscomayari city, but it’s served as the royal 
  house’s seat of power for almost two centuries. Grain, gourds, currants, corn, root vegetables, 
  and other staples fill its markets, and nearby quarries and lumberyards produce stone and wood 
  to feed the nation's expansion. Many of High Sila’s citizens — especially those of an artistic or 
  scholarly bent — come from nearby nations, attracted to Iscomay by its wealth and security. 
  Others had little choice in the matter. 
  Empire Ascendant 
  The monarchs of the House of Siladar have reigned over Iscomay for centuries. They claim 
  descent from the Shogunate’s Dragon-Blooded daimyos, though this is no better-founded than 
  the claims made by countless other kingdoms across Creation. In truth, they are a Moon-Touched 
  dynasty, descended from True Voice, an ancient Iscomayari culture hero and Lunar shaman. 
  Most lack the supernatural gifts of the first Siladars, distinguished only by their heavily muscled 
  builds and hirsute appearance, although it’s not unheard of for a puissant Moon-Touched to be 
  born into their line. 
  Under their rule, the kingdom’s grown into an empire, and its influence has spread across the 
  Northeast. Siladar’s rulers forged treaties with the kingdom’s neighbors, trading food for iron, 
  precious stones, jade, and slaves. As Iscomay’s coffers grew full, it amassed more and more 
  military might, and began deploying its armies in aggressive conquests against weaker 
  neighbors. After a several years of famine-stricken winters, they were able to coerce even their 
  most powerful neighbors into becoming tributaries, subduing those who resisted in a series of 
  bloody military campaigns. Now, Iscomay is a mighty empire, and many of its trading partners 
  are sovereign powers in name only. 
  Conquered territories are incorporated into the Empire as provinces. The local prince or 
  governing body is ousted or executed, and an Iscomayari governor loyal to House Siladar is 
  installed. She oversees the governance and administration of the province, including the 
  collection of taxes — which are more often agricultural produce or other resources than hard 
  currency — the consolidation of military power, and the enforcement of Iscomayari religion and 
  
  law. Iscomayari geomancers scour the provinces in search of demesnes that might serve as the 
  site of new manses, extending and empowering the geomantic network that ensures Oma 
  Valley’s hospitable clime. The construction of manses is slow work, often lagging far behind the 
  Empire’s expansion. 
  In recent years, Iscomay has allowed nomadic groups to shelter in its valleys during the winter, 
  as their favorable geomancy renders them hospitable even during the harshest part of the year. In 
  exchange, the Iscomay request tribute, which often comes from the ransacked caravans of those 
  who wish to trade outside of the auspices of the crown. 
  Legions of the Bear 
  While Iscomay’s economic might is its primary means of leverage, its army is formidable as 
  well. It’s composed entirely of highly trained janissaries, foreign-born slaves raised from 
  childhood to serve the reigning Siladar monarch and well-paid to maintain their continuing 
  loyalty. As the region’s largest military, it would be well poised to win any local conflict even if 
  it weren’t backed by Iscomayari mystics. However, an ongoing rise in insurrection, banditry, and 
  foreign raids — stimulated by Iscomay’s high taxes and oppressive traditions — has 
  overstretched the army. Raising taxes to support a larger military force threatens to aggravate the 
  problem it’s meant to solve.  
  The Iscomayari military hierarchy is organized geographically; each province of the Empire has 
  a bey, to whom all janissaries in that region report. The janissary forces consist of infantry, 
  cavalry, and a riverine navy, all trained in swords, daggers, shields, spears, axes, and bows. After 
  a term of twenty-five years, janissaries may retire, claiming a military pension and a grant of 
  farmland — often in newly conquered territories. 
  Iscomayari janissaries are inculcated from childhood on with the Empire’s mores, and are raised 
  to see the monarchs as their parents and the rest of the House of Sildar as their stern yet beloved 
  aunts and uncles. They endure strenuous training, follow strict discipline, and are socially 
  isolated from the Siladar society at large. Militant khojas serve as chaplains. Despite this, their 
  importance to the Empire’s growth and their associated prestige has resulted in ambition and 
  unrest among them, especially their leadership. 
  Thus far, janissaries’ ambition largely flows toward the interests of their children, who are free 
  citizens rather than slave-soldiers. Many such offspring have attained high rank in the empire, 
  and several have married into the House of Siladar itself. But this increased influence over the 
  government only inflames the current crop of janissaries to claim more for themselves. 
  The Book of the Bear 
  The Iscomayari still value the ancient ways their ancestors relied upon to survive. The nation’s 
  laws are codified in the Book of the Bear, written three centuries ago by Iscomayari shamans 
  who recorded their people’s oral epic tradition. Scholar-priests called khojas assist the citizenry 
  in applying the Book of the Bear to day-to-day matters, and make religious rulings on the Book’s 
  nuances and interpretations. There is no formal hierarchy among the khojas; one’s standing and 
  the degree of authoritativeness attributed to one's doctrinal interpretations depends entirely on 
  how she’s regarded by other khojas and the community at large. Becoming a khoja requires 
  receiving tutelage in the Book from an established khoja over a span of years, culminating in a 
  rite of passage in which the aspirant must enter a bear's den and commune with the totem beast 
  without being harmed. Many khojas are selective about choosing students, taking only those 
  
  from prominent or wealthy families, or who display exceptional talent as savants, geomancers, or 
  mystics.  
  Iscomayari faith centers on a pantheon of local deities — some who they’ve worshipped since 
  before the Book was penned, others newly added over time by decree of the khojas — headed by 
  the Bear Avatar, the divine embodiment of all bearkind. While the small gods may be 
  worshipped directly, Bear Avatar must be venerated through bears, which the Iscomayari regard 
  as his earthly emissaries and their culture’s totem animal. In the weeks before winter, they leave 
  offerings of fine food, wine, and fresh water at bears’ dens, provisioning the totems before the 
  lean months of hibernation.  
  The Book of the Bear contains numerous laws dictating when various spirits can be petitioned 
  and what for. The laity may pray to them directly, but rely on the khojas to interpret these rules. 
  In addition to spiritual matters, the Book (and by extension, the khojas' interpretation) governs a 
  variety of worldly topics: dietary rules, decorum, contract and tort law, agriculture, conduct in 
  war, geomancy, and more. Iscomay imposes its laws on all its holdings; as its empire grows, so 
  too does the khojas’ influence. 
  Society and Culture 
  Iscomay’s urban architecture is highly sophisticated, a consequence of the geomantic tradition 
  founded by True Voice. Houses of nobles and merchants rise up to five stories high, and the 
  palatial estates of the House of Siladar dwarf even these. Rural and impoverished urban 
  Iscomayari live in humbler abodes, although many cities have begun to replace poorer quarters 
  and slums with sprawling tenement complexes. When building palaces, fortresses, or madrasas, 
  it’s auspicious to have a khoja ritualistically entomb a bear’s remains beneath the structure’s 
  foundation, so that the honored totem beast might lend its strength to stones raised atop it.  
  Iscomayari art places great emphasis on sculpture and carving. Miniature sculptures depicting 
  bears, plants, traditional scenes, and historical figures are common ornaments, carved from bone, 
  wood, and porcelain. The homes of the wealthy and prominent have elaborate carved facades, 
  depicting allegorical episodes from the Book of the Bear and triumphs from Iscomay’s military 
  history. Great stelae erected in city centers are engraved with the sacred laws, so that any citizen 
  can freely read them. Nobles, celebrated janissaries, and merchants wealthy enough to afford it 
  are interred beneath stone pillars reciting their deeds and family lineage.  
  The Iscomayari traditionally dress in lighter clothing than their neighboring peoples, owing to 
  the Oma Valley’s supernatural warmth, but as the Empire has expanded, heavier garments have 
  come into fashion for those traveling outside the valley. The pelts, claws, and fangs of bears may 
  only be worn by members of the House of Siladar, and the strict religious regulation of when 
  bears may be hunted means that only a minority actually wear them.  
  The meat from bear hunts is likewise reserved for the royal bloodline, and only after diners 
  undergo rigorous ritual purification. For the most part, the Iscomayari nobility and wealthy 
  merchantry’s diet consists of pork, mutton, goat, and horsemeat, supplemented by the wide 
  variety of crops the Oma Valley sustains. Poorer Iscomayari go without many of these meats, but 
  still eat pork on a daily basis. The Empire’s expansion has brought new dishes and spices to 
  Iscomayari tables, with the wealthiest taking the first share. 
  True Voice 
  
  The laws and teachings recorded in the Book of the Bear were first spoken by True Voice, the 
  No Moon whose efforts led to Iscomay’s rise to power. Five hundred years ago, the people who 
  would become the Iscomayari eked out a meager existence in a single valley, farming during the 
  brief summer and sheltering in caves during the long, cold winter. True Voice was one of their 
  number, a young khoja who earned Exaltation. Armed with wisdom conferred by Silver Pact 
  elders and worldly spirits, True Voice gave the Iscomayari the secrets of the dragon lines, begat 
  the House of Siladar, and conspired to raise up the Empire of the Bear as a weapon against the 
  Realm. 
  True Voice departed Iscomay centuries ago, content with its development and eager to found 
  new dominions closer to the hated Realm. Despite her familial ties, she feels little affinity for her 
  ancestral homeland, having found a deeper kinship in the Silver Pact. Now that the Realm teeters 
  on the brink of civil war, she’s returned, planning to unleash the Iscomayari against the hated 
  Dynasty along with the rest of the cultures she’s shaped. However, the House of Siladar has 
  grown beyond her initial designs, and pushing it away from its imperial ambitions to wage war 
  against Realm interests has proven more difficult than she’d expected. She cites ancient 
  precedents she wrote into the Book in anticipation of this eventuality, only to find that the 
  leading khojas' interpretations of these passages differ starkly from her original intent. 
  Imperial Holdings 
  The riverside capital of High Sila is a sprawling, cosmopolitan metropolis. Here, visiting 
  diplomats and Guild merchant princes purchase Iscomayari luxuries in lively marketplaces 
  before treating with nobles of the House of Siladar. The child-emperor’s lavish palace throngs 
  with perfumed courtiers and visiting nobles, hoping to sway the young ruler in their favor. 
  Nearby, khojas gather in beautiful madrasas to debate theology and advise laypeople. The river 
  docks are filled with merchants offering wares from every corner of the Empire as ships of 
  Iscomay’s riverine navy pass by.  
  Foreign artists, savants, and philosophers have thronged to the capital over decades, bringing 
  their outlandish ways with them, much to the khojas’ consternation. While attempts at enforcing 
  orthodoxy have succeeded in driving heretical views underground for the time being, the 
  Iscomayari monarch’s gaze is too focused on expanding the empire’s borders to notice the 
  potential firestorm brewing beneath. 
  The former capital of Karaqa dates back to Iscomay’s first centuries, but has sat largely unused 
  since the early years of Iscomayari military expansion. The royal family and the bulk of 
  Iscomay’s governmental functionaries and administrators deserted it to rule their new empire 
  from the more central locale of High Sila — along with large numbers of commoners, forcibly 
  transported to work High Sila’s fields. Its unused administrative buildings and districts became 
  home to squatters, artisans, bohemians, and criminals of all stripes, which venal officials publicly 
  decried while privately enjoying the city’s sybaritic social scene and active black market. With 
  Iscomay’s ascendancy, aristocrats and nobles seek to reclaim the city, squabbling over how best 
  to do so. The army is poised to conduct a city-wide purge of squatters to make way for peasant 
  farmers relocated from other parts of the Empire.  
  All that remains of Burdock are ruined keeps and scattered, lonely ghosts. Twenty years ago, the 
  Iscomayari king demanded extra tribute in exchange for Burdock’s monthly quota of grain and 
  vegetables. Burdock’s ruling council, already under strain from ever-increasing demands and an 
  angry populace, reneged on the deal. That fall, the crops failed, and famine followed in its wake; 
  
  merchants from other nations swept in to offer food at exorbitant prices. Those with the means to 
  leave did; while those who did not perished. Iscomay picked up the pieces, integrating them into 
  itself — but the territory where Burdock once stood is still haunted, literally and figuratively, by 
  the specters of those who starved. 
  The port city of Spur is Iscomay’s most crucial connection with the coastline of the Fang Lakes, 
  and it is jealously guarded.  Centuries ago, Iscomay conquered the city and drove out its tyrant, 
  the raksha queen Meliash of the Emerald Mask. Spur’s ships now carry Iscomay goods across 
  the Fang Lakes and into the White Sea, and bring back all manner of Northern goods — from 
  ivory, furs, fish, and slaves to such exotic products as Haslanti mechanisms, feathersteel, frozen 
  lightning, and unmalting ice. Nevertheless, rumors persist that Meliash never left, and in the 
  wake of failed uprisings over high taxation and Iscomay’s oppressive religion, the city’s more 
  rebellious citizens have adopted the once-feared raksha as an unlikely symbol of defiance. 
  The Storm’s Breach mining colony sits on an estuary of the Fang Lakes, sending silver and 
  jewels back to High Sila to line the pockets of the merchants who funded it. The outlying region 
  is bitterly cold and plagued by foul weather, an unintended consequence of Iscomayari 
  geomantic engineering. The miners come from the ranks of the poorest and most dispossessed, 
  accepting harsh toil to survive, but few are happy with their lot. A Northern Guild factor has 
  initiated talks with the mining town’s leaders, promising a better life if they’ll aid in wresting 
  control of the silver mines away from Iscomayari merchants. 
  True Voice’s Territory 
  The old capital Karaqa has become sprawling, dilapidated, and crime-ridden. True 
  Voice seeks to claim High Sila as a new territory, but has yet to convince its mortal 
  and spirit populace to acquiesce to her presence. 
  Prominent Figures 
  Emperor Ajurai Siladar II is still a youth, but his Moon-Touched gifts are stronger than have 
  been seen in a generation: he’s followed everywhere by his familiar, a ferociously loyal grizzly, 
  and has eerie insight into the spirit world. Despite this puissance, he’s still naïve, and heavily 
  influenced by his councilors, court, and personal khoja in matters of governance. The boy-
  emperor is unaware of how various interests are manipulating him to maintain Iscomay’s 
  expansion — and now True Voice has set her sights on him, aiming to use him to turn the 
  Empire of the Bear’s military might against the Northern satrapies. 
  Fat, jovial, and strong as a bear, Habja is High Sila’s most renowned khoja, and Emperor 
  Ajurai’s personal tutor in religious matters. She’s staunchly traditionalist in her interpretation of 
  the Book, and urges the emperor to reform the lax enforcement of Iscomayari dogma in the 
  Empire’s newer acquisitions. She has many allies in the court who back her religious zeal and 
  social conservatism, but she’s also made her share of enemies — both liberal courtiers who 
  disagree with her stances, and moderates who believe such crackdowns would weaken the 
  Empire’s grip on these provinces and needlessly incite unrest. 
  Bey Isipho Spear-Grace commands the janissary forces of High Sila proper. Lean and dark, 
  scarred from many battles, she was a respected captain even in Ajurai’s mother’s time, though 
  she’s remembered today more as historical figure than modern leader. Despite her lofty rank, her 
  ambitions have fallen by the wayside, overshadowed by beys of frontier provinces whose forces 
  
  expand the empire while hers put down bandits and rebels. Meanwhile, her children and 
  grandchildren — who’ve achieved high standing as ministers, merchants, and khojas — have 
  ambitions of their own. Now she schemes with her son Najukkan to put his wife, the royal cousin 
  Wawarai Siladar, on the throne. 
  The fiery young khoja Qismai is a controversial figure. His knowledge of the Book of the Bear 
  and the judgments he renders are unimpeachable, but his interpretations often break sharply with 
  consensus views. He’s condemned many aristocrats, even among the House of Siladar, for 
  failing to care for the common people, but also favors a militaristic reading of certain passages 
  that aligns with the agendas of many powerful courtiers. Qismai’s relationship with Habja is 
  fraught — the two khojas rarely agree on anything, save with regard to imperial expansion and 
  the enforcement of religious law on conquered peoples. Habja’s political enemies within the 
  emperor’s court seek to drive a wedge between the two, lest she gain popular backing.  
  Neighbors 
  Sulat rebelled against Iscomayari control after an increase in taxes, murdering the Iscomayari 
  governor and tax collectors in a mass uprising. Now governed by a descendant of their old royal 
  family, Sulat has begun the difficult task of rebuilding. Emperor Ajurai’s councilors disagree on 
  whether the rebel state should be brought to heel in an overwhelming show of force, or whether 
  the Empire’s military is better used to expand into and occupy more profitable territories.  
  The nomadic Urma have sheltered in the Oma Valley every winter for decades in exchange for 
  tribute. Through the rest of the year, they hunt and gather amid the Northeastern forests, Previous 
  chieftains were content to gather tribute through fur-trapping and raiding passing caravans. But 
  the current leader, Spear of Evening, believes the Urma should keep their plunder for 
  themselves, and has begun furtively raiding Iscomayari merchants and military supply lines. 
  Sulat has approached Spear in hopes of recruiting the Urma to protect them from Iscomayari 
  attempts at reconquest. 
  The people of Dazul on the Fang Lakes’ shores have made a demon bound in an obsidian idol 
  their ruler, and its whispered advice has brought them more prosperity in the last few decades 
  than any of their mortal princes ever have. An aristocratic caste of exorcist-priests commune 
  with the imprisoned demon while ensuring its bindings hold fast. They trade ivory, ambergris, 
  and silver with the Iscomayari in exchange for food, although their exports have lost value as 
  Iscomay’s expanded into regions rich in these resources. 
  The sprawling alpine wilderness of the Everwood features prominently in Iscomayari folklore 
  and cautionary tales, said to be the dwelling of man-eating beasts, vengeful ghosts, and witches 
  who kill bears and deal in unclean magic. More prosaically, it’s home to the occasional bandit 
  gang, though these usually fall afoul of the forest’s unhuman perils. The khojas long ago forbade 
  logging or hunting within the woods, though some venturesome merchants and aristocrats, 
  counseled by khojas of contrary opinions, have launched ventures into the woods. Between the 
  dense woods and dangerous fauna, let alone any supernatural menaces, these attempts have met 
  with little success. 
  The Nameless Lair of Ma-Ha-Suchi 
  Deep in the Southeastern jungles, in an area called the Tangle, lies a temple of enormous 
  proportion and prodigious age. It is the domain of the great Lunar elder Ma-Ha-Suchi.  
  
  Ma-Ha-Suchi’s dominion is a treacherous and dangerous land, made to cull the weak and temper 
  the strong. It sits just at the Scavenger Lands’ southern edge, to the north of the Southeastern 
  empires with all their wealth and splendor. The Nameless Lair is a bulwark between Realm 
  expansion from its coastal satrapies into these lands, though it’s not uncommon for the 
  dominion’s inhabitants to raid their neighbors. Attempts at brokering treaties with Ma-Ha-Suchi 
  have historically been fraught, though the Changing Moon is a consummate negotiator, and not 
  averse to peace on his terms. 
  The Chante-Sa 
  The Tangle throngs with life. Jewel-bright insects, birds, and reptiles fill the air and crawl across 
  emerald-green foliage. Hunters and gatherers easily obtain fresh meat, fruit, roots, and wild 
  greens. But survival remains a challenge. Between terrifying beasts, toxic plants, and unstable 
  ground, even the native Chante-Sa must be cautious and skilled, weeding out the foolish, 
  unlucky, and weak. Intruders fare worse. 
  The Chante-Sa shunned Ma-Ha-Suchi when he first encountered them centuries ago, treating 
  him as a monster to be avoided. In his efforts to win their goodwill, Ma-Ha-Suchi turned to their 
  gods, the Three Mothers. In exchange for driving away a swarm of soul-eating beasts that’d 
  forced them from their ancient temple-demesne, the Threefold Womb, and dealt them terrible 
  wounds that would not heal, the goddesses proclaimed Ma-Ha-Suchi their prophet and 
  champion, the Hand of the Mothers. The Chante-Sa accepted him not only as an ally and god-
  king, but as family, their beloved “Undying Uncle.”  
  Now Ma-Ha-Suchi nurtures his people into warriors and leaders, ready to survive and step 
  forward to rule when the time comes to make war against the Realm. He governs with a strong 
  hand while protecting the Chante-Sa fiercely from outside attempts to enslave them, invade their 
  territories, or exploit their resources.  
  The Three Mothers 
  Gap’Inan, the Hungry Mother, who claims the bodies of the dead, making art of 
  bones and vines. 
  Chuwe’Inan, the Lavish Mother, whose transfixing beauty — bright as orchids or 
  jungle frogs — can be lethal. 
  Mahni’Inan, the River Mother, whose turbulent, turbid waters both drown and 
  nourish.  
  Chante-Sa Culture 
  The Chante-Sa are divided into three major bands — the Band of Bones, the Flower Band, and 
  the River Band — each of which claims one of the Three Mothers as its patron, though 
  worshipping all three. They’ve always been closer to three peoples by one, united by proximity 
  and shared deities, but little else. Ma-Ha-Suchi has worked towards unifying the three bands and 
  fostering common laws and customs, but some divisions still remain.  
  Each band is led by an inan, a leader chosen by the band’s totem god. An inan assembles a 
  council of trusted advisors to whom she delegates matters of administration and governance 
  beyond her capacity to resolve alone, though specifics vary between bands. The inan’s 
  appointment by one of the Three Mothers invests her with spiritual authority, but her claim is not 
  
  exclusive; a bands’ priests and shamans may contest her in religious matters. Ma-Ha-Suchi and 
  his beastfolk disciples are respected by the bands, but not slavishly obeyed — as the Hand of the 
  Mothers, Ma-Ha-Suchi is an inan’s equal, not her superior.  
  Depending on the lay of the land each band inhabits, the Chante-Sa hunt, gather, fish, and farm 
  small plots of land around their settlements, raising a bewildering variety of grains, tubers, and 
  tree fruits. Animals hides and plant fibers are used for clothing as well, with each band’s 
  garments varying both on the needs of their environment and cultural tradition. 
  The Chante-Sa worship the Three Mothers through communal prayer, and offer up sacrifices 
  ranging from a beautiful flower found in the Tangle to a great beast felled in the hunt. Chante-Sa 
  art is largely religious: music, dance, mystery plays, and tattoos are all seen as a form of homage 
  to the Three Mothers. Chante-Sa funereal rituals involve the consumption of the dead, so that the 
  living may partake of a fallen elder’s experiences, and Gap’Inan may see her soul to the next life. 
  They don’t eat the flesh of outsiders; to do so is a grave blasphemy, punished by exile or death. 
  The Three Bands 
  The cave-dwelling band known as the Gap, or Band of Bones, revere Gap’Inan and live mostly 
  in the caves in the Tangle’s eastern edge. Therein they have built elaborate towns carved into the 
  interior of the cave walls. These caves are found typically on the foothills hidden beneath the 
  jungle growth, but the towns proper extend beneath the earth as well. The caves keep them safe 
  from the dangerous beasts and tribulations of the Tangle. The caves are illuminated, typically by 
  bioluminescent fungi, insects, and roots of vines that extend into the roof of the cave from above. 
  The cave walls are adorned with skulls that have been painted with a mixture that causes glowing 
  fungus to grow on them. 
  Deeply isolationist, the Band of Bones has little to do with the other Chante-Sa. Though they 
  come forth from their caves to tend small terraced farms and to forage and hunt through the hills, 
  they fiercely ward off intruders, ambushing outsiders with barrages of javelins and poisoned 
  darts. Even other Chante-Sa are warned away unless a Gap member vouches for them. 
  The Chuwe, or Flower Band, worship Chuwe’Inan, and dwell primarily in the central Tangle 
  where the giant flowers called siti-moi grow. These magnificent blossoms grow as large as 
  elephants, and Chuwe artisans employ secret techniques to make the brightly colored petals and 
  sepals as resilient as leather. Thorny siti-moi vines grow as thick as tree trunks and form massive 
  sprawling tangles, protecting the villages hidden in their midst.  
  The Flower Band understands the jungle itself better than the other bands, and its herbalists and 
  hunters are second to none in the Tangle. Through hidden paths to north and south, small parties 
  of traders carry petal-leather, furs, and other goods to bargain with neighboring tribes — and 
  even with Threshold merchants in their far-flung trading posts. These traders double as guides 
  through the surrounding lands, but only lead foreigners into the Tangle proper with permission 
  from their inan or Ma-Ha-Suchi. 
  The semiaquatic Mahni, or River Band, pray to Mahni’Inan. They make their living along the 
  western edge of the Tangle in the river called Mahni’Inan’s Blood that runs north to south 
  through the jungle. The river has a strong reddish color that comes from the mud of the banks, 
  and is believed to be the menstrual flow of their matron deity, while the mud is the cast-off from 
  her womb. 
  
  To the Mahni, the river’s waters and mud are the stuff of creation. From the mud they build their 
  riverside houses and craft the elaborate, labyrinth-patterned pottery that’s ever-present in their 
  settlements. Meanwhile, their great houseboats move up and down along the river as they hunt 
  and fish. The houseboats gather in port towns that spill out into the surrounding banks. The 
  people living in the ports supplement their farms and fisheries by hunting and gathering from 
  deeper in the jungle — and by raiding neighboring peoples outside the Tangle. 
  The most populous of the bands, the River Band also provide the most warriors to defend the 
  Tangle and to support Ma-Ha-Suchi’s raids. It also feeds the Chante-Sa, trading surplus food to 
  the Band of Bones for metalwork and to the Flower Band for medicines and foreign goods. 
  Strutting Mahni warriors often lord their importance over members of the other bands, to their 
  displeasure. 
  The Blood Seasons 
  Before the coming of Ma-Ha-Suchi, the three bands feuded endlessly over matters ranging from 
  trade and war to forbidden romances and ill auguries. As one of his first acts as Hand of the 
  Mothers, the Lunar instituted the Blood Seasons to bring peace to the Chante-Sa.  
  Every fourth new moon, the bands come together and each Inan declares how she shall provide 
  for the people. She names four champions of her band, who will go out into the world and bring 
  back her will. This squad then heads out into the world to perform seven tasks proclaimed by the 
  Three Mothers by the next full moon: slaying great beasts, retrieving rare herbs that only grow in 
  the Threefold Womb, raiding a neighboring people to bring back valuable resources, playing a 
  trick on Ma-Ha-Suchi, and the like.  
  Whichever squad performs their tasks first wins the season for their Inan. If the Flower Band 
  wins, then it becomes the Season of Flowers; the people are beholden to the Flower Band’s 
  directives, which typically increase trade with neighboring peoples. If the River Band wins, then 
  it becomes the Season of Storms, and much effort is spent raiding neighboring peoples. A Bone 
  Band victory leads to the Season of Bones, where the Chante-Sa focus inward on raising new 
  structures and infrastructure. If none are successful, then the eldest beastfolk lead a Seasons of 
  Hunts, mounting an organized raid made up of members of all three bands that strikes into the 
  Realm’s satrapies. 
  Ma-Ha-Suchi’s Lair 
  A blocky mass of gray stone, draped with vines and moss, rises from the jungle at the edge of a 
  small still lake. It was once a minor fortress during the First Age, its name long forgotten today. 
  Now goatfolk and wolf-folk warriors make homes amid its stairs and battlements. War cries and 
  the clash of arms fill the air by day as they practice battle-craft; songs and prayers to the jungle’s 
  gods echo through the hot, steamy night. 
  The Nameless Lair is both Ma-Ha-Suchi’s capital and his home. A chamber once used for 
  planning strategy has been converted into a rarely used meeting hall, hung with tapestries and 
  pieces of the shahan-ya’s moonsilver panoply to impress visiting Pact members. Barracks have 
  been converted into luxurious communal dwellings for his students and Lunar visitors. Ma-Ha-
  Suchi’s own chambers, conversely, are unadorned and ill-tended; a dark and quiet place where 
  he may be alone. Equally grim are the catacombs where beastfolk champions are entombed 
  alongside more than one adherent fallen in Ma-Ha-Suchi’s service. 
  
  The Chante-Sa regard the Nameless Lair with a holy dread. It is to be approached only in the 
  direst of times, when they must petition Ma-Ha-Suchi for aid directly. He does not resent such 
  petitions, nor does he rebuke Lunar visitors to his Lair, but he has little patience for any others 
  who’d trespass on his home. Realm legions sent against him rarely make it through the Tangle, 
  but more than one Wyld Hunt has reached his doorstep, forcing him to fight in defense of the 
  Nameless Lair. 
  Beastfolk of the Tangle 
  Many ancient Chante-Sa rituals revolved around the Threefold Womb and the blessings 
  bestowed therein by the Three Mothers. When Ma-Ha-Suchi arrived, he brought a new way for 
  the Chante-Sa to serve alongside him and reap great acclaim, the Path of the Mother’s Hand. 
  Any Chante-Sa may walk the path in the Threefold Womb, undergoing brutal tests of combat, 
  exposure to the elements, consumption of poisons and hallucinogens, sleep deprivation, and 
  starvation.  
  At the Path’s end, those who survive are granted a transformation. They speak of it as a sacred 
  death and rebirth in which Ma-Ha-Suchi is both doula and psychopomp, pulling them screaming 
  and bloody from the Threefold Womb, splitting their soul’s caul lest it smother them, and 
  granting them a place in his beastfolk legion. They no longer belong to the band of their birth, for 
  they have been reborn into a higher calling.  
  Aspirants who show temerity, keen minds, and resourcefulness in passing the trial are remade as 
  goatfolk with gnarled skulls and great horns. Those who overcome by might become wolf-folk 
  with sharp fangs and claws. Newly transformed beastfolk are brought into the elite ranks of their 
  peers, learning the ways of Ma-Ha-Suchi’s champions and the duties they must uphold. The 
  goatfolk are most often arbiters, planners, strategists, artisans, and shamans. Every Inan has a 
  goatfolk advisor who advises her in matters of policy and relays her needs to Ma-Ha-Suchi. The 
  wolf-folk are elite hunters who feed their fellows in lean times and guard the Lair’s borders from 
  intrusions. 
  Most outsiders who encounter the Chante-Sa deal with one of the beastfolk — either a goatfolk 
  diplomat, speaking on behalf of an Inan or Ma-Ha-Suchi himself, or a wolf-folk warrior. The 
  untransformed Chante-Sa that accompany these beastfolk champions wear adornments and 
  helms fashioned out of beast skulls and never reveal their faces, leading many to believe that the 
  Nameless Lair teems exclusively with beastfolk. 
  Ma-Ha-Suchi’s Territories 
  The Nameless Lair is isolated, well-defended, terrifying. The Threefold Womb, a 
  separate territory, is uplifting, holy, and arduous. 
  Prominent Figures 
  A deeply spiritual woman of exacting tastes, Mahiya rose swiftly in the Flower Band through 
  her keen eye for sacrifices pleasing to Chuwe’Inan. The goddess has her ear, and has spurred her 
  toward ever more aggressive mercantile arrangements in order to obtain the luxuries that both 
  crave. Her husband, Red Cat, is a brilliant trader who apprenticed in a Guild caravan for several 
  years. Their combined shrewdness makes them unbeatable when trading with nearby peoples. 
  Some, particularly among the River Band, resent always coming out behind on such dealings; a 
  plan to recoup their losses through violent means may be in the offing.  
  
  Aan Jandar, the River Band’s Inan, grew up during a season of famine, and has never forgotten 
  the hunger that tormented him and made his body weak. While his childhood malnourishment 
  makes his value as a warrior negligible, he has a keen strategic mind, planning aggressive river-
  faring raids that have ensured his people’s prosperity. However, his single-minded focus on his 
  band’s survival and victory makes him a poor diplomat, and despite his council’s urging, he’s 
  done little to address grievances and resentments with other bands. Some of his counselors have 
  begun conspiring to petition Mahni’Inan to have him replaced with one of them, before the River 
  Band’s feuds destroy the peace between the Chante-Sa.  
  The philosophically stoic Greenheart leads the Band of Bones by virtue of her wise judgments 
  and thaumaturgical gifts, a blessing from the Hungry Mother. Under her leadership, the Gap 
  have undertaken increasingly numerous and daring raids of neighboring peoples, bringing back 
  skulls to offer to Gap’Inan and riches to adorn their cave homes. This has led to friction with 
  eastern River Band clans, who see the Gap’s raiding as infringing on their dominance over those 
  neighbors and access to their wealth. 
  The goatfolk shaman Uakka is among the eldest of his kind, renowned for his cunning and 
  ingenuity in dealing with the supernatural. He mediates conflicts between the Chante-Sa and the 
  Tangle’s lesser spirits — jungle gods, wild elementals, and the occasional ghost or fae — 
  occasionally recruiting Ma-Ha-Suchi’s Lunar adherents to aid him with the most powerful 
  spirits. Uakka takes few students, and many goatfolk bristle when he takes up shamans from the 
  River Band as acolytes, whispering that he’s more loyal to the band of his birth than to Ma-Ha-
  Suchi.  
  The heavily scarred wolfwoman Six Day Storm is a deadly hunter and charismatic general, 
  entrusted by Ma-Ha-Suchi with defending the Chante-Sa from outside incursions and with 
  planning raids into Realm territory when the Seasons of Hunts comes. She takes spouses from 
  the warriors who serve with her, rarely boasting fewer than seven at any time. Despite her 
  prowess, she’s barred from the Threefold Womb for a long-ago slight to Chuwe’Inan, and she 
  still resents the Lavish Mother. 
  Wolf and Goat 
  Ma-Ha-Suchi’s wolf-folk have one-dot Fangs, Enhanced Scent, and two-dot 
  Unusual Hide (Exalted, p. 165-166). His goatfolk have Bounding Legs (p. XX), 
  one-dot Horns (Exalted, p. 165), Iron Stomach (Exalted, p. 162), and one-dot 
  Unusual Hide (Exalted, p. 166). 
  Neighbors 
  The neighboring Vuloth are masterful woodworkers and apothecaries, and have long traded their 
  wares to the Flower Band in exchange for petal-leather and other goods; a number of prominent 
  Vulothi have intermarried with the Chuwe. Occasional raids by the River Band have long 
  menaced the Vuloth, and under Inan Aan Jandar, these raids have only increased. Inan Mahiya’s 
  attempts to negotiate peace between the River Band and the Vuloth have thus far gone unheeded 
  by Aan Jandar. Immaculate missionaries have reached out to the Vuloth, offering assistance 
  against the Anathema Ma-Ha-Suchi’s raiders. 
  Once the site of a prominent civilization north of the Tangle, Amajul now stands largely 
  abandoned, its peoples driven away by centuries of Chante-Sa raids. Only wild animals and 
  
  ancient spirits dwell amid its empty stone ziggurats now, along with the occasional traveler 
  desperate enough to take refuge in the ominous ruins. 
  Point Sunder is a prominent trading outpost for Eastern Threshold merchants, a gateway to the 
  Vaniwayan River leading to Prasad and the Dreaming Sea beyond that’s often proven a ripe 
  target for Chante-Sa raiding. The Guild merchant prince Luvali Faja, leader of the Gilded 
  Peacock Consortium, has fortified the outpost with mercenaries and an Exigent champion at 
  considerable expense. Other merchants seeking to travel through it are charged steep protection 
  fees, lining the Gilded Peacock Consortium’s coffers alongside its Prasadi trade. 
  Mahalanka 
  Deep in the Eastern forests, a traveler may stumble upon a place where a score of vast, tottering 
  pillars thrust above the forest canopy, swathed in vines and greenery, but glittering golden when 
  they catch the rising sun. Neither wood nor stone, these masses of ancient metal and glass are the 
  overgrown towers of Sperimin, a long-lost metropolis of the First Age, and even today a 
  repository of ancient wonders. 
  But such a traveler would be hard-pressed to escape with her life, for in Sperimin’s shadow 
  stands Mahalanka, City of a Thousand Golden Delights. Mahalanka is home to the sorcerous 
  devil-empress Raksi and her Thousand Fangs Army, and the lands around — the Thousand 
  Fangs Army Total Control Zone — serve as their staging grounds. Even the Realm dares not 
  trespass on this distant, mighty Lunar stronghold. 
  From Sperimin to Mahalanka 
  A First Age hub of scholarship and sorcery, Sperimin remained so — albeit lesser, 
  and battered by internecine strife — during the Shogunate. After the Contagion, the 
  illustrious shahan-yas Raksi and Ma-Ha-Suchi seized the city as their base against 
  Lookshy and the Realm. But when the dispute between the two over the Silver 
  Pact’s future erupted into violence, the ensuing battle laid waste to the already-
  crumbling city. Driving out her former ally and his adherents, Raksi claimed the 
  ruins as her domain, and raised a new city amid the wreckage of the old.  
  City of a Thousand Golden Delights 
  Raksi, that dread sorceress so revered by her people, has raised up a city in her own image. It is a 
  place of glory and luxury, a city of a thousand glories, a treasure house of beneficent wonders 
  with terror lurking in its secret heart. 
  The city sprawls across the Eastern forest, spreading away from the banks of the placid 
  Turquoise River. Great swaths of farmland have been carved out beyond the city’s borders. This 
  deforestation makes the towering First Age ruins of Sperimin stand out all the more strongly. 
  Enormous, overgrown towers of metal and glass — many of them toppled or broken — rise up 
  here and there among the sprawling many-storied conurbation of tile, wood, brick, and 
  sandstone. 
  Mahalanka’s construction is as sophisticated as any of Creation’s great cities. Vast stepped 
  cisterns provide running water, while wastewater is redirected for irrigating and fertilizing the 
  surrounding fields. Broad, even roadways extend into the forest, conveying goods to markets and 
  government storehouses. Some of this is sophisticated engineering, but sorcery also plays a part 
  
  — ever-flowing fountains drive mills and waterwheels; foundries and glassblowers boast 
  furnaces housing bound fire elementals; wards etched in varicolored glyphs repel vermin and 
  disease from crops and granaries.  
  At street level, it’s a vibrant and thriving city. Residents and visitors alike — clad in vividly 
  patterned coats, skirts, and trousers — throng twisting streets fronted by elaborately carved and 
  painted façades, flooding in and out of plazas packed with merchants hawking all manner of 
  foodstuffs, textiles, and finished goods. At evening, red paper lanterns with traditional black and 
  silver markings shine everywhere. 
  Sprawling, extended families cohabit in farmhouses, tenements, or palatial manors, depending on 
  their location and social class. Cliques of elders hold sway over these families, arranging 
  marriages and employment for younger members. Even participation in Raksi’s mystic trials of 
  transformation requires the family elder’s approval, barring the goddess’ personal invitation. 
  Those who pass the trials leave their birth families to join the elite beastfolk caste that rules the 
  city, but most retain some loyalty to their blood kin. 
  The city has a mixed economy. Raksi’s bureaucracy exacts a share of all grain, textiles, and ore, 
  which is collected and redistributed at need. But workers also earn wages that can be spent on 
  luxuries or additional staples. 
  Raksi’s Territories 
  Mahalanka is prosperous, decadent, and sorcerous. Raksi has numerous other 
  territories throughout the Total Control Zone  
  Old Sperimin, the Devil-Queen’s Garden 
  A low wall surrounds a great irregular swath of green at Mahalanka’s heart. Here, among 
  carefully tended parks and fenced-off wildlands, rise the ruined arcology-towers of old Sperimin. 
  The tallest reach over a hundred stories, but many stand broken in part or in whole, corroded 
  girders clawing at the sky above hillocks of overgrown debris. And even largely intact towers 
  bear time’s scars; vines crawl in and out of broken windows, while guano-encrusted balconies 
  shelter colonies of doves and mospids. 
  Chief among these towers is the Silurian Highvault, wherein First Age archmasters studied 
  sorcery. This serves as Raksi’s sorcerous laboratory and her vault of occult secrets. Its lower 
  levels throng with bound spirits and guardian automatons, while terrible winged sentinels nest 
  upon its countless balconies. In the tower’s upper reaches — accessible only to the witch-queen 
  herself and a few trusted adherents — she practices her most puissant sorceries and preserves her 
  mightiest artifacts, chief among them the legendary grimoire called the Book of Three Circles. 
  Nearby stands the Halcyon Spire, once the city’s most luxurious residential tower. Raksi dwells 
  here in splendor unimaginable in the Age of Sorrows. Apefolk attendants and foreign slaves wait 
  on her hand and foot; countless elaborate delicacies adorn her table; musicians, actors, dancers, 
  and acrobats present her with ever more intricate entertainments. Glass-fronted cabinets display 
  fabulous objets d’art and gruesome war trophies. In the Hall of Scarlet Triumphs, the jade 
  panoplies of a dozen slain Dragon-Blooded champions hold pride of place. 
  Raksi welcomes her most honored guests — whether adherents or visiting Lunars — to seek 
  guest quarters in the Sanctum Concordant, whose vast glass-walled art galleries and concert halls 
  once drew audiences from across the East. Here, ancient automatons maintain a handful of 
  
  luxurious suites. The rest of the tower is carpeted with dust, tracked through with the footprints 
  of visitors’ explorations of forgotten sculptures or empty ballrooms and theaters. 
  The Paper Fortress 
  Just north of the Garden, wealthy and powerful beastfolk families’ estates cluster around the 
  massive, fortified compounds of Mahalanka’s civil government. Toward the river, these give 
  way to lesser officials’ homes and government workers’ tenements, and various shops, 
  restaurants, teahouses, and markets servicing their needs, Scattered among them are such 
  governmental structures as academies, courthouses, and ministries. 
  At the center of the district stands the Chancery Tower. Its upper reaches largely collapsed and 
  densely overgrown, the intact lower levels provide a meeting-place for the Golden Fang Triad, 
  three chancellors to whom Mahalanka’s other ministers report. Together they decide on all major 
  government matters, subject only to Raksi’s intermittent oversight. She prefers a hands-off 
  approach, leaving matters in the chancellors’ hands — though any major or willful error may 
  draw sudden, horrific retribution. 
  The Golden Fang Triad 
  Dread Arbiter Eskrin Fal is both Mahalanka’s high judge and the chief enforcer of 
  its laws. She also supervises academics, religious affairs, and civil examinations. A 
  passionate scholar of the law, Eskrin is frustrated by Raksi’s anarchic whims, and 
  has done her best to constrain their effects by codifying and reforming Mahalanka’s 
  legal code without contradicting the Queen of Fangs outright. Rigorous in her 
  enforcement of criminal laws and somewhat less willing to be bribed than past 
  Dread Arbiters, Eskrin is unpopular with many, and surrounds herself with hired 
  bodyguards, poison tasters, and the like. 
  Beloved Guardian Jakun Qobal oversees all commerce and finance within 
  Mahalanka, and sees to the welfare of its people, from festivals to public works to 
  their basic dole of food, clothing, shelter, and tools of the trade. Having studied 
  Sperimin’s archives under Raksi, the youthful minister seeks to apply First Age 
  political and economic theories to Mahalanka: replacing both slavery and paid labor 
  with bound demons, abolishing families to make way for a planned societal 
  structure, and more. But his agenda clashes with the conservatism of fellow Triad 
  chancellors and subordinate ministers, who argue they risk undermining not only 
  Mahalanka’s ancient traditions but its readiness for war against the Realm. 
  The elderly Thousand Fangs General Feroz Kutari directs the Army’s military 
  operations, and is Raksi’s chief spymaster. A logistical mastermind, he’s spent 
  much of his term tinkering with the structure and supply lines of the Thousand 
  Fangs Army’s military to maximize its efficiency. He’s a common object of 
  mockery for apefolk soldiers, who deride him as the Toy Soldier General, all 
  unaware of his counterintelligence agents lodged in their midst.    
  Thousand Fangs Barracks 
  An entire district of Mahalanka serves the needs of Raksi’s standing military. It centers around 
  the Devil’s Maw Citadel, a First Age tower that once housed a school of military history, and 
  around whose base a massive stone fortress has grown across the last several centuries. Here, 
  
  apefolk train to join the Thousand Fangs Army’s officer corps, studying leadership, strategy, 
  tactics, and use of weapons. 
  Several additional compounds sprawl out from the Citadel to house thousands of non-beastfolk 
  soldiers. Around these barracks, tenements offer housing both to longstanding military families 
  and to all manner of shopkeepers. Off-duty soldiers carouse in the district’s teashops and plazas 
  at all hours, blowing off steam between assignments — whether that be training, guard duty, or 
  marching off for patrols and raids at the borders of the Total Control Zone. 
  The Smoke-Coils  
  This sinuous, irregular district encompasses Mahalanka’s heavy industry. Water wheels turn by 
  the riverfront, driving trip hammers and millstones; foul stenches rise from tanneries; laborers 
  throng noisily at sunrise and sunset into and out of blocky workshops that disgorge textiles, 
  furniture, weapons, bricks, cement, agricultural tools, glassware, paper, and any number of other 
  goods for use in Mahalanka and export throughout the Total Control Zone. Wagonways string 
  the Smoke-Coils together, their grooved tracks groaning as apefolk and beasts of burden pull 
  wagons laden with stone, bricks, lumber, and finished goods across the city. 
  The district’s productivity would astonish visitors from other lands. With their enormous 
  physical strength, individual apefolk workers carry loads and employ tools for which ordinary 
  mortals would require teamwork or mechanical assistance. 
  The oldest part of the Smoke-Coils centers around the Grand Axis, a fallen First Age tower that 
  Mahalanka’s workers have repurposed despite lying at a ninety degree angle. Windows serve as 
  entryways, while the original floors double as walls separating one business from another. 
  Ladders provide access upward through the toppled structure. Centuries of newer construction 
  have accumulated at the tower’s sides and along its upper surface, in some places completely 
  encompassing it.  
  Masses of tenements cluster more densely around the Smoke-Coils’ industrial buildings than 
  anywhere else in the city. These house both industrial laborers and the service workers who cater 
  to their needs. In addition, the city government offers housing for the poor, indigent, and 
  unemployed here; the district’s noise and stink makes any other district more desirable for those 
  in a position to choose. In this crucible of poverty and stress, crimes of passion and desperation 
  are more common than elsewhere in the city. 
  The Roaring Market 
  The Roaring Market gives its name to an entire commercial district encompassing much of the 
  waterfront and adjoining the industry of the Smoke-Coils. In this enormous public square, every 
  form of wealth that passes through the Total Control Zone is on display, from Mahalankan 
  ironware to neighboring Umbergrove’s batik, from Ixcoatli cacao to strange treasures from the 
  Dreaming Sea. Other plazas and bazaars dot the district, most of them catering to more specific 
  merchandise and trades. 
  Tenements, hostels, and manors house the various social strata involved in Mahalankan 
  commerce. Peddlers and hawkers shout from tiny stalls, while merchant princes hire criers and 
  bell-ringers to draw traffic to palatial, multistory emporia. Mercenary bands market the fruits of 
  their raids, while some civilian merchants specialize in reselling plunder purchased from the war 
  ministries. 
  
  The Road of Idols 
  A broad boulevard snaking between tenements, the Road of Idols is where apefolk who come to 
  Mahalanka raise shrines and temples to the gods of their people. Here can be found the altars of 
  almost every god worshipped throughout the Total Control Zone: the perpetually disemboweled 
  harvest god Xachapal, Chain Sky of the lapis lazuli mask, the blind forge-tender Sogáme, and 
  more. It’s also home to the temples of Mahalanka’s own gods, such as the ancient city father 
  Leshka; the deified apeman hero Sagarin Rabul, war-god of the Thousand Fangs Army; and the 
  feline granary-guardian Amber Agunda.  
  No shrines to Raksi stand here. She demands to be worshipped in person, and rarely deigns to 
  visit the Road of Idols. When she does, it’s usually to oblige gods to perform some service on her 
  behalf, whether to increase the crops’ fertility, aid the military in war, or the like. More rarely, 
  she must intervene in power struggles between temples, reminding the Road’s spirits of the true 
  god-queen in their midst.  
  Outer Mahalanka 
  Paved roads fan out from Mahalanka like the spokes of a battered wheel. While the broadest 
  highways — heavily traveled by mercantile and government traffic, military patrols, road repair 
  parties, pilgrims, and the like — cut through the forest to other parts of the Total Control Zone, 
  most lead to an array of satellite townships that encircle Mahalanka. 
  Each town contains its own small ministerial offices, temples, and barracks, and maintains a wall 
  or palisade for defense. Lesser roads radiate out to encircling farming villages — their broad, 
  simple structures built from mud brick, wood, and thatch — and to logging camps, mines, and 
  quarries. Warehouses, wainwrights, and stables throng with activity through most of the year, 
  fueling Mahalanka’s hunger for food and raw materials. 
  Only a small proportion of Outer Mahalanka’s populace consists of apefolk, who make up the 
  leadership of local ministries and garrisons. Still, most extended families can name at least one 
  relation who’s passed Raksi’s mystic trials. Such apefolk often visit home now and again to see 
  blood kin; they’re fêted and laden with gifts by relatives enthralled by their proximity to their 
  beloved and feared devil-queen. 
  Interchangeable as these towns and villages may seem to outsiders, each passionately asserts its 
  local identity. Shattergreen, birthplace of Thousand Fangs General Feroz Kutari, holds an annual 
  festival in his honor. Kutri is home to the raksha Daughter-of-Pox, who toils endlessly counting 
  specks of soil as penance for a long-ago offense to Raksi. The folk of Yevane gleefully tell ghost 
  stories about the overgrown First Age ruin outside of town, charging outsiders for the privilege 
  of scavenging a site long since picked clean. 
  The Thousand Fangs Army 
  The beastfolk who serve Raksi and her adherents are collectively known as the Thousand Fangs 
  Army. In Mahalanka, almost all are apefolk — both those who’ve passed Raksi’s trials, and their 
  descendants. Other beastfolk predominate elsewhere in the Total Control Zone; though rarely 
  seen in Mahalanka, they’re treated with similar respect to apefolk. 
  Apefolk form an elite caste atop Mahalanka’s hierarchy. Each wears an elaborate badge 
  indicating her role and rank, whether as a warrior, bureaucrat, scholar, or priest. Mahalankan law 
  empowers the beastfolk to punish non-beastfolk at their discretion for a wide swath of crimes, 
  
  include disobeying the lawful orders of apefolk. Such punishments are sometimes cruel and 
  flamboyant to publicly enforce the apefolk’s authority. However, their cruelty is mitigated 
  somewhat by the knowledge that if Raksi happens to find a punishment excessive, they’ll meet 
  the same fate as their victim.  
  Raksi has raised numerous testing grounds where successful aspirants may become apefolk 
  throughout the Total Control Zone; almost every demesne or patch of the Wyld within her 
  dominion bears such a site. Each boasts its own unique trial: the Death Pits of Bhaga are a 
  subterranean labyrinth full of traps that must be navigated in utter darkness; finding the secret 
  heart of Oju Bog requires persisting through flickering will-o’-the-wisps, swarms of blood-
  drinking mosquitos, and man-eating crocodiles; the Oracle of Six Torches’ riddles have only 
  ever been solved by the most brilliant among the Thousand Fangs Army.  
  Upon passing Raksi’s trials, new apefolk leave their families behind and are adopted by one of 
  the city’s apefolk clans. Most nonetheless still favor their birth families — especially as entering 
  the trials requires permission from one’s family matriarch — and serve as important contacts 
  between their old and new kin. 
  A caste system exists even within the Army itself. Apefolk elevated through Raksi’s mystic trials 
  are seen are more capable and driven than those who inherited their nature from apefolk parents, 
  receiving preferential placement in governmental roles and greater prestige among their peers. 
  Born apefolk often go to great lengths to prove themselves equally worthy, undertaking 
  dangerous ventures or nigh impossible feats of civic administration. 
  Thousand Fangs Apefolk 
  Raksi’s apefolk have one-dot Fangs (Exalted, p. 165), Hideous (Exalted, p. 162), 
  three-dot Mighty Threw (Exalted, p. 164), and two-dot Unusual Hide (Exalted, p. 
  166). 
  The Total Control Zone 
  The Thousand Fangs Army Total Control Zone is a grand Eastern empire, home to numerous 
  mortal cultures that’ve been brought into the fold of Raksi’s dominion. A diverse range of 
  peoples, the one thing they have in common is that Raksi looms large over their entire lives. 
  Almost every culture regards her as benevolent in some degree — a culture hero sharing secret 
  wisdom, a wise judge mediating disputes and feuds, the witch-queen who uplifts the worthy as 
  her blessed apefolk champions, and the goddess whose sorceries end famines, droughts, and 
  countless other banes of mortal life.  
  Yet Raksi enjoys playing the part of monster, and uses the terror she evokes to instill her ways in 
  the cultures of the Total Control Zone. To some, she is a flesh-eating devil who delights in the 
  taste of sinners and liars; others speak of her turning men into lowly beasts and cursed spirits for 
  breaking her laws; yet more warn their children they’ll be given to Raksi if they misbehave. 
  Swearing oaths by the Queen of Fangs is a nigh-universal custom, for few would be so foolish as 
  to break such a vow. 
  In times of peril or calamity, the Total Control Zone’s peoples have the right to petition the 
  Queen of Fangs for intervention. Exacting strictures govern such requests — a clan or kingdom 
  must send a single messenger to Mahalanka, who must present herself at Old Sperimin’s gates to 
  seek a meeting with Raksi. Apefolk courtiers ensure the petitioner has food, water, and whatever 
  
  else she might need to remedy the hardships of her journey before they see her, but she has only 
  an hour to make her plea.  
  Some petitions, Raksi ignores; others, she tasks her students with attending to. But sometimes, 
  she leaves Mahalanka to solve her people’s woes by her own hand, living and walking among 
  them as she works her wonders. Thus did she wring the River Raksi from dry earth in a time of 
  drought; thus did she wake the ancestor statues of the M’nenda clan to guard them against 
  raiding slavers; thus did she raise the city of Kivyat into the sky when floods threatened to 
  destroy it. She asks nothing in exchange, for how could her subjects ever repay such wonders?   
  Peoples and Places of the Total Control Zone 
  The nomadic Sky Runners, led by the apefolk chieftain Cunning Finds Iron, hunt and trap 
  monkeys, deer, and other jungle animals, as well as raiding neighboring peoples for slaves, who 
  they sell to Guild caravans at the Total Control Zone’s western edge. This has sparked significant 
  conflicts — especially with the Red Scars, the Get of the Tigress, and the Devil Braids, clans 
  which have forsworn slavery under the leadership of Raksi’s Lunar student, Dark Eyes (p. XX). 
  The Endless Branch people are led by the shaman Jaciral, who was maimed as a youth by a 
  demon accidentally loosed by one of Raksi’s less skillful students. The Queen of Fangs, in a 
  compassionate caprice, blessed Jaciral: though she’d never walk again, she can loose her spirit to 
  travel invisibly through the world. She never revealed this gift to her clansfolk, making her 
  knowledge and foresight all the more mysterious to them. Ever grateful for this gift, she urges 
  the worship of Raksi on the Endless Branch, though this complicates her dealings with the clan’s 
  gods.  
  The opulent city-state Zanzannec has long traded ivory, salt, and gems to Mahalanka, but only 
  became a tributary after a mass pandemic struck, being inducted into the Total Control Zone in 
  exchange for Raksi’s aid. A rebellion led by newly transformed apefolk ousted Zanzannec’s old 
  regime, installing Piradu Sarap as the city’s governor. But now, Piradu faces a challenge to his 
  reign from Talarai Gom, a lesser royal cousin who successfully passed the mystic trials and has 
  begun rallying popular support in preparation to petition Raksi for the restoration of his throne. 
  Apefolk exiles and deserters from the Thousand Fangs Army congregate beneath Yellow-Eyed 
  Rock. Eerie and Wyld-touched, it’s one of the few places that these refugees can shelter without 
  Raksi’s subjects pursuing them. The shaman Thunder Wisdom has brokered a truce with Yellow-
  Eyed Rock’s Fair Folk, but even he can’t negotiate with the inexorable warping of the Wyld that 
  mutates the exiles. The eldest exiles are scarcely recognizable as apefolk, their bodies encrusted 
  in crystal, calcified into living statues, or dissolved into semi-amorphous sand. 
  Beyond the Total Control Zone 
  The spirits of the Court of Thorns — Nemaxi, who weeps blood; Lykarrit the Guide with his 
  many wolves’ heads; the wood elemental Drinks-the-Day — reign over the perilous Gharan 
  Forest. Its trees choke out the sunlight, and bears and wolves menace travelers, but caravans 
  bearing Raksi’s sigil may pass unhindered, for the Queen of Fangs has subdued or seduced the 
  court’s most prominent divinities with her shamanic prowess.  
  Oloqui is a tributary of the Ixcoatli empire (Exalted, p. 92), near enough to the Total Control 
  Zone to engage in commerce and raiding with its peoples. The city’s serpentfolk governor has 
  encouraged increased raiding to meet demand for tribute and slaves, though of the raitonfolk 
  
  lieutenants stationed in Oloqui are wary of the Thousand Fangs Army’s strength, and believe 
  negotiation to be the best course. 
  The Eskari 
  The nomadic Eskari traverse the savannas of the Burning Sands on camelback, herding goats, 
  camels, and yeddim. But this nomadic lifestyle only came about in recent centuries. Before, they 
  dwelled in the city-state of Eskaridam, a center of trade and learning. Eskaridam resisted the 
  Realm’s diplomatic overtures, unifying neighboring cities and clans into a military coalition. The 
  Realm’s legions broke this alliance, and Eskaridam was razed in a show of force, convincing 
  many of its former allies — including the last of the independent Varang city-states — to submit 
  as satrapies. Only a handful of Eskari families escaped the fall of Eskaridam, calling on spirit-
  gifts and thaumaturgies to survive the desert. 
  Eskari Kinship 
  In their nomadic life, the Eskari became herders, gaining great renown as camel masters. They 
  learned how best to build a relationship with the sands, moving from water source to water 
  source, dwelling in yurts and great tents. A single community is made up of interwoven families 
  and their camel herds, amounting to around 500 people and at least triple that in camels. This is 
  about the maximum that can quickly pick up and move, allowing them to avoid depleting local 
  resources of land and water. 
  Eskari society is matrilineal and begins with the family, typically consisting of a mama and one 
  or two husbands. When two Eskari of the same sex marry, which will be the matron and which 
  will take the husband’s lesser part is a matter of much negotiation between their families.  
  Mamas organize household duties and are the primary decision-makers. They arrange marriages 
  for their sons, prioritizing connections with wealthy and prestigious families. Men are expected 
  to engage in herding, raiding, and trading camels far from their home, the two husbands 
  alternating who tends the camels and who tends the home duties. If a mama dies, her eldest 
  daughter takes up her role. If no daughter is available, then a sister steps in, absorbing the family 
  into hers.  
  Extended families, made up of the families of female descendants of common ancestry, are 
  overseen by the eldest female of the family and her husbands. 
  Culture 
  The flight from Eskaridam lies at the heart of the clans’ culture. Fear of Realm persecution runs 
  deep in their bones, and has long made them reticent to settle permanently in any one place, 
  preferring the safety of the nomadic lifestyle. Even those clans who stray from this norm can’t 
  escape the fear that the Realm will return to destroy them — Varoniikh settlements are heavily 
  fortified, while the Vevyehn in their riverside towns remain in an almost perpetual state of 
  readiness to flee should it be necessary.  
  The idea of finding or creating a “new Eskaridam” is prominent in Eskari thought, though not all 
  can agree on what such a paradise would look like. The Dzhenifa believe only their augurs can 
  find the place destined to be new Eskaridam’s home; the Vevyehn believe their territory already 
  is the new Eskaridam; while the Tezelyke reject the notion entirely, believing that the clans must 
  reclaim old Eskaridam instead. For many, the new Eskaridam is itself a religion. Founding it is a 
  sacred duty, and opposition to the Realm a holy crusade. 
  
  Herd animals play a vital role in Eskari culture. Unmarried youths and husbands spin the hair of 
  camels and goats into fabric for clothing, art, and trade goods; when a woman marries again, her 
  first husband passes these responsibilities to the second. Milk from goats, camels, and yeddim, is 
  drunk as a beverage, and is incorporated into other dishes as butter, yogurt, and kashk. The meat 
  of all three animals is prized, although they’re typically only slaughtered at the appropriate 
  season or for celebrations, and yeddim meat is almost always served heavily spiced to mask its 
  gamy smell. Animal foods are supplemented with purchased flour and wild greens, alliums, 
  grains, and dates. 
  Storytelling is a highly prized art among the Eskari, with each clan favoring differents genres and 
  topics. Historical tales hearkening back to Old Eskaridam feature prominently among all the 
  clans’ stories, although enough time has passed that some significant variations have entered into 
  their oral histories. “Zamisha stories,” cautionary tales featuring the Lunar as a folkloric devil 
  whose cruel torments can only be escaped by following the customs and taboos of the clan — 
  often embellished versions of actual events — are also popular fare. Physical art is typically 
  limited to jewelry, ornately woven mantles, and pottery, which can easily be transported, 
  although some of the less nomadic clans, such as the Varoniikh and Vevyehn, sculpt stone 
  statues and monuments and weave extensive tapestries recounting their oral traditions. 
  The modern Eskari religion has changed greatly since the flight from Eskaridam. Each clan 
  claims the patronage of a tutelary deity, venerating it through closely-held rituals and receiving 
  unique spirit-gifts. Some of the tutelary deities hail from Eskaridam, having fled with the seven 
  families that left, such as Damet, the cat-headed god of granaries; the well-goddess Nyozun, and 
  many-handed Loksha of the marketplace. These gods have taken on new roles, changing 
  alongside the Eskari: Nyozun blesses efforts to find oases amid the Burning Sands, while Damet 
  oversees the feeding of herds. Other tutelary gods were encountered only after the flight from 
  Eskaridam, such as the fierce sirocco-god Glass Razor.  
  By and large, each clan offers worship to the other clans’ tutelary deities, acknowledging them as 
  patrons of the Eskari as a whole. Each clan also propitiates Smiling Zamisha to ward off her 
  devilry, but none claim her as their patron. 
  Smiling Zamisha  
  Smiling Zamisha, a Changing Moon trickster-queen and Silver Pact zealot, encountered the 
  Eskari only after they’d grown accustomed to a pastoral lifestyle. Zamisha was born into the 
  oppression of a Realm satrapy. She Exalted leading an insurgent raid against the satrap, and 
  fought ferociously to liberate her homeland, but her newfound power couldn’t match the prowess 
  of the Wyld Hunt called down to slay her. She barely escaped with her life, found in the nick of 
  time by a Silver Pact envoy, and wept when she learned of the mass crucifixions that followed 
  her failed uprising. Her homeland’s tragedy has made her a staunch devotee of the Pact’s cause. 
  She’s willing to become a devil and a monster to destroy the Realm.  
  Zamisha came to the Eskari in guise of a cruel spirit of the Burning Sands, weaving herself into 
  their folklore and cautionary tales. They say that she takes wicked children, the dishonest, and 
  the cowardly; that she slaughters livestock and drains springs. She sends dreams and visions to 
  Eskari mystics and thaumaturgists, and whispers in the ears of clan leaders wearing stolen faces. 
  All this cruelty and deception is to forge the Eskari into a weapon against the Realm, turning 
  them from herders to deadly raiders who’ll cut off Realm trade into the South. Her intervention 
  
  has stoked the old flames of Eskari resentment against the Realm and militarized their culture, 
  empowering martial leaders over the traditional rule of clan elders. 
  Though Zamisha often strays from the Burning Sands to attend to other Pact duties, she always 
  returns to the Eskari, maintaining her myth and her influence. She’s seen success in creating a 
  raiding culture directed against the Realm; now, she seeks to unify the Eskari clans into a 
  conquering horde that will flow forth from the desert and cleanse the land of the Realm’s taint. 
  Governance 
  Seven clans encompass all of the Eskari extended families, each overseen by a matriarch. The 
  clans form a loose confederation headed by a gyula elected from among the clan matriarchs. The 
  gyula directs overall Eskari military campaigns, passes judgment over disagreements between 
  clans that can’t otherwise be reconciled, declares laws by edict, and can overturn a matriarch’s 
  decisions if she deems them against the interest of the Eskari as a whole. In theory she rules for 
  life, but most abdicate when they feel too old to lead in battle, and an unpopular gyula can be 
  pressured by the matriarchs to resign. She maintains an itinerant court, moving at intervals 
  between the various clans along with her entourage. 
  When a gyula is elected, the clan matriarchs arrange political marriages between her and a 
  husband (or occasional wife) of each clan’s matriarch. These spouses, the kundus, remain 
  married to their clan matriarch as well as the gyula, binding their interests together. Gyulas 
  traditionally prize kundus who are shamans and priests, drawing on their wisdom and employing 
  them as emissaries to the clans’ totemic gods; the rare thaumaturgist or rarer sorcerer is 
  especially prized. The kundus wield great political power, and some abuse their access to the 
  gyula and matriarch to serve their own agendas.  
  Smiling Zamisha seems fond of the kundus, considering them easily manipulated. She often 
  visits them with enticing visions or dire prophecies to bring to the gyula. She also, on occasion, 
  appears to young women respected within their community. This has led also to instances of 
  younger women being chosen to be gyula because they manifest the mark of Zamisha 
  somewhere on their body, akin to a birthmark that looks like the eye of a cat. 
  How Things Were 
  In days of old, the gyula was a temporary position, assigned by the clan matriarchs 
  during wartime; the kundus formed a council separate from her, meeting with the 
  clan matriarchs to discuss issues of importance to the people. When resources were 
  low, the gyula and her husbands would assemble war parties to ride out and raid. 
  Generations ago, when Smiling Zamisha began to subvert the Eskari in earnest, a 
  gathering was called and a gyula was chosen to prosecute the war against Realm 
  merchants and their escorts. There has been a gyula in place ever since. Every so 
  often, some Eskari discuss returning to the old council system, but there’s little 
  political will to do so.  
  Eskari Clans 
  Dzhenifa 
  Wary of bad luck and witchcraft, the Dzhenifa place great stock in their augurs. Dzhenifa 
  children receive names based on omens surrounding their birth, and take on additional names 
  
  from other omens throughout their lives. Pursuing vocations in line with these omens is 
  traditional; opposing the omens is perilous but not condemned, unless one’s own ill luck harms 
  one’s neighbors. These traditions trace back to ancient intermarriages with Varangians, though 
  today’s Dzhenifa refuse to acknowledge any kinship with those hated enemies of the Eskari. 
  Matriarch Dzhenifa Olanka has long argued that only Dzhenifa augurs can divine the site of a 
  new Eskaridam — whether that means building a new city or renaming some captured settlement 
  — and that the other clans must unify around this decision. She’s won over almost all her 
  clansfolk, despite the augurs not having yet reached a consensus on what locale would be most 
  auspicious. She aggressively lobbies Gyula Zita through their shared husband, kundu Dzhenifa 
  Magan, but if Zita can’t be convinced, Olanka is willing to go to war with the Leila clan to 
  replace her. 
  The Dzhenifa tutelary deity is the sirocco-god Glass Razor, who blasts the land with dry, dusty 
  winds unless propitiated, and who turns those winds against the clan’s enemies. But clan 
  members acknowledge other spirits’ power and caprice, and are quick to worship or propitiate 
  whatever local gods hold sway over a region or activity. 
  Leila 
  The Leila were the first clan to strike back against the Realm after the exodus from Eskaridam; 
  even today, they struggle to recover from the losses suffered in the conflict that ensued. Small in 
  number, the Leila prize martial prowess and steadfast opposition to the Realm, deeming any 
  Eskari lacking in these traits honorless. On the rare occasions they capture Realm holdings, they 
  raze anything that stands and move on, rather than trying to conquer the land and withstand the 
  inevitable counterattack. 
  Among the most migratory of all the clans, the Leila drift northwest in summer, taking slaves 
  and cattle, until their raids stir up a hornet’s nest among the Varang, then move swiftly southeast 
  to avoid retaliation. Young warriors hope to perform feats of daring in such raids, such as 
  counting coup against a Varangian warrior or stealing a heifer in broad daylight, even if it costs 
  them their lives — Leila culture emphasizes glory over survival. These raids occasionally results 
  in Realm expeditionary forces following the Leila into Varoniikh territory, dragging that clan 
  into battle. 
  Gyula Zita hails from the Leila, a ferocious young warrior taught by Smiling Zamisha herself. 
  She’s led Eskari warriors in increasingly aggressive raids against the Varang city-states, and 
  speaks of founding a new Eskaridam atop razed Varangian land. Well-spoken and skilled in 
  battle, her leadership and popularity have unified the majority of the Eskari behind her, and 
  many Leila believe her reign promises a resurgence of their dwindling clan. Not all are so 
  sanguine.  
  The ambitious matriarch Leila Kamila knows she’s too old to be gyula, but believes the next 
  best thing would be replacing the youthful Zita with her daughter, Borbala. She schemes to 
  arrange the gyula’s death or humilitation to make way for Borbala. 
  The Leila tutelary deity is First Flint, one of the lesser murder-gods called Bloody Hands. Once 
  a minor spirit of Eskaridam, First Flint has become the Leila’s god of war and revenge. He 
  encourages brutality and terror tactics against Realm satrapies, including killing of civilians. 
  Other clans deem him more ill-omened than Smiling Zamisha, and give his priests’ scarlet tents a 
  wide berth. 
  
  Razhiin 
  Least insular of the clans, the far-wandering Razhiin traditionally encourage their young women 
  to marry suitable non-Eskari men, forming valuable bonds to neighboring peoples. A handful of 
  smaller foreign clans have been entirely swallowed by the Razhiin this way. Most notable of the 
  Razhiin’s cousin peoples are the snake-handlers of Echidis, whose incipient war with the Varang 
  city-state of Urim threatens to draw in the Razhiin as a whole. 
  This practice has fomented all manner of tumult within the clan as familial traditions grow and 
  clash. In some cases, the foreign influence has won out. After intermarrying with the Blue 
  Ashak, who hold goats unclean, the Razhiin ceased to herd the animals, trading their flocks to 
  their sister clans for camels and yeddim. The Kazhur princess Gift-of-Water successfully 
  convinced her wife, a former matriarch, to adapt the worship of the goddess Sundog Woman. 
  Other clans — except the cosmopolitan Vevyehn — regard the Razhiin as less and less Eskari, 
  and give their words little weight. 
  Matriarch Razhiin Logare has grown wealthy through dealings with Guild merchants, 
  contracting out Razhiin warriors to guard carvans against bandits and fellow Eskari alike. Her 
  husband, Kundu Razhiin Agostan, is skilled in negotiating with desert spirits for fair weather, 
  and plies his diplomatic savvy with Gyula Zita as well, arguing against her aggressive agenda. 
  He has few allies among the other kundus, but his fellow kundu Vevyehn Janos has taken his 
  side since the two men began a romantic relationship. 
  The Razhiin tutelary deity, the shade-goddess Olomu, was unknown in Eskaridam, instead 
  coming to the clan as they wandered the steppe. Though she’s always encouraged Razhiin 
  openness toward foreign peoples, she discourages foreign worship. Her relationship with 
  Sundog Woman, god of the Kazhur people with whom the Razhiin heavily intermarry, is 
  tumultuous at best. 
  Szonia 
  Ranging far to the southeast, the Szonia have little contact with their Eskari kin, having split 
  from the clans’ mainstream centuries ago. Self-sufficient and bellicose, they regard their fellow 
  clans as having diverged to varying degrees from being true Eskari.  
  The Realm is a distant memory to the Szonia; its place in their culture has been taken by Prasad, 
  which they call “the Eastern Realm.” Both fearful and contemptuous of it, they raid its 
  westernmost tributaries and the merchants that pass along its trade routes with gusto. Their raids 
  also target neighboring peoples to the west — including the Kazhur, with whom certain Razhiin 
  families have intermarried, causing strife between the two clans. 
  Matriarch Szonia Idoska is more diplomat than warrior, and has entered into negotiations with 
  the neighboring Prasadi tributary Seven Wells, offering an end to Szonia raids in exchange for an 
  end to its aggression against the Eskari. The clan’s warriors mislike this prospect, but Seven 
  Wells’ retributive counterattacks have grown increasingly devastating. 
  The Szonia tutelary deity, Nyozun, was Eskaridam’s god of wells. Today she blesses Szonia 
  efforts to find oases in the desert sands and springs amid the Summer Mountains’ foothills. The 
  clan has little truck with distant Zamisha, and find the widespread propitiation of this Lunar 
  trickster worrisome. 
  Tezelyke 
  
  The Tezelyke clan is a repository of Eskaridam’s ancient wisdom, preserving skills and crafts 
  that the other clans have forgotten with the passage of time and the adaptation of a nomadic 
  lifestyle. Mothers teach their daughters how to fire bricks in kilns, brew beer, and tend fields — 
  skills they have little opportunity to use in their nomadic lives, but that they seek to preserve for 
  their new Eskaridam. Priests chant prayers to dead gods of Eskaridam, and artists create 
  elaborate sand paintings depicting the city at the height of its past glory.  
  But for the growing Tezelyke revanchist faction, the clan’s purpose is not just to preserve the 
  past, but to reclaim it from the Varang usurpers and their Realm backers. Revanchist war parties 
  gather under charismatic leaders, traveling north to raid Varangian settlements, Many now ride 
  alongside the Leila in battle. 
  Matriarch Tezelyke Morikhaad is a staunch traditionalist, refusing to hear dissent against the 
  gyula and harshly suppressing the revanchists, whose fixation on old Eskaridam undermines 
  Vita’s ambitions of founding a new Eskaridam. But her rule has been challenged by Tezelyke 
  Eszter. She’s young, but Eskari from many clans throng to hear her recount dreams and visions 
  in which Falcon’s Dream, the long-lost city father of Eskaridam, speaks to her of how the city 
  might be reclaimed. Her stories are fabrications, but she does have a divine patron — the mirage-
  god Hafatun, whose cult in Oonai was shattered by the Immaculate Order. Hungry for 
  vengeance, he sacrificed himself to empower Eszter as an Exigent to fight against the Realm. 
  Vilyat of the Agate Eye, god of Eskaridam’s courtrooms and tombs, is the Tezelyke tutelary 
  deity. However, the revanchists reserve their prayers for Falcon’s Dream. This schism remains a 
  source of quiet tension, occasionally breaking into fisticuffs or worse. Vilyat has searched for 
  Falcon’s Dream but found nothing; he has no idea of Eszter’s masquerade. 
  Varoniikh 
  Adapting to the hills and mountains of their chosen territory, the seminomadic Varoniikh lead 
  their flocks to high ground in summer and to the lowlands in cooler seasons. A militant, 
  isolationist clan, their settlements are as much war camps as towns, barely hospitable even to 
  other Eskari. Merchant caravans traveling through the Bluecoal Pass must guard well against 
  Varoniikh raiders. 
  Varoniikh lands are perilously close to Varang’s border, and their camps suffer from military 
  aggression when Varangian astrologers deem such raids auspicious. Southern merchants have 
  begun bribing astrologers to arrange for these raids to occur more frequently in order to clear 
  Varoniikh resistance to their carvans.  
  Matriarch Varoniikh Sebest is devoted to holding the line against the Varang and the Imperial 
  soldiers that occasionally march alongside them, even to the point of recklessness. She 
  overcommits warriors to those encampments closest to the border, even as the clan suffers losses 
  it can’t withstand for long. Her aggressive rhetoric is popular among her clansfolk, but some 
  among the Varoniikh — some even within her own household — speak of taking desperate 
  measures to save their clan from Sebest’s blindness. 
  Damet, the cat-headed god of Eskaridam’s granaries, now serves as the Varoniikh tutelary spirit. 
  His blessing cleanses the herds of parasites; wildcats hunt vermin among the clan’s storehouses 
  and hunt at its raiders’ heels. 
  Vevyehn 
  
  Least nomadic of the Eskari, this clan’s riverside towns remain populous year-round, their 
  inhabitants subsisting on agriculture and fishing while their kinfolk lead Vevyehn herds to 
  seasonal grazing areas. Unlike the Varoniikh, Vevyehn towns welcome Eskari and outsiders 
  alike to their markets, which deal in all manner of goods — especially iron. 
  Iron-rich sands gather in the Vevyehn rivers, supplying the needs of the clan’s renowned 
  blacksmiths. Broad expanses of such ore smolder beneath the sun in dried-up rivers and lakes 
  south of their territory. The Vevyehn have long since considered this ore their birthright, and 
  their warriors clash more and more with iron-harvesting laborers from nearby Jasper and 
  expeditions by Guild merchants. 
  Calling their lands the new Eskaridam, the Vevyehn encourage other Eskari clans to dwell 
  among them and share their bounty. But their wealth makes their towns into tempting targets for 
  banditry and for raiding by rival peoples such as the Paliq, who looted and razed the towns of 
  Puraval and Old Nezhek a generation ago. Some other Eskari also resent them for cultural or 
  religious reasons, misliking the idea of entrusting Eskaridam’s name to a people so sedentary and 
  open to foreign ideas. 
  Matriarch Vevyehn Ruz holds little power compared to the matriarchs of other clans; since the 
  Vevyehn settled along the river, political authority has largely devolved to the towns’ leaders. 
  The matriarch arbitrates disputes between towns, performs religious rituals, and represents the 
  Vevyehn to the gyula, but is a figurehead in most other respects. Ruz opposes the gyula’s 
  militaristic agenda, believing it a threat to Vevyehn prosperity, and has forged a widespread 
  consensus among the townships, but finds few allies among the other clans. 
  The Vevyehn worship Loksha, the many-handed god of old Eskaridam’s marketplace. Since the 
  razing of Puraval, Loksha has relocated to the thriving town of Nezhek-of-the-Lapwings, where 
  many Razhiin families had settled. The Razhiin refuse to worship the Vevyehn god, whose 
  jealousy is raising tensions between the two clans. 
  Neighbors 
  The Varangian city-state of Haqad fought alongside Eskaridam against the Realm, but betrayed 
  it when their astrologers predicted inevitable defeat, becoming a satrapy rather than meeting the 
  same fate. Enriched by farmland and other resources that once belonged to Eskaridam, Haqad 
  has become the most prominent representation of the Realm’s power and influence to the Eskari 
  and neighboring peoples. They’re reviled by the clans, but their sizable military and formidable 
  Imperial garrison have proven all but insurmountable.    
  The Kazhur people frequently raid and rustle Eskari herds, but they’re regarded more as trading 
  partners than as foes. Their customs demand that they make repayment for any stolen property if 
  its owner confronts them with the deed, and the Eskari have found it both less dangerous and 
  more profitable to extract payments of flour, wood, and incense from the raiders instead of 
  fighting them off. The Razhiin have intermarried heavily with the Kazhur, but they’re not the 
  only clan to have mingled their blood as a result of this unusual trade arrangement. However, 
  when the Kazhur launch raids in times when food is hard to come by, or against herdsmen 
  unfamiliar with their customs, violence can still break out. 
  Dying Eskari warriors often volunteer for their cremated ashes to be scattered at the edges of the 
  foreboding Sands Where No Man Walks, in hopes that their ghosts will help contain the 
  horrors which dwell within. Wrathful shades lure in unwary travelers with illusionary oases; 
  
  swirling ash-storms born from mass deaths by fire seek to fill the lungs of the living; vulture-
  headed phantoms feed on ghosts too weak to evade them. All these spill forth from the ancient 
  shadowland at the Sands’ center, where a vast tree of smoke stretches skyward, its branches said 
  to house the palaces of gyulas who’ve passed into the next life. On those rare occasions when an 
  Eskari shaman dreams of a relative’s ghost caught in the grip of the Sands’ predatory specters, 
  her friends and family may mount the dangerous quest into the Sands to free her.  
  The Bronze Tide 
  Bells ring out over the city of Steep, the warning pealing from the top of every temple.  
  The defenders on the walls stand ready, as they have since the lookouts first spotted sails on the 
  horizon. They wait, with bows and spears in their hands and dread clogging their throats. Their 
  eyes sting from the smoke of Steep’s burning fleet while foreign galleys glide into the harbor: a 
  score of them, bird-prowed and golden-beaked.  
  Lean-limbed warriors crowd the decks, polished armor catching the sun. They hurl insults and 
  challenges at Steep’s defenders and laugh as their own echoes roll back to them over the water. 
  No one laughs on the wall; no one flings an insult back.  
  The Bronze Tide has come to shore, and none can withstand it. 
  Bells ring out over the city of Steep, no longer a warning, but a death knell. 
  Echoes 
  Far to the southwest lie the Cinder Isles. Scores of nations call the vast expanse home, though 
  unease spreads from the Isles’ easternmost locales. Rumors speak of a force sweeping northward 
  and westward, called the Bronze Tide by those who whisper of it.  
  Many diverse peoples once populated the sprawling Gray-Eye Peninsula at the Cinder Isles’ 
  eastern periphery: the Mygdons with their love of wine; the Issyk, whose skirling reels only they 
  could dance to; the Yensei with their fondness for gold; and dozens of others. Their dealings 
  with the islanders could turn on a whim. Often, mainlanders sailed to the isles with holds full of 
  goods to trade. When an island city-state or petty empire needed soldiers for conquest or 
  protection, it hired them from the mainlanders’ formidable mercenary companies. Yet from time 
  to time, those same formidable warriors went raiding off the coast, invading weaker settlements. 
  Nations formed and fell over the centuries — the Forty-Fourth Immortal’s elemental empire; the 
  mercantile Fourport League; Prince Caracal’s militant dynasty; the swift-navied Sayfar Domain. 
  New sea lanes changed fortunes and rewrote borders. Cultural exchanges brought fresh ideas to 
  ancient art styles, and gods once only known on the mainland found new worshipers on distant 
  islands. 
  Half a century ago, the mainland peoples’ trading and mercenary work slowed to a trickle. 
  Coastal city-states’ populations swelled as those driven from nations farther inland sought 
  refuge. Not all of the newcomers came asking for aid; many were bent on conquest, seizing 
  control of vulnerable cities in their peoples’ paths. 
  Out of the Wyld 
  Living so close to the bordermarches, the mainland peoples dealt with incursions from the Wyld 
  much the same way the islanders dealt with the mainlanders. Sometimes strange beings arrived 
  
  with wondrous goods to trade; sometimes nightmares boiled out of the deserts, and raksha 
  raiders left destruction in their wake.  
  But when Spear-Empress Bhadri came in her cloak of green, with twelve dread companions at 
  her side and a numberless army at their back, traditional defenses and old alliances proved 
  insufficient to the task. Mightier than any Wyld-born force seen in the region since the Great 
  Contagion, the invaders came only to conquer: subduing peoples in their path, infiltrating their 
  ranks, and suborning even the most righteous among them.  
  The Spear-Empress showed no desire to bargain, and all who stood in her way — even Exalted 
  champions — either fled or fell to her soul-devouring legions. Her territory fans out from 
  world’s edge, closer to the coast with every passing year. Enslaved peoples work the land and 
  harvest Wyld-tainted crops, though the raksha prefer to take sustenance from the humans 
  themselves.  
  The seas seem unlikely to stop Spear-Empress Bhadri’s advance: witness accounts tell of 
  impossible crafts sailing inland rivers, Fair Folk captains at their helms. However, the coasts 
  largely remain unconquered, and some interior cities have managed to hold off the raksha 
  advance — either by clever martial strategies, or striking loathsome bargains with Spear-
  Empress Bhadri’s companions. Rather than be utterly subsumed by the chaos-driven horde, 
  many nations ceded their homelands to Spear-Empress Bhadri and migrated northward. What 
  began as a trickle swiftly became a tide as leaders recognized the futility of standing against the 
  Fair Folk.  
  Some nations left their gods behind, confident they could forge new covenants with other 
  powers. Many spirits and ancestors followed their people into new territories. Others fled to 
  Heaven or the Underworld, or defended their posts until the Wyld twisted them into horrific 
  echoes of themselves or destroyed them utterly.  
  Initially, the mainlanders fought one another as Spear-Empress Bhadri’s first targets sought to 
  claim new mainland territories closer to the coast. But with the Fair Folk conquest showing no 
  sign of stopping, the mainland peoples have reached a tentative truce in order to survive. 
  They’ve swept over the islanders like a tsunami, spilling across cities in a tide of blood and 
  bronze. There’s no withstanding it, no power that can hold it back or stop its relentless course. 
  The Bronze Tide — the massed war-fleet of the assembled mainlander peoples — devours cities, 
  and leaves only ruins in its wake.  
  Lukha Palash 
  Amidst the tumult, the warrior Lukha Palash rallied his people. Raging at what they’d lost, he 
  vowed to lead them to the safety of the neighboring islands by conquest. His impassioned speech 
  met Luna’s ears, and the Incarna gifted him with their blessing, appearing above him in the 
  aspect of a bloody-taloned cormorant, a victory-omen. 
  The Changing Moon is both war-chief and god-king to those who sail with the Bronze Tide. He 
  places himself at the front of every battle, the sight of his cobalt hair a beacon for his warriors. 
  Though Lukha is young, eager, and hungry for glory, he’s no fool. He’s surrounded himself with 
  a small council of leaders from among the nations, and asks for their wisdom and advice. 
  For his enemies, the sight of that bright-plumed figure at the prow of a ship brings despair. 
  Culture 
  
  The mainlander peoples comprising the Bronze Tide have been loosely related for centuries. 
  Likewise, after the Contagion most labored together under the yoke of the empire of the Forty-
  Fourth Immortal, from whose collapse the region has yet to recover. Thus, while each people has 
  its own culture, they maintain many overarching similarities. 
  Mainlander clothing tends toward elaborately patterned caps, cloaks, tunics, and trousers. The 
  specifics of the cap vary most between peoples, from the Mygdons’ wolf-ear caps to the Issyks’ 
  raiton-feather caps. Metalwork tends toward expressive detail. Armor, cutlery, and jewelry all 
  bear iconography of mythic heroes and savage beasts. 
  Largely pastoral, the mainlanders traditionally herded sheep and cattle, while slaves taken as 
  prisoners of war raised barley, wheat, tubers, greens, and other crops. They supplemented this by 
  raiding other mainlander peoples and the Cinderians for animals, crops, finished goods, and 
  precious metals. With the mainland herds largely abandoned when crossing to the Cinder Isles, 
  cattle and horse ownership have become an even greater mark of status than before. 
  The mainlander peoples have always been fractious, tending toward raids and feuds over land 
  and herds, with personal and familial vendettas often spiraling into larger wars. A powerful and 
  charismatic leader can woo the chiefs of other peoples for a time, but mainlander resentment of 
  foreign rule — a persistent theme since the Forty-Fourth Immortal’s day — ensures that such 
  alliances don’t last. 
  Even now, despite Lukha Palash’s importance to the Tide, mainlander chiefs stand ready to 
  splinter away, or to jockey for control should he perish in battle. Likewise, rivalries and enmities 
  held in abeyance during the flight from the mainland still flare up from time to time, and Palash 
  and his loyalists must rein in factions and separatists, keeping them in line. 
  Strategy 
  Few city-states in the Bronze Tide’s path have survived. Most lie in ruins, their once-grand 
  buildings burned, their monuments toppled. Weeds grow amidst charred rubble; moss and vines 
  cover remnants of shattered statues. In the harbors, blackened pilings jut from the waterline like 
  broken teeth.  
  Warriors of the Bronze Tide practice a hefty bit of psychological warfare. As they approach an 
  enemy port, they stream onto their ships’ decks, brandishing weapons and making as much noise 
  as they can to unnerve defenders and terrify civilians. Damaged ships and injured men are as 
  costly for them as for their foes, and while they won’t shy from a fight, the faster the enemy 
  breaks, the better.  
  While defenders are mercilessly slaughtered and a resisting city-state’s leaders are put to the 
  sword, the invaders enslave the more desirable civilians — shipbuilders and other artisans being 
  especially prized — and allow the rest to flee. The city is then put to the torch, reinforcing the 
  cost of resistance and leaving survivors no place to linger. The streams of refugees arriving in 
  neighboring territories are a dire notice to that city’s leaders: They might be the Bronze Tide’s 
  next prize.  
  Only a few city-states have had the armies, resources, and tactical advantages to withstand the 
  Bronze Tide’s onslaught. Some rebuffed the invaders purely through combat. Others dug in, 
  well-provisioned enough to wait out a siege, until the Tide moved along. Why should the 
  mainlanders break swords on a city's walls and waste precious food stores when there’s easier 
  
  targets along the coast? In these cases, the Bronze Tide sweeps around the besieged city like 
  water flowing around a stone, and leaves it be. Resisting nations have retained their sovereignty 
  for the time being, though if the Bronze Tide doesn't return for another try, Spear-Empress 
  Bhadri’s forces will reach them eventually. 
  Life Among the Tides 
  Though the Bronze Tide’s influence stretches into the Cinder Isles, the bulk of its people are 
  concentrated on the mainland. Outsiders view the Tide as a conglomerate, but in truth it’s a 
  hundred disparate nations held loosely together by common needs and a shared enemy. Leaders 
  emerge on the battlefield; when one falls another seasoned warrior takes her place, adding to the 
  Tide’s reputation for relentlessness.  
  The Bronze Tide encompasses hundreds of distinct cultures and traditions. Communication 
  between distant groups is slow and unreliable, leaving each wave to govern itself individually. 
  Formerly separate nations have had to reconcile conflicting laws or draw up new ones to keep 
  the peace among their people. The Tide’s leaders work to prevent infighting among its peoples, 
  many of whom were frequent foes before Spear-Empress Bhadri appeared. Now, they direct 
  those hostilities toward other nations and the Fair Folk.  
  The Tide celebrates its individual cultures, and doesn’t hold any supreme over the rest, though 
  this is partially due to careful influence from Lukha Palash and his advisors keeping a gimlet eye 
  out for such dangers. Though Lukha himself hails from Mygdon, as a war-chief of the Bronze 
  Tide he acknowledges the others’ traditions and, when invited, participates in their rituals.  
  Over twenty years of increasing unity and mingling of the mainlander peoples, the Tide as a 
  whole has syncretized some customs. For example, the Issyk practice of bringing milk, wine, 
  honey, and water as offerings to sacred places has spread. Since many peoples of the Bronze 
  Tide had to leave their own gods behind, the Issyk approach seemed wise when approaching new 
  ones: first impressions matter, after all.  
  The Bronze Tide’s gods view its expansion as a chance to increase their own power, driving 
  away the gods of conquered lands and usurping their sanctums and cults. Sometimes a god takes 
  on the name of a bested deity to more easily claim his cult; other times, she’ll seek to win 
  conquered peoples over to the modes of worship she’s traditionally enjoyed. Gods unable to fully 
  subdue indigenous deities may negotiate a truce in which the two merge their cults. 
  Artists and storytellers task themselves with keeping not only the memories of their mainland 
  homes alive, but also recounting the places they've been and the peoples they’ve conquered. The 
  ballads of their defeated enemies are part boast, part oral history. Along the way, some bold 
  artists have integrated their vanquished foes’ art styles into new pieces, though this is a point of 
  contention among the elders. Does this practice highlight the Tide’s triumph over that people? Or 
  does it celebrate an aspect of a culture the Tide has very pointedly burned away to nothing? 
  Debates on the subject continue on to this day. 
  Peoples of the Bronze Tide 
  The raucous Mygdons have been driven from their wealthy coastal city-states, but 
  the martial tradition passed down for generations has only grown in importance to 
  them now that their survival depends on conquest. Longstanding rivalries between 
  city-states have fallen away before the Fair Folk’s existential threat, but still simmer 
  
  beneath the surface, and some former Mydgon princes resent Lukha Palash for 
  usurping their authority. 
  The Issyk say that they lived amid the remote wooded valleys of Mount Ulim since 
  the First Age, worshipping strange gods of the wilderness. The diaspora has caused 
  a great cultural upheaval — their homeland is lost, their pantheon fallen before the 
  Spear-Empress, and now they live at sea, despite having no seafaring tradition. 
  Their shamans have formed pacts with a number of minor gods dislocated by the 
  Fair Folk’s advance, forming the beginnings of a new Issyk pantheon. 
  Famed equestrians and poets, the Pelith clans are stubbornly independent, having 
  never unified under a single leader. They fear Lukha Palash, for in ancient times, 
  they were driven out of a principiate of swan-headed nobles, and their vendetta 
  against beastfolk still burns — but they fear Spear-Empress Bhadri more, and are 
  willing to ally with a devil for now to escape the annihilation she brings. 
  The Yensei are merchants and talented metalworkers, renowned for smithing gold 
  into embroidery, filigree, inlays, jewelry, and ornaments. They’ve little love for the 
  Mygdons, who’ve been military and mercantile rivals for time out of mind before 
  the diaspora. They’ve accepted Lukha Palash’s command out of necessity, but often 
  complain that it had to be a Mygdon who Exalted. 
  Lukha Palash’s Council 
  Lukha Palash relies on a handpicked advisory council to keep him abreast of happenings within 
  the Tide, advocate for their peoples’ concerns, advise him on battle strategies, and monitor the 
  whereabouts of Spear-Empress Bhadri and her armies. The council currently has six members, 
  though its composition changes as advisors gain or lose favor with Lukha, or need to return to 
  responsibilities elsewhere. 
  Jural Three-Trees, a masterful storyteller and voracious knowledge-seeker, was sent to recruit 
  Lukha to the Silver Pact by his shahan-ya, Skathra Venomchild. Lukha accepted his offer, but 
  refused to abandon his people, and Jural was won over by the Changing Moon’s ferocious 
  dedication. He mentors Lukha regarding the nature of the fae and Silver Pact politics, and 
  counsels the Bronze Tide in strategy. He’s also become Lukha’s lover. Jural has his own designs 
  on the Spear-Empress Bhadri; Skathra derives both pleasure and mystic power from devouring 
  live fae, and the No Moon came with every intention to bring Bhadri in iron chains to the Caul. 
  Having witnessed her strength firsthand, however, he’s come to doubt his ability to achieve it 
  alone. 
  The Mygdon outcaste Leja, a brilliant shipwright and gifted admiral, oversees logistics and 
  repairs for Lukha’s fleet. Though her service is invaluable, she’s a troublesome presence in 
  council. Spear-Empress Bhadri defeated her some years ago, and worse than the physical scars 
  was losing her husband and children in the battle. She’s grown surly and erratic, drinks to excess, 
  and can’t remember the last time she got a full night’s sleep. Even when the Tide has settled for a 
  while, she stays in her cabin aboard the Kiara’s Bane, ever alert for Bhadri’s laughter carrying 
  across the waves. And in her dreams, she sees her eldest son leading a Fair Folk contingent, a 
  changeling warrior thirsting for his mother’s blood. 
  Sufek is an Issyk bard. The war-chief counts on his detailed recall when it comes to delicate 
  matters of state. He views himself not only as the Issyk’s historian, but that of the Bronze Tide as 
  
  a whole. A clever politician, on several occasions he’s written sharp-tongued, anonymous poems 
  to undermine his rivals or those who question Lukha’s strategies and decrees. 
  Where Lukha is young and hot-blooded, the Yensei strategist Parav is the voice of caution on 
  the council. But that’s not to suggest she's a coward; she’s smart. Nearly seventy, Parav was a 
  raider before the Fair Folk came, with more trophies of war than anyone else. Her tactics have 
  been the key to several victories, but she’s no mere warrior; her years at sea also yielded her 
  valuable contacts and influence among other nations’ leaders within the Bronze Tide.  
  Neighbors 
  The city-state of Argidos, with its cyclopean statues and great lighthouses, sits directly in the 
  Bronze Tide’s path. The island nation’s ruler has sent messengers begging for help from nearby 
  powers for when the ships inevitably begin to sail, but thus far has received no response. Fifty 
  years ago, Argidos waged war on its neighboring islands and hired a fleet of Mygdon 
  mercenaries to lay siege to their ports. Memories run long in the Cinder Isles, and the other 
  nations are happy to let Argidos fall. It buys them time to shore up their own defenses.  
  Melanthes and Ipera are joined by a narrow sandbar that’s hidden at high tide. The lush islands, 
  which have enjoyed centuries of peace between them, are resource-rich, with abundant farms and 
  forests whose trees make perfect hull material. Much of Ipera’s wealth came from supplying 
  Mygdon with lumber, and more than a few Mygdon princes took Iperan husbands. As the Bronze 
  Tide presses towards the cities, some Mydgons argue against conquering the people who, for 
  some, are their blood kin.  
  Tenai has seen the sterns of the Bronze Tide’s ships as they sailed away, a feat few others can 
  claim. The high-walled city of many temples stands whole, though the slaughter on both sides 
  opened a small shadowland within the fields outside. Tenai suffered heavy casualties over three 
  days of battle, but in the end turned back the ships besieging their island. The people have spent 
  the last year picking up the pieces, the lookouts warily watching the north in case the invaders 
  return for another try. Unfortunately for them, the true threat will come from the south. 
  Many-pillared Sayfar overlooks a broad, trireme-filled cove from atop an unassailable 
  promontory. Its people claim descent from ancestors beneath the sea, and its whirling oracles 
  glimpse visions of past and future as they dance to exhaustion in sacred sea-caves beneath the 
  city. 
  For close to a century, Sayfar’s princes ruled a petty empire that, at its height, encompassed one-
  quarter of the Cinder Isles. But when Sayfar’s navy stymied early Tide forays, some subject city-
  states used the mainlanders’ attacks as cover to break free from the empire, only to find 
  themselves overwhelmed by the Tide. Only a bare handful of Sayfar’s tributaries remain loyal, 
  believing that their combined fleets will serve them better against the Tide than standing alone. 
  The Spear-Empress’ Court 
  Mighty even among the ranks of raksha nobility, Spear-Empress Bhadri is a 
  terrifying avatar of violence. Calculating and ruthless, she will not — cannot — 
  cease her pursuit of the Bronze Tide; it is not in her nature to end a hunt before it’s 
  complete. Terrible are her deeds. With a word, she beckons hobgoblin legions forth 
  from the earth and whips her enemies into panicked frenzies. A shrike perches on 
  her shoulder, rending and mutilating the souls of those who fall against her. And 
  
  when she throws her dreaded spear of ash wood with its sapphire blade, those in its 
  wake shrivel and fall like autumn leaves.  
  Bhadri’s twelve companions in her hunt include such terrors as: 
  The warrior-admiral Prince Zalak of the Wave-Cutter Chariot is much dreaded 
  by the Bronze Tide. She rides a mare of living fog over land and sea alike, and her 
  triple-bladed daiklave of ivory and pearl calls monsters from the deep. She’s 
  endlessly capricious and fickle, but her loyalty’s unquestionable, for Bhadri bested 
  her in a duel and extracted an oath of service from Zalak. Were it not for the 
  wanderlust that occasionally draws her away from their ships, she might be a more 
  terrifying foe than even Bhadri. 
  The poet-blacksmith Prince Gelyb, the Song of Fire exists to burn all that’s ugly 
  and impure from the world. Envy and vainglory are his ruling passions, but his 
  meticulous focus in pursuit of his craft is unshakable. When his fellow hunters rest, 
  he sings pavilions and fortresses of cold fire and fragrant smoke into being for a 
  night and a day. When he falls upon the Bronze Tide, he wreathes his fists in 
  crimson flame, burning ships to cinders.  
  Sunken Luthe 
  No sunlight filters down to Luthe in the Western ocean’s depths, consigned to perpetual twilight 
  cast by luminescent seaweed. The City of a Thousand Gods’ diamond domes shattered centuries 
  ago in battles between usurpers and loyalists, and spires snapped like twigs as the sea pulled 
  them under. Luthe teeters on the precipice of a deeper abyss, which swallows a little of it every 
  passing year. 
  Peoples of the Depths 
  The cataclysm that sank Luthe killed the vast majority of its population — though some 
  survived, sheltering in air-filled chambers. Over the centuries, sea-dwelling beastfolk have 
  thronged to Luthe, repopulating and recreating it. The first aquatic immigrants sought out Luthe 
  for protection, taking shelter in its walls and under Leviathan’s watch. It’s grown to become one 
  of the sea floor’s greatest economic and cultural centers, drawing in ever more new citizens. 
  Luthe’s original inhabitants have largely interbred with beastfolk to the point of 
  indistinguishability, although a rare few air-breathers still call the city home. 
  For most of Sunken Luthe’s history, Leviathan has cared little for rulership, taking no action 
  save to defend the city’s populace from outside threats. The Luthian Council arose as a 
  governing body in his absence, originally made up of elders and clan leaders from the first 
  peoples to immigrate to the city. Over time, it’s evolved from an informal assembly that 
  mediated disputes and enforced the peace into a formal political body that promulgates Luthe’s 
  code of laws.  
  Council membership has largely remained in the original families. Each councilor is entitled to 
  name her successor, but these appointments can be overturned by vote of three-quarters of all 
  Luthe-born citizens, allowing the council to nominate and vote on a new member. The most 
  notable such occurrence saw Leviathan’s Moon-Touched daughter, the warrior-queen Blood-
  Dimmed Deep (p. XX), appointed. Her celestial lineage has blessed her with a greatly extended 
  lifespan, and she’s had time to consolidate significant political power. 
  
  Leviathan’s newfound involvement complicates Luthe’s politics. He’s let the council retain its 
  formal authority and seeks to avoid undermining it as a matter of principle, but in practice, he 
  can effectively veto the council’s decisions and overturn existing law by decree. He’s instated 
  mandatory military training to all citizens and expansion of the city’s standing military without 
  consulting the council. Some on the council grumble at this, though Blood-Dimmed Deep favors 
  her father’s newly militaristic agenda, and has thus far shut down any attempts at questioning his 
  decrees.  
  Luthian culture is a mélange that draws from the countless aquatic clans and peoples who’ve 
  immigrated there. This intermingling of cultures — and the safe haven the city provides — have 
  allowed art, philosophy, and literature to flourish, and almost every citizen engages in some 
  amateur creative works. Depictions of Sunken Luthe’s history are a popular theme, as are 
  fantastical fictions of Luthe before it fell.  
  While most of its immigrant populations still worship their ancestral gods, some ancestral 
  practices have spread across clans and ethnicities. Many Luthians also worship the gods to which 
  the city’s countless sunken First Age temples are dedicated, often syncretizing them with their 
  own peoples’ traditional deities. Leviathan is widely worshipped as a guardian deity. Luthian 
  cuisine encompasses nearly every form of seafood that can be found in Western waters (almost 
  always served raw), along with various foodstuffs prepared from kelp, algae, and other aquatic 
  plants. 
  Luthe’s citizens care little for silver or gems. Luthe’s currency, the deben, exists only in the form 
  of credits and debits, deriving from a First Age coinage that’s been out of circulation for 
  centuries. Only a handful of Luthian merchants convert travelers’ coin to deben credit and back.  
  Materials difficult to craft underwater, such as glass — which is knapped to create knives and 
  spearheads — are valuable in trade. Iron, bronze, and other corrodible metals have little value, 
  though the wealthy use gold for jewelry alongside shell, sea ivory, and precious stones. Plates of 
  gold or lead, imported from surface lands, serve as writing tablets, though most Luthians etch 
  their records into seashells or scrimshaw. Clothing is near-worthless, as Luthe’s people go naked, 
  but bags or belts to hang items from trade well. With Luthe’s new war footing, much of its 
  economy has been converted to manufacturing weapons, armor, and other materiel, funded by a 
  vast outpouring of debens from Leviathan. 
  The Sunken City 
  Luthe was a marvel of the First Age. Now, its old wonders have fallen into disrepair. Leviathan 
  is no artificer, nor does he care enough to recruit those who are. The former admiral sees the 
  value of battleships and weapons, but what good are statues and art against the Realm’s 
  oppression? He lets Luthe’s new inhabitants chart their own path, watching over them as a 
  massive shape amid the deep sea. Meanwhile, the city’s aquatic denizens recreate Luthe in their 
  image, and from their hands rises a new city wreathed in seaweed and coral. 
  Leviathan’s Territory 
  Sunken Luthe is aquatic, fortified, and martial. 
  The Drowned Quarter 
  
  Several of old Luthe’s buildings survived the cataclysm largely intact. But the city’s aquatic 
  inhabitants prefer to live in the ruined districts, leaving intact ones as slums for the poor and 
  unwanted; stairs are useless underwater, while doors and corridors are designed to be traversed 
  by walking rather than swimming. Smashed buildings offer them the best of both worlds: the 
  bare essentials of walls and fortifications, with ample opportunity to fit them to their own needs.  
  The largest such district is the Drowned Quarter, the thriving center of Luthian life. Leviathan 
  himself rarely visits the Drowned Quarter in person, though he watches over it from a distance 
  and lauds Luthe’s inhabitants for their resourcefulness in making the city their own. 
  Buildings in the Drowned Quarter are grown from kelp and coral, braided between crumbling 
  walls to form small pods that serve as domiciles. Once the initial pod is firmly tethered to an old 
  wall, inhabitants add rooms at need: homes grow up and out on stalks of titan kelp, swaying and 
  breathing in the water. The choice of coral or kelp, or indeed of adhering closely to crumbling 
  marble walls, is aesthetic. A squidwoman may prefer a cozy ball of braided kelp, while a 
  lobsterman might choose sturdier walls grown from coral. Aesthetics also plays a part in the 
  choice, and coral comes in a broader, brighter range of colors than kelp. 
  Coral tunnels crisscross the Drowned Quarter, lit by luminescent algae that provides illumination 
  for those unable to see in the dark. The main tunnels are high-ceilinged enough to let whalefolk 
  pass. Meanwhile, some offshoot tunnels narrow until they’re only accessible to soft-bodied 
  cephalopodfolk, shapeshifting Lunars, and the tiny tetrafolk. No larger than human children, the 
  tetrafolk maintain most of the quarter’s coral and kelp structures, a crucial task funded by the 
  council. 
  In the center of the Drowned Quarter stands the Palace of the Luthian Council. A tall, massive 
  structure encrusted with living branches of sharp red coral, the palace intends to impress as well 
  as offer fortification. It’s also the headquarters of the Siaka Guard, a battalion of elite beastfolk 
  soldiers led by Blood-Dimmed Deep that serves as the city’s police force and standing army. 
  Luthian Language 
  Luthe’s common tongue is a unique sign language derived from the various 
  languages of its immigrant cultures, used for communication underwater. Some 
  beastfolk employ other forms of communication — the sonorous spoken dialect of 
  whalefolk and dolphinfolk, the bioluminescent flicker-speech used by anglerfish-
  folk and some jellyfish-folk — but even they typically learn the sign language. 
  The Sunken Hall 
  The former Hierophants’ Hall, once a meeting place for the city’s First Age priest-kings, 
  dominates Luthe’s geographical center. Towering statues still line the building, although time 
  and currents eroded any distinguishing features. Members of the Silver Pact assemble here, far 
  from any spies the Realm could hope to send. Several of the Hall’s rooms and wings still stand; 
  the Silver Pact most often meets in the war room, which holds a grand artifact map of the 
  Western ocean. The black jade map is outdated, depicting the West frozen at the First Age’s end, 
  but its ability to track fleets across the ocean makes it an invaluable resource against the Imperial 
  Navy. 
  The Sunken Hall is most often used for meetings of Leviathan’s adherents, although it 
  occasionally hosts councils attended by shahan-yas from the West and beyond. Leviathan 
  
  himself attends all meetings, sometimes content to let others speak, but more often dominating 
  the proceedings. 
  Leviathan occasionally invites members of the Luthian Council to meet with him and his 
  adherents, either to discuss matters of the city’s politics or his greater plans against the Realm. 
  He most often meets with Blood-Dimmed Deep, both as his daughter and as leader of the Siaka 
  Guard. She argues for shifting Luthe’s military stance to open war, but Leviathan and his Pact 
  allies remain unswayed. While she’s willing to support Leviathan in the Luthian Council, she 
  personally grows increasingly frustrated with him.  
  The Thousand Temples 
  The Temple District’s streets and buildings, intended to be seen from above as travelers arrived 
  by airship, are laid out to form a map of Creation. Serried black-roofed shrines form rivers and 
  seas, while rows of red jade monuments comprise fiery mountains ranges. Temples to the 
  Celestial Incarnae line the cosmos-gardens at the district’s eastern edge. Most temples still stand 
  in varying degrees of repair, though Leviathan smashed temples dedicated to the Elemental 
  Dragons in his rage at the Usurpation. Mantafolk lay intricately woven kelp wreaths on the 
  malachite altar of Baxishun, Lord of the Surf; shoals of pale fish swim through the temple-orrery 
  of Pallian-Azar, Prince of the Star of the Golden Door; melancholy hymns pervade the pagoda of 
  long-dead Urquan, god of storms and efficacious talismans. Luminescent coral encrusts the most 
  frequented temples, which stand as flecks of light against the dark ocean.  
  A temple to Luna, broken in the Usurpation, has long since been rebuilt into the Shrine of the 
  Drowned Moon, a coral-encrusted fantasia for undersea folk, its domed roof pierced by many 
  portals through which congregants swim in and out. Any Lunar is welcome to pray and meditate, 
  as Leviathan does during the full moon nights. A family of anglerfish-folk priests tend the 
  temple, the descendants of Monanki the Sage, a long-deceased adherent of Leviathan’s who 
  began the temple’s rebuilding centuries ago. They view it as their sacred duty to tend the Shrine, 
  though they resent Leviathan, who’s said to have driven Monanki from Luthe for some long-ago 
  offense. 
  Despite the Luthians’ best efforts, the temple district’s western border slowly crumbles into the 
  abyss a little more each year. Some algae-lit temples have already been destroyed, casting their 
  surroundings into darkness. While most believe this a result of oceanic pressure and the passage 
  of time, the truth is that the seafloor fissure that the Temple District is falling into opens into the 
  Wyld, and is home to a Fair Folk court that craves the echoes of worship that suffuse the 
  temples.  
  The Poet’s Court 
  Once a ball court where Exalted played sacred games, Luthe’s aquatic denizens have repurposed 
  this arena as a hall for poetry recitals, a keystone of Luthe’s artistic culture.  Poets recite verse in 
  the dozens of beastfolk dialects that make up Luthe’s patois, occasionally accompanied by tonal 
  sounds, grunts, and body movements. Listeners share sea grapes and drink synesthesia-inducing 
  hallucinogens. Occasionally theater troupes command the stage, but most of Luthe’s citizens 
  consider acting unorthodox.  
  The Poets’ Court also hosts a market at irregular intervals, organized by the Pterois family of 
  lionfish-folk. Visitors can find anything from kelp biscuits (easy to make, but hard to make well), 
  
  to weapons carved from whale bone, to pretty shells, and even the occasional artifact or First 
  Age relic salvaged from Luthe’s ruins or the ocean floor. 
  Haven of the Air-Breathers 
  Some of Luthe’s domes and towers remained impervious against the ocean depths even after the 
  city sank, while others have been drained of water by Silver Pact artificers or city residents. 
  Collectively known as the Haven of the Air-Breathers, these structures house Luthe’s few non-
  beastfolk residents, and are occasional stopping points for orcafolk and others who must 
  occasionally breathe air. (Though this does not include Leviathan, who long ago mastered every 
  aspect of the seas). Visiting Lunars may take up residence in sumptuously adorned chambers if 
  they’d prefer not to spend all their time in aquatic shapes. A variety of means are used to renew 
  and purify the Haven’s air, varying from structure to structure based on the status of their 
  residents: a Silver Pact envoy’s residence might be purified by a blue jade mandala, while a slum 
  where impoverished dolphinfolk visit to breathe might rely solely on the malodorous alchemical 
  filters devised by the city’s original inhabitants shortly after its fall. 
  The Outposts 
  Numerous small undersea settlements exist beyond Luthe’s walls, connected to the city by the 
  deepways, a labyrinth of coral tunnels. Some of these settlements gather resources to trade in 
  Luthe, such as the mining colony Knifetooth Trench and the fishing village Lophia. Others exist 
  as sources of low-income housing for citizens too impoverished to afford homes within the 
  safety of Luthe’s walls, along with the occasional bohemian artist. The Siaka Guard patrols the 
  Outposts for signs of danger, though they focus their efforts most heavily on those settlements 
  wealthy enough to pay their bribes. 
  Prominent Figures 
  The warrior-queen Blood-Dimmed Deep, one of Leviathan’s Moon-Touched orcafolk progeny, 
  leads the Siaka Guard and is a prominent member of the Luthian Council. While her lineage 
  confers considerable status upon her in the eyes of many Luthians, she despises the thought of 
  holding authority solely by virtue of being her father’s daughter, and has gone to great lengths to 
  demonstrate her worthiness through physical might and strategic acumen. She’s a de facto 
  member of the Silver Pact and Leviathan’s school, although her calls for open war find little 
  purchase among his adherents. She’s toed the line so far, waiting for a chance to find political 
  allies who’d support her aggressive posture.  
  The genderfluid poet Inanja is one of Luthe’s most influential cultural figures. They belong to 
  the family of anglerfish-folk that tends the Shrine of the Drowned Moon, from whom they’ve 
  inherited hair of dancing anglerfish lures and rows of needle-teeth spilling out of their mouth. 
  Inanja abandoned shrine life after coming of age, much to their family’s displeasure, but the 
  wealth provided by their numerous patrons affords them a luxurious lifestyle. Luthe’s elite and 
  even members of the Silver Pact throng to their performances at the Poet’s Hall, both to hear 
  their poetry, and for the chance to speak with Leviathan, who’s fond of Inanja’s soul-soothing 
  verse.  
  Gevan Batahul is one of the few descendants of Luthe’s original populace that hasn’t 
  intermarried with Luthian beastfolk, though few call him an airbreather — as a Water Aspect 
  Dragon-Blood, he’s the only member of his family capable of leaving Luthe’s air-filled domes to 
  mingle with the larger populace. An esteemed businessman, legal savant, and fixer, he offers his 
  
  services, both legal and illegal, to clients ranging from impoverished laborers to members of the 
  Luthian council. Visiting Silver Pact members often regard him warily, despite him having never 
  heard of the Usurpation or the Realm, but Leviathan ensures his guests don’t harm Gevan, as 
  even he has uses for the Dragon-Blooded fixer. 
  The ghost of one of Luthe’s First Age priest-kings, Lady Forever-Drowning has become an 
  object of worship herself. She spent long decades haunting the Temple District, reciting prayers 
  to each of the city’s thousand gods, until she was discovered by beastfolk immigrants. After 
  years teaching them the names and practices of Luthe’s gods and guiding them throughout the 
  city, she’s come to be worshipped as a wisdom-goddess and an intercessor between Luthe’s 
  faithful and those gods that dwell above the sea. 
  Neighbors 
  Led by Storm Father Halid, one of the West’s youngest storm mothers, the Hollow Court 
  convenes in great undersea hall of mother-of-pearl, attended by beastfolk shrine maidens and 
  enslaved water elementals. Halid is clever and ambitious, but impatient, and works with an inner 
  circle of sea-gods to expand his political power in the celestial bureaucracy. In further of this, the 
  court’s struck a treaty with Leviathan, raising storms against Imperial ships in exchange for the 
  sacrifice of any captured sailors. It’s a mutually beneficial arrangement, but one that would risk 
  the wrath of Fakharu, Censor of the West (Exalted, p. 521), were the elemental dragon to 
  discover it. 
  A vast kelp forest conceals Galbadan, a settlement built among the decaying ribs of a graveyard 
  of wrecked ships. Here the ghosts of drowned sailors mingle with aquatic beastfolk who’ve taken 
  shelter amid the wrecked hulls — often those exiled from Luthe for high crimes. While most 
  Luthians know Galbadan solely as an exporter of flint, glass, and intricate sculptures, those in the 
  know can retain the services of assassins, ghostly spies, poisoners, and all manner of criminals 
  here. 
  Dolaron, a small island satrapy, is peopled by descendants of refugees from the First Age 
  collapse of Luthe. Though their oral history has become heavily mythicized over the centuries, 
  its demonization of the Dragon-Blooded remains clear, which has made satrap Peleps Nahini’s 
  work here difficult. Leviathan works against the Realm’s hold here, sending adherents to 
  sabotage Realm ventures and provide support to the native peoples. The satrap’s caught wind of 
  this covert activity, and has undertaken undiscriminating purges against anyone she suspects may 
  be involved.   
  Unlike Luthe, which was built on titanic scale to impress humans, Obsidian was built to the 
  massive scale of the eldest Spoken, those extinct Niobraran Exalted. Today its beastfolk 
  inhabitants, as varied in species as Luthe’s, almost disappear against alien black spires that hold 
  neither doors nor windows. Sometimes patterns in blue light appear on the spires: writing in the 
  ancient Niobraran tongue. Power-hungry priests claim to see divine omens in the words, 
  frequently inciting religious upheavals, some of which spread to other undersea communities. 
  While the Siaka Guard — and, at times, Leviathan — have repelled every attempt by Obsidian 
  zealots to conquer the Temple District, their apostate creeds have at time found fertile soil in 
  Luthe, especially among its poorest inhabitants. 
  The Caul 
  
  Born of Gaia’s dream of her lover, Luna, the Caul is a strange and numinous place where the real 
  and unreal meld — sometimes wondrously, often uncomfortably. To the Lunars, the Caul is a 
  sibling, the eldest of the elders and closest to Luna, appearing to them in dreams to speak strange 
  and cryptic pronouncements through the wind rushing through the ruins of Sekima, the roar of 
  water beneath Melilune, or the crackle of Houshou’s embers.  
  But the Caul is also the sacred home of the Dragon-Blooded, who worked hand-in-glove with 
  their Lunar contemporaries to anchor the Caul to reality, lest the beautiful dream be lost forever. 
  For a time, it seemed that hope had failed, for the Caul ceased to be, only to be rediscovered 
  some five centuries ago. The newly fledged Realm and its mighty Empress moved to seize the 
  continent as a religious duty.  
  It is no small wonder that the Lunars war so ferociously upon the Realm for the Caul’s sake — 
  when they look upon the Imperial fortifications, upon Immaculate zealots treading sacred land, 
  upon pilgrims drawing from the sacred shrines to birth new heirs to the usurpers, they see a 
  beloved family member held hostage, abused, and degraded. Driven by the fury at the Realm, 
  they could hardly see it any other way.  
  The Realm’s Perspective 
  For more on the Caul, including the Dragon-Blooded’s military presence and 
  pilgrimages to Feng-Yi, see The Realm, p. XX. 
  The Black Lion’s Army 
  The Caul is sacred, but it is also a place of war. Every Lunar who dwells in the Caul is counted 
  part of Sha’a Oka’s army. Such is his esteem among the Silver Pact and so sacred is the Caul to 
  them that few will shirk the duty of defending it under his banner — even if their contribution is 
  a token gesture, they contribute in some way.  
  The war in the Caul rarely takes the form of legions maneuvering against legions; that is not 
  Sha’a Oka’s way. Instead, he directs his fellows to war on the Realm in a thousand ways, a prod 
  here, a jab there, conducting an asymmetric offensive that never quite flags but often heats up. 
  Lunar raiders haunt the road between Faxai and Garianghis, the better to make Dynasts feel 
  unsafe the moment they stepped outside their walls of earth and stone; signposts in the Pass of 
  Sekima often go missing or are obscured by scrub growth or snowdrifts, leading convoys and 
  even legions astray. Only rarely — such as five years ago, when the Empress vanished — does 
  he lead his forces in great numbers against Realm-held cities. 
  The Realm's fortifications have held back the Black Lion, bar successes here and there. Before 
  the recent and wildly successful offensive, the Dragon-Blooded controlled much of the 
  pilgrimage road between the shrine cities. Sha’a Oka’s offensive stripped all but one of these — 
  Faxai — from the Realm, but Faxai’s walls have endured for time out of mind. Between outcaste 
  veterans, mercenaries, and martial orders, even the legions’ absence has not wholly denuded the 
  final shrine city’s defenses.  
  Each of the other shrine cities lies under the control of one of Sha’a Oka’s generals (p. XX). 
  Some welcome guests to fight alongside them, but others prefer their solitude, though they 
  grudgingly abide the Pact’s customs of hospitality. Even Third Daughter of the Leaves, for all 
  that she’s hardly spoken to another living soul since she seized Garianghis five years ago, has 
  ordered her turtlewolves to admit Lunars into the city should they be sufficiently persistent. 
  
  The Caulborn 
  From the earliest days of the Caul’s return, mortals have dwelt among its jungles, the slopes of 
  its mountains, its coasts, and its ancient and strange cities. Descended from fisherfolk from the 
  Western archipelagoes and the far Southwestern coast, the Caulborn know the Caul like no other, 
  possibly better than the Black Lion himself.  
  There are innumerable clans of Caulborn, with rituals and taboos varying according to 
  geography, feuds with other clans, or disagreements over the order in which sacred stories are to 
  be told. None know for certain how many Caulborn there are, and outsiders who haven’t lived 
  among them struggle to tell which clan any individual Caulborn hails from. 
  Caulborn live in sprawling clans, primarily matrilineal, generations upon generations working to 
  raise their young in common. Caulborn peoples have found their way into every corner of the 
  continent’s piebald terrain. These include the Uroa of the hills, who carry their hearth-fires on 
  their back each day and rekindle a high flame each night; the Zeryesh of the deep forest, who 
  wear nothing but peat and mud in summer; the Sukba of the outlying islands, who raise their 
  children in sheltered lagoons where they learn to swim before they walk; the Caligo, who mount 
  their war-howdahs atop tremendous apes of the Caul’s wilderness; and many more. Men and 
  women typically live apart, meeting only at their labors (divided not by gender but by ritual) and 
  at mealtimes.  
  The Caulborn speak a local tongue unrelated to the great language families of the Threshold, 
  with many regional dialects so divergent as to be mutually unintelligible. Most who dwell in 
  Faxai, Asura, and other ports speak Seatongue passably. Among themselves, Caulborn women 
  speak in a secret tongue, spread across the island in half-a-dozen dialects; their men once had a 
  secret language of their own, but traded it for a god’s aid during a lengthy famine centuries ago. 
  Most Caulborn are insular to a fault. The majority will not speak to outsiders unless they must. 
  They are, as a rule, evasive and noncommittal in what little conversation can be extracted from 
  them. Only among those the Caulborn has ritually named as kin (for reasons that run from saving 
  a Caulborn’s life to offering to share shelter during a cloudburst), or among those rare folk born 
  of outsiders on the soil of the Caul, will the Caulborn be direct with, but unless they consent to 
  leave the outside world behind and join their true kin, even they will generally be held at arms 
  length, not quite an outsider but certainly not Caulborn.   
  Caulborn living in Faxai or otherwise separated from their clan are often cut off from their 
  traditional ways of life. Most try to follow their traditions and taboos as best they can, but others 
  can’t freely practice their ways without incurring punishment, whether from Immaculate monks 
  or members of other Caulborn clans. Some simply never had the chance to learn the fullness of 
  their clan’s traditions.  
  Caulborn Beliefs 
  The Caulborn largely worship the Caul itself, treating gods and spirits as aspects of the continent 
  rather than full-fledged divinities to be worshipped. Much of this faith revolves around observing 
  taboos, with each clan having its own sacred bans said to ensure the Caul’s vitality and purity, 
  and to avoid the dangers of its wilderness. The Amoda spurn the sun’s light, waking and working 
  by night. The Tancoli don’t speak the names of living clansfolk, only those of the dead. The 
  Sukba won’t walk over the footprints of any animal. Talking to one’s self in the wilderness is 
  seen as dangerous, as is speaking to something one isn’t sure is another person — the Caul is 
  
  always listening, and its answers are unpredictable. Almost all clans abhor the notion of interring 
  their dead in the earth, employing sky burial or giving their dead to the sea instead.     
  The Caul’s ancient architecture is sacred to the Caulborn, and even so much as leaving marks on 
  it is desecration and blasphemy. Such marks tend to wander and change, sometimes 
  meaninglessly, sometimes malignantly. The Yazi clan tells the tale of Ragara Dolara, who carved 
  his name in a marker along the pilgrimage road despite his guide’s warning. For the remainder of 
  his pilgrimage, his name repeated itself in surface after surface — first faithfully, then 
  increasingly jumbled, as Dolara’s personality experienced similar erratic shifts. He persisted in 
  his pilgrimage, but when he came to Melilune, he found his reflection holding a sharpened stone 
  knife. Without a word, Dolara cut the double’s throat, carved nonsensical symbols into its flesh, 
  and vanished into nothingness. 
  Caulborn in Faxai or otherwise separated from their clan are often cut off from their traditional 
  ways of life. Most try to follow their traditions and taboos as best they can, but others can’t 
  freely practice their ways without incurring punishment, whether from Immaculate monks or 
  members of other Caulborn clans. Some simply never had the chance to learn the fullness of 
  their clan’s traditions.  
  Caulborn and the Realm 
  The Caulborn have no love for the Realm or the Dragon-Blooded who’ve descended in droves 
  upon their home for centuries. Only pilgrims who’ve progressed along their quest through the 
  shrine cities enjoy true respect and openness from the Caulborn, with those who complete their 
  pilgrimage through the Way to Feng-Yi being accounted kin. Caulborn often act as guides for 
  pilgrims, evasive and standoffish at first but gradually warming over the course of the pilgrimage 
  as the Dragon-Blooded ties her Essence further and further to the Caul.  
  The Caulborn have traditionally enjoyed a certain lenience from the Realm by comparison to the 
  populations of other satrapies, a lenience that’s only grown with legions’ withdrawal. Imperial 
  decree forbids enslaving the Caulborn (mainly intended to ensure a continuing supply of guides 
  for pilgrims), and restrains the Immaculate Order’s hand on the Caul. Its monks must permit the 
  Caulborn most of their less blasphemous rites, and limit their proselytization to Faxai and the 
  pilgrimage route, lest they inadvertently turn the Caulborn into willing soldiers of the Lunar 
  Anathema. However, these decrees aren’t always observed, particularly since the Empress’ 
  disappearance — Immaculate monks have long suppressed Caulborn rituals in Faxai, and 
  missionaries have begun visiting Caulborn clans near Faxai. 
  Caulborn and the Silver Pact 
  Few Caulborn have dealings with Lunars, and most Lunars are content to leave the Caulborn to 
  their own devices, seeking their assistance only when necessary. At best, they’re regarded as 
  honored denizens of sacred land; at worst, acceptable collateral damage in the war against the 
  Realm.  
  Pact members new to the Caul are often cautioned against treating Caulborn cruelly or 
  disrespectfully, yet not all do so. Sha’a Oka is nigh universally revered by the Caulborn, but 
  other Lunars are feared or hated by the Caulborn clans who’ve encountered them, such as Third 
  Daughter of the Leaves, who seems utterly without compassion for the indigenous people, and 
  Jangar Lai, who was killed by the Yazi clan’s poisoners after inadvertently violating a paramount 
  taboo while courting their favor. And some, like Lintha Haquen Fia-Shaw Flowers Unbending in 
  
  the Storm, simply haven’t invested time or effort into cultivating relations of any sort with 
  Caulborn clans. 
  Some Lunars rally Caulborn followers to their cause, sending them forth to call as many of their 
  kin as they can to their banners, while a Lunar wishing to better understand the mysteries of the 
  Caul might spend years winning the trust of a Caulborn clan until she can study their rituals and 
  taboos. The callow martial artist Roaring Storm was made blood kin to the Caligo clan after 
  defending their stone ape-idol from Immaculate missionaries. The spiteful Nuljan Wasp-Tongue 
  stole the shape of a child of the Zeryesh, and has spent years learning its witches’ many curses. A 
  handful of Caulborn clans have formed permanent alliances with the Silver Pact or sworn fealty 
  to individual Lunars, such as the Ninga hawkfolk who are Sandswept Garda-Empress’ family. 
  Some do so out of mutual enmity towards the Realm; others revere Lunars as living avatars of 
  the Caul, like the esoteric cult of Skatha Venomchild.  
  Beastfolk of the Caul 
  Most prominent among the Caulborn clans allied with the Silver Pact are those who’ve been 
  transformed into beastfolk, great lineages blessed by Luna’s Chosen.  
  The Kongar lionfolk have dwelt alongside Sha’a Oka longer than any other, descended from the 
  first Caulborn to encounter him after he returned to Creation. They don’t worship him, but attest 
  to his divinity. Naming him the Soul of the Caul, they record the strange omens that precede his 
  passage in their complex ideographic script. Skillful metalworkers and carpenters, they have 
  numerous settlements within the Caul’s jungles, chief among them the city Morovath.  
  The Ninga hawkfolk of the Pass of Sekima have been Sandswept Garda-Empress’ surrogate 
  family since she first came to the Caul. They dwell amid the mountains in shelters woven from 
  branches, leaves, wood, and cloth, living and hunting in common. They speak a twittering, 
  keening language that can be heard for miles, though certain words or phrases are forbidden to 
  be spoken at certain times or seasons. Sandswept Garda-Empress still lives among them, both a 
  living goddess and a matriarch of the clan.  
  The Yamalu boarfolk lost their Lunar patron, the warrior Paren Thorn-Tusk to an Immaculate’s 
  spear, but have continued to embrace her teachings on martial virtue. Young boarfolk train 
  strenuously with spear and shield from an early age, hoping to be chosen as the clan’s leader in 
  its yearly games of strength, wits, and courage. But the Yamalu’s traditions are much older than 
  Paren’s martial creed — their taboo against eating meat and reverence of the silence that follows 
  songs are as old as their bloodline. 
  Other beastfolk inhabit the Caul, unaffiliated with the Silver Pact. The xenophobic toadfolk of 
  the Guchol swamp drag trespassers into the water to drown; the Enisi sturgeonfolk forswear all 
  violence, living in lakebed monastaries; the roving, nocturnal Amoda clan of mothfolk chart the 
  movements of the stars and believe the sun does not exist. Some beastfolk clans ascribe their 
  nature to a divine blessing; others to twisting taint of the Wyld. Some recount legends of how 
  drinking from a certain spring or witnessing a legendary beast transformed their long-ago 
  ancestors. The protean touch of Luna lies heavy upon the Caul, and such miraculous 
  transformations are not unknown. 
  Beast-Soldiers of the Black Lion 
  
  Kongar lionfolk have one-dot Claws (Exalted, p. 165), Imposing Features (p. XX), 
  and two-dot Unusual Hide (Exalted, p. 166). Ninga hawkfolk have a Musical Voice 
  (p. XX) and five-dot Wings (Exalted, p. 167). Yamalu boarfolk have Pain 
  Tolerance (Exalted, p. 164) and two-dot Unusual Hide (Exalted, p. 166). 
  Morovath, City of a Thousand Faces  
  Deep in the Caul’s jungles, set in a hidden valley only whispered of by outsiders, lies the ancient 
  city Morovath. Like the moon, Morovath shifts slowly through phases, reshaping itself by night, 
  buildings flickering from one place to another just out of sight, or between one eyeblink and the 
  next. The Morovath of the full moon has tall, gleaming towers and shines with a light all its own; 
  the Morovath of the new moon is a somber and forbidding place whose grim cloisters seem to 
  eat light. Between those two extremes, districts of the city shift through light and darkness. 
  Shining turrets unfurl as the moon waxes, until at half-moon the city divides itself perfectly into 
  two halves; as the moon wanes, the towers slowly dwindle like shadows at midday, the city’s 
  glow fading slowly until only a small skein of districts at the edge still echo the full moon's 
  glory. 
  Morovath is Sha’a Oka’s personal headquarters for his war against the Realm. The Palace of the 
  Moon’s Light, a massive amphitheater-manse of shining shone, is where his generals lay plans 
  and debate strategy — debates sometimes as raucous as the war itself, with so many Lunars from 
  so many disparate cultures drawn together in a single cause.  
  Its origins shrouded in myth, Morovath was a bustling metropolis ruled by Lunar and Dragon-
  Blooded princes during the First Age, shattered in the Usurpation. When Sha’a Oka’s lionfolk 
  clan rediscovered it centuries ago, it was an empty shell. But it’s grown cosmopolitan like few 
  others on the Caul, peopled by a dozen Caulborn clans, not to mention visiting Lunars and their 
  Moon-Touched children.  
  Today, Morovath is governed by its own people, who meet in the Forum of the Waxing Peace to 
  judge disputes and take plebiscites on matters of public import — on those rare occasions when 
  issues become truly acrimonious, the Forum fills to capacity, and the sound of voices echoing off 
  the walls grows cacophonous. By Sha’a Oka’s decree, the lionfolk keep the peace; others 
  approach them to arbitrate disputes, and their word carries great weight, such that it often swings 
  votes in the Forum. 
  Morovath’s art and culture follows the changing phases of the moon. As the city’s architecture 
  and lighting waxes and wanes, its inhabitants don new garb to better blend in or stand out. The 
  same songs are sung no matter which moon lights the sky, but their performance changes 
  drastically by phase — a stirring battle anthem by the full moon might be a mournful dirge under 
  the waning moon.  
  Having been on a war footing for centuries, Morovath has myriad forges, smiths, bowyers, and 
  the like. Its many shrines and temples, dedicated to Luna’s myriad aspects of Luna, host the 
  armories and training grounds of the Black Lion’s army. Every blade forged in Morovath, every 
  arrow fletched, every technique taught, bears Luna’s blessing.  
  The Dragon-Blooded know of a hidden city somewhere in the jungle, but have never pinned 
  down its location. The jungle itself poses a significant obstacle to their efforts, as do sorcerous 
  
  workings that turn away unfriendly scouts, urge the trees to shuffle closer together to cut off 
  paths, call down storms or plagues of biting insects, or worse.  
  Sha’a Oka’s Territory 
  Morovath is hidden, martial, and ever-changing. No Lunar claims the Caul’s shrine 
  cities as their territory; to do so risks interfering in their sacred geomancy and 
  incurring the Black Lion’s wrath. 
  The Shrine Cities 
  When the Dragon-Blooded hold the Caul’s five shrine cities, they may undertake the sacred 
  pilgrimage that opens the Way to Feng-Yi, attaining the unequaled miracle of ensuring a child 
  will Exalt. The shrine cities are no less important to the Lunars, the fivefold heart of their sacred 
  sibling-continent, but they know not what might happen were they to hold all five and pass into 
  Feng-Yi.  
  Since the Caul’s return, the Realm has kept the Silver Pact out of Faxai; before it vanished, the 
  contentious wars of the Shogunate prevented the Pact from ever holding all five cities. If such a 
  pilgrimage occurred in the First Age, none of the surviving elders can reliably say what wonders 
  it wrought. 
  The walled city of Faxai has long been a thorn in the Pact’s side, the Realm’s seemingly 
  unshakable foothold on the Caul for centuries. Here, every building must be elevated above the 
  sacred soil on thick pillars; here lies the Earth Shrine, where every pilgrimage must begin.  
  With the Great Houses withdrawing their legions in preparation for civil war, Faxai’s defenses 
  are left to zealots and outcastes, yet still Faxai endures. Some Lunars have tested its defenses in 
  recent years, but even with their numbers diminished, the might of the Dragon-Blooded is 
  formidable when unified against a common foe. The Black Lion has yet to besiege Faxai’s 
  crumbling defenses, keeping his own counsel and scheming in silence. 
  The plant-choked city Garianghis is built around the Wood Shrine, overgrown by a vast tree that 
  has engulfed the shrine’s architecture. The last shrine city wrested from the Realm by the Silver 
  Pact, it now belongs to Third Daughter of the Leaves and her monstrous brood of chimeric 
  turtlewolves.  
  Dragon-Blooded pilgrims must pass through the gates of Garianghis’ Wood Shrine in dreams; 
  for Lunars who sleep in it, the entire city is a sacred gateway to a dream of the Caul as it was in 
  the first days of Creation, untouched by human hands — the purest expression of Luna and 
  Gaia’s love. Luna is said to walk this dream-Caul each night, and many Lunars roam it in hopes 
  of meeting them a second time. Reclusive and inhospitable as she is, Third Daughter doesn’t bar 
  fellow Lunars from this grace. She cares little for it herself, being more concerned with obscure 
  rituals she believes could use Garianghis’ power to imprison every Dragon-Blood on the Caul in 
  ceaseless nightmare. 
  Every night, Houshou burns itself to the ground. Every morning, it reappears, unscathed. Few 
  Lunars live there — though Skathra Venomchild, the shahan-ya entrusted with the city, and other 
  Lunars of similar vitality, can endure these deadly flames — residing instead in the stone 
  structures erected outside the city by the Realm during its occupation of Houshou. Some Realm 
  
  refugees still occupy these structures; hunting them is considered high sport by Skathra’s 
  adherents.  
  Of the Pact-held shrine cities, Houshou is the least visited; even those who can withstand the 
  flame are unnerved and disquieted by the eccentric Venomchild. The ancient order of Caulborn 
  monks who guard the Fire Shrine’s gates, though less unsettling, are likewise uncanny; each has 
  burned alive every night for years, only to return unharmed, and they’ve come to terms with pain 
  and mortality. Caulborn and foreign pilgrims alike have been known to seek illumination in the 
  monks’ wisdom. 
  Sekima is a ruin of a city, long since scoured entirely from the Caul. But, like Dragon-Blooded 
  pilgrims, Lunars who enter the ruins begin to remember a life lived within the city as it was 
  before it was destroyed. Unlike Dragon-Blooded, that memory is malleable, and Lunars see 
  evidence of each other’s passage through the city. The changes they make are normally small — 
  a tea house changes ownership after a Lunar seduces away the heir, or the words of a ceremony 
  differ once a Lunar suggests a new methodology.  
  Sandswept Garda-Empress means to use the memory of Sekima as a weapon against the Realm, 
  and has spent more time within it than any other. The deeper her connections to the people of 
  Sekima grow, the more she lays her plans against whatever future pilgrims may trespass here. 
  Woe betide such unfortunates, for if she is successful, the memory of Sekima will be as a 
  nightmare, aggressive and unwelcoming. 
  Melilune is a city of reflection, its spires reflected in the lake beneath. During the new moon and 
  eclipses, Lunars may pass freely into the reflected city — though it extends no further than the 
  shrine city’s boundaries, streets folding in on themselves to turn the visitor back inwards — and 
  speak with the living reflections left behind by pilgrims to the Water Shrine.   
  The Black Lion entrusted Melilune to his adherent Fia-Shaw, but she spends too much time 
  pursuing the Pact’s foes by sea to hold it. Instead, she’s entrusted it to her student, the choleric 
  seeress Vidatha Riverfisher, who’s dwelt in that reflected city for years, learning the secrets of 
  every Dragon-Blooded pilgrim ever to pass through it. 
  Caulborn and the Shrine Cities 
  Each shrine city has been home to generations of Caulborn, and their understanding 
  of the shrines rivals that of the Silver Pact and the Realm.  
  Uravé fishers explore Melilune’s caverns, snaring blind cave fish and pale softshell 
  crabs, and telling stories of the reflections that live in the water.  
  Caulborn voyage to Sekima to meet friends and lovers once more in its memory; 
  some families live on both sides of the Sekima that is and the Sekima that’s 
  remembered.  
  Houshou is regarded warily by most clans, but its ashes are venerated for their 
  sacred power, used in tattoos and medicine.  
  Garianghis is home to the Dreaming Grove, a Caulborn cult that seeks auguries and 
  enlightenment in the city’s dreams, though Third Daughter of the Leaves has denied 
  this to them.  
  In Faxai, the Caulborn must be subtle to escape the watching eyes of Immaculates, 
  but perform quiet midnight rituals that echo through eternity.  
  
  The Wilderness 
  The Caul is more than shrine cities and the pilgrimage road, more than Morovath’s shifting 
  streets. The massive island-continent possesses diverse flora and fauna across grasslands, forests, 
  jungles, mountains, lakes, rivers, and more. Along the pilgrimage road, landmarks and locations 
  are mostly reliable, but the wilderness beyond the road’s ancient way stones is difficult to 
  navigate at the best of times, shifting when one looks away or leading unwary travelers into 
  danger. No journey in the wildlands is ever safe, but only those who know the Caul’s ways — 
  those who’ve lived there long enough to gain some sense of it — can reliably get from one place 
  to another.  
  Even then, no path in the Caul’s wilderness is entirely trustworthy. The Caulborn travel with 
  bags of seeds, casting them ahead as they go, sometimes stopping waiting for an hour or more to 
  consider how one seed fell before moving on or turning aside. Travelers who don’t heed their 
  guides may find themselves swept into a river that wasn’t there a moment before, stumble into an 
  ancient and forgotten temple laden with deadly traps, or lose their bearings only to find 
  themselves a hundred miles from where they believed themselves to be.  
  Spirits and Fae of the Caul 
  When the Caul vanished, it took with it not only mortal denizens, but spirits as well. Elementals 
  have repopulated the continent in the centuries since its reappearance, springing forth from the 
  sacred land in far greater numbers than anywhere else in Creation. Yu-Shan’s attempts to 
  reinstate a terrestrial hierarchy of gods on the Caul has met with less success, owing both to 
  bureaucratic infighting in Heaven over the continent’s destiny and to the Silver Pact’s ouster of 
  any gods they encounter, lest their reports provide the Bronze Faction with actionable 
  intelligence on the Caul. All told, gods make up the minority of the continent’s spirits.  
  The Wyld makes its presence known in sporadic bordermarches within the Caul’s wilderness, 
  from which raksha have emerged and ordered themselves in courts — though if the Caul has 
  birthed a truly powerful raksha noble, she has yet to make her presence known. Shadowlands, 
  conversely, seem almost unable to open on the Caul, though some Caulborn ghosts still haunt the 
  night, and a scant handful of ghosts of Realm citizens can be found in Faxai or along the 
  pilgrimage road. Unbound demons roam the Caul’s wilderness, having slipped free of their 
  hellish durance and found respite on land that is not fully Creation. 
  The wild and untamed divinities of the Caul can be perilous to unwary Dragon-Blooded. They 
  lack the fear of the Immaculate Order that most Threshold spirits do, and are thus more likely to 
  escalate conflicts to violence than submit to self-assured Dragon-Blooded. The Caul’s spiritual 
  landscape is less threatening to Lunar visitors. The Silver Pact’s witches and mystics have forged 
  pacts with many of the continent’s rogue pantheons and feral divinities, allying against the 
  Immaculates who threaten both. But others, especially the Fair Folk, — have no truck with 
  Luna’s Chosen, and the land grows even more trackless, deceptive, and threatening within their 
  areas of influence. 
  Other Dominions 
  Black Winter Boneyard 
  This icy shadowland is perilous and inhospitable to the living, but it teems with the undead 
  monstrosities raised by the necromancer Smiling Rat. Frostbitten zombies shamble an eternal 
  
  patrol around its borders, spectral raitons perched on their shoulders to report back to the 
  dominion’s master. Those who brave this perimeter face phantasmal beasts, skeletal war-engines, 
  and inhuman monsters dredged from the Underworld’s depths.  
  Smiling Rat makes his warren at the shadowland’s heart, honing his necromantic prowess 
  through asceticism and self-mortification. He enjoys few students since the schism that turned 
  much of the Northern Pact against him, but is glad to pass his knowledge on to young 
  necromancers, even those not affiliated with the Pact. 
  The Shattersea Bastion 
  The Shattersea Bastion, a chain of decrepit Shogunate fortresses, sprawls across a series of small, 
  rocky islands along the White Sea’s northern shore. The port city it once guarded is now a 
  blasted ruin where no living thing dwells. The master assassin Shadow-Rending Razor dwells in 
  this desolate fastness, commanding a cult dedicated to Luna in their aspect as the Bloody 
  Huntress. Her fanatical students pact with moon-gods from Luna’s own courts, weighting their 
  souls with dark blessings before departing to sow chaos and terror throughout the North. The 
  nearest mortal settlement, a fishing village on the isle of Ironfell, has no idea Razor’s school 
  exists, though they worship many of the moon-gods that pact with the school. 
  New Dakuo 
  Set amid wooded Northeastern foothills in the Saber River valley, New Dakuo is among the 
  Shadow Fang Vanguard’s (p. XX) oldest and most settled dominions. After the Contagion, a 
  renegade detachment of the Shogunate’s Bitter Justice Legion helped a Lunar Circle defend the 
  city of Dakuo from the Fair Folk; the survivors forged a covenant to protect the region’s 
  surviving mortals together.  
  Today, New Dakuo’s gray stone walls overlook the old city’s diminished shadowland. New 
  Dakuo is a fortress, its citizens drilled in warfare to serve in the ranks of the Vanguard’s military. 
  Roads lead to outlying fortified towns, from which Dakuin soldiers ride out to drive off bandits, 
  slay wild beasts, and engage in war games with other Vanguard dominions. 
  As part of the covenant, the Changing Moon Rises-With-Fire and the eldest Dakuin Dragon-
  Blood served as duumvirs, with the city’s Vanguard members exempting the Bitter Justice 
  Legion’s descendants from their vendetta. But with Rises-With-Fire recently slain by a Wyld 
  Hunt, Exquisitely Violent Axe, a young Vanguard member has sought to take charge of the 
  dominion, only to find the Dakuin unwelcoming. 
  The Eye of the Killing Storm 
  Horse nomads of the Southeastern steppes meet in The Eye of the Killing Storm — the sacred 
  city from which they take their name — to feast, negotiate treaties, and revere their divine 
  patron, Blood Nail. The Killing Storm has long raided Prasad’s southern satrapies, among other 
  neighbors, but Prasad’s expansion has brought them into conflict. Not only do Prasadi soldiers 
  clash with Killing Storm riders, but the Pure Way’s monks have learned of their sacred city, and 
  plan to end their Anathema worship. 
  Mount Namas 
  Few locales in Creation have seen as much history as Mount Namas. Spirit courts of war and 
  death have met atop its peak since prehistory, while a glorious city of many names grew and 
  
  spread in its shadow across the First Age. Warring Shogunate factions laid waste to that city, 
  much of which fell into a shadowland. After the Contagion, Tanisa Ring-Eater and Seven 
  Obsidian Leopard established themselves in the ruins, worming their way past First Age defenses 
  that the Shogunate never successfully dismantled.  
  Leopard spends much of his time amid the death-gods at the mountain’s peak and the ghosts of 
  the shadowland city. Tanisa is more often found among the peoples who dwell among its 
  foothills, who believe Mount Namas is where the souls of the dead gather to ascend to the 
  afterlife as stars.  
  The Eye of the Killing Storm 
  Horse nomads of the Southeastern steppes meet in The Eye of the Killing Storm — the sacred 
  city from which they take their name — to feast, negotiate treaties, and revere their divine 
  patron, Blood Nail. The Killing Storm has long raided Prasad’s southern satrapies, among other 
  neighbors, but Prasad’s expansion has brought them into conflict. Not only do Prasadi soldiers 
  clash with Killing Storm riders, but the Pure Way’s monks have learned of their sacred city, and 
  plan to end their Anathema worship. 
  Luz Liura 
  Amid a rocky plain within the Burning Sands stands an island of green, a bordermarch wherein a 
  river flows in a circle without source or egress. Within that circle stands Luz Liura, the 
  bordermarch dominion of Klesamra Lotus-Seed. Villages of mud-brick houses encircle 
  Klesamra’s central palace-city, staffed by her entourage of hermit crabfolk and hobgoblins. 
  Klesamra has made deals with several Southern Fair Folk, causing consternation and controversy 
  within the Silver Pact. Three Fair Folk nobles — Tethian Lion-Eye, Vespania of the Singing 
  Wind, and the Red Tatterdemalion — maintain temples in Luz Liura and serve as Klesamra’s 
  agents plenipotentiary. At her behest, they and their fae minions raid the Realm’s southernmost 
  holdings, sowing terror as they sup on victims’ souls. 
  The Fortress of the Fulgurite Spire 
  Dark and twisted, the Fortress of the Fulgurite Spire rises from the islands west of Bluehaven. 
  This self-contained fortress-city, its walls encompassing farms and armories alike, is home to Ül 
  the Burning Eye and a thousand komodo dragonfolk followers. Each season, Ül unleashes new 
  strains of diseases among his dominion’s populace, though sorcerous safeguards and pacts with 
  disease-gods prevent fatality and cure the ill once Ül’s concluded his experiments. The shahan-
  ya extends these protections to visiting guests, but intruders find themselves assailed by plagues 
  horrid beyond imagining.  
  Despite its proximity to the Realm’s borders, the Fortress has never been successfully assaulted 
  by the Imperial legions or the Wyld Hunt. Beyond its array of ancient weaponry and sorcerous 
  defenses, the fortress itself moves, dissolving into wind and lightning at the heart of a storm, then 
  arcing dozens of miles to a new island. 
  The Star Jasmine Pavilion 
  On a height above the Western port of Eldaj rise the stately, flower-wreathed domes and turrets 
  of the Star Jasmine Pavilion. Here the shahan-ya Wings of Ivory — admired for his mastery of 
  medicine, music, and social graces — dwells in luxury as a god, worshiped and fêted by the 
  
  Eldaji. Occasionally he ventures forth to graciously fulfill some petition from the local prince or 
  the people, such as ameliorating a plague, driving off pirates or Fair Folk, or conducting 
  negotiations with a neighboring isle. Otherwise he remains in his manse amid wealth and luxury, 
  his every whim tended to by his retinue of ternfolk attendants and all manner of visiting 
  entertainers. 
  Wings of Ivory never truly cared about the war with the Realm, and traveled West to escape both 
  the Wyld Hunt and the Silver Pact’s pressure to get involved. Today he grows wroth at Houses 
  Peleps and V’neef for bringing that conflict to his doorstep. Their captains are learning to give 
  his territory a wide berth.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The only things that thrived in Nexus’ polluted rivers were catfish, and even they more crawled 
  than swam through the grime below the water’s surface. Yet even in the mud with the bottom 
  feeders, Seven Devil Clever could see the Immaculate’s anima, a dark and shimmering current 
  that flowed against the river and illuminated a place the moon’s light never touched.  
  A Dragon-Blood’s searching eyes would only see a fish, however. Seven Devil Clever risked 
  waggling a fin at the Immaculate as he floated in the river. With any luck, he’d give up the 
  search with the two other shikari waiting above the water, and she’d have a bit more breathing 
  room in the city for at least another day. 
  With a single deft motion, the Immaculate opened a pouch on his belt, thrust his hand in, and 
  made a sweeping motion. Seven Devil Clever flinched, but then she caught the scent of corn and 
  crawfish as the fragments floated to the bottom. Realization dawned too late, as all the bottom 
  feeders suddenly swarmed, and the Immaculate caught sight of the one fish who apparently 
  wasn’t hungry. 
  Seven Devil Clever twisted in the muck, shimmering silver inside and out, until she was a river 
  dolphin that she’d hunted far upstream from Nexus. Fear twisted in her gut, but the rage was 
  there under the surface too, closer than catfish to the water’s surface. She surged forward, 
  crashing her argent-shining snout against the Immaculate’s nose with a crunch that was as 
  satisfying physically as it was spiritually.  
  For a brief moment, she considered fighting, swimming rings around him until she could land a 
  telling blow. Then he reached out with a shining hand to slap a pressure point beneath her slick 
  skin. Her rage sputtered out as her lungs filled with water, and Seven Devil Clever decided to go 
  with her original plan of swimming the hell away. 
  With two powerful movements of her tail, Seven Devil Clever broke the surface and leaped high 
  into the air. She took an arrow in her hide — the Wood Aspect had also caught up, it seemed — 
  thorns erupting from the barb and digging deep into her ribs. She snarled and shifted again, 
  landing on Nexus’ dirt streets as a fox.  
  She bit down on the arrow’s shaft, winced at the taste, and yanked it out, along with a gob of her 
  own flesh. When she looked back, the Immaculate stood on the bridge over Nexus’ district river, 
  still shining faintly. He bowed stiffly out of respect, then assumed some graceful and elegant 
  stance. The Water Aspect’s anima flared, while a stream of pure, fresh water ran from his feet to 
  trickle and foam into the fetid rushes. 
  Right. Stick to the plan.  
  The early morning crowd parted easily for her, or perhaps for the three robed demigods charging 
  in her wake. No matter how quickly she ran, they were faster. But this was her city, and no fox 
  ever ran straight in a chase.  
  Seven Devil Clever’s razor-keen eyes swept the streets for an escape route, finding a stack of 
  crates climbing to a low roof. She raced up and over them, bounding across rooftops shrouded 
  with early-morning mist. She could see every step, every perch, every route before she took it, 
  and within minutes she was at her den, bursting through a third-story window and frightening 
  every crook and petty thief within.  
  
  A query from her lieutenant was silenced by a bloodied finger. She waited and watched the 
  window, and none dared move for an hour. Finally, Seven Devil Clever breathed, and every one 
  of her Band of the Fox breathed with her. 
  “Well,” she said, standing gingerly. This wasn’t defeat. She could feel her Essence growing each 
  day, and more and more of the city’s spirits agreed to her pacts as the Immaculates made their 
  presence known. The gods’ blessings would strengthen her gang, assuming the ruffians survived. 
  “Tyo, Shaina, Vere,” she said, beckoning. “I’ve got a task for you. We’re going to hunt the 
  hunters.”  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter Four 
  Character Creation 
  Step 1: Concept and Caste 
  Start character creation by talking with your Storyteller about her plans for the game, and 
  discussing character concepts with your fellow players. Think about your character’s origin, 
  personality, skills, and the heroic archetypes that inspire them. Once you have a rough idea of the 
  details, sum up in your concept — a brief description of your character.  
  Once you have your concept (or while you’re still figuring out the details), determine which of 
  the three Lunar Castes (p. XX) fits it best — or whether you wish to begin play as a Casteless 
  Lunar. Decide whether your Lunar belongs to the Silver Pact, and whether she’s affiliated with a 
  shahan-ya. 
  Step 2: Spirit Shape and Tell 
  Each Lunar has a spirit shape: an animal form that symbolizes that character’s truest self. Choose 
  your character’s spirit shape. It might embody one of her strongest traits, express an important 
  facet of her personality, or hold a deep personal meaning for her or her culture. 
  Additionally, each Lunar has a Tell (p. XX), a distinctive characteristic that’s present in any form 
  she shapeshifts into. It may be a marking like a scar or tattoo, an unusual physical quirk, a trait of 
  the character’s spirit shape, or a subtle supernatural display like an oversized shadow. Pick your 
  character’s Tell. 
  Step 3: Attributes 
  Each Lunar Caste embodies a different form of excellence. Choose two Attributes from the 
  appropriate list as your Caste Attributes, unless your character is Casteless  
  • 
  Full Moon: Dexterity, Stamina, Strength 
  • 
  Changing Moon: Appearance, Charisma, Manipulation 
  • 
  No Moon: Intelligence, Perception, Wits 
  • 
  Casteless: Casteless Lunars don’t choose Caste Attributes 
  In addition to your Caste Attributes, pick any two others as Favored Attributes. 
  Each Attribute (Exalted, p. 148) 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. At least one of your Caste or Favored Attributes must be in the primary 
  category, and at least one must be in the secondary category. For Casteless Lunars, only one 
  Favored Attribute needs to be in the primary category. 
  Distribute nine dots between your primary Attributes, seven dots between your secondary 
  Attributes, and five dots between your tertiary Attributes. Attributes can’t be raised above five. 
  Step 4: Abilities 
  
  Divide 28 dots among your Abilities (Exalted, p. 149). Each starts with zero dots, and they can’t 
  be raised above three dots without spending bonus points. Abilities can’t be raised above five.  
  Assign three specialties (Exalted, p. 123) among your Abilities. You must have at least one dot 
  in an Ability to take a specialty in it.  
  Step 5: Merits 
  Choose ten dots of Merits (Exalted, p. 157).  
  The Solar Bond 
  Some Lunars have a deep spiritual tie to a Solar (p. XX) — or, in the Time of 
  Tumult, an Abyssal or Infernal. At character creation, you may decide that your 
  Lunar definitely has a Solar Bond, or that they definitely don’t. Alternatively, you 
  can leave it up to the Storyteller to decide. Let the Storyteller know your choice, so 
  they can plan accordingly. 
  Step 6: Charms 
  Choose fifteen Charms (p. XX). Most Lunar Charms require a minimum rating in their 
  associated Attribute — if you don’t have enough dots to qualify for one, you’ll need to raise that 
  Attribute’s rating with bonus points. 
  You may choose Martial Arts Charms or Evocations in place of Lunar Charms. If you choose 
  Terrestrial Circle Sorcery as one of your starting Charms, you may also learn spells in place of 
  Charms. 
  Step 7: Intimacies and Limit Trigger 
  Choose Intimacies (Exalted, p. 170) to represent your character’s beliefs and relationships. 
  Intimacies can represent a Lunar’s motivations, religious beliefs, worldview, friends and 
  enemies, moral code, personal idiosyncrasies, or other important parts of her life. Many Lunars 
  have Intimacies expressing their rage, and Ties relating to Luna, the Silver Pact, their shahan-
  yas, and the inhabitants of any Lunar dominions they dwell in or have frequent contact with. 
  There’s no maximum on how many Intimacies you may choose. Starting characters must have at 
  least four Intimacies. At least one must be Defining, and one must be Major. Likewise, at least 
  one must be positive, and one must be negative. 
  Additionally, choose a Limit trigger — a circumstance that exacerbates your Lunar’s Great 
  Curse (p. XX). 
  Step 8: Bonus Points 
  You have 15 Bonus Points that can be spent at any point during character creation to raise your 
  character’s traits. 
  <begin table> 
  TRAIT 
  COST 
  Caste or Favored Attribute 
  3 per dot 
  Non-Caste, Non-Favored Attribute 
  5 per dot; 4 per dot if Casteless 
  
  Ability 
  2 per dot 
  Specialty 
  1 
  Merits 
  1 per dot 
  Caste or Favored Charm 
  4 
  Non-Caste, non-Favored Charm 
  5 
  Spell (Intelligence Caste or Favored) 
  4 
  Spell (Intelligence non-Caste, non-Favored) 5 
  Evocation 
  4 
  Animal Latent Ability 
  3 
  Willpower 
  2 per dot 
  <end table> 
  It’s most cost-effective to use Bonus Points to raise Abilities or Caste and Favored Attributes, 
  while using them to buy Charms, Evocations, or spells is the least efficient option.  
  Lunar Exaltation 
  A mortal player character (Exalted, p. 125) that Exalts as a Lunar in the course of 
  play gains the following benefits:  
  •  
  Her player selects two Favored Attributes (one of which must be a primary 
  Attribute).  
  •  
  All Lunars are Casteless upon Exaltation, but the Silver Pact seeks to find 
  them and provide them with caste-fixing tattoos. If this happens, her player chooses 
  two Caste Attributes (one Caste or Favored Attribute must be a secondary 
  Attribute).  
  •  
  The player chooses a spirit shape, Tell, Limit trigger, and ten Charms the 
  Lunar qualifies for, and calculates her Essence pools.  
  •  
  At the current story’s end, the Lunar gains five Charms and two dots of 
  Willpower for free, and assigns three dots among primary Attributes, three dots 
  among secondary Attributes, and two dots among tertiary Attributes. 
  Step 9: Finishing Touches 
  You begin at Essence 1. Lunars have (15 + Essence) personal motes and (34 + [Essence x 4]) 
  peripheral motes, for a total of 16 personal motes and 38 peripheral motes at Essence 1.  
  You begin with five Willpower (Exalted, p. 169), which can be raised by spending Bonus 
  Points. 
  You begin with seven health levels (Exalted, p. 171): a −0 level, two −1 levels, two −2 levels, a 
  −4 level, and an Incapacitated level. You may purchase additional health levels by learning Ox-
  Body Technique (p. XX). 
  Grizzled Veterans 
  
  The rules above are for creating Lunars who’ve been Exalted for less than a year. 
  For games featuring more experienced Lunars, make the following changes to the 
  default character creation: 
  •  
  Your starting Essence is 2. 
  •  
  Choose thirteen dots of Merits. 
  •  
  Choose twenty Charms. 
  •  
  Spend eighteen bonus points. 
  Character Creation Summary 
  Step 1: Concept and Caste 
  • 
  Consult with the Storyteller and other players, and come up with a concept for your 
  character. 
  • 
  Pick a Caste, and note its anima powers. 
  Step 2: Spirit Shape and Tell 
  • 
  Pick an animal as your spirit shape. 
  • 
  Pick a Tell. 
  Step 3: Attributes 
  • 
  Select two Caste Attributes from the relevant list (or none, if Casteless). 
  • 
  Select two Favored Attributes, which can’t be the same as Caste Attributes. 
  • 
  Place one dot in each Attribute. 
  • 
  Divide 9 dots among primary Attributes, 7 dots among secondary Attributes, and 5 dots 
  among tertiary Attributes. 
  Step 4: Abilities 
  • 
  Divide 28 dots among all Abilities. None may be raised above 3 without spending bonus 
  points.  
  • 
  Assign three specialties.  
  Step 5: Merits 
  • 
  Select 10 dots of Merits. 
  Step 6: Charms 
  • 
  Select 15 Charms.  
  Step 7: Intimacies and Limit Trigger 
  • 
  Choose at least four Intimacies, including at least one Defining Intimacy, one Major 
  Intimacy, one positive Tie, and one negative Tie. 
  • 
  Choose your Limit trigger. 
  Step 8: Bonus Points 
  
  • 
  Spend 15 bonus points. 
  Step 9: Finishing Touches 
  • 
  Record Essence rating (1), Personal Essence (15 + Essence), Peripheral Essence (34 + 
  [Essence x 4]), Health Levels (−0/1x2/−2x2/−4/Incapacitated) and Willpower (5).  
  Castes 
  Full Moon: Warriors, athletes, rugged survivors, and warlords who use physical prowess to 
  triumph over enemies and surpass all obstacles. 
  Caste Attributes: Dexterity, Stamina, Strength 
  Changing Moon: Tricksters, thieves, leaders, and schemers who use their silver tongues to 
  persuade, deceive, seduce, and terrify. 
  Caste Attributes: Appearance, Charisma, Manipulation 
  No Moon: Witches, savants, healers, and craftsmen who use mental acuity to outwit rivals and 
  devise solutions to the most difficult puzzles.  
  Caste Attributes: Intelligence, Perception, Wits 
  Casteless: Lunars who’ve yet to choose a Caste, or have rejected the choice altogether. 
  Caste Attributes: None 
  Bonus Point Costs 
  <begin table> 
  TRAIT 
  COST 
  Caste or Favored Attribute 
  3 per dot 
  Non-Caste, Non-Favored Attribute 
  5 per dot; 4 per dot if Casteless 
  Ability 
  2 per dot 
  Specialty 
  1 
  Merits 
  1 per dot 
  Caste or Favored Charm 
  4 
  Non-Caste, non-Favored Charm 
  5 
  Spell (Intelligence Caste or Favored) 
  4 
  Spell (Intelligence non-Caste, non-Favored) 5 
  Evocation 
  4 
  Animal Latent Ability 
  3 
  Willpower 
  2 per dot 
  <end table> 
   
  
   
  Tula wheeled through the air above a snow-covered forest valley, not far from her secret 
  encampment. From her vantage she measured the flaws in her small army’s hit-and-run 
  wilderness exercises. As soldiers, they were green as her wings, distrustful of their arms, armor, 
  and comrades. Still farmers at heart. If they relied on muscle instead of maneuverability to fight 
  the Realm garrison, Cathak soldiers would scythe through them without slowing. 
  Tula remembered well. 
  She issued an “exercise halt” command by birdsong, but words were better for lecturing. So she 
  swooped down to the treeline to find a perch, and traded feathers for leathers and beak for 
  mouth. Tula allowed them no time to goggle at her transformation; there weren’t enough hours 
  left in the season. 
  “Gather close!” she commanded, noting who was slow to obey. She addressed her squads as they 
  came within easier shouting distance, calling out flaws in their teamwork. “Vahi, look before you 
  break cover. Maccus, you got to keep moving. Shreya and Lali, stop running ahead of Calder.” 
  Tula pointed to the vulnerable straggler. “Your squadmate. Probably caught or killed. Never...” 
  Never going home to his family. Tula wasn’t sure it was what they needed to hear. It wasn’t what 
  she’d meant to think. But she thought it all the time. 
  She’d helped Calder’s family herd cattle more than once. The women who’d just let him “die” 
  were his cousins. They’d been pranksters when they were younger. Now they were so serious. 
  Now they looked at her like someone new. Someone with the power and experience to stand 
  against the tax collectors and their cruel Imperial enforcers. Tula wasn’t sure she wanted to be 
  someone new. 
  She still cared, like they did. She still felt like a farmer at heart, with hands itching for honest 
  work. She was still as young, hopeful, even stubborn, as she’d ever been, as they all were. The 
  difference was that, unlike her, none of them had ever really been alone. 
  Tula remembered what it was like. 
  She remembered the roar of flame and the crack of lightning. She remembered the panic in her 
  comrades’ eyes, the tense silence of once-boisterous bandits, the rank smell of fear in their 
  hideout. Tula wished she could remember Ajit’s smile as well as she could remember his blood-
  drenched grimace. She’d have given anything to taste Karu’s cooking again, instead of the 
  smoke that billowed from her flesh. It was hard to recall Blue Spring’s courage and leadership 
  instead of her begging and wailing, cut short with a meaty chop while Tula squeezed her eyes 
  shut. 
  She remembered being alone, too afraid to call out. She remembered being trapped, and wishing 
  for freedom. She remembered her fear and shame bleeding away as her heart beat faster, louder, 
  demanding that she become — 
  Tula was someone new, now. The sweaty, mud-spattered recruits in their hand-me-down leather 
  armor didn’t need Tula the Rider or Groundbreaker or Brewer. They needed the Reaver, and the 
  Reaver would use them all up if it meant cutting a hole in House Cathak. The Reaver would rest 
  when the battle was done, and Tula would console their families, one by one. But she couldn’t 
  think of them now. There weren’t enough hours left in the season. 
  
  “...Never forget, your job’s not winning,” she said, improvising a speech, projecting her voice 
  and confidence across the camp. “Your job’s losing less than the enemy, every time. Don’t be 
  aggressive; be protective. Don’t be greedy; be stingy. Your squadmates are part of you, now. 
  Never let them out of sight. You’ll never forgive yourself if you do.”  
   
  
  Chapter Five 
  Traits 
  New Merits 
  Heart’s Blood (• to •••; +•) — Story 
  Prerequisite: Lunar Exalt 
  This Merit depicts a Lunar with several animal forms at character creation, in addition to her 
  spirit shape. One dot provides the shapes of around half a dozen relatively weak animals, 
  comparable to one-dot Familiars (Exalted, p. 161), and two or three stronger animals, 
  comparable to two-dot Familiars, from a single environment.  
  Two dots provide the shapes of one to two dozen weaker animals, half a dozen stronger animals, 
  and one or two extremely powerful animals, comparable to three-dot Familiars, from a single 
  environment. 
  Three dots provide the same benefits as two dots, plus the shapes of two to three additional 
  stronger or extremely powerful animals. 
  For an additional dot, the Lunar can select her animal forms from any number of environments, 
  depicting a far-ranging hunter.  
  Stolen Faces (• to •••••) — Story 
  Prerequisite: Lunar Exalt 
  This Merit depicts a Lunar who’s taken human shapes at character creation. Each dot can provide 
  five human shapes with no significant social standing — a peasant farmer, local bandit gang 
  member, dock worker, street urchin, etc. — or a single human shape whose social, economic, or 
  political status is a valuable asset, e.g., a Dynast, Guild merchant prince, revered clan elder, 
  queen’s favored daughter, etc. 
  Existing Merits 
  Allies: A Lunar’s Solar mate (p. XX) is a five-dot Ally.  
  Backing: Good standing in the Silver Pact provides Backing, letting Lunars 
  leverage renown into support from fellow Chosen. 
  Command: Lunars commonly lead beastfolk armies, which possess Might 1 
  (Exalted, p. 207). Such battle groups cost an additional dot. 
  Mentors: Pact Lunars often have a shahan-ya as a Mentor, typically a three-dot 
  mentor. In games where all players are students of one shahan-ya, the Storyteller 
  might give them this Merit for free. 
  Retainers: Many Lunars retain the services of Moon-Touched (p. XX) — whether 
  their own kin or those of a Silver Pact ally — which are two-dot Retainers. 
  Supernatural Merits 
  Antennae/Snaketongue (•) — Innate  
  
  Prerequisite: Enhanced Sense (Smell) 
  Twitching feelers, a flickering tongue, or similar appendages let the mutant discern her prey’s location 
  by scent. She ignores penalties for being unable to see characters within close range as long as she can 
  smell them. 
  Bioluminescent (0 or •••) — Innate  
  The mutant radiates light, equivalent to a glowing anima banner (p. XX). She can suppress this 
  for a scene with a miscellaneous action.  
  With the three-dot version, the mutant can create a blinding flash once per scene as a 
  miscellaneous action, rolling (Appearance + Presence) against the (Wits + Awareness) of 
  everyone within close range. Characters who fail are blinded (Exalted, p. 168) until their next 
  turn’s end. 
  Bounding Legs (•••) — Innate  
  The mutant’s powerful legs add two dice on jumping-based rolls. This only applies to combat 
  movement if she leaps to a position at least one range band higher or lower. 
  Burrower (••) — Innate  
  The mutant can dig through earth with spadelike paws or similar adaptations. She adds two dice 
  on feats of strength related to tunneling or excavating. She can take cover (Exalted, p. 199) with 
  (Strength + Athletics) by digging into soil or loose earth, even in completely open terrain, 
  gaining light cover and providing the concealment needed for Stealth. Tunneling through the 
  earth takes too long to accomplish in combat; she must resurface to take move actions. 
  Carapace/Shell (••) — Innate  
  Prerequisite: Unusual Hide •• 
  The mutant has bulky armor of bone or chitin, a turtle’s shell, or pangolin-like armored plates. 
  The soak bonus from Unusual Hide is doubled, but counts as armored soak. She also gains 
  (Unusual Hide/2, rounded up) Hardness. 
  Drawback: The mutant is always treated as wearing medium armor, and suffers a −1 mobility 
  penalty. 
  Centaur (••) — Innate  
  Prerequisite: Extra Limbs 
  The mutant has a horse-like lower body or similar anatomy. She always enjoys the attack and 
  Defense bonuses for fighting mounted, and can make impaling attacks with lances (Exalted, p. 
  203). If ridden by another character, she provides a +2 Speed Bonus. 
  Drawback: The character’s Extra Limbs can only benefit movement actions. 
  Constrictor (•••) — Innate 
  The mutant has clinging tentacles, a strangling tail, or similar features. She doesn’t lose rounds 
  of control over a grapple when her victim attacks her, though she still does if he damages her. 
  She can spend a round of control to drag her victim with her move actions even if she doesn’t 
  restrain him that round.  
  
  Deadly Weaponry (•) — Innate 
  Prerequisite: Claws/Fangs/Hooves/Horns 
  This mutation depicts especially dangerous natural weapons: long claws, piercing tusks, stinging 
  tails, etc. One of the mutant’s natural attacks gains one of the Balanced, Chopping, Disarming, 
  Flexible, Piercing, or Smashing tags. With four-dot natural weaponry, she applies two of these 
  tags. 
  Natural Weapons and Martial Arts 
  Natural weapons don’t count as unarmed attacks for Martial Arts styles, but may 
  be compatible if the Storyteller deems them similar enough to a style’s weapons. 
  An eaglewoman could practice Tiger style with claw-like talons, and a mammoth-
  man might use his tusks as spears with White Reaper style. 
  Echolocation (•••) — Innate 
  Prerequisite: Enhanced Sense (Hearing) 
  The mutant can echolocate like a bat or dolphin. She can “see” out to short range using hearing 
  instead of vision, ignoring penalties or increased difficulties due to blindness, darkness, poor 
  visibility, etc. However, she can’t discern color or fine detail, and solid obstructions like walls 
  block echolocation.  
  An alternative version of this mutation only functions while submerged in water, but extends to 
  medium range.  
  Enhanced Toxin (Varies) — Innate 
  Prerequisite: Poisoned Body or Venomous 
  This Merit may be re-purchased multiple times. 
  The mutant applies one of the following to the toxins produced by her mutations: 
  Blinding (••): Characters damaged by the poison while crashed are blinded for one day. 
  Hallucinogenic (•): Crashed victims don’t take lethal damage, instead losing Willpower equal to 
  the successes on the damage roll. A character reduced to zero Willpower this way gains the 
  Madness Derangement (Exalted, p. 168) at Minor intensity, or strengthens existing Madness by 
  one step. 
  Paralytic (••): Crashed victims can’t take move actions while suffering the poison’s effect. 
  Potent (••): The poison’s base duration is increased by two intervals, and can’t be reduced below 
  one interval by opposing rolls unless enhanced with magic. 
  Necrotic (••): A poisoned character must also roll to avoid exposure to a flesh-rotting disease 
  with virulence 3, morbidity 3, and a one-week interval. 
  Entangling Limbs (•••) — Innate 
  The mutant has grasping tentacles, prehensile hair, or other appendages capable of ensnaring her 
  prey. She can flurry while grappling a foe. If she uses a savaging attack to perform a gambit, the 
  Initiative roll’s difficulty is reduced by one. 
  
  Extreme Adaptation (••)—Innate  
  Prerequisite: Tempered by the Elements 
  The mutant has thick blubber, a water-storing hump, or similar environmental adaptations. She 
  adds two dice on rolls against the environmental hazards and poisons of the environment she’s 
  adapted to, and reduces the damage of such hazards by one die. 
  Fins (• to •••••) — Innate  
  The mutant has fins, webbed hands, or a fishlike lower body. She adds dice equal to this Merit’s 
  value on movement rolls while swimming, and ignores difficult terrain from poor swimming 
  conditions. 
  Drawback: The mutant suffers a penalty of half this Merit’s value, rounded up, on land-based 
  movement. With three or more dots, she treats all land as difficult terrain.  
  Frightening Voice (••) — Innate 
  The character has the paralyzing cry or growl of a born predator. She ignores penalties for 
  flurrying threaten rolls with attacks. 
  Hypermobility (••••) — Innate  
   
  Flexible joints let the mutant contort and compress her body. She adds one die on rolls to 
  squeeze through tight spaces, establish or resist control of a grapple, or Dexterity rolls where 
  squeezing into tight spaces benefits her, such as taking cover or establishing concealment within 
  a tight space.  
  Imposing Features (•••) — Innate  
  The mutant has a majestic crest, mane, plume, or similar feature. Characters that can see her and 
  have no Tie towards her suffer −1 Resolve against her instill rolls to create Ties toward herself. 
  Inhuman Visage (•••) — Innate  
  Prerequisites: Hideous 
  The mutant has distracting facial markings or an unreadable, inhuman face. She gains +1 Guile. 
  She loses this bonus against characters that have spent at least a season interacting with her, or 
  that have a specialty relevant to understanding her moods. 
  Drawback: The character’s unreadability inflicts a −1 penalty on rolls to instill positive Ties 
  towards herself or convince others of her honesty. 
  Ink Sacs/Smokescreen (••) — Innate 
  The mutant can blind pursuers with ink sacs, an acrid spray, or similar diversions. Once per scene, when 
  she makes a disengage roll, she can release this diversion. If successful, each enemy that opposed her is 
  blinded (Exalted, p. 168) until he clears his eyes as a miscellaneous action. 
  Long Reach (•••) — Innate 
  The mutant has unnaturally long or extendable limbs. Her unarmed attacks or one of her natural 
  weapons gain the Reaching tag. She can use it to attack an enemy at short range by paying two 
  Initiative and incurring a −1 Defense penalty until her next turn. 
  Lure (•) — Innate  
  
  The mutant has an anglerfish-like lure, bushy tail, startling eye-markings, or similar features. She 
  can roll distract gambits against enemies at close range with ([Appearance or Manipulation] + 
  Larceny). The beneficiary of such gambits receives an additional point of Initiative.  
  Musical Voice (•) — Innate  
  The mutant’s voice has the inhuman timbre of a songbird, trumpeting elephant, or rattling snake. 
  Any penalties from noisy environments on her influence rolls are reduced by two. Her voice 
  counts as an exceptional instrument (Exalted, p. 580), and she ignores multiple target penalties 
  for Performance-based inspire rolls made through song. 
  Drawback: The character suffers a −3 penalty on efforts to disguise her voice or mimic others’ 
  voices. 
  Natural Missile (••; +0, •, ••, or •••) — Innate 
  The mutant has acid spit, barbed hair-darts, an elastic tongue, or a similar ranged attack. This is a 
  light weapon with the mutant’s choice of the Archery (Short) or Thrown (Short) tags, along with 
  the Bashing and Natural tags. The Subtle tag can be added for free, the Lethal tag can be added 
  for one dot, and the weapon’s range can be extended to medium for two dots. 
  Natural Shield (••) — Innate  
   
  Bony plates, enfolding wings, or similar features let the mutant fend off attacks. Her unarmed 
  attacks or one of her natural weapons gains the Shield tag, and she ignores the Defense penalty 
  for flurrying full defense actions.  
  Night Vision (••) — Innate 
  The mutant’s eyes are adapted to darkness, halving any penalties or increased difficulty, rounded 
  down, due to darkness or low-light environments. 
  Pheromones (• or •••) — Innate  
  The mutant exudes potent pheromones. With the three-dot version of this mutation, characters 
  within close range suffer −1 Resolve against her inspire rolls to create a specific emotion, such as 
  lust, fear, or joy. The one-dot version only affects a single species. 
  Prehensile Tongue/Trunk (••) — Innate 
  The character has a prehensile trunk, tongue, or similar appendage, which acts as a fully 
  functional limb, though it suffers a −1 offhand penalty. It has light weapon traits (Accuracy +4, 
  Damage +7, Defense +0, Overwhelming 1), with the Bashing, Brawl, Disarming, Flexible, 
  Grappling, and Natural tags. 
  Serpentine (••••) — Innate  
  Instead of legs, the mutant has a serpentine lower body or similar anatomy. She ignores penalties 
  for being prone. 
  Drawback: The mutant suffers −2 penalty on jumping-based movement actions. 
  Silent Movement (•••) — Innate 
  The mutant’s soft paws, velvety feathers, or similar adaptations muffle her movement. Rolls to 
  detect her purely through hearing suffer a −2 penalty. 
  
  Slippery (••) — Innate  
  The mutant secretes slime or mucus, adding two dice on rolls to oppose being grappled or escape 
  from physical restraints. 
  Drawback: The character suffers a −2 penalty on rolls to establish control of a grapple. 
  Spinnerets (•••)—Innate  
  Like a spider, the mutant can spin lines of adhesive silk. These are exceptional equipment 
  (Exalted, p. 580) for weaving, climbing, laying rope traps, swinging between handholds, or 
  similar actions. They’re also exceptional equipment for lifting or suspending heavy objects, a 
  feat of strength rolled with (Stamina + applicable Craft), using the mutant’s (higher of Stamina 
  or Craft) in place of Strength to determine if she qualifies to attempt the feat.  
  The mutant can make ranged attacks with her webbing. They’re light weapons with the Bashing, 
  Thrown (Short), Disarming, Flexible, Grappling, and Subtle tags. If she’s grappling an enemy 
  from beyond close range, she can only take restrain or drag actions, and a character can sever the 
  thread and end the grapple with a difficulty 3 gambit. 
  Thermal Vision (•) — Innate 
  Prerequisites: Enhanced Sense (Vision) 
  The mutant’s specialized sensory organs can perceive heat. She converts the dice from Enhanced 
  Sense to successes on vision-based rolls to detect something significantly hotter or colder than its 
  surroundings, whether tracking an assassin’s movements through pitch blackness or 
  distinguishing a concealed zombie from the mortals surrounding it. 
  Toxin Sacs (••) — Innate 
  Prerequisite: Venomous 
  The mutant generates (Stamina) doses of venom per day. If she rolls Join Battle with no doses 
  remaining, she immediately gains one. 
  Vibration Sense (•) — Innate 
  Prerequisite: Enhanced Sense (Touch) 
  The mutant can sense nearby vibrations. She applies the benefits of Enhanced Sense on rolls with 
  any sense to detect concealed characters within medium range moving on the same surface as her 
  (or within four range bands, to detect Legendary Size characters). 
  [BEGIN TWO-PAGE SPREAD] 
  Full Moon Caste 
  The moon’s radiance pierces night’s depths, illuminating unspeakable horrors that stalk their 
  prey under cover of darkness. Though monsters may skulk in the shadows’ safety, the Full 
  Moons will hunt them down wherever they cower, dragging them into the cold light of Luna’s 
  judgement.  Implacable hunters and terrifying warriors, the Full Moons are Creation’s ultimate 
  survivors and the warlords of the Silver Pact, their mighty bodies empowered by divine fury. No 
  matter what shape they wear, they triumph over any obstacle in their path, whether rending foes 
  limb from limb as a river dragon, scaling sheer cliffs with a mountain goat’s hooves, 
  
  assassinating tyrants with a scorpion’s venom, or wielding a daiklave with superhuman might 
  and speed in their own human shape.  
  When the Lunars remade their castes, they knew there’d be much bloodshed in the coming age, 
  and made the Full Moons a caste of peerless warriors with the might, speed, and endurance to 
  slay any foe and guard the Lunars against those who’d hunt them. Full Moons are often their 
  Circle’s greatest combatants, leading them in battle and protecting Circlemates from harm. 
  Those who choose to become Full Moons are often warriors, hunters, athletes, bodyguards, hired 
  killers, couriers, nomads, and others whose mortal livelihoods depended on physical prowess. 
  Others aspire to the warrior ideal the caste embodies, coming from the ranks of revolutionaries, 
  generals, zealots, strategists, or bold but untested youths.  
  Spirit Shapes: Full Moons tend towards spirit shapes symbolizing physical prowess, ferocity, or 
  martial excellence. Often these are predators — bears, wolves, mustelids, birds of prey, sharks, 
  snakes, great cats — but prey animals of immense size, endurance, or fearlessness, like aurochs 
  and elephants, also find a place under the Full Moon. 
  Anima Banner: Full Moon Caste Marks are brilliant silver disks. Their anima banners begin as 
  a steady, constant glow limning them in soft white or silver light, growing brighter and fiercer as 
  they rise in intensity. Their iconic animas might depict their spirit shapes or monstrous forms 
  derived from them, mighty weapons, vast silver-fanged maws, stylized war-banners, countless 
  limbs radiating outwards, or similar displays. 
  Anima Effects: Mighty warriors, the Full Moons’ animas suffuse them with physical power, 
  bolster their will against fear, and grant incredible battle prowess (p. XX) 
  Caste Attributes: Full Moons hone their bodies unto physical perfection, choosing Caste 
  Attributes from Strength, Dexterity and Stamina. 
  Associations: The season of summer, the element of fire, the color white, the Maiden of Battles 
  Sobriquets: Children of the Indominable Moon, Luna’s Champions, Nightfangs, the Frenzied 
  (derogatory) 
  Concepts: Slave rebellion leader, former gladiator, master assassin, shipwrecked survivor, 
  merciless warlord, orphan seeking vengeance for her murdered parents, bandit chief, dauntless 
  hunter feeding a starving village, benevolent warrior-queen, sagely martial artist. 
  The Frenzied 
  In Immaculate fables, the Full Moons are monsters drunk on power stolen from the 
  moon, rampaging through villages and cities slaughtering man and beast alike to 
  gorge on their heart’s blood. Only the mighty Dragon-Blooded stand between the 
  innocent and the savage hungers of these inhuman abominations, driving them back 
  into the tainted lands whence they came. For their insatiable hunger and lunatic 
  rage, these Anathema are called the Frenzied. 
  “You’ve made a mistake, Dragon. This fight was over the second I drew my blade.” 
   
  [END TWO-PAGE SPREAD] 
  
  [BEGIN TWO-PAGE SPREAD] 
  Changing Moon Caste 
  The moon’s brilliance shifts as it wanes and waxes, showing a different face each night. 
  Ephemeral moonlight fascinates and enraptures the unwary, promising mystery and denying 
  revelation. Luna’s Tricksters take their divine patron’s lessons to heart, triumphing over enemies 
  with honeyed tongues, magnetic personalities, and mysterious duplicity. 
  The Changing Moons are silver-tongued devils, beautiful seducers, inspiring warlords, and sly 
  charlatans. They slip unnoticed through tightly-guarded checkpoints in the skins of trusted 
  couriers or animals beneath the sentries’ notice, infiltrate their enemies’ courts wearing the stolen 
  faces of confidantes and conspirators, and whisper into the ears of princes and tyrants in the 
  guises of trusted advisors, beloved spouses, or favored children. Few can match their cunning, 
  ingenuity, or charm, and many have fallen prey to their tricks without ever realizing it.  
  When the Lunars remade their castes, they knew it would take subtlety and subterfuge to 
  undermine the hegemony of the Shogunate and its Sidereal patrons. They made the Changing 
  Moons a caste of tricksters, spies, and seducers to bedevil the usurpers and sow chaos amid 
  whatever order they tried to establish from their stolen thrones. Some Changing Moons act as 
  their Circle’s envoys to mortal society; others keep to the shadows, assisting Circlemates through 
  subterfuge and deception. 
  Those who choose to become Changing Moons are often diplomats, chieftains, con men, 
  merchants, libertines, demagogues, spies, artists, and anyone else whose tongue was their most 
  formidable asset in mortal life. Others are drawn to the allure of becoming a divine trickster: 
  criminals, dissidents, contrarians, misfits, and cynics. 
  Spirit Shapes: Changing Moons tend towards spirit shapes symbolizing grace, beauty, 
  deception, and cunning. Serpents, birds, sleek cetaceans, and svelte cats such as cheetahs and 
  panthers are common, as are the more graceful and clever ruminants, mustelids, reptiles and 
  insects. 
  Anima Banner: Changing Moon Caste Marks are glittering silver crescents. Their anima 
  banners shift between bright silvers, dark blues, and shadowy purples, growing brighter and 
  changing more rapidly as they grow in intensity. Their iconic animas might depict their spirit 
  shapes, eye-catching displays of rainbow fire, whirling silver masks, choirs of beast-headed 
  spirits singing exultant psalms, or similar displays. 
  Anima Effects: Cunning tricksters, the Changing Moons’ animas lend captivating allure, cloak 
  them in mystery, and let them insinuate themselves into the good graces of even their staunchest 
  foes (p. XX). 
  Caste Attributes: Changing Moons rely on social graces, choosing Caste Attributes from 
  Charisma, Manipulation and Appearance. 
  Associations: The season of spring, the element of air, the color purple, the Maiden of Serenity 
  Sobriquets: Children of the Shifting Moon, Luna’s Tricksters, Night-thieves, the Face-Stealers 
  (derogatory) 
  Concepts: Eloquent ambassador, escaped slave, respected courtesan, rabble-rousing firebrand, 
  plucky street rat, wandering skald, folk hero, king of thieves, scheming courtier, master spy 
  
  The Face-Stealers 
  In Immaculate fables, the Changing Moons are masters of deception and betrayal, 
  fomenting chaos and turmoil, and insinuating themselves into society with foul 
  shapeshifting. Only the wise Dragon-Blooded can see through their lies to put an 
  end to their destruction of lives and theft of souls. For their atrocities committed in 
  the skins of the innocent, these Anathema are called the Face-Stealers. 
  “Let me tell you a story about how a terrible monster stole your true love’s face and poisoned 
  your heart with lies, and how you never found out until she’d already put a knife in your back.” 
  [END TWO-PAGE SPREAD] 
  [BEGIN TWO-PAGE SPREAD] 
  No Moon Caste 
  The moon turns its face away, plunging Creation into deep darkness that teems with inscrutable 
  mysteries. None can say where its light falls on the night of the new moon; does it illumine the 
  Wyld that laps at Creation’s edge, or the invisible world of spirits? Luna’s Shamans are seekers 
  of knowledge, uncovering wisdom hidden by the night and traveling beyond the world to learn 
  the secrets of spirits and monsters.  
  No Moons are lorekeepers and storytellers that learn and pass on the collective wisdom of both 
  mortal societies and the Silver Pact, as well as mystics and shamans that intercede with gods, 
  demons, and stranger things on humanity’s behalf. They travel Creation and beyond on hooves, 
  wings, or fins borrowed from countless beasts, offer guidance to chieftains and princes in the 
  guise of trusted advisors or wandering wise women, and petition gods with the voices of their 
  favored priests. 
  When the Lunars remade their castes, they knew that even the brightest minds could not recreate 
  the fallen First Age’s lost glories. Instead, they made the No Moons a caste of mystics, shamans, 
  and witches who would plumb the Age of Sorrows’ darkness to unearth the secret wisdom they 
  needed to survive. No Moons guide their Circles with sagacious insight, using their skill as 
  healers, sorcerers, and artificers to aid their Circlemates. 
  Those who choose to become No Moons often come from mortal origins that revolve around the 
  life of the mind: savants, philosophers, midwives, artisans, monks, physicians, and seers. Others 
  become Nightwitches to master forbidden wisdom: heretics, iconoclasts, infernalists, visionaries, 
  charlatans, and those whose curiosity outweighs their caution. 
  Spirit Shapes: No Moons tend towards spirit shapes symbolizing wisdom, mystery, or 
  communion with spirits and otherworldly forces. Serpents, turtles, insects, cats, owls, raitons, 
  and creatures from the ocean depths are common. 
  Anima Banner: No Moon Caste Marks burn as empty circles, glittering with silver light. Their 
  anima banners are dreamlike veils of dark blue and purple, tinted with silver radiance at their 
  edges. As a banner’s intensity rises, the blues and purples grow darker while the silver grows 
  brighter and more prominent. A No Moon’s iconic anima might depict her spirit shape, congeries 
  of alien eyes, whirling mandalas of silver runes, vast shadows of uncertain form, or similar 
  displays. 
  
  Anima Effects: Mystics and witches, the No Moons’ animas lets them shroud themselves in 
  shadows, sense places of spiritual significance, and channel great power into their mental or 
  sorcerous prowess (p. XX). 
  Caste Attributes: No Moons excel in mental acumen, choosing Caste Attributes from 
  Perception, Intelligence and Wits. 
  Associations: The season of winter, the element of water, the color blue, the Maiden of Secrets 
  Sobriquets: Children of the Hidden Moon, Luna’s Shamans, Nightwitches, the Ogres 
  (derogatory) 
  Concepts: Master storyteller, clan shaman, medicine woman, ingenious craftsman, a local god’s 
  favored priest, scavenger prince, enigmatic advisor, exorcist, devotee of Luna, seeker of lost lore, 
  wandering prophet. 
  The Ogres 
  In Immaculate fables, the No Moons are hideous, grotesque beasts so twisted and 
  disturbing that they can only work their evil in the darkest nights. Driven by an 
  insatiable lust for power, they forge pacts with demons and forsaken gods so terrible 
  their names can’t be spoken in any but the brightest light without fear of 
  summoning them. Only the righteous Dragon-Blooded can root these deformed 
  creatures out of their fetid swamps and twisted groves, ending their threat to the 
  innocent and the pure. For their demonic magics and blasphemous dealings, these 
  Anathema are called the Ogres. 
  “No one living knows the demon’s secret name, they say? How rude; they seem to have forgotten 
  about me.” 
  [END TWO-PAGE SPREAD] 
  [BEGIN TWO-PAGE SPREAD] 
  Casteless 
  The full moon, the new moon, and every phase in between are all the same moon, each a 
  different aspect of Luna’s glory lighting the night sky. It is with this protean potential, inchoate 
  and manifold, that Luna blesses Casteless Lunars. Theirs is the freedom to discover who they 
  truly are, and decide who they will be. 
  Every Lunar is Casteless when she Exalts. Some are found swiftly by the Silver Pact and receive 
  the moonsilver tattoos that let them define their caste. For them, Castelessness is a brief and 
  transitory period, though still a meaningful one.  
  Others remain Casteless much longer, even until the end of their lives, embracing it as their true 
  nature. Some go undiscovered by the Silver Pact, or refuse its envoys’ entreaties. Others forgo 
  the chance to take on the moonsilver tattoos, wishing to reflect fully on their innermost nature 
  before making a decision that will be forever written on their souls. Some simply refuse the 
  choice, dissatisfied with the threefold roles of warrior, trickster, or witch. 
  
  The prowess of Casteless Lunars isn’t defined by any archetype; all can attain excellence in 
  whatever endeavors they devote themselves too. Lacking the focus of a Caste, they cultivate 
  wider breadths of talent with greater ease. 
  Spirit Shapes: The Casteless show no tendency towards any spirit shape. 
  Anima Banner: Casteless Lunars’ Caste Marks are inconstant, shifting with the moon’s phases. 
  Their anima banner are chaotic swirls of blues, purples, silvers and whites, growing both more 
  vibrant and more intermingled as their intensity rises. Their iconic animas can display a wide 
  variety of manifestations; for some, this changes after they are tattooed and choose a Caste. 
  Anima Effects: Shifting and unconstrained, the Casteless’ animas ease their transformations. 
  They can also call upon the Lunar Castes’ anima powers, transitioning between the moon’s 
  phases (p. XX). 
  Caste Attributes: The Casteless lack Caste Attributes, but have greater aptitude at mastering 
  unfavored Attributes. 
  Associations: The season of autumn, the element of wood, the color gray, the Maiden of 
  Journeys 
  Sobriquets: Children of the Unfettered Moon, Luna’s Wanderers, Nightwalkers, the Moon-Mad 
  (derogatory) 
  Concepts: Young chieftain, Silver Pact iconoclast, thrill-seeking explorer, farmgirl fleeing the 
  Wyld Hunt, scapegoat for another’s crimes, exiled Dynast, child of two cultures 
  The Moon-Mad 
  In Immaculate fables, the Casteless are Anathema new to their wickedness, those 
  who give in to moral weakness or an impious character and practice forbidden rites 
  to steal a measure of Luna’s divinity. They still seem human, but their souls are 
  gone, devoured from within by the devil that wears their face. In time, they might 
  succumb to the terrifying rage of the Frenzied, the insidious urges of the Face-
  Stealers, or the blasphemous ambitions of the Ogres. Only the pious Dragon-
  Blooded can stop these lunatic souls before they grow in power and wickedness. 
  For their unthinkable transgressions and the inhuman evil they’ve unleashed, these 
  Anathema are called the Moon-Mad.  
  “I’ve worn poverty and hunger like chains. All my people have. From now on, we live free.” 
  [END TWO-PAGE SPREAD] 
  Anima Banner 
  A Lunar’s anima banner blazes forth into visibility as she expends Essence. For every five 
  motes of Peripheral Essence she spends in an instant, her anima banner rises one level.  
  <begin table> 
  Anima Level 
  Effects 
  Dim 
  The Lunar’s anima is invisible. This is the default 
  level at which it resides when she’s not spending Essence.  
  
  Glowing 
  The Lunar’s anima outlines her body in glowing 
  light. Her Caste Mark appears on her brow, shining through anything placed over it. Her Tell (p. 
  XX) becomes obvious to all who see her. Attempts at stealth or disguise suffer a −3 penalty. 
  Burning 
  The Lunar’s anima shines in an argent aura around 
  her. Objects that come in contract with her anima may be left damp and warped, as if exposed to 
  the night air and elements for many days. Her Caste Mark is subsumed into her anima, but may 
  reappear at dramatic moments. Stealth becomes impossible.  
  Bonfire/Iconic 
  The Lunar’s anima ignites into a brilliant bonfire 
  that stretches high into the sky, visible for miles around. Upon reaching this level, and at suitably 
  dramatic moments, her anima manifests an iconic display of personal symbolism: a stylized 
  depiction of her spirit shape, a quicksilver mirror depicting warped reflections, whirling blades 
  inlaid with an intaglio of luminous runes, phantasmal limbs holding symbols of her power, etc. 
  Her anima completely illuminates her surroundings within short range. Stealth is impossible.  
  <end table> 
  It takes fifteen minutes for the Lunar’s anima banner to recede from bonfire to burning or from 
  burning to glowing, and half an hour for her glowing anima to recede to dim. 
  Anima Effects 
  By spending one mote, a Lunar can: 
  •  
  Make her Caste Mark appear for as long as she desires. 
  •  
  Make her Tell apparent to all onlookers for as long as she desires. 
  •  
  Discern the moon’s phase and the precise time of day. 
  Full Moon 
  •  
  For five motes, the Full Moon adds (Essence, maximum 5) non-Charm dice on 
  movement rolls and feats of strength and gains (higher of Essence or 3) natural soak until her 
  next turn. This power is free at bonfire anima. 
  •  
  An indomitable warrior, she adds (highest physical Attribute / 2) Resolve against threaten 
  rolls and other fear-based influence as a non-Charm bonus. 
  •  
  Once per day, when she lands a decisive attack that resets her Initiative, she may pay ten 
  motes and one Willpower to roll Join Battle with (highest physical Attribute) non-Charm dice. 
  Changing Moon 
  •  
  For five motes, the Changing Moon lends her words hypnotic allure, guaranteeing anyone 
  who perceive her will hear her out as she makes a single influence roll, adding (Essence/2, 
  rounded up) non-Charm dice. A character who wishes to leave or interrupt her before she’s 
  finished must spend one Willpower to resist for the scene. This power’s cost is Mute, and is 
  waived at bonfire anima. 
  •  
  While at dim anima, she gains +1 non-Charm Guile and adds (Essence/2, rounded up) 
  non-Charm dice on Stealth and disguise rolls. 
  
  •  
  Once per day, she can pay three motes and one Willpower when she makes an influence 
  roll to ignore any negative Ties her targets have towards her (or her current shape). They can’t be 
  used to bolster Resolve or in Decision Points. 
  No Moon 
  •  
  For five motes, the No Moon shrouds herself in a shadowy penumbra until her next turn. 
  Vision-dependent rolls made against her suffer a −2 penalty until her next turn. This power is 
  free at bonfire anima. 
  •  
  For three motes, she senses the location and general nature of a nearby place of power or 
  occult significance — a demesne, manse, spirit sanctum, shadowland, Wyld zone, otherworldly 
  gateway, sorcerous working, or similar. She adds (highest mental Attribute) non-Charm 
  successes on rolls to navigate towards it. The Storyteller should choose not the closest place of 
  power, but the one that’s most interesting and narratively relevant. 
  •  
  Once per day, while her anima is at bonfire, she can expend it completely to either gain 
  one Willpower, add (Essence + [highest mental Attribute]) sorcerous motes to a spell she’s 
  shaping, or add a free full Excellency on a mental Attribute-based roll other than Join Battle. 
  Casteless 
  •  
  At dim anima, the cost of shifting into human shapes is discounted by two motes. 
  •  
  At bonfire anima, the cost of shifting into animal shapes is discounted by two motes. This 
  doesn’t apply to Charms like Towering Beast Form or Emerald Grasshopper Form. 
  •  
  Once per day, she may use the once-per-day power of any Lunar Caste. Once she’s done 
  so, she can’t use it again until she’s used the powers of all three Castes, or the session ends — 
  e.g.,  a Casteless who uses the Full Moon power must use the Changing Moon and No Moon 
  powers before she could use the Full Moon power again. 
  Shapeshifting 
  The Lunars are peerless shapeshifters, clothing themselves in the skins of fierce beasts or stolen 
  faces. Their protean power evinces their predatory nature; before a Lunar can take a human’s or 
  animal’s shape, she must consume its heart’s blood in the ritual called the sacred hunt (p. XX).  
  A Lunar may enter an animal or human shape she possesses as a miscellaneous action, 
  committing four motes for the transformation’s duration. This can be flurried, but not with attack 
  actions. She may reflexively revert back to her true human form by releasing this commitment. 
  Note that these rules depict Lunars’ baseline potential. Individual Lunars may take Charms that 
  refine or expand their shapeshifting prowess. 
  What Are Animals? 
  Lunars are limited to taking human and animal forms — they can’t take become 
  magical beasts, elementals, demons, or other strange creatures. However, Creation 
  is home to many animals extinct or fictional on Earth, and the difference between 
  them and magical beasts isn’t always obvious. If not specified, the Storyteller 
  determines whether a creature is an animal. Any intrinsic supernatural power, like 
  a fogshark’s ability to swim through mist, is disqualifying. Beyond that, the 
  Storyteller’s decision should be guided by whether she can envision the creature 
  
  existing in the real world (possibly in some prehistoric era). If she thinks it’s 
  plausible, it’s probably an animal. 
  Animal Shapes 
  Taking an animal shape has the following effects:  
  • 
  The Lunar’s Essence, Willpower, base Initiative, health levels, Attributes, Abilities, 
  Resolve, and Guile are unaffected. 
  • 
  She loses any mutations she possesses intrinsically (but not those granted by Charms), 
  with the exception of mutations tied to her Tell (p. XX). 
  • 
  When she takes an action the animal has a listed dice pool for, she may use its dice pool. 
  Any dice over her own base (Attribute + Ability) pool count as Charm dice and are subject to her 
  dice cap (p. XX), potentially preventing her from using a form’s full dice pool. If the animal’s 
  pool is lower than hers, or it has no listed pool, she may use her own dice pool, although the 
  Storyteller may assess penalties if her shape is ill-suited to that action.  
  • 
  She may use the animal’s natural weapons, including their listed dice pool and damage 
  value. (Note that she uses the same pool for withering and decisive attacks). Any dice over her 
  own base (Dexterity + Brawl) count as Charm dice, but damage doesn’t count against the amount 
  she may add with the Strength Excellency. If her (Dexterity + Brawl) pool is higher than the 
  attack pool for a natural weapon, her withering attacks with it gain +1 Accuracy. 
  • 
  She may attempt any feat of strength that the animal is capable of performing. If the 
  animal’s effective Strength rating is lower than her own, she’s limited to the lower value. If the 
  form doesn’t list a Strength rating for the purpose of feats, it’s assumed to have Strength 1. 
  • 
  She may use the animal’s Evasion and Parry instead of her own. Any amount over her 
  own base values counts as a Charm bonus. 
  • 
  She may use the animal’s natural soak and Hardness ratings instead of her own. This isn’t 
  a Charm bonus. 
  • 
  She gains the animal’s innate special abilities and Merits. Dice or successes added by 
  these count as Charm bonuses.  
  • 
  She may unlock an animal shape’s mundane latent abilities (but not magical abilities) for 
  six experience points or three bonus points each. Once she’s unlocked a latent ability for one 
  form, it’s unlocked for all forms capable of using it. She doesn’t need to unlock latent abilities to 
  use the distract, disarm, and unhorse gambits in animal forms.   
  • 
  Her ability to communicate is limited by the animal’s anatomy. Most are incapable of 
  speaking human languages, forcing her to rely on body language and whatever noises she can 
  make (Exalted, p. 221). 
  Most Lunars can’t change into the shapes of animals with Legendary Size or Minuscule Size. 
  Doing so requires Towering Beast Form (p. XX) or Emerald Grasshopper Form (p. XX), 
  respectively. Note that a Lunar lacking these Charms can still take the shapes of such animals, or 
  choose one as her spirit shape, though she must learn the appropriate Charm before she can take 
  its form. 
  
  Mutant Forms 
  Lunars can take the shapes of humans or animals warped by the Wyld or other 
  strange powers, like beastfolk and Wyld mutants, gaining their Supernatural Merit 
  mutations herself. However, this requires her to commit additional motes equal to 
  the total point value of Supernatural Merit mutations that form possesses. 
  Human Shapes 
  A Lunar who takes on a human’s shape perfectly duplicates her prey’s semblance; she can’t be 
  distinguished from him unless her Tell is spotted or an effect such as Eye of the Unconquered 
  Sun (Exalted, p. 273) is used against her. Taking human forms doesn’t alter her traits. 
  Shapeshifting into a wandering strongman would give her the appearance of hulking muscles, 
  but she must rely entirely on her own Strength; taking the form of a beautiful noble is of less use 
  if she lacks the poise and self-confidence represented by a high Appearance to leverage his 
  looks. She doesn’t gain her prey’s knowledge, memories, or magic.   
  In human forms other than her own, the Lunar loses any mutations she possesses intrinsically 
  (but not those granted by Charms), with the exception of mutations tied to her Tell (p. XX). 
  Shapeshifting and Guile 
  Characters that can’t see through a Lunar’s shapeshifting might still notice when 
  she’s acting out of character for the person or animal she’s impersonating. The read 
  intentions and profile character actions can let characters discern information that 
  contradicts the Lunar’s semblance, which might lead them to believe that 
  something is wrong — not necessarily that he’s been replaced by a shapeshifting 
  impostor, but possibly that he’s suffering profound trauma, keeping a secret, 
  afflicted by a curse or madness, or some other explanation for her behavior. 
  Acquiring Forms: The Sacred Hunt 
  A Lunar begins with her own human shape and her spirit shape, and may take the Heart’s Blood 
  and Stolen Faces Merits (p. XX) to begin play with additional forms. Gaining new forms in play 
  requires a sacred hunt.  
  The hunt begins when the Lunar’s player declares her intention to take a specific human’s or 
  animal’s shape. She must then hunt down and kill her prey. There’s no minimum time she must 
  spend hunting, but she must declare her intention beforehand — she can’t declare a sacred hunt 
  against an enemy she’s in the midst of fighting. Others may assist her, but she must deal the 
  killing blow herself, either directly through an attack or indirectly, with traps, poison, etc. Once 
  her prey is killed, she may take its form by drinking its heart’s blood — the blood that flows 
  through its heart, or the nearest analogue.  
  When a Lunar performs the sacred hunt to take a human’s shape, she must form a Tie towards that 
  individual at the conclusion of the hunt, if she doesn’t have one already. She doesn’t need to keep this 
  Tie to retain access to his shape, but taking human forms isn’t done lightly or without emotional 
  consequences.  
  Bear in mind that the Storyteller can always choose to skip combat (Exalted, p. 212), and is 
  encouraged to do so when a Lunar performs a sacred hunt against prey that can’t offer 
  
  meaningful resistance. Likewise, the Storyteller may let a Lunar perform sacred hunts over 
  downtime to take new forms that pose no obstacle to her. 
  Drinking heart’s blood is the most common sacred hunt, but not the only one. Some Charms grant 
  access to alternative sacred hunts. These have different requirements for taking the target’s form, 
  although all require a declaration of intent beforehand. 
  Hunters Hunted 
  When a Lunar successfully performs a sacred hunt on a fellow Lunar and kills him, 
  she claims all his human and animal shapes. If she uses a Charm that lets her 
  perform sacred hunts without killing her target, she only takes the shape her Lunar 
  prey is in when she concludes the hunt. The same is true of other shapeshifters 
  capable of taking on human or animal shapes, such as powerful Moon-Touched (p. 
  XX). 
  The Tell 
  Every Lunar has a Tell, a distinctive mark that appears in any form she takes. It might be an 
  animal feature, like a leopard’s tail or a ram’s horns; a distinctive physical trait, like a blind eye 
  or a prominent scar; a non-visual trait, like a pungent scent or a songbird-like voice; or a subtle 
  supernatural display, like a shadow that moves independently. If a Tell is inappropriate to a 
  specific animal form, it might shift into a more suitable appearance while remaining distinctively 
  identifiable, e.g., if a Lunar whose Tell is goat-like eyes becomes an eyeless animal, she might 
  manifest distinctive eye-like markings.  
  The Tell’s nature is to conceal itself. Nontrivial characters can attempt a difficulty 7 (Perception 
  + Awareness) roll to notice a Lunar’s Tell. Characters who’ve previously detected the Lunar’s 
  Tell receive three bonus dice. Magic that enhances attempts to see through disguises applies on 
  this roll.  Success lets them notice the Tell, or, if they’ve noticed it before in a different form, 
  identify her as the same individual. On a failure, that character can’t attempt the roll while the 
  Lunar remains in her current shape. If a Lunar behaves inconsistently with one of her animal or 
  human shapes, witnesses knowledgeable enough to recognize the discrepancy may roll to detect 
  her Tell again with 1-3 bonus dice. The Storyteller should award higher bonuses for more 
  egregious discrepancies, and for onlookers who verify their suspicions with read intentions or 
  profile character actions.  
  While circumstances may impose penalties on rolls to notice a Lunar’s Tell, she can never render 
  it completely impossible to detect unless she knows Subtle Silver Declaration (p. XX). Once the 
  Lunar’s anima reaches the glowing level, her Tell becomes obvious. 
  A Lunar whose Tell is a physical feature may take a mutation, such as Gills or Unusual Hide, to 
  represent it. The Tell’s innate concealment doesn’t prevent onlookers from noticing her 
  mutation, but they must still roll to connect the Lunar with other forms they’ve observed with the 
  same Tell. 
  Shapeshifting Complications 
  Equipment 
  
  When a Lunar enters animal form, any items she’s wielding, wearing, or carrying that she can’t 
  use in that animal’s shape vanish Elsewhere. This includes almost all artifacts, although 
  moonsilver armor reshapes itself to accommodate any form the Lunar may take, and some other 
  artifacts possess comparable powers. Banished items return once the Lunar takes a shape that’s 
  compatible with them. 
  Martial Arts 
  Martial Arts are incompatible with animal shapes. Lunars can’t use Martial Arts to attack or 
  parry in animal forms or use Martial Arts Charms. Any Martial Arts Charms active when they 
  enter an animal shape end. 
  Damage and Debilities 
  Changing shapes doesn’t heal levels of damage, nor does it undo crippling injuries, diseases, 
  poisons, shaping effects, etc. A Lunar who loses an arm in one form will lack that limb in any 
  shape she enters. 
  Size and Space 
  Changing shapes requires adequate space to complete the transformation. If a Lunar’s confined 
  to a space that can’t accommodate the shape she wishes to take on, she must flurry her 
  shapeshifting action with a feat of demolition (Exalted, p. 229) to create the necessary room. If 
  she fails, or such a feat is impossible, she can’t shapeshift.  
  If a Lunar finds herself inside a character, she can’t change into a shape larger than he is, or 
  otherwise harm him by shapeshifting inside him (though she can attack from within).  
  Shapeshifting and the Orichalcum Rule 
  Storytellers can and should ignore or alter rules interactions that are detrimental to 
  enjoyable gameplay (Exalted, p. 182). If some combination of animal traits and 
  Charms or other effects is overpowered or just plain not fun, the Storyteller should 
  change it to fit their game’s needs. 
  The Solar Bond 
  In the First Age, the Lunars forged soul-deep bonds between themselves and the Solars. Not all 
  Lunars have Solar mates, but for those who do, the experience of meeting one is unmistakable — 
  the Lunar instantly recognizes him as her bonded mate, and forms a Minor Tie towards him with 
  an emotional context chosen by her player, if she doesn’t have one already. Lunars’ feelings for 
  their Solar mates run the gamut of human emotions, but they’re all passionately felt. If a Lunar’s 
  Tie for her Solar mate is fully eroded, either voluntarily or with social influence, she forms a new 
  Minor Tie towards him with a player-chosen context at the scene’s end. Many Lunar Charms 
  expand upon the Solar Bond, protecting the Lunar’s Tie against unwanted influence or 
  empowering her when acting in accordance with it.  
  A player who wants to guarantee her Solar mate will be a prominent and positive figure in her 
  Lunar’s life should take the Allies Merit (p. XX). Otherwise, his appearances and role are up to 
  the Storyteller — Solars mates can be friends, rivals, enemies, lovers, and more.  
  If a Lunar’s Solar mate dies, he still counts as her mate for purposes of the bond and related 
  Charms until she meets his next incarnation. In the Time of Tumult, some Lunars have 
  
  discovered their mates reincarnated as Abyssals or Infernals. This doesn’t change the Solar 
  bond’s effects, though it often complicates the Lunar’s relationship with her reborn mate. 
  Moonsilver Tattoos 
  When the Lunars remade their Castes, they devised the moonsilver tattoos as a means of 
  protection and self-determination. When a Casteless Lunar is tattooed, she chooses her Caste, 
  aligning her Essence with that aspect of Luna. She exchanges her anima powers for that Caste’s, 
  and chooses two Caste Attributes. (If she wants to choose an Attribute she already has Favored, 
  and then pick another Favored Attribute, that’s fine). The experience point discount for Caste 
  Attributes and their Charms doesn’t apply retroactively to purchases she’s already made; 
  likewise, the Casteless discount on non-Favored Attributes isn’t retroactively lost. 
  Lunar tattoos take a variety of forms — spiraling geometric patterns, rough-hewn angular runes, 
  markings patterned after animals, and more. In addition to fixing the Lunar’s Caste, they render 
  her immune to exposure to the Wyld and shaping magic that would alter solely her body, such as 
  a demon’s petrifying gaze or a curse that turns men to swine. A Lunar can commit one mote to 
  conceal her tattoos indefinitely, rendering them unnoticeable as long as her anima remains dim. 
  Moonsilver tattoos aren’t artifacts, and can’t grant Evocations. Giving tattoos to a Casteless 
  Lunar usually doesn’t require a roll — if the tattooing Lunar has the moonsilver and the 
  knowledge of how to work it, it simply happens. The Silver Pact teaches the art of tattooing 
  freely to any interested Lunar; mastering it doesn’t require spending experience points. In high-
  pressure situations where failure could have interesting consequences — like fleeing from a 
  Wyld Hunt — Storytellers might require an (Intelligence + [Craft or Occult]) roll, with failure 
  indicating the tattooing process hasn’t been completed and will take more time. 
  Character Advancement 
  Lunars earn five experience points at each session’s end. 
  <begin table> 
  Trait 
  Experience Cost 
  Non-Caste, Non-Favored Attribute increase current rating x4 (–1 if Casteless) 
  Caste/Favored Attribute increase 
  current rating x3 
  Ability increase 
  current rating x2 
  New Ability 
  3 
  Specialty 
  3 
  Purchased Merit 
  new rating x3 
  Willpower 
  8 
  Non-Caste, Non-Favored Lunar Charm 
  10 (9 if Casteless) 
  Caste/Favored Lunar Charm 
  8 
  Martial Arts Charm 
  10 
  Spell 
  10 (8 if Intelligence is a Caste/Favored Attribute) 
  
  Evocation 
  10 
  Animal Latent Ability 
  6 
  <end table> 
  Lunar Experience 
  In addition to experience awarded at a session’s end, Lunars have the opportunity to earn Lunar 
  experience. Lunar experience can be spent to gain any trait (or on any other experience point 
  cost, such as a sorcerous working’s) except Lunar Charms. 
  Players can earn one Expression Bonus and one Role Bonus per session, each of which grants 
  two Lunar experience, for a maximum of four Lunar experience per session. 
  Expression Bonus 
  Players can gain 2 Lunar experience once per session by: 
  •  
  Expressing, supporting, or engaging a Major or Defining Intimacy such that it reveals 
  something about the character, develops her personality, or provides a character moment that 
  everyone at the table enjoys. 
  •  
  Facing significant challenges, danger, or harm in the course of protecting or upholding a 
  Major or Defining Intimacy. 
  •  
  Being significantly impeded, endangered, or harmed by a Flaw (Exalted, p. 167). 
  Role Bonus 
  Players can gain 2 Lunar experience once per session by: 
  •  
  Intentionally ceding the “spotlight” of a scene’s focus to another player character so that 
  he can express his Caste’s role in a cool and dramatic fashion, or directly supporting him in such 
  a moment.  
  •  
  Full Moon: Defeating a powerful enemy; removing a major impediment to her or her 
  Circle’s goals through physical prowess; traversing hostile environments or enduring great 
  physical abuse for a Major or Defining Intimacy’s sake; protecting or rescuing someone she has 
  a Major or Defining Tie for from violence or physical peril. 
  •  
  Changing Moon: Inflicting a significant setback or defeat on an adversary by 
  influencing him or those around him; exploiting a cultural tradition or legal system in furtherance 
  of a Major or Defining Intimacy; advancing her or her Circle’s goals by fundamentally changing, 
  or teaching a significant lesson to, a culture; accomplishing a major character or story goal by 
  solving a problem she created. 
  •  
  No Moon: Learning something that helps advance a Major or Defining Intimacy; 
  banishing, binding, purifying, or curing a harmful or dangerous supernatural force; creating a 
  lasting and meaningful work of magic, such as an artifact or sorcerous working; resolving a 
  meaningful dispute or conflict between mortals and supernatural creatures or forces.  
  •  
  Casteless: Overcoming a significant enemy or obstacle in a way that reveals something 
  new about the character or leads her to learn something about herself; advancing or protecting a 
  Major or Defining Intimacy by completing a sacred hunt; removing a major impediment to her or 
  
  her Circle’s goals through shapeshifting; protecting a Major or Defining Intimacy to an 
  institution or community she’s made a place for herself in. 
  Training Times 
  Raising traits with experience points isn’t instant. These training times are rough guidelines that 
  assume characters spend significant portions of their time training or gaining significant practical 
  experience through the application of their skills. Characters can train multiple traits at the same 
  time if it makes sense. 
  The listed training times can be reduced for characters trained by talented mentors or devoting 
  their time fully to training. 
  <begin table> 
  Non-Caste, Non-Favored Attribute 
  (new rating) months 
  Caste/Favored Attribute 
  ([new rating + 1]) weeks 
  Ability 
  (new rating) weeks 
  Specialty 
  two weeks 
  Purchased Merit 
  (new rating) weeks 
  Willpower 
  one month 
  Lunar Charm 
  (Attribute + Essence minimum) days, or (Attribute 
  minimum) days if Aspect/Favored 
  Martial Arts Charm 
  (Martial Arts + Essence minimum) days 
  Spell 
  two weeks 
  Evocation 
  (Essence minimum x 4) days 
  Animal Latent Ability 
  one week 
  <end table> 
  Raising Essence 
  A Lunar’s Essence rises as she grows and matures, increasing automatically once she’s earned 
  and spent a certain amount of experience. (Lunar experience doesn’t count towards this total). 
  Once she’s done so, she must generally seek enlightenment through seclusion or meditation in 
  the wilderness, otherworldly lands, or places sacred to Luna before gaining a dot of Essence. At 
  the Storyteller’s discretion, her Essence may increase instantly in a dramatic, character-defining 
  moment.  
  Lunar characters made using the default character creation rules (p. XX) must attain the 
  following totals to raise their Essence: 
  <begin table> 
  Essence Rating 
  Experience Points 
  Essence 2 
  50 
  Essence 3 
  125 
  
  Essence 4 
  200 
  Essence 5 
  300 
  Essence 6+ 
  Only available at Storyteller’s discretion 
  <end table> 
  Characters made using the rules for experienced Lunars (p. XX) reduce these values by 50 
  points. 
  The Great Curse 
  The death-curse laid upon the Exalted by the slain enemies of the gods slumbers in the Lunars’ 
  hearts. When they face great stress and strain, the curse whispers to all that is monstrous in them, 
  setting it free. The Great Curse’s mounting influence is measured by Limit; once a Lunar gains 
  10 Limit, she enters Limit Break. As a Lunar’s Limit rises, dark passions haunt her heart; she 
  grows keenly aware of how easily she could embrace monstrosity. This is solely a matter of 
  roleplaying until she reaches Limit 10. Lunars gain Limit in the following ways:  
  • 
  Once per scene, when a Lunar acts against a Major Intimacy, she rolls one die, gaining 
  Limit equal to the successes (unless she’s already rolled for acting against a Defining Intimacy). 
  Voluntarily weakening an Intimacy or spending Willpower to resist influence it supports counts 
  as acting against it. 
  • 
  Once per scene, when a Lunar acts against a Defining Intimacy, she rolls two dice, 
  gaining Limit equal to the successes (or one die, if she’s already rolled for acting against a Major 
  Intimacy). 
  • 
  Each Lunar has a Limit trigger, a specific condition under which she gains Limit. When 
  the trigger is met, she rolls three dice, gaining Limit equal to the successes. 
  A Lunar loses one Limit when she accomplishes a legendary social goal (Exalted, p. 134). Her 
  Limit resets when she comes out of a Limit Break. 
  Limit Triggers 
  A character’s Limit trigger is a situation she finds especially stressful, frustrating, or traumatic. 
  Lunar Limit triggers often, but don’t always, relate to their rage — things that rouse the Lunar’s 
  anger, or a consequence of rage. 
  Sample Limit Triggers include: 
  • 
  The Lunar destroys, abandons, or sacrifices something precious or valuable to her. 
  • 
  Someone insults, belittles, or deliberately frustrates the Lunar. 
  • 
  The Lunar discovers a significant obstacle that prevents her from achieving one of her or 
  her Circle’s goals when success seemed almost certain. 
  • 
  The Lunar offers advice, guidance, or wisdom, but is not heeded. 
  • 
  The immorality or transgressions of others hinder or defeat the Lunar. 
  • 
  The Lunar drives away someone she cares for. 
  • 
  An adversary exploits the Lunar’s mercy or compassion. 
  
  • 
  The Lunar must endure deprivation, poverty, or extreme physical hardship due to an 
  adversary, or to achieve one of her or her Circle’s goals. 
  • 
  Someone the Lunar wishes would pay attention to her rejects, humiliates, or deliberately 
  ignores her. 
  Monstrous Urges 
  When the Lunar reaches Limit 10, she’s overtaken by a Monstrous Urge. This may occur 
  immediately, or might be delayed until a suitably dramatic moment, at the Storyteller’s 
  discretion. The Storyteller can choose a Monstrous Urge from those below or create a new one, 
  although she should discuss the choice with the Lunar’s player to ensure it sets the Lunar up for 
  dramatic moments and character development. 
  All Monstrous Urges share the following features: 
  • 
  Each compels the Lunar to behave in a certain way. This is treated as a Defining 
  Intimacy. 
  • 
  If the Lunar’s Monstrous Urge could let her treat influence as unacceptable (Exalted, p. 
  220), she must do so. 
  • 
  The Monstrous Urge is as cathartic as it is horrific. Once it ends, the Lunar’s current 
  Willpower resets to a value equal to her permanent Willpower. 
  • 
  Each Monstrous Urge lasts either for one scene or one session of the game, although they 
  may end early if a specific condition is met. If a Monstrous Urge occurs towards the end of a 
  scene or session and wouldn’t have an opportunity to impact the game, the Storyteller can have it 
  spill over into the next scene or session. 
  • 
  Once a Monstrous Urge ends, the Lunar’s Limit resets to 0. 
  Avaricious Hoard-Beast Craving 
  The Lunar casts off all limitations that fetter her needs and desires. Her player designates some 
  type of object that she values, craves, or wishes to amass — currency, precious jewels, liquor, 
  artwork, burnt offerings, hard drugs, etc. She seeks these out at every opportunity, and takes 
  them whenever she has the chance. No matter how much she amasses, she must always seek 
  more. If someone attempts to part her from her hoard, she must defend it with violence, and will 
  employ force to retrieve any piece of her hoard stolen from her.  
  Duration: Session. Avaricious Hoard-Beast Craving ends prematurely if the Lunar harms 
  someone she has a positive Tie towards as a result of it. 
  Bellowing Tyrant Proclamation 
  The Lunar swells with overbearing pride. Anyone she can perceive must be made to 
  acknowledge her authority or superiority. Those who don’t, or who fail to make their 
  understanding of their own inferiority sufficiently explicit, must be convinced otherwise. This 
  can take many forms — verbally berating someone, challenging him to a duel or competition, 
  flaunting one’s power or wealth, or loudly proclaiming oneself a Lunar could all suffice, so long 
  as they cause others to submit.  
  Duration: Session. Bellowing Tyrant Proclamation ends prematurely if the Lunar suffers a 
  significant defeat or setback as a result of trying to prove her superiority. 
  
  Enraged Behemoth Rampage 
  The Lunar’s rage boils over into violent fury at the slightest provocation. If she encounters a 
  physical obstacle in the way of her goals — a locked door, the guards of a noble she wishes to 
  court, a booby-trapped corridor — she’ll attack it until it no longer impedes her. If she 
  experiences a sensory stimulus she finds unpleasant, she’ll lash out until it ceases. She can 
  refrain from physically harming anyone or anything she has a positive Tie towards, instead 
  attempting to intimidate them into obedience. 
  Duration: Scene. Enraged Behemoth Rampage ends prematurely if the Lunar sees that her 
  actions have caused a Storyteller character she has a positive Major or Defining Tie towards to 
  fear or reject her. 
  Laughing Devil Spirit 
  The Lunar destroys illusions of stability and security, a trickster-mentor revealing harsh truths. 
  She conveys these lessons by intervening in the lives of Storyteller characters to sow discord, 
  create problems, encourage conflicts, or otherwise incite chaos. If she has multiple potential 
  victims to choose from, she’ll begin with those whose power or privilege afford them the greatest 
  sense of safety or stability — wealthy merchant princes, mighty warriors, and powerful sorcerers 
  are more satisfying to humble than impoverished peasants or slave laborers.  
  Duration: Session. Laughing Devil Spirit ends prematurely if the Lunar’s interventions 
  inadvertently create a significant obstacle to her or her Circle’s goals. 
  Sinner-Devouring Judgment 
  The Lunar embodies divine retribution, a creature out of cautionary tales. If she witnesses 
  someone engaging in any activity that she deems immoral based on her Principles, or violating 
  the customs of a culture she belongs to or has a positive Tie towards, she must punish them. 
  She’s free to choose the form the punishment takes, but its severity must be at least 
  commensurate to that of the violation, and it must come rapidly, before the Limit Break ends. 
  Duration: Session. Sinner-Devouring Judgment ends prematurely if someone the Lunar seeks to 
  punish convinces her that her own actions have violated one of her Major or Defining Intimacies. 
  Stalking Barghest Omen 
  The Lunar’s predatory instincts fixate on someone unfortunate enough to catch her interest, 
  watching his every movement from the shadows. Her player designates a Storyteller character 
  who’s either present or nearby. The Lunar devotes herself to pursuing that character and 
  observing him from a distance with as much stealth and subtlety as possible, and making him 
  fear whatever pursues him. She can’t directly interact with him, except to menacingly reveal her 
  presence at suitably ominous or dramatic moments, but she can indirectly intimidate him by 
  leaving hints or signs of her hunt. If the Lunar’s prey evades her, she must continue pursuing 
  him. If the Storyteller deems it infeasible for the Lunar to catch him again, or simply 
  uninteresting, he may have the Lunar’s player designate a new character as her prey. 
  Duration: Session. Stalking Barghest Omen ends prematurely if the stalked character confronts 
  the Lunar and either defeats her in combat or causes a significant setback or complication for 
  her. 
  Terror-Spreading Cruelty 
  
  The Lunar’s cruelty runs rampant, an unbound embodiment of horrific monstrosity. She pursues 
  goals in the manner most likely to terrorize as many people as possible. Should she fight off a 
  bandit gang to protect a village, she will inflict as much pain and fear on them as she can, and 
  will leave their mutilated corpses as a warning to future raiders. If she courts a prince’s favor by 
  training his soldiers, she’ll browbeat them while training them in demoralizing strategies, 
  possibly spreading rumors of their horrific devil-might throughout the prince’s kingdom and 
  neighboring lands. 
  Duration: Session. Terror-Spreading Cruelty ends prematurely if the Lunar is confronted by a 
  significant enemy who seeks to defeat her because of the terror she’s spread. 
  Untamed Primal Hunger 
  The Lunar’s hunger drowns out all else. Her player chooses a category of living creature — a 
  species of animal, all animals whose heart’s blood she lacks, Dynasts, anything currently 
  bleeding, etc. She’s driven to hunt her chosen prey and devour it completely (killing it first is 
  optional). If someone attempts to prevent her from hunting or protect her prey, she’ll violently 
  subdue them. She can refrain from physically harming individuals she has positive Ties towards, 
  but a Tie towards a group isn’t sufficient. 
  Duration: Session normally; scene if there are enough of the chosen prey in the current scene 
  that devouring them all is narratively engaging. Untamed Primal Hunger ends prematurely if a 
  character the Lunar has a positive Major or Defining Tie towards comes to harm as a result of 
  her insistence in the hunt, or her feeding on prey instead of protecting him. 
  Vainglorious Siren Promenade 
  A living divinity, the Lunar craves the worship and adulation she’s owed by right. Everyone she 
  sees must adore, love, or obsess over her. Those who don’t, or who fail to sufficiently fawn over 
  her, must be won over by whatever means she chooses to employ — artistic performances, lavish 
  gifts, seduction, demagoguery, healing ailments, destroying hated edifices, working spectacular 
  miracles, etc. 
  Duration: Session. Vainglorious Siren Promenade ends prematurely if the Lunar’s attempts to 
  win over a significantly dangerous adversary give him an advantage over her or her allies.  
   
   
   
   
   
   
   
   
   
   
  
  Sazay wasn’t herself tonight. She was attending an extravagant party in Kulinth’s royal palace, 
  and to suit local fashions she’d worn the complacent face of a man named Glimmering Shroud, 
  who had “earned” the title of dewan by managing the kingdom’s treasury. Sazay could have 
  replaced someone less well-protected to fit in, but she couldn’t resist hunting down someone so 
  self-important and hateful, or claiming such an appropriate name. Sazay imagined that when she 
  recounted the tale of Kulinth’s liberation from the Realm, the palace’s roaring fireplaces would 
  provide a pleasing contrast to the dewan’s shivering, bloody death on the ice of Mare’s Tail 
  Lake. 
  The Realm’s most powerful representative, satrap Cathak Vanida, was enjoying the warmth of 
  the prince’s palace and the company of a small salon of Kulinthian luminaries. Kulinth’s own 
  Prince Asmund wasn’t part of the salon, which was how they both liked it. Glimmering Shroud 
  wouldn’t be speaking with either of them directly; Vanida was too sharp and Asmund too hot-
  tempered. Instead, Sazay delved into the affairs and gossip that passed for entertainment among 
  the rich and comfortable. 
  In life, Glimmering Shroud had collected enemies and lackeys aplenty. To the former, Sazay let 
  slip “accidental” hints of loyalty to Vanida or Asmund, morsels that would polarize the jackals 
  eager to oppose the dewan. To those who loved Glimmering Shroud — or at least his wealth and 
  influence — Sazay showed hints of vulnerability, even fear. They loved the dewan more for it, 
  and would cry for vengeance upon discovering his death. 
  To finish, Sazay searched for a rarity: the honest aristocrat, brave and true. She wasn’t hard to 
  find, standing alone near the snow-blotted windows. Castellan Mitali Vogl was cousin to a local 
  Guild factor, with none of her cousin’s business acumen. Yet Vogl was well-bred and eternally 
  loyal to Asmund. 
  Vogl saw Glimmering Shroud reflected in the window and turned, wary. “Ah, dewan. I hope the 
  evening finds you well. Your outfit seems little protection against the snow.” 
  “The snow’s out there,” said Sazay, smiling coyly. “You’re still in cloak and bracers. Expecting 
  a battle to break out in the sitting room?” 
  Vogl coughed, embarrassed. “No, no. Just...comfortable in them.” 
  “I don’t blame you.” Sazay lowered Glimmering Shroud’s voice. “If I were close to the prince, 
  I’d watch my back around Vanida’s people.” 
  Vogl frowned. “...I’ve heard of you, dewan, and your games. Peddle your rumors elsewhere.” 
  “Of course,” said Sazay, and bowed, before backing out of sight.  
  As she left, Sazay took with her the memory of her presence, fading into the evening buzz of 
  half-recalled gossip and inconsequential conversations. She left behind only the seed of 
  suspicion, planted by a forgettable hand. She gave Vogl a few minutes to digest the gossip, then 
  returned with a forced-looking smile. 
  “Ah, dewan,” said the castellan, less wary than before. “I hope the evening finds you well. Your 
  outfit seems little protection against the snow.” 
  “I dress to fit in with Vanida’s clique,” Sazay said, with a touch of fear, clear even to Vogl. “If I 
  didn’t...” 
  Vogl frowned. “...do you have reason to watch your back around them?” 
  
  Sazay flashed Glimmering Shroud’s glassiest smile and asked, “Can I trust you, castellan?” 
  Vogl rested a hand on Glimmering Shroud’s shoulder. “Of course, Shroud. What do you need?” 
  “I fear I’ve uncovered something...something the satrap doesn’t want anyone to know. No, don’t 
  ask me. Come and...meet me at Mare’s Tail Lake,” begged Sazay. “Please. As soon as the 
  blizzard ends.” 
  And before the ice melts, she thought, giddy with secret laughter.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter Six 
  Charms 
  Excellencies 
  The simplest manifestations of Lunar power are Excellencies. Lunars can add dice to an 
  (Attribute + Ability) roll for one mote each with that Attribute’s Excellency. She may also use 
  Excellencies to raise her static values — Evasion, Parry, Resolve, and Guile — paying two 
  motes per +1 bonus.  
  Normally, Lunars can’t add more than (Attribute) dice to a roll, or (Attribute/2, rounded down) 
  for static values. Automatic successes count as two dice towards this limit. However, a Lunar can 
  increase her dice cap with stunts, adding her rating in a second Attribute — one appropriate to 
  the stunt — to her rating in the one the action uses to determine her total dice limit. If she stunts 
  a Dexterity roll for a footrace by describing how her striking looks catch rivals off guard, she 
  could add up to (Dexterity + Appearance) dice. If she stunted Guile by describing how her 
  logical thinking reveals no emotion, she could raise it by up to ([Manipulation + Intelligence] / 
  2). As always with stunts, the Storyteller must approve the player’s description (Exalted, p. 
  187).  
  Furthermore, the Strength and Stamina Excellencies have additional uses. The Strength 
  Excellency can be used to add dice to a Strength-based withering damage roll before soak, while 
  the Stamina Excellency can be used to raise soak. This costs one mote per damage die or point of 
  soak, maximum (Attribute / 2, rounded down). While damage rolls and soak can’t be stunted, 
  players can still raise the dice caps for these with a suitable description per the usual stunt rules, 
  although this doesn’t add any benefits of stunting. This limit only applies to Excellencies, not to 
  other magic that adds damage or soak. Players must still declare such Excellency usage before 
  rolling, as usual. 
  Gaining Excellencies: A Lunar automatically gains the Excellency of each of her Caste or 
  Favored Attributes that she has rated at 3+, or for which she knows at least one Charm. For each 
  other Attribute, she must either have it rated at 5 or know two Charms to unlock its Excellency. 
  Stunts and Storytelling 
  The use of stunts in Lunar Excellencies warrants some Storyteller guidance. The 
  stunt requirement isn’t meant to be overly restrictive — as long as the player’s 
  description of how they work a second Attribute into their action makes sense, it’s 
  valid. Storytellers should be generous in assessing this, especially with players 
  who’re unfamiliar or uncomfortable with stunting. However, players shouldn’t 
  always be adding their highest Attribute to their dice caps regardless of whether it 
  makes any sense. 
  Playgroups that don’t use the stunting rules can still use Lunar Excellencies as-is: 
  as long as a player describes what their character does in a way that supports adding 
  the second Attribute and isn’t boring the table, she can raise her dice cap. 
  Restrictions 
  
  Lunar Charms can generally only enhance actions or static values based on their associated Attribute, 
  unless otherwise indicated. When a Simple or Reflexive Lunar Charm creates an action, it must usually 
  be rolled using that Charm’s Attribute. A Charisma Charm that enhances persuade rolls can’t benefit 
  Manipulation- or Appearance-based persuade rolls, unless it says otherwise.  
  Some exceptions exist. If a Charm enhances or creates an action or static value that’s normally 
  not rolled with that Charm’s Attribute — Strength Charms that enhance the damage of a 
  Dexterity-based attack roll, or create a clash —  it can be used with the Attribute normally 
  associated with that action or value. Additionally, some Charms allow the Lunar to substitute one 
  Attribute for another for certain actions. They can enhance such actions with Charms of both 
  Attributes. 
  Lunar Charms can be freely combined with Martial Arts Charms and Evocations. 
  New Keywords 
  Protean: A Protean Charm gains greater power when the Lunar uses it while shapeshifted into 
  certain animal or human forms. (Her own human shape doesn’t count.) 
  Totemic: Lunars with certain spirit shapes may learn a Totemic Charm as a Charm of a different 
  Attribute than it normally belongs to, using different minimum Attributes and potentially 
  enjoying Caste or Favored Attribute discounts. Totemic Charms usually have alternative 
  prerequisite Charms from this second Attribute, unless they have no prerequisite Charms, or their 
  prerequisites are Totemic themselves. This extends to the Attribute minimums of any automatic 
  upgrades or repurchases of the Charm, but not to any dice rolls or other calculations involved. 
  Universal 
  Chimera-Soul Expression 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar’s true self transcends definition, manifesting itself as a chimerical combination of 
  beasts. She permanently alters her spirit shape by granting it aspects of a second animal, 
  applying six dots of mutations based on that animal. These mutations also automatically apply 
  when she uses Hybrid Body Transformation. The Lunar treats both animals as her spirit shape 
  for Totemic Charms. 
  Mutations 
  Mutations are Innate or Purchased Merits (Exalted, p. 158), mundane or 
  supernatural, that alter or improve a character’s physical body, such as 
  Ambidextrous, Giant, or Wings. 
  Hybrid Body Transformation 
  
  Cost: 4m; Mins: Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: None 
  The Lunar shifts into hybrid form, combining her human self and her spirit shape. Upon 
  purchasing this Charm, her player chooses six dots of mutations reflecting her spirit shape. While 
  in her true human form, she may use this Charm to gain all the chosen mutations. This doesn’t 
  count as being in an animal form for Protean Charms.  
  Players can freely describe the visual appearance of their Lunars’ hybrid forms — their features 
  might be purely animalistic, such as a tiger’s head or dragonfly wings, or indirect reflections of a 
  spirit shape, like multiple arms for a spider or a prehensile neck for a giraffe . Players can include 
  purely cosmetic traits, like changed skin color or animal ears, that aren’t included in the 
  mechanical benefits of their selected mutations. 
  Giant Proportions 
  Lunars Charms can temporarily grant or suppress the Giant mutation (Exalted, p. 
  161). If a character loses Giant, damage contained in its −0 health level goes with 
  it. If she regains Giant, that damage remains in that health level. Natural or magical 
  healing still apply to this damage while Giant isn’t active. The same’s true for other 
  effects that work similarly, such as combining Changing Phases Transformation 
  and Ox-Body Technique. 
  Shifting Beast Nature 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Hybrid Body Transformation 
  The Lunar’s spirit shape expresses itself in myriad forms. Upon purchasing this Charm, her 
  player designs an alternative hybrid form, selecting another set of six points of mutations 
  reflecting her spirit shape. When she uses Hybrid Body Transformation, she can enter either of 
  her hybrid forms, and can change between them as a miscellaneous action while that Charm’s 
  active. She may switch between hybrid forms reflexively upon using Deadly Beastman 
  Transformation (p. XX). 
  Life of the Hummingbird 
  Cost: 5m; Mins: Essence 1 
  Type: Reflexive 
   
  Keywords: Mute 
  
  Duration: (Essence) hours 
  Prerequisite Charms: None 
  Sipping blood from a fresh kill, the Lunar briefly borrows its skin. After killing a human or 
  animal, she temporarily takes on its shape as though she had its heart’s blood. This Charm ends 
  if she leaves that shape. 
  With an Essence 2 repurchase, she can use this Charm after drinking fresh blood from a live 
  human or animal (potentially after wounding it with a decisive attack). 
  Many-Faced Moon Transformation 
  Cost: 3m, 1wp; Mins: Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar wears ten thousand faces, yet she’s always herself. She alters her current form’s 
  appearance: increasing or reducing her height by 10 inches; increasing or decreasing her weight 
  by up to 10%; altering her apparent age; changing or removing sexual characteristics; changing 
  skin tone, eye color, and hair color and length; and/or cosmetic changes like adding scars or 
  birthmarks. She can alter both human and animal forms.  
  The Lunar can conceal her identity with this transformation. She makes a disguise roll instantly, 
  ignoring penalties for lacking equipment or disguising herself as someone of a different race, 
  sex, or body type. However, she can’t imitate a specific individual.  
  Changes made with this Charm are permanent. A second use, whose Willpower cost is waived, 
  can undo such changes. 
  Quicksilver Second Face 
  Cost: 2i; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: None 
  Reveling in protean grace, the Lunar dances between shapes. She shapeshifts reflexively on her 
  turn, without the usual miscellaneous action Defense penalty. She may do so multiple times in 
  one turn, but not in the middle of an action — e.g., she can’t make an attack roll in one shape, 
  then shift into another before rolling damage. This isn’t compatible with Charms that let her 
  shapeshift into certain forms, like Towering Beast Form or Emerald Grasshopper Form.  
  An Essence 2 repurchase lets the Lunar reflexively shapeshift outside her turn. Among other 
  things, this can help defend against attacks.  
  Perfected Hybrid Interaction 
  
  Cost: 1m per dot of mutation; Mins: Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Hybrid Body Transformation 
  The Lunar mingles many shapes freely. Upon purchasing this Charm, her player chooses four 
  dots of mutations reflecting animal forms she possesses. Using this Charm lets her gain any or all 
  of them for one mote per dot of mutation. Mutations added to animal forms don’t count when 
  determining what Protean effects apply. 
  This Charm may be purchased (Essence) times, with each repurchase granting four additional 
  dots of mutations.  The Lunar can replace previously selected mutations with new ones  when 
  repurchasing it. 
  Upgrading Mutations 
  A player can upgrade a mutation she already possesses with mutation-granting 
  Charms by allocating dots equal to the difference between her current rating and 
  the new one. If a hawkwoman Lunar uses Hybrid Body Transformation to upgrade 
  her three-dot Wings to five-dot Wings, that only count as two dots of mutation. 
  Changing Phases Transformation 
  Cost: —; Mins: Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Perfected Hybrid Interaction, any five Physical Attribute Charms 
  The Lunar changes her hybrid form’s nature to embody a new manifestation of physical prowess. 
  Upon purchasing this Charm, her player designs an alternate set of Attributes that she uses 
  whenever Hybrid Body Transformation is active, redistributing up to two dots among Stamina, 
  Strength, and Dexterity. A Lunar who normally has Strength 3, Dexterity 3, Stamina 3 might 
  shift them to Strength 3, Dexterity 5, Stamina 1 when she takes on her stealthy hybrid form.  
  If this lowers an Attribute below the minimum needed for any of the Lunar’s Charms, she loses 
  access to that Charm while in hybrid form. Conversely, the Lunar may learn Charms whose 
  minimums she meets only with her shifted Attributes, but can only access them in hybrid form 
  (or if she subsequently raises her true Attributes to meet their minimum). 
  A Lunar with Shifting Beast Nature may repurchase this Charm to design a new set of altered 
  Attributes for her second hybrid form. 
  Constant Quicksilver Rearrangement 
  Cost: 3m, 1wp; Mins: Essence 3 
  Type: Simple 
  
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Quicksilver Second Face (x2) 
  Unbound by form’s constraints, the Lunar unleashes a menagerie against her foes. She waives 
  the cost of changing shapes, and lowers Quicksilver Second Face’s cost to one Initiative. This 
  applies only to basic shapeshifting actions, not Charms like Towering Beast Form or Emerald 
  Grasshopper Form. 
  An Essence 4 repurchase extends this Charm’s duration to one day. 
  Behemoth-and-Flea Mastery 
  Cost: —(+1wp); Mins: Essence 5 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Constant Quicksilver Rearrangement; Emerald Grasshopper Form or 
  Towering Beast Form 
  Once per scene, the Lunar may pay a one-Willpower surcharge when she uses Quicksilver 
  Second Face to reflexively activate Towering Beast Form (p. XX) or Emerald Grasshopper Form 
  (p. XX). Additionally, while Constant Quicksilver Rearrangement is active, reduce both Charms’ 
  costs by four motes. 
  Waive this Charm’s Willpower surcharge and once-per-scene limitation if the Lunar uses 
  Towering Beast Form while already in a Legendary Size shape, or Emerald Grasshopper Form 
  while in a Minuscule Size shape. 
  Appearance 
  Heart’s Blood 
  Heart-Drinking Allure 
  Cost: —; Mins: Appearance 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar need not shed blood to taste her lover’s heart. When she performs a sacred hunt to 
  take the shape of a human who has a Major or Defining Tie of love or lust toward her (or her 
  current shape), she may conclude it with a voluntary act of physical intimacy instead of killing 
  him. 
  Physical Intimacy 
  
  Charms that refer to physical intimacy encompass any form of intimate contact, 
  such as a passionate embrace or kiss, in addition to sex. It need not be romantic in 
  nature; platonic expressions of affection count. The Storyteller should “fade to 
  black” if any player at the table feels uncomfortable with depicting explicit 
  intimacy “on screen.” 
  Influence 
  Glance-Oration Technique 
  Cost: 4m; Mins: Appearance 1, Essence 1 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  Through perfect control of her body and demeanor, the Lunar is capable of great expressiveness 
  even without speech. She uses body language to convey an influence roll or a single sentence, 
  denying her targets the Resolve bonus for lacking a shared language  (Exalted, p. 221). She can 
  convey far more than usual through body language, though highly abstract concepts or 
  complicated technical information remain beyond her. 
  Argument-Eclipsing Shadow 
  Cost: 5m; Mins: Appearance 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Glance-Oration Technique 
  The Lunar needn’t speak to voice her disapproval. When she perceives a character making an 
  influence roll, she distracts him with alluring beauty or wordless menace. He suffers a −(Lunar’s 
  Appearance − his Resolve) penalty, minimum −1, on the roll. If he botches, he forms a Minor 
  Tie of desire or fear toward her, as appropriate. 
  Reflection Gazes Back 
  Cost: 3m; Mins: Appearance 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Argument-Eclipsing Shadow 
  Those who seek to understand the Lunar see only what she chooses to reveal. When a character 
  the Lunar’s aware of rolls to read her intentions, she reflexively makes an influence roll to 
  threaten him, seduce him, or instill him with a Tie of fear or desire towards her. 1s on the 
  
  opposing character’s roll add non-Charm dice to her roll. If the opposing character fails his read 
  intentions roll, his 1s also subtract from his Resolve. 
  Predator-and-Prey Mirror 
  Cost: 3m; Mins: Appearance 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Glance-Oration Technique 
  The Lunar adapts the bearing of predator or prey at her leisure. While using this Charm, she may 
  freely shift between these two postures: 
  Predator: Characters perceive the Lunar as their natural predator — she seems an auditor to a 
  corrupt bureaucrat, or a bandit to a humble farmer.  
  Prey: The Lunar presents herself as timid, vulnerable, and valuable. Anyone unfamiliar with her 
  perceives her as an easy mark until she proves otherwise.  
  Regardless of the option chosen, the Lunar can leverage its impact as though it were a Minor 
  Intimacy. 
  Perfect Symmetry 
  Cost: 5m; Mins: Appearance 4, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Glance-Oration Technique 
  The Lunar’s posture and body language reflect unassailable self-assurance. She gains a bonus dot 
  of Appearance, which can raise her above Appearance 5. She waives Glance-Oration 
  Technique’s cost.  
  Feral Smile Tactic 
  Cost: 3m; Mins: Appearance 2, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The intensity of the Lunar’s mien awakens instinctual panic. She doubles 9s on a roll to instill a 
  Tie of fear towards herself (or her current form) or threaten her target.  
  Protean: Characters with a Tie of fear towards the Lunar’s current human or animal shape lose 
  one Initiative (which she doesn’t gain) if her roll beats their Resolve in combat, even if they 
  resist with Willpower. 
  
  Outburst-Provoking Posture 
  Cost: 4m; Mins: Appearance 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Feral Smile Tactic 
  Strutting haughtily past her rivals, the Lunar drives them to frothing incoherence or stuttering 
  rage. A successful influence roll also instills a Tie of irritation, anger, or disgust towards the 
  Lunar (or her current shape) in targets of her choice. Affected characters suffer a −2 penalty to 
  social and mental rolls for the scene.  
  Terrifying Bestial Visage 
  Cost: 5m; Mins: Appearance 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Feral Smile Tactic 
  Every detail of the Lunar’s bearing radiates predatory menace. She adds (higher of Essence or 3) 
  dice on rolls to threaten others or instill Ties of fear towards herself (or her current form). A 
  character affected by such a roll can’t initiate hostilities against her that scene unless another 
  character does or he spends one Willpower. Even then, he suffers a −(Lunar’s Essence) penalty 
  to Join Battle. 
  Protean: In predatory animal shapes, the dice are non-Charm. 
  Peacock Quill Flourish 
  Cost: 3m; Mins: Appearance 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s elegant calligraphy beckons memories of her radiant visage to her reader’s mind, 
  swaying him with the indelible impression she’s left. She adds bonus dice from Appearance 
  (Exalted, p. 218) on a Charisma- or Manipulation-based influence roll made through writing, the 
  Infallible Messenger spell, or similar means of communicating without being seen. The 
  influence’s target must have previously seen the Lunar — either in her true form if she writes as 
  herself, or in the shape of the person she claims to be. 
  Written Influence 
  
  Simple or Reflexive Lunar Charms that create influence rolls are incompatible with 
  written influence unless otherwise noted. Charms that enhance influence apply to 
  both spoken and written influence. 
  Seductive Moonlit Dream 
  Cost: 3m; Mins: Appearance 2, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar embodies passion, drawing eyes and weakening wills. She doubles 9s on an instill roll 
  to create a Tie of lust or attraction towards herself (or her current form), or a persuade or bargain 
  roll for seduction. 
  Protean: Characters with Ties of lust, love, desire, etc. towards the Lunar’s current human shape 
  treat their Resolve as 1 lower when determining how many bonus dice her Appearance adds 
  (Exalted, p. 218). 
  Alluring Scent Technique 
  Cost: 4m; Mins: Appearance 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Seductive Moonlit Dream 
  The Lunar exudes alluring pheromones, tantalizing those around her. Characters of the same 
  species as the Lunar’s current shape within short range (or further, depending on wind 
  conditions) are affected based on what kind of Ties they have towards her form: 
  No Tie: Affected characters without Ties toward the Lunar are fascinated, and treated as though 
  they had Minor Ties of curiosity toward her. 
  Positive Tie: The Lunar may leverage the positive Ties of affected characters as though they had 
  an emotional context of desire. Against characters of incompatible sexual orientation, she instead 
  applies the “No Tie” effect. 
  Negative Tie: Affected characters with negative Minor Ties can’t use them to increase Resolve 
  or in Decision Points against the Lunar’s influence. Stronger negative Ties are unaffected. 
  Attention-Demanding Presence 
  Cost: 5m; Mins: Appearance 4, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: One scene 
  
  Prerequisite Charms: Alluring Scent Technique 
  Magnifying her presence, the Lunar stands at the center of attention. Characters that can see her 
  suffer a −(Lunar’s Appearance − his Resolve) penalty, minimum −1, on Perception rolls, except 
  those opposing her Stealth. A character that botches a penalized roll forms a Minor Tie of desire 
  or fear, as appropriate, towards the Lunar (or her current shape). However, the Lunar takes a −3 
  penalty on Stealth rolls. A character that botches a penalized roll forms a Minor Tie of desire or 
  fear towards the Lunar (or her current shape), depending on her approach.   
  Mysterious Stranger Intimation 
  Cost: —; Mins: Appearance 4, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Alluring Scent Technique 
  The Lunar exudes enticing mystery and the allure of the unfamiliar, drawing curious stares and 
  fascinated admirers. She gains +1 Guile against characters affected by Alluring Scent Technique. 
  Against characters who don’t know her or have any Ties towards her (or alternatively, who don’t 
  know or have Ties towards her current shape), that Charm’s effect extends to medium range and 
  isn’t limited to characters of the same species. Such characters are driven to act on their 
  curiosity, with the exact method depending on the Lunar’s presentation and their own Intimacies. 
  If the Lunar enters a teahouse dressed in foreign garb, other patrons might attempt to read her 
  intentions; if she wears a tiger’s shape, bystanders might observe from a safe distance. A 
  character may pay one Willpower to resist this effect (but not the effects of Alluring Scent 
  Technique) for the scene. 
  Divine Paramour’s Embrace 
  Cost: 4m; Mins: Appearance 4, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Perfect Symmetry, Seductive Moonlit Dream 
  Those who have a place in the Lunar’s heart are empowered by it. When she rolls to seduce a 
  single target, he may opt not to resist, letting her succeed automatically. If he does, he’s 
  comforted and affirmed by the Lunar’s affections; following at least a minute of physical 
  intimacy, the Lunar may transfer up to (his positive Tie towards her + 1) Willpower to him. 
  Once per story, when the Lunar’s Solar mate benefits from this Charm, he loses one Limit.  
  An Appearance 5, Essence 3 repurchase lets the Lunar transfer Willpower instantly, without 
  requiring physical intimacy — her affectionate words embolden her beloved. 
  Solar Mates 
  Charms that refer to a Lunar’s Solar mate also include Abyssal or Infernal mates. 
  
  Devil-Queen Rapture 
  Cost: —; Mins: Appearance 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Glance-Oration Technique 
  Creation is a mirror wherein the Lunar is reflected, basking in her transcendental glory. When 
  she succeeds on an influence roll with any Attribute to threaten or seduce one character, she 
  gains motes equal to the number of dice added by her Appearance (Exalted, p. 218). This can’t 
  exceed the number of motes she spent enhancing the roll, and doesn’t stack with other Charms 
  that award motes for successful influence rolls. 
  Hunted Stag Majesty 
  Cost: 3m, 2i; Mins: Appearance 3, Essence 2 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Reflection Gazes Back 
  When the Lunar is ambushed (Exalted, p. 203), she reflexively makes an (Appearance + 
  [Performance or Presence]) persuade or threaten roll — a flash of seductive beauty undermines 
  her assailant’s nerve, or her fearsome bearing makes him think twice. If successful, the ambush 
  automatically misses. If the attacker’s Resolve is beaten but he resists with Willpower, he makes 
  the attack as normal, but this Charm’s Initiative cost is refunded. 
  Irresistible Silver Spirit 
  Cost: 3m; Mins: Appearance 3, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Alluring Scent Technique 
  Such is the Lunar’s effortless allure that she radiates desirability through the most innocuous 
  acts. She conceals her efforts when she makes an influence roll to seduce someone or instill a Tie 
  of love, lust, etc. towards herself (or her current shape). Neither the target nor onlookers will 
  recognize that she attempted to influence her target unless they successfully read her intentions 
  or profile her that scene.   
  Honeyed Lips Inquiry 
  Cost: 6m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Simple 
  
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Irresistible Silver Spirit 
  Enthralled by the Lunar’s beauty, her paramours heedlessly reveal whatever she wishes to hear. 
  She makes an (Appearance + [Performance or Presence]) persuade or bargain roll to seduce a 
  single character. If successful, each extra success lets her ask him a question that scene which he 
  must answer completely and truthfully, unless doing so would oppose one of his Defining 
  Intimacies. He may avoid answering questions for one Willpower each, although the Lunar can 
  repeat questions.  
  The Lunar can only use this Charm on a specific character once per story.  
  Protean: If the Lunar seduces her target in a human shape he has a positive Defining Tie 
  towards, he can’t withhold answers even if revealing them violates a different Defining Intimacy, 
  unless he spends Willpower.  
  Lion-Mouse Inversion 
  Cost: 4m, 1wp; Mins: Appearance 3, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Predator-and-Prey Mirror 
  Trembling in fear before a harmless songbird or confidently approaching a snarling wolf, the 
  Lunar changes the way others perceive it. As she interacts with someone, she makes a special 
  (Appearance + [Performance or Presence]) instill roll with (Manipulation) bonus dice against all 
  characters who witness the interaction, ignoring multiple target penalties. Affected characters 
  perceive the object of the interaction as per the appropriate effect of Predator-and-Prey Mirror (p. 
  XX), and can’t spend Willpower to resist. The character the Lunar interacts with gains +2 
  Resolve against this influence and can resist normally. 
  Argent Muse Approach 
  Cost: 4m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Reflection Gazes Back 
  Even as gods and princes speak, all eyes are on the Lunar. When another character makes an 
  influence roll against targets that can see her, she uses her striking looks to assist him, beguiling 
  them with alluring beauty or intimidating them into agreement. The roll gains (Lunar’s Essence) 
  non-Charm dice, and rerolls 1s until they cease to appear. A successful roll also instills a Minor 
  Tie of desire or fear, as appropriate, towards the Lunar (or her current shape). 
  Kneeling Lion Auspice 
  
  Cost: 5m; Mins: Appearance 4, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Argent Muse Approach 
  Who can gainsay a prince to whom even the lion bows? When the Lunar makes an instill roll to 
  give others a positive Tie towards someone she has a positive Tie for, she adds (Intimacy) non-
  Charm dice. Affected characters treat any negative Ties toward the designated character as one 
  step lower in intensity for the scene.  
  If the Lunar uses this Charm to benefit her Solar mate, affected characters must enter a Decision 
  Point and invoke an Intimacy equal to or greater in intensity than her Tie for him to resist. 
  Eye-Catching Appeal 
  Cost: 5m; Mins: Appearance 4, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Attention-Demanding Presence, Reflection Gazes Back 
  Standing out as the most prominent figure in any room, the Lunar’s magnetic allure draws 
  attention away from her allies. When a character that can see her rolls read intentions against 
  another character, she makes a special (Appearance + [Presence or Socialize]) persuade roll 
  opposing him. If successful, she catches his attention, redirecting his read intentions roll to target 
  her unless he spends one Willpower. He’s considered to have failed his read intentions action 
  against the original target, and is subject to the reset rules (Exalted, p. 223). 
  Protean: If the Lunar uses this Charm in a human or animal shape that her target has a positive 
  Major or Defining Tie towards, he must enter a Decision Point and call on an Intimacy of equal 
  or greater intensity to resist. 
  Myriad Graces Appeal 
  Cost: 3m; Mins: Appearance 4, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Feral Smile Tactic, Glance-Oration Technique, Seductive Moonlit Dream 
  When the Lunar stunts to add a second Attribute to her Appearance to determine how many 
  Charm dice she can add on an influence roll and applies a full Excellency, she also adds that 
  Attribute to her base Appearance to determine how many non-Charm bonus dice her Appearance 
  adds (Exalted, p. 218). This can’t raise the Appearance bonus above (higher of Appearance or 
  5). 
  
  Incomparable Paragon Assurance 
  Cost: 5m, 1wp; Mins: Appearance 5, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: One day 
  Prerequisite Charms: Myriad Graces Appeal, Perfect Symmetry 
  The Lunar gazes inward to see her soul’s beauty, letting it shine forth into the eyes of others. 
  After five minutes of meditation, she gains a bonus dot of Appearance, which can raise her above 
  Appearance 5. She applies bonus dice from Appearance (Exalted, p. 218) on inspire and bargain 
  rolls. 
  New Friend Aroma 
  Cost: —(+1m); Mins: Appearance 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Mysterious Stranger Intimation 
  Awash in enticing pheromones, the Lunar draws potential companions into her orbit. When she 
  uses Alluring Scent Technique (p. XX), she may commit an additional mote to alter its effect 
  against characters that don’t know her and don’t have a Tie toward her. The Tie they’re treated 
  as having toward her is one of friendship instead of curiosity. They’ll attempt to initiate friendly 
  interactions with her, in a manner consistent with both their own Intimacies and the Lunar’s 
  presentation. If she walks through a harbor dock, a brash seafarer might attempt to strike up a 
  conversation, while a shy fishmonger might slip her a note with her cod. In a wild animal’s 
  shape, observers might attempt to tame her, though they’ll employ appropriate caution. A 
  character can pay one Willpower to resist this effect for the scene (but not the Tie imposed by 
  Alluring Scent Technique). 
  Obsession-Building Prana 
  Cost: 4m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Perfect Symmetry 
  The Lunar’s visage lingers in onlookers’ memories, whispering terror and temptation. She resets 
  a failed persuade or bargain roll to seduce a single target, or a failed threaten roll against a single 
  target. If the target uses the same Intimacy to bolster his Resolve against her renewed roll that he 
  did against the first roll, its Resolve bonus is reduced by one. 
  This Charm can only be used once per scene. 
  
  Protean: If the Lunar uses this Charm to reset a seduction attempt in a human shape her target 
  has a Major or Defining Tie of lust, love, etc., towards, or resets a threaten attempt in a human or 
  animal shape he has a Major or Defining Tie of fear towards, he also suffers −2 Resolve against 
  the renewed roll. 
  Perfect Fear Scent 
  Cost: 6m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Simple 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: Terrifying Bestial Visage 
  Embodying the perfect predator, the Lunar’s scent awakens deep-seated prey instincts and panic 
  responses. Anyone that can see or smell her suffers −1 Resolve against her threaten rolls, and 
  against fear-based Charms that compare her Appearance to his Resolve. They also suffer a 
  −(Lunar’s Appearance – his Resolve) penalty, minimum −1, on rolls to attack or speak against 
  the Lunar. 
  A character may resist this Charm for a scene for one Willpower and (Lunar’s Appearance – his 
  Resolve) Initiative, minimum one. 
  Protean: In predatory animal shapes, this Charm can be used reflexively upon winning Join 
  Battle. 
  Inchoate Horror Embodiment 
  Cost: 4m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Perfect Fear Scent 
  The Lunar becomes a rippling dark mirror that reflects the deepest fears of those who gaze into 
  it. She makes an (Appearance + Presence) threaten roll against one character, instinctively 
  shifting through many frightening forms that ensure her influence aligns with the target’s 
  strongest fear-based Tie. She needn’t be aware of this Intimacy, but neither does she learn what it 
  is. This can target fears other than a person or animal — e.g., a Dynast whose greatest fear is 
  poverty might see the Lunar as a Ragara banker come to collect. If the Lunar’s target lacks fear-
  based Ties, she recoups this Charm’s Willpower cost. 
  If the Lunar’s using Shifting Penumbra Stance (p. XX), she may target multiple characters with 
  this Charm. Each sees his greatest fear in her unknowable semblance. 
  Protean: If the Lunar is already in a human or animal shape that is her victim’s greatest fear, the 
  cost of resisting increases by one Willpower. 
  Wasp-and-Termite Dance 
  Cost: 5m; Mins: Appearance 4, Essence 2 
  
  Type: Reflexive 
  Keywords: Mute, Totemic (Charisma) 
  Duration: Indefinite 
  Prerequisite Charms: Perfect Symmetry 
  The Lunar fosters perfect understanding among comrades, wordlessly communicating with sign 
  language, expressive dance-like motions, or pheromones. She and any number of willing 
  characters within long range can communicate amongst themselves as per Glance-Oration 
  Technique. This transcends language barriers, but characters unfamiliar with each other may 
  suffer penalties on initial communication until they’ve grown accustomed. The Lunar may 
  reflexively add or remove characters from this group.  
  Outsiders can only detect the communication if they’re specifically watching for it or have 
  superhuman or magically enhanced senses, rolling (Perception + Awareness) against the Guile of 
  a character making a statement. Success lets them notice the communication, but not understand 
  it. 
  If the Lunar includes her Solar mate, they have the option of speaking directly to each other’s 
  souls, extending the range of communication to (Essence x10 miles), which other characters 
  can’t detect. 
  Totemic: Lunars with hive-dwelling spirit shapes may learn this as a Charisma Charm, with 
  Guiding the Flock (p. XX) as its prerequisite.  
  Moon Beckons Tide 
  Cost: 5m, 1wp; Mins: Appearance 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Attention-Demanding Presence 
  The Lunar releases a sigh of dreamy silver anima, calling a willing paramour to her side. She 
  makes a special (Appearance + Presence) persuade roll with (Essence) successes against a 
  character with a Tie of love, lust, etc., towards her within (Essence x3) miles, convincing him to 
  seek out the Lunar. She can either specify a known character or reach out aimlessly, letting the 
  Storyteller choose a qualifying character within range, if one exists. Affected characters become 
  aware of her general location and condition, adding (Intimacy) bonus dice on Athletics, Ride, 
  Sail, or Survival rolls to reach her. If no such characters are in range, she recoups this Charm’s 
  Willpower cost. 
  With an Appearance 5 repurchase, the Lunar may describe a companion to attract rather than 
  choosing someone with a Tie towards her. Her description can encompass physical details, skills 
  or talents, particular Intimacies, and social class or profession — “a farmer who resents the 
  Realm’s presence,” “a beautiful woman at least six feet tall,” “a master thief fluent in 
  Flametongue,” etc. — but not supernatural ability, membership in particular groups, or other 
  traits. She can’t choose a specific character, and the Storyteller should veto descriptions so 
  narrow they could only apply to one person. If no such characters are in range, the Lunar has the 
  
  option of calling the character who comes closest to matching her description instead of 
  recouping Willpower.  
  Resplendent Soul Reflection 
  Cost: 5m, 1wp (2m); Mins: Appearance 4, Essence 3 
  Type: Simple 
  Keywords: Mute 
  Duration: One scene 
  Prerequisite Charms: Attention-Demanding Presence, Reflection Gazes Back 
  The Lunar reveals the inner beauty of others, letting them fall in love with themselves. Touching 
  a reflective surface no longer than one range band in any direction, she suffuses it with anima. 
  Treat any character’s reflection that appears in the surface as though it were using Attention-
  Demanding Presence (p. XX) against that character only, with an Appearance equal to the higher 
  of his Appearance or the Lunar’s own Appearance. 
  While using this Charm, the Lunar may make an Appearance-based influence roll against a 
  character via his reflection for two motes. Influence that would create a Tie towards her instead 
  creates a Tie towards the targeted character. She can’t be identified as such influences’ source. 
  Totem Beast Embodiment 
  Cost: 1wp; Mins: Appearance 4, Essence 3 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Incomparable Paragon Assurance 
  The Lunar clothes herself in the Essence of one of the beasts that dwells in her blood, assuming 
  its role in a culture. When stunting an influence roll with any Attribute, if her stunt’s description 
  invokes an animal whose shape she possesses and its cultural significance to her targets, she adds 
  a free full Excellency. If a nomadic clan fears wolves for preying on their flock, she could 
  enhance a threaten roll by adapting a lupine posture or wolfish grin.  
  This Charm can only be used once per day. 
  Protean: If the Lunar’s in the shape of the animal she invokes, this Charm’s cost is waived.  
  Divine Terror Avatar 
  Cost: 4m, 3i, 1wp; Mins: Appearance 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: One scene 
  Prerequisite Charms: Perfect Fear Scent 
  
  A monster born out nightmares, the Lunar strikes fear even into the hearts of the enemies of the 
  gods. Characters with Ties of fear toward her (or her current shape) as well as trivial opponents 
  can’t attack or make threaten rolls against her. In combat, they lose two Initiative at the end of 
  any turn in which they don’t move away from her (which she doesn’t gain). If most of a battle 
  group’s members have a Tie of fear toward her, it suffers a –(Intimacy) penalty on rout checks 
  made while it can see her.  
  This can be resisted by entering a Decision Point and invoking an Intimacy of equal or greater 
  intensity than the Tie of fear and spending one Willpower. Characters can’t do so while crashed. 
  This Charm’s Willpower cost is waived if Perfect Fear Scent is active. 
  Visage Great and Terrible 
  Cost: 7m, 1wp; Mins: Appearance 5, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Irresistible Silver Spirit, Perfect Fear Scent 
  Suffusing herself with incandescent allure, the Lunar sears her image into her victim’s mind. A 
  successful bargain or persuade roll to seduce one character or a successful threaten roll against 
  one character is reinforced against others’ attempts to overturn it (Exalted, p. 221). The 
  Willpower cost of initiating a roll to overturn the influence and of rejecting the influence in a 
  Decision Point increases by one. The target ignores Resolve penalties, except those from 
  Intimacies, against rolls to overturn the influence, and 1s on such rolls subtract successes. 
  Passion-Unbinding Bacchanalia 
  Cost: 10m, 1wp; Mins: Appearance 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Visage Great and Terrible 
  The teeming throng of humanity isn’t so far removed from the panicked stampede or the rutting 
  herd as they might like to think. The Lunar strips away civilization’s façade to unleash these 
  primal passions. She makes an (Appearance + [Performance or Presence]) inspire roll with 
  (Essence) successes to create either fear or lust, ignoring multiple-target penalties.  
  Inspiring fear causes mass panic to break out among affected characters. The object of their 
  terror can be the Lunar, but might be something else, depending on how she stunts. Affected 
  characters flee the object of their terror in a panicked mob, stopping only when they reach 
  extreme long range from it.  
  Inspiring lust causes affected characters to engage other affected characters who consent in 
  courtship rituals or physical intimacy, ignoring etiquette and social decorum. Someone who can’t 
  find a consenting partner instead engages in artistic or athletic displays to attract one. Unlike 
  fear, lust won’t cause characters to desist from urgently pressing activities they’re already 
  
  engaged in, such as combat — instead, they’ll wait until that activity concludes before engaging 
  in their affections.  
  Characters with Willpower 5+ may resist this influence like a normal inspire action. Those with 
  less must enter a Decision Point and invoke a Major or Defining Intimacy to resist. 
  All-Consuming Obsession 
  Cost: 5m, 1wp; Mins: Appearance 5, Essence 4 
  Type: Simple 
  Keywords: Psyche 
  Duration: Instant 
   
  Prerequisite Charms: Visage Great and Terrible 
  The Lunar’s presence forces all other thoughts aside. She rolls against one target to instill a Tie 
  of fear or lust toward herself (or her current shape). Success also renders her victim unable to 
  form new memories that don’t relate to the Intimacy, reducing his waking hours to a daydream 
  haze or half-perceived nightmare.  
  This lasts until the instilled Intimacy is fully eroded. However, the victim can’t voluntarily erode 
  the Intimacy and gains +3 Resolve against attempts to do so while he can see the Lunar. Even 
  while the Lunar isn’t present, he must spend one Willpower to voluntarily erode it. 
  Eternal Companion’s Embrace 
  Cost: 15m, 2wp; Mins: Appearance 5, Essence 4 
  Type: Simple 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Irresistible Silver Spirit, Moon Beckons Tide 
  Those who’ve known the Lunar’s sweet succor can never find satisfaction in the arms of any 
  other; their hearts belong to her forevermore. She makes an (Appearance + [Performance or 
  Presence]) bargain or persuade roll with (current temporary Willpower) bonus dice to seduce a 
  character with a Tie of love, lust, etc., towards her (or her current form). If successful, she also 
  inflicts the Obsession Derangement (Exalted, p. 168) with an intensity equal to that of his Tie 
  for her, even if he resists with Willpower. The Lunar, and physical or emotional intimacy with 
  her, are the object of his obsession. He must immediately make a Willpower roll against the 
  Derangement. 
  Each time the victim fails a Willpower roll against this Derangement, the Storyteller chooses one 
  of his Ties based on lust, desire, or romantic love to someone other than the Lunar to erode by 
  one step, beginning with Minor Ties and working up. Once all such Ties are gone, subsequent 
  failures create or strengthen a Principle of “I will not share intimacy with anyone but the Lunar.”   
  The Lunar’s victim must pay two Willpower each time he wishes to voluntarily erode his Tie of 
  love or lust toward her. Influence rolls to weaken that Tie face the rules for overturning influence 
  (Exalted, p. 221). If the victim fully erodes this Tie, he may begin eroding the Derangement at a 
  rate of one level of intensity each month, paying three Willpower each time he does so. 
  
  This Charm can only be used against a character once per story. 
  Soul-Scarring Monstrosity 
  Cost: 15m, 2wp; Mins: Appearance 5, Essence 4 
  Type: Simple 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Divine Terror Avatar, Inchoate Horror Embodiment 
  The Lunar’s dreadful mien evokes unfathomable horror, the face of every monster her victim has 
  ever imagined. And then, when she’s gone, he sees that awful face still, leering at him from high 
  in the trees, from dark alleyways, from his wife and children. The Lunar makes an (Appearance 
  + Presence) threaten roll with (current temporary Willpower) bonus dice against one character 
  with a Tie of fear towards her (or her current shape). If successful, she also inflicts the Paranoia 
  Derangement (Exalted, p. 169), with an intensity equal to that of his Tie for her, even if he 
  resists with Willpower. Subsequently, the first time he’s unable to perceive the Lunar, he must 
  roll Willpower against that Derangement, fearing she could be anywhere.  
  The victim’s paranoia centers around the Lunar, seeing her hiding in every shadow or wearing 
  his friends’ and families’ faces. Each time he fails a Willpower roll against the Derangement, the 
  Storyteller chooses one of his positive Ties to erode by one step, beginning with Minor Ties and 
  working up, as his ability to trust others is poisoned by his dread certainty that they could be just 
  another disguise for the Lunar. Once all such Ties are gone, subsequent failures create or 
  strengthen a Principle of “I’m never safe.” 
  The Lunar’s victim must pay two Willpower each time he wishes to voluntarily erode his Tie of 
  fear toward her. Influence rolls to weaken that Tie face the rules for overturning influence 
  (Exalted, p. 221). If the victim fully erodes this Tie, he may begin eroding the Derangement at a 
  rate of one level of intensity each month, paying three Willpower each time he does so. 
  This Charm can only be used against a character once per story. 
  Beauty to Break All Hearts 
  Cost: 10m, 1wp; Mins: Appearance 5, Essence 5 
  Type: Simple 
  Keywords: Protean 
  Duration: Indefinite 
  Prerequisite Charms: Eternal Companion’s Embrace 
  The Lunar embodies a divine cynosure, ever-present in the hearts of those that love and desire 
  her. Characters with Major or Defining Ties of love, lust, etc., toward her suffer –1 Resolve 
  against her instill, persuade, bargain, and inspire rolls with any Attribute (including written 
  influence), and must pay an additional Willpower to resist them. This also applies when such 
  Ties lower their Resolve against seduction-based Charms that compare the Lunar’s Appearance 
  to their Resolve. 
  
  Such characters suffer a –(Intimacy) penalty on rolls opposing the Lunar or a known ally of hers 
  if they believe the Lunar would disapprove of their action. They can’t attack or otherwise harm 
  the Lunar or her allies at all unless they enter a Decision Point and spend one Willpower to do so 
  for one scene. 
  Affected characters can’t voluntarily erode such Ties unless they encounter evidence that the 
  Lunar has directly harmed them or one of their Defining Intimacies. Influence rolls to weaken 
  these Ties fail automatically unless supported by such evidence. 
  Protean: In a human shape that a character has a Major or Defining Tie of love, lust, etc., 
  towards, the Lunar applies this Charm’s effects against him while he can see her. 
  Devil Body, Terror Face 
  Cost: 10m, 1wp; Mins: Appearance 5, Essence 5 
  Type: Simple 
  Keywords: Protean 
  Duration: Indefinite 
  Prerequisite Charms: Soul-Scarring Monstrosity 
  Creation itself shudders as the Lunar casts off the veil of humanity concealing the primal 
  monstrosity coiling at the core of her Essence. Characters with Major or Defining Ties of fear 
  toward her double those Intimacies’ Resolve penalties against the Lunar’s threaten rolls with any 
  Attribute (including written influence), and must pay an additional point of Willpower to resist 
  them. The increased penalty also applies when these Ties lower their Resolve against fear-based 
  Charms that compare the Lunar’s Appearance to their Resolve. 
  Affected characters suffer nightmares of the Lunar, and must succeed on a (Wits + Integrity) roll 
  at difficulty (Lunar’s Essence) each time they sleep to regain Willpower from rest. They can’t 
  voluntarily erode these Ties unless they successfully harm the Lunar or cause her to suffer a 
  notable setback or defeat. Influence rolls to weaken these Ties fail automatically unless 
  supported by evidence of such a setback or defeat. 
  While using this Charm, the Lunar may use Perfect Fear Scent for three motes, and Divine 
  Terror Avatar for two motes and two Initiative. 
  Protean: In a human or animal shape that a character has a Major or Defining Tie of fear 
  towards, the Lunar applies this Charm’s effects against him while he can see her. 
  Subterfuge 
  Subtle Silver Declaration 
  Cost: —; Mins: Appearance 1, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  
  The Lunar conceals the marks of her divinity to better walk among humanity. While at dim 
  anima, her Tell (p. XX) is perfectly concealed from characters who’ve never seen it before. Even 
  magic can’t pierce this concealment, excepting Eye of the Unconquered Sun and comparable 
  effects. Characters who’ve seen the Lunar’s Tell before can still roll to detect it, but their 1s 
  subtract successes.   
  At glowing anima, the Lunar’s Tell isn’t automatically revealed, requiring a roll to detect. If a 
  character hasn’t seen the Lunar’s Tell, 1s subtract successes from his roll.  
  With Appearance 4, Essence 4, 1s and 2s on rolls to detect the Lunar’s Tell at dim anima subtract 
  successes. At glowing or above, characters that haven’t seen her Tell is are penalized by their 1s 
  and 2s, while those who have are penalized by 1s. 
  Shifting Penumbra Stance 
  Cost: 5m, 1a; Mins: Appearance 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Subtle Silver Declaration 
  Wreathing herself in anima, the Lunar steps outside certainty to enter the lands of mystery. She 
  rolls (Appearance + [Larceny, Presence, or Socialize]) as a special disguise, shrouding herself in 
  a shifting congeries of light. Characters whose (Perception + Awareness) rolls are beaten by her 
  roll can’t discern any details about her identity or what manner of creature she is, unsure whether 
  she’s a god, demon, or something stranger. Read intentions and profile character rolls can still 
  reveal information unrelated to her identity. Those who beat the Lunar’s roll can only tell she’s 
  one of the Lunar Exalted — any details of her identity beyond that remain concealed. 
  Essential Mirror Nature 
  Cost: 3m, 1wp; Mins: Appearance 3, Essence 1 
  Type: Simple 
  Keywords: Protean, Totemic (Manipulation) 
  Duration: One day 
  Prerequisite Charms: Shifting Penumbra Stance 
  The Lunar vanishes into the halls of the Scarlet Dynasty and the demon-ridden bowels of Hell 
  with equal ease. Her Caste Mark and anima banner take on an appearance suitable to a different 
  type of Exalt, though she can’t mimic effects like a Dragon-Blood’s anima flux. Her anima 
  banner doesn’t reveal her Tell (p. XX) while disguised. Her iconic anima still displays her 
  personalized imagery, but assumes an appearance suiting the type of Exalt she’s mimicking.  
  Alternatively, the Lunar can manifest supernatural sensory displays, such as seeming to hover 
  inches above the ground or smelling of sulfur, instead of mimicking another type of Exalt. 
  Appropriately chosen displays add (Essence) non-Charm successes on rolls to disguise herself as 
  a spirit, fae, or similar supernatural being.  
  
  Burning Eye of the Deliverer (Exalted, p. 358) and similar effects that automatically see through 
  magical disguises can’t contest this Charm’s illusory displays, save for Eye of the Unconquered 
  Sun.  
  Protean: While in another Exalt’s shape, the Lunar waives this Charm’s cost if she mimics his 
  anima banner, and its duration’s extended indefinitely while she remains in his shape. At bonfire 
  anima, she displays his iconic imagery.  
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm, with One of the Herd and Shifting Silver Masquerade (p. XX) as its 
  prerequisites. 
  Moon’s Hidden Face 
  Cost: 2m; Mins: Appearance 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute, Totemic (Manipulation) 
  Duration: Indefinite 
  Prerequisite Charms: Subtle Silver Declaration 
  The Lunar wears her humanity like a cloak over her ever-shifting divine monstrosity. One or 
  more of her mutations gain the Subtlety Merit (Exalted, p. 166). She may optionally disguise a 
  concealed feature as a garment or accessory while not in use, e.g., disguising Unusual Hide as a 
  fur cloak. 
  Totemic: A Lunar whose spirit shape has the Camouflage Merit may learn this as a 
  Manipulation Charm, with Inexplicable Mystery Incarnation (p. XX) as its prerequisite. 
  Changing Plumage Mastery 
  Cost: —; Mins: Appearance 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Many-Faced Moon Transformation 
  The Lunar shifts her semblance to suit her needs. She may reflexively invoke any of the 
  following benefits: 
  Faceless Trickster Approach: The Lunar assumes a forgettable countenance, imposing a −2 
  penalty on Investigation rolls to ascertain her identity. Characters who haven’t met her 
  personally but have seen her in passing can’t remember doing so, finding her unremarkable. 
  Ogre-Prince Inversion: The Lunar gains the Hideous Merit (Exalted, p. 162). If she already has 
  it, she may instead suppress it. 
  Seven-Colored Silkworm Flourish: The Lunar alter the appearance of mundane clothing and 
  accessories when shapechanging. This usually requires no roll, though assuming particularly 
  lavish outfits or imitating bespoke clothing might require an (Appearance + Craft) roll. The 
  clothing reverts to its true form if removed. 
  
  Stolen Scent Perfume: The Lunar can commit two motes to replace her body’s scent with that 
  of any form she possesses. The substitution is perfect, as though she’d changed into that shape 
  (p. XX). 
  One of the Herd 
  Cost: 3m; Mins: Appearance 2, Essence 1 
  Type: Simple 
  Keywords: Totemic (Manipulation) 
  Duration: One scene 
  Prerequisite Charms: None 
  Subtly mimicking those around her, the Lunar vanishes into bustling crowds or herds of animals. 
  While she’s within short range of a group of four or more characters — a mercenary company, a 
  Dynastic estate’s household servants, a wolf pack — and behaves like other group members, 
  observers can’t distinguish her from other group members unless they perceive her Tell. This 
  Charm ends if she takes an overt action, including Joining Battle or blatantly displaying 
  supernatural power. 
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm.  
  Scent-of-All-Nations Attitude 
  Cost: 5m; Mins: Appearance 2, Essence 1 
  Type: Simple 
  Keywords: Totemic (Manipulation) 
  Duration: Indefinite 
  Prerequisite Charms: Many-Faced Moon Transformation, One of the Herd 
  Though she travels many lands, the Lunar’s never a stranger. Anyone who encounters her 
  assumes that she’s a fellow member of his polity or ethnicity, inferring significance in subtle 
  aspects of her bearing and overlooking differences in appearance, dress, language, or 
  mannerisms that contradict this impression. She may thus benefit from positive Ties others have 
  towards members of their own culture and evade negative Ties rooted in xenophobia. If a 
  character’s successful read intentions or profile character action against the Lunar reveals 
  information that contradicts this belief, he realizes that his first impression was mistaken, 
  although not that she magically deceived him.  
  Alternatively, the Lunar may appear as a member of a specific nationality or ethnicity to all who 
  see her. This is more difficult to see through; read intentions or profile character rolls that would 
  reveal contradictory information suffer a (Lunar’s [higher of Appearance or Manipulation]/2) 
  penalty. 
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm.  
  Enticing Butterfly Trick 
  
  Cost: 5m, 1wp; Mins: Appearance 3, Essence 2 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Changing Plumage Mastery 
  The Lunar trails pheromones like heady perfume, beguiling and distracting pursuers. When she 
  takes a conceal evidence or conceal tracks action, she also makes an (Appearance + Presence) 
  instill roll with (Appearance) bonus dice to create a Tie towards herself (or her current shape), 
  leaving a lingering pheromone trail. Characters casing the scene or tracking her must first 
  contend with this influence. A character whose Resolve is beaten suffers a −(Lunar’s Essence) 
  penalty and his 1s subtract successes, even if he spends Willpower to resist. 
  Subtle Chameleon Practice 
  Cost: 10m, 1wp; Mins: Appearance 3, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Protean 
  Duration: One scene 
  Prerequisite Charms: Changing Plumage Mastery 
  The Lunar becomes a living mirror of her surroundings, shifting her skin’s color and texture to 
  blend in. She adds (Appearance) dice on Stealth rolls, and doesn’t need hiding places to enter 
  concealment. Any situational dice her surroundings add on Stealth rolls become non-Charm 
  successes. 
  Attacking or moving to a different range band suppresses this Charm’s benefits until the end of 
  the next turn in which the Lunar doesn’t attack or change range bands. This Charm ends if the 
  Lunar’s hit by an attack. 
  Protean: In animal shapes with the Camouflage Merit, moving between range bands doesn’t 
  suppress this Charm’s benefit while in that animal’s native environment. 
  Mirror Slip Trick 
  Cost: 1m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Simple 
  Keywords: Mute 
  Duration: Indefinite 
  Prerequisite Charms: Subtle Chameleon Practice 
  The Lunar dwells in Creation’s secret corners — dreams, shadows, and even reflections. While 
  touching a reflective surface, she can physically enter it, becoming a living reflection. She 
  doubles 9s on Stealth rolls within the mirror. She can perceive the outside world and speak with 
  characters in it, but has no physical presence and can’t leave the mirror without ending this 
  Charm. She’s vulnerable to attacks capable of striking dematerialized foes. 
  
  If the mirror’s shattered or damaged beyond usability, this Charm ends; the Lunar’s forcefully 
  ejected and loses five Initiative. However, this Charm renders the surface supernaturally durable, 
  adding (Essence) to the difficulty of feats of strength to destroy it. 
  Alternatively, the Lunar can use this Charm with Instant duration to escape a mirror or similar 
  surface she’s been magically trapped in. 
  With an Appearance 4, Essence 3 repurchase, the Lunar can pay five motes to travel from the 
  reflective surface she inhabits to another such surface within short range (medium range if she 
  has Appearance 5, Essence 5) as her move action. She must be able to see her destination, but 
  doesn’t need an unobstructed path. This movement doesn’t require a new Stealth roll. 
  Cuckoo’s Nest Hospitality 
  Cost: 5m, 1wp; Mins: Appearance 4, Essence 2 
  Type: Simple 
  Keywords: Totemic (Manipulation) 
  Duration: One day 
  Prerequisite Charms: Scent-of-All-Nations Attitude 
  The Lunar is peer to both mendicants and queens, effortlessly insinuating herself into any 
  stratum of society. All observers assume she occupies a specific social role: She might carry 
  herself with the haughty confidence of a prince, swagger with a criminal’s disrepute, humble 
  herself into a semblance of poverty, etc. Any contradiction between her appearance or actions 
  and her presumed social role are overlooked or rationalized away. She may leverage this 
  assumption as though it were a Minor Intimacy, in addition to any other relevant Intimacies 
  characters might have. 
  Rolls to read the Lunar’s intentions or profile her suffer a −([higher of Appearance or 
  Manipulation]/2, rounded up) penalty if they’d reveal contradictory information. Characters who 
  succeed on such a roll realize they were mistaken, but not that the Lunar magically deceived 
  them. 
  Special activation rules: After the first time the Lunar uses this Charm in a day, the Willpower 
  costs of all subsequent activations that day are waived. 
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm.  
  Fickle Lady’s Shifting Star 
  Cost: —; Mins: Appearance 3, Essence 3 
  Type: Permanent 
  Keywords: Totemic (Manipulation) 
  Duration: Permanent 
  Prerequisite Charms: Essential Mirror Nature 
  Clothing herself in soul-deep lies, the Lunar outwits the eyes of prophets. While using Essential 
  Mirror Nature, divination, magical scrying, and similar effects can’t provide information that 
  
  contradicts her disguise, giving false results where necessary. A Sidereal who divines her future 
  can’t predict events that betray her true identity; a city father’s Charms identify her a resident of 
  his city if she’s disguised as such; an enchanted gateway that rejects all but its maker it will open 
  to her if she’s disguised as him. Such effects still provide accurate information to the extent they 
  can do so without contradicting the Lunar’s disguise. Magic that directly contests disguises is 
  unimpeded by this Charm. 
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm.  
  Dreams-and-Expectations Stance 
  Cost: 10m, 1wp (5m); Mins: Appearance 4, Essence 3 
  Type: Reflexive 
  Keywords: Mute, Stackable, Totemic (Manipulation) 
  Duration: One day 
  Prerequisite Charms: Cuckoo’s Nest Hospitality, Essential Mirror Nature 
  Casting off the constraints of selfhood, the Lunar becomes a mirror of Essence, reflecting the 
  unspoken hopes and fears of those who peer into her. She must use this Charm the instant she 
  comes into someone’s view, causing him to perceive her as the person he most desires to see 
  then (even if she isn’t currently in a human shape). She needn’t know the hoped-for individual’s 
  identity, nor does she learn it. She reflexively rolls to disguise herself with (Appearance + 
  [Larceny, Presence, or Socialize]), doubling 8s; the target can’t roll to contest it unless he has 
  magically enhanced senses and the Lunar acts grossly out of character. 
  Alternatively, the Lunar may choose to appear as the person an observer most expects to see 
  when she uses this Charm. 
  Special activation rules: The Lunar may stack this Charm to appear as multiple different people 
  to different observers. Uses past the first cost only five motes, although these discounted 
  activations end if the original activation ends. 
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm.  
  Ideal-Made-Flesh Apotheosis 
  Cost: 5m, 2wp; Mins: Appearance 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Dreams-and-Expectations Stance, Incomparable Paragon Assurance 
  Meditating on the boundaries between self and other, and the mysteries that lie between, the 
  Lunar embodies the sublime. After an hour of meditation, she gains a bonus dot of Appearance, 
  which can raise her above Appearance 5. While using this Charm, she waives Incomparable 
  Paragon Assurance’s Willpower cost. 
  
  Shadow Wisp Sublimation 
  Cost: 5m; Mins: Appearance 4, Essence 3 
  Type: Reflexive 
  Keywords: Mute 
  Duration: One scene 
  Prerequisite Charms: Enticing Butterfly Trick, Shifting Penumbra Stance 
  The Lunar may walk undetected through a kennel of watchdogs or lounge safely on a 
  behemoth’s tongue. She becomes completely undetectable by smell and taste. Rolls to detect her 
  using only those senses automatically fail, while attempts to track her gain no benefit from 
  superhuman or magically enhanced scenting. 
  Moon-in-Well Emanation 
  Cost: 20m, 1wp; Mins: Appearance 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Mirror Slip Trick 
  Reaching into a mirror, the Lunar pulls her reflection into reality. After several minutes of 
  meditation in her true human shape, she draws her reflection into existence as an immaterial god 
  that’s physically identical to her, but reversed left-to-right. It has the following traits: 
  • 
  It shares one Minor, one Major, and one Defining Intimacy with the Lunar, chosen by 
  her. She may grant the spirit specific memories relevant to these Intimacies, if she wishes. If she 
  doesn’t, it’s a blank slate, not retaining any memories of spirits created with previous uses of this 
  Charm. 
  • 
  It has the Lunar’s Attributes, Abilities, specialties, innate Merits, Willpower, and health 
  track.  
  • 
  It has Essence (Lunar’s Essence – 2, minimum 1), and a Personal Essence pool of (50 + 
  [god’s Essence x10]) motes.  
  • 
  It knows Materialize (Exalted, p. 509), which costs half its mote pool, rounded up, and 
  one Willpower; and Hurry Home, letting it return to the Lunar if she’s within short range of a 
  reflective surface. It can also use Mirror Slip Trick (p. XX) for free.  
  The first time Moon-in-Well Emanation is used, the Lunar’s player and the Storyteller should 
  collaboratively design (Lunar’s Essence) additional Charms for the spirit. It gains additional 
  Charms as the Lunar’s Essence rises, and one Charm at the end of any story that it was active for 
  the entirety of. Spirits created by subsequent activations retain these Charms, rather than 
  receiving new ones. 
  While the spirit exists, the Lunar casts no reflection. If it dies, the Lunar doesn’t regain her 
  reflection until one week passes or the story ends, whichever comes first. If it’s killed by magic 
  
  capable of permanently destroying spirits, she doesn’t regain her reflection until one season 
  passes or the story ends, whichever comes first. She can’t use this Charm without her reflection. 
  Clover Can’t Be Found 
  Cost: 6m, 1wp; Mins: Appearance 5, Essence 4 
  Type: Reflexive 
  Keywords: Mute, Protean 
  Duration: One day 
  Prerequisite Charms: Shadow Wisp Sublimation, Subtle Chameleon Practice 
  The Lunar controls how others perceive her, including whether they perceive her at all. When a 
  character rolls opposing the Lunar’s Stealth, to see through her disguise, or to spot her Tell, he 
  suffers a −(her Appearance − his Resolve) penalty, minimum −1, and his 1s subtract successes. 
  Those most driven to seek the Lunar are the most blinded to her presence — Ties of fear or lust 
  towards the Lunar and Intimacies that support finding or pursuing her penalize Resolve against 
  this effect.  
  Protean: In animal shapes with the Camouflage Merit, this Charm’s penalty subtracts successes, 
  not dice. 
  Shifting Constellation Raiment 
  Cost: —; Mins: Appearance 5, Essence 4 
  Type: Permanent 
  Keywords: Totemic (Manipulation) 
  Duration: Permanent 
  Prerequisite Charms: Dreams-and-Expectations Stance, Fickle Lady’s Shifting Star 
  Clothing herself in unwritten prophecies and uncertain futures, the Lunar confounds the wisdom 
  of seers and augurs. While using Dreams-and-Expectations Stance, she gain the benefits of 
  Fickle Lady’s Shifting Star against all divinations, without needing to use Essential Mirror 
  Nature.  
  Additionally, while using Dreams-and-Expectations Stance, if Fickle Lady’s Shifting Star would 
  interfere with a magical effect, the Lunar may opt to have it provide whatever result the opposing 
  character most desires or expects to see, instead of one consistent with her disguise. That 
  character can recognize such results as false with an ([Intelligence or Perception] + Occult) roll 
  against the Lunar’s total disguise successes; success reveals the true result. 
  Totemic: A Lunar whose spirit shape mimics the appearance of another animal may learn this as 
  a Manipulation Charm.  
  Silver Ripple Mirage 
  Cost: 6m, 1wp (1m); Mins: Appearance 5, Essence 5 
  Type: Simple 
  Keywords: None 
  
  Duration: One scene 
  Prerequisite Charms: Mirror Slip Trick (x2) 
  Infinitely elusive and ephemeral, the Lunar sloughs off corporeality and inverts her nature, 
  becoming a living reflection. While using Mirror Slip Trick, she may use this Charm to emerge 
  from a mirror in a dematerialized form. She’s quasi-visible, reflected in ripples of air and 
  droplets of water vapor: Material characters can see her (but not perceive her using other senses) 
  without needing magic, but suffer a –5 penalty on Perception rolls against her without magic.  
  For one mote, a Lunar using this Charm can become tangible for a single action, letting her 
  attack materialized characters or interact with physical objects (but rendering her vulnerable to 
  counterattacks and clashes). Characters who lack magic for attacking dematerialized enemies can 
  still attack her by directing their attack against a reflective surface within close range of her, 
  wounding her but leaving the mirror unmarred. If none exist, the Storyteller should be generous 
  in letting opponents create one with gambits or stunts. 
  When this Charm ends, the Lunar may reflexively use Mirror Slip Trick for free to enter a 
  reflective surface within close range. 
  Warfare 
  Glorious Battle Presence 
  Cost: 4m; Mins: Appearance 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar leads her pack from the front line, inspiring them with her might. She rerolls 
  (Strength) failed dice on an Appearance-based command roll. If this leaves her roll without any 
  1s and with at least one 10, she gains one Initiative. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Wolf Devours Shepherd 
  Cost: 4m; Mins: Appearance 2, Essence 1 
  Type: Reflexive 
  Keywords: Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Glorious Battle Presence 
  Chaos breaks across the battlefield as the Lunar comes into view. When an enemy takes a 
  command action targeting a battle group that can see the Lunar, he suffers a −(her Appearance − 
  his Resolve) penalty, minimum −1. If he fails, he loses Initiative equal to the 1s on his roll 
  (which the Lunar doesn’t gain) and the battle group suffers a −3 penalty on all actions until its 
  next turn ends. 
  
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Panicked Herd Incitement 
  Cost: 5m; Mins: Appearance 3, Essence 1 
  Type: Reflexive 
  Keywords: Protean, Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Wolf Devours Shepherd 
  Radiating bestial menace, the Lunar sows fear through the ranks. When an enemy battle group 
  that can see her makes an (Attribute + Ability) roll, it takes a −(her Appearance − its Resolve) 
  penalty, minimum −1. If the roll fails, the battle group loses one Magnitude as terrified soldiers 
  break away. 
  Protean: In human or animal shapes that most of the battle group’s members have a Major or 
  Defining Tie of fear towards, this Charm subtract successes instead of dice. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Victorious Beast-King Spirit 
  Cost: 3m; Mins: Appearance 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Strength), Uniform 
  Duration: Instant 
  Prerequisite Charms: Glorious Battle Presence 
  The Lunar’s battle prowess renews the courage of those who fight beside her. If she hits with an 
  attack, she reflexively makes an Appearance-based rally or rally for numbers action, adding 
  bonus dice equal to the 10s on the attack and damage roll.  
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Diving Hawk Inspiration 
  Cost: 1m; Mins: Appearance 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Dexterity) 
  Duration: Instant 
  Prerequisite Charms: Victorious Beast-King Spirit 
  Hastening into the thick of battle, the Lunar leads her forces into the fray. Each 10 on her Join 
  Battle roll adds a success to an allied battle group’s Join Battle roll. If she wins Join Battle, she 
  reflexively makes an Appearance-based order action targeting that battle group. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Dexterity Charm, with 
  Cunning Beast-Warrior Reflexes (p. XX) as its prerequisite. 
  
  Pride-Scattering Approach 
  Cost: 2m; Mins: Appearance 3, Essence 2 
  Type: Reflexive 
  Keywords: Protean, Totemic (Strength), Uniform 
  Duration: Instant 
  Prerequisite Charms: Panicked Herd Incitement 
  As soldiers look upon the Lunar, they know she’s something beyond what they’ve trained to 
  fight, a monster that will rip through their ranks and devour their hearts. What choice is there but 
  to flee? This Charm can be used before the Lunar or an allied battle group attacks an enemy 
  battle group that can see her, adding one success on the damage roll. If this causes a rout check, 
  it’s at +1 difficulty; on failure, rally rolls to avoid dissolution take a −3 penalty. 
  Protean: In a human or animal shape that most of the battle group’s members have a Major or 
  Defining Tie of fear towards, 1s on its rout check subtract successes. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Rank-Sundering Carnage 
  Cost: 4m, 3i; Mins: Appearance 4, Essence 2 
  Type: Reflexive 
  Keywords: Perilous, Totemic (Strength), Withering-only 
  Duration: Instant 
  Prerequisite Charms: Victorious Beast-King Spirit 
  Cutting a swath across the battlefield, the Lunar creates openings for her warriors to rush in. 
  After landing a withering attack, she can use this Charm to grant an allied battle group a dice 
  bonus on its next damage roll equal to half her successes on the withering damage roll, rounded 
  up. This bonus is lost if the battle group doesn’t attack on its next turn. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Argent Battle Exemplar 
  Cost: 2m; Mins: Appearance 4, Essence 2 
  Type: Reflexive 
  Keywords: Totemic (Strength), Uniform 
  Duration: Instant 
  Prerequisite Charms: Rank-Sundering Carnage 
  The Lunar leads the charge, her divine might and boundless courage a beacon to her forces. After 
  landing an attack, she may spend any number of attack roll extra successes to reflexively order a 
  battle group to attack the same enemy on its next turn, using the expended extra successes 
  instead of rolling. Spent extra successes aren’t added to withering damage rolls or available for 
  other effects. 
  
  This Charm’s cost is waived if used after attacking a battle group. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Silver-Maned Warlord Glory 
  Cost: 5m, 1wp; Mins: Appearance 5, Essence 3 
  Type: Reflexive 
  Keywords: Totemic (Strength) 
  Duration: One scene 
  Prerequisite Charms: Argent Battle Exemplar 
  Shining like a blood moon over the battlefield, the unstoppable Lunar general emanates an 
  almost overwhelming spiritual pressure. She adds (Anima + 1) dice on Appearance-based 
  command rolls, and allied battle groups add (Anima) dice on rout checks. Once per scene, she 
  may reset a rally for numbers action (Exalted, p. 210) by expending three levels of anima, 
  calling back even the most far-flung remnants of her forces. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Charisma 
  Heart’s Blood 
  Debt of Borrowed Skin 
  Cost: —; Mins: Charisma 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar trades favors for faces. She performs a sacred hunt to take a human’s shape by 
  performing a serious or life-defining task (Exalted, p. 210) on his behalf. Her target must have 
  assented to her doing so and consider it to be equal in value to his heart’s blood (along with any 
  other compensation he provides for the task) at the time he does so, though he needn’t know of 
  or consent to that aspect of the exchange, and can’t later renege on the deal. 
  If the Lunar fails to accomplish the task or abandons it, the sacred hunt fails, and she can’t take 
  her target’s shape through this Charm for the rest of the story. She may still attempt sacred hunts 
  against him by other means. 
  Influence 
  Argent Songbird Voice 
  Cost: 2m; Mins: Charisma 1, Essence 1 
  Type: Reflexive 
  Keywords: None 
  
  Duration: One scene 
  Prerequisite Charms: None 
  The Lunar’s confidence radiates from her every word, swaying the opinions of crowds or 
  terrifying massed ranks of troops. Her influence rolls with any Attribute ignore multiple target 
  penalties, and she can use Excellencies to add successes instead of dice for two motes each. 
  Poised Lion Attitude 
  Cost: 3m; Mins: Charisma 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Argent Songbird Voice 
  The Lunar reflexively makes an influence roll with any Attribute on her turn. She can only make 
  one influence roll per turn. 
  Arrogant Lion Bearing 
  Cost: —(1m); Mins: Charisma 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar exudes force of personality, acknowledging no superior. She can use Charisma 
  instead of Wits to calculate Resolve. When a character whose base Resolve is lower than her 
  Charisma attempts to influence her, she may pay one mote to gain +1 non-Charm Resolve. 
  Beast-King Dictates 
  Cost: 4m; Mins: Charisma 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  Speaking with natural authority, the Lunar fills her listeners with the urge to obey. She rerolls 
  (higher of Essence or 3) failed dice on a persuade, bargain, or threaten roll. 
  Protean: In a human shape that holds a superior position over each target of the influence — 
  whether in a formal or informal hierarchy — the Lunar rerolls 1s until they cease to appear 
  before rerolling other failures. 
  Guiding the Flock 
  Cost: 1m; Mins: Charisma 3, Essence 1 
  
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Beast-King Dictates 
  The herd of mortal society is at times predictable. The Lunar doubles 9s on a persuade, bargain, 
  or threaten roll to convince her targets to act in a way that aligns with a custom of a culture they 
  belong to. 
  Cultures and Customs 
  When Charms mention cultures, they refer not only to nations and civilizations, but 
  also to the unique cultures of smaller groups — the members of a god’s cult, a city’s 
  dockside workers, the adherents of a philosophical school, etc. 
  A culture’s customs are the traditions, taboos, mores, practices and rituals that are 
  common to most of its members. Customs needn’t be formalized, and often aren’t 
  — some are so fundamental to the culture that its members take them for granted. 
  Laws don’t count as customs, although they often overlap.  
  Storytellers can invent customs for cultures they plan to introduce in their game, or 
  note certain behaviors as being customs as they come up in play. Additionally, 
  players can introduce customs with Lore rolls (Exalted, p. 237). 
  Savvy players can attempt to spread customs they can take advantage of with 
  Charms. The difficulty of this depends on the details of the custom they’re trying 
  to spread, the size of the culture, and their position within it. Convincing a 
  Threshold village’s populace to shun strangers who speak High Realm might 
  require time spent establishing a good reputation and multiple influence rolls with 
  community leaders; convincing the entire populace of the Realm to adopt this 
  custom would be impossible barring world-changing upheavals. Projects (Exalted, 
  p. 226) can be useful for handling the spread of customs if focusing on them in a 
  smaller timescale would detract from gameplay. 
  Herd-Strengthening Invocation 
  Cost: 1m, 1wp; Mins: Charisma 4, Essence 1 
  Type: Simple 
  Keywords: Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Guiding the Flock 
  The divine predator forces the herd closer together. The Lunar speaks on or gives a performance 
  relating to a custom of a culture she has a Tie towards. The specifics depend on her Tie’s 
  emotional context. If it’s positive, her address reveals the custom’s virtues and merit; if it’s 
  negative, she speaks against the custom to incite the crowd’s outrage against her. 
  Audience members belonging to the relevant culture are treated as having a Principle embodying 
  the chosen custom for this Charm’s duration. Its intensity equals that of the Lunar’s Tie to the 
  
  culture when she used this Charm. They gain its benefits, but others can’t leverage it against 
  them with social influence. They aren’t forced to obey it, but lose this benefit if they violate it. If 
  the Lunar completely loses her Tie to a culture, this Charm ends.  
  This Charm can be stacked up to (Essence) times. 
  Pack-Calling Cry 
  Cost: 5m (+1wp); Mins: Charisma 3, Essence 1 
  Type: Simple  
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Beast-King Dictates 
  The Lunar’s primal call summons wild beasts. She beckons an animal of a species whose heart’s 
  blood she possesses to her side. This Charm costs an additional Willpower if used to call an 
  animal that qualifies as a three-dot Familiar (Exalted, p. 161), and requires a (Charisma + 
  [Presence or Survival]) roll against its Resolve. It arrives with preternatural speed — in that 
  scene, unless the Storyteller deems this implausible. If no members of that species are nearby, 
  the Storyteller may have a similar animal answer instead. This Charm costs an additional 
  Willpower if used to call an animal that qualifies as a three-dot Familiar (Exalted, p. 161), and 
  requires a (Charisma + [Presence or Survival]) roll against its Resolve. 
  Once the animal arrives, the Lunar may instruct it to carry out one inconvenient or serious task 
  (Exalted, p. 216) without needing an influence roll. Animals that qualify as three-dot Familiars 
  can only be given an inconvenient task without rolling. Depending on how it’s treated, the 
  animal may remain with the Lunar or retreat into the wild after completing the task. 
  Untamed Soul Unity 
  Cost: 3m (+1wp); Mins: Charisma 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Pack-Calling Cry 
  Standing between wilderness and civilization, the Lunar forges a sacred bond between human 
  and animal. She makes a special (Charisma + [Performance, Presence, or Survival]) instill roll 
  against an animal, ignoring the Resolve bonus for lacking a common language. If successful, it 
  becomes the familiar of a character present in the scene (including the Lunar), forming a Major 
  Tie of loyalty. The animal serves as a familiar until the story’s end, but if its Tie of loyalty 
  becomes Defining, it remains permanently. This Charm costs an additional Willpower against 
  animals that would be two-dot Familiars (Exalted, p. 161), and can’t be used against animals 
  that would be three-dot Familiars or animals that are already someone’s familiar. 
  If the Lunar grants her Solar mate a familiar, it immediately forms a Defining Tie. She waives 
  the Willpower cost to bind a two-dot Familiar, and can bind a three-dot Familiar for a one-
  Willpower surcharge.  
  
  Charismatic Lunar Trick 
  Cost: 4m; Mins: Charisma 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar conveys subtle nuances of emotion through vocal tenor and deft word choices. She 
  doubles 9s on an inspire roll or to an instill roll to create, strengthen, or weaken an emotion-
  based Intimacy. If this influence upholds one of her own emotion-based Intimacies, she adds 
  (Intimacy) bonus dice. 
  Rapture of the Nightingale 
  Cost: 4m; Mins: Charisma 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Charismatic Lunar Trick 
  Gripped by powerful passions, those under the Lunar’s sway reveal their true selves. A 
  successful inspire roll imposes a −2 Guile penalty on affected characters for the scene when they 
  try to conceal information or Intimacies related to the inspired emotion, or when that emotion 
  naturally interferes with their efforts. 
  Crowd-Inciting Fervor 
  Cost: 4m, 1wp; Mins: Charisma 4, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Charismatic Lunar Trick 
  The Lunar gives voice to the fury others bury within their hearts, breaking the chains of fear and 
  restraint. She rolls (Charisma + [Performance or Presence]) with (higher of Essence or 3) bonus 
  dice to inspire rage. Each affected character’s player chooses someone or something that his 
  character’s rage is directed against, and treats the influence as a successful roll to instill an 
  Intimacy that expresses this rage or to weaken one that opposes it. Resisting this influence 
  requires entering a Decision Point and invoking a Major or Defining Intimacy. 
  Soul-Baring Testament 
  Cost: 4m; Mins: Charisma 4, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  
  Duration: Instant 
  Prerequisite Charms: Charismatic Lunar Trick 
  Drawing upon the profound connection she shares with her Solar mate, the Lunar speaks 
  eloquently of her passions, revealing what the moon knows of the sun. When she makes an 
  influence roll that upholds her Tie to her Solar mate or involves speaking on his behalf, she adds 
  (Intimacy) dice.  
  If she instills other characters with the same Tie she has toward him, or weakens Ties toward him 
  that have an opposing context, these dice are non-Charm. Additionally, affected characters suffer 
  −2 Resolve against her Solar mate’s next influence roll during that scene. 
  Protean: If the Lunar is in her Solar mate’s shape, the Resolve penalty can apply against the 
  next influence roll she makes that scene.  
  Beast-God Idolatry 
  Cost: 1m, 1wp; Mins: Charisma 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Indefinite 
   
  Prerequisite Charms: None 
  The Lunar’s spellbinding artistry beguiles those who gaze upon her works. Upon crafting an 
  object that depicts herself or any shape she possesses with any Attribute, she imbues it with an 
  influence roll to instill a Tie towards the depicted character, rolling (Charisma + [Craft or 
  Linguistics]). A character viewing the object for the first time is exposed to this influence. This 
  influence lingers in the object for (Essence + Charisma) days after this Charm ends.  
  Shining Moon-Child Mark 
  Cost: 2m; Mins: Charisma 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Beast-God Idolatry 
  The Lunar lays a sacred brand upon another, proclaiming his place in her heart to all who see it. 
  She can use this Charm after visibly marking someone she has a Tie towards — e.g., applying 
  war paint or a tattoo, placing a ceremonial diadem on his brow, inflicting a crippling injury, etc. 
  All who see the mark recognize that it was left by a powerful supernatural force, and are aware 
  of the emotional context of the Lunar’s Tie towards the marked character. Anyone who sees the 
  mark and has Resolve lower than the Lunar’s Charisma is treated as having a Minor Tie towards 
  the marked character with an emotional context either identical to the Lunar’s or otherwise 
  appropriate: shunning someone who’s provoked a monster’s wrath, placating a divinity’s trusted 
  envoy, etc. This Charm ends if the Lunar loses her Tie or the mark is removed. 
  This Charm’s cost is waived if the Lunar uses it on her Solar mate. 
  
  Hard-Nosed Denial Style 
  Cost: 6m; Mins: Charisma 3, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Arrogant Lion Bearing 
  Arguing with boundless tenacity, the Lunar refuses to be gainsaid. When a character makes an 
  influence roll targeting only her, she makes a special (Charisma + [Performance, Presence, or 
  Socialize]) instill roll opposing it instead of asserting Resolve. She converts Resolve bonuses, 
  like those from Intimacies and Charms, to automatic successes on the roll. 
  The Lunar’s influence contests her opponent’s Resolve before comparing their opposed rolls. If 
  his Resolve’s beaten, he’s instilled with a Tie of respect toward her, and 1s on his roll subtract 
  successes. Then, if the Lunar’s roll beat his, his influence fails. 
  A Charisma 4, Essence 3 repurchase lets the Lunar pay a four-mote, one-Willpower surcharge to 
  use this Charm against influence with multiple targets. If she wins the opposed roll, the influence 
  fails against her, while other targets add (Lunar’s extra successes / 2, rounded up) Resolve. If 
  multiple Lunars contest the same influence, only the highest Resolve bonus applies. 
  Silver Soul Conviction 
  Cost: —; Mins: Charisma 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Argent Songbird Voice 
  Eternally true to herself, the Lunar shines with incomparable certainty. When she succeeds on a 
  Charisma-based influence roll that upholds an Intimacy, she gains (Intimacy) motes. This can’t 
  exceed the number of motes she spent enhancing the roll. 
  If the Intimacy upheld is to the Lunar’s Solar mate, she treats it as Defining. If it’s already 
  Defining, she gains an additional mote. 
  Lightning-Calling Challenge 
  Cost: 4m, 1wp; Mins: Charisma 3, Essence 2 
  Type: Simple 
  Keywords: Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Crowd-Inciting Fervor 
  Spouting unforgiveable insults or baseless slander, the Lunar makes herself the irresistible object 
  of her enemy’s ire. She rolls ([Charisma or Manipulation] + [Performance or Presence]) against 
  one character to inspire him with rage toward her. An affected character can’t attack anyone but 
  
  the Lunar that scene. This extends to any hostile effect, even those not modeled as attacks. Area-
  of-effect attacks can include other characters as long as they also include the Lunar.  
  If the victim’s Resolve is beaten but he spends Willpower to resist, he still takes a −2 penalty on 
  attack rolls against anyone but the Lunar that scene. Both the influence and penalty end if the 
  Lunar’s incapacitated, withdraws, or otherwise leaves combat. 
  Protean: In human or animal shapes that the target has a Tie of anger or hatred towards, he must 
  enter a Decision Point and invoke another Intimacy of equal or greater intensity to resist. 
  Additionally, the attack penalty on attacks increases to (his Intimacy). 
  Heart-Stirring Expression 
  Cost: 5m; Mins: Charisma 4, Essence 2 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Rapture of the Nightingale 
  Stoking her audience’s passions, the Lunar incites overwhelming emotion. A successful inspire 
  roll grants all affected characters a bonus die on all mental or social actions supported by the 
  inspired emotion, but imposes a −3 penalty on mental or social rolls opposed by it. A warrior 
  inspired with rage would gain a bonus on threaten rolls to intimidate foes or start fights, but 
  suffer a penalty on influence rolls to negotiate his surrender. 
  Creation-Spanning Passion 
  Cost: 3m; Mins: Charisma 4, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Heart-Stirring Expression 
  The Lunar forges emotional bonds that transcend all limits and boundaries. She rolls to instill 
  someone she has a Tie toward with a Tie towards her whose emotional context matches or 
  reciprocates that of hers, adding (Intimacy) bonus dice. If she’s strengthening an already-existing 
  Intimacy, she doesn’t need another supporting Intimacy as long as her Tie’s intensity equals or 
  exceeds the level she’s raising his to. 
  While the Lunar and her target each have these Ties at Major or Defining intensity, they glimpse 
  each other in dreams. When they sleep, each player may ask the Storyteller a question about the 
  other’s location, condition, or emotional state. Players can conceal this information, requiring a 
  successful read intentions roll from the other player to learn it. These dreams cease if the Lunar 
  and the target go more than a month without interacting in the waking world. 
  If the Lunar uses this Charm on her Solar mate, they share dreams regardless of the intensity of 
  their Ties. 
  Herd-Reinforcement Stance 
  
  Cost: 4m (+1wp); Mins: Charisma 4, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Herd-Strengthening Invocation 
  The Lunar embodies the archetypal Other, set apart from society yet defining it through her 
  presence. When she makes an influence roll against one or more members of a specific culture, 
  she treats each as having a Minor Principle reflecting a specific custom of that culture. She must 
  be aware of the custom she invokes, either appealing to it overtly or subtly phrasing her 
  argument to prey on it. 
  If the Lunar has a Defining Tie towards the culture in question, she may pay an additional 
  Willpower to instead treat the custom as a Major Principle. Outcasts, dissidents, and any culture 
  members whose personal Intimacies conflict with the custom still only treat it as Minor. 
  Lion’s Voice Command 
  Cost: 3m, 1wp; Mins: Charisma 4, Essence 2 
  Type: Supplemental 
  Keywords: Protean, Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Crowd-Inciting Fervor 
  The Lunar’s vocal cords shift to amplify her voice, her words rolling forth like thunder. She 
  renders a spoken threaten or inspire roll, or ten seconds of regular speech, audible out to 
  (Essence + Charisma) range bands. She ignores distance-based and environmental penalties, and 
  can be heard over even the loudest noises.  
  Once the Lunar’s used this Charm, she waives the Willpower cost of subsequent activations for 
  the scene. 
  Protean: In animal shapes with Legendary Size, this Charm’s Willpower cost is waived. 
  Totemic: A Lunar whose spirit shape has a threaten or intimidate dice pool may learn this as a 
  Strength Charm, with Yeddim’s-Back Method (p. XX) as its prerequisite. 
  Moonstruck Reverie Trick 
  Cost: 5m; Mins: Charisma 4, Essence 2 
  Type: Simple 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Rapture of the Nightingale 
  Whispering into a sleeper’s ear, the Lunar fills his dreams with visions of love. She makes a 
  special (Charisma + Presence) instill roll against a sleeping character. If successful, she chooses 
  
  a trait a person might possess, such as a physical feature, ethnicity, social class, profession, or 
  similar.  
  The next time her victim interacts with someone meeting the description, his attention gravitates 
  towards that character, who involuntarily makes a special ([Appearance or Charisma] + 
  Presence) instill roll with (Lunar’s Essence) non-Charm successes against this Charm’s target. 
  The character isn’t aware of this influence. Success instills a Major Tie of love towards that 
  character, though the victim’s player chooses whether this is romantic or platonic.  
  A Charisma 5, Essence 3 repurchase lets the Lunar pay a one-Willpower surcharge to imbue this 
  influence with greater persistence. If an affected character’s Resolve isn’t overcome by the first 
  individual he meets who fits the description, it recurs the next time he meets someone else fitting 
  this description, up to a maximum number of additional rolls equal to the Lunar’s extra 
  successes. 
  This Charm can only be used on a character once per story.  
  Silver Thunder Roar 
  Cost: 4m; Mins: Charisma 4, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Beast-King Dictates 
  The Lunar’s ferocity tests the will of even the most courageous. She adds (higher of Essence or 
  3) dice on a threaten roll or on an inspire roll to create fear. Her targets can’t use Intimacies 
  expressing courage or fearlessness to bolster Resolve against the roll or to resist it in a Decision 
  Point. 
  Snarling Outburst Rebuke 
  Cost: 2m; Mins: Charisma 4, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Silver Thunder Roar 
  The Lunar’s superior force of personality overwhelms opposing viewpoints. She makes an 
  influence roll against one character; if he bolsters Resolve with an Intimacy directly opposing 
  one of the Lunar’s own, she adds non-Charm successes equal to the Resolve bonus. She need not 
  be aware of the Intimacy before she makes the roll, though she does not learn what it is.  
  Endless Nightmare Hunt 
  Cost: 2m, 1wp; Mins: Charisma 5, Essence 2 
  Type: Simple 
  Keywords: Psyche 
  
  Duration: Indefinite 
  Prerequisite Charms: Silver Thunder Roar 
  The Lunar’s gaze radiates predatory menace, piercing her prey’s heart with the terror of the hunt. 
  She designates a character with a Tie of fear towards her (or her current shape). While she can 
  see him, and for (Essence) hours thereafter, the Resolve penalty from that Tie is increased by −1, 
  and he can’t voluntarily weaken it. The target doesn’t need to be aware of the Lunar. 
  If the Lunar spends at least an hour observing her victim sleep, she can make an instill roll to 
  strengthen his Tie of fear. Success also afflicts him with nightmares, preventing him from 
  regaining Willpower from sleep. 
  This Charm’s victim may pay one Willpower to ignore its effects for one scene.  Once he’s spent 
  (Lunar’s Essence) total Willpower this way and fully eroded his Tie of fear, the Charm ends, and 
  he becomes immune to it for the rest of the story. 
  Songbird’s Eternal Refrain 
  Cost: 4m, 1wp; Mins: Charisma 4, Essence 2 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Rapture of the Nightingale 
  The Lunar rouses passions from even the hardest hearts. She resets a failed instill roll to create, 
  strengthen, or weaken an emotion-based Intimacy, or a failed persuade roll that leverages such an 
  Intimacy. If a target bolsters Resolve against the renewed influence with the same Intimacy he 
  used against the original roll, the bonus is reduced by one. 
  This Charm can only be used once per scene. 
  Protean: In an animal or human shape that at least one target has an emotion-based Defining Tie 
  towards, the Lunar gains one Willpower if the renewed roll succeeds against any such target. 
  Unceasing Hunger Affliction 
  Cost: 5m; Mins: Charisma 4, Essence 2 
  Type: Simple 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Heart-Stirring Expression 
  Eyes flashing with mischievous foxfire, the Lunar incites dangerous obsessions. She rolls 
  (Charisma + [Performance or Presence]) against one character to inspire fascination for a 
  particular good or service — Varangian cuisine, a certain tailor’s clothing, a mercenary 
  company’s work, etc. Success inflicts the Obsession Derangement (Exalted, p. 169) at Minor 
  intensity, fixated on that good or service. Her victim suffers −1 Resolve against bargain rolls 
  offering it to him, in addition to the Derangement’s Resolve penalty. The Derangement fades 
  
  after (6 − target’s Integrity) days, but this duration resets if he fails a Willpower roll against the 
  Derangement.  
  This Charm can only be used once per scene.  
  With a Charisma 5, Essence 3 repurchase, the Lunar can pay a one-Willpower surcharge to make 
  the Derangement contagious. When an affected character talks with others or enjoys the object of 
  his obsession, he involuntarily makes a special ([Appearance or Charisma] + [Performance, 
  Presence, or Socialize]) inspire roll against all who hear or see him, slipping his obsession into 
  conversation or radiating delight as he enjoys it. The victim isn’t aware of his influence, although 
  his player can enhance it with Charms. Affected characters gain the Obsession Derangement, as 
  above, although it isn’t contagious for them. 
  Argent Revelry Festival  
  Cost: 3m, 1wp; Mins: Charisma 5, Essence 2 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Herd-Strengthening Invocation 
  The Lunar oversees traditions that bind peoples together, strengthening societies under her 
  protection. When she leads or participates in a culture’s custom alongside at least one other 
  character who belongs to that culture, she rolls (Charisma + [Performance or Socialize]) against 
  all participating members of that culture to inspire them with pride for their culture, ignoring 
  multiple target penalties. They can’t opt not to assert Resolve against the roll. Each affected 
  character gains a pool of bonus dice equal to the Lunar’s extra successes over his Resolve. These 
  can be added to any social or mental rolls a character makes to protect that culture or achieve its 
  goals. They’re lost if not used within (Lunar’s Essence) days. 
  Protean: In the shape of an animal that plays a significant role in the custom invoked, the Lunar 
  rerolls 5s and 6s until they cease to appear. 
  Argent Glyph Enchantment 
  Cost: —; Mins: Charisma 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Shining Moon-Child Mark 
  When the Lunar uses Shining Moon-Child Mark, she may enhance it with one or more of the 
  following: 
  Enduring Argent Blazon: The mark can’t be removed except by efforts enhanced by magic. 
  This doesn’t apply to marks that are objects. 
  Geas-Brand Affliction: The Lunar specifies a task or condition. If the marked character satisfies 
  it, this Charm ends.  
  
  Saga-Scribing Rune: The Lunar imbues the mark with information related to her Tie, such as 
  how she expects her herald to be treated or the crimes committed by a marked enemy. Those 
  who see the mark intuitively discern this information. 
  Watchful Shepherd’s Sign: The mark’s meaning can only be recognized by members of a 
  culture or cultures designated by the Lunar.  
  Taboo-Enforcing Beast 
  Cost: 3m, 1wp; Mins: Charisma 4, Essence 3 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Herd-Reinforcement Stance 
  Speaking harshly against those who’d break sacred traditions, the Lunar deters their 
  transgressions. When she perceives a member of a culture toward which she has a positive Major 
  or Defining Tie attempt to violate one of the culture’s customs, she reflexively makes a special 
  (Charisma + [Presence or Socialize]) persuade roll against him. If successful, he must enter a 
  Decision Point — invoking an Intimacy whose intensity is greater than or equal to that of his 
  own Tie to that culture — and spend one Willpower to proceed with that action. If he doesn’t, he 
  must abandon the attempt, and can’t retry it that scene. 
  This Charm can only be used once per scene. 
  Once per story, when the Lunar uses this Charm to reinforce a custom of a society ruled by her 
  Solar mate, she forces her target into a Decision Point without needing to roll. 
  Protean: In a human shape that holds a position of authority within the culture, or an animal 
  shape attributed special significance by it, the Lunar adds (Essence) successes on the roll. In 
  animal shapes, she ignores the Resolve bonus for lacking a common language. 
  Captivating Siren Voice 
  Cost: 7m, 1a, 1wp; Mins: Charisma 5, Essence 3 
  Type: Simple 
  Keywords: Totemic (Appearance) 
  Duration: One scene 
  Prerequisite Charms: Heart-Stirring Expression 
  The Lunar’s voice draws all eyes to her, exerting an overwhelming gravity. She makes a special 
  ([Appearance or Charisma] + [Performance or Presence]) inspire roll against all characters who 
  hear her, ignoring multiple target penalties. As long as she continues to speak or sing, taking no 
  nonreflexive actions, affected characters are compelled to approach as close as possible to her. 
  This fascination can be exploited as though it were a Defining Intimacy. Characters will face 
  risks equivalent to a serious task (Exalted, p. 216) to pursue her, but won’t take actions that 
  would obviously physically harm them; if no safe path exists, they’ll stop and remain where they 
  are. In combat, they must use their move action each turn to follow the Lunar, though they can 
  still take other actions. This influence doesn’t prevent them from trying to harm her. 
  
  This Charm is only usable once per scene. 
  With a Charisma 5, Essence 4 repurchase, affected characters can’t attack or try to harm the 
  Lunar or her allies. Characters who attack any pursuer lose this protection against all.  
  Totemic: A Lunar whose spirit shape is a prey animal with the Tiny Creature or Minuscule Size 
  Merits may learn this as an Appearance Charm, with Attention-Demanding Presence (p. XX) as 
  its prerequisite. 
  Culture-Hero Empowerment 
  Cost: 5m; Mins: Charisma 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Argent Revelry Festival 
  The Lunar raises up sacred heroes to uphold the traditions of their people and guard their ways. 
  Selecting a custom of a culture she has a positive Major or Defining Tie for, she ritually 
  designates a member of that culture as a guardian or enforcer of it. He gains the following 
  benefits: 
  • 
  Other members of that culture intuitively recognize his position, and his social influence 
  benefits from any positive Ties they have towards the culture. 
  • 
  He gains +2 Resolve against influence contrary to that custom. 
  • 
  He adds (Lunar’s Essence/2, rounded up) dice on read intentions, profile character, or 
  case scene rolls to detect transgressions of the chosen custom, or intent to do so. 
  • 
  He adds (Lunar’s Essence/2, rounded up) dice on influence rolls to convince culture 
  members who’ve violated the custom to atone or accept punishment, or to convince other culture 
  members to assist him in bringing transgressors to justice. 
  • 
  The Lunar can use Shining Moon-Child Mark reflexively with this Charm, waiving its 
  cost. 
  Once per story, when one of the Lunar’s culture heroes undergoes significant hardship or risk to 
  punish or prevent transgression of his appointed custom, she gains one Willpower and loses one 
  Limit. If her Solar mate rules the culture in question, he gains this benefit as well. 
  Eagle-Among-Sparrows Attitude 
  Cost: 1m, 1wp; Mins: Charisma 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Snarling Outburst Rebuke 
  Imbuing her voice with divine appeal, the Lunar sways those of weaker passions. She makes a 
  persuade, bargain, or threaten roll that upholds one of her own Intimacies. Resisting this 
  
  influence costs an additional point of Willpower, unless one invokes an Intimacy in the Decision 
  Point whose intensity equals or exceeds that of the Lunar’s Intimacy. 
  Goddess Crowned by Horns 
  Cost: 6m; Mins: Charisma 5, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Eagle-Among-Sparrows Attitude 
  The Lunar’s soul shines through her voice, suffusing arguments and entreaties with celestial 
  majesty. When she makes an influence roll that upholds a Major or Defining Intimacy, she 
  separately rolls (Intimacy) dice, rerolling those that initially show failures. Each success adds a 
  non-Charm die to her influence roll; 10s also increase the cost to resist her influence by one 
  Willpower each. 
  This Charm can only be used once per story, unless reset by upholding the invoked Intimacy 
  through a social action or a chain of events set in motion by one. It doesn’t require resetting if the 
  Lunar rolls no successes. 
  Lion’s Roar Rebuke 
  Cost: 8m, 1wp; Mins: Charisma 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Lion’s Voice Command 
  Filling her lungs with thunder, the Lunar roars loud enough to shake the heavens. To use this 
  Charm, she must have Initiative 10+. She makes a decisive attack with ([Charisma or Strength] + 
  [Athletics, Performance, or Presence]) against an enemy within long range, which can only be 
  blocked or dodged with magic. An enemy hit by the attack is knocked back one range band, plus 
  an additional range band for every three successes on the damage roll, maximum long range 
  from the Lunar, and lands prone. If an impact with a solid surface prevents her victim from being 
  flung this full distance, he suffers falling damage (Exalted, p. 232) as though he’d fallen a 
  number of range bands equal to the amount prevented by the impact. This damage is usually 
  bashing, though some surfaces may inflict lethal damage. 
  This attack can’t be enhanced with Dexterity Charms, but is compatible with Silver-Voiced 
  Nightingale style (Exalted, p. 447). 
  Totemic: A Lunar whose spirit shape has a threaten or intimidate dice pool may learn this as a 
  Strength Charm. 
  Scathing Lunar Condemnation 
  Cost: 3m; Mins: Charisma 5, Essence 3 
  Type: Supplemental 
  
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Silver Thunder Roar 
  Even the enemies of the gods learned to fear the Lunars’ enmity. When the Lunar makes a 
  threaten roll or an inspire roll to create fear, if she has a negative Tie towards all targets, she adds 
  (Intimacy) non-Charm dice.  
  Thousand Throat Howl 
  Cost: 10m, 3a, 1wp; Mins: Charisma 5, Essence 3 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Scathing Lunar Condemnation 
  The Lunar’s anima erupts from her throat as every beast dwelling in her Essence cries out as one. 
  She makes a (Charisma + [Performance or Presence]) threaten roll, compelling targets to put as 
  much distance between themselves and her as possible or find a safe place to hide from her. She 
  ignores multiple target penalties and the Resolve bonus for lacking a common language. This 
  affects all characters who can hear the Lunar and don’t consider her an ally, without exception.  
  A target whose current temporary Willpower is lower than the Lunar’s suffers a Resolve penalty 
  equal to the difference. This stacks with penalties from Intimacies, but the combined penalty 
  can’t exceed −4. Affected characters suffer a −3 penalty on rolls to do anything but flee or hide 
  from the Lunar, but add one die on rolls to achieve those ends. Trivial opponents and animals 
  (except familiars and magically enhanced animals) can’t assert Resolve against this or resist with  
  Willpower. 
  Protean: In animal shapes that a target has a fear-based Tie toward, the Lunar uses her 
  permanent Willpower against him instead of her temporary Willpower. In animal shapes with 
  Legendary Size, she does so against all targets. 
  Shattered Yoke Fury 
  Cost: 5m, 1wp; Mins: Charisma 5, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Hard-Nosed Denial Style (x2) 
  The Lunar’s transgressive presence erodes hierarchy and decorum, freeing those who hear her to 
  express their anger. When she witnesses one or more characters enter a Decision Point, they may 
  form a Major Tie of rage towards the character influencing them, and can invoke it in the 
  Decision Point. If they already have a Major Intimacy opposing the influence, they may instead 
  form a Defining Tie of rage. Affected characters must immediately act to express their newfound 
  rage, as per a successful inspire action (Exalted, p. 217). 
  
  If the Lunar uses this Charm together with Hard-Nosed Denial Style’s repurchase effect, she 
  waives this Charm’s Willpower cost. 
  God-Beast Exemplar Spirit 
  Cost: —(+9m); Mins: Charisma 5, Essence 4 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Herd-Strengthening Invocation 
  Embodying monstrosity and divinity, the Lunar shapes societies by her praise or punishment. 
  When she uses Herd-Strengthening Invocation (p. XX), she may pay a nine-mote surcharge to 
  make a (Charisma + [Performance, Presence, or Socialize]) instill roll with (Essence) successes 
  against all audience members with Defining Ties toward her. Affected characters are instilled 
  with a Defining Principle embodying the designated custom. While Herd-Strengthening 
  Invocation is active, they can’t voluntarily erode that Principle, and may treat any influence it 
  opposes as unacceptable (Exalted, p. 220). Characters can’t immediately spend Willpower to 
  resist — instead, they must pay three Willpower each day on (Lunar’s Essence) different days to 
  break the influence. This doesn’t remove the Defining Intimacy, but lets them begin voluntarily 
  weakening it. 
  Heart-Affirming Tribute 
  Cost: 3m, 1wp; Mins: Charisma 5, Essence 4 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Culture-Hero Empowerment 
  The Lunar rewards her champions with puissant gifts, be they jewels plucked from ancient 
  treasure-houses or humble stones etched by her claw. After witnessing another character 
  undertake a difficult or dangerous act that upholds one of her Major or Defining Intimacies, she 
  may empower a mundane object as a talisman. While that character bears the talisman, it grants 
  him one Eclipse Charm chosen by the Lunar, provided he meets its Essence minimum. This can 
  be an existing Eclipse Charm, or a custom one designed by the Storyteller with the Lunar’s 
  player. If the recipient is mortal, the Charm should cost Willpower, Initiative, health levels, or 
  other non-mote resources. No character can bear more than one talisman.  
  The talisman is nigh-indestructible, comparable to an artifact. It has no power in the hands of 
  anyone but the chosen character, but if he witnesses someone else perform a heroic feat that 
  upholds one of his Major or Defining Intimacies, he may transfer the talisman — and its Charm 
  — to that character. The talisman’s power fades if this Charm ends, but the Lunar can reactivate 
  a talisman at any time with a second use of this Charm, waiving its Willpower cost. 
  This Charm’s mote cost is waived if the talisman’s beneficiary benefits from Culture-Hero 
  Empowerment, though the Lunar must pay it immediately if Culture-Hero Empowerment ends. 
  
  At Essence 5, the Lunar may pay a two-experience-point surcharge to make a permanent 
  talisman, requiring no mote commitment on her part.  
  Special activation rules: The Lunar may pay 10 gold points in place of this Charm’s Willpower 
  cost, or 10 white points in place of its Essence 5 experience point cost.    
  Argent Anglerfish Lure 
  Cost: —(+8m, 2a); Mins: Charisma 5, Essence 5 
  Type: Permanent 
  Keywords: Psyche, Totemic (Appearance) 
  Duration: Permanent 
  Prerequisite Charms: Captivating Siren Voice (x2) 
  Such is the Lunar’s enthralling allure that fools will follow her through fire or march into the sea 
  after her. When she uses Captivating Siren Voice, she may pay an eight-mote, two-anima 
  surcharge to raise the cost to resist to three Willpower. Additionally, affected characters pursue 
  her regardless of any perils faced in doing so — while they’re aware of the danger, the Lunar is 
  so compelling they pay it little heed. They suffer a −3 penalty on rolls against environmental 
  hazards or traps encountered while pursuing the Lunar and on Join Battle rolls. If a character 
  other than the Lunar attacks a victim, it counts a surprise attack 
  Totemic: A Lunar whose spirit shape is a prey animal with the Tiny Creature or Minuscule Size 
  Merit may learn this as an Appearance Charm. 
  Divine Monster Judgment 
  Cost: 10m, 3a, 1wp; Mins: Charisma 5, Essence 5 
  Type: Simple 
  Keywords: None 
  Duration: One story 
  Prerequisite Charms: God-Beast Exemplar Spirit 
  The Lunar is the beast of judgment out of cautionary tales, the monster that mothers warn their 
  children of and that the pious swear oaths by. The Lunar chooses a custom of a culture that she 
  has a positive Major or Defining Tie towards, or that her Solar mate rules. She embodies divine 
  punishment against those who break it, gaining the following: 
  • 
  She doubles Resolve bonuses from her Ties to the culture or to her Solar mate against 
  influence that would cause her to violate the custom. 
  • 
  When she reads a character’s intentions to determine if he’s violated the custom, intends 
  to do so, or holds an Intimacy contrary to it, she automatically succeeds if her Essence exceeds 
  his Willpower. 
  • 
  When she makes a persuade or threaten roll against a member of the culture she knows 
  has violated the custom to convince him to remedy the consequences of his transgression or face 
  punishment, he suffers −1 Resolve and the cost to resist is increased by one Willpower. 
  
  • 
  When enemies that she knows have violated the custom roll Join Battle against her, they 
  suffer a −3 penalty. If she wins Join Battle and uses her first turn to make a decisive attack 
  against such an enemy, it doesn’t reset her Initiative. 
  • 
  Once during this Charm’s duration, upon successfully defeating a formidable enemy who 
  she knows has violated the custom — whether in combat, debate, etc. — she rolls (his Essence) 
  dice, gaining Willpower equal to the successes, which can raise her above her permanent 
  Willpower, and loses one Limit for each 10.  
  This Charm can only be used once per story, unless reset by accomplishing a major character or 
  story goal or legendary social goal that reinforces the custom’s importance or benefits its culture. 
  Warfare 
  Pack Leader Attitude 
  Cost: 2m; Mins: Charisma 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar roars over the din of battle to lead her forces. She adds (higher of Essence or 3) bonus 
  dice to a Charisma-based command action. With Initiative 12+, she also rerolls 1s until they 
  cease to appear. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Fearless Beast-Warrior Exhortation 
  Cost: 2m; Mins: Charisma 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Pack Leader Attitude 
  The Lunar’s warrior spirit banishes her followers’ fear. She doubles 9s on a Charisma-based 
  rally or rally for numbers roll. If the rallied battle group has Might, she adds (Might) non-Charm 
  dice. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Vengeful Beast Triumph 
  Cost: 2m, 2i; Mins: Charisma 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous, Totemic (Strength) 
  Duration: Instant 
  
  Prerequisite Charms: Fearless Beast-Warrior Exhortation 
  A foe’s seeming victory crumbles to ash as her the Lunar’s presence steels her warriors’ flagging 
  courage. When an allied battle group fails a rout roll or takes Magnitude damage, she reflexively 
  makes a Charisma-based rally or rally for numbers roll, respectively. If successful, the enemy 
  that routed or damaged the battle group loses (Lunar’s Essence/2, rounded up) Initiative, which 
  the Lunar gains. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm.   
  Lead the Pride 
  Cost: 3m; Mins: Charisma 3, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Pack Leader Attitude 
  The Lunar’s voice is a pillar of strength to her warriors. She adds a non-Charm success to a 
  Charisma-based order action, and rolls a non-Charm die for every 10. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Unified Pack Tactic 
  Cost: 4m; Mins: Charisma 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s words stoke her ally’s fighting spirit. On her first turn in combat, she transfers up to 
  (Essence + Charisma) Initiative to an ally with lower Initiative. If she wins Join Battle, she loses 
  only half the transferred Initiative, rounded down.  
  Rampage-Unleashing Provocation 
  Cost: 4m, 3i; Mins: Charisma 4, Essence 1 
  Type: Simple 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Charismatic Lunar Trick, Unified Pack Tactic 
  The Lunar whips an ally into a frenzy with feverish music, stinging taunts, or battle chants. She 
  makes a (Charisma + [Performance or Presence]) inspire roll targeting one willing ally. He must 
  assert his Resolve, unmodified by Intimacies. Success fills him with berserker rage for the scene, 
  granting +1 Resolve against fear-based influence for every two extra successes the Lunar rolled 
  
  (minimum +1), and one bonus dot of Strength. However, this frenzy prevents him from fleeing 
  or surrendering. He can spend one Willpower to end the frenzy. 
  This Charm can also unleash the greater battle-rages of the Chosen. A Lunar with Relentless 
  Lunar Fury (p. XX) may use it if the influence is successful. Other Exalted can reflexively use 
  one Simple Charm that create a battle-rage, like Battle Fury Focus (Exalted, p. 378), upon 
  success. 
  Lessons of the Winter Wolf  
  Cost: 5m, 1wp; Mins: Charisma 3, Essence 2 
  Type: Simple 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Vengeful Beast Triumph 
  The Lunar’s harsh training flenses fear from her warriors. She spends at least an hour training a 
  battle group of up to Size ([Charisma or Stamina] − 1), or Size (Charisma or Stamina) if it has 
  Might. The next time that battle group fights it gains +2 Resolve, doubles 9s on rout checks, and 
  ignores up to (Essence) points of penalty from deprivation and fatigue. It can benefit from a rally 
  for numbers action made by the Lunar an additional time that scene. 
  These benefits only last for one battle, and are lost if not used within a week. Only one battle 
  group may enjoy this Charm’s benefits at a time. 
  Special activation rules: When the Lunar uses Wolf-Pack Training Technique, she may use this 
  Charm reflexively, waiving its Willpower cost, to confer its benefits on the trained group until 
  the story’s end. 
  Totemic: A Lunar whose spirit shape has the Berserker Merit may learn this as a Stamina 
  Charm, with Undaunted Berserker Ire (p. XX) as its prerequisite. 
  Wolf-Pack Training Technique 
  Cost: 10m, 1wp; Mins: Charisma 4, Essence 2 
  Type: Simple 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Lessons of the Winter Wolf 
  Under the Lunar’s instructions, young cubs untested in battle become grizzled warriors hungry 
  for blood. She spends a month training a battle group of up to Size ([Charisma or Stamina] − 1), 
  or Size (Charisma or Stamina) if it has Might. Completing the training increases the battle 
  group’s Drill by one step, and grants its members the following benefits: 
  • 
  +1 dot of Willpower, maximum 5. 
  • 
  +1 die on Join Battle rolls, maximum 10. 
  • 
  +1 die on all attack rolls, maximum 10. 
  
  • 
  +1 Parry, maximum 5. 
  This Charm can’t train Exalted, player characters, or other beings whose nature makes them 
  inappropriate for inclusion in battle groups. 
  Totemic: A Lunar whose spirit shape has the Berserker Merit may learn this as a Stamina 
  Charm. 
  Crimson Fang Mantle 
  Cost: 3m, 1wp; Mins: Charisma 4, Essence 2 
  Type: Reflexive 
  Keywords: Totemic (Strength) 
  Duration: One scene 
  Prerequisite Charms: Lead the Pride 
  Sensing her foe’s weakness, the Lunar directs her forces to bring him down. When making a 
  Charisma-based order directing a battle group to attack a lower-Initiative enemy, she doubles 9s. 
  If the battle group has Might, she adds it to her effective Initiative for this calculation. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Battle Anthem of the Lunar Exalted 
  Cost: 1m; Mins: Charisma 5, Essence 2 
  Type: Simple 
  Keywords: Uniform 
  Duration: One song 
  Prerequisite Charms: Rampage-Unleashing Provocation 
  Her rage too great for a single soul to contain, the Lunar weaves her fury into song. All allies that 
  can hear her add a bonus die on withering and decisive damage rolls. They treat rage-based 
  Intimacies relevant to the current fight as one level of intensity stronger; Defining Intimacies 
  instead elevate their modifier to +5 or −4. Allied battle groups add (lower of Essence or 
  Performance) dice on attack rolls and rout checks. While using this Charm, the Lunar can’t take 
  non-reflexive actions. 
  Starving Beast Bloodthirst 
  Cost: 10m, 1wp; Mins: Charisma 4, Essence 3 
  Type: Simple 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Lessons of the Winter Wolf 
  Having endured the Lunar’s grueling regimen, her warriors are fearless and deadly. She gives a 
  speech or performance to a battle group benefitting from Lessons of the Winter Wolf. In its next 
  combat, the battle group enjoys perfect morale (Exalted, p. 210) and doubles Resolve bonuses 
  
  from Intimacies against fear-based influence or influence that would make it stop fighting. The 
  Lunar’s Charisma-based orders commanding the group to attack add dice equal to the dots of 
  Size that group has lost that scene. 
  Totemic: A Lunar whose spirit shape has the Berserker Merit may learn this as a Stamina 
  Charm. 
  Raiton’s Banquet Assault 
  Cost: 5m, 2i; Mins: Charisma 5, Essence 3 
  Type: Supplemental 
  Keywords: Perilous, Totemic (Strength) 
  Duration: Instant 
  Prerequisite Charms: Crimson Fang Mantle 
  The Lunar’s ferocious Essence surges across the battlefield like an endless roar, urging her 
  warriors to deliver death-dealing blows. When she makes a Charisma-based order directing a 
  battle group to attack, her successes are added as dice to both its attack and damage rolls. 
  This Charm can only be used once per scene, unless reset by ordering a battle group to make an 
  attack that incapacitates a nontrivial foe or causes an enemy battle group to lose Size.  
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Wild Fury Awakening 
  Cost: 10m, 1wp; Mins: Charisma 5, Essence 3 
  Type: Simple 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: Pack-Calling Cry, Rampage-Unleashing Provocation 
  The Lunar beckons savage beasts and ferocious predators, rallying a terrifying horde from the 
  wilderness. She rolls (Charisma + [Presence, Survival, or War]) to call a battle group made up of 
  animals of a species whose heart’s blood she possesses from within (Essence) miles. It assembles 
  after (10 – Lunar’s successes) rounds in combat, or (20 – Lunar’s successes) minutes outside of 
  it. Incredibly swift animals such as hawks assemble in a single round. 
  The battle group’s Size depends on the type of animal called. Relatively weak animals, like 
  squirrels, owls, or cats, form Size 3 battle groups; deadly predators and mighty beasts like tigers, 
  yeddim, or bears form Size 2 battle groups; and super-predators like tyrant lizards and river 
  dragons form Size 1 battle groups. The Storyteller may deem that circumstances like the 
  environment the Lunar uses this Charm in raise or lower the battle group’s Size by one. The 
  battle group’s Drill is average, unless it consists of pack hunters, in which case it’s elite.  
  In combat, the battle group follows the Lunar’s order actions. If she doesn’t guide it, it attacks 
  the Lunar’s foes and follows her in pursuit of new enemies. Commanding the animals to act 
  outside of combat requires social influence. 
  
  This Charm can’t summon other characters’ familiars, magically enhanced animals, or animals 
  with negative Major or Defining Ties for the Lunar. 
  Protean: If the Lunar uses this Charm in the shape of the summoned animal, she banks her 
  rolled successes, which can be expended to add them to Charisma-based command rolls targeting 
  the battle group while she remains in that shape. 
  Invincible Beast-Warrior Empowerment 
  Cost: 15m, 1wp (2i per turn); Mins: Charisma 5, Essence 4 
  Type: Simple 
  Keywords: Perilous, Totemic (Strength) 
  Duration: One scene 
  Prerequisite Charms: Raiton’s Banquet Assault, Wolf-Pack Training Technique 
  Her voice echoing across the battlefield like countless wolves howling, the Lunar general drives 
  her warriors onwards to inevitable victory. All allied battle groups convert Size- and Might-
  based bonus dice to attack and damage rolls, dice added by Drill, and dice added by the Lunar’s 
  Charisma-based command actions into successes. 
  If the Lunar succeeds on a Charisma-based command action, the targeted battle group adds 
  (Essence) successes on rout checks. If it has perfect morale, it instead gains +1 Might, maximum 
  Might 2. These benefits last until the scene ends or the Lunar targets another battle group with a 
  command action.  
  The Lunar must pay two Initiative on each subsequent turn to maintain this Charm. It ends if 
  she’s crashed. It’s only usable once per scene. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Strength Charm. 
  Territory 
  Boundary-Marking Meditation 
  Cost: 20m, 2wp; Mins: Charisma 2 or Wits 2, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  Laying her mark upon the world, the Lunar claims a land as hers. She claims a single contiguous 
  region no more than (Essence x 10) square miles as her territory. To do so, she must fully master 
  the land she wishes to claim. She must physically traverse the majority of the region. Any mortal 
  communities living in the territory must accept her presence — they need not make her their 
  leader, but must acknowledge her presence and that they lack the ability or desire to force her 
  out. Finally, if any supernatural beings — such as spirits or fellow Exalted — occupy the region 
  and don’t consent to her claiming it, the Lunar must force them to submit by defeating them in 
  combat or a similar challenge. Land already claimed by another Lunar’s Boundary-Marking 
  Meditation can’t be taken from him unless he voluntarily relinquishes it or dies. 
  
  Upon claiming a territory, the Lunar’s player chooses three qualities that describe it, e.g. fertile, 
  shadowy, and dense for a thick forest, or open, windy, and guarded for a steppe village. When a 
  character within the territory takes an action that’s supported by a quality, like foraging in a 
  fertile woodland, he’s treated as having an applicable specialty. When a character takes an action 
  opposed by a quality, like a general enacting a Strategic Maneuver roll to march a large army 
  through the dense forest, each such quality imposes a −1 penalty. The Lunar never suffers these 
  penalties. She can reflexively render a character she perceives immune to her territory’s 
  penalties, or deny him its benefits. 
  Story events may cause a territory to lose qualities — if the forest burns down, it’s no longer 
  shadowy or dense. Once per story, the Lunar may change a territory’s qualities, replacing lost 
  qualities and potentially swapping existing qualities for new ones as fits the story. 
  A Lunar can’t have more than (higher of Essence or 3) territories. Her control of a territory ends 
  if she voluntarily revokes it, or upon her death. 
  Special activation rules: This may alternatively be learned as a Wits Charm. 
  Moon-and-Earth Blessing 
  Cost: 15m, 1wp; Mins: Charisma 4, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Boundary-Marking Meditation 
  Pacing the boundaries of the land she wishes to bless, the Lunar blazes marks onto trees and 
  stones or carves patterns into the earth, suffusing the landscape’s geomancy with fertile Essence. 
  She labors from sunset to sunrise, blessing a region of up to (Essence) square miles, or the 
  entirety of a territory claimed with Boundary-Marking Meditation. 
  The blessed region’s flora and fauna grow more abundant, and even the most barren climes 
  become capable of sustaining life. Rolls to forage, find shelter, navigate wilderness, or endure 
  mundane environmental hazards within it gain two successes. The land is occasionally marked 
  with uncanny strangeness: flowers blooming only at night, will-o’-the-wisps haunting the edges 
  of gardens, owls flocking in greater number than other birds, etc. This blessing lasts a year and a 
  day, or — if used within the Lunar’s territory — for as long as she holds dominion over it.  
  Dream-Shrouded Wilderness 
  Cost: 5m, 1wp; Mins: Charisma 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Boundary-Marking Meditation, Creation-Spanning Passion 
  Whispering to the land’s heart, the Lunar suffuses it with dreams of moonlit passion. She makes 
  a (Charisma + Presence) instill or persuade roll, imbuing her influence throughout a territory 
  claimed with Boundary-Marking Meditation. The first time a given character sleeps in the 
  
  territory each story, he’s subjected to her influence as he experiences the land’s dream. This 
  Charm ends if the Lunar goes more than a season without visiting the territory. 
  If the Lunar knows Moonstruck Reverie Trick, she may use it reflexively with this Charm, 
  committing its mote cost to convey its influence through the dreams this Charm causes. This is 
  incompatible with Moonstruck Reverie Trick’s repurchase effect. 
  King-of-Beasts Sovereignty 
  Cost: 20m, 1wp; Mins: Charisma 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Moon-and-Earth Blessing, Untamed Soul Unity 
  The Lunar rules over human and beast alike, maintaining peace between her subjects. Within a 
  locale enchanted by Moon-and-Earth Blessing, she forges a bond between all animals of a single 
  species and the mortal inhabitants. After a day in the wilderness, she rolls (Charisma + 
  [Performance, Presence, or Survival]) against (the species’ Resolve + 2), or (the species’ Resolve 
  + 3) if they qualify as two-dot Familiars (Exalted, p. 161). Animals that qualify as three-dot 
  Familiars can’t be affected.  
  If successful, all animals of that species form a Minor Tie of loyalty towards the region’s mortal 
  inhabitants, or a Major Tie if used within a territory claimed with Boundary-Marking Meditation. 
  So long as they’re treated respectfully, they’ll offer protection, labor, and companionship to 
  humans. They return to the wilderness at story’s end, though individuals may remain based on 
  their interactions. Even those that leave won’t directly harm mortal natives unless provoked.  
  Songline Legend Runes 
  Cost: —(10m, 1wp); Mins: Charisma 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Boundary-Marking Meditation, Shining Moon-Child Mark  
  Marking her land with sacred stones and signs, the Lunar spells out her dominion. She can use 
  Shining Moon-Child Mark (p. XX) for ten motes and one Willpower to mark a territory claimed 
  with Boundary-Marking Meditation. In addition to the mark’s normal effects, its emotional 
  context counts as an additional quality of the territory, imposing bonuses and penalties as usual. 
  An individual mortal natives of the territory can mark themselves in emulation of the signs left 
  on the territory to gain Shining Moon-Child Mark’s benefits while in the territory, if the Lunar 
  consents. She may revoke her consent at any time, stripping away the mark. 
  Spirits within the territory are affected by the mark on the land and any marks adapted by mortal 
  natives, regardless of their Resolve, unless they’re actively working to oust the Lunar. 
  Omnipresent Monster’s Lair 
  
  Cost: —(+6m); Mins: Charisma 5, Essence 3 
  Type: Permanent 
  Keywords: Psyche 
  Duration: Permanent 
  Prerequisite Charms: Boundary-Marking Meditation, Endless Nightmare Hunt 
  The Lunar lurks everywhere and nowhere within her territory, a primal fear whispering into her 
  prey’s souls. While in a territory claimed with Boundary-Marking Meditation, she may pay a six-
  mote surcharge when using Endless Nightmare Hunt (p. XX) to apply its effects to all characters 
  within that territory with fear-based Ties toward her (including characters that enter the territory 
  after she’s used it). While they remain within the territory, the Lunar counts as observing them 
  for that Charm’s purposes, and she makes a single instill roll daily that’s applied against all 
  victims sleeping in her territory. Leaving the territory frees a character from this effect, and such 
  uses of Endless Nightmare Hunt end if the Lunar leaves her territory. 
  Nature’s Seductive Lure 
  Cost: —(+8m, 2a); Mins: Charisma 5, Essence 4 
  Type: Permanent 
  Keywords: Psyche 
  Duration: Permanent 
  Prerequisite Charms: Boundary-Marking Meditation, Captivating Siren Voice 
  The Lunar’s lair is a land of untold splendors and forbidden delights, tempting those who wander 
  it. When using Captivating Siren Voice (p. XX) in a territory claimed with Boundary-Marking 
  Meditation, she may pay an eight-mote, two-anima surcharge to cause that Charm to draw 
  characters towards a specific natural feature within her territory, which radiates silver light as per 
  a bonfire anima (p. XX), rather than to her. The Charm’s duration increases to (Essence) hours. 
  She makes an influence roll as normal, but need not maintain a performance to sustain its effect. 
  Affected characters within medium range of the feature hear unintelligible whispers in the 
  rustling of the leaves and the songs of birds, drawing them irresistibly towards it. Characters may 
  resist for three Willpower, or as per the usual rules for resisting Captivating Siren’s Voice.  
  Living World Embodiment 
  Cost: —; Mins: Charisma 5, Essence 5 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Dream-Shrouded Wilderness, Moon-and-Earth Blessing, Nature’s 
  Seductive Lure 
  The Lunar is an avatar of her sacred lands. Her wounds are the land’s wounds; her vigor renews 
  the world. Each territory claimed with Boundary-Marking Meditation gains a virtual health track 
  of seven health levels: one −0, two −1s, two −2s, one −4, and one Incapacitated level. When she 
  
  suffers decisive damage within a territory, she may divert up to half that damage, rounded down, 
  into that territory’s health track. Alternatively, she may negate a botch or loss of Willpower from 
  a disease while in a territory at the cost of one level of damage to it. 
  Damage to the Lunar’s territory manifests as withered plants, barren soil, disease-ridden animals, 
  etc. The territory’s wound penalty is imposed on Survival rolls to forage or find shelter within it, 
  and Craft rolls to create objects from its natural resources. The territory heals one level of 
  damage each month. If it’s enhanced by Moon-and-Earth Blessing, it heals one level of damage 
  each week, but Moon-and-Earth Blessing’s bonus successes don’t apply while the territory’s −1 
  levels or deeper are damaged.  
  While in a territory, the Lunar may forgo healing one level of damage in her own health track to 
  heal a level in the territory’s health track. At the Storyteller’s discretion, this can also undo 
  blights, infestations, or curses upon the land. If a territory’s health track is completely 
  undamaged and it’s enhanced by Moon-and-Earth Blessing, the Lunar may forgo levels of 
  healing to increase Moon-and-Earth Blessing’s bonus to four automatic successes for a number 
  of weeks equal to the levels of healing she forgoes. During this time, her territory evinces 
  supernatural fertility, with plants growing to many times their usual size and animals exhibiting 
  incredible vitality.  
   
  Dexterity 
  Heart’s Blood 
  Nest-Raiding Slyness 
  Cost: —; Mins: Dexterity 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar steals the safety of home, and with it, identity. She performs a sacred hunt to claim an 
  animal or human shape by infiltrating a place her target considers home: a peasant’s hovel, a 
  Dynast’s estate, a wolf’s den, etc. To do so, she must be in the home at the same time as her 
  target, escape without being captured, and do something that reveals the extent of her intrusion 
  — stealing a precious heirloom, carving her name into a wall, leaving a letter scented with her 
  favorite perfume, etc. — such that her victim forms a negative Tie toward her, or whoever he 
  believes she is. 
  If the Lunar is captured or retreats to avoid capture, the sacred hunt fails, and she can’t take her 
  target’s shape through this Charm for the rest of the story. She may still attempt sacred hunts 
  against him by other means. 
  Emerald Grasshopper Form 
  Cost: 10m, 1wp; Mins: Dexterity 4, Essence 1 
  Type: Simple 
  
  Keywords: Totemic (Wits) 
  Duration: One day 
  Prerequisite Charms: None 
  The Lunar compresses the fullness of her divinity into the humblest of forms. She changes into 
  an animal shape she possesses with the Minuscule Size Merit. 
  Special activation rules: If the Lunar uses this Charm to shift from one Minuscule Size form to 
  another, she waives its cost.  
  Totemic: A Lunar whose spirit shape has Minuscule Size may learn this as a Wits Charm. 
  Tyrant Mouse Dominion 
  Cost: —; Mins: Dexterity 5, Essence 2 
  Type: Permanent 
  Keywords: Totemic (Wits) 
  Duration: Permanent 
  Prerequisite Charms: Emerald Grasshopper Form 
  The Lunar shrinks even the most colossal forms to a grass-blade’s size. She may use Emerald 
  Grasshopper Form to grant her current shape Minuscule Size, instead of changing into a different 
  form. Clothing and moonsilver artifacts rescale with her for this Charm’s duration, while 
  equipment incompatible with her reduced size is banished Elsewhere. Minuscule Size confers the 
  following: 
  • 
  She adds +3 Evasion against attacks by larger foes, or +2 Evasion against enemies with 
  the Tiny Creature Merit. This counts as a Charm bonus. 
  • 
  Larger characters subtract three successes from Awareness-based rolls to notice her, or 
  two successes if they have the Tiny Creature Merit. 
  • 
  Against enemies without Minuscule Size, the base damage of her withering attacks can’t 
  exceed (Strength) before adding attack roll extra successes or dice from Charms. 
  • 
  Against enemies without Minuscule Size, her decisive attacks don’t deal damage, but can 
  still convey poison and similar maladies. 
  • 
  She can’t grapple characters without Minuscule Size or oppose the control rolls of 
  grapples made by such characters. 
  • 
  She’s treated as having Strength 1 to determine what feats of strength she can attempt, 
  and must use Charms to raise her effective rating in order to undertake a feat. 
  • 
  If her form has the Tiny Creature or Legendary Size Merits, their effects are suppressed. 
  Totemic: A Lunar whose spirit shape has Minuscule Size may learn this as a Wits Charm. 
  Offense 
  Finding the Needle’s Eye 
  Cost: 3m; Mins: Dexterity 2, Essence 1 
  
  Type: Supplemental 
  Keywords: Perilous, Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s limbs flex and warp along unexpected angles to avoid obstacles between her and her 
  prey. She rerolls (higher of Essence or 3) 1s on an attack roll and ignores a single point of 
  Defense bonus from weapons, cover, or the Full Defense action.  
  With Dexterity 4, the Lunar may attack a lower-Initiative enemy through full cover with an 
  appropriate stunt, but he receives +3 Defense.  
  Protean: If the Lunar attacks with an animal shape’s tail, tentacles, or similar flexible 
  appendages, she ignores an additional point of Defense bonus. 
  Coyote-and-Badger Tactic 
  Cost: 3m; Mins: Dexterity 2, Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Finding the Needle’s Eye 
  Wrong-footing her foe with a deft feint, the Lunar creates an opening for her fellow hunters. A 
  successful distract gambit causes her foe to lose half the amount of Initiative she spends, rounded 
  up. 
  Protean: In animal forms with the Pack Hunting ability, the Lunar’s victim loses the full amount 
  of Initiative spent. 
  Weapon-Snatching Coils 
  Cost: 5m; Mins: Dexterity 2, Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Finding the Needle’s Eye 
  Twisting her joints in directions they shouldn’t twist or budding off prehensile tendrils, the Lunar 
  wrests away her enemy’s weapon. She imposes a −1 penalty on an enemy’s Defense against a 
  disarm gambit, and adds attack roll extra successes as bonus dice on the gambit’s Initiative roll. 
  Protean: If the Lunar attacks with an animal form’s tail, tentacles, or similar flexible 
  appendages, she may fling a disarmed weapon out to medium range from its wielder with 3+ 
  extra successes on the Initiative roll. 
  Striking Mospid Method 
  Cost: 3m; Mins: Dexterity 4, Essence 1 
  
  Type: Supplemental 
  Keywords: Withering-only 
  Duration: Instant 
  Prerequisite Charms: Finding the Needle’s Eye 
  The Lunar feels the flow of Essence through every motion, guiding her inexorably to strike true. 
  She rerolls (Essence) failed dice on a withering attack roll, beginning with 6s and moving down. 
  Foe-Driving Attack 
  Cost: 2m, 1i; Mins: Dexterity 5, Essence 1 
  Type: Supplemental 
  Keywords: Dual, Perilous 
  Duration: Instant 
  Prerequisite Charms: Striking Mospid Method 
  Pressing the advantage, the Lunar wears down her foe’s defenses with swift, repeated strikes. 
  When she attacks a character currently suffering an onslaught penalty, the penalty is increased by 
  one against her attack. If she crashes him or deals 3+ decisive damage, this penalty lasts until his 
  onslaught refreshes (in addition to the onslaught inflicted by the attack). 
  Many-Armed Warrior Panoply 
  Cost: —; Mins: Dexterity 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar is master of as many weapons as she has hands to wield them with. While she has one 
  full-cost attunement to an artifact weapon, she reduces the attunement cost of further artifact 
  weapons by three motes each. This doesn’t stack with other discounts. If she ends her full-cost 
  attunement, she must commit enough motes to bring another attunement to its full cost, or else 
  all discounted attunements end. 
  Needle Quill Technique 
  Cost: 1m; Mins: Dexterity 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar hardens a strand of hair into a barbed quill, plucks a razor-sharp feather, or draws a 
  similar projectile from her body. This can be used as bow or crossbow ammunition, or thrown as 
  
  a dart (Exalted, p. 587). This Charm can’t provide ammunition for firewands and other flame 
  weapons.  
  A Dexterity 3 repurchase lets the Lunar pay a one-Initiative surcharge to reflexively reload a 
  crossbow or similar compatible weapon with the Slow tag. This lets her use it with magic that 
  creates multiple attacks, if she reloads before each attack past the first. 
  Bombardier Spittle Alchemy 
  Cost: —; Mins: Dexterity 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Needle Quill Technique 
  The Lunar secretes volatile fluids from her body. Needle Quill Technique becomes compatible 
  with Flame weapons. The costs of Adder Fang Method and Rabid Beast Bite (p. XX) are reduced 
  by one mote when used with Needle Quill Technique. 
  Stinging Ichneumon Scourge 
  Cost: 2m; Mins: Dexterity 2, Essence 1 
  Type: Supplemental 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Needle Quill Technique 
  The Lunar’s living projectiles transform, growing flesh-impaling hooks or flying after their 
  quarry. When she attacks with Needle Quill Technique, her projectile continues to bedevil her 
  enemy, preventing his onslaught penalty from falling below −1. This lasts (Essence) rounds for 
  withering attacks, or one scene for decisive attacks. The target or an ally at close range can tear 
  out or strike away the projectile with a difficulty 2 gambit, ending this effect. 
  Sinuous Striking Grace 
  Cost: 3m; Mins: Dexterity 2, Essence 1 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  Time seems to slow as the Lunar acts on well-honed instinct. This Charm must be used at the 
  start of the round. The Lunar adds (higher of Dexterity or Wits) to her Initiative to determine 
  when she acts. If she uses her turn to attack an enemy who hasn’t acted that round, she adds a 
  non-Charm die. 
  Cunning Beast-Warrior Reflexes  
  
  Cost: 2m; Mins: Dexterity 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Sinuous Striking Grace 
  The Lunar acts with fluid grace and incomparable coordination. She makes a flurry (Exalted, p. 
  195) that includes at least one physical action, reducing the penalty on each flurried action by 
  one and ignoring the Defense penalty.  
  With Dexterity 5, Essence 3, the Lunar may pay a four-mote surcharge to flurry three actions, 
  although she still can’t include more than one of the same action in the flurry. 
  Wasp Sting Blur 
  Cost: 2m, 1wp; Mins: Dexterity 4, Essence 1 
  Type: Simple 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Cunning Beast-Warrior Reflexes 
  The Lunar’s predatory instincts seize on a flaw in her prey’s defense, striking with lightning 
  speed. She makes an attack with (higher of Essence or 3) bonus dice. If this crashes her target or 
  deals 3+ decisive damage, she reflexively makes a decisive attack against him. She rolls damage 
  equal to the target’s current onslaught penalty — counting onslaught inflicted by the initial attack 
  (but not by itself) — and ignores Hardness. This doesn’t include the Lunar’s Initiative or reset it.  
  If the Lunar’s initial attack incapacitates her target, she makes the reflexive attack against 
  another enemy in range. It still uses her initial target’s onslaught penalty to determine damage.  
  Consumptive Worm Hungers 
  Cost: —(+3m); Mins: Dexterity 3, Essence 2 
  Type: Permanent 
  Keywords: Dual 
  Duration: Permanent 
  Prerequisite Charms: Stinging Ichneumon Scourge 
  The Lunar’s quills twist within the wounds they inflict, growing spines or secreting corrosive 
  acid. She may pay a three-mote surcharge on Stinging Ichneumon Scourge to inflict ongoing 
  harm. On withering attacks, the victim loses Initiative equal to the damage roll’s 9s and 10s at 
  the start of each of his turns (which the Lunar doesn’t gain). On decisive attacks, he suffers one 
  die of lethal decisive damage, ignoring Hardness, at the start of each of his turns. This ends when 
  Stinging Ichneumon Scourge’s effect does. 
  Twin Fangs Strike 
  Cost: 3m; Mins: Dexterity 3, Essence 2 
  
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Coyote-and-Badger Tactic 
  As the Lunar forces an opening, her allies hasten to strike. A successful distract gambit lets its 
  beneficiary take his turn immediately on the same tick if he hasn’t acted this round.  
  Special activation rules: If this Charm is used with Deadly Wolf-Pack Onslaught or other 
  effects that let a distract gambit benefit multiple allies, its cost must be paid separately for each.  
  Deadly Wolf-Pack Onslaught 
  Cost: 6m, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Twin Fangs Strike 
  Cornering their foe, the Lunar’s fellow warriors unleash a vicious coordinated assault. She 
  makes a distract gambit, and if successful, each of (Essence) allies receives the full Initiative cost 
  paid. As usual, this Initiative is lost if not used to make a decisive attack against the gambit’s 
  target on each beneficiary’s next turn. 
  This Charm can only be used once per scene, unless reset by landing a decisive attack that resets 
  the Lunar’s Initiative against an enemy with a −2 or greater onslaught penalty. 
  Protean: In animal forms with the Pack Hunting ability, the Lunar can grant Initiative to crashed 
  allies. They still count as crashed for all purposes except making decisive attacks against the 
  gambit’s target. 
  Hunter’s Eye Precision 
  Cost: 2m, 1i, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Reflexive 
  Keywords: Perilous, Totemic (Perception), Uniform 
  Duration: Instant 
  Prerequisite Charms: Cunning Beast-Warrior Reflexes, Striking Mospid Method 
  Driven by pure will, the Lunar takes aim and fires in the instant that she spots her foe. She 
  reflexively aims; this counts as a turn spent aiming for all purposes, like attacking from extreme 
  range. 
  A Dexterity 5, Essence 3 repurchase waives this Charm’s Willpower cost when the Lunar uses it 
  to aim at a crashed enemy at medium range or further. 
  Totemic: A Lunar whose spirit shape has a vision-enhancing Merit may learn this as a 
  Perception Charm, with Wolf-Eye Advantage (p. XX) as its prerequisite. 
  
  Birds-Fall-From-Flock Targeting 
  Cost: —(2m, 1wp); Mins: Dexterity 4, Essence 2 
  Type: Permanent 
  Keywords: Totemic (Perception) 
  Duration: Permanent 
  Prerequisite Charms: Hunter’s Eye Precision 
  The Lunar hunts flock and herd, ever-ready to claim her prey. She can aim against all enemies 
  within close range of a single point, instead of an individual. The benefits still only apply to a 
  single attack, but she has more options in whom she attacks. 
  When she makes an attack that benefits from aiming, she can pay two motes and one Willpower 
  to roll it before choosing which of the enemies she’s aimed at to attack. Each potential target 
  must declare defensive Charms before the roll. After rolling, she chooses whom to attack. 
  Totemic: A Lunar whose spirit shape has a vision-enhancing Merit may learn this as a 
  Perception Charm. 
  Octopus-and-Spider Barrage 
  Cost: 8m, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Wasp Sting Blur 
  The Lunar’s limbs fly with superhuman speed, raining down blows on those who oppose her. 
  She makes up to (Essence + 1) decisive attacks, maximum five, against one or more enemies. 
  She doesn’t need to use the same Ability for all attacks, and may reflexively change weapons 
  between attacks. Her Initiative is divided evenly among all attacks, rounded up, and doesn’t reset 
  until the final attack’s completed, assuming at least one hit. She doesn’t lose Initiative for missed 
  attacks unless all of them miss.  
  Protean: In animal shapes with more than four limbs, each successful attack adds one die to the 
  damage of all subsequent attacks. The bonus from multiple successful attacks stacks. 
  Unerring Fang Technique 
  Cost: 1m; Mins: Dexterity 5, Essence 2 
  Type: Supplemental 
  Keywords: Withering-only 
  Duration: Instant 
  Prerequisite Charms: Striking Mospid Method 
  Striking with unmatched speed and grace, the Lunar embodies the perfect warrior. When she 
  adds a full Excellency to a withering attack roll, she adds a non-Charm success, and rolls a non-
  Charm die for every 10. 
  
  Agitation-of-the-Swarm Technique 
  Cost: 2m; Mins: Dexterity 4, Essence 3 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Cunning Beast-Warrior Reflexes, Weapon-Snatching Coils 
  Striking with supreme finesse, the Lunar denies her foe a tactical advantage in the same instant 
  she wounds him. After landing a decisive attack that deals 3+ levels of damage, she may forgo 
  one level of damage to either disarm her enemy or unhorse a mounted enemy. 
  With Dexterity 5, Essence 5, the Lunar need not forgo damage to include the gambit effect. 
  Toothless Pride Tactic 
  Cost: 7m, 1wp; Mins: Dexterity 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Agitation-of-the-Swarm Technique, Octopus-and-Spider Barrage 
  Moving in a whirlwind across the battlefield, the Lunar deprives her foes of their armaments. 
  She makes a disarm gambit against all enemies within close range, making one attack roll and 
  Initiative roll. The gambit’s difficulty is (enemies hit x2, minimum 3), minimum 3. Alternatively, 
  she may use this Charm with a ranged attack to make a disarm gambit against one foe and all 
  enemies within close range of him, using the same rules as above.  
  This Charm also lets the Lunar make a disarm gambit against an entire battle group, waiving its 
  Willpower cost. The difficulty of such gambits is (battle group’s Size, minimum 3). 
  Deadly Raptor’s Flight 
  Cost: 1m, 2i; Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous, Totemic (Perception) 
  Duration: One turn 
  Prerequisite Charms: Hunter’s Eye Precision 
  Honing her predatory focus, the Lunar marks her prey for death as she speeds across the 
  battlefield. She may take a move action and aim on the same turn, and can flurry an aim with a 
  rush or disengage. If she moves towards a foe and aims at him with Hunter’s Eye Precision on 
  the same turn, she waives its Willpower cost.  
  Totemic: A Lunar whose spirit shape has a vision-enhancing Merit may learn this as a 
  Perception Charm. 
  Thousand Claw Affliction 
  
  Cost: 4m, 4i, 1wp; Mins: Dexterity 5, Essence 3 
  Type: Simple 
  Keywords: Perilous, Protean, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Octopus-and-Spider Barrage 
  Moving in time to an instinctive battle rhythm, the Lunar unleashes rapid violence. She makes 
  (Essence, maximum 5) withering attacks against one or more enemies. She doesn’t need to use 
  the same Ability for all attacks, and may reflexively change weapons between attacks. She can’t 
  gain more than (Essence) Initiative from any one damage roll (but still gains the full Initiative 
  awards for hitting or crashing enemies). 
  This Charm can only be used once per scene, unless reset by incapacitating an enemy with a 
  decisive attack that resets the Lunar’s Initiative, then reaching Initiative 15+.  
  Protean: In animal shapes with more than four limbs, the Lunar can gain (Essence + 2) Initiative 
  from each damage roll. 
  Running Through the Herd 
  Cost: —; Mins: Dexterity 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Thousand Claw Affliction 
  Urged ever onward by predatory instinct, the Lunar cuts a crimson swath across the battlefield. 
  When she uses Octopus-and-Spider Barrage or Thousand Claw Affliction, she may move one 
  range band towards an enemy, and may do so again after each successful attack. This 
  collectively counts as her move action, and she can’t do this if she’s already taken one. 
  Protean: In animal shapes with more than four limbs, this Charm doesn’t count as the Lunar’s 
  movement action. 
  Supreme Predator Alacrity 
  Cost: —; Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Hunter’s Eye Precision, Unerring Fang Technique 
  When the Lunar wins Join Battle, she receives a one-mote discount on the cost of Finding the 
  Needle’s Eye, Hunter’s Eye Precision, Sinuous Striking Grace, Striking Mospid Method, and 
  Unerring Fang Technique against lower-Initiative enemies for the scene.  
  Lightning Stroke Attack 
  
  Cost: 6m, 1wp; Mins: Dexterity 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Supreme Predator Alacrity 
  The Lunar strikes with blinding speed and impossible precision. To use this Charm, she must 
  have Initiative 15+. She makes a single decisive attack, making two attack rolls and taking the 
  higher result. She need only pay the cost of any Charms enhancing the attack once. 
  Heart-Piercing Instinct 
  Cost: 3m, 1wp; Mins: Dexterity 5, Essence 4 
  Type: Simple 
  Keywords: Perilous, Totemic (Perception), Uniform 
  Duration: One scene 
  Prerequisite Charms: Deadly Raptor’s Flight 
  Homing in on her foe’s weakness, the Lunar looses a perfect shot. When aiming to attack foes 
  within medium range who are crashed or have a −2 or greater wound penalty, she also adds dice 
  from aiming. If she’d normally add dice, they become non-Charm successes.  
  This Charm ends if the Lunar is crashed. 
  If the Lunar uses Hunter’s Eye Precision on the same turn she uses this Charm, she waives its 
  Willpower cost. 
  Totemic: A Lunar whose spirit shape has a vision-enhancing Merit may learn this as a 
  Perception Charm. 
  Twisting Moonsilver Stroke 
  Cost: 4m, 2i; Mins: Dexterity 5, Essence 4 
  Type: Reflexive 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Agitation-of-the-Swarm Technique 
  The Lunar outmaneuvers her foe with uncanny speed and finesse. After a successful gambit on 
  her turn, she resets her attack (Exalted, p. 255) to make a non-gambit attack against the same 
  foe. This Charm isn’t compatible with grapple gambits.  
  Unhesitant Scorpion Lash 
  Cost: —; Mins: Dexterity 5, Essence 4 
  Type: Permanent 
  Keywords: Decisive-only, Protean 
  
  Duration: Permanent 
  Prerequisite Charms: Thousand Claw Affliction 
  The Lunar builds deadly momentum as she rains down countless blows, culminating in a 
  lightning-swift deathblow. When she crashes one or more enemies with Thousand Claw 
  Affliction, she can reflexively make a decisive attack against any one foe she hit. Alternatively, 
  she may reflexively activate Octopus-and-Spider Barrage, although she can only attack enemies 
  she crashed that tick. 
  Protean: In animal shapes with more than four limbs, if the Lunar incapacitates at least one 
  nontrivial opponent, she gains one Willpower. 
  Greatest Huntress Mastery  
  Cost: 7m, 3a, 1wp; Mins: Dexterity 5, Essence 5 
  Type: Simple 
  Keywords: Decisive-only, Totemic (Perception) 
  Duration: Instant 
  Prerequisite Charms: Heart-Piercing Instinct, Lightning Stroke Attack 
  Warrior, weapon, and soul join in perfect predatory unity as the Lunar unleashes a single 
  unerring strike. Her anima trails behind it, casting off countless after-images of her iconic display 
  that converge on her foe. To use this Charm, she must be aiming at a crashed enemy whose 
  Initiative is at least 20 lower than hers. She makes an unblockable, undogeable decisive attack 
  against him. 
  This Charm can only be used once per scene, unless reset by gaining 20+ Initiative from a 
  withering attack that crashes an enemy whose Initiative was higher than the Lunar’s. 
  Totemic: A Lunar whose spirit shape has a vision-enhancing Merit may learn this as a 
  Perception Charm, with Dread Tiger’s Eye (p. XX) and Heart-Piercing Instinct as its 
  prerequisites. 
  Defense 
  Agile Beast Defense 
  Cost: 1m; Mins: Dexterity 2, Essence 1 
  Type: Reflexive 
  Keywords: Protean, Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  Reflexes honed by Essence, the Lunar defends faster than her foes can imagine. Successfully 
  defending against an attack grants one Initiative, and she can parry lethal damage barehanded. If 
  her attacker’s Initiative is lower than hers or he rolls any 1s, she gains +1 Defense. 
  Protean: In animal shapes with the Tiny Creature or Minuscule Size Merits, this Charm may be 
  declared after the attack roll. 
  
  Bending Before the Storm 
  Cost: 2m; Mins: Dexterity 3, Essence 1 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: Agile Beast Defense 
  The Lunar moves with impossible grace that only a shapechanger could achieve, shifting her 
  form and stance to close gaps in her defense. She halves all penalties, rounded down, to her 
  Defense. Against lower-Initiative attackers, she ignores all Defense penalties. This doesn’t affect 
  penalties from surprise attacks (Exalted, p. 203).  
  Ferocious Guardian Beast Stance 
  Cost: 3m; Mins: Dexterity 3, Essence 1 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: One scene 
  Prerequisite Charms: Bending Before the Storm 
  The Lunar’s blade is a quicksilver flash as she defends her charge. She reflexively takes a defend 
  other action (Exalted, p. 196). Her protection lasts for this Charm’s duration, but the ally must 
  remain within close range to receive it. She treats any character attacking her ward as having 
  lower Initiative than her for purposes of Agile Beast Defense and Bending Before the Storm. 
  This Charm ends if she uses a defend other action on another character.  
  Golden Tiger Stance 
  Cost: 3m, 2i; Mins: Dexterity 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous, Uniform 
  Duration: Until next turn 
  Prerequisite Charms: Bending Before the Storm 
  Adapting a fluid battle stance, the Lunar moves in perfect synchrony with her enemy’s blows. 
  She gains +1 Defense, and doesn’t incur onslaught penalties from attacks that miss her. 
  Whenever she uses Bending Before the Storm to successfully defend against an attack, her 
  attacker loses one Initiative (which she doesn’t gain).  
  Coiled Serpent Strikes 
  Cost: 3m; Mins: Dexterity 3, Essence 1 
  Type: Reflexive 
  Keywords: Counterattack, Decisive-only 
  Duration: Instant 
  
  Prerequisite Charms: Agile Beast Defense 
  The Lunar answers her foe’s provocation with unthinking speed. If an attack misses her, she 
  makes a decisive counterattack. She may reflexively ready a weapon for the counterattack. 
  With an Essence 2 repurchase, when the Lunar is attacked multiple times on the same tick, 
  counterattacking with this Charm doesn’t reset her Initiative until the tick ends.  
  Ever-Evolving Defense 
  Cost: —; Mins: Dexterity 3, Essence 2 
  Type: Permanent 
   
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Quicksilver Second Face (x2) 
  Dancing between myriad shapes, the Lunar is too unpredictable to be caught. If she uses 
  Quicksilver Second Face (p. XX) against an attack that misses her, she gains two Initiative.  
  With a Dexterity 4 repurchase, she can pay a four-mote surcharge to use Quicksilver Second 
  Face after an attack is rolled, as long as she takes on a form she hasn’t previously used that 
  scene. This surcharge is waived while using Constant Quicksilver Rearrangement (p. XX). 
  Fleet Gazelle Exercise 
  Cost: 4m, 1wp; Mins: Dexterity 3, Essence 2 
  Type: Reflexive 
  Keywords: Perilous, Uniform 
  Duration: One scene 
  Prerequisite Charms: Bending Before the Storm 
  Though countless enemies pursue her, the Lunar is the most elusive of prey. She gains +1 
  Evasion. At the end of each round in which she was attacked but was not hit, she gains one 
  Initiative.  
  Nimble Squirrel Evasion 
  Cost: 6m; Mins: Dexterity 4, Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Fleet Gazelle Exercise 
  Outmaneuvering her foe with supreme agility and wily cunning, the Lunar forces him into 
  disadvantageous footing. After successfully dodging a decisive attack, she can use this Charm, 
  causing her attacker to lose Initiative equal to the 1s on the attack roll (which she doesn’t gain), 
  maximum (Lunar’s Essence). 
  
  Protean: In animal shapes with the Tiny Creature or Minuscule Size Merit, the attacker’s 2s also 
  cause him to lose Initiative. 
  Foe-Baiting Sidestep 
  Cost: 3m, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Nimble Squirrel Evasion 
  The Lunar lures her aggressor into an ill-considered advance, evading his strike and turning his 
  momentum against him. After successfully dodging a decisive attack from close range, she may 
  use this Charm to move one range band back from her attacker, who stumbles one range band 
  forward into her former position, if possible. Neither of these count as move actions. If this 
  directly imperils the foe — perhaps she was hovering just off a cliff’s edge as a bird — the 
  Storyteller should let him roll to avoid this harm, e.g., grabbing onto the cliff’s side with 
  (Dexterity + Athletics). 
  Gleaming Crescent Block 
  Cost: 3m; Mins: Dexterity 3, Essence 2 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: Coiled Serpent Strikes 
  Spotting the imperfection in a foe’s attack, the Lunar blocks with a perfectly timed parry, 
  creating an opening in her attacker’s guard. She may use this Charm after an attack roll against 
  her Parry, causing (Essence) 1s to subtract successes. If she uses this Charm with Coiled Serpent 
  Strike and successfully parries, she she also adds that many dice on the counterattack’s damage 
  roll.  
  Sensing the Deadly Flow 
  Cost: 3m, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Simple 
  Keywords: Uniform 
  Duration: One scene 
  Prerequisite Charms: Golden Tiger Stance 
  Essence-honed instincts guide the Lunar; she anticipates every attack, and sees the path she must 
  follow to avoid or deflect them. Her Defense isn’t reduced by wound penalties, onslaught 
  penalties, or being grappled. She waives Golden Tiger Stance’s Initiative cost and removes the 
  Perilous keyword from it, and lowers Bending Before the Storm’s cost by one mote. 
  Vigilant Mastiff Technique 
  
  Cost: 4m; Mins: Dexterity 4, Essence 2 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: Ferocious Guardian Beast Stance 
  Those sheltered behind the Lunar will find no safer refuge. She gains +1 Parry against an attack 
  directed at a character she’s protecting with a defend other action. If the attacker beats her Parry, 
  he must direct the attack against her, rather than her ward.  
  If the Lunar knows Heron Sheds Rain, Vigilant Mastiff Technique lets her parry unblockable 
  attacks against her ward. 
  Cunning Prey Reversal 
  Cost: 4m; Mins: Dexterity 4, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Nimble Squirrel Evasion 
  The Lunar is always just beyond her enemy’s reach, an untouchable mirage that grows only more 
  distant as he advances. She adds +1 Evasion against a decisive attack. If she successfully dodges, 
  she gains any Initiative her attacker loses for missing.  
  Protean: In animal shapes with the Tiny Creature or Minuscule Size Merit, the Lunar may use 
  this Charm after an attack roll. 
  Snarling Watchdog Retribution 
  Cost: 8m, 1wp; Mins: Dexterity 4, Essence 3 
  Type: Reflexive 
  Keywords: Counterattack, Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Coiled Serpent Strikes, Vigilant Mastiff Technique 
  Any fool with temerity enough to come between the Lunar and her ward must face a divine 
  guardian-beast’s unleashed fury. To use this Charm, the Lunar must have Initiative 10+. When 
  an enemy attacks a character protected by her defend other action, she makes a decisive 
  counterattack, adding her ward’s Initiative to her own to determine damage. A successful attack 
  resets her Initiative, but not her ward’s.  
  Flowing Body Evasion 
  Cost: 5m (+1wp); Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous, Uniform 
  
  Duration: Instant 
  Prerequisite Charms: Fleet Gazelle Exercise 
  In the instant she’s struck, the Lunar’s body becomes fluid and malleable. Blades and arrows 
  move through her flesh without harming it; the tiniest gaps in an avalanche let her fluid form 
  pass; she even seeps through acid and lava unharmed. She can apply Evasion against 
  undodgeable attacks (but not ambushes), or else gain +1 Evasion. If an attack beats her Evasion, 
  she may pay one Willpower to subtract (her Evasion against the attack) successes from the 
  damage roll. If she takes no damage from a non-gambit attack, she’s considered to have dodged 
  it.  
  Alternatively, she may use this Charm, paying its Willpower surcharge, to perfectly dodge a 
  source of uncountable damage, rendering her immune to a recurring source of uncountable 
  damage for a scene. 
  Heron Sheds Rain 
  Cost: 5m (+2m, 1wp); Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous, Uniform 
  Duration: Instant 
  Prerequisite Charms: Gleaming Crescent Block 
  In an instant of supreme speed, the Lunar’s guard approaches infinity. She can apply Parry 
  against unblockable attacks (but not ambushes). For a two-mote, one-Willpower surcharge, she 
  rolls Initiative, adding successes to her Parry as a non-Charm bonus. This resets her to base 
  Initiative. If she uses this Charm with Coiled Serpent Strikes, her Initiative doesn’t reset until 
  after the counterattack. 
  Alternatively, she can use this Charm, paying its surcharge, to perfectly parry a source of 
  uncountable damage without resetting Initiative, rendering her immune to a recurring source of 
  uncountable damage for a scene. She might use her claws to carve out a shelter in which to 
  weather an avalanche, or turn aside a hurricane’s winds with a sword-stroke. 
  This Charm can only be used once per scene, unless reset by gaining 20+ Initiative in an instant.  
  Shadow-Chased Silver Defense 
  Cost: 1m, 1wp; Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: Sensing the Deadly Flow 
  Embodying predator and prey, the Lunar impossibly moves away and toward her foe 
  simultaneously, both evading and intercepting. She adds Evasion to her Parry, or vice versa. She 
  can enhance her Defense with Charms that only apply when she uses that form of defense — 
  
  e.g., if she added Parry to Evasion, she could enhance it with Heron Sheds Rain. She can’t add 
  Evasion against undodgeable attacks, or Parry against unblockable attacks.  
  This Charm can only be used once per scene, unless reset by successfully defending against three 
  decisive attacks from nontrivial enemies. 
  Becoming Water’s Envy 
  Cost: 5m, 1wp; Mins: Dexterity 5, Essence 4 
  Type: Reflexive 
  Keywords: Decisive-only, Perilous 
  Duration: Instant 
  Prerequisite Charms: Flowing Body Evasion 
  Flowing and transcendent, the Lunar denies the boundary between herself and the world, and so 
  cannot be harmed by anything in it. After a non-gambit decisive attack beats her Evasion, but 
  before damage is rolled, she can use this Charm, rolling (current temporary Willpower + her 
  Evasion against the attack), unmodified by any other effects. If the attack would inflict fewer 
  levels of damage than her successes, it’s negated entirely, passing harmlessly through her. She’s 
  considered to have dodged it. This doesn’t apply against attacks that would deal enough damage 
  to incapacitate her. 
  This Charm can only be used once per day unless reset by dodging every attack made against 
  her, minimum three, in a combat scene involving at least one nontrivial enemy. This can include 
  the scene she used it in, assuming she’s dodged every attack prior to using it.  
  Mobility 
  Graceful Crane Stance 
  Cost: 3m; Mins: Dexterity 1, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: None 
  The Lunar shapeshifts to lighten her bones and strengthen her footing. She gains perfect balance, 
  and can stand or run on surfaces too narrow or weak to support her normally without needing to 
  roll.  
  Cat-Footed Grace 
  Cost: 1m, 1i; Mins: Dexterity 2, Essence 1 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Graceful Crane Stance 
  
  A fallen Lunar may regain her footing without moving, reshaping her form so that she stands 
  upright. She reflexively rises from prone (Exalted, p. 198), rerolling 1s until they cease to 
  appear. This doesn’t count as her move action, and can be done outside her turn.  
  Wind-Dancing Method 
  Cost: 2m; Mins: Dexterity 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One round 
  Prerequisite Charms: Graceful Crane Stance 
  The Lunar unfolds patagia or lightens her body to swoop gracefully through the air. She slows 
  her descent while falling (Exalted, p. 232), descending only one range band that round instead of 
  immediately plummeting to the ground. She may move one range band horizontally in the air, 
  which doesn’t count as her move action. Range bands she glides through with this Charm don’t 
  count toward falling damage.  
  Instinct-Driven Beast Movement 
  Cost: 2m; Mins: Dexterity 2, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar moves in a blur of superhuman speed. She adds a success to a movement action or an 
  interval of a speed-based extended action. Succeeding on an opposed roll in combat grants one 
  Initiative.   
  Protean: In animal forms with a Speed Bonus, the Initiative awarded to the Lunar for a 
  successful opposed roll is stripped from one of the characters opposing her (her choice).  
  Spider-Climbing Attitude 
  Cost: 2m; Mins: Dexterity 3, Essence 1 
  Type: Reflexive 
  Keywords: Totemic (Wits) 
  Duration: Until next turn 
  Prerequisite Charms: Graceful Crane Stance, Instinct-Driven Beast Movement 
  The Lunar finds purchase on smooth stone and craggy overhangs, reshaping her body to 
  maintain her grip. She can move up or down sheer vertical surfaces like walls or move upside 
  down on horizontal surfaces like ceilings. If she ends her movement somewhere she couldn’t 
  normally stand and doesn’t use this Charm on her next turn, she falls as usual. 
  Totemic: A Lunar whose spirit shape can adhere to and climb sheer surfaces may learn this as a 
  Wits Charm, with Moon-Cloaked Wanderer (p. XX) as its prerequisite. 
  
  Wounded Beast Flight 
  Cost: 3m; Mins: Dexterity 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Instinct-Driven Beast Movement 
  The Lunar’s rage hastens her retreat; she knows she must survive to claim vengeance. She 
  ignores wound penalties on a disengage or withdraw roll, converting them to bonus dice. If her 
  wound penalty is −2 or higher, she doesn’t lose Initiative for disengaging. 
  Swift Killer Style 
  Cost: 1m, 2i (+1wp); Mins: Dexterity 5, Essence 1 
  Type: Supplemental 
  Keywords: Perilous, Protean, Uniform 
  Duration: Instant 
  Prerequisite Charms: Wounded Beast Flight 
  The Lunar is a frenetic blur of violence, the momentum of her blows impelling her across the 
  battlefield. To use this Charm, she must move into close range with an enemy and attack him on 
  the same turn. If successful, she reflexively moves one range band in any direction. This doesn’t 
  count as her move action. 
  Protean: In flying or aquatic animal shapes, the Lunar may pay a one-Willpower surcharge to 
  instead ascend or descend two range bands through air or water, respectively. 
  Shifting Octopus Trick 
  Cost: 4m; Mins: Dexterity 2, Essence 1 
  Type: Supplemental 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar renders her body malleable and amorphous, flowing through binding chains or a 
  mighty beast’s grasp. This Charm aids in escaping physical restraints on the Lunar’s person, like 
  picking the lock on manacles around her wrists or wriggling out of ropes tied around her. 
  Against magical restraints, she doubles 9s and adds (Essence) successes. Against mundane 
  restraints, she escapes regardless of her roll’s result — instead, failure means a complication 
  ensues, such as her lockpick breaking as she opens the manacles, or escaping taking long enough 
  that her captors have returned.  
  Alternatively, this Charm can be used when the Lunar opposes an enemy’s grapple control roll, 
  rolling with (Dexterity + [Athletics, Brawl, Larceny, or Martial Arts]) and doubling 9s. 
  Protean: In animal shapes with the Contortionist Merit, the Lunar doubles 8s instead. 
  
  Quicksilver Armor Approach 
  Cost: 1m (2m); Mins: Dexterity 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Shifting Octopus Trick 
  The Lunar’s flesh flows into or out of her armor, fitting it as naturally as a second skin. She can 
  complete a minute’s worth of effort to don or remove armor (Exalted, p. 591) in one turn. 
  Alternatively, she ignores armor mobility penalties on one action. The latter effect costs two 
  motes if used to negate heavy armor’s mobility penalty. 
  An Essence 2 repurchase lets the Lunar use this Charm to assist another character in rapidly 
  donning or removing armor. She can also use it to speed tacking a mount (Exalted, p. 204) or to 
  negate her mount’s mobility penalty from barding. 
  Predator Grace Technique 
  Cost: 2m, 1i; Mins: Dexterity 3, Essence 2 
  Type: Supplemental 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Instinct-Driven Beast Movement 
  When the hunter falls on the herd, the weak and feeble have no hope of escape. When the Lunar 
  rushes an enemy, she adds his wound penalty as non-Charm dice. 
  Ferocious Hound Pursuit 
  Cost: 2m, 2i; Mins: Dexterity 4, Essence 2 
  Type: Supplemental 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Predator Grace Technique 
  Feral Essence urges the Lunar onwards in pursuit of her prey. A successful rush against a lower-
  Initiative enemy lets her advance one range band towards her target immediately, instead of a 
  rush’s usual effect. This doesn’t count as her move action. 
  Silver Jaguar Pounce 
  Cost: 5m; Mins: Dexterity 5, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  
  Prerequisite Charms: Ferocious Hound Pursuit 
  Sensing weakness, the Lunar moves in for the kill. When an enemy within short range is crashed 
  or suffers enough decisive damage to increase his wound penalty, she moves one range band 
  towards him. This doesn’t count as her move action. If she makes a decisive attack against him 
  on or before her next turn, she adds (Essence) dice of damage. 
  If the Lunar knows Relentless Cheetah Pace, she may use it with this Charm to advance on a foe 
  within medium range, instantly moving to close range. 
  Shifting Many-Legged Stride 
  Cost: 4m; Mins: Dexterity 3, Essence 2 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Graceful Crane Stance, Instinct-Driven Beast Movement 
  The Lunar’s legs change with every footfall, adapting to whatever landscape she traverses. She 
  ignores the effects of non-magical difficult terrain (Exalted, p. 199) on a single move action. 
  Alternatively, she raises the difficulty of a gambit that would impede her movement, including 
  grapple and unhorse gambits, by (Essence).  
  Protean: In animal shapes with a Speed Bonus, the Lunar also adds (Essence) dice on an 
  enhanced move action, or raises a gambit’s difficulty by an additional point. 
  Bounding Hare Evasion 
  Cost: 2m, 1i, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Supplemental 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Wounded Beast Flight 
  Receding from the midst of battle in a blur of speed, the Lunar distances herself from her foes. 
  On a successful disengage, she moves two range bands away from her enemy instead of one, 
  instead of receiving additional movement if her foe pursues her. She can’t attack and use this 
  Charm on the same turn.  
  Cornered Rat Frenzy 
  Cost: 5m; Mins: Dexterity 4, Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Sinuous Striking Grace, Wounded Beast Flight 
  
  A Lunar who can’t escape her pursuers grows even deadlier in her desperation. To use this 
  Charm, she must have Initiative 10+. She adds (Essence) non-Charm dice on a disengage roll. If 
  she fails, she makes a reflexive decisive attack against an enemy who beat her disengage roll 
  (losing Initiative for disengaging before she attacks). Each 10 on the disengage roll adds a non-
  Charm die to her attack roll. If she incapacitates the only enemy who beat her roll, she’s 
  considered to have successfully disengaged. 
  This Charm bypasses Bounding Hare Evasion’s restriction on attacking in the same turn. 
  A Lunar with Thousand Claw Affliction (p. XX) may pay one Willpower after a failed disengage 
  to instead roll a single decisive attack against each enemy who beat it, dividing her Initiative 
  evenly among each enemy hit (rounded up) to determine the damage rolled. 
  Quicksilver Guardian Defense 
  Cost: —(2i); Mins: Dexterity 4, Essence 2 
  Type: Permanent 
  Keywords: Perilous, Protean 
  Duration: Permanent 
  Prerequisite Charms: Ferocious Guardian Beast Stance, Instinct-Driven Beast Movement 
  Moving faster than the eye can see, the Lunar interposes herself between her ward and his 
  attacker. When she uses Ferocious Guardian Beast Stance (p. XX), her defend other action 
  extends to short range. When her ward is attacked, she may pay two Initiative to move one range 
  band towards him, if this brings him within short range. This doesn’t count as her move action. 
  If the Lunar protects her Solar mate with this Charm, she regains its Initiative cost if she parries 
  an attack against him or the attacker targets her instead of him. 
  Protean: In flying animal forms, the Lunar may ascend one range band vertically after moving 
  to protect an ally with this Charm. 
  Relentless Cheetah Pace 
  Cost: 5m, 1wp; Mins: Dexterity 4, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Ferocious Hound Pursuit 
  Surrendering to instinct and Essence, the Lunar lets predatory impulse drive her towards her prey 
  at blinding speed. She rushes an enemy within medium range. If successful, she automatically 
  advances one range band toward him on each of his next two turns, in addition to her normal 
  movement, instead of a rush’s usual effect. If she uses this Charm together with Ferocious 
  Hound Pursuit, she instead instantly flashes into close range with her target. 
  Subterfuge 
  Night Stalker Approach 
  
  Cost: 2m; Mins: Dexterity 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute, Totemic (Manipulation) 
  Duration: Instant 
  Prerequisite Charms: None 
  Gleaning subtlety from the shadows, the Lunar darkens her soul’s light. She mutes all motes 
  spent on a Larceny roll, Stealth roll, or action taken in concealment. 
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Manipulation Charm. 
  Skulking Rat Spirit 
  Cost: 3m; Mins: Dexterity 3, Essence 1 
  Type: Supplemental 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar moves without trace, leaving no sign of her presence. She rerolls 1s until they cease to 
  appear on a Stealth roll, conceal evidence roll, or cover tracks roll. 
  Protean: In animal shapes with the Tiny Creature or Minuscule Size Merits, the Lunar also 
  rerolls 2s until they cease to appear. 
  Unseen Predator Menace  
  Cost: 4m; Mins: Dexterity 4, Essence 1 
  Type: Supplemental 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Skulking Rat Spirit 
  Shrouding her killing intent in darkness, the Lunar remains unnoticed until she strikes. Her 
  Stealth roll ignores the penalty for concealment in combat. Each enemy whose opposed roll she 
  beats loses one Initiative (which she doesn’t gain). 
  Protean: In animal shapes with the Ambush Hunter ability, each 10 on the Lunar’s Stealth roll 
  lets her gain one Initiative lost by an enemy this way. 
  Snake-Finger Style 
  Cost: 5m; Mins: Dexterity 3, Essence 1 
  Type: Supplemental 
  Keywords: Mute, Totemic (Manipulation) 
  Duration: Instant 
  
  Prerequisite Charms: None 
  The Lunar’s fingers move with supreme precision and fluidity, dipping in and out of a 
  merchant’s pocket or teasing a lock’s tumblers open from inside. She doubles 9s on a roll to 
  pickpocket a character, pick a lock, disable a trap, cheat at cards or dice, poison a drink, or 
  similar actions. She suffers no penalties or increased difficulty from lacking equipment.   
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Manipulation Charm. 
  Midnight Phantom Movement 
  Cost: 4m; Mins: Dexterity 3, Essence 2 
  Type: Supplemental 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Instinct-Driven Beast Movement, Skulking Rat Spirit 
  The Lunar slips unnoticed across the battlefield, weaving out of sightlines and into blind spots. 
  She adds (higher of Essence or 3) dice on a Stealth roll to maintain concealment while moving, 
  and ignores the increased penalty for crossing wide-open terrain (Exalted, pp. 203-204). 
  Protean: In animal shapes with the Ambush Hunter ability, the Lunar can use this Charm to rush 
  from concealment. She adds its bonus on both the rush and her Stealth roll. 
  Elusive Prey Approach 
  Cost: 3m, 3i; Mins: Dexterity 4, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Perilous, Uniform 
  Duration: Instant 
  Prerequisite Charms: Midnight Phantom Movement 
  Adapting to the flow of an enemy’s attack, the Lunar moves with it to step into her attacker’s 
  blind spot. After dodging an attack, she may use this Charm to reflexively roll to enter 
  concealment, subject to the usual penalties for Stealth in combat. 
  Thieving Magpie Prana 
  Cost: 3m, 1wp; Mins: Dexterity 3, Essence 2 
  Type: Supplemental 
  Keywords: Mute, Totemic (Manipulation) 
  Duration: Instant 
  Prerequisite Charms: Skulking Rat Spirit, Snake-Finger Style 
  Creeping unnoticed through palatial treasure-halls, the Lunar walks away bedecked with others’ 
  riches. She adds (Essence) non-Charm dice to a Larceny roll, either to pickpocket a character 
  who can’t perceive her or to otherwise steal an object unnoticed while in concealment. If 
  
  successful, characters who failed to beat her Stealth roll can’t notice the theft until (Lunar’s 
  Essence) minutes have passed, or circumstances draw attention to it. 
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Manipulation Charm, with Snake-Finger Style and Moonlight-on-Mist Puzzle (p. XX) 
  as its prerequisites. 
  Flashing Steel Reversal 
  Cost: 1m, 1wp; Mins: Dexterity 4, Essence 2 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Thieving Magpie Prana, Weapon-Snatching Coils 
  In a blur of superhuman speed and shifting flesh, the Lunar relieves foes of their weaponry. She 
  makes a disarm gambit against a lower-Initiative enemy, adding (Larceny) dice on the attack and 
  Initiative rolls. If she has a free hand and is within close range of a successfully disarmed enemy, 
  she may reflexively ready the disarmed weapon. If she steals an artifact weapon attuned by 
  another character, she still suffers the penalties for wielding it unattuned (Exalted, p. 594). 
  With Essence 3+, stealing an artifact weapon breaks its wielder’s attunement, and the Lunar may 
  reflexively commit its attunement cost. 
  Night’s Swift Fang 
  Cost: 4m, 1wp; Mins: Dexterity 5, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Protean 
  Duration: One scene 
  Prerequisite Charms: Unseen Predator Menace 
  Moving too fast for her prey to react, the shadow-stalker claims her due. If the Lunar is 
  concealed from all enemies at the start of a round, she gains (Essence/2, rounded up) Initiative, 
  and takes her turn before any other character. If this Charm’s priority is contested by similar 
  magic, the highest stunt wins. If the Lunar’s Initiative was already high enough to act first (after 
  adding this Charm’s bonus) and she makes an unexpected attack on her turn, she adds a free full 
  Excellency. 
  This Charm can only be used once per scene. 
  Protean: In animal shapes with the Ambush Hunter ability, the Lunar gains (Essence) Initiative 
  instead. 
  Argent Whisper Cunning 
  Cost: 3m; Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute, Protean 
  
  Duration: One turn 
  Prerequisite Charms: Midnight Phantom Movement 
  Well-versed in subtle ways, the Lunar conducts her midnight works unseen. She flurries a Stealth 
  roll with another action, as long as it’s not an attack or other action that would break 
  concealment. 
  A repurchase lets the Lunar pay a one-Willpower surcharge to flurry a decisive attack from 
  concealment with a Stealth roll. If the attack succeeds, she must use her reflexive movement 
  action to enter a new place of concealment (without needing to disengage) and roll Stealth. She 
  can’t use this effect with no hiding place to move to. If her attack misses, the Stealth roll 
  automatically fails, but her move action isn’t consumed. 
  Protean: In animal shapes with the Ambush Hunter ability, the Lunar ignores flurry penalties. 
  Shadow Talon Execution 
  Cost: 5m, 1wp; Mins: Dexterity 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Night’s Swift Fang 
  The Lunar is the last thing her unwary prey ever sees. She makes a decisive ambush against an 
  enemy, assuming she meets the normal requirements to do so (Exalted, p. 203), adding attack 
  roll extra successes as dice on the damage roll. 
  Protean: In animal shapes with the Ambush Hunter ability, the Lunar doubles 9s on the attack 
  roll. 
  Silent Swooping Owl 
  Cost: 3m; Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Until next turn 
  Prerequisite Charms: Elusive Prey Approach 
  Utterly in control of her body’s slightest involuntary acts, the Lunar makes no sound save when 
  she wishes to. Any actions she takes with any Attribute become perfectly silent for this Charm’s 
  duration, undetectable by hearing-based rolls. Indirect consequences of her action are still 
  audible: If she discharges a firewand, it will make no sound, but her victim’s cry of pain or the 
  sound of ignited scenery burning will. 
  Twisting Penumbra Veil 
  Cost: 7m, 4i, 1wp; Mins: Dexterity 5, Essence 3 
  Type: Reflexive 
  Keywords: Clash, Mute, Perilous, Protean 
  
  Duration: Instant 
  Prerequisite Charms: Silent Swooping Owl 
  As an enemy lunges at the Lunar, she recedes like evening mist, vanishing into the shadows. To 
  use this Charm, she must have Initiative 12+ and be within at short range of a viable hiding spot. 
  She clashes an attack with (Dexterity + Stealth), ignoring penalties for Stealth in combat. If 
  successful, she moves one range band to enter the hiding spot, if necessary, and automatically 
  establishes concealment against her attacker. All other onlookers roll (Perception + Awareness) 
  against her roll to determine if she establishes concealment against them. This doesn’t count as 
  her move action. If she loses the clash, she doesn’t enter concealment.  
  This Charm can only be used once per scene, unless reset by landing a decisive unexpected 
  attack that resets the Lunar’s Initiative. 
  Protean: In animal shapes with the Tiny Creature or Minuscule Size Merits, those Merits 
  impose their penalty on larger foes’ clashing attack rolls as though they were Awareness rolls. 
  Cryptic Unknown Beast 
  Cost: 10m, 1wp; Mins: Dexterity 5, Essence 4 
  Type: Reflexive 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Twisting Penumbra Veil 
  Others glimpse the Lunar for only for a heartbeat before she vanishes, leaving them doubting 
  their own eyes. After other characters have made Awareness rolls opposing her Stealth, she 
  forces them to reroll all dice that show successes. 
  This Charm can only be used once per scene, unless reset by incapacitating a nontrivial enemy 
  with an unexpected attack and then establishing concealment against all enemies. 
  Protean: In animal shapes with the Ambush Hunter ability, if the Lunar’s roll establishes 
  concealment against all enemies while in combat, she rolls Join Battle. 
  Swarm 
  Cunning Anglerfish Decoy 
  Cost: 5m (1m); Mins: Dexterity 5, Essence 1 
  Type: Simple 
  Keywords: Mute, Totemic (Manipulation, Wits) 
  Duration: Indefinite 
  Prerequisite Charms: Bending Before the Storm, Skulking Rat Spirit 
  Plucking a hair from her head, shedding a tear, or spitting on the ground, the Lunar transforms a 
  cast-off piece of her body into a duplicate. She creates a copy of her current form within close 
  range, complete with convincing (if non-functional) duplicates of her equipment. It lacks true 
  intelligence or agency, and can’t make actions requiring rolls, but it’s a realistic imitation of her. 
  
  It can’t move beyond medium range from the Lunar; doing so causes it to revert to whatever it 
  was created from. 
  The duplicate uses the Lunar’s Evasion, Parry, and Guile. If hit by an attack, it dissipates in a 
  silver flash. Characters with superhuman or magically enhanced senses can roll (Perception + 
  Awareness) against its Guile to identify it as a fake. Additionally, the duplicate’s limited ability 
  to carry on conversation means that characters who converse with it for a few minutes can 
  identify it as false with a successful read intentions roll. 
  Using this Charm lets the Lunar reflexively roll Stealth to enter concealment, even without a 
  hiding place. Enemies whose opposed rolls fail believe she is the duplicate and it is her, although 
  they can see through this concealment if they subsequently identify the duplicate as false. 
  This Charm can be stacked to create up to (Essence + 5) total duplicates. Activations past the 
  first costs one mote. 
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Manipulation Charm with Falling Leaf Distraction (p. XX) as its prerequisite, or as a 
  Wits Charm with Cuckoo’s Nest Cunning (p. XX) as its prerequisite. 
  Thousandfold Wasp Dance 
  Cost: 5m, 4i, 1wp; Mins: Dexterity 5, Essence 2 
  Type: Simple 
  Keywords: Perilous, Totemic (Wits) 
  Duration: One scene 
  Prerequisite Charms: Cunning Anglerfish Lure, Emerald Grasshopper Form 
  The Lunar’s innards roil and churn as she gathers all her aggression, frustration, and stress, 
  manifesting them as a cloud of vermin. She disgorges a swarm of a Minuscule Size animal 
  whose shape she possesses, which flies or scurries to a location within medium range. This 
  swarm is a difficulty (Dexterity or Wits), Damage (Essence, maximum 5)L/round environmental 
  hazard that affects all characters — friend or foe — within short range of its center. Other 
  characters moving through the swarm must spend one Initiative per round, as though it were a 
  battle group. On her turn, the Lunar may reflexively move the swarm one range band in any 
  direction as her move action.  
  An enemy with appropriate weaponry, like a firewand, can disperse the swarm with a difficulty 7 
  gambit. Even if he fails the Initiative roll, reduce the difficulty of subsequent gambits by his 
  successes. 
  Totemic: A Lunar whose spirit shape has Minuscule Size may learn this as a Wits Charm. 
  Ant-and-Starfish Trick 
  Cost: —(3m, 1wp); Mins: Dexterity 5, Essence 3 
  Type: Permanent 
  Keywords: Totemic (Manipulation, Wits) 
  Duration: Permanent 
  
  Prerequisite Charms: Cunning Anglerfish Decoy 
  Dividing her Essence among multiple bodies, the Lunar unfolds an aspect of her myriad 
  selfhood. She may use Cunning Anglerfish Decoy for three motes and one Willpower to create a 
  replica with full-fledged personhood and agency, immediately rolling it into battle if used in 
  combat. It has the following traits: 
  • 
  It’s fully independent, capable of acting and making decisions for itself. If the Lunar 
  creates a replica of a human form, it has her Attributes, Abilities, specialties, and Innate Merits. 
  If she creates a replica of an animal form, it uses that animal’s traits except as noted below. She 
  can’t create replicas of Legendary Size or Minuscule Size animals. 
  • 
  It has the Lunar’s Tell, Willpower, health track, and Intimacies. It gains a Defining Tie of 
  loyalty towards the Lunar, which can’t be weakened or altered. 
  • 
  It can travel up to (Essence) miles from the Lunar before dissipating. 
  • 
  It has Essence 1, no mote pool, and can’t shapeshift or use Charms, anima powers, spells, 
  Evocations, etc.  
  • 
  It carries functioning copies of any equipment the Lunar has, although artifacts are 
  replaced by superficially identical but mundane equivalents. These dissolve if separated from the 
  replica for more than a scene. 
  • 
  Observers can’t identify the replica as a duplicate with read intentions actions unless 
  enhanced with magic or benefitting from superhuman senses. 
  • 
  The Lunar may touch a replica and end this Charm to absorb it into herself, gaining its 
  memories. If she ends this Charm without doing so or a replica is killed, she doesn’t gain its 
  memories. 
  Replicas enhanced with this Charm count towards the maximum the Lunar can have, but don’t 
  benefit from the discount for multiple activations. 
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Manipulation or Wits Charm. 
  Living Hive Transformation 
  Cost: 3m, 1wp; Mins: Dexterity 5, Essence 3 
  Type: Simple 
  Keywords: Counterattack, Decisive-only, Totemic (Stamina) 
  Duration: One scene 
  Prerequisite Charms: Coiled Serpent Strikes, Cunning Anglerfish Decoy 
  The Lunar’s flesh twists and writhes, portions of her body transforming into small animals or 
  parts of larger creatures. Skin unwinds into serpents; hornets burrow out of her flesh; sharp-
  fanged maws open across her body. When an enemy successfully attacks her from close range, 
  she can make a decisive counterattack with an unarmed attack or natural weapon. This deals 
  (Essence) dice of lethal damage, ignoring Hardness. It doesn’t include or reset the Lunar’s 
  Initiative. She adds (Essence) dice of damage to counterattacks made with Coiled Serpent Strikes 
  (p. XX) from close range using unarmed attacks or natural weapons. 
  
  While clinched, counterattacks enhanced with this Charm ignore penalties for being grappled, 
  and the Lunar can respond to her enemy’s restrain, drag, release, or other non-attack grapple 
  actions with counterattacks. If she controls a grapple, she may make one reflexive decisive attack 
  on each of her turns against her victim, which functions identically to this Charm’s 
  counterattacks. 
  Special activation rules: When the Lunar uses Deadly Beastman Transformation (p. XX), she 
  may reflexively activate this Charm. 
  Totemic: Lunars with a hive-dwelling spirit shape may learn this as a Stamina Charm, with 
  Salamander’s Tail Feint (p. XX) as its prerequisite.  
  Hungry All-Consuming Cloud 
  Cost: —(4m per turn); Mins: Dexterity 5, Essence 4 
  Type: Permanent 
  Keywords: Totemic (Wits) 
  Duration: Permanent 
  Prerequisite Charms: Ant-and-Starfish Trick, Emerald Grasshopper Form 
  Taking on the shape of a vast swarm, the Lunar unleashes the multitude of herself. When she 
  uses Emerald Grasshopper Form to become a Minuscule Size animal, she may become a swarm. 
  She must pay four motes on each subsequent turn to maintain this. Her swarm-shape loses 
  Minuscule Size’s effects (p. XX), gaining the following instead: 
  • 
  She gains (lowest of Dexterity, Stamina, or Wits) temporary −0 health levels. These 
  temporary levels are the first to be filled when she takes damage, and vanish when filled. 
  • 
  She gains a swarming attack with light weapon traits (Accuracy +4, Damage +7, Defense 
  +0, Overwhelming 1) and the Lethal, Brawl, Flexible, Grappling, Natural, and Piercing tags. 
  Swarming attacks apply to all enemies within close range, using one attack roll. On withering 
  attacks, only the highest damage roll awards Initiative. On decisive attacks, she divides her 
  Initiative evenly among all hit enemies (rounding up) to determine the damage rolled against 
  them. On gambits, she likewise divides her Initiative evenly among hit enemies (rounding up) for 
  Initiative rolls, though she need only pay the gambit’s Initiative cost once. Grappling has 
  additional rules, detailed below. Swarming attacks are incompatible with Simple Charms. 
  • 
  On a successful grapple, she makes one (Strength + Brawl) control roll opposing each 
  enemy she succeeded on the Initiative roll against. On each turn of the clinch, she may either 
  restrain all foes, expending two rounds of control over each of them; make one withering or 
  decisive savaging attack against all clinched foes, as described above; or release all foes. 
  • 
  She can’t use Parry to defend. She gains +3 Evasion; halves the minimum damage of 
  withering attacks against her, rounded down; and subtracts one level of damage from decisive 
  attacks against her. These benefits don’t apply against weapons with the Flame or Siege tags, 
  attacks enhanced by magic capable of striking multiple enemies or an area of effect, or other 
  effects the Storyteller deems capable of harming the entire swarm. She’s immune to grapples, 
  unless enhanced with magic that could feasibly constrain her swarm-self. 
  
  • 
  Human-sized or smaller characters suffer a −3 penalty on rolls opposing her rushes or 
  disengages, and rolls to disengage from her. They must disengage to move away from her while 
  at short range or closer to her. 
  Totemic: A Lunar whose spirit shape has Minuscule Size may learn this as a Wits Charm. 
  Locust-and-Starling Legion 
  Cost: 15m, 1wp (1i per turn); Mins: Dexterity 5, Essence 5 
  Type: Simple 
  Keywords: Perilous, Totemic (Wits) 
  Duration: One scene 
  Prerequisite Charms: Hungry All-Consuming Cloud 
  The Lunar becomes the legion, the horde, the pack, the stampede. She splits off countless copies, 
  becoming a virtual battle group with Size (Essence/2, rounded up) and base Magnitude 10 
  (regardless of her total health levels). She adds (Size) dice on attack rolls and withering damage 
  rolls, +(Size) soak and Magnitude, and can make area attacks and engage gambits (Exalted, pp. 
  208-209). Her area attacks are incompatible with Simple Charms. She must pay one Initiative 
  each turn after activating this Charm to maintain it. 
  Unlike most battle groups, she doesn’t have Drill or Might, her Initiative isn’t inert, she can use 
  Charms, and she can make both withering and decisive attacks, using the same rules as Hungry 
  All-Consuming Cloud to resolve attacks with multiple targets. She can’t benefit from command 
  actions or Charms that specifically enhance battle groups.  
  The Lunar’s Magnitude is separate from her health track, representing the destruction of her 
  duplicates, not harm to herself. Each time she loses a dot of Size, she doesn’t make a rout check, 
  but instead rolls ([Dexterity or Wits] + Integrity) to maintain this Charm. On a failed roll, this 
  Charm ends and she suffers a level of unpreventable lethal damage. 
  This Charm can only be used once per scene. It can’t be used in shapes with Minuscule Size or 
  Legendary Size. 
  Totemic: A Lunar whose spirit shape has Minuscule Size may learn this as a Wits Charm. 
  Intelligence 
  Heart’s Blood 
  Blood Geas Binding 
  Cost: 10m, 1wp; Mins: Intelligence 3, Essence 1 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar stands witness to pacts that bind families and nations, a sacred monster empowered to 
  enact awful vengeance on oathbreakers. When she perceives a human making a promise to her or 
  
  swearing a vow with the intent that she’ll be a witness to it, she may sanctify that oath. If he 
  breaks his oath, the Lunar is alerted to this by a spike of rage, and claims his shape as per a 
  sacred hunt. 
  This Charm can’t seal oaths made specifically to let oath-givers easily grant the Lunar their 
  shapes by breaking them.  
  Special activation rules: If the Lunar’s Solar mate uses his anima power to seal an oath, she 
  waives this Charm’s Willpower cost, and may use it on that oath even if it’s not made to or by 
  her. 
  Memory-Drinking Meditation 
  Cost: 1m; Mins: Intelligence 3, Essence 1 
  Type: Reflexive 
  Keywords: Stackable 
  Duration: Indefinite 
  Prerequisite Charms: None 
  The Lunar tastes her prey’s mind in his heart’s blood. Upon claiming a human’s shape, she gains 
  one of his Ties to an individual at Minor intensity. She must know of the Tie beforehand, either 
  through reading her target’s intentions or correctly inferring his Intimacies.  
  While in the target’s shape, she gains all his memories related to that Tie. The Storyteller should 
  reveal specific memories when they become relevant, and the Lunar may introduce facts using 
  these memories as though they were a relevant Lore background. This Charm ends if the adopted 
  Tie is completely eroded. 
  The Lunar may stack this Charm to retain the memories of multiple victims, and/or a victim’s 
  memories of multiple Ties. 
  An Intelligence 5, Essence 3 repurchase lets the Lunar pay a four-mote, one-Willpower 
  surcharge to gain all her target’s memories, not just those related to the adopted Tie. She can also 
  gain an animal’s memories without needing to adopt a Tie. She can’t eidetically recall every 
  moment of her prey’s life, remembering only to the extent that he did, though she can improve 
  this with magic like Counting the Elephant’s Wrinkles (p. XX). Note that this only conveys 
  memories of events, not skills, although she may consult stolen memories as a mentor for 
  mundane traits (Exalted, p. 178). 
  Stolen Voice Echo 
  Cost: —(2m per language); Mins: Intelligence 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Memory-Drinking Meditation 
  
  The Lunar speaks in borrowed tongues. When she uses Memory-Drinking Meditation, she also 
  gains knowledge of up to (Linguistics + 1) languages her victim knows for two motes per 
  language. She retains fluency only while in that character’s form, and uses his accent and dialect. 
  With Intelligence 4, Essence 3, the Lunar gains permanent fluency in a language once she’s 
  spent a season using it. She can use it in all forms, no longer needing Memory-Drinking 
  Meditation to retain it.  
  Lessons in the Blood 
  Cost: —; Mins: Intelligence 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Memory-Drinking Meditation (x2) 
  The Lunar tastes her enlightened prey’s mystical wisdom, making his power her own. When she 
  uses Memory-Drinking Meditation, she may go into experience debt to instantly and 
  permanently learn one spell or Martial Arts Charm her prey knew, or up to (Essence) dots of 
  thaumaturgical rituals he knew. She must meet all prerequisites of any such powers. As long as 
  she retains her target’s memories, she may consult them as a tutor in other spells or rituals he 
  knew. 
  The first time the Lunar uses this Charm, she doesn’t incur experience debt. 
  Experience Debt 
  Certain Charms lets player characters increase or gain new traits by incurring 
  experience debt equal to the normal cost of purchasing those traits. Any experience 
  points she subsequently receives go towards paying off the debt, until it’s paid in 
  full. An Exalt’s player may choose to pay off a debt solely with Lunar Experience, 
  Solar Experience, or similar if she could spend it on that trait. Until the debt’s fully 
  paid, the character can’t benefit from other effects that cause experience debt. 
  Storyteller characters never go into experience debt. 
  Knowledge 
  Inevitable Genius Insight 
  Cost: 1m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s keen mind synthesizes disparate insights to reveal new truths. She adds ([most 
  relevant of Bureaucracy, Craft, Investigation, Larceny, Linguistics, Medicine, Occult, Socialize, 
  
  Survival, or War] / 2, rounded up) dice to a Lore roll. She treats specialties in that Ability as Lore 
  specialties to justify introducing or challenging a fact, and adds them to the roll. 
  Wayfaring Sage Meditation 
  Cost: —; Mins: Intelligence 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Inevitable Genius Insight 
  The Lunar gleans vital lessons from hard-won experience. Once per session, when she uses 
  intellect, cunning, sorcery, or ties with otherworldly beings to uphold a Major or Defining 
  Intimacy, accomplish a major character or story goal, or achieve a legendary social goal, she 
  gains a Lore background (Exalted, p. 237) in a topic related to her accomplishment. 
  Once per story, the Lunar may purchase a specialty in Bureaucracy, Craft, Investigation, 
  Larceny, Linguistics, Medicine, Occult, Socialize, Survival, or War that’s the same as one of her 
  Lore backgrounds for only one experience point. 
  Dreaming Wisdom Revelation 
  Cost: 7m, 1wp; Mins: Intelligence 5, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: One story 
  Prerequisite Charms: Wayfaring Sage Meditation 
  A mystic and visionary, the Lunar realizes uncanny insights. After a scene reading animal 
  entrails, interpreting dreams, imbibing psychedelics, vision questing in the Wyld, performing 
  austerities, or similar, she rolls (Intelligence + [Integrity, Lore, or Occult]), banking foresight 
  points equal to her successes. She may spend foresight points on the following effects 
  reflexively: 
  1 point: Reset the once-per-scene limit on introducing a fact, as long as this upholds a Defining 
  Intimacy or benefits her Solar mate. 
  3 points: Add (higher of Essence or 3) sorcerous motes towards shaping a spell. She may use 
  this benefit multiple times on the same spell. 
  3 points: Gain (higher of Essence or 5) silver craft points, or (Essence) gold points. 
  5 points: Add (Essence/2, rounded up) successes on Investigation, Lore, Medicine and Occult 
  rolls for one scene. 
  5 points: Add +2 Resolve for one scene. 
  5 points: Use Devil-Pleasing Chiminage (p. XX) retroactively. Success reveals she’s already 
  acquired the offering. 
  
  5 points: Use Moonlit Apothecary Cauldron (p. XX) retroactively. Success reveals she’s already 
  acquired the medicine. 
  7 points: Automatically succeed on a roll to introduce or challenge a fact, as long as the 
  Storyteller deems success possible. 
  7 points: Use Heaven-Darkening Eclipse (p. XX) retroactively, without needing to roll. Success 
  reveals she’s already prepared a contingency to negate the effect in question. 
  The Lunar must know any Charms enhanced with foresight points. This Charm can only be used 
  once per story, unless reset by gaining a Lore background from Wayfaring Sage Meditation. 
  Tale-Spinning Mastery 
  Cost: 10m, 1wp; Mins: Intelligence 5, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Wayfaring Sage Meditation 
  The Lunar storyteller’s words breathe wisdom into her audience. She teaches another character 
  through a story — a folk tale, legend, recounting of a historical event, episode from her own life, 
  etc. He gains up to (higher of Lunar’s Essence or 3) dots of Abilities, or up to (Lunar’s 
  Essence/2, rounded up) dots of Attributes. If the Lunar learned the story in play or introduced it 
  with a fact, and it directly relates to the raised trait, she can confer an additional dot. She can’t 
  raise a character’s trait ratings above her own.  
  The student doesn’t need to actively train to gain these benefits — as he reflects on the story, he 
  gradually internalizes its wisdom, dividing the training time required by (Lunar’s Essence + 
  Intelligence). Player characters incur experience debt (p. XX); Storyteller characters can only 
  benefit from this Charm once per story. 
  An Essence 3 repurchase lets the Lunar pay a five-mote surcharge to benefit (Essence) students. 
  Alternatively, she may benefit (Essence x 5) students, but the number of dots she can grant each 
  of them is halved, rounded down. 
  Night’s Mercy Panacea 
  Cost: 4m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  Drawing on her understanding of toxins and pestilence, the Lunar formulates efficacious cures. 
  She doubles 9s to treat a poison or disease (Exalted, pp. 236-237) she’s successfully diagnosed. 
  If her treatment’s based on a fact she’s introduced regarding that malady, she adds (Lore) non-
  Charm dice. 
  With Intelligence 5, the Lunar may pay a five-mote surcharge to double 8s. 
  
  With Intelligence 5, Essence 4, the Lunar may pay a six-mote, one-Willpower surcharge to 
  double 7s. 
  Plague-Swallowing Kiss 
  Cost: 6m; Mins: Intelligence 3, Essence 1 
  Type: Simple 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Night’s Mercy Panacea 
  The Lunar devours a malaise afflicting her patient. She rolls (Intelligence + Medicine) against a 
  poison’s remaining duration or a disease’s morbidity. Success instantly cures her patient, but 
  transfers the poison’s remaining duration or the disease into the Lunar, without allowing a 
  (Stamina + Resistance) roll. 
  Totemic: If the Lunar’s spirit shape is a carrion-feeder, she may learn this as a Stamina Charm, 
  with either Disease-Purging Essence or Scorpion-and-Toad Absolution (p. XX) as its 
  prerequisite.  
  Moonlit Cauldron Apothecary 
  Cost: 8m, 1wp; Mins: Intelligence 4, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Night’s Mercy Panacea 
  The Lunar’s keen understanding deduces secret cures and medicines unknown to most 
  physicians. She rolls (Intelligence + [Lore or Medicine]) to introduce a fact about the location of 
  a medicine or natural substance that’s a potent cure for a disease or poison she’s successfully 
  diagnosed. The roll’s difficulty is the disease’s morbidity or the poison’s duration, although the 
  Storyteller may reduce it if the cure will require notable effort to retrieve. Each use of this Charm 
  only introduces one dose — if it’s a flower that can neutralize manticore venom, it will be a 
  nigh-unique rarity, not a common weed.  
  Administering the medication lets the Lunar roll to treat the poison or disease instantly. If she 
  treats a poison, her successes are applied directly to lowering its duration, without needing to 
  overcome its difficulty. If she treats a disease, the patient immediately attempts a roll against its 
  morbidity (Exalted, p. 234). If successful, the disease’s intensity falls by another step after a 
  week has passed. 
  A Lunar who knows Starfish-and-Salamander Meditation (p. XX) can introduce a medicine to 
  speed its healing process, rolling against difficulty 1. Administering the medicine adds all 
  successes from a single interval directly towards the roll’s goal number, instead of having to 
  overcome its difficulty. 
  
  Special activation rules: A Lunar who knows Blood-and-Tear Elixir Cultivation (p. XX) may 
  use it reflexively with this Charm to internally synthesizes a single dose of the medicine over (7 
  – Stamina) days instead of needing to retrieve it. 
  Bone-Mending Technique 
  Cost: 6m, 1wp; Mins: Intelligence 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s medical prowess drags patients back from death’s door. After an hour of treatment, 
  she rolls (Intelligence + Medicine) at a difficulty equal to the total levels of damage in her 
  patient’s health track. If successful, the rate at which her patient naturally heals non-aggravated 
  damage (Exalted, p. 173) is multiplied by (Lunar’s Intelligence + Medicine + 5) while resting. 
  This lasts until he ceases resting or heals all damage. 
  If the Lunar’s treatment is based on a fact she’s previously introduced, such as a medicinal herb 
  she can use to make poultices or the healing arts of a nearby society she can employ, she adds 
  (Lore) to her patient’s healing rate. 
  Flesh-Sculpting Art 
  Cost: 8m; Mins: Intelligence 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: One surgery 
  Prerequisite Charms: Bone-Mending Technique 
  The Lunar sculpts flesh like clay, reshaping her patient’s body by hand. She rerolls 1s on a 
  Medicine roll to perform surgery (including Bone-Mending Technique’s roll) and ignores 
  penalties for lacking tools. Surgery time is drastically reduced, letting her complete an hour’s 
  worth of work in one minute. Surgeries enhanced by Flesh-Sculpting Art never cause damage, no 
  matter how intrusive. 
  Additionally, the Lunar may perform surgeries beyond mundane medicine’s limits in the Age of 
  Sorrows — making cosmetic alterations to a patient’s body, hollowing out pouches of flesh to 
  smuggle contraband or sealing them up, etc. She can’t grant mutations.  
  Moon-Kept Mysteries 
  Cost: 4m; Mins: Intelligence 3, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Wayfaring Sage Meditation 
  
  The Lunar is versed in obscure wisdoms that haunt midnight and linger at the world’s edges. She 
  doubles 9s on a Lore roll, or any Intelligence roll based on analyzing or recalling information. 
  Once per day, if she succeeds with 5+ extra successes, she gains one Willpower. 
  Counting the Elephant’s Wrinkles 
  Cost: 2m; Mins: Intelligence 4, Essence 2 
  Type: Supplemental or Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Moon-Kept Mysteries 
  The Lunar draws forth ancient memories with pristine clarity. Reliving her memory of a single 
  scene’s worth of events, she rerolls (Essence) failed dice on a roll to introduce or challenge a 
  relevant fact, or on any mental Attribute roll that memory is germane to. Alternatively, she can 
  reflexively add +3 non-Charm Resolve against an effect that would alter her memories or create 
  false memories. 
  With Intelligence 5, Essence 3, the Lunar may pay a one-Willpower surcharge to recall a 
  memory up to (Essence + Intelligence) hours in length, such as a lengthy tome’s contents or the 
  events of a drunken revel. Once per story, if she encounters evidence that her memories have 
  been magically manipulated, she may use this Charm with a one-Willpower surcharge to negate 
  that effect. 
  Burning Moonfire Mind 
  Cost: 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Counting the Elephant’s Wrinkles, Dreaming Wisdom Revelation 
  Evincing divine genius, the Lunar beckons forth secret power. She rolls (Intelligence + 
  [Integrity, Lore, or Occult]), banking motes equal to her successes. These can only be spent on 
  mental Attribute Charms that enhance Bureaucracy, Craft, Integrity, Investigation, Lore, 
  Medicine, or Occult rolls, or Resolve. Alternatively, they can be added as sorcerous motes to any 
  spell she shapes. These motes are lost if not spent by scene’s end. 
  This Charm can only be used once per day, unless reset by rolling 5+ successes with Dreaming 
  Wisdom Revelation. 
  Midnight Soul Reprieve 
  Cost: 10m, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  
  Prerequisite Charms: Counting the Elephant’s Wrinkles 
  Offering insight and understanding to the troubled, the Lunar guides them through their darkest 
  nights. She assists a patient with a Major or Defining Derangement as an extended (Intelligence 
  + [Medicine or Presence]) action, with a one-month interval, difficulty 5, goal number 20, and 
  terminus (10 – intensity). Success lowers the Derangement’s intensity by one step. She need only 
  spend a day each interval interacting with her patient, but each interaction grants the patient 
  (Lunar’s Essence) dice on Willpower rolls against the Derangement and reduces its Resolve 
  penalty by one for a week, making repeat visits beneficial. Addictions (Exalted, p. 167) can be 
  treated as Major Derangements; success cures them completely. 
  The Lunar can’t remove Minor Derangements, but can still benefit patients with them through 
  interaction, as above. No extended roll is required; the Lunar need only use this Charm once per 
  season and subsequently interact with her patients to confer these benefits.  
  Alternatively, this Charm can be used to fend off a Psyche effect, or a shaping effect or curse that 
  alters the mind, if it can be resisted with Willpower. The Lunar rolls (Intelligence + [Integrity, 
  Occult, or Presence]) at a difficulty of the Essence of the character responsible. Successes halves 
  the Willpower cost her patient must pay to resist it, rounded down, and lets the Lunar spend 
  Willpower on his behalf. If an effect requires spending Willpower multiple times to break it, this 
  Charm only applies to one such instance. 
  Protean: In a human or animal shape that her patient has a positive Major or Defining Tie 
  towards, the Lunar doubles 9s on rolls made with this Charm.  
  Starfish-and-Salamander Meditation 
  Cost: 3m, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Flesh-Sculpting Art, Moonlit Cauldron Apothecary 
  Gifted with supernatural brilliance, the Lunar knits together maimed flesh, revives withered 
  organs, and even shapes new limbs. She undertakes an extended (Intelligence + Medicine) action 
  to heal a crippling effect, or a similar physical malady such as congenital blindness or sterility. 
  This has a one-month interval, difficulty 5, and a goal number and terminus based on the treated 
  effect’s severity: goal number 20 and no terminus for effects comparable a crippling injury that 
  can be accepted to negate one or two levels of damage (Exalted, p. 201); goal number 40 and 
  terminus 15 for those comparable to a three- or four-level injury; or goal number 60 and terminus 
  10 for those comparable to a five-level injury. She must spend at least a week tending to her 
  patient for each interval, though this can be sped with Flesh-Sculpting Art.  
  Success fully mends the treated debility. On failure, the Lunar can’t attempt to heal the same 
  injury again. 
  What Lies in Darkness 
  Cost: 2wp; Mins: Intelligence 5, Essence 4 
  Type: Simple 
  
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Burning Moonfire Mind 
  The Lunar frees herself from the conscious mind’s fetters, speaking secret truths she doesn’t yet 
  know. While in an altered state of mind — induced through hallucinogens, fasting, meditation, 
  vision questing in the Wyld, etc. — she rolls to introduce a fact without requiring an appropriate 
  Lore background, although the Storyteller must still deem the fact possible. 
  This Charm can only be used once per story, unless reset when a fact thus introduced aids the 
  Lunar, her Solar mate, or a character she has a positive Tie for in upholding a Major or Defining 
  Intimacy. 
  Mysticism 
  Crossroads Walker Entreaty 
  Cost: 6m; Mins: Intelligence 2, Essence 1 
  Type: Simple 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: None 
  The Lunar bridges the divide between mortal society and the spirit world, advocating for the 
  people under her protection in the courts of divinities. She gains +1 Resolve and Guile against 
  spirits and fae, and such beings must hear her out peacefully when she speaks so long as she and 
  her companions remain peaceful and inoffensive. An entity may pay one Willpower to ignore the 
  Lunar, or two Willpower to initiate hostilities against her and her companions. If the Lunar or 
  any of her companions engage in combat, even in self-defense, further spirits and fae may attack 
  without spending Willpower. 
  Protean: Spirits and fae with positive Major or Defining Ties towards the Lunar’s animal or 
  human shape must enter Decision Points to resist this Charm, citing another Intimacy of equal or 
  greater strength.  
  Fae 
  “Fae” include both the Fair Folk and other Wyld creatures, like hobgoblins, 
  silverwights, manticores, and buck-ogres. It doesn’t include humans and animals 
  mutated by the Wyld. 
  Ardent Prayers Fulfilled 
  Cost: 2m; Mins: Intelligence 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  
  Prerequisite Charms: Crossroads Walker Entreaty 
  When wayward divinities neglect their supplicants, the Lunar shaman intercedes to set things 
  right. When making a persuade, bargain, or threaten roll to convince a spirit or fae to act for his 
  mortal worshippers’ benefit, or an influence roll that conveys a message from those mortal 
  worshippers, she doubles 9s and adds (his Cult) non-Charm dice. The spirit or fae can’t draw 
  Willpower from his Cult to resist this influence. 
  Devil-Pleasing Chiminage 
  Cost: 5m, 1wp; Mins: Intelligence 4, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Ardent Prayers Fulfilled 
  The Lunar bears secret wisdom of Heaven and Hell, knowing how best to appease their 
  otherworldly denizens. She rolls (Intelligence + [Lore or Occult]) to introduce a fact regarding 
  the location of something that will make an especially pleasing offering to a specific spirit or fae. 
  The difficulty is (the entity’s Essence + 2), although the Storyteller may lower this for offerings 
  requiring notable effort to recover. The offering must be specific and unique — she couldn’t 
  introduce a fact that an entity desires apples, but could declare that the first apple of spring that 
  grows on a specific tree would be efficacious.  
  Once the Lunar’s introduced this fact, the offering must still be secured. It counts as exceptional 
  equipment (Exalted, p. 580) on a bargain roll with that entity, and also counts as a Major 
  Intimacy supporting that influence. The offering’s benefit only applies to a single roll. 
  With Essence 2, if the Lunar or her Solar mate conveys the offering, it counts as a Defining 
  Intimacy, and increases the cost to resist by one Willpower. 
  Raiton’s Dark Auspice 
  Cost: —; Mins: Intelligence 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Crossroads Walker Entreaty 
  Even if her wanderings lead to the Underworld, the Lunar shaman’s wisdom is recognized. She 
  adds (higher of Essence or 3) dice on bargain and persuade rolls targeting ghosts. Ghosts whose 
  corpses the Lunar’s provided a proper burial or similar funereal rites recognize her deed; they’re 
  considered to have Major Ties of friendship toward her. Ghosts whose heart’s blood the Lunar 
  took in life also have this Intimacy, though they don’t recognize this fact, feeling an inexplicable 
  affinity for her. If a ghost has reason to oppose the Lunar, this virtual Tie is only Minor. If the 
  Lunar attacks a ghost or threatens one of his Major or Defining Intimacies, he can pay one 
  Willpower to suppress this Intimacy for (his Integrity) days. 
  Graveyard Hound Vigil 
  
  Cost: —; Mins: Intelligence 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Raiton’s Dark Auspice 
  The Lunar stands between the worlds of the living and the dead, a sentinel against revenants 
  risen from shattered tombs and the Underworld’s abhuman horrors. Her Lunar Charms that 
  specifically affect spirits and fae also apply to nonspiritual undead like zombies, except for 
  undead Exalted. 
  Once per story, when the Lunar upholds a Major or Defining Intimacy by helping a ghost 
  complete unfinished business, slaying an Underworld monster, negotiating between the living 
  and the dead, sealing a shadowland, or performing a similar task, she gains two Willpower and 
  loses one Limit. 
  Penumbra Witch Mastery 
  Cost: 3m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  A student of Creation’s mysteries and those that lie beyond the world, the Lunar’s insight 
  illumines uncanny darkness. She adds (higher of Essence or 3) dice and rerolls 1s until they 
  cease to appear on a sorcery- or thaumaturgy-related roll; a roll to understand or introduce a fact 
  about a supernatural being, artifact, manse, or similar phenomenon; or a read intentions, profile 
  character, or case scene roll opposing a spirit or fae.  
  Sharing Luna’s Gifts 
  Cost: 3m, 1lhl; Mins: Intelligence 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Flesh-Sculpting Art 
  The Lunar shares her protean Essence with another, anointing him with her sacred blood. She 
  grants a willing character up to five dots of mutations reflecting an animal whose shape she 
  possesses. The beneficiary need not be human, but must be living. Player characters incur 
  experience debt (p. XX); Storyteller characters can only benefit from this Charm once per story. 
  This Charm’s health level cost is waived if the Lunar grants herself mutations. 
  Swarming Locust Punishment 
  Cost: —; Mins: Intelligence 4, Essence 1 
  
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Blood Geas Binding 
  Nature enacts the Lunar’s judgment. When a character breaks an oath sanctified with Blood Geas 
  Binding (p. XX), he’s beset by vermin and insects. While not dangerous enough to present a 
  threat in combat, they impose the following consequences:  
  • 
  The oathbreaker suffers a difficulty (Lunar’s Essence), Damage 1B/hour environmental 
  hazard while traveling through wilderness as innumerable pests assail him. He may avoid this by 
  remaining in a single location, or traveling through regions devoid of animal life. 
  • 
  The animals’ interference imposes a −4 penalty on rolls to navigate wilderness, forage, 
  find shelter, track characters through the wilderness, or conceal tracks. 
  • 
  Each night, he rolls (Stamina + [Integrity, Resistance, or Survival]) at difficulty (Lunar’s 
  Essence). If he fails, the animals interrupt his sleep, preventing him from regaining Willpower 
  and from reducing fatigue penalties. 
  • 
  After three nights in a row without restful sleep, he gains the Obsession Derangement 
  (Exalted, p. 169) at Minor intensity or increases its intensity by one step, fixating on finding and 
  exterminating his animal tormentors. This Derangement persists after the curse ends. 
  This curse lasts (Lunar’s Essence) weeks. Alternatively, she can revoke it or set a condition by 
  which the target can end it.  
  Argent Guardian Yantra 
  Cost: 4m, 1a; Mins: Intelligence 3, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Crossroads Walker Entreaty, Penumbra Witch Mastery 
  Guarding humanity’s threshold, the Lunar bars the devils that would cross it. She traces out 
  either a circle of anima, extending out to short range from her, or a line of anima extending from 
  her to a point within short range. She rolls (Intelligence + [Integrity, Lore, or Occult]) to 
  determine the ward’s strength. Hostile spirits and fae with Resolve lower than her successes 
  can’t cross the ward or attack through it, although those inside a circle when it forms may pass 
  through to exit it. Entities whose Essence exceeds the Lunar’s may spend one Willpower to 
  ignore the ward for the scene. This Charm ends if the Lunar leaves the circle or crosses her own 
  line. 
  Keeper of Midnight’s Gates 
  Cost: 4m; Mins: Intelligence 3, Essence 2 
  Type: Simple 
  Keywords: None 
  
  Duration: Instant 
  Prerequisite Charms: Argent Guardian Yantra 
  Reality’s secret veils open and close at the Lunar’s whim, that she might beckon forth ethereal 
  allies or banish unruly spirits. She rolls (Intelligence + [Lore, Occult, or Presence]) against the 
  (Essence + 2) of a dematerialized spirit she can perceive within medium range. If successful, the 
  spirit materializes without paying the usual cost. The Lunar may strip the spirit of its ability to 
  dematerialize for (her Essence) rounds. Spirits may pay one Willpower to remain dematerialized 
  if their Essence exceeds the Lunar’s, or if they have an applicable Defining Intimacy. 
  Ghost-Banishing Howl 
  Cost: 3m, 1wp; Mins: Intelligence 3, Essence 2 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Keeper of Midnight’s Gates 
  Baying to drive demons back to the depths of Hell, the Lunar banishes body-riding phantasms 
  and spiritual parasites. She rolls (Intelligence + [Lore, Occult, or Presence]) against a possessing 
  spirit’s Resolve to exorcise it. Success drives it from its host, and prevents it from possessing 
  him again until the next new moon.  
  If the Lunar successfully uses this Charm within a circle created with Argent Guardian Yantra, 
  she may invert the ward to contain spirits rather than keeping them out.  
  Protean: In a human or animal shape that the possessing spirit has a fear-based Major or 
  Defining Tie towards, every extra success on the Lunar’s roll strips one Willpower from him if 
  his Essence doesn’t exceed hers. 
  Cage of Horn and Sinew 
  Cost: —; Mins: Intelligence 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Ghost-Banishing Howl 
  At times, the Lunar shaman must impart humbling lessons to spirits. After successfully using 
  Ghost-Banishing Howl on a spirit whose Essence doesn’t exceed hers, she traps it in an animal 
  within medium range. She can’t target familiars or magically enhanced animals. The spirit 
  remains trapped for (1 + threshold successes) months, or until the animal dies.  
  While imprisoned, the spirit controls the animal’s body. He uses its traits, and can’t use his own 
  Attributes, Abilities, Merits, or Charms. He retains his memories and Intimacies, but his 
  intelligence is diminished to that of the animal, potentially rendering him incapable of complex 
  thought or emotion. At the Storyteller’s discretion, the spirit may regain his mental faculties as 
  
  his imprisonment progresses. He can’t attempt suicide in the animal’s body; its survival instincts 
  override his will if he tries. 
  Once the spirit’s freed, he gains a Defining Intimacy reflecting his animal vessel’s nature and his 
  experiences during the imprisonment — a demon sealed inside a watchdog might form a Tie of 
  loyalty to its master; a god imprisoned in a deer might form a Tie of fear towards predatory 
  animals. The animal gains one of the spirit’s Defining Intimacies, and, at the Storyteller’s 
  discretion, may become god-blooded. 
  Special activation rules: When the Lunar incapacitates a spirit of any Essence rating with 
  Demon-Drinking Howl (p. XX), she may use this Charm to trap him inside an animal for a year 
  and a day rather than destroying him. The spirit forms a Defining Tie of gratitude to the Lunar 
  for her mercy, which he can’t erode until freed. 
  Font of Dark Wisdoms 
  Cost: —; Mins: Intelligence 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Penumbra Witch Mastery 
  Drinking deep of those secrets hidden by the moon’s dark face, the Lunar’s understanding of 
  cosmic mysteries flourishes. She gains the Thaumaturgist Merit. She may subsequently learn up 
  to five dots worth of thaumaturgical rituals for no experience point cost, although she must still 
  have access to a tutor for them (Exalted, p. 490). 
  This Charm may be purchased up to (Essence/2, rounded up) times.  
  Spell-Rending Talon 
  Cost: 3m, 1i; Mins: Intelligence 4, Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Penumbra Witch Mastery or Terrestrial Circle Sorcery 
  The Lunar’s claws rend sorcery as easily as flesh. To use this Charm, she must have Initiative 
  12+. When she makes a decisive attack against an enemy benefitting from a spell that affects 
  only him, each level of damage inflicted counts as two successes towards distorting the spell 
  (Exalted, p. 466). This doesn’t count towards the terminus for distortion.  
  Beast-Soul Awakening Crucible  
  Cost: 10m, 1wp; Mins: Intelligence 3, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: One story 
  
  Prerequisite Charms: Sharing Luna’s Gifts 
  The Lunar raises a sacred place from the wilderness, consecrated to the divine beast that is her 
  spirit’s shape. Those who enter are tested; those found worthy emerge blessed with bestial 
  power. The Lunar spends five days laboring to create a testing ground in a demesne or the Wyld: 
  meditating, performing austerities, bargaining with spirits, etching occult geoglyphs, etc. It’s 
  imbued with the Essence of the Lunar’s spirit shape; a mortal who successfully completes its 
  trial receives six dots of mutations reflecting that animal, chosen by the Lunar when she uses this 
  Charm. Lunars with Chimera-Soul Expression (p. XX) choose two sets of mutations per trial 
  ground, reflecting both animals comprising up their spirit shape; successful participants receive 
  whichever best fits their personality and their triumph’s nature. These mutations are hereditary, 
  letting Lunars establish great beastfolk lineages. 
  The Lunar doesn’t choose the trial’s nature; it emerges from her spirit shape’s nature and the 
  Essence of the demesne or the Wyld. Her player should work with the Storyteller to determine 
  what form the trial takes. It might be a challenge of physical, social, or mental prowess; a test of 
  character or Intimacies; or an ordeal with no single solution. Whatever form it takes, failure 
  carries significant consequences — not necessarily death, but maiming, curses, Derangements, 
  and other afflictions are all possible. A participant who fails can never attempt a trial again at any 
  Lunar’s testing ground. These factors limit the creation of beastfolk en masse. 
  If the Lunar ends this Charm before the story she used it in ends, the testing ground loses its 
  power. Once the story ends, the testing ground becomes permanent, no longer requiring 
  committed motes and persisting past the Lunar’s death. However, testing grounds can be 
  destroyed by building manses over their demesnes, or by permanently shaping the Wyld 
  containing them into Creation with magic such as Wyld-Shaping Technique. (Harmony-With-
  Reality Technique won’t destroy testing grounds.) 
  A Lunar can’t have more than (Intelligence + Willpower) permanent testing grounds. Testing 
  grounds in territories claimed with Boundary-Marking Meditation (p. XX) don’t count towards 
  this limit.  
  Crimson-and-Silver Rebirth 
  Cost: 10m, 1lhl, 1wp; Mins: Intelligence 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Sharing Luna’s Gifts 
  The Lunar washes away the Wyld’s corruption or sorcerous transformations with her protean 
  blood. She removes a mutation from a willing character, rolling (Intelligence + [Lore, Medicine, 
  or Occult]) roll against difficulty (mutation’s dot rating). Alternatively, she can undo a shaping 
  effect that alters the body, rolling (Intelligence + [Lore, Medicine, or Occult]) against the 
  character who used the effect, who rolls an appropriate (Attribute + Ability) combination. If she 
  fails, she can’t attempt to remove that mutation or shaping again. 
  The Lunar may remove mutations or shaping effects she inflicted without a roll, waiving this 
  Charm’s mote and Willpower costs. 
  
  Heaven-Darkening Eclipse 
  Cost: 1m, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Argent Guardian Yantra 
  Drawing on ancient wisdoms and forbidden secrets, the Lunar may uncover flaws hidden in 
  sorcerers’ curses or divine miracles. After encountering the ongoing effects of a spirit Charm or a 
  spell, she rolls (Intelligence + [Lore or Occult]) to introduce a method by which that magic may 
  be undone. This roll is opposed by the character who created the effect, using an appropriate 
  (Attribute + Ability) combination. If successful, the Lunar’s player and the Storyteller should 
  work together to determine a way that she can end the magic. The effort required to do so should 
  be commensurate to the effect’s strength. This can’t reverse Instant-duration effects, or magic 
  used by Essence 10 beings. If the Lunar breaks a magical effect with this Charm, the opposing 
  character becomes aware of it, sensing the affront to his primacy. 
  An Intelligence 5, Essence 4 repurchase lets the Lunar pay a one-Willpower surcharge to 
  introduce a way to permanently undo a Terrestrial sorcerous working, or temporarily suppress a 
  Celestial or Solar working for long enough for her to accomplish a significant task. 
  Unraveling the Tapestry 
  Cost: 10m, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Heaven-Darkening Eclipse 
  The Lunar finds the thread of doubt in a perfect tapestry. When she learns of a prophecy or 
  similar magic ensuring an event will come to pass, such as God-King’s Shrike (Exalted, p. 340), 
  she introduces a fact with (Intelligence + [Lore or Occult]), opposing the successes rolled for that 
  effect or (its creator’s Essence + 1) it if it was unrolled.  Success reveals a loophole in the 
  prophecy that can avert the worst of the foretold doom. 
  The Lunar’s player should work with the Storyteller to devise a task that’s dramatically 
  appropriate to opposing the prophecy and sufficiently difficult to justify undermining it. If the 
  task is achieved, the prophecy has only a partial effect. At minimum, this guarantees that the 
  Lunar, her Solar mate, anyone she has a positive Major or Defining Tie towards, and any 
  territories claimed with Boundary-Marking Meditation (p. XX) won’t be killed or destroyed as a 
  direct result of the foretold doom. 
  If a prophecy the Lunar’s unaware of would harm anyone or anything this Charm could protect 
  from certain destruction, she can use this Charm without being aware of it, warned of the 
  impinging weight of destiny by a creeping sense of dread. 
  
  Example: A Solar predicts a star will fall on Mahalanka with God-King’s Shrike. Raksi uses this 
  Charm, beating his successes. She declares that a spear fashioned from the bones of a certain 
  constellation-god can turn aside the star. Raksi kills the god, creates the spear, and splits the 
  star in half with it. Its fragments still cause destruction, but less than if the star had fallen 
  unbroken, and they won’t kill Raksi or those she cares for.  
  Insidious Lunar Transformation 
  Cost: 10m, 1lhl, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Sharing Luna’s Gifts 
  The Lunar feeds someone her blood as a catalyst for transformation, twisting him into a bestial 
  shape. In combat, this requires a difficulty 5 Brawl or Martial Arts gambit. Outside of combat, 
  her target must either be willing, helpless to stop her, or tricked into consuming her blood 
  unknowingly. The Lunar then rolls ([Intelligence + [Lore, Occult, or Presence]) opposing his 
  (Stamina + [Integrity or Resistance]) roll. Success transforms him into an animal whose shape 
  she possesses (except Legendary Size or Minuscule Size forms). This functions like Lunar 
  shapeshifting (p. XX), except that the victim’s actions use the lower of his or the animal’s dice 
  pool or static value (3 dice if the animal has no listed pool). His intellect isn’t diminished. 
  This transformation lasts (1 + Lunar’s extra successes) days. She may undo it, or set a condition 
  that will end the transformation. She can inflict permanent transformations on mortals or animals 
  whose Willpower doesn’t exceed her Essence. This Charm is a shaping effect that Destiny-
  Manifesting Method (Exalted, p. 304) or similar magic can defend against. 
  Endless Masquerade Affliction 
  Cost: —; Mins: Intelligence 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Insidious Lunar Transformation 
  Pronouncing a baleful curse, the Lunar traps a foe inside the face and life of another. Using 
  Insidious Lunar Transformation, she may turn a target into a human whose shape she possesses, 
  per the rules for Lunar shapeshifting (p. XX). She adds (Essence) non-Charm dice on her 
  Intelligence roll, and extends the transformation’s duration to (1 + extra successes) weeks. 
  Selkie Mantle Endowment 
  Cost: 4m, 1hl; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  
  Prerequisite Charms: Insidious Lunar Transformation 
  The Lunar anoints another with her blood, granting him a measure of her infinite freedom. She 
  grants a mortal the ability to change into an animal whose shape she possesses (other than 
  Legendary Size or Minuscule Size shapes) for one Willpower. Other than cost, this follows the 
  rules for Lunar shapeshifting (p. XX). If the Lunar and recipient both have positive Major or 
  Defining Ties toward each other, reduce this Charm’s cost by one mote.  
  A Lunar with Endless Masquerade Affliction can grant human forms this way. 
  Spirit-Sealing Talisman 
  Cost: —(+0m or +3m); Mins: Intelligence 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Cage of Horn and Sinew 
  Arrayed in totems and fetishes that mark her triumph over countless spirits, the Lunar shaman 
  draws on their puissance to work miracles and empower acolytes. After exorcising a spirit of 
  equal or lesser Essence with Ghost-Banishing Howl, she traps it in a mundane object on her 
  person, imprisoning it until that object’s destroyed. Such talismans become supernaturally 
  durable; destroying one requires, at minimum, a Strength 5 feat of demolition at difficulty 
  (Lunar’s Essence + Intelligence). If she crafted the talisman, she gains (higher of spirit’s Essence 
  or 3) gold points. 
  If the Lunar commits three motes when using this Charm, she chooses one of the spirit’s Eclipse 
  Charms — or, if it has none, works with the Storyteller to design an Eclipse Charm appropriate 
  for the spirit. The talisman’s wielder may use this Charm if he meets its prerequisites. If the 
  Lunar has a positive Major or Defining Tie towards a character, she can pay one Willpower to let 
  him use a Charm whose prerequisites he doesn’t meet, as long as she meets them. If he lacks a 
  mote pool, she may also pay any mote costs on his behalf. She becomes aware whenever a 
  talisman bearer would benefit from such intervention, regardless of distance. 
  If the Lunar ends her mote commitment, the talisman no longer offers this benefit, though the 
  spirit remains imprisoned, and she may commit these motes anew to restore the Charm. She 
  can’t commit motes to more than (Essence) talismans at a time. 
  Special activation rules: When the Lunar incapacitates a spirit of any Essence rating with 
  Demon-Drinking Fang (p. XX), she may pay one Willpower to imprison it with this Charm 
  rather than destroying it. 
  Chains-of-Silver Geas 
  Cost: 8m, 1wp; Mins: Intelligence 5, Essence 4 
  Type: Reflexive 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Ghost-Banishing Howl, Heaven-Darkening Eclipse 
  
  The Lunar shaman pronounces her binding will upon subdued devils, setting them to mend the 
  harm they’ve done or driving them beyond the world. To use this Charm, she must successfully 
  defeat a spirit or fae — e.g., in combat, exorcising him with Ghost-Banishing Howl, turning his 
  court or followers against him, etc. The entity must have had a chance to oppose the Lunar. She 
  imposes a geas upon him, compelling him to undertake an inconvenient or serious task (Exalted, 
  p. 216) as per a successful persuade action that can’t be resisted with Willpower. If her Essence 
  equals or exceeds his, she may impose a life-defining task. 
  The entity must carry out the assigned task. However, he needn’t spend every waking minute 
  attending to it, and can leave it temporarily to protect Major or Defining Intimacies from harm. 
  He can also win a reprieve of (Essence + Willpower) days by entering a Decision Point, invoking 
  a Major Intimacy (or Defining, for life-defining tasks) and paying one Willpower. While this 
  frees him from labor, he can’t directly countermand the Lunar’s order.  
  If the geas could last indefinitely or has a time-based duration, such as “stand guard in this spot” 
  or “leave Creation and stay out,” it’s fulfilled after a year and a day spent actively fulfilling its 
  condition. Geasa with a defined ending condition unrelated to time, such as “kill the satrap” or 
  “move this fortress across the river one brick at a time” can extend beyond this limit. Until the 
  entity fulfills the geas, it can’t attempt to harm the Lunar except in self-defense. 
  This Charm can only be used against a character once per story. 
  Doom Brought to Heel 
  Cost: 15m, 1wp; Mins: Intelligence 5, Essence 4 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Ghost-Banishing Howl, Moonlit Cauldron Apothecary 
  The Lunar hunts Creation’s myriad ills to their hiding place, dragging them from the darkness 
  with fangs of burning knowledge. After her roll reduces a poison’s duration to zero or overcomes 
  a Defining-level disease’s morbidity with 3+ extra successes, she expels the affliction entirely 
  from her patient as a spirit. For illnesses, this a disease spirit (Exalted, p. 509). For poisons, the 
  Storyteller can alter a disease spirit’s traits to reflect poison; use another appropriate spirit’s 
  traits; or invent new traits. The spirit’s power is commensurate to that of the ailment he 
  originated from, though his Essence can’t exceed the Lunar’s. 
  The spirit has a Defining Tie of loyalty towards the Lunar, which can’t be weakened or altered 
  for a season. His advice counts as exceptional equipment (Exalted, p. 580) on rolls to diagnose, 
  treat, or resist the ailment, introduce facts about how to combat it, or implement plans based on 
  introduced facts. If the Lunar uses Moonlit Cauldron Apothecary (p. XX) to introduce a cure for 
  that ailment while advised by the spirit, she waives its Willpower cost. Once the spirit’s season 
  of service elapses, he no longer provides these benefits. The Lunar can only have one spirit 
  bound with this Charm at a time; creating a new one requires releasing any previous spirit from 
  his season of service. 
  A Lunar with Midnight Soul Reprieve (p. XX) can use this Charm after lowering a patient’s 
  Derangement from Defining to Minor intensity, fully curing her patient and expelling that 
  
  Derangement as a spirit. A Derangement spirit’s advice counts as exceptional equipment, as 
  above, and waives the Willpower cost of using Midnight Soul Reprieve to treat the same 
  Derangement. 
  A Lunar with Heaven-Darkening Eclipse (p. XX) can use this Charm after introducing a way to 
  negate an effect with 3+ extra successes. She successfully negates it, twisting the sundered 
  magic’s remnants into a spirit. Such spirits don’t grant the above benefits, but have supernatural 
  powers antithetical to the god whose miracle was negated or the sorcerous effect negated. 
  Witch-Among-Swine Spite 
  Cost: —; Mins: Intelligence 5, Essence 4 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Insidious Lunar Transformation 
  Those who anger the Lunar meet humbling transformations, trapping them in shapes better suited 
  to their crude demeanors. When she’s wronged by a character she has a negative Major or 
  Defining Tie towards — e.g., he attacks her or an ally, breaks a promise, trespasses on her land, 
  insults her, etc. — she can use Insidious Lunar Transformation on him while he’s within medium 
  range without feeding him her blood, waiving its health level cost. She must use it in the same 
  scene the slight occurs.  
  Crafting 
  Many-Phase Insights 
  Cost: —; Mins: Intelligence 1, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar draws inspiration from all aspects of life, honing creative genius with holistic 
  experience. She gains craft points for meeting basic objectives as though she’d completed a basic 
  project (Exalted, p. 240) when she successfully: 
  • 
  Introduces or challenges a fact relating to one of her Craft Abilities.  
  • 
  Provides medical treatment using equipment or medicine she crafted. 
  • 
  Navigates through wilderness or sea using tools she crafted, or uses such tools to 
  withstand hardships on such a journey. 
  • 
  Tattoos a Casteless Lunar (p. XX). 
  As usual, if the Lunar succeeds with 3+ threshold successes, she gains three silver points per 
  objective fulfilled. 
  
  Example: Blue Scribe successfully introduces the fact that Garivan Forest is known for its 
  medicinal plants, relating to his Craft (Poisons) Ability. This upholds his Tie of pride for the 
  region, and causes his Solar mate, the beastman Relentless, to strengthen a Tie of respect toward 
  him. Because he met two basic objectives, he gains four silver points.    
  Brilliance-Drinking Approach 
  Cost: —; Mins: Intelligence 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Many-Phase Insights, Memory-Drinking Meditation 
  The Lunar tastes potent inspiration in the heart’s blood of renowned artisans and legendary 
  craftsmen. Upon learning this Charm, she gains ten silver points. Additionally, she gains craft 
  points for meeting basic objectives as though she’d completed a basic project (Exalted, p. 240) 
  when she claims the shape of a human with at least one Craft rated at 3+, or that the Storyteller 
  deems a professional artisan. At the Storyteller’s discretion, animals capable of significant 
  crafting can also grant this reward. If the Lunar takes the form of a human with Craft (Artifact) 
  or Craft (Geomancy) 1+, she’s rewarded as per a major project instead.  
  A Lunar with Demon-Drinking Fang (p. XX) may also gain these rewards by destroying spirits 
  capable of crafting. 
  Protean Creator Discipline 
  Cost: —; Mins: Intelligence 1, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  A swift-learning artisan, the Lunar effortlessly draws connections between disparate disciplines. 
  Upon purchasing this Charm, for each dot she has in a Craft Ability, she gains a dot that she may 
  place in another Craft Ability with an equal or lower rating. When she purchases a Craft dot with 
  experience points, she receives an additional dot she may assign to any other Craft Ability with 
  an equal or lower rating.  
  Wonder-Weaving Art 
  Cost: 6m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  
  Understanding herself, her tools, and her design with transcendent clarity, the Lunar exceeds her 
  own limits. When adding a full Excellency on a Craft roll with any Attribute, she doubles 9s. 
  An Intelligence 3, Essence 2 repurchase lets the Lunar pay a two-gold-point, one-Willpower 
  surcharge to double 8s. 
  An Intelligence 5, Essence 4 repurchase lets the Lunar pay a two-white-point, one-Willpower 
  surcharge to double 7s. 
  Pattern-Realizing Genius 
  Cost: 3m, 1wp; Mins: Intelligence 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: One project 
  Prerequisite Charms: None 
  Contemplating the materials and components in her workshop, the Lunar understands how they 
  might be worked and assembled, seeing the swiftest route to completion. She undertakes a basic 
  or major project with any Attribute, dramatically accelerating its pace. If she has all tools and 
  materials needed, she can complete most projects in minutes. The most arduous, work-intensive 
  projects can be completed in an hour if basic, or a day if major.  
  With Intelligence 4, the silver point cost of rolling to complete a major project (Exalted, p. 241) 
  is reduced by (Essence) points. 
  Beast-Slayer’s Art 
  Cost: —; Mins: Intelligence 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Many-Phase Insights, Pattern-Realizing Genius 
  The Lunar makes good use of slain prey. When using the remains of an animal, monster, or 
  bestial spirit that she participated in slaying as an essential component of a major project using 
  any Attribute, she gains (highest Mental Attribute) silver points, which must be spent towards an 
  interval of that project. A project can only benefit from one slain beast, and each beast’s remains 
  can only benefit one project. 
  Endless Ingenuity Approach 
  Cost: —; Mins: Intelligence 2, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Many-Phase Insights 
  
  A creature of great and uncanny passions, the Lunar’s driven to attain untold heights of 
  innovation. When she upholds an Intimacy through knowledge, cunning, or similar intellectual 
  prowess, she gains (Intimacy) gold points and rolls (Intelligence + [highest Craft]) with 
  (Intimacy) bonus dice, gaining silver points equal to her successes.  
  This Charm can only be used once per story, unless reset by completing a non-basic project that 
  fulfills at least one basic objective.  
  Implicit Design Epiphany 
  Cost: —; Mins: Intelligence 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Endless Ingenuity Approach 
  As the Lunar brings new wonders into Creation, she receives a glimpse into the unrealized 
  possibilities implicit in their nature. Once per day, upon completing a project with any Attribute, 
  she may enhance the craft point reward:  
  Basic: Double the silver points awarded. 
  Major: Gain an additional two gold and two silver points. 
  Superior: Gain an additional white point and (Essence/2, rounded up) additional gold points. 
  Legendary: Gain an additional white point, and add (Essence + 3) non-Charm dice on the roll 
  for gold and silver points.  
  The Lunar may use this Charm to enhance craft point rewards from Many-Phase Insights, 
  Brilliance-Drinking Approach, Ecstatic Inspiration Satori, and similar effects. 
  Inchoate Wonders Realized 
  Cost: 5m, 1wp; Mins: Intelligence 5, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: One story 
  Prerequisite Charms: Endless Ingenuity Approach 
  The Lunar draws mythic potential into reality, speaking legends into being. This Charm can be 
  used on an artifact that’s partially completed or in the process of repairs, which must have 
  already accumulated successes equal to at least half the goal number required to create or repair 
  it, rounded down (Exalted, p. 241). It temporarily becomes fully functional. For the Lunar, its 
  attunement cost is reduced by five motes. 
  An unfinished artifact needn’t precisely match the capabilities it will have when completed. If its 
  rating is 3+, the Lunar’s player and the Storyteller should collaboratively design one Evocation 
  the finished artifact might have, which the Lunar and her Solar mate can awaken without 
  spending experience points. Other Evocations can be awakened normally. 
  
  The Lunar may continue working to complete or repair the artifact while this Charm is active.  
  This Charm may only be used once per story, unless reset by completing or fully repairing an artifact 
  enhanced with it. 
  Quenched in Legend 
  Cost: —; Mins: Intelligence 5, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Inchoate Wonders Realized 
  The Lunar breathes unborn dreams into silver and bone. While using Inchoate Wonders 
  Realized, she gains one gold point towards the cost of the project’s next interval when one of the 
  following occurs: 
  • 
  The artifact’s wielder uses it to uphold a Major or Defining Intimacy, achieve a major 
  character or story goal, or complete a legendary social goal. 
  • 
  A character forms a Major or Defining Tie towards the Lunar or the artifact because of an 
  action taken with it. 
  • 
  A character awakens an Evocation from the artifact. 
  • 
  Once per session, when the artifact’s wielder is awarded a two- or three-point stunt on an 
  action using it. 
  At the end of a story in which a character used the artifact to uphold a Defining Intimacy, 
  accomplish a major character or story goal, or achieve a legendary social goal, it gains an 
  additional five gold points.  
  Upon completion, any gold points from this Charm in excess of the final interval’s cost are 
  awarded to the Lunar. 
  Ever-Mutable Prowess 
  Cost: 6m; Mins: Intelligence 4, Essence 2 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Protean Creator Discipline 
  Receding into the depths of her protean nature, the Lunar discovers untapped potential. After five 
  minutes of meditation or sleep, she may exchange craft points of one type for another. She may 
  exchange silver for gold craft points at a rate of two to one, or exchange white for gold or gold 
  for silver at a rate of one to two. Each activation only allows her to convert one type of craft 
  points.  
  Shifting Skin Raiment 
  
  Cost: —(+5gxp per dot); Mins: Intelligence 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Beast-Slayer’s Art, Sharing Luna’s Gifts 
  Anointing feathers, fur, or bone with her mutable blood, the Lunar binds animalistic power into a 
  masterpiece. Upon creating clothing, armor, jewelry, or another worn object with a major project 
  enhanced by Beast-Slayer’s Art, she can reflexively use Sharing Luna’s Gifts (p. XX), imbuing 
  the object with up to five dots of mutations reflecting her prey’s nature, paying five gold points 
  per dot. 
  A character wearing this object can spend one Willpower as a miscellaneous action to gain those 
  mutations for a scene: a feather cloak becomes wings, wolf-fang bracers extend into claws, etc. 
  Though magical, these objects aren’t artifacts; they aren’t indestructible and can’t sustain 
  Evocations.  
  If this object is bestowed on a character via Shining Moon-Child Mark (p. XX), he can activate 
  its mutations without spending Willpower. 
  Silver Crucible Refinement 
  Cost: 1m, 1wp, 1s/g/wxp per die; Mins: Intelligence 4, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Wonder-Weaving Art (x2) 
  Dreams of success and nightmares of failure stoke the Lunar’s brilliance, burning away the dross 
  of imperfection. She adds up to (Essence, maximum 5) non-Charm dice on a Craft roll with any 
  Attribute. Enhancing basic or major projects costs silver points; superior projects cost gold 
  points; legendary projects cost white points.With Intelligence 5, Essence 3, craft points spent on 
  this Charm also count towards the cost of a major, superior, or legendary project’s finishing roll 
  (Exalted, pp. 240-242). 
  Ecstatic Inspiration Satori 
  Cost: —; Mins: Intelligence 3, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Endless Ingenuity Approach 
  Exulting in triumph, the Lunar envisions untold possibilities. She gains craft points for meeting 
  basic objectives as though she’d completed a major project (Exalted, p. 240) when she upholds a 
  Defining Intimacy through knowledge, cunning, or intellectual prowess (note that this always 
  
  fulfills the basic objective for upholding an Intimacy). As usual, if the Lunar succeeds with 3+ 
  threshold successes on an action that upheld the Intimacy, she gains three gold points and one 
  silver point per objective. 
  Manifest Miracle Forging 
  Cost: 10m, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: One project 
  Prerequisite Charms: Pattern-Realizing Genius, Silver Crucible Refinement 
  Sensing the nascent potential of magical materials and exotic reagents, the Lunar understands 
  how to draw forth their power to shape wonders. She undertakes a superior project with any 
  Attribute at an accelerated pace. Artifacts require (Artifact – 1) months; the time to complete a 
  manse is halved; mundane large-scale projects can be completed in no more than (10 – Essence) 
  weeks (Exalted, p. 243). Artifact repairs take no more than (Artifact – 1) weeks. Each interval’s 
  cost is reduced by (Essence/2, rounded up) gold points. This Charm is incapable of accelerating 
  work on First Age artifice (Exalted, p. 243). 
  God-Skinning Hunter Art 
  Cost: 20m, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Beast-Slayer’s Art, Manifest Miracle Forging 
  The Lunar binds her mightiest prey’s Essence into wonders worthy of the hunt. Upon beginning 
  a superior project with any Attribute to create an artifact that incorporates the remains of a 
  supernatural creature she participated in slaying, she gains (its Essence x2) gold points, which 
  must be spent towards the project’s interval rolls or the costs of Charms enhancing it. 
  Upon completion, the Lunar rolls (prey’s Essence), awakening one Evocation whose 
  prerequisites she meets at no experience cost for every two successes, minimum one Evocation. 
  Alternatively, she may awaken Evocations for another character that participated in slaying the 
  quarry, or for her Solar mate. 
  This Charm can only be used once per story. 
  Inexplicable Lunar Wonders 
  Cost: —; Mins: Intelligence 5, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: One project 
  Prerequisite Charms: Manifest Miracle Forging 
  
  Standing on mystery’s precipice, the Lunar anticipates challenges yet to arise. She begins a 
  superior or legendary project with any Attribute to create an artifact or manse without defining 
  exactly what she’s making, depicting a craftsman of uncanny foresight. For an artifact, she need 
  only determine its level and what magical materials and other components she’s incorporating 
  into it; for manses, only the demesne she’s raising it atop (which determines its aspect and level) 
  need be determined. The project should be left offscreen or vague; while characters can observe 
  the artifact or manse in progress, players won’t know what it is until it’s finished.   
  Upon completing the project, the player reveals what her character has been crafting all along. 
  This Charm can’t create First Age artifice. 
  This Charm can only be used once per story, unless reset by completing a superior or legendary 
  project other than the one it enhances. 
  Unbound Demiurge’s Dream  
  Cost: 10m, 1wp, 5wxp; Mins: Intelligence 5, Essence 5 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Manifest Miracle Forging, Wonder-Weaving Art (x3) 
  As the Lunar toils at her forge of wonders, the flow of time becomes a mere phantasm of her 
  imagination; seconds unwind into centuries and decades collapse into days. A Craft roll made 
  with any Attribute as part of a superior or legendary project doesn’t count towards that project’s 
  terminus. 
  This Charm can only be used (Essence/3, rounded up) times on any single project. 
  Warfare 
  Predator’s Deadly Cunning 
  Cost: 3m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: None 
  The movements of armies, battlefield geography, supply lines, and countless other details whirl 
  through the Lunar’s mind as she devises her strategy. She adds (higher of Essence or 3) dice on a 
  Strategic Maneuver roll, rerolling 1s until they cease to appear. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Argent Pack Formation 
  Cost: 3m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Predator’s Deadly Cunning 
  The Lunar’s all-encompassing understanding of her forces ensures their deployment makes the 
  most of their strengths. She adds a success to a Strategic Maneuver roll, and ignores penalties 
  equal to the highest (Might + 1) of any allied battle group. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Raiton Follows After 
  Cost: 1m; Mins: Intelligence 2, Essence 1 
  Type: Supplemental 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: None 
  Leading from behind, the Lunar guides her forces to red victory. Every 10 on an Intelligence-
  based order rolls an additional non-Charm die. If the Lunar orders a battle group to attack a 
  crashed foe, she adds (Intelligence) bonus dice. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Silver General Foresight 
  Cost: 3m; Mins: Intelligence 3, Essence 1 
  Type: Reflexive 
  Keywords: Totemic (Stamina) 
  Duration: One scene 
  Prerequisite Charms: Predator’s Deadly Cunning, Raiton Follows After 
  Everything unfolds as the Lunar has foreseen. To use this Charm, she must be fighting under a 
  stratagem she’s successfully enacted. Allied battle groups add a success on attack rolls, and she 
  rerolls 1s on Intelligence-based command actions.   
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Dauntless Tactician’s Reversal 
  Cost: 2m, 1i per die; Mins: Intelligence 3, Essence 2 
  Type: Reflexive 
  Keywords: Perilous, Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Raiton Follows After 
  Stemming the tide of her opponents’ forces, the Lunar reveals hidden defenses. When an allied 
  battle group makes a rout check, she adds up to (its Size + Might) dice on the roll for one 
  
  Initiative per die. If successful, the battle group also gains +1 Defense and +(Initiative spent) 
  soak until the end of its next turn. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Triumph-Directing Insight 
  Cost: 4m (+3i); Mins: Intelligence 3, Essence 2 
  Type: Reflexive 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Dauntless Tactician’s Reversal 
  As the Lunar directs the flow of battle, her arrayed forces create an opening for her allies to seize 
  victory. When a battle group that benefits from her order action crashes an enemy or reduces an 
  enemy battle group’s Size, she may transfer the Initiative Break to an ally within medium range 
  of her. If the Initiative Break came from attacking a battle group, she may pay a three-Initiative 
  surcharge to grant that ally (damaged group’s previous Size x2) additional Initiative. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Silver Lion Supremacy 
  Cost: 2m; Mins: Intelligence 3, Essence 2 
  Type: Supplemental 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Argent Pack Formation 
  Marshalling puissant legions of beastfolk or other supernaturally empowered troops, the Lunar 
  forges daring plans of attack. She adds non-Charm dice on a Strategic Maneuver roll equal to the 
  highest Might of any allied battle group. If she stunts with a description that invokes her soldiers’ 
  superhuman capabilities — carrying out an Ambush stratagem at night while leading beastfolk 
  capable of seeing in darkness, or leading a flank of aquatic demons in a Pincer Attack from the 
  sea — she adds non-Charm successes instead. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Quicksilver Strategy Meditation 
  Cost: 3m, 1wp; Mins: Intelligence 4, Essence 2 
  Type: Simple 
  Keywords: Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Silver Lion Supremacy 
  The Lunar’s plans are formless and enigmatic, adapting to foes’ strategies and unexpected 
  circumstances. She makes a Strategic Maneuver roll, selecting two potential stratagems to enact. 
  
  She may allocate her extra successes to whichever stratagem she wishes, and if she rolls enough 
  to meet both their thresholds, may enact them simultaneously.  
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Sparks-to-Fireflies Reversal 
  Cost: 10m, 5i, 1wp; Mins: Intelligence 5, Essence 3 
  Type: Simple 
  Keywords: Perilous, Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Quicksilver Strategy Meditation, Triumph-Directing Insight  
  A legendary strategist, the Lunar is never caught off guard or left without recourse. She makes a 
  Strategic Maneuver roll in battle, revealing preparations she’s previously taken. A single enemy 
  may pay one Willpower to oppose this with his (Intelligence + War) roll; if the battle’s occurring 
  under a stratagem he enacted, the Willpower cost is waived.  If the Lunar meets her stratagem’s 
  threshold, she enacts it and negates any enemy stratagems in place. 
  This Charm can only be used once per story, unless reset by suffering a significant setback in 
  combat — e.g., the rout of an allied battle group or the destruction of a major defensive measure 
  — that threatens a Major or Defining Intimacy. 
  Totemic: A Lunar whose spirit shape hunts in groups may learn this as a Stamina Charm. 
  Sorcery 
  Terrestrial Circle Sorcery 
  Cost: —; Mins: Intelligence 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Any four Mental Attribute Charms 
  Crossing the Terrestrial Circle’s threshold, the Lunar is initiated into mysteries unknown. She 
  may use Terrestrial Circle sorcery. She learns one Terrestrial spell — her control spell — and 
  one shaping ritual for free. 
  Cloaked in Moonfire 
  Cost: —; Mins: Intelligence 4, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Terrestrial Circle Sorcery 
  
  The Lunar’s anima banner shifts and warps as sorcerous Essence flows through it. While her 
  anima is glowing or higher, she doesn’t lose sorcerous motes on turns wherein she doesn’t gather 
  additional sorcerous motes.  
  Shadow-Hands Invocation 
  Cost: 2m; Mins: Intelligence 4, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: One turn 
  Prerequisite Charms: Cloaked in Moonfire 
  The Lunar’s shadow moves independently, weaving sorcery in her stead as she attends to other 
  matters. She flurries a Shape Sorcery action with a nonattack action, reducing the penalty on 
  both rolls by one. If she knows Celestial Circle Sorcery, she ignores all penalties, including the 
  Defense penalty.  
  An Intelligence 5, Essence 3 repurchase lets her extend this Charm’s duration to one scene for a 
  four-mote, one-Willpower surcharge. 
  Celestial Circle Sorcery 
  Cost: —; Mins: Intelligence 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Terrestrial Circle Sorcery, any five Terrestrial Circle spells 
  Attaining the sublime heights of the Celestial Circle, the Lunar returns to the world bearing 
  wisdom that burns. She may use Celestial Circle sorcery. She learns one Celestial spell — an 
  additional control spell — and one shaping ritual for free. 
  Cosmos-Rending Fury 
  Cost: 5m, 1wp; Mins: Intelligence 5, Essence 5 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Celestial Circle Sorcery 
  The Lunar’s primal rage speaks puissant sorceries unbidden from her soul’s depths. Upon 
  winning Join Battle, she makes a reflexive Shape Sorcery action to begin casting a spell, adding 
  a free full Excellency. 
   
  Manipulation 
  
  Heart’s Blood 
  Argent Trickster’s Rook 
  Cost: —; Mins: Manipulation 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  Flashing a wicked grin as she rolls the dice or turns over her cards, the Lunar claims faces 
  unwisely wagered against her. She performs a sacred hunt by challenging a human to a dice, 
  cards, or a similar game of chance, convincing him to stake his shape as his wager. She needn’t 
  convince him that she can actually take his form, and may convince him through vague 
  language, metaphor, or half-truth. Her own wager must be one that her target would consider 
  equal in value to the theft of his shape. If the Lunar wins — including by cheating, as long as she 
  isn’t caught — she concludes the sacred hunt and claims her target’s form. Her target must be 
  genuinely playing to win. 
  If the Lunar’s target wins or catches her cheating, the sacred hunt fails, and she can’t take his 
  shape through this Charm until next story. She may still attempt sacred hunts against him by 
  other means. 
  Influence 
  Fox-Tailed Trickster’s Grace 
  Cost: 5m; Mins: Manipulation 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar transgresses norms and taboos without consequence, dancing across forbidden lines 
  with carefree ease. When she violates a custom, she makes a special (Manipulation + [Presence 
  or Socialize]) instill roll against all witnesses who belong to that culture. Affected characters 
  rationalize reasons not to punish, reprimand, or think poorly of the Lunar for this violation — 
  taking her for a foreigner who doesn’t know better; recalling hearing of a heroic deed she’s 
  committed and deciding it justifies overlooking the slight; deciding the violated custom is foolish 
  and ill-considered; etc. They can’t form or strengthen negative Ties towards the Lunar or weaken 
  positive Ties to her as a result of her transgression. Resisting this influence requires entering a 
  Decision Point and calling upon a Major or Defining Intimacy. 
  Note that this Charm won’t excuse legal consequences for violating laws even if it negates social 
  or cultural stigma. 
  With a Manipulation 3, Essence 2 repurchase, targets that belong to the culture may opt not to 
  apply Resolve against the influence. The Lunar’s aware of anyone who does so, and may pay one 
  
  Willpower to grant each character a pool of (her Essence) dice. Those characters may add these 
  dice on influence rolls to convince others to overlook a violation of the same custom, or to argue 
  against the custom itself. These dice are lost if not used within (Lunar’s Essence) days. 
  Forsaking-the-Blood Posture 
  Cost: 5m; Mins: Manipulation 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace 
  Harshly excoriating a rival, the Lunar turns his people against him. She makes a Manipulation- 
  or Charisma-based instill roll, ignoring multiple target penalties, to create a negative Tie towards 
  a character or weaken positive Ties towards him by accusing him of violating a custom or more 
  of a culture he belongs to. Targets who belong to the accused’s culture suffer −2 Resolve, and 
  can’t bolster Resolve with Ties towards their shared culture or Principles that express solidarity, 
  tribalism, or similar. 
  Tarnished Silver Imprecation 
  Cost: 5m, 1wp; Mins: Manipulation 4, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Forsaking-the-Blood Posture 
  The Lunar’s rumormongering stains her victim’s reputation soul-deep. She adds (higher of 
  Essence or 3) dice on an instill roll to create a negative belief about a character present in the 
  scene. Affected characters, other than the accused, also treat this as a persuade roll, convincing 
  them to spread this belief through rumors, jokes, mocking nicknames, etc. Each affected 
  character does so for at least (6 – his Integrity) days. 
  If Lunar’s instill roll affects the accused, the rumor lives on in his shadow for (Lunar’s extra 
  successes against him) days. Anyone attempting to read his intentions is exposed to this Charm’s 
  influence, using the original roll’s successes. Such characters use their successes on the read 
  intentions roll in place of their base Resolve, if lower. 
  Generosity of the Cuckoo 
  Cost: 7m; Mins: Manipulation 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace 
  
  Few can refuse the Lunar’s gifts, be they baskets of poisoned fruit or the red-handed spoils of her 
  latest crime. She offers a gift to a single character without asking anything in return, making a 
  special (Manipulation + [Presence or Socialize]) instill roll with double 8s. If his Resolve’s 
  beaten, he takes whatever the Lunar offers. While he may store the object, exchange it, give it 
  away to others, or “use up” limited gifts such as foodstuffs, he can’t discard or abandon the 
  Lunar’s gift. He can’t spend Willpower to resist unless the gift is obviously dangerous, or if 
  accepting it would violate a Major or Defining Intimacy.   
  Laughing Raccoon Audacity 
  Cost: —; Mins: Manipulation 4, Essence 1 
  Type: Permanent 
  Keywords: None 
   
  Duration: Permanent 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace 
  The Lunar diminishes her social standing, falling beneath respectable society’s notice. She can 
  use Fox-Tailed Trickster’s Grace (p. XX) to instill a Tie of scorn or disgust towards herself (or 
  her current shape) in addition to the roll’s usual effects. Instead of excusing her transgressions, 
  affected characters dismiss her behavior and any subsequent transgressions that scene as 
  “normal” for a madwoman, foreigner, or similar undesirable. They won’t punish or reprimand 
  her, merely wishing that someone else would attend to that unpleasant task.  
  Glib Tongue Technique 
  Cost: 4m; Mins: Manipulation 2, Essence 1 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar knows what others wish to hear, making even the tallest tales seem reasonable as she 
  masterfully plays to her audience. She doubles 9s on an instill roll, and ignores one point of 
  penalty from implausible claims (Exalted, p. 215). 
  Heart-Snaring Deception 
  Cost: 3m; Mins: Manipulation 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Glib Tongue Technique 
  The Lunar preys on others’ desire to believe. When she makes an instill roll against one target 
  that exploits one of his Intimacies, she ignores (Intimacy) points of penalty for implausible 
  
  claims. If this exceeds the total value of such penalties, she adds the difference in non-Charm 
  dice. 
  Uncertain Sky Ambiguity 
  Cost: 6m; Mins: Manipulation 3, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Glib Tongue Technique 
  There are no certainties in the company of tricksters. The Lunar makes a special (Manipulation + 
  [Presence or Socialize]) instill roll with (higher of Essence or 3) bonus dice. Success causes 
  targets to doubt the truth of a specific fact. A traveler waiting on a companion might question 
  whether he’s at the correct teahouse; a merchant might second-guess his cargo’s value; a 
  pickpocket’s victim might doubt whether he had the stolen item with him all along. This 
  uncertainty can be leveraged as though it were a Major Intimacy for the scene.  
  Characters presented with direct evidence of the fact’s truth may resist this influence without 
  spending Willpower. A character with an Intimacy encompassing belief in the fact in question 
  treats this as unacceptable influence: a soldier with a Tie of loyalty towards his commander 
  might question whether he heard her orders correctly, but not whether he serves her.  
  The Shadow Who Wasn’t There 
  Cost: 3m; Mins: Manipulation 3, Essence 1 
  Type: Reflexive 
  Keywords: Totemic (Appearance) 
  Duration: One scene 
  Prerequisite Charms: Uncertain Sky Ambiguity 
  Endlessly elusive, the Lunar extricates herself from even the most tenuous suspicions. When she 
  observes one or more characters discussing someone whose identity they don’t know, or infers 
  that such an unknown person is on those characters’ minds, she employs subtle mannerisms and 
  social cues to make them completely certain that the unknown person is neither the Lunar nor her 
  current shape. Her targets must be able to see or hear her, though she need not directly address 
  them. This certainty can be leveraged through social influence as though it were a Minor 
  Intimacy. A character may pay one Willpower to resist this Charm, becoming immune for one 
  scene. 
  Totemic: A Lunar whose spirit shape mimics another animal’s appearance may learn this as an 
  Appearance Charm, with Perfect Symmetry (p. XX) as its prerequisite. 
  Ever-Present Shadow Insinuation 
  Cost: 3m; Mins: Manipulation 3, Essence 1 
  Type: Reflexive 
  Keywords: Totemic (Appearance) 
  
  Duration: One scene 
  Prerequisite Charms: The Shadow Who Wasn’t There 
  Suffusing her mien with notoriety, the Lunar subtly implicates herself in others’ minds. This 
  Charm functions like its prerequisite, but inverts its effect, leaving targets certain that the 
  unknown individual they’re thinking of is the Lunar, or her current shape.  
  If the Lunar uses this Charm and its prerequisite simultaneously, the cognitive dissonance of 
  being certain that the Lunar was and was not the unknown individual overwhelms targets, 
  imposing a −1 penalty on social and mental rolls until they resist one or both Charms. Each 
  contradictory certainty can be leveraged as a separate Intimacy. 
  Totemic: A Lunar whose spirit shape mimics another animal’s appearance may learn this as an 
  Appearance Charm. 
  Wayward Pariah Affliction 
  Cost: 4m, 1wp; Mins: Manipulation 4, Essence 1 
  Type: Simple 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Forsaking-the-Blood Posture, Uncertain Sky Ambiguity 
  The Lunar undermines the confidence of mighty princes and esteemed elders by questioning 
  their place in society. She makes a special (Manipulation + [Presence or Socialize]) instill roll 
  against one character to convince him that he’s secretly distrusted and scorned by other members 
  of a culture he belongs to. He treats any positive Ties towards members of that culture, or to the 
  culture itself, as one step lower in intensity. Additionally, his suspicions and insecurity impose a 
  −2 penalty on influence rolls and read intentions rolls he makes that target members of that 
  culture. This lasts until another member of the culture convinces the target that he’s welcome in 
  it, using the rules for overturning social influence (Exalted, p. 221).  
  Protean: If the Lunar uses this Charm in a human shape that belongs to the culture in question, 
  her target suffers −1 Resolve against the influence. 
  Inexplicable Mystery Incarnation 
  Cost: 2m; Mins: Manipulation 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  Drawing her anima inwards, the Lunar masks her power. She mutes all motes spent to create or 
  enhance an influence roll with any Attribute, read intentions roll, or application of Resolve or 
  Guile. 
  Subtle Speech Method 
  
  Cost: 3m; Mins: Manipulation 2, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  Employing deft circumlocutions and subtle innuendo, the Lunar carries on two conversations 
  simultaneously. She appears to speak on one topic, but the subtext of her speech conveys either a 
  single idea or an influence roll, perceived only by those she wishes to grasp her true meaning. 
  Those characters must still understand the language the Lunar is speaking in. 
  Voice-Hurling Method 
  Cost: 2m; Mins: Manipulation 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Subtle Speech Method 
  Reshaping vocal cords, the Lunar effects masterful ventriloquism. Her voice appears to come 
  from a point within short range for a single influence roll or ten seconds of regular speech. She 
  may speak from concealment without revealing her location, imposing a two-success penalty on 
  Awareness rolls to locate her. 
  Hyena-Grinning Playfulness 
  Cost: 4m; Mins: Manipulation 3, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Uncertain Sky Ambiguity 
  The Lunar weaves blood-chilling threats into idle banter or small talk without changing her tone 
  of voice or demeanor, leaving victims confused and terrified. When she makes a threaten roll 
  with any Attribute, her targets won’t form negative Ties towards her because of it, nor can they 
  strengthen negative Ties to her at the scene’s end. Such characters won’t take offense to the 
  threats or respond with hostility. Resisting the threaten roll ends this effect; affected characters 
  unable to do so may spend one Willpower to resist solely this Charm’s effects instead. 
  This Charm can only be used once per scene. 
  Wolves-in-the-Mist Incitement 
  Cost: 6m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Simple 
  Keywords: Mute 
  
  Duration: Instant 
  Prerequisite Charms: Hyena-Grinning Playfulness 
  The Lunar’s predatory Essence suffuses her voice and mannerisms, awakening primal fears that 
  sleep in the caverns of the soul. She makes a (Manipulation + [Presence or Socialize]) inspire 
  roll to create fear, ignoring multiple target penalties. This doesn’t require her to directly address 
  her targets, though she must speak in a language they understand or employ body language. This 
  Charm’s victims won’t perceive the Lunar as the source of their fear. 
  Affected characters believe they’re in imminent danger from an unknown threat. In addition to 
  an inspire action’s normal effects, for the rest of the scene, they suffer −1 Resolve and Guile, and 
  a −2 penalty on actions that don’t help safeguard against the danger. This increases to −3 on Join 
  Battle rolls and Awareness rolls to detect enemies — the victims are too preoccupied with the 
  nonexistent threat to see the real danger. Once a character’s Joined Battle, these penalties no 
  longer apply to him (although the inspired fear remains). 
  This Charm’s victims won’t perceive the Lunar as the source of their fear. 
  Innocuous Rumormonger Remark 
  Cost: 5m; Mins: Manipulation 3, Essence 2 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Subtle Speech Method 
  The Lunar passes off her arguments as rumors, tantalizing gossip, and popular opinion. When 
  she makes an instill roll, targets can’t bolster their Resolve with negative Ties toward her. Unless 
  they successful read her intentions or profile her that scene, they won’t recognize that she 
  attempted to influence them, believing they drew their own conclusions from the widespread 
  gossip. 
  Chattering Magpie Inflection 
  Cost: —(1m, 1wp); Mins: Manipulation 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Innocuous Rumormonger Remark 
  The Lunar conceals her voice within the mutterings of a crowd. She can use Innocuous 
  Rumormonger Remark for one mote and one Willpower while within close range of multiple 
  characters to conceal her statement’s source. Onlookers perceive it as being a general sentiment 
  expressed by the crowd she’s in — even those in the crowd can’t discern who said it. 
  If the Lunar knows Voice-Hurling Method, she can use this Charm while within short range of 
  multiple characters.  
  Lying to the World 
  
  Cost: —; Mins: Manipulation 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Inexplicable Mystery Incarnation 
  Every lie that rolls off the Lunar’s lips and into believing ears is a prayer to herself. When she 
  succeeds on a Manipulation-based influence roll or successfully asserts Guile, she gains two 
  motes. This can’t exceed the number of motes spent enhancing the roll or her Guile.  
  Brother-or-Duty Dilemma 
  Cost: 5m; Mins: Manipulation 4, Essence 2 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Heart-Snaring Deception 
  The Lunar plays her victim’s passions against his beliefs. When an influence roll with any 
  Attribute exploits a Tie to an individual, her target can’t use a Tie to a group nor a Principle to 
  bolster his Resolve or in a Decision Point if its intensity is lower.  
  Protean: If the exploited Tie is towards the Lunar’s current human or animal shape, her victim 
  can’t use such Intimacies at all. 
  Faithless Wolf Strays 
  Cost: 4m; Mins: Manipulation 5, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Brother-or-Duty Dilemma 
  A master of self-deception, the Lunar argues against her own ideals. When she bolsters her 
  Resolve with a Tie to an individual, it can’t be penalized by Ties toward groups or Principles if 
  they have lower intensity (though they may still support persuade actions). If the bolstering Tie is 
  towards her Solar mate, such Intimacies can’t penalize her Resolve unless they’re of greater 
  intensity. 
  Countless Shadow-Puppets Dance 
  Cost: —; Mins: Manipulation 4, Essence 2 
  Type: Permanent 
  Keywords: Totemic (Appearance) 
  Duration: Permanent 
  
  Prerequisite Charms: Ever-Present Shadow Insinuation 
  Weaving stolen faces into a tapestry of mystery and rumor, the Lunar inhabits the stage of 
  others’ assumptions. When she uses The Shadow Who Wasn’t There or Ever-Present Shadow 
  Insinuation, she’s no longer limited to making her targets believe that she or her current human 
  shape either was or was not the unknown individual in question. She can cause their assumption 
  to fall on any human whose shape she possesses, without needing to wear it.  
  Note that using those two Charms together only produces cognitive dissonance if they create 
  conflicting certainties — e.g. if the Lunar induces the belief that a mysterious serial killer is the 
  satrap’s adviser, and isn’t her, no penalty results. 
  Totemic: A Lunar whose spirit shape mimics another animal’s appearance may learn this as an 
  Appearance Charm. 
  Empress-Grifting Confidences 
  Cost: 4m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Heart-Snaring Deception 
  Everyone longs to be lied to, and the Lunar trickster is happy to oblige. She rolls (Manipulation 
  + [Presence or Socialize]) as she lies to instill either a Principle of belief in her words, or another 
  appropriate Intimacy. A character whose Resolve is penalized against this influence by one of his 
  Intimacies can’t spend Willpower to resist it until next scene, unless presented with direct 
  evidence contradicting the lie. If the Lunar succeeds, and no affected character spends Willpower 
  to resist by the scene’s end, she gains one Willpower. 
  Gnawing Mouse Malaise 
  Cost: 5m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Simple 
  Keywords: Mute 
  Duration: One story 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace (x2) 
  The Lunar poisons armies and ministries from within, sowing chaos and turmoil. She spends a 
  scene interfering with an organization she (or whoever she appears to be) holds a position of 
  authority within — giving subordinates contradictory instructions, misappropriating funds, 
  spreading rumors about other organization members, destroying records, etc. She rolls 
  (Manipulation + [Bureaucracy, Larceny, or Socialize]) with (Essence) successes, opposed by the 
  highest appropriate (Attribute + Ability) roll of any involved group member. A general might 
  roll (Intelligence + War) against an attempt to disrupt his supply lines; a devious bureaucrat 
  might roll (Manipulation + Bureaucracy) to counter the Lunar’s efforts with his own schemes; a 
  crime boss might roll (Charisma + Larceny) to retain his syndicate’s loyalty; etc. 
  
  Success inflicts internal turmoil, mismanagement, and delay. 1s on group members’ rolls 
  subtract successes on rolls to carry out the organization’s official business — a Bureaucracy roll 
  to allocate a ministry’s resources and manpower, an Investigation roll to sniff out corruption 
  within a business, a general’s Strategic Maneuver roll to position an army, etc. — and the time 
  necessary to complete such actions (or the interval of extended actions) is doubled. When a roll 
  penalized in this way fails, the Lunar gains one Willpower, maximum one per day. She gains +3 
  Guile against effects that would reveal her culpability. 
  An organization member can undo this sabotage by successfully uncovering the Lunar as its 
  culprit and completing a project (Exalted, p. 226) to undo or reform whatever harm she caused. 
  Alternatively, magic such as Woe-Capturing Web can oppose this Charm. 
  This Charm can only be used on a given organization once per story. 
  Grows-in-the-Telling Technique 
  Cost: 4m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Heart-Snaring Deception 
  Even the wildest lies grow more believable with repetition. The Lunar resets a failed instill roll 
  to convince others of a falsehood. If a target uses the same Intimacy to bolster his Resolve 
  against her renewed roll that he did against the original roll, reduce the bonus it applies by one. 
  Any penalties for dubious claims the Lunar suffers on the renewed roll are halved.  
  This Charm can only be used once per scene. 
  Herd Subversion Approach 
  Cost: 5m; Mins: Manipulation 4, Essence 2 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace (x2) 
  The Lunar invites transgression and disobedience, tempting others to forsake long-held traditions 
  and mores. When she makes a persuade, bargain, or threaten roll to convince one or more 
  characters to violate or act contrary to culture’s custom, members of that culture suffer −1 
  Resolve. Such characters can’t use Ties to that culture to bolster their Resolve or spend 
  Willpower in Decision Points.  
  Secret Devil’s Presence 
  Cost: 1m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Simple 
   
  Keywords: None 
  
  Duration: Instant 
  Prerequisite Charms: The Shadow Who Wasn’t There, Tarnished Silver Imprecation 
  Preying on suspicion and paranoia, the Lunar sows rumors of herself. She accuses someone of 
  being an impostor, rolling a special (Manipulation + [Larceny, Performance, Presence, or 
  Socialize]) instill roll against his (Charisma + [Bureaucracy, Performance, Presence, or 
  Socialize]) roll, rerolling a failed die for each of his 1s. She can accuse someone who isn’t 
  present, but at a –3 penalty, and he still rolls.  
  If successful, the Lunar’s extra successes become an instill roll against all other characters 
  present to create Tie of suspicion towards the accused character, convincing them that he’s a 
  disguised conman, shapeshifter, possessing spirit, etc. Characters already watching for a 
  suspected impostor must pay an additional Willpower to resist this influence. 
  As long as affected characters retain the instilled Tie, their read intentions rolls against the 
  accused yield false positives — giving them a definite sense that something’s wrong with his 
  behavior or appearance — unless their successes also beat the Lunar’s Guile.  
  This Charm’s Willpower cost is waived if it’s used with Tarnished Silver Imprecation. 
  Special activation rules: The Lunar may activate this Charm reflexively when she uses Wolves-
  in-the-Mist Incitement, waiving its Willpower cost, to convey both Charm’s effects with 
  Wolves-in-the-Mist Incitement’s roll. 
  Creating-the-Wolf Attitude 
  Cost: —; Mins: Manipulation 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Forsaking-the-Blood Posture 
  Twisting the words of accusers and enemies, the Lunar lays her sins on their backs. When she’s 
  accused of violating a custom, she may use Fox-Tailed Trickster’s Grace to excuse her 
  transgression, even if it occurred in the past. If she successfully influences all character’s present, 
  she may reflexively use Forsaking-the-Blood Posture for free, turning the accusation back on her 
  accuser. Each 9 or 10 on her roll for Fox-Tailed Trickster’s Grace adds a bonus die on 
  Forsaking-the-Blood Posture’s roll. 
  False Burrow Pursuit 
  Cost: 3m, 1wp; Mins: Manipulation 4, Essence 3 
  Type: Reflexive 
  Keywords: Mute, Protean, Psyche 
  Duration: Instant 
  Prerequisite Charms: Empress-Grifting Confidences 
  The Lunar sends others chasing down paths that never existed. She opposes an influence roll 
  with a special (Manipulation + [Presence or Socialize]) instill roll against its speaker, suddenly 
  
  changing the topic of conversation. If her roll beats both the opposing character’s roll and his 
  Resolve, he abandons his original intent, instead making an influence roll appropriate to the 
  Lunar’s chosen topic. He forgets what the previous topic of discussion was for the rest of the 
  scene, though if another character reminds him of it, he can spend one Willpower to resist this 
  influence.  
  This Charm may only be used once per scene. 
  Protean: In animal or human shapes that the Lunar’s target has a Tie towards, if she successfully 
  changes the topic to one related to the Tie’s emotional context, he can’t resist this influence 
  unless he enters a Decision Point and invokes an Intimacy of equal or greater intensity after 
  being reminded of the original topic. 
  Trash-is-Treasure Misdirection 
  Cost: 3m, 1wp; Mins: Manipulation 4, Essence 3 
  Type: Simple 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Generosity of the Cuckoo, Uncertain Sky Ambiguity 
  The Lunar’s sales pitch conveys such impassioned sincerity that her mark sees pearls instead of 
  pebbles. She makes a (Manipulation + [Performance or Presence]) bargain roll against a single 
  character. If successful, she convinces him that whatever she offers is actually another object of a 
  similar size and shape, but with a Resources value up to (1 + Lunar’s extra successes) higher 
  than the actual object’s, before the Storyteller determines whether that offer is sufficient. She 
  might pass off a handful of leaves as Realm scrip, a rusted saber as a bladesmith’s masterpiece, 
  or a clay brick as a silver ingot. This does not create an illusion or disguise the object — rather, 
  the Lunar’s lie is so convincing that her target disregards all evidence to the contrary, even that 
  of his own eyes. 
  This Psyche effect lasts (Lunar’s Essence) hours. An affected character may pay three Willpower 
  to resist if another character disputes the object’s value, such as a vendor refusing to be paid in 
  leaves, or if attempting to use the object makes the discrepancy between what it is and what the 
  victim believes it to be apparent. Once the Lunar uses this Charm against a specific character, 
  he’s immune to further uses for (his Integrity) days. 
  With a Manipulation 5, Essence 4 repurchase, the Lunar may target multiple characters with this 
  influence, spending at least several minutes speaking to do so. She uses the lowest number of 
  extra successes over any audience member’s Resolve when determining what she can cause 
  affected characters to perceive. 
  Wolf-Amid-the-Fold Approach 
  Cost: 1m, 1wp; Mins: Manipulation 4, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  
  Prerequisite Charms: Brother-or-Duty Dilemma 
  Clothed in stolen skin and speaking with another’s voice, the Lunar exploits the web of 
  relationships her prey has left behind. When she makes an influence roll using any social 
  Attribute while in a stolen human form, characters with Major or Defining Ties to that form must 
  pay one additional Willpower to resist. If all affected targets decline to resist with Willpower, the 
  Lunar gains one Willpower. 
  Commanded to Fly 
  Cost: 5m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Empress-Grifting Confidences 
  Caged and collared, the Lunar finds freedom in obedience. She can use this Charm when she 
  succumbs to a Psyche effect or mind-affecting curse. It still takes effect, but her player adds a 
  stipulation or condition to the actions it compels her to take equivalent to an inconvenient or 
  serious task (Exalted, p. 216). The imposed condition can’t directly contravene the controlling 
  influence, but may make it more difficult for the Lunar to achieve, or alter the outcome intended 
  by the opposing character. The added condition can’t be one that would let the Lunar ignore the 
  influence as unacceptable.  
  This Charm can only be used once per story, unless reset by successfully completing a task 
  imposed by a Psyche effect or curse in a way that upholds one of the Lunar’s Major or Defining 
  Intimacies (regardless of whether the outcome is what the opposing character envisioned). 
  Alternatively, it may be reset by completing a legendary social goal (Exalted, p. 134). 
  Example: A Solar uses Hypnotic Tongue Technique to command Anja Silverclaws to kill a forest-
  god, the leader of a troublesome spirit court. Anja uses Commanded to Fly to add the stipulation 
  that she must take the Solar’s shape and carry out the god’s murder while wearing it — a task 
  that is merely inconvenient, as she has a Charm to take shapes by gambling, and the Solar seems 
  an easy mark. However, if she had a Defining Tie to the Solar, and no way to take his form 
  without killing him, this stipulation would be unacceptable influence, so she couldn’t add it. 
  Likewise, she couldn’t add a stipulation that she kill the god without using any of her Exalted 
  might or weaponry, as the spirit is dangerous enough to make this a life-defining task. 
  Coyote-Laughing Hilarity 
  Cost: 3m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace, Hyena-Grinning Playfulness 
  The Lunar defeats arguments by agreeing with them, playing off the sincerest of statements with 
  jovial manner and deft wit. When a character makes an influence roll, she opposes it with a 
  
  (Manipulation + [Performance, Presence, or Socialize]) roll. If she rolls more successes, her 
  reaction to that character’s influence convinces all other affected targets that it was meant 
  sarcastically, ironically, or humorously, inverting its effect. An instill roll accusing the Lunar of 
  various misdeeds would be seen as praise for her, building positive Ties; an inspire roll to calm a 
  crowd only angers them further. 
  This Charm won’t invert an influence roll’s effect against the Lunar unless she enhances it with 
  Whispering Silver Serpent, waiving the Willpower cost of such an activation.  
  Whispering Silver Serpent 
  Cost: 4m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Empress-Grifting Confidences 
  Such are the depths of the Lunar’s deception that even she believes it. When she lies — either in 
  an influence roll or ordinary dialogue — she convinces herself that she’s telling the truth. Until 
  end of scene, read intentions or profile character rolls can’t reveal any evidence that she lied. 
  Even mind-reading magic shows that she believes what she’s saying.  
  This Charm can contest lie-detecting magic like Judge’s Ear Technique. Such contests are 
  resolved by opposed rolls, with the Lunar rolling (Manipulation + [Larceny, Presence, or 
  Socialize]) with (Essence) bonus dice. If successful, her statement appears true. 
  Cobra’s Hypnotic Gaze 
  Cost: 5m; Mins: Manipulation 5, Essence 3 
  Type: Supplemental 
  Keywords: Mute, Psyche 
  Duration: Instant 
  Prerequisite Charms: Whispering Silver Serpent 
  Speaking with mesmerizing tone and cadence, the Lunar lulls her prey into a half-trance. She 
  may use Manipulation instead of Appearance to determine the bonus dice added (Exalted, p. 
  218) on an instill or persuade roll. If she adds any dice this way, her victim’s trance is deep 
  enough that his Intimacies can’t modify his Resolve, positively or negatively, against that 
  influence. He can still invoke Intimacies in a Decision Point. 
  Forgetful Victim Prana 
  Cost: 10m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Reflexive 
  Keywords: Psyche 
  Duration: Instant 
  Prerequisite Charms: Cobra’s Hypnotic Gaze, Grows-in-the-Telling Technique 
  
  The Lunar’s eyes burn with devilish intensity as she scours her presence from a witness’ 
  memory. At a scene’s end, she makes a special (Manipulation + [Presence or Socialize]) instill 
  roll against one character. Success suppresses his memories of the scene, without a chance to 
  resist with Willpower. He forgets everything that happened during that scene, and believes no 
  time has passed since the scene’s beginning.  
  If a character failed an influence roll targeting solely the Lunar’s victim during the erased scene, 
  that action resets.  
  Conversely, if a character succeeded on a persuade, bargain, or threaten roll against the target, 
  that influence is terminated along with his memory of it. If the player of the influencing character 
  doesn’t consent to this, the Lunar’s instill roll is subject to the rules for overturning influence 
  (Exalted, p. 221), and fails entirely if she can’t overturn the opposing influence. Instilled 
  Intimacies and inspired emotions remain, though the victim doesn’t realize they’re the result of 
  another’s influence. 
  If someone reminds the victim of the scene’s events, or he finds evidence that time has passed 
  without his awareness, he may resist this influence for three Willpower, regaining his memories. 
  Terminated influence resumes, while reset actions must be reset again, if characters haven’t 
  already attempted them. 
  This Charm can only be used once per day. Once the Lunar uses this Charm against a character, 
  he’s immune to further uses for (his Integrity) days. 
  Shadow Faith Inversion 
  Cost: 8m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Supplemental 
  Keywords: Protean, Psyche 
  Duration: Instant 
  Prerequisite Charms: Cobra’s Hypnotic Gaze, Herd Subversion Approach 
  The Lunar’s words poison the soul, twisting the heart against itself. When she makes an instill 
  roll to weaken a single character’s Intimacy, he can’t use that Intimacy to bolster his Resolve — 
  instead, it penalizes his Resolve as though it supported the influence. 
  This Charm can only be used against a character once per story.  
  Protean: If the Lunar uses this Charm in a human or animal shape that’s the object of the 
  targeted Intimacy, resisting the influence requires entering a Decision Point and citing a different 
  Intimacy whose intensity equals or exceeds that of the targeted Intimacy. 
  Nameless Monster Embodiment 
  Cost: 10m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Simple 
  Keywords: Psyche 
  Duration: Indefinite 
  Prerequisite Charms: Shadow Faith Inversion 
  
  The Lunar becomes a monstrous avatar of doubt, a living denial of her prey’s deepest-felt 
  convictions. She makes a special (Manipulation + [Presence or Socialize]) instill roll against a 
  character she’s spent at least a scene interacting with, embodying the antithesis of one of his 
  Defining Principles that she’s aware of. That Intimacy can’t bolster his Resolve against this 
  influence, which can’t be resisted with Willpower. If she succeeds, her target suffers the 
  following effects: 
  • 
  −2 Guile and Resolve against her. 
  • 
  While he can perceive her, he can’t use the targeted Principle to increase his Resolve or 
  in Decision Points.  
  • 
  Acting against the Principle while he can perceive the Lunar causes him to lose one 
  Willpower and roll an extra die for Limit (if applicable). If he has no Willpower, he can’t act 
  against that Intimacy. 
  • 
  He can’t read her intentions unless he spends one Willpower. 
  • 
  When he encounters a situation where the Principle is relevant, the Lunar intuitively 
  realizes this and receives a brief description of that situation.  
  The victim can end this influence by completing eroding the targeted Principle, or by winning a 
  noteworthy victory over the Lunar: besting her in combat, swaying an audience against her in a 
  debate, driving a rival business led by her into bankruptcy, etc. Ending this influence by 
  triumphing against the Lunar grants the victim one Willpower and lets him shed one Limit, and 
  also renders the targeted Principle immune to subsequent uses of this Charm by her. 
  This Charm can only be used against a character once per story. 
  Taboo-Banishing Transgression 
  Cost: —(+1wp); Mins: Manipulation 5, Essence 3 
  Type: Permanent 
  Keywords: Psyche 
  Duration: Permanent 
  Prerequisite Charms: Fox-Tailed Trickster’s Grace (x2) 
  The Lunar disperses traditions and mores like half-remembered dreams. For a one-Willpower 
  surcharge, Fox-Tailed Trickster’s Grace suppresses affected characters’ memory and knowledge 
  of the violated custom. Any Principles that embody the affected custom are suppressed. She 
  might cause Immaculate monks to forget their faith’s aniconicism by erecting an idol to a local 
  god beside their shrine. Any Principles that embody the affected custom are suppressed. This 
  lasts (6 – victim’s Integrity) hours, but affected characters are freed from it if they’re reminded 
  of the custom. 
  First-in-School Assumption 
  Cost: 5m, 4i, 1wp; Mins: Manipulation 5, Essence 4 
  Type: Reflexive 
  Keywords: Perilous 
  
  Duration: Instant 
  Prerequisite Charms: Wolf-Amid-the-Fold Approach 
  Seizing on the chaos of the battlefield, the Lunar tempts the rank and file of enemy armies away 
  from their banners. Before an enemy battle group rolls a rout check, she makes a (Manipulation 
  + [Presence or War]) roll against its Resolve. If she succeeds and the battle group suffers 
  dissolution (Exalted, p. 209), it reforms under her command, losing a dot of Size. Deserters, 
  mercenaries, and ill-treated troops turn to the Lunar’s side, believing she offers the best chance 
  for survival, while those who refuse to turn traitor make up the lost dot of Size. 
  Once the battle ends, the battle group’s members form a Minor Tie towards the Lunar, with a 
  Storyteller-chosen emotional context. 
  This Charm can only be used once per day, unless reset when a battle group acting under the 
  Lunar’s order action deals enough damage to an enemy battle group to reduce its Size.  
  Nation-Sundering Shadow 
  Cost: —(+5m); Mins: Manipulation 5, Essence 4 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Nameless Monster Embodiment 
  The Lunar bears civilization’s shadow as a disquieting cloak. After at least a week immersed 
  within a culture, she can use Nameless Monster Embodiment at a five-mote surcharge, targeting 
  one of that culture’s customs. Her roll is opposed by the ([Charisma or Intelligence] + 
  [Bureaucracy or Socialize]) roll of that culture’s leader or a significant figure within it. If 
  successful, any members with Defining Ties towards the culture or Defining Principles 
  embodying the targeted custom suffer the effects of Nameless Monster Embodiment with regard 
  to such Intimacies. While the Lunar remains immersed in an affected culture, she can inflict an 
  automatic botch once per story on any roll made by a leader or administrator within that culture 
  related to a large-scale project. 
  A culture afflicted by this Charm can end it if members of it publicly triumph over the Lunar, or 
  if a prominent member completes a project (Exalted, p. 226) reaffirming the targeted custom. 
  This renders that custom immune to subsequent uses of this Charm by the Lunar. 
  This Charm can only be used once per story, unless reset by achieving a legendary social goal (Exalted, p. 
  134). 
  Parade-of-Follies Deliverance 
  Cost: 10m, 1wp; Mins: Manipulation 5, Essence 4 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Commanded to Fly 
  
  The Lunar reveals secret paths to freedom, even if they lead through the gates of madness. She 
  makes a special (Manipulation + Presence) persuade roll, which doesn’t require a supporting 
  Intimacy, against a character under the influence of a Psyche effect or mind-affecting curse, 
  using the rules for overturning influence (Exalted, p. 221). If successful, her target enters a 
  Decision Point and must invoke either a Defining Tie that opposes the Psyche effect or curse, or 
  a positive Major or Defining Tie to the Lunar (or her current human shape) to pay one 
  Willpower. If he does, the Lunar adds a condition to the compelled course of action, as per 
  Commanded to Fly (p. XX). 
  If the Lunar uses this Charm on her Solar mate, she succeeds without needing a roll. He may 
  reflexively form a positive Major Tie towards her in the Decision Point. 
  This Charm can only be used on a character once per story. 
  Guile 
  Moonlight Curtain Drawn 
  Cost: 3m; Mins: Manipulation 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute 
  Duration: One scene 
  Prerequisite Charms: None 
  Vanishing into the depths of herself, the Lunar hides her true face. She gains +1 Guile. If an 
  effect opposing her Guile would reveal information inconsistent with her current animal or 
  human shape, potentially revealing her as a shapeshifter or impostor, the bonus increases to +3. 
  A Manipulation 4, Essence 2 repurchase of this Charm extends its duration to one day. 
  Cat-Eyed Enticement 
  Cost: 3m; Mins: Manipulation 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Moonlight Curtain Drawn 
  The Lunar’s inscrutability lends mysterious appeal to her arguments. To use this Charm, she 
  must have successfully asserted Guile previously that scene. She rerolls (higher of Essence or 3) 
  failed dice on an influence roll with any Attribute against a single character who failed opposing 
  her Guile. She may use this Charm once per successful application of Guile. 
  Argent Deceiver Smile 
  Cost: —(2m); Mins: Manipulation 3, Essence 1 
  Type: Permanent 
  Keywords: Mute 
  
  Duration: Permanent 
  Prerequisite Charms: Moonlight Curtain Drawn 
  Radiating honesty and sincerity, the Lunar conceals her silvered tongue. While using Moonlight 
  Curtain Drawn, she may pay two motes to apply its +3 Guile bonus against any effect that would 
  reveal information indicating that she’s lying, or that her behavior is intended to deceive. 
  Seven-Veiled Visage 
  Cost: 1m; Mins: Manipulation 4, Essence 1 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Argent Deceiver Smile 
  Endless layers of misdirection enfold the Lunar’s innermost self, concealing it from all but the 
  most impeccable discernment. (Essence) 1s on a roll opposing the Lunar’s Guile subtract 
  successes. She can’t use this Charm against characters she’s unaware of. 
  Protean: If the Lunar’s in a human shape the opposing character has a Defining Tie towards, 
  failure casts him into despair over his inability to understand someone who means so much to 
  him. He suffers a dice penalty equal to the 1s on his roll, maximum (Lunar’s Essence), on social 
  and mental actions for the scene. 
  Sublime Façade Art 
  Cost: —(1m); Mins: Manipulation 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  A natural at deception, the Lunar employs many methodologies to conceal her emotions. She 
  may use Integrity, Larceny, or Performance instead of Socialize when calculating Guile. For one 
  mote, she ignores a point of penalty to her Guile, though this can’t reduce the penalty for being 
  unaware of an observer.  
  Anemones Conceal Clownfish  
  Cost: 3m; Mins: Manipulation 4, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Seven-Veiled Visage 
  The Lunar lends an air of mystery to even the most boorish companions, insinuating hidden 
  depths they don’t possess. When she witnesses an ally being targeted by an effect opposing his 
  
  Guile, she grants him +1 non-Charm Guile. The maximum amount he may raise his Guile with 
  Charms is also raised by +1. 
  If the Lunar uses this Charm to benefit her Solar mate, any motes he spends to enhance his Guile 
  are muted. 
  Forgotten Self Wisdom 
  Cost: 3m; Mins: Manipulation 4, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Moonlight Curtain Drawn (x2) 
  Assuming another’s identity, the Lunar casts aside a part of herself. Upon shapeshifting into a 
  human or animal form, she suppresses an Intimacy incompatible with impersonating that shape. 
  It can’t be detected by read intentions actions or similar effects, nor can it modify her Resolve, 
  justify persuade actions against her, or be called upon in Decision Points. The Lunar’s own 
  behavior may still reveal the Intimacy to an observer. She can stack this Charm to suppress 
  multiple Intimacies. 
  This Charm ends if the Lunar leaves the shape she used it in. If the Lunar ends it and uses the 
  sealed Intimacy to bolster her Resolve or in a Decision Point in the same scene, she can’t use this 
  Charm again for the rest of the day. 
  Labyrinth of the Beast 
  Cost: 4m, 1wp; Mins: Manipulation 5, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Forgotten Self Wisdom 
  The Lunar submerges her conscious mind in the depths of the countless beasts that teem in her 
  Essence. After successfully asserting Guile against a read intentions roll with at least a single 1, 
  she may use this Charm, causing the opposing character to believe he succeeded. However, 
  instead of the truth, he sees only an animalistic drive of her choice — hunger, aggression, lust, 
  etc. — and disregards her until end of scene unless her actions prompt further attention. 
  Protean: If the Lunar uses this Charm in an animal’s shape, it causes the opposing character to 
  instead see only the instincts and drives typical to a normal animal of that kind. She may use it 
  even after a successful read intentions roll, as long as it contained at least a single 1. 
  Inconspicuous Feral Lifestyle 
  Cost: —(1m); Mins: Manipulation 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  
  Duration: Permanent 
  Prerequisite Charms: Labyrinth of the Beast 
  Immersing herself in the simple life of a beast, the Lunar falls beneath suspicion. While in an 
  animal shape and undertaking activity characteristic of that species without ulterior motive — 
  singing to attract a mate as a songbird, chasing after vermin as a cat, basking in the sun as a 
  lizard, etc. — she may use Labyrinth of the Beast for only one mote, even against opposing 
  effects that roll no 1s.  
  While using Silver Mask Submersion, the Lunar always enjoys the benefits of this Charm, even 
  if not in animal form or engaging in characteristic behavior. 
  River Reflects Desire 
  Cost: 5m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Labyrinth of the Beast 
  The Lunar becomes a mirror wherein others glimpse their hearts’ desires. After successfully 
  asserting Guile against a read intentions roll with at least a single 1, the Lunar may use this 
  Charm, causing the opposing character to believe he succeeded. However, instead of the truth, he 
  sees whatever he’d most desire to see. A merchant prince recruiting caravan guards might see 
  absolute loyalty to anyone who can pay sufficiently, while a Dragon-Blooded chasing rumors of 
  an Anathema might believe the Lunar both knows the Anathema’s true identity and is eager to 
  aid him. 
  Silver Mask Submersion 
  Cost: 6m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Simple 
  Keywords: Psyche 
  Duration: Indefinite 
  Prerequisite Charms: Labyrinth of the Beast 
  Telling herself the ultimate lie, the Lunar forgets herself. To use this Charm, she must be in the 
  shape of a human she has a Tie for, or an animal shape. She twists her identity into that of her 
  shape, overwriting her Intimacies with that character’s Intimacies, or a set of Intimacies that the 
  Storyteller deems an appropriate representation of that character’s personality or animal’s 
  instincts. Her true Intimacies are suppressed — she can act against them without eroding them or 
  gaining Limit, they don’t modify her Resolve, they can’t be discerned with read intentions rolls, 
  etc.  
  The Lunar retains her memories, but they’re distorted to fit her new identity. Memories that can’t 
  be reconciled with the identity are repressed. She can still act on her true motives, though 
  distorted memories or her overwritten Intimacies might influence how or if she does so. As the 
  Lunar’s not aware that she’s a shapeshifter, she can’t voluntarily leave her current shape. She can 
  
  still use Charms, Evocations, and spells, though she may be surprised by this power and believe 
  it to be a blessing or curse. 
  The Lunar may define a condition that will end this Charm when she uses it, such as a certain 
  amount of time passing, hearing a particular phrase, or witnessing a specific person’s death. She 
  can’t voluntarily end this Charm except at a story’s end, or if she witnesses a threat to one of her 
  true Major or Defining Intimacies, or her Solar mate. 
  Will-Drowning Void 
  Cost: 6m; Mins: Manipulation 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Cat-Eyed Enticement, Seven-Veiled Visage 
  Those who gaze too long upon the embodied enigma that is the Lunar find themselves lost in the 
  perilous depths of the unknown. If a character fails a roll opposing the Lunar’s Guile, he loses 
  one Willpower, which she gains. 
  This Charm can only be used once per day, unless reset by upholding a Major or Defining 
  Intimacy through deception, cunning, or trickery.  
  Mind-Shattering Mystery 
  Cost: 7m, 1wp (1m, 1wp); Mins: Manipulation 5, Essence 4 
  Type: Reflexive 
  Keywords: Protean, Psyche 
  Duration: Instant 
  Prerequisite Charms: River Reflects Desire, Will-Drowning Void 
  Drawing back her mask, the Lunar reveals horrors beyond imagination. After successfully 
  asserting Guile against a read intentions roll, the Lunar makes a special (Manipulation + 
  [Presence or Socialize]) instill roll with (Essence) bonus dice against the opposing character. 
  Success inflicts the Madness Derangement (Exalted, p. 168) at Minor intensity, or strengthens 
  an existing Minor Derangement to Major. If the Lunar succeeds with at least (victim’s Integrity) 
  extra successes, she may instead inflict Madness at Major intensity, or strengthen a Major 
  Derangement to Defining. Her victim must immediately make a Willpower roll against that 
  Derangement, with 1s subtracting successes.  
  If the Lunar enhanced her Guile with Will-Drowning Void, using this Charm against that read 
  intentions roll costs only one mote and one Willpower. 
  Protean: If the Lunar uses this Charm in a human or animal shape the opposing character has a 
  Major or Defining Tie of fear towards, the dice added to her influence roll are non-Charm. 
  Subterfuge 
  Moonlight-on-Mist Puzzle 
  
  Cost: 5m; Mins: Manipulation 2, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  A natural genius at deception, the Lunar ensures no traces remain to contradict her lies. She 
  completes a roll to conceal evidence (Exalted p. 224) or conceal tracks (Exalted p. 230) 
  instantly, doubling 9s. She may optionally roll with Manipulation instead of the Attribute 
  normally used for those actions.  
  Gloaming Auspice Trickery 
  Cost: 3m; Mins: Manipulation 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Moonlight-on-Mist Puzzle 
  Such is the Lunar’s exuberance in her own apparent good fortune that rivals don’t notice as she 
  pulls cards from her sleeves or swaps honest dice for weighted sets. She doubles 7s on a roll with 
  any Attribute to cheat at a game of chance or similar contest without being noticed, or to poison 
  food, drink, or a weapon unnoticed. This Charm’s efficacy diminishes with repetition — the 
  second time she uses it in a scene, she doubles 8s; all subsequent uses that scene double 9s. 
  Falling Leaf Distraction 
  Cost: 3m; Mins: Manipulation 4, Essence 1 
  Type: Simple 
  Keywords: Mute, Protean 
  Duration: One scene 
  Prerequisite Charms: Gloaming Auspice Trickery 
  The Lunar’s voice captivates her audience with subtle harmonics, directing their attention away 
  from the deft motions of her hands or her allies creeping through the shadows. She makes a 
  special (Manipulation + [Larceny, Performance, or Presence]) instill roll, ignoring multiple target 
  penalties. Each character whose Resolve is beaten is drawn in by the Lunar’s patter. As long as 
  she continues speaking — which she may do reflexively — they suffer a −(higher of Lunar’s 
  Essence or 3) penalty on Awareness or Investigation rolls opposing Larceny or Stealth rolls. As 
  this Charm relies on the Lunar occupying the center of attention, it doesn’t penalize rolls 
  opposing her own Stealth attempts. Characters can’t spend Willpower to resist this influence 
  unless failing a roll would threaten a Major or Defining Intimacy.  
  Protean: In animal shapes, the Lunar instead distracts affected characters that can see her, 
  drawing their attention to her adorable or unusual behavior. 
  
  Night Sky Burial 
  Cost: 6m; Mins: Manipulation 3, Essence 1 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Moonlight-on-Mist Puzzle 
  The Lunar’s crimes are the crimes of the blameless, howling night. She adds (Essence) successes 
  on a conceal evidence roll. Characters that fail opposing Investigation rolls believe they 
  succeeded, but uncover a clue consistent with one of the following false results of the Lunar’s 
  choice:  
  Crime Without Motive: The evidence points to a crime of opportunity, committed by petty 
  criminals or undesirables. 
  Escaped Tiger Tragedy: The evidence points towards actions of wild animals. 
  Nameless Horror Omen: The evidence points to involvement of spirits, fae, or other inhuman 
  creatures. 
  Only the Wind: The evidence points to freak weather, an accidental fire, or similar natural 
  disasters.  
  Wicked Tyrant’s Hand: The evidence points to involvement of someone with authority over 
  the victim or investigator. 
  With a Manipulation 5, Essence 2 repurchase, the Lunar may pay a one-Willpower surcharge to 
  make investigators think the false evidence is genuine even on a successful Investigation roll, in 
  addition to the true evidence. The investigator’s aware of the discrepancy, but not of which piece 
  of evidence is true. This effect can only be used once per story, unless reset by accomplishing a 
  major character or story goal through criminal means. 
  Second Shadow Forgery 
  Cost: 1m, 1wp; Mins: Manipulation 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Moonlight-on-Mist Puzzle 
  Drawing on boundless cunning and persuasiveness, the Lunar deceives even the keenest eyes. 
  She rolls (Manipulation + Linguistics) to forge a written work. If she lacks a copy of the original 
  to work from, she suffers a penalty: recreating a book she’s read once incurs a −3 penalty, while 
  working entirely off second-hand descriptions incurs a −5 penalty. As long as she rolls a single 
  success, the forgery succeeds. Characters who have reason to doubt its authenticity can roll 
  (Perception + [Investigation or Linguistics]) at a difficulty of (the Lunar’s Essence + 
  Manipulation) to realize it’s a fake.  
  
  If the Lunar knows Mirror-Hand Stroke, she may forge new works in a character’s handwriting 
  and style, so long as she has access to a single book-length sample of his writing or three smaller 
  samples, such as letters, poems, or memoranda. If she has both a writing sample and the original 
  author’s heart’s blood, the difficulty to detect the forgery increases by 1. 
  Alternatively, the Lunar can counterfeit a specific object with a Craft project, including artifacts 
  and similar magical objects, though these forgeries are always mundane in function. As with 
  texts, she suffers a penalty if she lacks firsthand access to the copied object. Characters may roll 
  (Perception + [Awareness, Bureaucracy, or Investigation]) against difficulty (Lunar’s Essence + 
  Manipulation) to spot a counterfeit if they examine it closely, without needing specific reason to 
  suspect it. 
  Shifting Silver Masquerade 
  Cost: 1m; Mins: Manipulation 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar convincingly inhabits countless roles, intuitively realizing and correcting any 
  missteps. If she acts out of character while disguised, allowing other characters to make new 
  rolls to spot her Tell or see through a disguise, 1s on those rolls subtract successes. 
  Alternatively, this Charm can add a non-Charm success on an acting-based Performance roll 
  with any Attribute. 
  Many-Voiced Mockingbird Attitude 
  Cost: 1m; Mins: Manipulation 2, Essence 1 
  Type: Supplemental 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Shifting Silver Masquerade 
  The Lunar speaks with countless stolen tongues. She flawlessly mimics, for a single influence 
  roll or ten seconds of regular speech, the voice of a character whose speech she’s spent at least 
  an hour observing or whose shape she’s claimed. 
  A Manipulation 4 repurchase lets the Lunar use this Charm reflexively for three motes to 
  perfectly mimic a valid voice for a full scene. She can still use her own voice, or use this 
  Charm’s supplemental effect to mimic other voices. 
  Protean: If the Lunar uses this Charm in the shape of the character she imitates, she instead 
  rerolls 1s on influence rolls to impersonate him or explain away discrepancies. Alternatively, she 
  may reflexively add +1 Guile against a roll that would reveal information contradictory to her 
  impersonation. She gains both benefits while using this Charm’s scene-long version. 
  Mirror-Hand Stroke 
  
  Cost: —; Mins: Manipulation 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Many-Voiced Mockingbird Attitude 
  Drawing from deep-seated instincts contained in the heart’s blood, the Lunar imitates the style of 
  an author whose face she’s stolen. She may effortlessly copy the handwriting and writing style of 
  any person whose heart’s blood she possesses, although this doesn’t give her the ability to write 
  in languages she doesn’t know. A character with reason to doubt such text’s authenticity can 
  notice the forgery with a (Perception + [Investigation or Linguistics) roll at a difficulty of 
  (Lunar’s Manipulation + Essence).  
  Laughing Devil Distraction 
  Cost: 3m; Mins: Manipulation 3, Essence 1 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: None 
  Catching a foe’s attention with mockery or mischief, the Lunar creates an opening for her allies. 
  She rolls a distract gambit with (Manipulation + [Performance, Presence, or Socialize]) against 
  the Resolve of an enemy within medium range.   
  Special activation rules: This Charm may be flurried. 
  Clouds Cover Moon 
  Cost: 3m; Mins: Manipulation 4, Essence 2 
  Type: Reflexive 
  Keywords: Mute, Psyche, Totemic (Dexterity) 
  Duration: Instant 
  Prerequisite Charms: Falling Leaf Distraction 
  Ushering in darkness, the Lunar blinds her victims to reason. She rolls ([Dexterity or 
  Manipulation] + Larceny), doubling 9s, when she extinguishes a light source, opposing the 
  (Perception + Awareness) rolls of anyone who’d notice. Onlookers who fail rationalize this as 
  perfectly normal, attributing it to a gust of wind, shoddy lamp oil, or similar innocuous causes. 
  They won’t relight that light source unless not doing so interferes with whatever duties or 
  activities they’re currently carrying out. This Psyche effect can’t be resisted with Willpower. 
  If the Lunar extinguishes multiple light sources within close range of each with a single action, 
  she need only use this Charm once. 
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Dexterity Charm, with Thieving Magpie Prana (p. XX) as its prerequisite. 
  
  Candle-Eating Rat Trick 
  Cost: —; Mins: Manipulation 4, Essence 2 
  Type: Reflexive 
  Keywords: Totemic (Dexterity) 
  Duration: Instant 
  Prerequisite Charms: Clouds Cover Moon 
  The Lunar swallows the light of day to bring the night. Upon spending 5+ muted motes while her 
  anima is dim, she extinguishes all light sources other than anima banners within medium range. 
  Alternatively, she can extinguish a single light source within long range. Magical light sources 
  relight themselves at scene’s end; mundane light sources must be relit normally. 
  If the Lunar uses Clouds Cover Moon together with this Charm, a single activation covers all 
  extinguished light sources, and she doubles 8s. 
  This Charm can only be used once per scene. 
  Totemic: A Lunar whose spirit shape has the Tiny Creature or Minuscule Size Merits may learn 
  this as a Dexterity Charm. 
  Devil’s-Eye Brand 
  Cost: 6m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Secret Devil’s Presence 
  Marking another with the distinctive sign of her divinity, the Lunar curses or blesses him to be 
  mistaken for her. She must first touch her victim. In combat, this requires a difficulty 5 Brawl or 
  Martial Arts gambit; outside of combat, she may accomplish this through social influence, 
  trickery, or similar means. She then rolls (Manipulation + [Larceny, Occult, or Presence]) 
  opposing her victim’s ([Appearance, Stamina, or Wits] + Integrity) roll. Success marks the 
  victim with a physical characteristic almost identical to the Lunar’s Tell for (1 + Lunar’s extra 
  successes) hours.  
  The false Tell is obvious to all who perceive it, and imposes a −4 penalty on disguise rolls to 
  conceal it. Onlookers must succeed on a difficulty 7 (Perception + Awareness) roll to realize that 
  the false Tell is not identical to the Lunar’s. Anyone that can see both the Lunar and her victim 
  suffers a −2 penalty on rolls to spot the Lunar’s Tell or distinguish the false Tell. This mark 
  doesn’t confer any benefits or disadvantages associated with the Lunar’s Tell — milky-blind 
  eyes could still see normally, while mutations wouldn’t confer their benefits on the victim. This 
  Charm is a shaping effect, resistible using Destiny-Manifesting Method or similar magic. 
  With Manipulation 5, Essence 3, the Lunar may extend the false Tell’s duration from hours to 
  days by committing this Charm’s mote cost for that duration. 
  Reflection-Twisting Theft 
  
  Cost: 2m, 1wp; Mins: Manipulation 4, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Second Shadow Forgery 
  Reaching into a mirror or similar surface, the Lunar draws forth a mundane object’s reflection. 
  This is a perfect copy of the original, except that it’s reflected left-to-right. Noticing this 
  inversion is impossible without magic; even then, it requires a (Perception + [Awareness, 
  Bureaucracy, or Investigation]) roll at difficulty (Lunar’s Essence + Manipulation). This is true 
  even if the inversion would normally impede the object’s function — readers notice nothing 
  amiss about a book whose contents are written backwards, and can still read it. As long as the 
  duplicate remains in existence, the original object casts no reflection.  
  Reflection-Shattering Stroke 
  Cost: 5m (+1wp); Mins: Manipulation 5, Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Reflection-Twisting Theft 
  The Lunar diverts a fatal blow to murder her victim’s reflection, confronting him with his own 
  mortality. After incapacitating a character with a decisive attack while his reflection’s visible in 
  any surface, she can use this Charm. He’s still incapacitated, but isn’t at risk of dying. Instead, he 
  witnesses his reflection’s death, forming a Defining Tie of fear towards the Lunar (or her current 
  shape). Mortals are left permanently without a reflection; Exalted and other supernatural 
  characters regain theirs once the story ends. 
  The Lunar can draw the slain reflection into reality for one Willpower. This corpse is a mirror-
  image of the Lunar’s victim, reversed left-to-right. Noticing this discrepancy requires a 
  (Perception + [Awareness, Investigation, or Medicine]) roll at difficulty (Lunar’s Essence + 
  Manipulation), which suffers a −4 penalty if not enhanced by magic or superhuman senses. The 
  corpse bears replicas of everything on the victim’s person, as per forgeries created with 
  Reflection-Twisting Theft, although replicas of artifacts or other magical items function as 
  mundane equivalents. 
  Wolf Cries Sheep 
  Cost: —; Mins: Manipulation 5, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Night Sky Burial 
  
  The Lunar hangs her misdeeds around the throats of rivals and enemies, letting them bear the 
  blame. She can use Night Sky Burial to leave false evidence implicating another character as the 
  culprit of the concealed action. She can choose to combine this with another one of the options 
  offered by Night Sky Burial: e.g., if she chooses Escaped Tiger Tragedy she might make it seem 
  her victim freed a caged beast that caused the ultimate act. 
  Butterfly Eyes Mirage 
  Cost: 8m, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Simple 
  Keywords: Mute, Protean, Psyche 
  Duration: One scene 
  Prerequisite Charms: Candle-Eating Rat Trick, The Shadow Who Wasn’t There 
  The Lunar’s innate genius for misdirection and beguiling presence can blind a man to a tiger 
  staring him in the face. She makes a special  (Manipulation + [Larceny, Performance, or 
  Presence]) instill roll against a single target. If she succeeds, she prevents him from noticing one 
  thing present in the scene — a character, object, natural feature, etc. Inanimate things that span 
  more than a single range band can’t be concealed. The Lunar must continue speaking to maintain 
  this concealment, doing so as a reflexive action on each of her turns. 
  If the Lunar prevents her victim from noticing another character, this functions as though that 
  character had successfully made a Stealth roll to establish concealment against her victim, 
  including the potential to make surprise attacks. If that character breaks concealment by 
  attacking or taking other overt actions, this Charm ends. 
  If the Lunar conceals an object, terrain feature, or other inanimate thing, the target can’t notice it 
  with any sense except touch. He could be rendered unaware of the sword sheathed at his side, the 
  flames raging in a burning building, or the sudden drop of a cliff as he chases the winged Lunar 
  towards it. While he may walk heedlessly into perils, he becomes aware of them with enough 
  time to at least attempt to mitigate harm — if he fell off a cliff, he could attempt an Athletics roll 
  to grab onto the cliffside before falling. 
  If the Lunar’s misdirection imperils one of her victim’s Defining Intimacies — for example, if a 
  concealed assassin moves to cut down his beloved husband — the victim may spend one 
  Willpower to resist this influence. Otherwise, this influence can’t be resisted with Willpower. 
  This Charm can only be used on a character once per story. 
  Protean: In a human or animal shape that her target has a Defining Tie of curiosity, fascination, 
  love, desire, or a similar emotion towards, the Lunar adds (Essence) successes on her roll. 
  False Moonrise Phantasm 
  Cost: 2m per level of anima, 1wp; Mins: Manipulation 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute, Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Devil’s-Eye Brand 
  
  The Lunar sheds her soul’s light, a will-o’-the-wisp that leads pursuers astray. When she would 
  gain anima, she can displace those levels onto a character within medium range marked with 
  Devil’s-Eye Brand, committing two motes per level. Un-Exalted victims manifest the Lunar’s 
  own anima, with her distinctive colors and iconic display; Exalted victims instead flare their own 
  anima banners. The victim’s false Tell becomes impossible to conceal while his anima is 
  glowing or higher, and he suffers the normal Stealth penalties (p. XX); un-Exalted victims gain 
  no benefits from this anima banner. 
  Characters whose anima is already at bonfire can’t be affected. 
  If the Lunar ends this Charm before her victim’s anima banner has fully subsided, or if the false 
  Tell fades before that, all displaced levels of anima return to her, adding to her own. 
  If the Lunar uses this Charm multiple times in the same scene to displace her anima onto the 
  same character, she waives the Willpower cost of subsequent activations. 
  Inchoate Self Realization 
  Cost: 15m, 2wp; Mins: Manipulation 5, Essence 4 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Butterfly Eyes Mirage, Silver Mask Submersion 
  An omnipresent trickster, the Lunar hides behind every face, in the shape of every buzzing insect 
  or scuttling vermin, anywhere and everywhere. During a scene where the Lunar isn’t present, she 
  can use this Charm to reveal that a human or animal already present whose form she could take 
  is actually her. She gains its heart’s blood as a retroactive sacred hunt, and must pay the cost to 
  shapeshift into it, muting the cost.  
  This can only be used to replace narratively unimportant characters, and never powerful beings 
  such as Exalted or spirits — in a scene set at a prince’s court, the Lunar couldn’t replace the 
  prince, one of his trusted viziers, or the captain of the palace guard, but could replace a servant or 
  a rank-and-file guard. She couldn’t declare that the rogue yeddim stampeding through Nexus is 
  actually her, but could reveal that she’s been the songbird singing from a tree, or a fly buzzing 
  around a satrap’s meal (assuming she has Emerald Grasshopper Form). For the scene’s duration, 
  characters cannot roll to read her intentions, profile her, or spot her Tell — her presence there is 
  proof she hasn’t been found out. Only Eye of the Unconquered Sun or similarly mighty magic 
  can reveal her. If the Lunar initiates hostilities after using this Charm, she may potentially launch 
  an ambush (Exalted, p. 203). 
  This Charm represents the Lunar’s deft skill at infiltration and impersonation. If the Storyteller 
  deems it implausible for her to appear in a scene — for example, if it’s set in a fortress whose 
  guards are on the lookout for shapeshifters, or the manse of a Dragon-Blood with potent 
  Awareness and Investigation Charms — he may require a (Manipulation + [Larceny, Socialize, 
  or Stealth]) roll against an appropriate difficulty to succeed, maximum 10. Successfully 
  circumventing an Imperial military camp’s guards might be difficulty 2-4, depending on the 
  quality of the troops posted, while sneaking under the notice of an all-seeing Solar or infiltrating 
  a meeting of gods and Sidereals might be difficulty 10. On a failed roll, she’s unable to enter the 
  
  scene. Even if successful, she must still explain how she’s insinuated herself into it. However, 
  assuming the Lunar succeeds on the roll and contrives an appropriate explanation, there are no 
  circumstances whereby it’s truly impossible for her to infiltrate a scene as long as a viable 
  candidate for replacement is present. 
  This Charm can only be used once per story. 
  An Essence 5 repurchase requires False Moonrise Phantasm, and lets the Lunar pay a fifteen-
  mote, one-Willpower surcharge to use this Charm in scenes where she’s already present. In 
  addition to replacing another character present in the scene, she reveals that the person that 
  seemed to be her was someone else that the Lunar passed off as a perfect duplicate of herself at 
  some point during the last round. She can use this Charm to evade an attack’s damage after it’s 
  rolled, doing so requires her to make a roll, as above, against a difficulty equal to the total levels 
  of damage dealt. 
  Perception 
  Heart’s Blood 
  Face-Taker’s Gaze 
  Cost: —; Mins: Perception 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar drinks deep of her prey’s soul with her eyes, seeing herself reflected in the mirror of 
  his heart. She performs a sacred hunt to claim a human’s shape by observing him over the course 
  of at least one week, spending the majority of her active time watching, until she discovers one 
  of his Defining Intimacies — either with a successful read intentions roll, or by observing his 
  actions. 
  Once the Lunar uncovers a Defining Intimacy, she may conclude the sacred hunt by forming that 
  Intimacy herself and raising it to Defining. This counts as the Intimacy needed to take a human 
  shape. Once the Lunar takes a shape this way, she can’t voluntarily weaken the acquired 
  Intimacy for the rest of the story. 
  If the Lunar’s mistaken as to her prey’s Intimacies, the sacred hunt fails; she can’t take his shape 
  through this Charm again this story. She may still attempt sacred hunts against him by other 
  means. This usually occurs if the Lunar makes an incorrect assumption about her target’s 
  Intimacies and doesn’t verify it by reading his intentions, but can also result from deceptive 
  magic.  
  Whispering Heart Revelation 
  Cost: —; Mins: Perception 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  
  Duration: Permanent 
  Prerequisite Charms: Face-Taker’s Gaze 
  A fearsome witch-god come to take the measure of mortals, the Lunar uncovers a person’s truest 
  self in that which he seeks most desperately to hide. She performs a sacred hunt to take a 
  human’s shape by seeking out a secret of great importance to him — one that persuading him to 
  reveal would count as a serious or life-defining task (Exalted, p. 210). Once the Lunar uncovers 
  this secret, she may conclude the hunt, taking her target’s form. However, if she’s mistaken as to 
  the secret’s significance or truth, the hunt fails, and she can’t take her target’s shape through this 
  Charm again this story. She may still attempt sacred hunts against him by other means. 
  Once the Lunar takes someone’s form with this Charm, she retains it permanently, even if the 
  secret’s later revealed. A single secret can only be used to take one person’s shape, even if it 
  applies to many. 
  Senses 
  Ever-Wary Fox Technique 
  Cost: 3m; Mins: Perception 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar faces many foes and perils, cultivating a keen instinct for danger. She adds a non-
  Charm success on a roll opposing Stealth or to detect a hidden peril such as a trap, poisoned 
  drink, or approaching storm. She may use this Charm to make such Perception rolls while asleep 
  or incapacitated, removing any penalty she might suffer from such states, including that of Bear 
  Sleep Technique. She may awaken instantly upon successfully detecting a threat, or even revive 
  herself from unconsciousness if incapacitated, though she still suffers the effects of 
  incapacitation.  
  Distant Thunder Anticipation 
  Cost: 3m; Mins: Perception 2, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Every-Wary Fox Technique 
  The Lunar can scent the changing of the winds and hear the unhearable sounds that presage 
  storms. She rolls (Perception + [Awareness, Investigation, or Survival]) to predict the weather in 
  her current location, forecasting a single hour ahead for each success rolled. She can’t predict the 
  results of weather-changing magic. 
  With Perception 3, Essence 2, when the Storyteller describes a non-magical change in the 
  weather, the Lunar may roll (Perception + [Awareness, Investigation, or Survival]) to introduce a 
  
  fact about a preparation or contingency she’s made in anticipation of this change. The Storyteller 
  should set the difficulty of the roll based on how plausible the preparation is and how significant 
  an advantage it’ll confer. 
  Moonlit Sentinel Vigilance 
  Cost: —(+2m); Mins: Perception 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Ever-Wary Fox Technique 
  Whether beset by scores of night-grim thieves or a hunting pack of claw striders, the Lunar’s 
  keen senses reveal every foe. When using the Perception Excellency, Ever-Wary Fox Technique, 
  Heightened Sense Method, or Wolf-Eye Advantage to detect concealed enemies, she may pay 
  two motes to extend their durations until her next turn, applying them to all such rolls she makes 
  during that time. When using multiple Charms in the same instant, she need only pay the 
  surcharge once. 
  Worry the Bone 
  Cost: 5m; Mins: Perception 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Ever-Wary Fox Technique 
  The Lunar keeps a close watch over what’s hers. She adds (higher of Essence or 3) non-Charm 
  dice on a roll to detect someone stealing from her, and can contest magic that’s normally 
  unnoticeable. If successful, she may immediately Join Battle, adding extra successes on the theft-
  detection roll as dice to her roll. If she beats the thief’s Join Battle roll and uses her first turn to 
  attack him, this is a surprise attack (Exalted, p. 203). 
  Alternatively, this Charm can protect against disarm gambits, granting +1 Defense and 
  increasing the gambit’s difficulty by (Lunar’s Perception/2, rounded up). If the gambit misses or 
  fails, the Lunar may respond with a decisive counterattack. 
  Observed Prey Instinct 
  Cost: 3m, 1i; Mins: Perception 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous, Totemic (Dexterity), Uniform 
  Duration: Instant 
  Prerequisite Charms: Ever-Wary Fox Technique 
  The Lunar’s predatory nature provides an uncanny intuition for when she risks becoming prey. 
  She rolls (Perception + Awareness) opposing the attack roll of an unexpected attack (Exalted, p. 
  
  203). Success removes a surprise attack’s Defense penalty. Against ambushes, success instead 
  lets her defend normally, but sets her Defense to 1, plus one for every two threshold successes, 
  up to a maximum of her normal base Defense.  
  Totemic: If the Lunar’s spirit shape is a prey animal with the Tiny Creature or Minuscule Size 
  Merits, she may learn this as a Dexterity Charm, with Agile Beast Defense (p. XX) as its 
  prerequisite.  
  Sense-Sharpening Change 
  Cost: 4m (or 1m); Mins: Perception 2, Essence 1 
  Type: Reflexive 
  Keywords: Stackable 
  Duration: One scene 
  Prerequisite Charms: None 
  The Lunar shifts her body to hone one of her senses. She chooses a single sense, rerolling 1s 
  until they cease to appear on Perception rolls using it and ignoring (Essence) points of penalty 
  from overstimulation or understimulation of that sense, even on non-Perception rolls. She could 
  ignore penalties to vision caused by darkness or blinding light, but not by fog or distance.   
  The Lunar may stack this Charm to enhance different senses. The cost of activations beyond the 
  first is reduced to one mote.  
  Stricken Calf Sense 
  Cost: 3m; Mins: Perception 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Sense-Sharpening Change 
  The Lunar healer has a predator’s keen sense for the herd’s weakest member. She rerolls 5s and 
  6s until they cease to appear on a diagnosis roll, and completes it instantly. 
  Alternatively, this Charm can supplement a roll to detect a concealed character or a tracking roll. 
  If the opposing character suffers from an ailment the Lunar has previously diagnosed, she adds a 
  non-Charm success. 
  Spider-Amid-Roses Discernment  
  Cost: 5m; Mins: Perception 3, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Every-Wary Fox Technique, Stricken Calf Sense 
  
  An assassin’s subtlest venoms are as obvious to the Lunar as a majordomo’s thick perfume. She 
  doubles 8s on a scent-based roll to detect poisons, diseases, or similar contaminants, such as an 
  Awareness roll to sniff out poison in a goblet of wine or a Medicine roll to diagnose an ailment.  
  Alternatively, she doubles 8s on a scent-based roll to detect a concealed enemy or trap that might 
  expose her to poison or disease. 
  With Perception 5, Essence 3, the Lunar can detect tasteless and odorless substances, inferring 
  their presence from the way they displace or dilute other scents. 
  Protean: In animal shapes with the Keen Nose Merit, the Lunar doubles 7s instead. 
  Prey’s Scent Discernment 
  Cost: —(2m); Mins: Perception 2, Essence 1 
  Type: Permanent 
  Keywords: Protean 
  Duration: Permanent 
  Prerequisite Charms: Sense-Sharpening Change 
  The Lunar has a keen recollection for the scent of sweat and blood. When she succeeds on a 
  scent-based Awareness roll to detect or examine a character, a profile character roll, or a read 
  intentions roll, she memorizes her target’s scent. Memorized scents are normally retained for one 
  day, but the scents of characters she has a Major or Defining Tie towards or her Solar mate are 
  retained indefinitely. 
  If the Lunar encounters a character whose scent she’s memorized, she may pay two motes to 
  recognize him. If he employs a disguise enhanced by magic or specifically devised to mask his 
  scent, she instead adds a non-Charm success on rolls to see through it.  
  With a Perception 4, Essence 2 repurchase, successful case scene or tracking rolls let the Lunar 
  memorize her target’s scent, so long as it’s no more than (Essence + Perception) days old. 
  Protean: In animal shapes with the Keen Nose Merit, waive this Charm’s mote cost.  
  Heightened Sense Method 
  Cost: 2m; Mins: Perception 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Sense-Sharpening Change 
  The Lunar’s sensory organs adapt to whatever circumstances she finds herself in. She ignores 
  (higher of Essence or 3) points of sensory-related penalties on a roll with any Attribute that 
  would not be negated by Sense-Sharpening Change, such as penalties to eavesdrop through a 
  thick stone wall, shoot an arrow across a mist-covered battlefield, or track a scent through the 
  rain. 
  
  If the Lunar uses this Charm while she has Sense-Sharpening Change enhancing a relevant 
  sense, both Charms negate all sensory penalties. 
  Echo-Drinking Awareness 
  Cost: 5m, 1wp; Mins: Perception 4, Essence 1 
  Type: Simple 
  Keywords: Protean 
  Duration: One day 
  Prerequisite Charms: Heightened Sense Method 
  The Lunar reshapes her vocal cords and inner ears, perceiving the world through ultrasonic 
  vibrations. She can “see” through echolocation, visualizing black-and-white images of 
  everything out to long range even in zero visibility. Her echolocation penetrates walls and 
  similar obstructions, so long as they aren’t airtight. Characters can still use Stealth against the 
  Lunar, but she adds a success on rolls to detect them. 
  If the Lunar enhances her hearing with Sense-Sharpening Change, its benefits also apply to rolls 
  that would normally be vision-based. 
  Protean: In human or animal shape with the Echolocation Merit, the Lunar instead doubles 9s 
  on echolocation-based rolls, including Join Battle rolls. Unlike most Protean Charms, this 
  includes the Lunar’s true human shape. 
  Prowling Stalker Concentration 
  Cost: 4m, 1wp; Mins: Perception 4, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: One day 
  Prerequisite Charms: Heightened Sense Method 
  The Lunar takes in a locale’s every detail, studying the lay of the land, the circulation of people, 
  its architecture, and countless other factors until her insights crystallize into transcendent clarity. 
  After at least an hour surveilling a specific location — a building, military camp, forest shrine to 
  a local deity, small cave, etc. — she rolls (Perception + [Awareness, Investigation, or Larceny]). 
  If in a territory she’s claimed with Boundary-Marking Meditation (p. XX), she adds (Essence) 
  successes. She banks a pool of non-Charm dice equal to her successes. She may up to (higher of 
  Essence or 3) banked dice when she takes one of the following actions with any Attribute: 
  • 
  Awareness rolls to detect concealed enemies or hidden dangers within the location. 
  • 
  Larceny rolls to infiltrate the location, such as by picking a lock, disguising herself to 
  pass unnoticed within it, forging documents needed for entry, or stealing a key.  
  • 
  Stealth rolls within the location, taking advantage of her observation of its sight lines and 
  potential hiding places.  
  • 
  Athletics rolls to maneuver through the location or bypass obstacles. 
  
  • 
  Lore rolls to introduce or challenge facts regarding the location. 
  • 
  Influence rolls to convince a character to grant her entry or pacify guard animals. 
  • 
  Any rolls resisting environmental hazards or traps within the location. 
  This Charm can only be used once per day. 
  Sense-Borrowing Method 
  Cost: 5m; Mins: Perception 4, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: (Essence + Perception) days 
  Prerequisite Charms: Heightened Sense Method 
  Reaching out to an animal’s mind, the Lunar experiences the world through its senses. She rolls 
  (Perception + [Awareness, Occult, or Presence]) against the Resolve of an animal she can see, 
  unmodified by Intimacies. Success forges a mental link between them. By meditating, she 
  experiences the world from its perspective instead of her own, making Perception rolls using her 
  own dice pools and Charms, but benefitting from the animal’s sense-enhancing Merits. 
  Depending on her rolls, she may notice details that it overlooked, or vice versa.  
  She can’t borrow the senses of familiars or magically enhanced animals, except her own familiar. 
  When used on her familiar, she waives this Charm’s cost, extends its duration to Indefinite, and 
  can use it without needing to see her familiar.  
  With an Essence 2 repurchase, the Lunar can pay a one-Willpower surcharge to borrow the 
  senses of humans or magically enhanced animals. A third purchase at Perception 5, Essence 3, 
  lets her pay this surcharge to borrow the senses of spirits or fae. 
  Unwavering Predator’s Eye 
  Cost: —(3m); Mins: Perception 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  Reading subtle cues in her foes’ body language and scent, the Lunar is ready to act before they 
  are. She may Join Battle with Perception instead of Wits. For three motes, she doubles 9s on a 
  Join Battle roll. 
  Wolf-Eye Advantage 
  Cost: 2m; Mins: Perception 3, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  
  Prerequisite Charms: Sense-Sharpening Change, Unwavering Predator’s Eye 
  Essence refines the Lunar’s senses in battle, eliminating flaws in her awareness. She rerolls 1s 
  until they cease to appear on a Join Battle roll or a roll opposing Stealth in combat. 
  While Sense-Sharpening Change is active, beating an enemy’s Stealth roll in combat awards the 
  Lunar one Initiative. 
  Argent Goddess Eye 
  Cost: —; Mins: Perception 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Sense-Sharpening Change 
  Seeing the world around her with utter clarity, the Lunar draws power from the perfection of her 
  senses. When she succeeds on a Perception roll to detect a concealed enemy or hidden danger, 
  she gains motes equal to the 9s and 10s on her roll. This can’t exceed the number of motes spent 
  enhancing the roll. 
  If the Lunar knows Understanding the Prey (p. XX), this Charm’s benefits also extend to read 
  intentions and profile character rolls. 
  Blood on the Wind 
  Cost: 4m; Mins: Perception 4, Essence 2 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Prey’s Scent Discernment 
  The Lunar’s prey can never escape her, even if they flee to the ends of the earth. For every 10 on 
  a tracking roll, she rolls an additional non-Charm die and rerolls a 1. She can track even 
  characters using Traceless Passage (Exalted, p. 412) or similar magic. 
  Protean: In animal forms with the Keen Nose Merit, the Lunar also adds non-Charm dice equal 
  to her quarry’s wound penalty at the time he left the tracks. 
  Instinctive Supremacy Approach 
  Cost: 3i; Mins: Perception 4, Essence 2 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Wolf-Eye Advantage 
  
  Surveying the battlefield in an eyeblink, the Lunar finds the path to perfect action. After winning 
  Join Battle, she may use this Charm once during the first round of combat to add a free full 
  Excellency to a single action made with any Attribute. 
  While Sense-Sharpening Change is active, this Charm’s cost is waived. 
  Shadow-Scouring Persistence 
  Cost: 5m, 1wp; Mins: Perception 4, Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Instinctive Supremacy Approach, Observed Prey Instinct 
  The Lunar hounds devils out of the shadows, forcing them into the open. She makes a gambit 
  against an enemy in concealment that she’s aware of, adding (Essence) successes on the attack 
  and Initiative rolls. The gambit’s difficulty equals her enemy’s Stealth successes. Success breaks 
  his concealment, harrying him into plain view of the Lunar’s allies. 
  Protean: In animal shapes with sense-enhancing Merits, the Lunar may use this Charm 
  reflexively on her turn. It doesn’t count as her attack for the round. 
  Fivefold Transcendent Insight 
  Cost: —(+1wp); Mins: Perception 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Argent Goddess Eye 
  Attaining the apex of sensory perfection, the Lunar embodies the Essence of ultimate clarity. She 
  may extend the duration of Sense-Sharpening Change to Indefinite for a one-Willpower 
  surcharge. If she activates it multiple times in an instant to enhance multiple senses, she need 
  only pay this surcharge once for all of them. 
  While the Lunar has Sense-Sharpening Change active enhancing all five senses, the costs of her 
  Perception Charms are discounted by two motes, and Argent Goddess Eye awards two motes for 
  10s instead of one. 
  Hundred-Eyed Watcher 
  Cost: —(+3m, 1wp); Mins: Perception 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Sense-Borrowing Method 
  
  The Lunar’s eyes are everywhere and nowhere, watching her foes from countless vantages. For a 
  three-mote, one-Willpower surcharge, she can use Sense-Borrowing Method on all animals of a 
  single species within long range: sparrows roosting in an abandoned manse, rats infesting a 
  caravel’s hold, ants crawling through a household’s kitchen, etc. While observing through them, 
  she makes only one Perception roll, adding dice equal to the group of animals’ Size (Exalted, p. 
  206). This is halved, rounded up, if the animals are Minuscule Size. She ignores penalties if the 
  majority of sense-ridden animals perceiving something are unimpeded by that penalty. 
  Once an animal leaves this Charm’s range, the Lunar’s link with it ends. If the Lunar ceases 
  meditating, her Sense-Borrowing Method ends. Hundred-Eyed Watcher is incompatible with 
  non-animals’ senses. 
  A Perception 5, Essence 4 repurchase lets the Lunar borrow the senses of all animals of one 
  species within (Essence) miles, or within a territory claimed with Boundary-Marking Meditation 
  (p. XX). 
  Special activation rules: When the Lunar uses Watchful Spider Stance, she may reflexively 
  activate Sense-Borrowing Method, waiving Hundred-Eyed Watcher’s Willpower surcharge. This 
  extends its duration to Indefinite. 
  Scent of Bygone Ages 
  Cost: 7m, 1wp; Mins: Perception 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Blood on the Wind 
  The Lunar breathes in the world’s Essence, revealing the past. She cases a scene instantly with 
  (Perception + [Awareness, Investigation, or Survival]) to reconstruct a specific event, subtracting 
  one success per day since it occurred. This can’t be negated by Sense-Sharpening Change or 
  Heightened Sense Method. 
  Success lets her mentally reconstruct a single scene from the scents of the people and things 
  involved. She identifies any characters she knows, gets a general description of unknown 
  characters, and discerns all characters’ movements and emotional states. She can’t usually 
  discern visual or auditory details, such as an unknown character’s appearance or the content of a 
  conversation, but creative stunting may circumvent this.   
  Certain conditions increase the time interval used in determining the roll’s penalty. Each 
  applicable condition increases it by one step (from days, to weeks, to months, to seasons, to 
  years): 
  • 
  She’s used Prey’s Scent Discernment to memorize the scent of a character who was 
  present. 
  • 
  She’s pursuing an investigation that upholds one of her or her Solar mate’s Defining 
  Intimacies. 
  • 
  A character she has a Major or Defining Tie towards was present. Her Solar mate always 
  counts, including past incarnations. 
  
  • 
  She has Essence 5+. 
  Watchful Spider Stance 
  Cost: 10m, 1wp; Mins: Perception 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Blood on the Wind, Echo-Drinking Awareness, Fivefold Transcendent 
  Insight 
  The Lunar sinks into a deep trance, occluding her mundane senses so that her soul might see the 
  world clearly. As long as she meditates, her senses are magnified. She sees in all directions 
  simultaneously, as though every inch of her skin was an eye, and can see clearly out to a mile 
  away. She can make hearing- or scent-based (Perception + Awareness) rolls out to (Essence) 
  miles away, or (Essence x5) miles for very strong noises or smells such as a legion’s footfalls or 
  a wildfire’s scent. She doubles 7s on touch- or taste-based rolls. While meditating in a territory 
  claimed with Boundary-Marking Meditation (p. XX), her senses extend through its geomancy, 
  letting her make sight-, hearing-, and scent-based Perception rolls to perceive anything within the 
  territory, regardless of distance or obstruction. This Charm ends if the Lunar ceases meditating. 
  This Charm can be used while hibernating with Bear Sleep Technique (p. XX). This diminishes 
  the extended range of the Lunar’s senses — every mile of range she’d normally enjoy is reduced 
  to 100 yards — but negates the Perception penalty for hibernation.  
  A Perception 5, Essence 4 repurchase lets the Lunar use this Charm without meditating while she 
  has 10+ motes committed to Sense-Sharpening Change. Doing so reduces its duration to one 
  day. 
  Inevitable Spoor Discovery 
  Cost: 3m, 1wp; Mins: Perception 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant or Indefinite 
  Prerequisite Charms: Blood on the Wind 
  Scenting even the most imperceptible traces of her quarry, the Lunar is implacable in pursuit. 
  She makes a tracking roll with (Essence) bonus dice, ignoring penalties from terrain and the 
  tracks’ age. She can track a character from (Essence/2, rounded up) miles away, even if doing so 
  would normally be impossible. 
  If successful, the Lunar may commit this Charm’s mote cost to bank a pool of non-Charm 
  successes equal to the 9s and 10s on her roll. She may add banked successes to Awareness or 
  Survival rolls to detect the tracked character, Investigation rolls to profile him or examine his 
  doings, or Socialize rolls to read his intentions. Banked successes remain available until they’re 
  all spent or the Lunar ends her commitment. 
  
  Protean: In animal shapes with the Keen Scent Merit, the range at which the Lunar can track 
  characters increases to (Essence). 
  Mystery-Stalking Pursuit 
  Cost: 3m, 1wp; Mins: Perception 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Blood on the Wind, Heightened Sense Method 
  The Lunar can spot a single bent blade of grass in a rolling pasture or a lone dinar missing from a 
  vault. She rolls (Perception + [Awareness, Investigation, or Survival]) to case a scene instantly, 
  rerolling all dice that initially show failures.  
  If successful, the Lunar banks non-Charm successes equal to the 10s on the roll. She can add up 
  to (Essence) banked successes on Perception rolls she makes to follow up on the discovered clue, 
  such as reading the intentions of a culprit the evidence implicates. Banked successes last until the 
  story ends or the Lunar uses this Charm again. 
  This Charm can only be used once per day, unless reset by upholding a Major or Defining 
  Intimacy by pursuing the information revealed by a case scene roll. 
  Red Visions Realized 
  Cost: 2m, 1wp; Mins: Perception 5, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Instinctive Supremacy Approach 
  Perceiving myriad paths of possibilities, the Lunar chooses the one that leads to victory. She 
  makes two Join Battle rolls, keeping the higher of the two results. She need only pay the cost of 
  any Charms enhancing the rolls once. If she wins Join Battle, she gains one Willpower. 
  Dread Beast’s Eye 
  Cost: 10m, 1wp; Mins: Perception 5, Essence 3 
  Type: Reflexive 
  Keywords: Withering-only 
  Duration: Instant 
  Prerequisite Charms: Red Visions Realized 
  Guided by predatory instinct, the Lunar becomes one with the flow of battle. After crashing a 
  higher-Initiative enemy, she rolls Join Battle. If he had a −2 or greater wound penalty, she adds a 
  free full Excellency on the roll. 
  
  This Charm can only be used once per scene, unless reset by incapacitating a nontrivial enemy 
  with a decisive attack from Initiative 30+. 
  Omniscient Instinct Concentration 
  Cost: —(1wp); Mins: Perception 5, Essence 5 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Watchful Spider Stance (x2) 
  Standing at the center of the changing seasons, the Lunar scents distant strife on the wind, reads 
  portents written on the stars, and discerns secret wisdom from her dreams. When an event occurs 
  within (Essence x100) miles that threatens or strongly impacts the object of one of the Lunar’s 
  Defining Ties, or her Solar mate, she may spend one Willpower to focus her senses on the distant 
  event, receiving a brief description of it as well as the direction and distance to it. Any Survival 
  rolls she makes to navigate her way towards the event’s location double 7s. While Watchful 
  Spider Stance is active, the Lunar can sense such events at any range, as long as she’s within the 
  same realm of existence. 
  The Lunar can always sense the death or reincarnation of her Solar mate with this Charm, 
  regardless of range or being in a different realm of existence, and without needing to spend 
  Willpower. 
  Scrutiny 
  Understanding the Prey 
  Cost: 4m; Mins: Perception 2, Essence 1 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s keen senses cut to the truth of a person. She doubles 9s on a roll to read intentions, 
  profile a character, or contest a disguise. 
  Serpent-Revealing Savvy  
  Cost: 3m; Mins: Perception 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Understanding the Prey 
  The Lunar is wise to her enemies’ ways, rarely caught off guard by even the most silken-tongued 
  schemer. This Charm can be used after the Lunar discerns a motive she opposes by successfully 
  
  reading a character’s intentions or profiling him. Every two extra successes on her roll grant +1 
  Resolve against any social influence the character employs that scene to advance that motive, 
  maximum (Perception − 1).  
  Forked Tongue Discernment 
  Cost: 2m; Mins: Perception 4, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Serpent-Revealing Savvy 
  The Lunar can hear the flutter of a liar’s heart or taste dishonesty in his sweat. She reflexively 
  reads a character’s intentions with (Perception + [Awareness, Investigation, or Socialize]), 
  adding (Essence) successes, after he makes a statement. Success reveals whether the statement is 
  a lie, or — if it’s a half-truth — which parts are false.  
  Once she’s caught a character lying, the Lunar can use this Charm to test his statements without 
  needing to roll for the rest of the scene. Her target can still resist with effects that would let his 
  Guile automatically succeed, in which case the Lunar makes an opposed (Perception + 
  [Investigation or Socialize]) roll with (Essence) bonus dice. 
  Understanding the Herd 
  Cost: 2m; Mins: Perception 2, Essence 1 
  Type: Supplemental 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Understanding the Prey 
  A person carries his people’s scent in his blood; no matter his travels, his homeland flows 
  through his veins. A successful read intentions or profile character roll reveals what culture the 
  target belongs to, in addition to the normal information, as well as any Tie he possesses to that 
  culture. If he’s disguised as a member of another culture, the Lunar receives a result consistent 
  with the disguise unless her successes also exceed his disguise successes. 
  If the Lunar is unfamiliar with the revealed culture, the Storyteller should provide a useful piece 
  of information, e.g., “he belongs to a nomadic society that follows the migrations of mammoth 
  herds.” Alternatively, if the Storyteller hasn’t worked out the culture’s details, the Lunar’s player 
  may detail them as though introducing a fact (Exalted, p. 237) with her original roll. 
  With a Perception 3, Essence 2 repurchase, once the Lunar uncovers what culture a character 
  belongs to, she can subsequently use this Charm to determine his position within it. Success 
  reveals his social, political, and economic standing, as well as the nature of any position he holds 
  within the culture. If other characters present in the scene hold authority over her target within 
  that culture, or if he holds authority over them, she discerns these relationships, as well as any 
  Ties her target holds to those characters. 
  Fellow Hound Insight 
  
  Cost: 6m; Mins: Perception 3, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Understanding the Herd 
  The Lunar’s insight traces webs of interrelation, revealing friends and foes of any stolen face she 
  might wear. She rolls read intentions with (Essence) successes to determine if a character knows 
  a specific person whose shape she possesses and any Ties he has toward that person. This roll 
  succeeds automatically unless opposed by magic. 
  With Perception 4, the Lunar may use this Charm without a specific person in mind to determine 
  if a character knows any person whose shape she possesses, learning that person’s identity and 
  her target’s Tie toward him on a success. If the target knows multiple people, the Storyteller 
  chooses which one is revealed. 
  Expected Guest Insight 
  Cost: —; Mins: Perception 5, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Fellow Hound Insight 
  Discerning the fears and desires of those around her, the Lunar knows how best to embody them. 
  She can use Fellow Hound Insight to determine whether a character has any positive or negative 
  Ties towards a group or category that encompasses a human or animal shape she possesses. She 
  might discern that a Guild merchant prince desires a Delzhan lover, or that a bandit leader fears 
  insects crawling on his skin. She may either inquire into a character’s Ties towards a specific 
  group, or ask without any particular group in mind, in which case the Storyteller chooses which 
  Intimacy is revealed. 
  Taboo-Observing Reverence 
  Cost: 6m; Mins: Perception 3, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Understanding the Herd 
  A world-walker experienced in the ways of countless peoples, the Lunar fits into strange 
  societies though she’d lived among them her entire life. She makes a special read intentions roll 
  to understand a cultural custom, at a difficulty based on the custom’s obscurity and secrecy. 
  Identifying an everyday greeting might be difficulty 1-2; a yearly harvest rite might be difficulty 
  3-4; a coming-of-age ritual practiced only by societal elites might be difficulty 5+. If she has an 
  applicable Lore background, she may roll with Lore instead of Socialize.  
  
  Success reveals the observed custom’s nature and purpose, letting the Lunar perform it 
  faultlessly. If she does engage in the custom that scene, she gains one Willpower. In addition, 
  this roll counts as a successful read intentions roll against each participant in the custom whose 
  Guile is beaten, revealing an Intimacy that’s relevant to the custom or to a fellow participant. The 
  Lunar learns nothing on failure, or if the observed behavior isn’t part of a cultural or societal 
  custom. 
  This Charm may only be used once per scene.  
  Exquisite Heart’s Taste 
  Cost: 4m; Mins: Perception 3, Essence 1 
  Type: Supplemental 
  Keywords: Mute, Protean 
  Duration: Instant 
  Prerequisite Charms: Understanding the Prey 
  A bead of sweat glistening on a brow, a dilated pupil, or a slight irregularity of breath betrays the 
  secrets of even the most stone-faced courtier. When the Lunar profiles a character or read his 
  intentions, his Guile is penalized by any of his Intimacies that support revealing the sought 
  information as though it were his Resolve (Exalted, p. 215). This Charm is inapplicable against 
  automatons, mindless undead, and similar beings.  
  Protean: In animal shapes with the Keen Nose Merit, the Lunar also adds (Intimacy) bonus dice. 
  Soul-Piercing Predator Gaze 
  Cost: 6m; Mins: Perception 3, Essence 1 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Exquisite Heart’s Taste 
  The divine predator uncovers her prey’s weaknesses. The Lunar makes a special read intentions 
  or profile character roll. If successful, the Storyteller reveals that character’s most significant 
  weakness to the Lunar’s player: syphilis plaguing a master swordsman, a Dynast’s 
  overwhelming debts, a merchant prince’s poor reputation, a Wyld monstrosity’s vulnerability to 
  ash wood, etc. She may seek to find a character’s greatest weakness in general, or in a specific 
  arena. However, there must be evidence, no matter how scant, from which she can infer this 
  information. She gains a temporary specialty in exploiting this weakness in an Ability of her 
  choice. It lasts indefinitely, but she can only have one specialty granted by this Charm at a time.  
  Protean: In a human or animal shape that her target has a Tie of fear towards, the Lunar can use 
  Exquisite Heart’s Taste at no cost to penalize his Guile with that Intimacy. 
  Shadow Hunter Insight 
  Cost: 3m; Mins: Perception 3, Essence 1 
  Type: Supplemental 
  
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: Soul-Piercing Predator Gaze 
  Lurking in night’s darkness, the Lunar stalks her prey. After profiling a character or reading his 
  intentions without him being aware of her, if she Joins Battle against him within (Essence + 
  Perception) days, she adds non-Charm dice equal to the 1s and 2s on that character’s Join Battle 
  roll. If she acts before the stalked character in the first round and attacks him, she adds that many 
  dice on the damage roll. 
  Far-Seeing Storm Crow 
  Cost: —; Mins: Perception 5, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Soul-Piercing Predator Gaze 
  The Lunar sees the secret dooms hanging over her prey. After successfully using Soul-Piercing 
  Predator Gaze, she rolls (Perception + Lore) to introduce a fact about her target’s weakness, 
  adding her extra successes from the original roll as a non-Charm bonus. This roll can be 
  enhanced by applicable Intelligence Charms. She might reveal that a Dynast’s poor social 
  standing stems from his weak bloodline, that a warrior’s illness was caused by a disease-god’s 
  curse, or that a merchant’s financial ruin is the result of machinations by rivals in a nearby city. 
  The Storyteller can still veto facts that contradict established details of the setting or interfere 
  with the story. 
  If the Lunar knows Scent of Midnight Dweomers, she can introduce facts explaining how her 
  target’s weakness is caused by spirits, sorcery, or other supernatural forces without needing an 
  appropriate Lore background. 
  Cautious Rat Concentration 
  Cost: 5m; Mins: Perception 4, Essence 1 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Exquisite Heart’s Taste 
  The Lunar watches those who watch her. She makes a read intentions roll against all characters 
  she’s aware of. She discerns whether each character whose Guile she beat harbors any suspicions 
  towards her, and those suspicions’ general nature — she can distinguish whether the prince 
  eyeing her believes she might be an impostor, or fears she’s seduced his husband. If the Lunar 
  uncovers any suspicion, she gains +1 Guile for the scene. 
  This Charm can only be used once per scene. 
  Secret Sense Intuition 
  
  Cost: 3m; Mins: Perception 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Ever-Wary Fox Technique, Understanding the Prey 
  The Lunar seems nigh-omniscient to those that hunt her: Assassins feel their blood run chill as 
  she cheerfully greets them; invisible devils flee the ferocious intensity of her gaze. When a 
  character she’s unaware of comes within short range, she rolls to read his intentions. Success 
  reveals his presence and location along with his current emotional state, and lets her reflexively 
  make an influence roll targeting him, which he suffers −2 Resolve against. On a failed roll, the 
  Lunar becomes aware only that someone is hidden nearby. 
  If the Lunar knows Perceiving the Hidden World, she may use this Charm to detect 
  dematerialized entities that come within short range of her, even while not using Perceiving the 
  Hidden World. 
  This Charm may only be used once per scene, unless reset by successfully detecting a hidden 
  character with it. 
  Uncanny Dreamer’s Insight 
  Cost: —(10m); Mins: Perception 3, Essence 1 
  Type: Permanent 
  Keywords: Mute 
  Duration: Permanent 
  Prerequisite Charms: Secret Sense Intuition 
  The Lunar’s preternatural intuitions reveal themselves in dreams. When she sleeps, the 
  Storyteller reveals an opportunity to use Awareness or Investigation that she missed that day — a 
  location she failed to case, a suspicious character she should have profiled, a hidden trap she 
  overlooked, etc. If multiple opportunities exist, the Storyteller should choose the one most useful 
  to the Lunar’s current pursuits. She can spend ten motes to make the relevant roll retroactively, 
  reliving her memories of that event. If this uncovers useful information, she gains one 
  Willpower.  
  She can reflexively activate Perceiving the Hidden World or Scent of Midnight Dweomers, if she 
  knows them, applying their benefits as she relives the memory. 
  Untangling the Web 
  Cost: 3m; Mins: Perception 2, Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  
  Recognizing subtle patterns and hidden meanings, the Lunar discerns concealed truths.  She 
  speeds the rate at which she can read text by (Intelligence + Perception + Wits), and rerolls 
  (Perception) failed dice if she rolls to decipher a code or recognize a written forgery. This can 
  contest Charms such as Letter-Within-a-Letter Technique (Exalted, p. 323). 
  Alternatively, she rerolls (Perception) failed dice on a read intentions roll against a character 
  who’s deliberately using abstruse language or circumlocutions to conceal his true motives or 
  Intimacies.  
  Motive-Dissecting Eye 
  Cost: 2m; Mins: Perception 3, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Serpent-Revealing Savvy 
  The Lunar sees through the obsequious etiquette of scheming courtiers and the sweet words of 
  charlatans. When she witnesses a character make an influence roll, she reflexively reads his 
  intentions to uncover either the motive behind that influence or an Intimacy of his that it upholds, 
  adding non-Charm successes equal to the 1s on his roll.  
  If the Lunar discovers information that lets her use an Intimacy to bolster her Resolve against the 
  influence and uses Serpent-Revealing Savvy, that Charm’s Resolve bonus is non-Charm. 
  Wolf Knows the Flock 
  Cost: —; Mins: Perception 3, Essence 2 
  Type: Permanent 
   
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Soul-Piercing Predator Gaze, Understanding the Herd (x2) 
  Even the mightiest herds can be slaughtered by those who know where to strike. The Lunar can 
  use Soul-Piercing Predator Gaze against cultures, rolling (Perception + [Bureaucracy, 
  Investigation, or Socialize]) opposing the Guile of that group’s leader or of the most prominent 
  figure opposing her efforts. Normally, this takes (10 – Essence) days of interaction with the 
  targeted group, although the Storyteller may rule that it takes longer for especially large, 
  widespread, or decentralized groups. Success reveals the culture’s greatest weakness — a leader 
  who lacks his subordinates’ respect; insufficient funding; a powerful rival’s enmity; etc. — and 
  grants a temporary specialty in exploiting it. 
  Pack-Preserving Instinct 
  Cost: —(+2m); Mins: Perception 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  
  Duration: Permanent 
  Prerequisite Charms: Secret Sense Intuition 
  A devoted sentinel, the Lunar sees to the safety of those closest to her heart. When she perceives her 
  Solar mate or a character she has a positive Major or Defining Tie towards in circumstances where 
  certain Perception Charms could benefit him, she can use those Charms to enhance his rolls by warning 
  him, paying a two-mote surcharge on each. Valid Charms are Ever-Wary Fox Technique, Observed Prey 
  Instinct, Secret Sense Intuition, Veil-Rending Scrutiny, and Worry the Bone. 
  Perspective-Shifting Persistence 
  Cost: 3m, 1wp; Mins: Perception 4, Essence 2 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Understanding the Prey 
  The Lunar observes her quarry from many angles, and with many eyes. After failing a read 
  intentions roll, she resets that action against her target. If she changes into a different shape 
  before reading his intentions again that scene — even if he knows it’s still her — success grants 
  one Willpower. 
  Underbelly-Seizing Insight 
  Cost: 1wp; Mins: Perception 4, Essence 2 
  Type: Reflexive 
   
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Soul-Piercing Predator Gaze 
  A patient hunter, the Lunar waits for the perfect moment to exploit weakness. She adds a free 
  full Excellency on a roll with any Attribute that benefits from Soul-Piercing Predator Gaze’s 
  specialty, or on a Join Battle roll enhanced by Shadow Hunter Insight.  
  This Charm can’t be used against the same target more than once per story.  
  Razor Insight Tutelage 
  Cost: 3m, 1wp; Mins: Perception 4, Essence 3 
  Type: Reflexive 
   
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Underbelly-Seizing Insight 
  The Lunar witch-sage is a harsh mentor, providing guidance through trials and tribulations. After 
  exploiting a weakness revealed by Soul-Piercing Predator Gaze to defeat a character in some 
  area of endeavor, she makes a reflexive ([Appearance or Charisma] + [Performance, Presence, or 
  
  Socialize]) persuade roll, adding (Perception) non-Charm dice. He’s treated as having an 
  Intimacy that supports the Lunar’s influence, with an intensity based on the severity of his 
  defeat: 
  Minor: The target willingly surrendered or fled, was unable to protect a Minor Intimacy, lost 
  assets or prestige equivalent to 1-2 dots of Merits, etc. 
  Major: The target suffered a crippling injury or was reduced to his −4 health levels, was unable 
  to protect a Major Intimacy, was prevented from achieving a major character or story goal, lost 
  prestige or assets equivalent to 3-4 dots of Merits, etc. 
  Defining: The target was incapacitated, was unable to protect a Defining Intimacy, was 
  prevented from achieving a legendary social goal, lost prestige or assets equivalent to 5+ dots of 
  Merits, etc. 
  Success convinces the character to undertake a task that will help him to overcome his weakness, 
  compensate for it, or undo its causes. This Charm can’t be used against a character more than 
  once per story. 
  Protean: If the Lunar’s target has a Tie to her current human or animal shape that supports her 
  influence, treat its intensity as one step greater. If it’s already Defining, the influence costs an 
  additional Willpower to resist instead. 
  Dream-Delving Voyage  
  Cost: 5 m, 1wp; Mins: Perception 5, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Exquisite Heart’s Taste, Motive-Dissecting Eye 
  Descending into a sleeper’s dreams, the Lunar witnesses his heart laid bare. She makes a special 
  (Perception + [Investigation, Occult, or Socialize]) read intentions roll against a sleeping 
  character, who suffers the −2 Guile penalty for being unaware of her. Success lets her witness 
  one dream, plus an additional dream for every two extra successes. Each dream reveals a piece of 
  useful information — an Intimacy, a glimpse into a memory, a relevant clue for the Lunar’s 
  investigations, etc.  
  This Charm can only be used on a character one per day.  
  Veil-Rending Scrutiny 
  Cost: 3m; Mins: Perception 5, Essence 3 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Motive-Dissecting Eye, Secret Sense Intuition 
  The scent of spies and eavesdroppers wrinkles the Lunar’s nose. When a character she’s unaware 
  of rolls to read her intentions, she reflexively rolls (Perception + [Awareness, Investigation, or 
  
  Socialize]) with (Essence) bonus successes opposing his Guile. Success removes the −2 Guile 
  penalty for being unaware of her observer (Exalted, 218). If the Lunar subsequently reads her 
  observer’s intentions or threatens him that scene, she adds a success. 
  Mysticism 
  Perceiving the Hidden World 
  Cost: 4m; Mins: Perception 2, Essence 1 
  Type: Reflexive 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: None 
  The Lunar’s senses awaken to the ephemeral existence of spirits. She can perceive (but not 
  touch) dematerialized entities.  
  Protean: In animal forms with sense-enhancing Merits, the Lunar intuits whenever a 
  dematerialized spirit comes within long range, prompting her to use this Charm if she chooses. 
  Spirit-Rending Fury 
  Cost: 1m; Mins: Perception 2, Essence 1 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: One tick 
  Prerequisite Charms: Perceiving the Hidden World 
  The Lunar’s fangs rend the veil between worlds. For one tick, she may attack or otherwise 
  physically interact with dematerialized characters. If she can’t perceive dematerialized targets, 
  she suffers a −3 penalty on physical actions against them.  
  While this Charm’s active, dematerialized characters can physically interact with the Lunar — 
  for example, with counterattacks or clash attacks. She can’t end this Charm prematurely to avoid 
  this.  
  Demon-Drinking Fang 
  Cost: 3m; Mins: Perception 2, Essence 1 
  Type: Supplemental 
  Keywords: Aggravated, Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Spirit-Rending Fury 
  The Lunar’s teeth run red with the spilt blood of immortality. Her decisive attack deals 
  aggravated damage to spirits and fae. If such an enemy’s Initiative is lower than hers, she adds 
  (Perception) dice of damage. Spirits incapacitated by such attacks are permanently destroyed.  
  
  Shed Divinity’s Nectar 
  Cost: —(+1wp); Mins: Perception 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Demon-Drinking Fang 
  Savoring the taste of divine ichor, the Lunar subsumes its nature into her own. After 
  incapacitating a spirit or fae with Demon-Drinking Fang, she can pay one Willpower to absorb 
  its Essence instead of destroying it. She gains the following benefits for one story, or until she 
  next uses this Charm: 
  • 
  A Major Intimacy reflecting her victim’s nature and purpose. 
  • 
  Up to (Lunar’s Essence + victim’s Essence) dots of mutations reflecting its capabilities. 
  • 
  Its Cult Merit, if higher than hers. 
  Once the story ends, the Lunar may either permanently destroy her victim, or spit it forth from 
  her Essence, sparing it. 
  Devil-Restraining Grip 
  Cost: 4m, 1wp; Mins: Perception 3, Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Until the grapple ends 
  Prerequisite Charms: Spirit-Rending Fury 
  Sighting the ephemeral divine, the Lunar drags it forcefully into form. To use this Charm, Spirit-
  Rending Fury must be active. The Lunar makes a grapple gambit against a dematerialized entity, 
  setting the gambit’s difficulty to (higher of [the enemy’s Essence or 2]). She may roll (Perception 
  + Occult) in place of (Strength + [Brawl or Martial Arts]) to establish control of the clinch, and 
  successfully clinching the enemy renders him material for the grapple’s duration.  
  Protean: In animal forms with Legendary Size or grappling-related special abilities, the Lunar 
  adds (Essence) dice on the attack and Initiative roll. 
  Scent of Midnight Dweomers 
  Cost: 4m; Mins: Perception 4, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Perceiving the Hidden World 
  The Lunar recognizes the Wyld’s sickly-sweet aroma, the exotic spices of Malfeas, the 
  Underworld’s rotting stench, and more. She rolls (Perception + Occult). One success reveals 
  
  boundaries between Creation and other worlds, such as entrances to spirit sanctums or the border 
  of a shadowland or Wyld zone, and the realms they lead to. One success also lets her detect the 
  presence of ongoing sorcerous or necromantic effects, while (Circle x2) successes lets her 
  identify a spell or working’s function. She can identify the aspect, function, and properties of a 
  hearthstone, demesne, or manse with 3 successes if it’s standard, or 5 successes if it’s greater. 
  The Lunar can also determine the nature of a spirit or fae she can perceive by scent with (his 
  Essence) successes. If such an entity’s disguised as another type of being, add its disguise 
  successes to the difficulty of identifying it. 
  Divinity-Stealing Whisper 
  Cost: 3m, 1wp; Mins: Perception 5, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Scent of Midnight Dweomers 
  When prayers offered up to the gods go unanswered, their worshippers may seek the Lunar’s aid 
  and intercession. She may use this Charm either in a spirit’s presence or at one of its temples or 
  sacred sites. She rolls (Perception + Occult) with double 8s against a difficulty of (the spirit’s 
  Essence + Cult). Magic that enhances hearing can always benefit this roll. Success lets her 
  eavesdrop on prayers being made to that spirit, filtering through countless mortal voices to 
  identify the single desire or goal that the spirit’s worshippers most desire his aid with. 
  If the Lunar determines that the spirit has no intent of doing so — potentially by reading his 
  intentions — she may intercede in his stead. If she accomplishes the desired goal, and at least a 
  majority of the spirit’s worshippers recognize this, she strips away the spirit’s divine power. He 
  loses his Cult rating, and she gains it. If his Essence equals or exceeds the Lunar’s, he instead 
  loses one dot of Cult, which she gains, bringing her up to a maximum of his original Cult rating. 
  If the Lunar knows God-Body Consumption, she may use it to gain his Eclipse Charms as 
  though she’d killed him. 
  Claw That Rends the Veil 
  Cost: 5m; Mins: Perception 4, Essence 3 
  Type: Simple 
  Keywords: Uniform 
  Duration: One scene 
  Prerequisite Charms: Devil-Restraining Grip 
  A pulsing silver-white aura suffuses the Lunar with sacred fire, marking her as the bane of 
  spirits. She enhances her unarmed attacks, a natural weapon, or a weapon she’s fused with using 
  Last Warrior’s Unity (p. XX), lowering the cost of Demon-Drinking Fang and Devil-Restraining 
  Grip by two motes when used with it. When she changes shape, she can enhance a new natural 
  weapon. 
  
  The Lunar’s baleful aura renders her Hideous (Exalted, p. 162) to spirits. She can use Perception 
  instead of Appearance to determine how many dice she adds to threaten rolls against them. Upon 
  using this Charm, she may reflexively make a threaten roll against one or more spirits. 
  Silver Curtain Parted 
  Cost: 5m, 1wp; Mins: Perception 4, Essence 3 
  Type: Simple 
  Keywords: Totemic (Wits) 
  Duration: Instant 
  Prerequisite Charms: Devil-Restraining Grip 
  Walking between worlds, the Lunar deftly touches the other side and pries open its gateways. 
  She rolls ([Perception or Wits] + [Larceny or Occult]) to enter a spirit’s sanctum, pass through a 
  normally inaccessible magical portal, cross a boundary between realms of existence, or 
  temporarily breach a magical barrier like a fiery wall created by a sorcerous working. 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 Lunar and (Essence 
  x2) companions pass through safely. 
  Totemic: A Lunar whose spirit shape is migratory may learn this as a Wits Charm, with Wyld 
  Migration Formation (p. XX) as its prerequisite. 
  Devil’s Hidden Footprints 
  Cost: —; Mins: Perception 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Scent of Bygone Ages, Scent of Midnight Dweomers 
  The Lunar recognizes the sweet perfume of miracles and the vile stench of damnation. She can 
  use Scent of Midnight Dweomers to detect traces of Essence left by the use of magic, or by an 
  anima banner flaring to bonfire, with a difficulty equal to the number of months that have 
  elapsed since the event occurred, minimum 1. Success reveals that the event occurred and how 
  long ago it happened. She may spend extra successes among the following options, in any order: 
  • 
  1 extra success: Determine the responsible character’s Essence rating. 
  • 
  1 extra success: Determine whether the responsible character is her Solar mate. 
  • 
  2 extra successes: Discern the responsible character’s general nature — e.g., whether 
  he’s a god, demon, raksha, Dragon-Blood, Sidereal, or something mysterious and unclassifiable. 
  • 
  2 extra success: If the Lunar knows Catching the Prey’s Scent (p. XX), memorize the 
  responsible character’s scent. 
  • 
  4 extra successes: After determining the responsible character’s general nature, 
  determine his identity if she’s already familiar with him.  
  
  • 
  (Charm’s minimum Essence) extra successes: After detecting the use of a spirit 
  Charm, discern its general function and the purpose it was used for. 
  • 
  (Circle x 2) extra successes: After detecting the use of a spell, discern its general 
  function and the purpose it was used for. 
  • 
  (Artifact) extra successes; 10 if N/A: After detecting the use of an artifact’s Evocation, 
  discern its general effect and the nature of the artifact it belongs to. 
  God-Body Consumption 
  Cost: 3m per Charm; Mins: Perception 5, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Shed Divinity’s Nectar 
  Savoring the taste of slain divinity, the Lunar subsumes its nature into her own. Upon 
  permanently killing a character, she may access any of his Eclipse Charms (Exalted, p. 514) 
  whose Essence minimums she meets, committing three motes each. She may have up to 
  (Essence) Eclipse Charms accessed through God-Body Consumption at a time, either through a 
  single use or multiple stacked activations.  
  The Lunar may permanently learn Charms accessed through God-Body Consumption for eight 
  experience points each. She no longer needs to commit motes to use such Charms, and they don’t 
  count towards the maximum of (Essence). She waives the experience point cost of the first 
  Eclipse Charm purchased this way.  
  If the Lunar uses Charms to perform a non-lethal sacred hunt, she may trigger God-Body 
  Consumption to take the Eclipse Charms of a god-blood, Eclipse Caste Solar, or similarly 
  empowered human when she takes his shape. 
  Two Worlds Penumbra 
  Cost: 5m; Mins: Perception 5, Essence 3 
  Type: Reflexive 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: Devil-Restraining Grip 
  Walking the invisible borders of the spirit realm, the Lunar illumines its denizens with her soul’s 
  fire. As long as her anima is glowing or higher, dematerialized characters within medium range 
  become visible to all observers, flickering like shadows against her anima’s light. At bonfire, the 
  Lunar’s anima casts them into sharp relief — those within short range are rendered tangible, able 
  to touch and be touched by material characters. 
  A character whose Essence exceeds the Lunar’s may pay one Willpower to become immune to 
  this Charm for one scene. 
  
  Protean: If a dematerialized character has a Tie of fear towards the Lunar’s human or animal 
  shape, it can’t resist this Charm without entering a Decision Point and invoking an Intimacy of 
  equal or greater intensity. 
  Omen-Beast’s Evil Eye 
  Cost: —(30m, 1wp); Mins: Perception 5, Essence 5 
  Type: Permanent 
   
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Far-Seeing Storm Crow, Razor Insight Tutelage, Scent of Midnight 
  Dweomers 
  Eyes burning silver, the Lunar’s gaze pierces the barrier of possibility to usher in the doom 
  waiting beyond. When she uses Far-Seeing Storm Crow, she may pay a thirty-mote, one-
  Willpower surcharge to introduce the fact that her target’s weakness will doom him in a coming 
  challenge. The roll’s difficulty is (victim’s Essence), plus a modifier depending on the severity of 
  the foretold doom: +0 for events causing serious complications for her victim, such as a debt-
  ridden merchant’s creditors calling in what he owes or a prideful tyrant facing opposition from a 
  political rival; +3 for a severely dangerous peril, such as a merchant’s creditors sending hired 
  thugs to violently coerce repayment or a covert attempt at poisoning a tyrant; or +5 for a life-
  altering catastrophe, such as a merchant being enslaved by his creditors or a mass rebellion 
  breaking out in a tyrant’s kingdom. 
  To enact her prediction, the Lunar must inform her victim of it — and how he might avert it, 
  specifying a course of action that, if accomplished within (5 + his Integrity) days, will prevent 
  the doom. By default, this can be no greater than an inconvenient task (Exalted, p. 216); she can 
  specify a serious task with 3+ extra successes or a life-changing task with 6+ extra successes. 
  Regardless of severity, the task must be one that the Storyteller deems the victim could feasibly 
  complete within the allotted time span. The disaster is also averted if the Lunar releases her mote 
  commitment prematurely, or goes a full day without reminding the target of the oncoming doom 
  and the flaw that caused it. 
  If this Charm’s victim can’t avert the foretold doom, it’s sure to happen. The specifics may vary 
  from the Lunar’s prediction based on how events unfold in play, but her target will face a crisis 
  of appropriate severity. However, he’s not assured to fail. Successful rolls, creative thinking, 
  allies’ assistance, and other assets can mitigate the overall harm and impact of the crisis.  
  This Charm can only be used once per story, unless reset by accomplishing a legendary social 
  goal (Exalted, p. 134) by exploiting a character’s greatest flaw or convincing a character to 
  overcome his greatest weakness. 
   
  Stamina 
  Heart’s Blood 
  Hero's Heart Challenge 
  
  Cost: —; Mins: Stamina 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  Testing her fortitude against a worthy rival, the Lunar claims his face as a trophy of her triumph. 
  She performs a sacred hunt to claim a human’s shape by challenging him to a physical contest — 
  a footrace, wrestling match, duel, drinking contest, etc. If the Lunar wins, she may conclude the 
  sacred hunt and claim her opponent’s form by accepting a Major Tie of respect towards the 
  opponent — if she deems him unworthy, she can’t gain his form. This counts as the Intimacy 
  needed to take a human shape (p. XX). Winning by cheating is valid if the Lunar isn’t caught, 
  but her opponent must be genuinely trying to win.  
  If the Lunar’s target wins or catches her cheating, the sacred hunt fails, and she can’t take his 
  shape through this Charm for the rest of the story. She may still attempt sacred hunts against him 
  by other means. 
  Defense 
  Impenetrable Beast-Armor 
  Cost: 3m; Mins: Stamina 2, Essence 1 
  Type: Reflexive 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar thickens her skin, forming a thick hide, bony plates, or tough scales. She adds (higher 
  of Essence or 3) natural soak against a withering attack or gains Hardness (Stamina) against a 
  decisive attack.  
  Durant Quicksilver Adaptation 
  Cost: —; Mins: Stamina 3, Essence 1 
  Type: Permanent 
  Keywords: Withering-only 
  Duration: Permanent 
  Prerequisite Charms: Impenetrable Beast Armor 
  The Lunar’s body hardens itself against the force of blows that strike her. She may use the 
  Stamina Excellency to raise her soak against a withering attack after it hits, but before damage is 
  rolled. 
  Steel Paw Style 
  Cost: —; Mins: Stamina 2, Essence 1 
  
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  Standing firm as she interposes her weapon between herself and the world, the Lunar becomes an 
  unshakable aegis. When she blocks with a medium or heavy weapon, unarmed attack, or natural 
  weapon, she may use Stamina instead of Dexterity to calculate Parry. 
  Den Warden Method 
  Cost: 3m; Mins: Stamina 3, Essence 1 
  Type: Supplemental 
  Keywords: Dual, Protean 
  Duration: Instant 
  Prerequisite Charms: Steel Paw Style 
  A living bulwark, the Lunar shelters allies behind her mighty frame. When she takes a defend 
  other action, her ward may use her soak and Hardness in place of his own against attackers that 
  overcome her Parry. This includes any bonuses added to the Lunar’s soak or Hardness.  
  Protean: In animal forms with the Immense Guardian Merit, damage rolls against the Lunar’s 
  ward suffer a −2 penalty. 
  Unmoving Aurochs Defense 
  Cost: 3m; Mins: Stamina 2, Essence 1 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar dramatically magnifies her body’s density, withstanding the mightiest blows without 
  yielding an inch. For an instant, she can’t be physically moved, whether by smash attacks, a 
  grappler’s throw, Heaven Thunder Hammer (Exalted, p. 274), etc. This Charm can’t prevent 
  falls due to gravity. It can be used after an attack roll, but before damage. If an enemy uses 
  applicable magic after damage is rolled, this Charm may be used at that time. 
  This Charm significantly increases the Lunar’s mass. This normally causes no complications, but 
  may cause the Lunar to sink into soft mud, snap a tightrope supporting her, etc. It also suppresses 
  Graceful Crane Stance’s effect for an instant. 
  Enduring Mammoth Bastion 
  Cost: 2m, 2i; Mins: Stamina 3, Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only, Perilous 
  
  Duration: Instant 
  Prerequisite Charms: Impenetrable Beast-Armor 
  The Lunar shrugs off spear points and arrows, her skin unmarked even by those that strike true. 
  When determining if her Hardness prevents damage from a decisive attack, her attacker 
  compares only his Initiative to her Hardness, without considering damage dice added by other 
  sources. If his attack’s damage roll doesn’t include his Initiative due to magic, he compares the 
  lower of his damage dice or his actual Initiative to the Lunar’s Hardness. 
  If the Lunar is unarmored, waive this Charm’s Initiative cost. 
  Invulnerable Moonsilver Carapace 
  Cost: 10m, 1wp; Mins: Stamina 3, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Durant Quicksilver Adaptation 
  Moonsilver flows across the Lunar’s skin as she solidifies her anima, encasing her in 
  indestructible armor. She creates a shell or carapace that counts as artifact armor (+11 soak, 10 
  Hardness, −2 mobility). Its soak can’t be reduced below (Stamina) by effects that ignore armored 
  soak, like Piercing attacks.  
  This armor counts as moonsilver, shapeshifting with the Lunar (p. XX). She may fuse it with any 
  artifact armor she’s currently wearing, enjoying the best of both armors’ traits and applying this 
  Charm’s benefits to her armor. Artifact armor’s attunement cost is waived for this Charm’s 
  duration, releasing the committed motes. 
  This Charm may be repurchased any number of times, each repurchase adding an Evocation to 
  the carapace. These Evocations’ themes and functions derive from the Lunar’s personality, spirit 
  shape, and Caste.  
  With Essence 3, this Charm’s duration becomes Indefinite. 
  Special activation rules: When the Lunar uses Deadly Beastman Transformation, she may 
  reflexively activate this Charm.  
  Moonsilver Thew Exertion 
  Cost: 4m; Mins: Stamina 3, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Unmoving Aurochs Defense 
  The Lunar amplifies her body’s mass as she wrestles a foe, becoming too heavy to be taken 
  down or pinning a foe beneath tremendous weight. She rerolls (Stamina) failed dice on a grapple 
  control roll or a roll opposing an enemy’s control roll. Such is her mass that she can oppose the 
  
  grapples of Legendary Size enemies (but not clinch them). This Charm carries the same 
  consequences for increasing mass as its prerequisite. 
  Stone Rhino’s Skin 
  Cost: 2m or 5m; Mins: Stamina 4, Essence 2 
  Type: Reflexive 
  Keywords: Dual, Perilous 
  Duration: Instant 
  Prerequisite Charms: Durant Quicksilver Adaptation 
  Even the mightiest blows rebound from the Lunar’s flesh. After an attack hits her or she fails to 
  resist an environmental hazard or trap, before damage is rolled, she may use this Charm for two 
  motes against a withering attack, or five motes against decisive damage. Damage-roll 1s 
  subtract successes. If an attack deals no damage, the Lunar steals one Initiative from her attacker 
  (after he resets to base Initiative, if it was decisive).  
  Frenzied Bear Fortification 
  Cost: 7m; Mins: Stamina 5, Essence 2 
  Type: Reflexive 
  Keywords: Dual, Protean 
  Duration: One scene 
  Prerequisite Charms: Stone Rhino’s Skin 
  Pain strengthens the Lunar’s fierce will to survive, redoubling her unkillable vigor. She adds her 
  wound penalty to her soak and her Hardness. This stacks with other Charms that grant Hardness, 
  but not with Hardness from artifact armor or animal shapes. 
  Protean: In animal shapes with the Berserker Merit, the Overwhelming rating of withering 
  attacks against the Lunar is reduced by her wound penalty. 
  Unyielding Silver Sentinel  
  Cost: 3m, 2i; Mins: Stamina 4, Essence 2 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: One scene 
  Prerequisite Charms: Unmoving Aurochs Defense 
  No power can force the Lunar back when she stands her ground, or turn her aside when she 
  charges. She waives Unmoving Aurochs Defense’s cost, unless she’s crashed. 
  Quicksilver Aegis Embodiment 
  Cost: 4m, 3i (4m); Mins: Stamina 4, Essence 3 
  Type: Reflexive 
  
  Keywords: Perilous, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Enduring Mammoth Bastion 
  The Lunar’s skin hardens unto imperviousness against blows that would otherwise pierce the 
  thickest defenses. Her soak can’t be reduced, and she can apply it against unsoakable withering 
  damage.   
  If the Lunar is unarmored, she waives this Charm’s Initiative cost, and it loses the Perilous 
  keyword. 
  Weapon-Trapping Body Dominion 
  Cost: 3m, 2i, 1wp; Mins: Stamina 5, Essence 3 
  Type: Reflexive 
  Keywords: Clash, Perilous 
  Duration: Instant 
  Prerequisite Charms: Quicksilver Aegis Embodiment 
  The Lunar’s body becomes fluid and permeable as she’s struck, her foe’s weapon entering her 
  flesh only to be trapped by twisting cords of sinew, swift-congealing blood, or a cage of solid 
  bone. She clashes an attack with a (Stamina + Resistance) roll, adding (Hardness/2, rounded up) 
  dice. In addition to the usual benefits of winning a clash, if she was attacked with a hand-to-hand 
  weapon, her body absorbs it, disarming her attacker. Characters may dislodge the absorbed 
  weapon with a disarm gambit or a difficulty 5 feat of strength that requires Strength 5+.  
  If the attacker used a weapon with the Natural or Worn tag, his limb is instead mired in the 
  Lunar’s flesh. Treat this as a grapple that requires no attack or Initiative roll; the Lunar rolls 
  (Stamina + [Brawl, Martial Arts, or Resistance]) with double 9s as her control roll opposing the 
  attacker’s (Strength + [Brawl or Martial Arts]).  
  This Charm is incompatible with armor, except Invulnerable Moonsilver Carapace. 
  Steadfast Yeddim Meditation 
  Cost: 6m (4m); Mins: Stamina 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Frenzied Bear Fortification 
  Such is the Lunar’s divine fortitude that she might not even notice blows struck against her. She 
  adds Hardness to her soak against a withering attack made by a lower-Initiative enemy. If this 
  reduces an attack to its minimum damage, her attacker loses the point of Initiative gained from 
  hitting her. 
  If the Lunar is unarmored, this Charm costs two motes less.  
  Wounded But Never Down 
  
  Cost: 1m per level of damage, 5i, 1wp; Mins: Stamina 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous, Protean, Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Frenzied Bear Fortification 
  The Lunar fights through the gravest wounds, sustained by illimitable rage. After a decisive 
  damage roll against her, she can activate this Charm to negate levels of damage for one mote per 
  level, maximum (Essence + Resistance) levels. Negated damage is withheld in a special pool.  
  Damage heals from this pool at a rate of one level every two days, beginning with bashing 
  damage. Magic that speeds natural healing also accelerates this process, and healing magic can 
  be applied to damage stored in the pool. When this Charm ends, damage remaining in the pool 
  returns to her health track. 
  This Charm can be stacked up to (Essence) times, tracking all negated damage in a single pool. 
  This Charm can only be used once per scene, unless reset by incapacitating a nontrivial enemy 
  with a decisive attack that resets the Lunar’s Initiative. 
  Protean: In animal shapes with the Berserker Merit, the Lunar reduces this Charm’s Initiative 
  cost by her current wound penalty. 
  Unstoppable Juggernaut Incarnation 
  Cost: 10m, 1wp; Mins: Stamina 5, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Perilous 
  Duration: Instant 
  Prerequisite Charms: Wounded But Never Down 
  No matter how mighty the force directed against her, the Lunar refuses to yield. This Charm may 
  be used after being hit by a decisive attack or failing to resist a trap or environmental hazard, 
  before damage is rolled. If the damage roll fills all the Lunar’s health levels of one type, any 
  further damage is negated. E.g., if an attack filled all of a Lunar’s −1 levels, it couldn’t inflict 
  further damage to her −2 or greater levels. 
  This Charm can only be used once per day. It doesn’t need to be reset if it fails to prevent 
  damage. 
  Indestructible God-Monster Incarnation 
  Cost: 4m, 3a, 1wp; Mins: Stamina 5, Essence 4 
  Type: Reflexive 
  Keywords: Dual 
  Duration: One scene 
  Prerequisite Charms: Quicksilver Aegis Embodiment, Steadfast Yeddim Meditation 
  
  Wisps of the Lunar’s anima shine through as her skin sloughs away, revealing the perfected body 
  of the invincible shapeshifter beneath. She gains the following benefits: 
  • 
  +(Essence/2, rounded up) natural soak and Hardness, stacking with other Hardness 
  sources.  
  • 
  When she uses the Stamina Excellency to raise her soak, it costs only one mote per +2 
  soak, and the maximum amount she can add with it increases by 1.  
  • 
  She reduces the costs of Enduring Mammoth Bastion, Impenetrable Beast-Armor, Stone 
  Rhino’s Skin, and Unflagging Predator Vitality by one mote. 
  This Charm is incompatible with armor. 
  Unflagging Predator Vitality 
  Cost: 5m; Mins: Stamina 5, Essence 4 
  Type: Reflexive 
  Keywords: Perilous, Protean, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Steadfast Yeddim Meditation 
  Drawing incredible resilience and vitality from within, the Lunar takes no notice of lesser 
  attacks. She halves a withering attack’s total damage, rounded down. It can’t reduce her below 
  one Initiative unless her attacker has at least (her current temporary Willpower) more Initiative 
  than her before attacking. 
  This Charm can likewise protect the Lunar from being crashed by other sources of Initiative loss 
  inflicted by enemies, but not those she incurs herself, such as paying Initiative costs. 
  This Charm is incompatible with armor. 
  Protean: In animal shapes with the Impenetrable Armor Merit, the Lunar adds (Essence + 5) to 
  the amount of Initiative an attacker needs to reduce her below Initiative 1. 
  Wound-Mastering Body Evolution 
  Cost: 6m, 1wp + 1i per turn; Mins: Stamina 5, Essence 4 
  Type: Reflexive 
  Keywords: Decisive-only, Perilous 
  Duration: One scene 
  Prerequisite Charms: Unstoppable Juggernaut Incarnation 
  Those who can’t slay the Lunar with one blow may not be able to kill her at all. After suffering 
  decisive damage, she can use this Charm to adapt to her attacker’s killing intent. She adds 
  (Essence x2) natural soak against his withering attacks and ignores their Overwhelming rating, 
  and gains Hardness 20 against his decisive attacks. 
  The Lunar must pay one Initiative each subsequent turn to maintain this Charm. It ends if she’s 
  crashed. 
  
  Endurance 
  Ox-Body Technique 
  Cost: —; Mins: Stamina 1, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar is endowed with superhuman vitality. She gains additional health levels based on her 
  Stamina rating: 
  Stamina 1-2: Two −2 levels. 
  Stamina 3-4: Two −2 levels and one −4 level. 
  Stamina 5: One −1 level, one −2 level, and two −4 levels. 
  This Charm may be purchased (Stamina) times. If the Lunar’s Stamina increases, her health 
  levels change to reflect her new rating. 
  Bear Sleep Technique 
  Cost: 10m; Mins: Stamina 2, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Ox-Body Technique 
  Withdrawing into herself, the Lunar enters a rejuvenating hibernation. The rate at which she 
  heals naturally (Exalted, p. 173) is multiplied by (Essence + Stamina). Time spent hibernating 
  doesn’t count towards the maximum she can go without food or water (Exalted, p. 232).  
  The Lunar may choose to hibernate until she’s fully healed from all damage, or for a set period 
  of time. She isn’t completely unaware of her surroundings while hibernating, and can roll to 
  detect external stimuli with (Perception + Awareness) at a −4 penalty, which can’t be enhanced 
  by non-Excellency magic. Some stimuli, like being slapped across the face or stabbed, are 
  obvious enough to detect without rolling. Detecting external stimuli lets the Lunar end this 
  Charm prematurely. 
  With Stamina 5, the Lunar doesn’t age while hibernating. 
  Halting the Scarlet Flow 
  Cost: 6m, 1wp; Mins: Stamina 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: (Stamina) turns 
  
  Prerequisite Charms: Bear Sleep Technique 
  The Lunar shapeshifts wounds away, closing cuts and healing bruises. She heals one level of 
  non-aggravated damage at the start of each of her turns. This Charm ends if she’s crashed, and 
  can’t be used outside combat.  
  This Charm can only be used once per day. It doesn’t reset if the Lunar still has damage in her 
  health track at the beginning of the new day, or doesn’t receive adequate sleep. 
  Maimed But Unbroken 
  Cost: 2m, 2i; Mins: Stamina 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Indefinite 
  Prerequisite Charms: Halting the Scarlet Flow 
  No matter how dire her wounds, the Lunar won’t yield. She reduces the penalty of a crippling 
  effect, such as Joint-Wounding Attack (Exalted, p. 415), by (Essence/2, rounded up). After 
  every (7 – Stamina) rounds, or every scene outside combat, the penalty diminishes by an 
  additional point. Once the penalty is reduced to zero, the crippling heals completely. This Charm 
  can’t heal crippling effects that don’t impose penalties, or total amputation or destruction of 
  limbs and organs. It ends if the Lunar’s crashed.  
  Unyielding Battle Vigor 
  Cost: —; Mins: Stamina 4, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Halting the Scarlet Flow 
  The thrill of battle energizes the Lunar, renewing her boundless vitality. Halting the Scarlet 
  Flow’s duration is extended one turn when a decisive attack deals 3+ levels of damage more than 
  necessary to incapacitate a nontrivial foe. She may also waive an Initiative Break to extend its 
  duration by one turn. 
  Rugged Beast Endurance 
  Cost: 3m, 1wp; Mins: Stamina 1, Essence 1 
  Type: Reflexive 
  Keywords: Protean 
  Duration: One day 
  Prerequisite Charms: None 
  A paramount survivor, the Lunar thrives in Creation’s harshest reaches. She adapts to a particular 
  environment, — searing desert, mosquito-ridden swamp, freezing cold, etc. — gaining 
  temporary Survival and Resistance specialties in that clime. She ignores environmental penalties 
  
  on rolls those specialties apply to. If she wishes to change her adaptation (such as while traveling 
  through the Wyld), she must use this Charm again, waiving its Willpower cost if the first use is 
  still active.  
  A Stamina 4, Essence 3 repurchase halves the damage that the chosen clime’s environmental 
  hazards roll against her, rounded down. This also applies to hazards similar in nature to that 
  environment: A Lunar adapted to frigid cold extends this resilience to icy mist conjured by a 
  raksha. 
  Protean: In animal shapes native to the chosen environment or otherwise adapted to surviving in 
  it, the Lunar receives a one-mote discount on Charms enhancing Survival or Resistance rolls in 
  the chosen clime.  
  All-Consuming Crucible 
  Cost: 3m; Mins: Stamina 2, Essence 1 
  Type: Reflexive 
  Keywords: Mute 
  Duration: One scene 
  Prerequisite Charms: Rugged Beast Endurance 
  Whether dining on festering carrion or taking poisoned banquets at a queen’s table, the Lunar is 
  a consummate gourmand, adapting to whatever she consumes. She may digest and derive 
  sustenance from any mundane living or once-living substance — including inedible substances 
  — and adds (Stamina) non-Charm dice to resist ingested poisons. She can also eat any amount of 
  food without harm; doing so quickly, such as for corpse disposal, is a (Stamina + [Athletics or 
  Survival]) roll. 
  With Stamina 5, the Lunar can safely digest any mundane material, although feats of demolition 
  may be required to break down larger objects into portions she can swallow. She’s completely 
  immune to mundane ingested poisons. 
  Disease-Purging Essence 
  Cost: 3m; Mins: Stamina 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s body becomes a purifying crucible that no sickness can withstand. She rerolls 
  (higher of Essence or 3) failed dice on a roll against the morbidity or virulence of a disease. 
  Rabid Beast Bite 
  Cost: 4m; Mins: Stamina 3, Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only 
  
  Duration: Instant 
  Prerequisite Charms: Disease-Purging Essence 
  Suffusing a blow with septic Essence, the Lunar leaves festering wounds. An enemy damaged by 
  a decisive attack with an unarmed strike or natural weapons is exposed to an enhanced form of 
  infected wounds (Exalted, p. 235). The disease uses (Lunar’s Stamina) in place of its morbidity 
  and virulence if higher, and can infect characters with Exalted Healing. Crashed foes and trivial 
  characters acquire the infection at Major intensity on a failed roll. 
  Alternatively, the Lunar may use this Charm to transmit any disease she’s currently suffering 
  from. This doesn’t enhance its morbidity or virulence.   
  False Death Technique 
  Cost: 8m; Mins: Stamina 2, Essence 1 
  Type: Simple 
  Keywords: Mute, Totemic (Appearance) 
  Duration: Indefinite 
  Prerequisite Charms: None 
  The Lunar slows her vital functions, stilling her breathing and heart. She rolls ([Appearance or 
  Stamina] + [Medicine, Resistance, or Stealth]) to feign death, doubling 9s. Wound penalties add 
  non-Charm dice on the roll instead of subtracting. Characters with superhuman or magically 
  enhanced senses can roll (Perception + [Awareness, Investigation, or Medicine]) opposing the 
  Lunar’s successes to realize she’s still alive. Moving, speaking, or taking overt actions spoils this 
  deception, although the Lunar may be able to convince characters that previously failed to see 
  through the false death that she’s undead instead. 
  When the Lunar uses this Charm, she may use Bear Sleep Technique reflexively if she knows it, 
  muting its cost. 
  Totemic: A Lunar whose spirit shape feigns death as a defensive behavior may learn this as an 
  Appearance Charm. 
  Scorpion-and-Toad Absolution 
  Cost: 2m; Mins: Stamina 2, Essence 1 
  Type: Reflexive 
  Keywords: Totemic (Wits) 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar shifts her anatomy to withstand even the deadliest venoms. She rerolls 6s until they 
  cease to appear on a roll to resist poison (Exalted, p. 233). If it’s a poison she’s previously been 
  exposed to, or the poison of an animal species whose form she’s claimed, she rerolls 5s until they 
  cease to appear as well. 
  Totemic: A Lunar whose spirit shape is venomous or poisonous may learn this as a Wits Charm.  
  
  Shifting Breath Inversion 
  Cost: —; Mins: Stamina 2, Essence 1 
  Type: Reflexive 
  Keywords: Protean, Totemic (Wits) 
  Duration: Indefinite 
  Prerequisite Charms: Rugged Beast Endurance, Scorpion-and-Toad Absolution 
  The Lunar reshapes her anatomy, opening gills to brave the depths or growing lungs within a sea 
  monster’s form. She may breathe in any environment, and is immune to harm based on 
  environmental pressure (or lack thereof). She adds (Essence) successes on rolls to resist poisons 
  whose sole vector is inhalation. 
  Note that many aquatic animals are ill-suited to moving on land even if they can breathe air, 
  treating it as difficult terrain (Exalted, p. 199). The Lunar may circumvent this by growing Extra 
  Limbs with Perfected Hybrid Interaction (p. XX), or with other appropriate magic.   
  Protean: In amphibious animal shapes, the Lunar adds these successes on rolls to resist any 
  inhaled poison, even if it has other vectors. 
  Totemic: A Lunar whose spirit shape can breathe water may learn this as a Wits Charm, with 
  Dauntless Yeddim Caravan (p. XX) as its prerequisite.  
  Behemoth’s Inhalation Prana 
  Cost: 3m, 2i; Mins: Stamina 3, Essence 1 
  Type: Simple 
  Keywords: Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Shifting Breath Inversion 
  The Lunar’s lungs swell as she draws in a tremendous breath. She inhales any vapors (except air) 
  within medium range, even magical ones. She could clear dense fog, draw smoke from a burning 
  building, or breathe in poisonous gas before it harms her allies. She suffers the usual effects of 
  inhaled poisons or dangerous substances, rolling to resist them normally.  
  With Stamina 4, Essence 2, when a Lunar using this Charm rolls enough successes to completely 
  negate the duration of an inhaled poison or otherwise completely avoid harm from a hazardous 
  substance she’s inhaled, she may exhale it at an enemy within medium range. This is an 
  unblockable decisive attack rolled with (Stamina + [Archery or Athletics]), exposing her foe to 
  the substance on a hit. It doesn’t deal damage or reset her Initiative. 
  Protean: In animal shapes with Legendary Size, this Charm extends to long range. 
  Adder Fang Method 
  Cost: 3m; Mins: Stamina 3, Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only, Protean, Totemic (Wits) 
  
  Duration: Instant 
  Prerequisite Charms: Scorpion-and-Toad Absolution 
  The Lunar creates toxic skin glands or venom ducts, lacing her attack with deadly potency. She 
  envenoms a decisive attack with a poison with Damage 2i/round (B in Crash), Duration 
  (Stamina) rounds, and a –2 penalty. Alternatively, she may substitute the poison of any animal 
  form she possesses. Normally, this can only enhance unarmed or natural attacks, but she can 
  envenom close-range weapons or physical projectiles with stunts. 
  Protean: In animal shapes that are venomous or poisonous, this Charm may instead increase a 
  dose’s duration by (Essence).  
  Totemic: A Lunar whose spirit shape is venomous or poisonous may learn this as a Wits Charm.  
  Blood-and-Tear Elixir Cultivation 
  Cost: 5m; Mins: Stamina 3, Essence 1 
  Type: Simple 
  Keywords: Totemic (Intelligence) 
  Duration: Instant 
  Prerequisite Charms: Scorpion-and-Toad Absolution 
  The Lunar distills potent medicines and antivenins from her body. She secretes a single dose of 
  medicine, which is exceptional equipment (Exalted, p. 580) to treat a specific malady. If the 
  Lunar or her Solar mate uses it with a Medicine roll in the same scene she used this Charm, 
  (Lunar’s Essence) 1s are rerolled — or, if the disease or poison treated is one the Lunar has 
  previously suffered, 1s are rerolled until they cease to appear. 
  Totemic: A Lunar whose spirit shape is venomous or poisonous may learn this as an Intelligence 
  Charm, with Night’s Mercy Panacea (p. XX) as its prerequisite.  
  Mamba-and-Cobra Mastery 
  Cost: —(+2i); Mins: Stamina 3, Essence 2 
  Type: Permanent 
  Keywords: Aggravated, Decisive-only, Totemic (Wits) 
  Duration: Permanent 
  Prerequisite Charms: Adder Fang Method 
  The Lunar distills venoms that intermingle the deadliest aspects of countless beasts. For two 
  Initiative, the duration of a poison conveyed by Adder Fang Method or Poison Blood Prana 
  increases by one round, plus an additional round for every 10 on the attack and damage rolls. It 
  deals aggravated damage to crashed foes. 
  A Stamina 4, Essence 3 repurchase lets the Lunar use 10s to increase a poison’s damage and/or 
  penalty instead of or in addition to duration, maximum 5. Additionally, no matter how many 
  successes her victim rolls, the poison’s duration can’t be reduced below one. 
  Totemic: A Lunar whose spirit shape is venomous or poisonous may learn this as a Wits Charm. 
  
  Plague Rat Prana 
  Cost: —; Mins: Stamina 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Rabid Beast Bite 
  The Lunar’s body subdues and subsumes pestilence. After successfully rolling to resist exposure 
  to a disease or overcome a contracted disease, the Lunar may retain it within her body. She 
  suffers no ill effects, but remains a vector for contagion and can transmit it through Rabid Beast 
  Bite. She may choose to lower the disease’s virulence by up to (Essence), minimum 1, when she 
  exposes another character to it, letting her spare allies and innocents. She can expel a carried 
  disease as a miscellaneous action. 
  Pestilential Fang Strike 
  Cost: —(+1m); Mins: Stamina 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Plague Rat Prana 
  The Lunar’s body is a crucible of plagues, refining them with protean Essence. Once per scene, 
  she may pay one mote to add +2 to the morbidity and virulence of a disease transmitted through 
  Rabid Beast Bite or regular exposure. 1s on the roll to resist it subtract successes. 
  Friend of the Plague 
  Cost: —; Mins: Stamina 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Plague Rat Prana 
  A master of subtle pestilences, the Lunar besieges foes with plaguebearing envoys. She may use 
  Rabid Beast Bite to transfer a disease with a touch outside of combat. When she infects a 
  character with Rabid Beast Bite or a disease retained with Plague Rat Prana, she may delay the 
  disease’s onset by up to (Essence + Stamina) days. During that time, her victim suffers no ill 
  effects, but is still contagious. Diagnosis attempts during this time fail automatically unless 
  enhanced by magic; even then, such rolls are made at +2 difficulty. 
  Undying God-Beast Perfection 
  Cost: —; Mins: Stamina 3, Strength 3, Essence 2 
  Type: Permanent 
  
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Deadly Beastman Transformation, Halting the Scarlet Flow 
  Rage sustains the Lunar’s war-form, closing wounds and knitting bones. While using Deadly 
  Beastman Transformation (p. XX), she heals one level of non-aggravated damage when she 
  resets to base Initiative. She can’t heal more than one level of damage per round with this 
  Charm. 
  Incomparable Bezoar Nature 
  Cost: —; Mins: Stamina 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Scorpion-and-Toad Absolution 
  The Lunar has tasted countless deadly venoms, becoming one with their Essence. She’s immune 
  to the poisons of every animal whose shape she possesses. When she uses the Stamina 
  Excellency to add dice on rolls resist poison, reduce its cost to one mote per two dice. 
  Poison Blood Prana 
  Cost: 4m, 2i; Mins: Stamina 4, Essence 2 
  Type: Reflexive 
  Keywords: Counterattack, Decisive-only, Protean, Totemic (Wits) 
  Duration: Instant 
  Prerequisite Charms: Adder Fang Method 
  As the Lunar’s blood is shed, she changes it into a poisonous spray. After an attack deals 
  decisive damage to her from close range, she may use this Charm to counterattack with an 
  unblockable decisive attack, rolling (Stamina + Resistance). She adds her wound penalty in non-
  Charm dice to this roll, rather than subtracting. Success exposes her enemy to a dose of Adder 
  Fang Method’s venom. This doesn’t deal damage or reset the Lunar’s Initiative. 
  If the Lunar knows Acid-Spitting Attack, she may instead change her blood to acid, dealing 
  (Essence) dice of aggravated damage, ignoring Hardness. Her attacker’s soak and Hardness 
  suffer a penalty equal to the levels of damage dealt until his next turn. 
  Protean: In venomous or poisonous animal shapes, the Lunar may counterattack with a dose of 
  that animal’s poison, adding (Essence) to its duration.  
  Totemic: A Lunar whose spirit shape is venomous or poisonous may learn this as a Wits Charm. 
  Salamander’s Tail Feint 
  Cost: 1m, 1wp; Mins: Stamina 4, Essence 2 
  Type: Reflexive 
  
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Maimed But Unbroken 
  Struck by a deadly blow, the Lunar sloughs unnecessary flesh to ablate the harm. When she 
  accepts a crippling injury (Exalted, p. 201), she negates an additional (Essence/2, rounded up) 
  levels of damage. This can reduce an attack’s damage below the two levels necessary to take a 
  crippling injury. Additionally, if she’s fighting or endangering herself to uphold a Defining 
  Intimacy, this doesn’t count against the once-per-story limit on crippling injuries.  
  This Charm can only be used once per scene. 
  Protean: In animal forms with Tail Decoy or similar abilities, the injury doesn’t count against 
  the once-per-story limit even if the Lunar isn’t upholding a Defining Intimacy. 
  Form-Shedding Sacrifice 
  Cost: —; Mins: Stamina 4, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
   
  Prerequisite Charms: False Death Technique, Salamander’s Tail Feint 
  The Lunar sacrifices stolen skins that she might live. She can take a crippling injury by 
  sacrificing her current form instead of suffering maiming. She reverts to her true human shape 
  and permanently loses the sacrificed shape, negating (Essence, maximum 5) levels of damage. 
  She can’t sacrifice her spirit shape or true human shape. 
  The Lunar may use False Death Technique reflexively when she uses this Charm, creating a false 
  corpse of the lost shape, or some portion of a Legendary Size shape, letting her reflexively roll to 
  go to ground (Exalted, p. 204). 
  Acid-Spitting Attack 
  Cost: 5m, 5i, 1wp or 5m; Mins: Stamina 5, Essence 3 
  Type: Simple 
  Keywords: Aggravated, Decisive-only 
  Duration: Instant 
  Prerequisite Charms: God-Killing Venom 
  The Lunar sprays corrosive acid from her mouth. For five motes, five Initiative, one Willpower, 
  she rolls an unblockable decisive attack with (Stamina + [Archery or Athletics]), which takes 
  one of two forms. She can spit at one enemy within medium range, dealing (Essence + attack roll 
  extra successes) dice of aggravated damage. Alternatively, she can disgorge acid on all other 
  characters, friend or foe, within short range, dealing (Essence) dice of aggravated damage. Either 
  way, this ignores Hardness and doesn’t include the Lunar’s Initiative or reset it. Damaged 
  characters suffer a penalty to soak and Hardness equal to the levels of damage dealt until their 
  next turn. 
  
  Alternatively, this Charm can be used for five motes to melt inanimate objects, rolling a feat of 
  demolition with (Stamina + [Athletics or Resistance]) with (Essence) automatic successes. The 
  Lunar uses Stamina instead of Strength to determine what feats she may attempt, though she can 
  raise her effective rating with Charms that enhance feats of strength. 
  This Charm can only be used to attack once per scene, unless reset by crashing an enemy. Feats 
  of demolition don’t require a reset. 
  Storm-Swallowing Technique 
  Cost: 8m, 1wp; Mins: Stamina 4, Essence 3 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Behemoth’s Inhalation Prana 
  The Lunar roars to clear the skies. She draws in a mighty breath, immediately ending any 
  ongoing precipitation within medium ranges by inhaling the clouds from which it falls.This can 
  end supernatural weather such as Rain of Doom (Exalted, p. 483), although the Storyteller may 
  deem that this exposes the Lunar to an interval of such weather’s harmful effects, or devise a 
  unique poison or one-time environmental hazard to represent them. Weather created by ongoing 
  magic, such as the daiklave Stormcaller, won’t recur within the cleared area that scene. 
  The Lunar may reflexively use Behemoth’s Inhalation Prana alongside this Charm, waiving its 
  Initiative cost, to also inhale poisonous or similarly hazardous vapors within range. 
  This Charm can only be used once per day. 
  Protean: In animal shapes with the Legendary Size Merit, this Charm’s range extends to long. 
  Flesh-Waxing-Full Regeneration 
  Cost: 1m, 1wp; Mins: Stamina 5, Essence 3 
  Type: Simple 
  Keywords: Perilous 
  Duration: One scene 
  Prerequisite Charms: Maimed But Unbroken 
  The Lunar seems an unkillable monster, regrowing severed limbs and maimed organs. Can such 
  a beast even die? The Lunar regenerates a crippling effect too dire to be healed by its 
  prerequisite, reducing its penalty by one after every (7 – Essence) rounds, minimum one. Once 
  the penalty is reduced to zero, the injury completely heals. Crippling effects without penalties 
  heal after one such interval. Outside of combat, the injury’s penalty is reduced by one at the 
  scene’s end, potentially requiring multiple uses of this Charm to heal it.  
  This Charm ends if the Lunar is crashed. 
  Indestructible Recursive Design 
  Cost: —; Mins: Stamina 5, Essence 3 
  
  Type: Permanent 
  Keywords: Perilous 
  Duration: Permanent 
  Prerequisite Charms: Halting the Scarlet Flow 
  The Lunar grows redundant organs, reinforced muscle, and hardened bones. If she’d magically 
  heal levels of damage while her health track is undamaged, she gains that many temporary −0 
  health levels, maximum (Essence). This doesn’t function if she’s crashed. These temporary 
  levels are the first to be filled when she’s damaged, and vanish when damaged. 
  Perdurant Beast Perfection 
  Cost: 2m (+1wp); Mins: Stamina 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Rugged Beast Endurance (x2) 
  Drawing on the endurance of every animal she can imagine, the Lunar walks undaunted through 
  hurricanes or plumbs the depths of the Demon City’s acid sea. She subtracts (Essence) dice from 
  an environmental hazard’s damage. If a hazard inflicts uncountable damage (Exalted, p. 205), 
  she may pay a one-Willpower surcharge to limit it to fifteen dice of damage against her, before 
  applying this Charm’s benefit or other effects. 
  While Rugged Beast Endurance is active, the Lunar waives the Willpower cost of resisting 
  uncountable damage from sources she’s adapted to.  
  Soul Beyond Shape 
  Cost: 10m, 3wp; Mins: Stamina 5, Essence 5 
  Type: Reflexive 
  Keywords: Mute 
  Duration: Indefinite 
  Prerequisite Charms: Flesh-Waxing-Full Regeneration, Form-Shedding Sacrifice, Wound-
  Mastering Body Evolution 
  The Lunar is more than the flesh she wears, an immortal Essence that can never truly be 
  destroyed. She may prevent her death — of any cause — by sacrificing one of her human or 
  animal shapes (but not her spirit shape or true human form). She heals any damage in her 
  Incapacitated level, but remains unconscious, reflexively activating False Death Technique (p. 
  XX) and Bear Sleep Technique (p. XX) for free as she enters a deep fugue. If she uses Wound-
  Mastering Body Evolution (p. XX), she waives its ongoing Initiative cost. 
  While in this fugue, the Lunar can’t take damage except from decisive attacks, and doesn’t need 
  food, water, or air. If an attack would kill her, she may sacrifice another shape to prevent it. 
  
  Once the Lunar heals a single level of damage, this Charm ends. As she wakes, the corpses of the 
  sacrificed forms emerge from her body, bearing the fatal wounds she avoided. 
  This Charm can only be used once per story. 
  Berserker 
  Relentless Lunar Fury 
  Cost: 3m, 1wp; Mins: Stamina 3, Essence 1 
  Type: Reflexive 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: None 
  The Lunar unleashes the primal rage howling in her soul, drawing terrifying power from fury. 
  This Charm can only be used when she takes decisive damage. She enters a berserk rage, halving 
  all wound and crippling penalties (round down), and gaining 1 Initiative whenever she suffers 
  further decisive damage. Her rage doesn’t prevent tactical or intelligent decision-making, but she 
  can’t withdraw, use social influence for purposes unrelated to combat, or cease fighting until all 
  enemies are incapacitated or have fled. Ending this Charm prematurely crashes the Lunar, setting 
  her to Initiative –3 (if not already lower). 
  Protean: In animal shapes with the Berserker Merit, the Lunar adds one die on all rolls with 
  physical Attributes. 
  Deathless Fury Unleashed 
  Cost: —; Mins: Stamina 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Halting the Scarlet Flow, Relentless Lunar Fury 
  The flames of the Lunar’s rage aren’t easily snuffed. Halting the Scarlet Flow’s (p. XX) 
  Willpower cost is waived when activated in the same instant as Relentless Lunar Fury.  
  With Stamina 5, Essence 3, the Lunar may forgo waiving the Willpower cost to remove the 
  Perilous keyword from Halting the Scarlet Flow, activating it while crashed.  
  Mother Grizzly Attitude 
  Cost: —; Mins: Stamina 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Relentless Lunar Fury 
  
  Honed by rage into a ferocious guardian, the Lunar shelters those who stand behind her as she 
  unleashes ruin. She may use Relentless Lunar Fury when she witnesses her Solar mate or a 
  character that she has a positive Major or Defining Tie for take decisive damage. While 
  Relentless Lunar Fury is active, she gains +1 Parry against attacks against allies she’s protecting 
  with the defend other action. 
  Enraged Ratel Persistence 
  Cost: 4m or 4i; Mins: Stamina 3, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Relentless Lunar Fury 
  The Lunar’s will is bolstered by ferocity. She ignores wound penalties to Resolve, adding them 
  as a Resolve bonus. If Relentless Lunar Fury is active, she treats fear-based influence or 
  influence that would make her cease hostilities as unacceptable. 
  Undaunted Berserker Ire 
  Cost: 5i per 1wp; Mins: Stamina 3, Essence 2 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Enraged Ratel Persistence 
  The Lunar’s warrior spirit is undeterred by honeyed words or trickery. In combat, she may spend 
  five Initiative instead of one Willpower when resisting social influence or similar effects. Once 
  per scene, while Relentless Lunar Fury is active, she may waive one Willpower of the cost to 
  resist such an effect. 
  Sleeping Tiger Wakes  
  Cost: —; Mins: Stamina 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Mother Grizzly Attitude 
  Woe to those whose words rouse the Lunar’s ire. She may use Relentless Lunar Fury in response 
  to a threat or insult to a Major or Defining Intimacy or her Solar mate, such as hearing a Dynast 
  mock her dominion’s customs. If outside of combat, she immediately rolls Join Battle, adding 
  (Essence/2, round up) successes.  
  Knife-Biting Attitude 
  Cost: 6m, 1wp; Mins: Stamina 4, Essence 3 
  
  Type: Reflexive 
  Keywords: Decisive-only, Perilous 
  Duration: Instant 
  Prerequisite Charms: Enraged Ratel Persistence 
  Pain stirs the Lunar’s rage, empowering her to deal out retribution. This Charm must be used 
  after being hit by a decisive attack, before damage is rolled. The Lunar gains one Initiative per 
  level of damage dealt to her. While Relentless Lunar Fury is active, this Charm loses the Perilous 
  keyword.  
  Bloodthirsty Siaka Frenzy 
  Cost: —(3m); Mins: Stamina 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Knife-Biting Attitude 
  The Lunar’s predatory instincts approach the apex of perfection. She may use Relentless Lunar 
  Fury when she deals decisive damage to a nontrivial foe’s –2 health levels or deeper. When she 
  resets to base Initiative while Relentless Lunar Fury is active, she may pay three motes to add her 
  victim’s current wound penalty to her base Initiative (Incapacitated enemies count as having a –4 
  penalty). If the attack damaged multiple enemies, she uses the highest single value.  
  Wounded Boar Rampage 
  Cost: —; Mins: Stamina 5, Essence 3 
  Type: Reflexive 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Undaunted Berserker Ire 
  Drawing closer to death, the Lunar’s will is renewed. She will either survive, or bring down her 
  killer with her. When she suffers damage to a –2 health level or deeper, she gains one Willpower, 
  unless she’s crashed. This can raise her above her permanent Willpower. Damage incurred by 
  paying health level costs doesn’t grant Willpower. 
  This Charm can only be used once per scene. It doesn’t reset while the Lunar has damage in her 
  –2 health levels or deeper. 
  Frenzied Desperation Strike 
  Cost: 15m, 1wp; Mins: Stamina 5, Essence 4 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  
  Prerequisite Charms: Bloodthirsty Siaka Frenzy, Wounded Boar Rampage 
  Even as her defenses falter, the terrible rage that burns in the Lunar’s Essence urges her onward. 
  She makes a decisive attack while crashed, with base damage ([current Initiative/2, rounded up] 
  + Essence + 5) dice, minimum 1. If she hits, she resets to 0 Initiative, instead of base Initiative. 
  This Charm may only be used once per scene, unless reset by gaining 20+ Initiative on a single 
  tick. 
  Terrible Wolverine Onslaught 
  Cost: 10m, 1ahl, 1wp; Mins: Stamina 5, Essence 4 
  Type: Simple 
  Keywords: Protean 
  Duration: One scene 
  Prerequisite Charms: Frenzied Desperation Strike 
  A surge of primal fury snaps the fetters restraining the Lunar’s full might, unleashing a savage 
  force greater than even her own body can withstand. To use this Charm, Relentless Lunar Fury 
  must be active. The Lunar gains the following benefits: 
  • 
  She adds a success on all rolls using physical Attributes.  
  • 
  She ignores wound penalties.  
  • 
  She adds her wound penalty to decisive damage rolls. 
  • 
  She can reflexively clash any attack against her with a withering or decisive attack. This 
  counts as her attack action for the round. 
  • 
  Decisive attacks she lands against battle groups provoke rout checks, even if they don’t 
  reduce Size. If a withering or decisive attack reduces a battle group’s Size, the check is made at 
  +1 difficulty. 
  After using this Charm, it can’t be used until the Lunar heals all levels of aggravated damage. 
  Protean: In animal shapes with the Berserker Merit, the Lunar adds an additional success on 
  attack rolls. 
  Unchained Monster Death-Rage 
  Cost: —; Mins: Stamina 5, Essence 5 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Terrible Wolverine Onslaught 
  As the Lunar is struck a fatal blow, the rage that burns in her overflows in a monstrous howl. She 
  will not die, not until she’s slaked her wrath with sweet vengeance. If she’s incapacitated while 
  Relentless Lunar Fury is active, she enters a final fury, postponing incapacitation and rendering 
  her immune to further decisive damage. She gains +2 base Initiative, gains one Initiative at the 
  start of each turn, and adds her current Initiative to her natural soak. 
  
  Once Relentless Lunar Fury ends, if the Lunar’s Incapacitated level is still filled with damage, 
  she suffers the usual effects of incapacitation. 
  Strength 
  Heart’s Blood 
  Terrifying Predator Consumption  
  Cost: —; Mins: Strength 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  Feeding on fear, the Lunar rips away her prey’s form. When she performs a sacred hunt against 
  an animal or human with a Tie of fear toward her (or her current shape), she may claim his shape 
  by nonlethally incapacitating him or accepting his surrender in combat. 
  Towering Beast Form 
  Cost: 15m, 1wp (5m per turn/hour); Mins: Strength 4, Essence 1 
  Type: Simple 
  Keywords: Totemic (Stamina) 
  Duration: One day 
  Prerequisite Charms: None 
  Her body swelling with supernatural might, the Lunar expands into the form of one of Creation’s 
  greatest beasts. She shapeshifts into an animal form with Legendary Size.  
  At the end of each subsequent turn, if she didn’t make a decisive attack or spend 8+ motes on 
  offensive magic, she must pay five motes, or this Charm ends. Outside of combat, she must pay 
  five motes every hour. 
  Special activation rules: If the Lunar uses this Charm to shift from one Legendary Size form to 
  another, she waives its activation cost, maintaining the original 15-mote commitment.  
  Totemic: A Lunar whose spirit shape has Legendary Size may learn this as a Stamina Charm. 
  Stalking Nightmare Hunter 
  Cost: 10m, 1wp; Mins: Strength 4, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: One dream 
  Prerequisite Charms: Terrifying Predator Consumption 
  
  Once the Lunar marks her quarry, he’ll never be free of her. She hunts him in his dreams, 
  pursuing him with monstrous inevitability. She chooses a human she’s either damaged with a 
  decisive attack or successfully threatened in the last week and who has a Major or Defining Tie 
  of fear towards her or one of her shapes. The next time he sleeps, she appears in his dreams in 
  whichever of her forms terrifies him most, rolling (Strength + combat Ability) against his 
  Resolve, claiming his form if successful. Claiming a character’s shape this way prevents him 
  from regaining Willpower from that night’s sleep. 
  This Charm can’t be used against the same character more than once per story. 
  Mountainous Spirit Expression 
  Cost: —; Mins: Strength 5, Essence 2 
  Type: Permanent 
  Keywords: Totemic (Stamina) 
  Duration: Permanent 
  Prerequisite Charms: Towering Beast Form 
  Suffusing her body with illimitable beast-power, the Lunar grows unto a gigantic monster of 
  myth. She may activate Towering Beast Form to grant her current shape Legendary Size instead 
  of changing into a different form. Clothing and moonsilver artifacts rescale with her for this 
  Charm’s duration; equipment incompatible with her increased size vanishes Elsewhere. 
  Legendary Size grants the following benefits: 
  • 
  Smaller enemies’ attacks don’t inflict onslaught penalties. Magically inflicted onslaught 
  penalties still apply. 
  • 
  She can’t be reduced below Initiative 1 by smaller characters’ withering attacks unless 
  they have 10+ dice of post-soak damage. Such attacks still award the full amount of Initiative 
  damage rolled. 
  • 
  She can’t take more than (attacker’s Strength + 3) levels of damage from decisive attacks 
  made by smaller characters. Levels of damage added by magic don’t count against this limit. 
  • 
  She can’t be grappled by smaller enemies unless they use magic like Dragon Coil 
  Technique (Exalted, p. 280), and they require such magic to resist her grapple control rolls. 
  • 
  She can’t be knocked back by smaller foes’ smash attacks, and is more difficult to knock 
  back with magic (Exalted, p. 274). 
  • 
  She can engage Legendary Size enemies on equal footing, with neither applying the 
  Merit’s benefits against the other.  
  • 
  Her form loses the Tiny Creature or Minuscule Size Merits if it has them. 
  Totemic: A Lunar whose spirit shape has Legendary Size may learn this as a Stamina Charm. 
  Undaunted Behemoth Avatar 
  Cost: —; Mins: Strength 5, Essence 4 
  Type: Permanent 
  Keywords: Perilous, Totemic (Stamina) 
  
  Duration: Permanent 
  Prerequisite Charms: Towering Beast Form, any seven Strength Charms 
  A paragon of divine might, the Lunar demands beast-forms powerful enough to express her 
  ferocious Essence. She waives the recurring mote costs of Towering Beast Form and Hungry 
  All-Consuming Cloud (p. XX) unless she’s crashed. 
  Totemic: A Lunar whose spirit shape has Legendary Size may learn this as a Stamina Charm, 
  with Towering Beast Form and any seven Stamina Charms as its prerequisite. 
  Offense 
  Boulders-as-Pebbles Attitude 
  Cost: 2m; Mins: Strength 2, Essence 1 
  Type: Supplemental 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  Missiles launched from the Lunar’s bowstring or throwing arm fly like a siege engine’s bolts. 
  She ignores Accuracy penalties on a ranged attack, and extends its range by one band, maximum 
  long. She waives Initiative costs for attacking with improvised Thrown weapons. 
  With Strength 5, Essence 3, the Lunar may pay a one-Willpower surcharge to extend an attack’s 
  range by two range bands, maximum extreme. 
  Weapon Compatibility 
  Unless specified otherwise, offensive Strength Charms are incompatible with 
  weapons that don’t use Strength to determine withering damage, like firewands 
  and siege weapons.  
  Deadly Claw Blow 
  Cost: —; Mins: Strength 2, Essence 1 
  Type: Supplemental 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  Thews surging with savage might, the Lunar deals a telling blow. She uses Strength instead of 
  Dexterity to roll a nonranged attack with a heavy weapon, unarmed attack, or natural weapon. 
  This Charm doesn’t benefit from effects that grant bonus Strength dots or that replace the 
  Lunar’s Strength with a higher value. She always uses her unmodified Strength to attack, and 
  doesn’t add dice from bonus Strength dots on attack rolls. 
  Ferocious Biting Tooth 
  
  Cost: 2m; Mins: Strength 2, Essence 1 
  Type: Supplemental 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar lashes out with strength born of fury. She adds +(Essence) Overwhelming on a 
  withering attack, or adds (lower of Essence or Strength) attack roll extra successes on a decisive 
  attack as damage dice. She can deal lethal damage bare-handed. 
  Divine Predator Strike 
  Cost: 2m; Mins: Strength 3, Essence 1 
  Type: Supplemental 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Ferocious Biting Tooth 
  Reveling in bestial supremacy, the Lunar lays low her prey. She adds (1 + attack roll 10s) dice to 
  the post-soak damage of a withering attack, maximum Strength, or the damage of a decisive 
  attack, maximum (lower of Essence or Strength) dice. Against crashed foes, she counts 9s as 
  well as 10s. 
  Snarling Hound Strife 
  Cost: 4m; Mins: Strength 3, Essence 1 
  Type: Supplemental 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Divine Predator Strike 
  As the Lunar and her foe lunge at each other, the superior predator emerges triumphant. When 
  she clashes with an enemy with equal or lower Initiative, 1s on his attack roll subtract successes, 
  maximum (Lunar’s Essence). If such an enemy initiates the clash with magic, she may declare 
  this Charm reflexively before rolling. If she wins a clash with a decisive attack that resets her 
  Initiative, she adds (Essence) of her enemy’s 1s to her base Initiative. 
  Tiger Claw Swat 
  Cost: 2m, 2i; Mins: Strength 4, Essence 1 
  Type: Reflexive 
  Keywords: Uniform, Perilous 
  Duration: Instant 
  Prerequisite Charms: Snarling Hound Strife 
  
  Impudent enemies are flung back by the Lunar’s counteroffensive. The momentum of a 
  successful block or clash against an enemy attacking from close range knocks him back one 
  range band, leaving him prone. 
  Unstoppable Beast-Force Blow 
  Cost: 2m; Mins: Strength 4, Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Divine Predator Strike 
  The Lunar’s unrelenting rage smashes through any bulwark raised against it. Her enemy’s 
  Hardness is reduced by her attack roll extra successes on a decisive attack, and she doubles 10s 
  on the damage roll. 
  Last Warrior’s Unity 
  Cost: 1m, 1wp; Mins: Strength 3, Essence 1 
  Type: Reflexive 
  Keywords: Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Ferocious Biting Tooth 
  The Lunar’s hands flow over and around her weapon, melting and merging until warrior and 
  weapon are one. She fuses a weapon to her body, making it impossible to disarm, but rendering 
  the hand or hands holding it unable to take other actions. This Charm can be stacked to merge 
  with multiple weapons. 
  If the Lunar shifts into an animal shape unable to normally wield the weapon, it’s banished 
  Elsewhere as usual (p. XX) unless it’s moonsilver. Moonsilver weapons assume compatible 
  forms, and can merge with extremities normally unable to wield weapons — a grand daiklave 
  might become a massive stinger extending from a scorpion’s tail; a dragon sigh wand might fuse 
  with an eagle’s beak. These don’t count as natural weapons. 
  Prey-Hobbling Bite 
  Cost: 4m; Mins: Strength 3, Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Ferocious Biting Tooth 
  Striking at joints and tendons with agonizing force, the Lunar rips away the option of escape. She 
  makes a decisive attack against a lower-Initiative enemy. If she deals damage, he suffers a −1 
  crippling penalty on all rolls that scene. Each 10 on the damage roll increases the penalty by one, 
  maximum (Strength).  
  
  Protean: In animal forms with crippling attacks, the Lunar adds one damage die.  
  Mighty Ram Smash 
  Cost: 3m, 1wp; Mins: Strength 4, Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Ferocious Biting Tooth 
  The Lunar’s muscles ripple like flowing water as she strikes, magnifying her blow’s force. She 
  makes a decisive attack, adding one success on the damage roll. With 3+ successes on the 
  damage roll, she knocks her target back one range band. If this bashes him against an object or 
  surface, she rolls an additional (Strength/2, rounded up) damage, ignoring Hardness. This is 
  normally bashing, although some objects may inflict lethal damage. With 5+ damage roll 
  successes, she can knock him back two range bands, increasing collision damage to (Strength). 
  Ranged attacks can’t knock enemies beyond medium range, though they still suffer full impact 
  damage. 
  Protean: In animal forms with the Deadly Charge ability, the Lunar doubles her damage roll 
  successes when determining how far she may knock back her victim. 
  World-Shaking Slam 
  Cost: 3m; Mins: Strength 5, Essence 1 
  Type: Reflexive 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Mighty Ram Smash 
  The battlefield shatters beneath the Lunar’s monstrous force. When she knocks a foe prone or 
  moves him between range bands with a decisive attack — such as a slam or a smash attack —she 
  also treats the damage roll as a feat of strength to push or destroy whatever he impacts (including 
  the ground or floor). She can instantly complete feats that would normally take minutes. Success 
  also deals (feat’s minimum Strength / 2, rounded up) dice of bashing decisive damage, ignoring 
  Hardness. 
  An Essence 2 repurchase lets the Lunar pay a three-mote surcharge to trap an enemy with a 
  successful feat, burying him beneath the remnants of whatever object he struck or otherwise 
  restraining him. He suffers the effects of being grappled (Exalted, p. 200) until he or an ally 
  succeeds on a feat of Strength to free him, with a difficulty of (Lunar’s feat’s minimum Strength 
  / 2, rounded up). 
  Protean: In animal shapes with the Trample ability, success instead inflicts (feat’s minimum 
  Strength) damage. 
  Grizzly Bear Embrace 
  Cost: 2m; Mins: Strength 2, Essence 1 
  
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s muscles surge with ferocious Essence, giving them the strength of steel hawsers. 
  She adds a grapple’s attack roll extra successes as dice on the Initiative roll. Against lower-
  Initiative enemies (determined before paying the gambit’s cost), she also adds these dice to the 
  control roll. 
  Protean: In animal forms with Legendary Size or grapple-related abilities, the Lunar adds 
  (Essence + Strength) to her Initiative to determine if she receives the control roll bonus.  
  Mangling Grasp Might 
  Cost: 6m; Mins: Strength 3, Essence 1 
  Type: Supplemental 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Grizzly Bear Embrace 
  The Lunar assails her foe with overwhelming strength, tossing him about like a ragdoll. When 
  she savages, throws, or slams a grappled foe, she doubles 9s on a withering damage roll or adds 
  (Essence) dice to a decisive damage roll.  The number of forfeited rounds of control she can 
  benefit from on a throw or slam is doubled, and she can throw enemies out to short range.  
  Kraken-Arm Lash 
  Cost: 5m, 2i (5m); Mins: Strength 3, Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Perilous 
  Duration: Instant 
  Prerequisite Charms: Mangling Grasp Might 
  The Lunar’s limbs lengthen and flow into muscular tendrils, coiling around her foe. She makes 
  an unarmed grapple gambit against an enemy within medium range. If successful, she drags him 
  into close range. She may then immediately end the clinch by throwing her enemy two range 
  bands horizontally in any direction. 
  Protean: In animal shapes with the Infinite Grasp ability, waive this Charm’s Initiative cost 
  against lower-Initiative enemies. 
  Foe-Hammer Technique 
  Cost: 6m, 1wp; Mins: Strength 5, Essence 1 
  Type: Simple 
  Keywords: Dual, Protean 
  
  Duration: Instant 
  Prerequisite Charms: Mangling Grasp Might 
  A surge of primal strength reinforces the Lunar’s grip as she lifts a foe off his feet and batters 
  him against another enemy. She slams a grappled enemy into a second foe within close range, 
  making one attack roll against both characters. If she hits the second character, he suffers half the 
  damage rolled against the grappled foe, rounded up. His soak and Hardness still apply normally. 
  A withering slam’s damage against the secondary target doesn’t grant Initiative. 
  This Charm can only be used once per scene, unless reset by crashing a grappled foe with a 
  savaging attack. 
  Protean: In animal forms with grapple-related abilities, the Lunar’s secondary target suffers the 
  full damage rolled against the grappled enemy. 
  Throat-Baring Hold 
  Cost: 1m, 2i; Mins: Strength 3, Essence 1 
  Type: Supplemental 
  Keywords: Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Grizzly Bear Embrace 
  The Lunar brings down her prey, letting a fellow hunter deal the final blow. She need only 
  expend one round of control over a clinched foe to restrain or drag him (Exalted, p. 201), and 
  doing so inflicts an onslaught penalty. 
  Protean: In animal shapes with the Pack Hunting ability, the clinched foe’s onslaught penalty 
  subtracts from his soak and Hardness until his next turn.   
  Deadly Beastman Transformation 
  Cost: 1m, 1wp; Mins: Strength 3, Essence 1 
  Type: Simple 
  Keywords: Withering-only 
  Duration: One scene 
  Prerequisite Charms: Hybrid Body Transformation 
  Flesh and Essence swelling with the unleashed power of her almighty rage, the Lunar assumes a 
  dread war-form. To use this Charm, Hybrid Body Transformation (p. XX) must be active. The 
  Lunar gains the following benefits: 
  • 
  She adds (Strength) dice on withering damage rolls, feats of strength, and movement 
  actions.  
  • 
  She adds (Strength) natural soak.  
  • 
  She treats her Strength as (Essence) higher for determining what feats of strength she 
  may attempt.  
  However, the Lunar suffers the following drawbacks in this state: 
  
  • 
  She suffers a −1 Defense penalty that can’t be negated. 
  • 
  She loses the benefits of resonance with artifacts, and becomes dissonant with any artifact 
  she’s not normally resonant with. 
  Special activation rules: When the Lunar uses Hybrid Body Transformation, she may 
  reflexively activate this Charm.  
  Terrifying Ogre Alteration 
  Cost: —; Mins: Strength 5, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Deadly Beastman Transformation 
  The Lunar refines her war-form, unleashing the full power of the beast within. Upon purchasing 
  this Charm, she chooses four dots of mutations reflecting her spirit shape. She gains them while 
  Deadly Beastman Transformation is active.  
  Claws of the Silver Moon 
  Cost: 5m, 1wp (3m); Mins: Strength 3, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Divine Predator Strike 
  The Lunar’s rage cannot be constrained, erupting as a silver nimbus that forms deadly claws of 
  Essence. In human shapes, her unarmed attacks or another natural weapon gain artifact weapon 
  traits (Exalted, p. 594) and deal lethal damage; in animal shapes, she enhances a single natural 
  attack with +1 Accuracy, +3 damage, and Overwhelming (Strength) on withering attacks. She 
  may pay three motes to add (Brawl) non-Charm dice on feats of demolition using the enhanced 
  attack. Upon changing shapes, she chooses a new natural weapon to enhance. 
  Unarmed attacks enhanced with this Charm generally aren’t compatible with Martial Arts, 
  although specific attacks may be compatible with individual styles at the Storyteller’s discretion 
  — e.g., punches enhanced with rending Essence talons might be used with styles that use tiger 
  claws. 
  This Charm may be repurchased any number of times, each repurchase adding an Evocation to 
  the Lunar’s claws. These Evocations draw their themes and function from the Lunar’s 
  personality, spirit shape, and Caste.  
  Special activation rules: When the Lunar uses Deadly Beastman Transformation, she may 
  reflexively activate this Charm.  
  Armor-Rending Claw Fist 
  Cost: 3m, 2i; Mins: Strength 4, Essence 2 
  
  Type: Supplemental 
  Keywords: Perilous, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Unstoppable Beast-Force Blow 
  The Lunar cuts through steel like rice paper. Her withering attack ignores half an enemy’s armor 
  soak. If she damages him, his onslaught penalty subtracts from his armor Hardness until his next 
  turn. 
  This Charm can only be used once per scene, unless reset by landing a decisive attack against a 
  crashed enemy.  
  Foe-Defying Frenzy 
  Cost: 5m; Mins: Strength 4, Essence 2 
  Type: Reflexive 
  Keywords: Clash, Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Snarling Hound Strife 
  The Lunar strikes aside her enemies’ blows with superior force. She reflexively clashes an attack 
  with a decisive attack, and can reflexively ready a weapon to do so. If successful, she doesn’t roll 
  damage or reset Initiative. This doesn’t count as her attack for the round.  
  A Strength 5, Essence 3 repurchase lets her pay a one-Willpower surcharge to roll decisive 
  damage normally on a successful clash. If this incapacitates a nontrivial foe, she regains that 
  Willpower.  
  Ox-Dragon Smash 
  Cost: 1m, 1wp; Mins: Strength 4, Essence 2 
  Type: Simple 
  Keywords: Withering-only 
  Duration: Instant 
  Prerequisite Charms: Divine Predator Strike 
  Bludgeoning a foe with overwhelming force, the Lunar sends him reeling. She makes a 
  withering attack, adding (Essence) dice of post-soak damage. If she deals any damage, her target 
  is stunned. Until his next turn ends, his onslaught penalty applies to any rolls he makes. Even 
  after his onslaught penalty refreshes, it applies until his turn ends. If the Lunar’s attack crashes 
  him, his onslaught penalty doesn’t refresh and subtracts from his dice pools until he’s recovered 
  from crash. 
  Example: Zephyr Scales-of-War damages an Infernal with Ox-Dragon Smash. The Infernal’s −1 
  onslaught penalty subtracts from any rolls he makes, in addition to his Defense. If subsequent 
  attacks raise his onslaught, the penalty on his rolls increases as well. Once his onslaught penalty 
  refreshes (typically when his next turn starts), the penalty continues to apply until that turn ends. 
  
  Winding Constrictor Coils 
  Cost: 6m; Mins: Strength 4, Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Until grapple is released 
  Prerequisite Charms: Throat-Baring Hold 
  The Lunar’s limbs wrap her prey tight in an inescapable prison of muscle. The Defense penalty 
  for clinching is lowered by one point, and she doesn’t lose rounds of control when she’s attacked 
  or damaged by lower-Initiative enemies. 
  Protean: In animal shapes with the Crushing Coils ability, the Lunar never loses rounds of 
  control for being attacked or damaged.  
  Horrifying Beast-God Might 
  Cost: —; Mins: Strength 5, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Terrifying Ogre Alteration 
  Embodying the apex of feral divinity, the Lunar culls the herds of the enemies of the gods. While 
  using Deadly Beastman Transformation, any Initiative Breaks she receives are increased by (1 + 
  crashed enemy’s wound penalty).  
  Limb-Maiming Flourish 
  Cost: 3m, 1wp; Mins: Strength 5, Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Prey-Hobbling Bite 
  The Lunar gouges eyes from sockets and rips limbs in twain with awful strength. To use this 
  Charm, she must have Initiative 10+. If an enemy damaged by her decisive attack doesn’t accept 
  the highest level of crippling injury possible (Exalted, p. 201), she rolls an additional die of 
  decisive damage for each die on the original damage roll that showed a success.  
  If her enemy takes a crippling injury, it doesn’t count against the once-per-story limit on doing 
  so, and he’s immune to this Charm for the scene.  
  Protean: In animal forms with crippling attacks, the Lunar gains one Willpower if her attack 
  incapacitates a nontrivial foe or inflicts a crippling injury.  
  Nightmare Scar Memento 
  Cost: —; Mins: Strength 5, Essence 2 
  
  Type: Permanent 
  Keywords: Totemic (Charisma) 
  Duration: Permanent 
  Prerequisite Charms: Limb-Maiming Flourish 
  Even when those maimed by the Lunar’s claws escape her, their wounds remind them that the 
  hunt isn’t over. Characters that suffer a crippling injury inflicted by the Lunar count as having a 
  Minor Tie of fear towards her until it fully heals. If the injury is a severed limb or comparable 
  maiming, it counts as a Major Tie instead. The Lunar adds (Essence) dice on threaten rolls with 
  any Attribute against such characters. Receiving an artifact or other magical prosthetic 
  replacement for a maimed limb counts as healing it for this Charm’s purposes. 
  Totemic: A Lunar whose spirit shape has a threaten or intimidate dice pool may learn this as a 
  Charisma Charm, with Endless Nightmare Hunt (p. XX) as its prerequisite. 
  Foe-Pinning Strike 
  Cost: 6m, 5i, 1wp; Mins: Strength 4, Essence 3 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Boulders-as-Pebbles Attitude, Limb-Maiming Flourish 
  The Lunar’s missiles arc through the air like screeching eagles, piercing stone and iron. She 
  makes a decisive attack with a ranged weapon that uses physical projectiles against an enemy 
  within close range of a solid surface or large object, like a wall or tree. If she deals 3+ damage, 
  she pins him to that surface, causing him to suffer the effects of being grappled (Exalted, p. 
  200). She rolls (Strength + [appropriate combat Ability]) as the control roll, and can enhance it 
  with Charms that benefit clinches. 
  The pinned enemy or one of his allies can spend an entire turn attempting to dislodge the 
  projectile to subtract two rounds of control. Alternatively, it can be removed instantly with a 
  difficult 5 feat of strength that requires Strength 5+. Once the Lunar’s rounds of control elapse 
  entirely, her enemy frees himself reflexively. 
  Jaws of the River Dragon 
  Cost: 3m, 2i; Mins: Strength 4, Essence 3 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Winding Constrictor Coils 
  The Lunar’s killing intent is palpable as she seizes her foe, crushing him beneath her fury’s 
  spiritual pressure. She doubles 9s on a grapple’s attack and control rolls. 
  Grasping Pseudopod Method 
  
  Cost: 4m, 1wp (+2i); Mins: Strength 5, Essence 3 
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Jaws of the River Dragon 
  The Lunar’s limbs dissolve and flow around her foe before reforming, entrapping him in an 
  inescapable embrace. To use this Charm, she must have Initiative 15+. On a successful grapple, 
  she makes two control rolls and takes the higher result. The cost of any Charms used to enhance 
  the rolls need only be paid once.  
  Protean: In animal forms with Legendary Size or grapple-related abilities, the Lunar may pay a 
  two-Initiative surcharge to activate this Charm reflexively after a successful grapple attack roll, 
  but before the Initiative roll. 
  Sundering Fang Bite 
  Cost: 2m, 4i, 1wp; Mins: Strength 4, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Unstoppable Beast-Force Blow 
  The Lunar wrings steel with her bare hands, stripping enemies of that which they imagine makes 
  them mighty. After a decisive attack roll beats an enemy’s Parry or wins a clash, she can activate 
  this Charm to shatter the weapon he tried to block or clash with if it’s mundane. Artifact 
  weapons are automatically disarmed instead. This Charm’s Initiative cost is paid before rolling 
  damage.  
  Burrowing Devil Strike 
  Cost: 5m, 2i, 1wp; Mins: Strength 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Sundering Fang Bite 
  The Lunar’s all-destroying might forces open a gaping vulnerability in her foe’s defenses. She 
  makes a decisive attack with base damage (Essence + 10s on the attack roll), ignoring Hardness. 
  This doesn’t include her Initiative or reset her to base. If she deals damage, her target’s Hardness 
  is halved, rounded down, until he crashes or incapacitates her, or the scene ends.  
  Against enemies with Hardness 0, the Lunar adds her attack roll extra successes as dice of 
  damage on her attack. 
  This Charm can only be used once per scene, unless reset by gaining 12+ Initiative in a single 
  tick. 
  
  Fatal Strix Flight 
  Cost: —(+4m, 1i); Mins: Strength 5, Essence 3 
  Type: Permanent 
  Keywords: Decisive-only 
  Duration: Permanent 
  Prerequisite Charms: Mighty Ram Smash 
  The Lunar graces her victim with the gift of flight. When she uses Mighty Ram Smash (p. XX) 
  from close range, she may pay a four-mote, one-Initiative surcharge to launch her victim 
  vertically instead of horizontally. The extra damage added by Mighty Ram Smash is replaced by 
  falling damage (Exalted, p. 232) as her victim plummets back to earth.  
  Swooping Hybroc Death-Strike 
  Cost: 3m; Mins: Strength 5, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Fatal Strix Flight 
  After using Fatal Strix Flight, the Lunar bounds upward in a flash, arriving at the apex of her 
  victim’s arc in time to slam him back to earth. This counts as her move action for the round. She 
  makes a reflexive decisive attack against her victim, with base damage equal to the amount that 
  Mighty Ram Smash would have normally inflicted, ignoring Hardness. This doesn’t include her 
  Initiative or reset her to base. She doesn’t suffer falling damage from landing.  
  Protean: In flight-capable animal forms, the Lunar adds (Essence) non-Charm dice on the attack 
  roll. She may remain in flight at the apex of her victim’s upward movement, instead of landing. 
  Savage Moonsilver Talons 
  Cost: 2m, 1a, 1wp; Mins: Strength 5, Essence 3 
  Type: Simple 
  Keywords: Dual, Perilous 
  Duration: Instant 
  Prerequisite Charms: Ox-Dragon Smash 
  Honing her strike with murderous fury, the Lunar rends through foes. She attacks an enemy 
  whose Initiative is at least 15 lower than hers. On a withering attack, she doubles attack roll 
  extra successes to determine raw damage. On a decisive attack, she adds attack roll extra 
  successes as damage dice. 
  This Charm can only be used once per scene, unless reset by landing a decisive attack that resets 
  the Lunar’s Initiative and then crashing an enemy. 
  Stampede-Force Strike 
  
  Cost: 4m; Mins: Strength 5, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Savage Moonsilver Talons 
  Driven by death-dealing momentum, the Lunar overruns masses of lesser foes. After 
  incapacitating an enemy with a decisive attack and resetting to base Initiative, she reflexively 
  makes a decisive attack against an opponent she hasn’t attacked that tick. If that attack 
  overcomes her target’s Hardness, she adds (her Initiative before resetting / 2, rounded up) 
  damage dice. 
  Alternatively, when the Lunar reduces a battle group’s Size with a decisive attack, she may 
  launch another decisive attack against it, as above. 
  Protean: In animal shapes with the Trample special ability, if this Charm is triggered by an attack that 
  benefited from that ability, the Lunar applies Trample’s benefits to all attacks made with Stampede-
  Force Strike that tick. 
  Shell-Crushing Atemi 
  Cost: 5m, 1wp; Mins: Strength 5, Essence 3 
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: Armor-Rending Claw Fist 
  The Lunar tears away armor to find the flesh beneath. When she makes a decisive throw or slam 
  against a clinched enemy, she may forgo adding three rounds of control to the damage roll to rip 
  away any mundane armor he wears, or six rounds to destroy it entirely. Artifact armor can be 
  removed for (3 + rating; 10 if N/A) rounds of control, breaking the victim’s attunement. Armor 
  created by Charms, like Glorious Solar Plate (Exalted, p. 378), is unaffected. 
  Protean: In animal shapes capable of Strength 5+ feats of strength, rounds of control spent on 
  this Charm still add to the damage roll. 
  Spine-Breaking Technique 
  Cost: 3m, 1wp; Mins: Strength 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Limb-Maiming Flourish, Mangling Grasp Might 
  The Lunar twists her prey’s body to its breaking point, snapping tendons and cracking vertebrae. 
  She makes a decisive savaging attack against a grappled enemy without resetting to base 
  Initiative. 
  
  This Charm can only be used once per scene, unless reset by landing a decisive attack that resets 
  the Lunar’s Initiative and then rising to Initiative 12+ from a withering savaging attack. 
  All-Devouring Tyrant Maw 
  Cost: 10m, 4i, 1wp; Mins: Strength 5, Essence 4 
  Type: Reflexive 
  Keywords: Decisive-only 
  Duration: Until the grapple ends 
  Prerequisite Charms: Grasping Pseudopod Method 
  The Lunar’s jaws stretch impossibly wide to engulf her prey. After establishing a clinch with 5+ 
  rounds of control, she swallows her enemy whole. The maximum size of enemy she can devour 
  depends on her current shape’s size.  
  • 
  In Legendary Size shapes, she can devour any enemy without Legendary Size.  
  • 
  In animal shapes larger than a human, she can devour any enemy smaller than a human. 
  • 
  In human-size or smaller shapes, she can only devour enemies with the Tiny Creature or 
  Minuscule Size Merits.  
  • 
  In shapes with the Tiny Creature or Minuscule Size Merits, she can only devour 
  Minuscule Size foes smaller than her current form. 
  She suffers none of the usual clinch penalties, but her victim does. He can’t attack anyone but 
  her, and may suffer other restrictions the Storyteller deems appropriate. The Lunar can’t use 
  normal grapple actions against a swallowed foe, other than releasing him by spitting him out. 
  Instead, on each of her turns, he suffers a difficulty 5, damage (Lunar’s Essence)L environmental 
  hazard from her digestive fluids. If this incapacitates him, she can either spit him out, leaving 
  him alive but unconscious, or fully digest him, killing him and spitting out any indigestible 
  equipment. 
  The Lunar doesn’t lose rounds of control when she’s attacked, although she still does when 
  damaged. If damage reduces her rounds of control to zero, it tears open a hole in her flesh for her 
  victim to escape through, and she suffers an unavoidable level of lethal damage. If she changes 
  into a shape insufficiently large to contain the devoured foe, she reflexively spits him out before 
  completing the transformation. 
  Behemoth’s Footprint Tread 
  Cost: 15m, 3a, 1wp; Mins: Strength 5, Essence 4 
  Type: Simple 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisite Charms: World-Shaking Slam (x2) 
  Channeling her anima into a mighty blow against the ground beneath her, the Lunar unleashes a 
  shockwave of devastating spiritual pressure. She rolls a single decisive attack against all 
  characters — friend or foe — within medium range on the same surface as her, rolling 
  
  ([Initiative/3, rounded up] + attack roll extra successes) damage dice against each. Characters 
  damaged by the attack are knocked one range band away from the Lunar, falling prone. 
  Protean: In animal shapes with the Trample ability, the Lunar rolls ([Initiative/2, rounded up] + 
  attack roll extra successes) damage dice. 
  Divine Predator Supremacy 
  Cost: 5m, 4i, 1wp; Mins: Strength 5, Essence 4 
  Type: Simple 
  Keywords: Perilous, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Savage Moonsilver Talons 
  Sensing her foe’s weakness, the Lunar’s world narrows to a path leading from her to her prey. 
  She makes a withering attack, adding non-Charm dice equal to her enemy’s wound penalty on 
  the attack roll. She doubles 9s on the damage roll if he suffers −1 wound penalty, doubles 8s if 
  he has a −2 wound penalty, and doubles 7s if he has a −4 wound penalty. 
  This Charm can only be used once per scene, unless reset by incapacitating a crashed enemy. 
  Rampaging God-Monster Empowerment 
  Cost: 8m, 4i, 1wp; Mins: Strength 5, Essence 4 
  Type: Simple 
  Keywords: Decisive-only, Perilous 
  Duration: One scene 
  Prerequisite Charms: Savage Moonsilver Talons 
  The Lunar awakens the monster that lurks in her soul, embodying the beast of the apocalypse. 
  She rerolls (Essence) failed dice on decisive damage rolls against lower-Initiative enemies and 
  gains motes equal to the 10s on such rolls, up to a maximum of the motes spent enhancing the 
  attack. Against crashed enemies, she rerolls damage-roll 1s until they cease to appear before 
  rerolling other dice. 
  This Charm ends if the Lunar is crashed. 
  (Style) Beastman Avatar 
  Cost: —(+1wp); Mins: Strength 5, Essence 4 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
   
  Prerequisite Charms: Horrifying Beast-God Might, one complete Martial Arts style 
  The Lunar’s war-form embodies the pinnacle of the human predator’s martial prowess. Upon 
  purchasing this Charm, she chooses a Martial Arts style that she knows every Charm of. When 
  
  activating Deadly Beastman Transformation, she may reflexively activate that style’s Form for a 
  one-Willpower surcharge. 
  This Charm’s benefits can be extended to other styles the Lunar has fully mastered for five 
  experience points each (four if Strength is Caste/Favored). 
  Titan-Rending Fury 
  Cost: 6m, 5i, 1wp; Mins: Strength 5, Essence 5 
  Type: Reflexive 
  Keywords: Clash, Perilous, Withering-only 
  Duration: Instant 
  Prerequisite Charms: Foe-Defying Frenzy (x2) 
  Incensed by her prey’s temerity, the Lunar meets his attack with all-destroying might. When a 
  crashed enemy attacks her, she reflexively clashes with a withering attack. She automatically 
  wins the clash, even if she rolls no successes. This doesn’t count as her attack for the round.  
  This Charm can only be used against a given enemy once per scene, unless he recovers from 
  crash and is subsequently crashed again.  
  Mobility 
  Angry Rhino Charge 
  Cost: —(+2m); Mins: Strength 2, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar advances on her prey with inescapable force. She rolls (Strength + Athletics) to rush 
  or oppose a disengage. 
  Protean: In animal shapes with the Trample ability, the Lunar may pay two motes to add a 
  success to the roll. If she succeeds, she gains one Initiative. 
  Bounding Bharal Technique 
  Cost: 1m; Mins: Strength 2, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Angry Rhino Charge 
  Bracing against the world, the Lunar channels her might into a powerful leap. She adds a success 
  on a jumping-related roll, potentially including rushes and disengages. With Initiative 12+, this is 
  non-Charm. 
  
  Protean: In animal forms with jumping-related abilities or Merits, the success is non-Charm 
  with Initiative 8+. 
  Impala Leaping Approach 
  Cost: 3m, 1i; Mins: Strength 4, Essence 1 
  Type: Simple 
  Keywords: Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Bounding Bharal Technique 
  The Lunar unleashes the power gathered in her thews and tendons in a forceful surge that drives 
  her ascent. She jumps two range bands directly up, which counts as her move action. At the 
  leap’s apex, she may land on a horizontal surface, like a treetop, or grab onto a vertical surface, 
  like a wall; the Storyteller may call for a (Strength + Athletics) roll. Otherwise, she falls 
  normally, though she may mitigate this with effects like Wind-Dancing Method (p. XX). 
  When the Lunar uses Spider Catches Sparrow, she may reflexively activate this Charm to attack 
  an aerial enemy at medium range above her. 
  Protean: In flight-capable animal forms, this Charm lets the Lunar ascend two range bands. She 
  may only do so once per scene, unless reset by successfully landing an attack against a nontrivial 
  enemy at close range, or defending against a nontrivial enemy’s attack at close range.  
  Spider Catches Sparrow 
  Cost: 4m, 1wp; Mins: Strength 4, Essence 1 
  Type: Simple 
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Impala Leaping Approach 
  Bounding skyward, the Lunar sends foes crashing back to earth. She attacks an airborne enemy 
  at either close or short range above her. If he’s at short range, she reflexively leaps to close 
  range, which counts as her move action. If she crashes him or deals 3+ decisive damage, he falls 
  and lands prone on the ground. Even if he only fell from close range, he suffers falling damage 
  (Exalted, p. 232) as per a short-range fall. The Lunar treats the number of range bands she falls 
  after attacking as one less when calculating her falling damage (Exalted, p. 232). 
  Ground-Denying Defense 
  Cost: 2m, 2i; Mins: Strength 3, Essence 1 
  Type: Simple 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Angry Rhino Charge 
  
  Holding her ground with ferocious tenacity, the Lunar blockades her foes’ advance. She rolls 
  (Strength + Athletics), which counts as her move action. Until her next turn, enemies attempting 
  to move into close range with her with reflexive move actions must roll ([Strength or Dexterity] 
  + Athletics) opposing her result as a miscellaneous action, which counts as their move action. 
  Those who succeed can enter close range; those who fail are rebuffed by her forceful defense. 
  Special activation rules: This Charm may be flurried. 
  Relentless Monster Pursuit 
  Cost: 1m; Mins: Strength 3, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Angry Rhino Charge 
  The Lunar feeds on her prey’s fear and weakness. She gains two Initiative on a successful rush 
  against a nontrivial foe. For the rest of the scene, she gains one Initiative whenever she moves 
  into close range with him, successfully rushes him, or successfully opposes his disengage rolls. 
  This ends if she moves away from him or rushes a different character.  
  This Charm can only be used once per scene. 
  Protean: In animal shapes with the Pack Hunting ability, the Lunar can transfer any Initiative 
  granted by this Charm to an ally within short range. 
  Foot-Trapping Counter 
  Cost: 4m; Mins: Strength 4, Essence 2 
  Type: Supplemental 
  Keywords: Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Ground-Denying Defense 
  Moving with dynamic force, the Lunar interposes herself between her prey and escape. She 
  doubles 9s on a roll opposing a lower-Initiative enemy’s disengage. If successful, she gains the 
  Initiative he loses for disengaging. If multiple Lunars use this Charm simultaneously, only the 
  Lunar with the highest roll receives the Initiative. 
  Protean: In animal forms with a Speed Bonus, the Lunar converts dice equal to that Speed 
  Bonus to successes. 
  Pouncing Beast Impact 
  Cost: 4m, 2i; Mins: Strength 4, Essence 2 
  Type: Supplemental 
  Keywords: Perilous, Protean 
  Duration: Instant 
  
  Prerequisite Charms: Impala Leaping Approach 
  The earth quakes at the Lunar’s advance. She adds an automatic success on a rush. If her target 
  provokes her reflexive movement and she pursues with a leap, the shockwave force of her 
  landing knocks him prone. All other enemies within close range of her when she lands must roll 
  (Dexterity + Dodge) opposing her rush roll or fall prone. 
  Protean: In animal shapes with the Leaping Pounce ability, the added success is non-Charm. 
  Mighty Behemoth Leap 
  Cost: 7m, 5i, 1wp; Mins: Strength 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Pouncing Beast Impact 
  The pillars of the world shake as the Lunar bounds through the heavens. To use this Charm, she 
  can’t be within close range of any enemies, unless they’re crashed or trivial. She jumps up to 
  (Essence/2, rounded up) range bands vertically or horizontally, suffering no falling damage. She 
  can’t jump fewer than two range bands. Enemies within close range of her when she leaps are 
  knocked prone; when she lands, she rolls (Strength + Athletics) opposing the (Dexterity + 
  Dodge) rolls of all enemies within close range, knocking those who fail prone. 
  Upon landing, the Lunar can reflexively make a decisive attack against an enemy within close 
  range. If he was knocked prone by her landing, she adds dice to the damage roll equal to the 
  number of successes he failed by. 
  Protean: In animal shapes with the Leaping Pounce ability, the Lunar’s attack is unblockable. 
  Feats of Strength 
  Surging Thew Technique 
  Cost: 3m; Mins: Strength 2, Essence 1 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar strains her might to its utmost and beyond. She adds +1 to her Strength rating to 
  determine if she may attempt a feat of strength (Exalted, p. 229). If successful, she may 
  complete feats that normally take an extended period of time, such as bashing through a brick 
  wall, in an instant, if the Storyteller deems it feasible. Even if not, the time required to complete 
  it is dramatically accelerated. 
  Protean: In an animal shape that already meets a feat’s Strength minimum, the Lunar instead 
  adds a non-Charm die. 
  Fortress-Smashing Charge 
  
  Cost: 4m; Mins: Strength 3, Essence 1 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Angry Rhino Charge, Surging Thew Technique 
  The Lunar’s unstoppable momentum leaves shattered walls and bent iron bars in her wake. 
  When she crosses range bands, she reflexively attempts a feat of demolition to destroy an 
  obstacle in her path, adding (Essence/2, round up) successes. She can’t use this Charm more than 
  once per range band of movement.  
  Protean: In animal forms with the Deadly Charge ability, the successes are non-Charm. 
  Yeddim’s-Back Method 
  Cost: 6m; Mins: Strength 3, Essence 2 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Surging Thew Technique 
  The Lunar is a living pillar of near-endless might. She converts (Strength) dice on a feat of 
  strength to non-Charm successes. 
  Many-Beasts Might 
  Cost: 1m, 1wp; Mins: Strength 4, Essence 2 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Yeddim’s-Back Method 
  Adapting to whatever obstacle lies before her, the Lunar taps unexpected sources of strength. 
  When she stunts to add a second Attribute to the amount of bonus dice she can add on a feat of 
  strength and applies a full Excellency, she adds that Attribute to her base Strength to determine if 
  she may attempt the feat. 
  Protean: In animal shapes whose effective Strength rating for attempting feats is lower than 
  Lunar’s, she uses her Strength instead. 
  Rampaging God-Beast Puissance 
  Cost: 5m; Mins: Strength 5, Essence 3 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  
  Prerequisite Charms: Many-Beasts Might 
  Aware of the presence of her every muscle and bone and how they must come together as she 
  acts, the Lunar bends the world to her will. She adds a free full Strength Excellency to a feat of 
  strength.  
  Once per scene, if a successful feat of demolition enhanced with this Charm upholds a Major or 
  Defining Intimacy, the Lunar gains one Willpower. 
  Terrible Steel-Rending Talons 
  Cost: 4m, 1wp; Mins: Strength 5, Essence 3 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Sundering Fang Bite, Yeddim’s-Back Method 
  The Lunar snaps steel blades with her bare hands, shatters axe-heads between her teeth, and 
  strikes daiklaves with force enough to break them. She makes a disarm gambit, adding 
  (Athletics) attack roll extra successes as dice on the Initiative roll. If successful, she destroys her 
  foe’s weapon if it’s mundane. If it’s an artifact, she reflexively rolls a feat of demolition. A 
  single success breaks its wielder’s attunement, while (5 + Artifact rating; 15 for Artifact N/As) 
  renders it nonfunctional until repaired (Exalted, p. 242).  
  If the Lunar uses Shell-Crushing Atemi (p. XX) to break an enemy’s attunement to artifact 
  armor, she may reflexively activate this Charm, waiving its Willpower cost, to attempt a feat of 
  demolition to damage it. 
  This Charm can only be used once per day. 
  Unyielding Brute Will 
  Cost: 5m, 1wp (5m); Mins: Strength 5, Essence 3 
  Type: Simple 
  Keywords: Protean, Totemic (Stamina) 
  Duration: Instant 
  Prerequisite Charms: Yeddim’s-Back Method 
  Planting her feet, the Lunar defies the world to move her. She automatically succeeds on a feat of 
  strength to maintain a damaged structure’s integrity or to hold a moving object still, e.g., holding 
  up a temple’s roof in place of a shattered pillar or preventing a yeddim from stampeding by 
  seizing the chains fixed to its yoke. She ignores the feat’s Strength minimum. She can even 
  prevent uncountable damage with appropriate feats, such as holding up a chunk of mountain 
  dropped on her by a behemoth. She can’t use this Charm if she’s taken a move action this round. 
  The Lunar can maintain a feat enabled by this Charm by reactivating it for five motes on 
  subsequent turns. She can continue doing so for the scene’s duration, so long as she doesn’t take 
  move actions. 
  This Charm can only be used once per day, except for subsequent activations as described above. 
  
  Protean: While in an animal shape with the Beast of Burden or Legendary Size Merits, the 
  Lunar waives the cost of subsequent activations. 
  Totemic: A Lunar whose spirit shape has the Beast of Burden Merit can learn this as a Stamina 
  Charm, with Moonsilver Thew Exertion (p. XX) as its prerequisite. 
  Iron Tyrant Impact 
  Cost: 1a, 1wp; Mins: Strength 5, Essence 4 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Rampaging God-Beast Puissance 
  In her wrath, the Lunar shatters the limits of her own form. She rerolls 5s and 6s on a feat of 
  strength until they cease to appear, and can attempt feats whose physical scale would be 
  impossible given her size and leverage (Exalted, p. 230). A feat of demolition can damage or 
  destroy a portion of a large object extending one range band beyond what she could normally 
  accomplish. A feat of strength can lift objects she’d normally lack the leverage to, as though her 
  grip’s leverage extended one range band beyond what she could normally lift. She could tear 
  apart an iron portcullis with a feat that would normally punch a hole through it, or heft a felled 
  redwood over her shoulder instead of lifting one end off the ground. 
  With Essence 5, every five extra successes extends the feat’s scale by an additional range band, 
  maximum long. With enough successes, the Lunar could crack a ship in half or lift a meteor from 
  its crater, limited only by the feat’s Strength minimum. 
  This Charm can only be used once per day, unless reset with a successful difficulty 15+ feat of 
  strength. 
  Protean: In animal shapes with Legendary Size, this Charm’s Essence 5 effect extends a feat’s scale by 
  one range band for every three extra successes. 
  Hundred-Handed Titan Thew 
  Cost: 1m, 2a; Mins: Strength 5, Essence 5 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Iron Tyrant Impact 
  The Lunar’s anima banner erupts into a pillar of all-conquering force as she embodies the divine 
  might of a legendary god-beast. When making a feat of strength that benefits from a full 
  Excellency, she uses the highest Strength rating of any animal form whose heart’s blood she 
  possesses to determine if she can attempt it. 
  Protean: In animal shapes capable of Strength 10+ feats, the Lunar can attempt a feat of strength 
  no matter how high its Strength minimum is.  
  
  Wits 
  Heart’s Blood 
  Moonlit Path Guide 
  Cost: —; Mins: Wits 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  Guiding another through a journey of self-discovery and metamorphosis, the Lunar learns the 
  secret truths of who her companion was and who he has become. She performs a sacred hunt to 
  claim a human’s shape by traveling alongside him for a journey that takes at least a week. The 
  journey must have some element of peril — harsh terrain, bandit-haunted roadways, wild beasts, 
  etc. The Lunar’s prey must also undergo a moment of major change or character development by 
  journey’s end: raising an Intimacy to Defining and then taking an action that upholds it; 
  forsaking a person, group, or ideal he had a Defining Intimacy for; accomplishing a legendary 
  social goal (Exalted, p. 134); etc. Once they reach journey’s end, the Lunar claims her 
  companion’s form.  
  If the Lunar abandons her companion before the journey’s end, or the journey concludes without 
  the requisite peril or character development, the sacred hunt fails, and she can’t take his shape 
  through this Charm for the rest of the story. She may still attempt sacred hunts against him by 
  other means. 
  Resolve 
  Moon-Follows-Sun Assurance 
  Cost: —; Mins: Wits 1, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The sacred vows that once bound the Lunar and Solar Exalted are reborn. The Lunar’s positive 
  Ties to her Solar mate can’t be weakened or altered by social influence, except her Solar mate’s 
  influence. She can still erode them voluntarily. 
  Once per story, when the Lunar forms or strengthens a positive Tie to her Solar mate, she gains 
  one Willpower. This can raise her above her permanent Willpower. If her Solar mate forms or 
  strengthens a positive Tie towards her while in her presence, he also gains this bonus once per 
  story. 
  Grudge-Nursing Resentment 
  Cost: 2m; Mins: Wits 2, Essence 1 
  
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  The Lunar’s rage coils tight around her heart. She adds +2 Resolve against influence opposed by 
  a negative Tie. If the influence would weaken or alter that Intimacy, the bonus is non-Charm. 
  Resisting the Lure of Madness 
  Cost: 2m, 1wp; Mins: Wits 3, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  A delver into forbidden secrets and explorer of otherworldly vistas, the Lunar’s will is greater 
  than any force that assails it. She adds (Essence) non-Charm Resolve against influence that 
  would cause her to gain a Derangement, or against any Psyche effect. Alternatively, she adds 
  (Essence) non-Charm successes on a roll with any Attribute to avoid gaining a Derangement. If 
  successful, she gains one Willpower. 
  True-to-the-Pack Dedication 
  Cost: 5m; Mins: Wits 2, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  None can turn the Lunar against her pack. When she asserts Resolve against influence that would 
  make her either harm an individual she has a positive Major or Defining Tie towards or harm her 
  Solar mate, she rolls (lower of Essence or Intimacy) dice, adding successes to her Resolve as a 
  non-Charm bonus. Even if her Resolve is beaten, she may spend Willpower to resist without 
  entering a Decision Point.  
  Shepherd Wolf Vigil 
  Cost: —; Mins: Wits 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: True-to-the-Pack Dedication 
  
  The Lunar claims peoples and nations as her chosen pack, and woe to those who’d harm them. 
  When she uses True-to-the-Pack Dedication or similar Wits Charms that rely on positive Ties to 
  individuals, she may invoke positive Ties towards cultures as well.  
  If the Lunar has a positive Tie towards a culture ruled by her Solar mate, she gains +1 Resolve 
  against influence opposing that Tie. 
  Silver Heart Faith 
  Cost: 5m; Mins: Wits 4, Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: True-to-the-Pack Dedication 
  The Lunar steels her will against even the harshest duress. When her Resolve is beaten by 
  influence that opposes a positive Major or Defining Tie towards an individual, the cost to resist 
  is reduced by one Willpower, minimum zero. If she knows Grudge-Nursing Resentment, she 
  may use this Charm against influence that opposes negative Major or Defining Ties.  
  This Charm can only be used once per day, unless reset by upholding the Tie used to invoke it. 
  Chain-Breaking Fury 
  Cost: 4m; Mins: Wits 3, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Grudge-Nursing Resentment 
  As the Lunar realizes how she’s been deceived or used, a terrible wrath fills her heart. To use this 
  Charm, she must be obeying a character’s successful influence roll or a Psyche effect, which she 
  can’t have resisted with Willpower. If this brings her into conflict with a Major or Defining 
  Intimacy or her Tie to her Solar mate, she enters a second Decision Point, affording her another 
  chance to resist. The strength of the Intimacy she must invoke, the Willpower cost, and any 
  additional conditions of the Decision Point are the same as in the first Decision Point. If she 
  resists, she instantly forms a Major Tie of rage towards the character that influenced her. 
  This Charm can only be used once per story, unless reset by upholding a Defining Intimacy that 
  opposes the rejected influence. Upholding a Tie towards her Solar mate qualifies even if it isn’t 
  Defining. 
  Eternal Guardian’s Vow 
  Cost: —; Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  
  Prerequisite Charms: Moon-Follows-Sun Assurance 
  The Lunar is heir to a passion of many lifetimes, an eternal bond not easily sundered. She may 
  treat influence that would cause her to harm her Solar mate or treat him in a manner contrary to a 
  positive Tie she has for him as unacceptable (Exalted, p. 220), unless it’s his influence.  
  A character may create an opportunity to turn the Lunar against her mate with a special instill 
  action, rolling twice and using the lower of the two results. Success denies the Lunar this 
  Charm’s protection against that character’s influence until she upholds the Tie to her mate while 
  it’s at Defining intensity. 
  Silver-and-Gold Union 
  Cost: 5m; Mins: Wits 3, Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Eternal Guardian’s Vow 
  When the Lunar invokes a positive Tie to her Solar mate in a Decision Point, she treats it as a 
  Defining Intimacy. If it’s already Defining, she needn’t spend Willpower to resist. 
  This Charm can only be used once per story. The Lunar’s Solar mate can reset it by undergoing 
  significant hardship in the course of upholding a positive Defining Tie towards her. It doesn’t 
  reset until she learns of his efforts. 
  Laughing Into the Teeth of Madness 
  Cost: —(+0m or 2m + Varies); Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Resisting the Lure of Madness 
  The Lunar is the ultimate master of herself, endlessly defining and redefining her nature. She can 
  use Resisting the Lure of Madness to enhance Resolve or opposed rolls against shaping effects 
  that would alter her body, mind, soul, or destiny.  
  Against shaping effects that don’t allow such forms of resistance, the Lunar may pay two motes 
  to force a contest, rolling (her Essence + current temporary Willpower) against the opposing 
  character’s (current temporary Willpower). If the shaping isn’t created by a character, the 
  Storyteller sets a difficulty. Both characters must pay one Willpower per failed die on their roll. 
  Success diminishes the shaping — the Lunar can’t be altered in a way that prevents her from 
  shapeshifting or using her Charms, and if a transformation would be permanent or fatal, the 
  Storyteller devises a condition by which it may be broken. The Lunar doesn’t automatically learn 
  the condition, but appropriate Lore, Medicine, or Occult rolls may reveal it. 
  Alternatively, against any magic that would force the Lunar out of a form she’s shapeshifted 
  into, such as Eye of the Unconquered Sun (Exalted, p. 273), she may use this Charm to force an 
  
  opposed roll, as above, doubling 9s. Success negates that effect and renders her immune to it for 
  the scene. 
  Chaos-Defying Embrace 
  Cost: —(+10m); Mins: Wits 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Laughing Into the Teeth of Madness 
  Even as the world falls into madness, the Lunar keeps safe those things closest to her heart. She 
  may pay a ten-mote surcharge to use Resisting the Lure of Madness or Laughing Into the Teeth 
  of Madness to protect a character within medium range she has a positive Major or Defining Tie 
  towards from an applicable effect. She can’t undo effects already inflicted on a character. 
  The Lunar can protect her Solar mate regardless of the intensity of her Tie for him. Successfully 
  protecting him grants her one Willpower.  
  Sacred Guardian Renewal 
  Cost: —; Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: True-to-the-Pack Dedication 
  The Lunar is implacable in defense of her passions. Upon successfully asserting Resolve against 
  influence that opposes one of her Intimacies, she gains (Intimacy) motes. This can’t exceed the 
  number of motes she spent enhancing her Resolve. 
  If the opposing Intimacy is to the Lunar’s Solar mate, she treats its intensity as Defining. If it’s 
  already Defining, she gains an additional mote. 
  Nightmare Beast Soul 
  Cost: —(1wp); Mins: Wits 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Grudge-Nursing Resentment 
  The Lunar’s spirit shape dwells in the wilderness of her dreams, a living nightmare that hunts 
  intruders. She gains +2 non-Charm Resolve and Guile against effects that target her while she’s 
  sleeping.  
  When a character enters the Lunar’s dreams with magic such as Silent Words of Dreams and 
  Nightmares (Exalted, p. 475), she may pay one Willpower to manifest her spirit shape as a 
  
  divine nightmare. She and the intruder make opposed Willpower rolls, with the Lunar doubling 
  9s. If she succeeds, her spirit shape’s manifestation destroys the intruder, negating the dream-
  entering magic’s effect. The intruder loses Willpower equal to the 1s on his roll. If he doesn’t 
  have that much Willpower, he suffers the difference in unpreventable levels of lethal damage. 
  Argent-Etched Taboo 
  Cost: 1m; Mins: Wits 4, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Shepherd Wolf Vigil 
  The Lunar holds sacred the ways of her peoples, guarding them ferociously. When she enters a 
  Decision Point after bolstering her Resolve with a positive Tie towards a culture, she may cite 
  one of that culture’s customs as justification for resisting, treating it as an Intimacy with the same 
  intensity as her Tie towards the culture. 
  This Charm can only be used in defense of a given Tie once per story, unless reset by upholding 
  that Tie by participating in one of the culture’s customs. 
  Shadow-Mind Meditation 
  Cost: 10m, 1wp; Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: Mute 
  Duration: Instant 
  Prerequisite Charms: Nightmare Beast Soul 
  The Lunar pours her skepticism, bitterness, and fury into a lacuna in her soul, forming a 
  “shadow-mind,” an independent consciousness that lurks within. The shadow-mind has its own 
  Intimacies, chosen when she purchases this Charm: It begins with all the Lunar’s Defining 
  Intimacies and any Tie she has for her Solar mate, but its own unique Major and Minor 
  Intimacies. Because a shadow-mind is born of a Lunar’s darkest impulses, all unique Intimacies 
  assigned when it’s created must be either negative Ties, or Principles rooted in a pessimistic or 
  skeptical worldview. 
  Using this Charm entails four hours of meditation, awakening the shadow-mind (or suppressing 
  it, if it’s already active). The shadow-mind has the same overall identity and memory as the 
  Lunar, but its Intimacies replace hers for as long as it remains active. Its Intimacies can be 
  changed normally, but it gains +1 non-Charm Resolve against instill rolls to create or strengthen 
  positive Ties or Principles rooted in optimism. Likewise, the Lunar is incapable of voluntarily 
  forming or strengthening such Intimacies while the shadow-mind is active.  
  Dark Premise Duality 
  Cost: —; Mins: Wits 4, Essence 3 
  Type: Permanent 
  
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Shadow-Mind Meditation 
  The Lunar’s shadow-mind grows into a distinct self, a reflection of who she could have been. 
  Upon purchasing this Charm, she designs an alternate set of social and mental Attributes to use 
  while her shadow-mind is active. She may reallocate up to two dots each among her social 
  Attributes (Appearance, Charisma, and Manipulation) and her Mental Attributes (Perception, 
  Intelligence, and Wits). She can’t reallocate dots from a social Attribute to a mental Attribute, or 
  vice versa.  
  If this lowers an Attribute below the minimum needed for any of the Lunar’s Charms, she loses 
  access to that Charm while her shadow-mind is active (with the exception of this Charm and 
  Shadow-Mind Meditation). Conversely, she may learn Charms whose minimums she meets only 
  with her shifted Attributes, but can only access them while her shadow-mind is active (or if she 
  subsequently raises her true Attributes to meet their minimum). Similarly, she gains Excellencies 
  if her altered traits qualify for them, or loses them if they don’t (p. XX). 
  Intransigent Silver Soul 
  Cost: 4m; Mins: Wits 5, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Grudge-Nursing Resentment, Silver Heart Faith 
  No words can tarnish the Lunar’s convictions. She adds (Essence/2, rounded up) non-Charm 
  Resolve against influence that would weaken a Defining Intimacy, or any influence opposed by a 
  Tie to her Solar mate. 
  This Charm can only be used in defense of a given Intimacy once per story, unless reset by 
  upholding that Intimacy through a legendary social goal (Exalted, p. 134). 
  Beast-Mind Metanoia 
  Cost: 10m, 1wp (5m, 1wp); Mins: Wits 5, Essence 4 
  Type: Reflexive 
  Keywords: Protean, Psyche 
  Duration: Instant 
  Prerequisite Charms: Intransigent Silver Soul 
  The Lunar escapes into an animal mind’s simplicity, untouched by philosophers’ nuanced 
  arguments and courtiers’ sophisticated temptations. After her Resolve is overcome by an 
  influence roll, she can use this Charm to momentarily reduce her intellect and cognitive faculties 
  to the level of any animal whose shape she possesses. She retains the ability to understand 
  languages she speaks, but her vocabulary and ability to parse complex sentences may be 
  drastically diminished based on the chosen animal. If the Storyteller deems that the influence is 
  
  too complex for her diminished mind to understand, she may reject it as unacceptable (Exalted, 
  p. 220). Alternatively, if the Lunar’s diminished state lets her understand some but not all of the 
  influence, the Storyteller may deem that its effect on her diverges from the opposing character’s 
  intentions accordingly. 
  This Charm can only be used once per story, unless reset by experiencing Limit Break (p. XX). 
  Example: An imprisoned demon successfully persuades Rhanka Three-Toe to retrieve the 
  jeweled sphere that can free it from its prison-shrine. She uses Beast-Mind Metanoia to reduce 
  her cognitive faculties to a dog’s. The Storyteller deems that a dog can comprehend retrieving 
  the sphere, but that using it to free the demon would be entirely beyond it. Thus, the influence 
  only compels Rhanka to obtain the sphere, after which she’s free to do as she pleases with it. 
  Protean: In animal shapes, this Charm only costs five motes and one Willpower if the Lunar 
  reduces her intellect to that of her current shape. 
  Animal Ken 
  Pack Instinct Affirmation 
  Cost: —; Mins: Wits 1, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar walks the boundaries between human and beast, at one with both worlds. Animals 
  feel an instinctive loyalty towards her, equivalent to a Minor Tie. Her social influence doesn’t 
  suffer penalties for targeting multiple animals, and they don’t gain Resolve bonuses for lacking a 
  shared language. This doesn’t affect familiars and other magically enhanced animals. 
  With Wits 3, the Lunar may spend one Willpower while in an animal shape. For that scene, 
  animals of the same species are treated as having a Major Tie of loyalty toward her, unless they 
  are nontrivial and have reason to defy her, e.g., hunger, rabies, or a spirit’s influence.  
  Quicksilver Steed Unity 
  Cost: 1m; Mins: Wits 2, Essence 1 
  Type: Reflexive 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Pack Instinct Affirmation 
  Steed and rider move as one, guided by shared instincts. The Lunar applies one of the following 
  effects:  
  • 
  She reflexively takes a defend other action, protecting her mount 
  • 
  She reflexively makes a distract gambit on her turn, benefitting her mount. This doesn’t 
  count as her attack, but can only be done once per turn. 
  
  • 
  With a positive Tie towards her mount, she adds (Intimacy) to the difficulty of an unhorse 
  gambit against her. 
  Protean: In animal shapes with Speed Bonuses, the Lunar can activate this Charm to take a 
  defend other or distract action benefitting her rider, or increase the difficulty of an unhorse 
  gambit against him. 
  Guardian Fang Rebuke 
  Cost: 2m, 2i; Mins: Wits 3, Essence 1 
  Type: Reflexive 
  Keywords: Counterattack, Decisive-only, Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Pack Instinct Affirmation 
  The Lunar is blessed with a loyal guardian. When an enemy attacks her, her familiar makes a 
  decisive counterattack. This counts as its action for the round, or for the next round if it’s already 
  taken its turn. 
  Protean: If the Lunar is in the shape of the same animal as her familiar, this Charm’s Initiative 
  cost is transferred to the familiar before it rolls damage. 
  Blessed Moon-Beast Empowerment 
  Cost: 10m, 1wp, 1xp; Mins: Wits 2, Essence 2 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Pack Instinct Affirmation 
  The Lunar reaches out through her bond with her familiar, ennobling it with divine Essence. She 
  confers the following benefits on one of her animal familiars: 
  Argent Companion Aegis: If the Lunar has moonsilver tattoos, they spread across her familiar’s 
  body, granting it their benefits (p. XX). If she conceals her tattoos, her familiar’s are also 
  concealed. 
  Bond of the Hunt: The familiar can take the Lunar’s place in a sacred hunt, granting her the 
  shape of its prey at hunt’s end. 
  First Among Beasts: The familiar exudes bestial majesty. Treat all non-familiar animals as 
  having a Minor Tie of reverence towards it, or a Major Tie for animals of the same species. 
  Unbreakable Loyalty: The familiar gains a Defining Tie of loyalty to the Lunar. No influence, 
  other than the Lunar’s, can make it act against this Intimacy.   
  This Charm’s experience point cost is waived the first time the Lunar uses it. If a familiar 
  enhanced by this Charm dies, the Lunar regains any experience spent enhancing it.  
  Beast-Power Awakening 
  Cost: —; Mins: Wits 3, Essence 2 
  
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Blessed Moon-Beast Empowerment, Guardian Fang Rebuke 
  Entwining her soul with her familiar’s, the Lunar draws from its Essence. While within short 
  range of her familiar, she rolls (Wits + [Presence, Ride, Survival, or War]) with (Essence) 
  successes, gaining motes equal to her successes. These motes can only be spent on Charms 
  enhancing the familiar or on its magical abilities, and are lost at end of scene if not used. 
  This Charm can only be used once per day. 
  Chimeric Beast Companion 
  Cost: —; Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Blessed Moon-Beast Empowerment, Perfected Hybrid Interaction 
  The Lunar’s familiar becomes a divine monster. She can use Perfected Hybrid Interaction (p. 
  XX) to grant mutations to one of her familiars within medium range enhanced with Blessed 
  Moon-Beast Empowerment. If she currently has a mutation through Perfected Hybrid Interaction 
  or Hybrid Body Transformation, she waives the cost of giving it to a familiar. 
  If the Lunar knows Moon’s Hidden Face (p. XX), she can use it on her familiar’s mutations. 
  Nature-Reinforcing Allocation 
  Cost: 10m, 1wp; Mins: Wits 3, Essence 2 
  Type: Simple 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Blessed Moon-Beast Empowerment 
  The Lunar can train animals in latent special abilities or Merits (Exalted, p. 554) without 
  meeting the normal specialty requirements, shortening the training interval to one week. If she’s 
  unlocked that trait for any of her animal shapes, she doubles 8s on training rolls.  
  With Wits 4, Essence 3, she can train familiars she’s enhanced with Blessed Moon-Beast 
  Empowerment in magical abilities for two additional experience points. Experience spent this 
  way is regained if the familiar dies. 
  Protean: If the Lunar spends the entire training period in the same shape as that of the animal 
  she’s training, she waives this Charm’s Willpower cost. 
  Erudite Beast-Mind Expansion 
  Cost: —(+4xp); Mins: Wits 4, Essence 2 
  
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Nature-Reinforcing Allocation 
  The Lunar blesses a familiar with intellect and cunning far greater than any beast possesses. She 
  may pay a four-experience-point surcharge when using Nature-Reinforcing Allocation on a 
  familiar she’s enhanced with Blessed Moon-Beast Empowerment to grant it human-level 
  intelligence instead of that Charm’s normal benefits. It gains human-level faculty for complex 
  and abstract thought and the ability to understand all languages the Lunar knows (but not to 
  speak them, unless its anatomy allows). It gains five-die pools for Diagnosing Ailments, 
  Investigation, Read Intentions, and Strategy, and gains +1 Willpower, Resolve, and Guile.  
  Familiars that already have human-level intelligence instead add one die to all pools for 
  Intelligence-based actions or actions beyond a normal animal’s mental capability, maximum 14, 
  and gains the Willpower, Resolve, and Guile bonuses above.  
  This Charm’s experience point cost is waived the first time the Lunar uses it. If a familiar dies, 
  the Lunar regains experience spent enhancing it. 
  Eternal Companion Endurance 
  Cost: —; Mins: Wits 4, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Nature-Reinforcing Allocation 
  The Lunar permanently grants one of her familiars two −2 health levels and one −4 level. She 
  may purchase this Charm up to (Essence) times per familiar. 
  Instinctive Unity Approach  
  Cost: 2m, +1i per die or 2i per +1; Mins: Wits 4, Essence 3 
  Type: Reflexive 
  Keywords: Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Blessed Moon-Beast Empowerment 
  The unity between Lunar and companion beast transcends the need for words; the instant she 
  forms her intention, her familiar knows her will. When a familiar the Lunar has enhanced by 
  Blessed Moon-Beast Empowerment makes an (Attribute + Ability) roll, the Lunar adds up to 
  (Essence) non-Charm dice for one Initiative each. Alternatively, she may raise one of such a 
  familiar’s static values by up to (Essence/2, rounded up) as a non-Charm bonus for an instant, for 
  two Initiative per +1 bonus.  
  
  Protean: If the Lunar is in the shape of the same animal as her familiar, she adds an additional 
  non-Charm success on the enhanced roll or +1 to the enhanced value. 
  Watchful Hound Vigilance 
  Cost: 5m; Mins: Wits 4, Essence 3 
  Type: Supplemental 
  Keywords: Protean 
  Duration: Instant 
  Prerequisite Charms: Instinctive Unity Approach 
  The Lunar’s familiar is an ever-faithful sentinel. When she and her familiar Join Battle or roll 
  Awareness to detect a concealed threat, both use the higher result of their two rolls. If the Lunar 
  and her familiar win Join Battle and her familiar makes a decisive attack on its first turn, it 
  doesn’t reset to base Initiative if successful. 
  Throat-Ripping Guardian 
  Cost: 3m, 1i, 1wp; Mins: Wits 5, Essence 3 
  Type: Reflexive 
  Keywords: Clash, Decisive-only, Perilous, Protean 
  Duration: Instant 
  Prerequisite Charms: Guardian Fang Rebuke, Instinctive Unity Approach 
  The Lunar’s familiar intercepts a blow meant for her, rending her assailant with claw and fang. 
  When an enemy attacks her, she may have her familiar reflexively clash with a decisive attack if 
  her attacker’s within range. This counts as its action for the round, or for the next round if it’s 
  already taken its turn. If it loses the clash, her attacker may apply the attack against it instead of 
  her if it’s within his attack’s range.  
  Protean: If the Lunar is in the shape of the same animal as her familiar, she waives the Initiative 
  cost of enhancing the attack with Instinctive Unity Approach. 
  Unleashed Primal Fury 
  Cost: —(+3m); Mins: Wits 5, Essence 3 
  Type: Permanent 
  Keywords: Protean 
  Duration: Permanent 
  Prerequisite Charms: Throat-Ripping Guardian 
  The Lunar’s rage overflows through her bond with her familiar, empowering it with her divine 
  wrath. She may pay an additional mote when using Guardian Fang Rebuke or Throat-Ripping 
  Guardian to add her Initiative to her familiar’s to determine its decisive attack’s damage. A 
  successful attack resets her Initiative along with her familiar’s; on a failed attack, she loses the 
  same amount of Initiative as her familiar. Such attacks don’t count as the familiar’s action for the 
  round.   
  
  Protean: If the Lunar is in the shape of the same animal as her familiar, they both add +1 base 
  Initiative after resetting on a decisive attack. 
  Twin Beasts Dancing 
  Cost: —(+1wp); Mins: Wits 5, Essence 3 
  Type: Permanent 
  Keywords: Protean 
  Duration: Permanent 
  Prerequisite Charms: Unleashed Primal Fury 
  The Lunar and her familiar deliver a deadly combination attack, striking down a foe in the same 
  instant. She may pay one Willpower when she uses Guardian Fang Rebuke to use one of her own 
  Clash Charms together with her familiar’s counterattack.  
  Alternatively, she may pay one Willpower when using Throat-Ripping Guardian to use a 
  Counterattack Charm together with the familiar’s clash. If she also enhances the clash with 
  Unleashed Primal Fury, her Initiative doesn’t reset until after the counterattack. 
  Protean: If the Lunar is in the shape of the same animal as her familiar, she may waive this 
  Charm’s Willpower surcharge once per scene. 
  Locust-and-Titan Menagerie 
  Cost: —; Mins: Wits 4, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Eternal Companion Endurance 
  The Lunar’s familiars are a mercurial menagerie — she might conceal a tyrant lizard in her 
  sleeves, or unleash a colossal centipede to overrun a city’s walls. While within medium range of 
  a familiar enhanced with Blessed Moon-Beast Enhancement, she may reflexively activate 
  Mountainous Spirit Expression (p. XX) or Tyrant Mouse Dominion (p. XX) to grant it 
  Legendary Size or Minuscule Size, respectively. 
  Supreme God-Beast Unleashed 
  Cost: 10m, 3a, 1wp; Mins: Wits 5, Essence 4 
  Type: Simple 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Throat-Ripping Guardian 
  Protean Essence suffuses the Lunar’s familiar, endowing it with illimitable monstrous might. She 
  empowers a familiar within medium range that she’s enhanced with Blessed Moon-Beast 
  Empowerment, granting the following:  
  
  • 
  Its withering attacks add (Lunar’s Essence) successes on attack rolls and gain 
  Overwhelming (Lunar’s Essence). 
  • 
  Its decisive attacks add (Lunar’s Essence) dice on attack rolls, and double 10s on damage 
  rolls. 
  • 
  It adds +(Lunar’s Essence) base Initiative. 
  • 
  It gains +1 Defense, +(Lunar’s Essence) soak, and Hardness 10.  
  • 
  It ignores wound penalties. 
  • 
  If it has the Tiny Creature or Minuscule Size Merits, it gains an additional +1 Defense 
  and +5 soak, and can damage larger enemies with withering attacks and grapple them as though 
  they were the same size. 
  • 
  It becomes immune to fear-based social influence. 
  • 
  The Lunar reduces the cost of Guardian Fang Rebuke, Instinctive Unity Approach, 
  Throat-Ripping Guardian, and the familiar’s magical abilities by two motes each.  
  This Charm ends if the familiar is crashed. It can only be used once per scene, unless reset when 
  one of the Lunar’s familiars incapacitates a nontrivial enemy. 
  Witch-Beast Ascendancy 
  Cost: —; Mins: Wits 5, Intelligence 4, Essence 5 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Celestial Circle Sorcery, Erudite Beast-Mind Expansion 
  Breathing an unknowable secret into her familiar’s soul, the Lunar opens its eyes to forbidden 
  wisdoms. She initiates a familiar that she’s uplifted with Erudite Beast-Mind Expansion into 
  Terrestrial Circle sorcery, granting it an 8-die Sorcery pool and one Terrestrial Circle spell she 
  knows as its control spell. She can increase the familiar’s Sorcery pool using Erudite Beast-Mind 
  Expansion, and teach it Terrestrial Circle spells she knows using Nature-Reinforcing Allocation 
  as though they were magical abilities. She must pay the experience point cost of sorcerous 
  workings her familiar performs. 
  This Charm can be repurchased to initiate multiple familiars. If a familiar dies, the Lunar regains 
  experience spent purchasing this Charm for it.  
  Navigation 
  Lodestone Reckoning Manner 
  Cost: 1m, 1wp; Mins: Wits 2, Essence 1 
  Type: Simple 
  Keywords: Totemic (Perception) 
  Duration: Indefinite 
  
  Prerequisite Charms: None 
  Uncharted lands and perilous seas yield their secrets to the wayfaring Lunar. She spends a scene 
  plotting a course and rolls (Wits + Survival) with (higher of Essence or 3) bonus dice and double 
  9s, banking all successes. She may add up to (Essence) banked successes as non-Charm 
  successes on Survival rolls to forage or find shelter along the journey, or Sail rolls to navigate 
  hazards at sea. 
  This Charm can only be used once per journey. It ends once all banked successes are spent. 
  A Wits 5 repurchase doubles 8s on this Charm’s roll, and lets the Lunar use it instantly, without 
  needing to plot a course. The banked successes, and any Charms enhancing Lodestone 
  Reckoning Manner, are available to her whenever she travels. She can only use this Charm this 
  way once per day. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  Dauntless Yeddim Caravan 
  Cost: —(3m); Mins: Wits 2, Essence 1 
  Type: Permanent 
  Keywords: Totemic (Perception) 
  Duration: Permanent 
  Prerequisite Charms: Lodestone Reckoning Manner 
  The Lunar traverses blistering deserts, miasmatic swamps, and bandit-ridden highways unafraid. 
  She may add Lodestone Reckoning Manner’s successes to rolls against environmental hazards, 
  traps, poisons, or diseases she encounters along her route.  
  With Wits 4, Essence 2, the Lunar may spend three motes when she adds successes to such a roll 
  to also grant them to (Essence x2) companions, as a Charm bonus. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  Moon-Cloaked Wanderer 
  Cost: —(3m); Mins: Wits 2, Essence 1 
  Type: Permanent 
  Keywords: Totemic (Perception) 
  Duration: Permanent 
  Prerequisite Charms: Lodestone Reckoning Manner 
  The Lunar flits across maps like a passing shadow. While traveling along a course charted with 
  Lodestone Reckoning Manner, she can add its successes on rolls to cover tracks, Stealth rolls to 
  evade guards or enemies, or Larceny rolls to circumvent manned obstacles like checkpoints. 
  With Wits 4, Essence 2, she can spend three motes when she adds banked successes this way to 
  also grant them to (Essence x2) companions, as a Charm bonus. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  
  Monarch-Wing Migration  
  Cost: —(+4m); Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: Pilot, Totemic (Perception) 
  Duration: Permanent 
  Prerequisite Charms: Lodestone Reckoning Manner 
  The Lunar may pay a four-mote surcharge when she uses Lodestone Reckoning Manner to intuit 
  hidden shortcuts and anticipate unforeseen delays. She and up to (Essence x2) companions 
  double the speed at which they travel along the charted course. Typically, this means 20 miles 
  per day across normal terrain or 10 miles per day across harsh wilderness, or (Speed x2) miles 
  per hour for ships. Mounts don’t count towards the limit on companions. This Charm only 
  enhances naval travel if the Lunar helms the ship and there are no more than (Essence x2) other 
  characters aboard. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  Wyld Migration Formation 
  Cost: 6m, 1wp; Mins: Wits 4, Essence 2 
  Type: Reflexive 
  Keywords: Totemic (Perception) 
  Duration: One hour 
  Prerequisite Charms: Dauntless Yeddim Caravan 
  The Lunar traces a silver thread of passage through the chaos of the Wyld and the weird 
  landscapes of worlds stranger still. She and up to (Essence x2) companions ignore the effects of 
  exposure to the Wyld and similar environmental shaping effects while traveling along a course 
  plotted with Lodestone Reckoning Manner. Mounts don’t count towards the limit on 
  companions. Courses plotted through the Wyld always include at least one path that follows 
  Creation’s physical laws. 
  If the Lunar reactivates this Charm at its duration’s end, she waives its Willpower cost. 
  A Wits 5, Essence 3 repurchase lets the Lunar pay a three-mote surcharge to extend this Charm’s 
  duration to one day. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  Albatross-and-Hurricane Odyssey 
  Cost: 5m, 1wp; Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: Protean, Totemic (Perception) 
  Duration: Instant 
  Prerequisite Charms: Dauntless Yeddim Caravan, Monarch-Wing Migration 
  
  No peril can keep the Lunar from her goal. Upon encountering an environmental hazard, trap, or 
  naval obstacle along a course charted with Lodestone Reckoning Manner, she rolls (Wits + 
  [Awareness, Sail, or Survival]) against its difficulty. She can add successes with Lodestone 
  Reckoning Manner. Success reveals a safe route, allowing her and up to (Essence x2) 
  companions to bypass the peril without rolling, no matter how implausible this may be. Mounts 
  don’t count towards the limit on companions.  
  Protean: In an animal shape native to the environment in which a peril originates, the Lunar 
  doubles 9s. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  Treading Midnight’s Road 
  Cost: —; Mins: Wits 4, Essence 3 
  Type: Permanent 
  Keywords: Totemic (Perception) 
  Duration: Permanent 
  Prerequisite Charms: Moon-Cloaked Wanderer, Monarch-Wing Migration 
  The Lunar walks pathways unseen by mortal eyes. As long as no one outside her traveling party 
  is tracking them or knows their current location or intended destination, Monarch-Wing 
  Migration’s speed multiplier increases to (Essence). This increased speed takes the form of 
  impossible shortcuts that slash hours or even days off travel times, rather than a constant speed 
  enhancement; thus, characters can’t realize they’re being tracked by noticing this benefit ends. 
  Totemic: A Lunar whose spirit shape is migratory can learn this as a Perception Charm. 
  Ranging Wolf Deception 
  Cost: 6m, 1wp; Mins: Wits 5, Essence 3 
  Type: Supplemental 
  Keywords: Mute, Totemic (Manipulation) 
  Duration: Instant 
  Prerequisite Charms: Moon-Cloaked Wanderer 
  Those who hunt the Lunar find themselves her prey. She conceals her tracks and those of up to 
  (Essence x2) companions, rerolling (Essence) failed dice and removing the limit on how many 
  successes she can add with Lodestone Reckoning Manner. Mounts don’t count towards the limit 
  on companions. She designates where the false tracks lead to — either a specific locale she’s 
  familiar with, or simply a direction and distance. Characters who fails their tracking rolls believe 
  they’ve succeeded, and that the Lunar’s party traversed the false path. This can fool even 
  superhuman or magically enhanced senses.  
  This Charm’s Willpower cost is waived within territories claimed using Boundary-Marking 
  Meditation (p. XX). 
  Totemic: A Lunar whose spirit shape has the Camouflage Merit may learn this as a 
  Manipulation Charm, with Night Sky Burial (p. XX) as its prerequisite. 
  
  Cache 
  Desert Basilisc Diadem 
  Cost: —; Mins: Wits 2, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None 
  The Lunar can half-absorb hearthstones, socketing them in her flesh. She gains absorbed 
  hearthstones’ benefits as though they were socketed in an attuned artifact. Hearthstones that 
  enhance weapons apply their benefit to her unarmed attacks and natural weapons, if appropriate, 
  while hearthstones that enhance armor apply to her natural soak. Such effects are compatible 
  with any magic that transform parts of the Lunar’s body into weapons or armor.  
  Absorbing or removing a hearthstone is a miscellaneous action, and the Lunar may socket 
  (higher of Essence or 3) hearthstones at a time. If she conceals an embedded hearthstone with 
  clothing or the like, it can only be noticed by characters who’ve spotted her Tell this scene (p. 
  XX). 
  Radiant Basilisc Jewel 
  Cost: —; Mins: Wits 3, Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Desert Basilisc Diadem 
  Sculpting her chakras and Essence meridians into a geomantic pattern, the Lunar draws forth a 
  pearl that embodies her soul. Upon purchasing this Charm, she manifests a greater hearthstone 
  that expresses her nature: her Caste, spirit shape, a Defining Intimacy, etc. It counts as being 
  socketed with Desert Basilisc Diadem, although it doesn’t count towards that Charm’s maximum 
  and can’t be removed from her body. She always enjoys the increased mote recovery for being in 
  an attuned greater demesne (Exalted, p. 160). The Storyteller may veto hearthstone choices that 
  are overpowered if made permanent in this fashion, such as the Gem of Incomparable Wellness. 
  Squirrel’s Cunning Technique 
  Cost: 3m; Mins: Wits 2, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: None 
  Infinitely devious, the Lunar conceals contraband, weaponry, or ill-gotten gains in all manner of 
  hiding places. She makes a conceal evidence roll with ([Intelligence or Wits] + Larceny). If the 
  
  concealed object’s light enough to hold, she adds (Essence) successes, and her concealment can 
  only be opposed by characters with superhuman or magically enhanced senses for this Charm’s 
  duration. She may exempt characters from this effect. 
  Magpie’s Nest Resourcefulness 
  Cost: 3m, 1wp; Mins: Wits 2, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Squirrel’s Cunning Technique 
  The Lunar has a knack for anticipating exactly what’s needed in any conceivable situation. 
  Revealing that she’s had a mundane item that could be concealed upon her person all along, she 
  makes a (Wits + Ability) roll at difficulty (its Resources rating), using an Ability reflecting how 
  she procured the item: Bureaucracy if bought while passing through a market, Craft if built over 
  downtime, Larceny if stolen, etc. If successful, she produces the item, which counts as 
  exceptional equipment (Exalted, p. 580). On failure, she still produces the item, but it’s deficient 
  in some Storyteller-determined way: imposing a −1 penalty, falling apart at end of scene, etc. 
  If the Lunar has a relevant Craft, she gains crafting points for succeeding as though she’d 
  completed a basic project (Exalted, p. 240). 
  This Charm can only be used once per scene.  
  Cuckoo’s Nest Cunning 
  Cost: —; Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: Decisive-only 
  Duration: Permanent 
  Prerequisite Charms: Magpie’s Nest Resourcefulness 
  Always one step ahead, the Lunar ensures her allies have exactly what they need while depriving 
  her foes of the same. When using Magpie’s Nest Resourcefulness, she may swap the introduced 
  object with a mundane item on an ally within medium range’s person, describing how she made 
  the exchange. 
  With Essence 2, she can use this Charm against enemies as a special disarm gambit. Instead of 
  an attack roll, she rolls (Wits + Larceny) opposing her target’s (Perception + Awareness) roll. 
  Outside of combat, this only requires this opposed roll, not a gambit.  
  Rousing Hidden Power 
  Cost: 1wp; Mins: Wits 2, Essence 1 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  
  Prerequisite Charms: Magpie’s Nest Resourcefulness 
  The Lunar’s Essence shifts within her panoply, drawing forth new manifestations of its legend. 
  After a few minutes of meditation, she awakens an Evocation at no experience point cost from an 
  artifact she’s resonant with or a hearthstone, available for this Charm’s duration. She must meet 
  the Evocation’s prerequisites. If the Lunar loses resonance with an artifact — potentially with 
  Deadly Beastman Transformation — this Charm ends. 
  This Charm can only be used once per day. 
  Many-Pockets Meditation 
  Cost: 1m; Mins: Wits 3, Essence 2 
  Type: Simple 
  Keywords: Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Squirrel’s Cunning Technique 
  The Lunar is never caught unprepared. She banishes Elsewhere an item light enough to hold in 
  her hands or wear. Artifacts can only be banished if she’s attuned to them. Ending this Charm 
  recalls the banished item, though the Lunar must still take any actions required to ready it, such 
  as donning armor (Exalted, p. 591). She can banish multiple items with multiple uses of this 
  Charm. 
  An Essence 3 repurchase lets the Lunar pay a three-mote surcharge to banish an object too large 
  to hold, as long as it could be lifted by a feat of strength with a difficulty no higher than 10 
  (Exalted, p. 231). This requires her to spend five minutes concentrating or devising an ingenious 
  hiding place for it, and she can’t banish large objects that aren’t hers. 
  Hidden Wonders Cloak 
  Cost: —; Mins: Wits 3, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Many-Pockets Meditation 
  The Lunar hides treasures in places that aren’t there. She can use Many-Pockets Meditation to 
  conceal items in spaces that’d normally be unable to contain them, instead of Elsewhere — an 
  innocuous bag, jaunty hat, voluminous coat, etc.  
  She can designate characters who can detect and retrieve the concealed object. Others can’t 
  perceive it, although characters using All-Encompassing Sorcerer’s Sight (Exalted, p. 356) or 
  similar magic can see and retrieve it. If the container is destroyed, the stored object vanishes 
  Elsewhere, per Many-Pockets Meditation’s default effect.  
  The Lunar may normally conceal (Wits x2) objects in one container. If using Many-Pockets 
  Meditation’s repurchase to conceal larger objects, she’s limited to one per container.  
  Quicksilver Legend Evolution 
  
  Cost: 15m, 1wp; Mins: Wits 3, Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Rousing Hidden Power 
  The Lunar enshrines her deeds within her panoply, inscribing her mythos into their Essence. 
  Upon using an Evocation awakened with Rousing Hidden Power to uphold a Major or Defining 
  Intimacy, achieve a major character or story goal, or accomplish a legendary social goal, she 
  permanently awakens that Evocation at no experience point cost. 
  Once the Lunar’s used this Charm, she can’t use it again until she awakens an Evocation by 
  spending experience points or meeting its special activation condition. Even then, it can only be 
  used once per story.  
  Moon-and-Sun Panoply 
  Cost: 8m, 1wp; Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Moon-Follows-Sun Assurance, Quicksilver Legend Evolution 
  First Age Lunars took up their Solar mates’ arms in times of need, wielding the power of their 
  sacred bond. Now, the Chosen of Sun and Moon may find new cause to share their treasures. The 
  Lunar attunes an artifact that her Solar mate is attuned to without disrupting his attunement, 
  reducing her attunement cost to zero. Their bonds to the artifact become immune to effects that 
  break attunement. If the Lunar’s Solar mate is resonant with the artifact, she’s treated as resonant 
  with it for any Evocations she uses that her Solar mate has also awakened. 
  The first time the Lunar uses this Charm on an artifact, she rolls (Wits + [Craft, Lore, or Occult]) 
  against (artifact’s rating + 2; 10 if N/A). Every two extra successes awakens an Evocation that 
  her Solar mate has already mastered as long as she meets its prerequisites, permanently granting 
  it to her at no experience point cost. If she crafted the artifact for her Solar mate, she may 
  awaken Evocations he has yet to master, granting them both to him and herself if they both 
  qualify. 
  This Charm can only be used once per story. Using it on an artifact the Lunar has already used it 
  on doesn’t count against this limit. 
  The Spider’s Trapdoor 
  Cost: 10m, 1wp; Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Mute 
  Duration: Instant 
  
  Prerequisite Charms: Many-Pockets Meditation 
  An ever-cunning hunter, the Lunar ensures she never fights on a level playing field. She reveals 
  that an enemy has fallen into a trap she’s previously constructed. If circumstances render this 
  implausible — for instance, because the Lunar is being ambushed on unfamiliar ground — the 
  Storyteller may require a stunt to explain how she devised the trap so quickly. 
  This is an unblockable, undodgeable grapple gambit at difficulty 4 against an enemy within 
  medium range. The Lunar makes a single (Wits + [Survival or an applicable Craft]) roll as both 
  the attack roll and the grapple’s control roll. Her victim opposes the control roll with a 
  (Perception + Awareness) or (Dexterity + Dodge) roll. If the attack is unexpected, the enemy 
  suffers a penalty on this opposed roll equal to the Lunar’s Initiative roll extra successes, and it 
  doesn’t break concealment. This isn’t compatible with Strength Charms, Martial Arts Charms, or 
  other non-Wits magic that enhances grapples. 
  If successful, the trap establishes a clinch, as usual (Exalted, p. 200). The Lunar can’t take the 
  usual special grapple actions, but doesn’t suffer any penalties. A trapped character can spend his 
  entire turn to reduce the clinch’s rounds of control by two. Likewise, a character that spends her 
  entire turn assisting the victim subtracts two rounds of control. Attacking or damaging the Lunar 
  doesn’t subtract rounds of control.  
  If the Lunar has a relevant Craft, a successful clinch grants three silver points. If a nontrivial 
  opponent is incapacitated or surrenders while trapped, she also gains (his Essence) gold points. 
  This Charm can only be used once per scene, unless reset by landing a decisive attack from 
  Initiative 15+ that resets the Lunar’s Initiative, or successfully establishing concealment against 
  all enemies with a Stealth roll. 
  Insidious Shadow Ruse 
  Cost: —; Mins: Wits 5, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: The Spider’s Trapdoor 
  Infinitely devious, the Lunar’s traps best the mightiest foes. When using The Spider’s Trapdoor, 
  she may raise the gambit’s difficulty to 6 to combine it with the effect of a disarm, distract 
  (transferring five Initiative), or unhorse gambit (Exalted, p. 200), as long as she establishes at 
  least one round of clinch control.  
  Implausible Lunar Panoply 
  Cost: 10m, 1wp; Mins: Wits 5, Essence 4 
  Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Many-Pockets Meditation (x2), Quicksilver Legend Evolution 
  
  With a deft flick of her wrist, the Lunar reveals timeless wonders she just happened to have 
  tucked away. Her player declares that she’s had a two-dot artifact with her all along — one she’s 
  previously crafted, looted, stolen, etc. She rolls (Wits + [appropriate Ability]) at difficulty 7. 
  Regardless of the roll’s outcome, she produces the artifact, but on a failed roll, it’s badly 
  damaged, requiring a repair project to restore to functionality (Exalted, p. 242). She can’t 
  produce artifacts previously established as being in another character’s possession or First Age 
  artifice.  
  If the Lunar has Craft (Artifacts), a successful roll grants gold points equal to her extra successes, 
  maximum 5. 
  This Charm can only be used once per story. 
  Territory 
  Secure Den Prana 
  Cost: 5m, 1wp; Mins: Wits 3, Essence 1 
  Type: Simple 
  Keywords: Mute, Protean 
  Duration: Indefinite 
  Prerequisite Charms: Boundary-Marking Meditation or Lodestone Reckoning Manner 
  Hidden in cunningly dug boltholes or well-stocked safehouses, the Lunar vanishes from the 
  world. She spends a day working to secure an enclosed space that can hold up to (Essence + 
  Wits) people, rolling (Wits + [Craft, Larceny, or Survival]). This den is impossible for casual 
  observers to notice; only characters actively seeking it can attempt to find it, opposing the 
  Lunar’s roll with a (Perception + [Awareness, Investigation, or Survival]) roll. Attempts to track 
  characters into the den or otherwise indirectly infer its location suffer a (Lunar’s Essence) 
  penalty. The Lunar and those she reveals her lair to can perceive it unhindered. 
  If the Lunar has a relevant Craft, she gains craft points from creating the den as though she’d 
  completed a basic project. 
  If the Lunar knows Magpie’s Nest Resourcefulness (p. XX), she can activate it reflexively with 
  this Charm to reveal that she’s previously prepared a den, though this imposes a −2 penalty on 
  her roll. This Charm’s Willpower cost is waived if the Lunar uses it in a territory claimed with 
  Boundary-Marking Meditation.  
  Rats-in-the-Basement Style 
   
  Cost: —; Mins: Wits 4, Essence 2 
  Type: Permanent 
  Keywords: Protean 
  Duration: Permanent 
  Prerequisite Charms: Magpie’s Nest Resourcefulness, Secure Den Prana 
  Even when cornered, the Lunar is always one step ahead of her pursuers, revealing a secret 
  pathway to safety. She can use Magpie’s Nest Resourcefulness within (Essence) miles of a lair 
  
  prepared with Secure Den Prana to reveal a hidden route to the den, rolling at difficulty 5. These 
  routes are concealed in the same manner as the den itself. It takes at most an hour to travel from 
  the route’s beginning into the den. The Lunar can’t have more than (Essence) of them. 
  Protean: In animal shapes with the Tiny Creature or Minuscule Size Merits, the Lunar can 
  reveal routes traversable only by characters of similar size. 
  Labyrinthine Lair’s Depths 
  Cost: —(+5m); Mins: Wits 3, Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Secure Den Prana 
  Whether in dark caverns, seedy teahouses, or ivy-covered ruins, the Lunar shelters masses of 
  followers in her secret holdfast. When using Secure Den Prana in a territory claimed with 
  Boundary-Marking Meditation, she can commit five additional motes to prepare a den that can 
  hold ([Essence + Wits] x10) people. This increases the time necessary to prepare the den to one 
  week, or increases the penalty on the roll for Magpie’s Nest Resourcefulness to −5.  
  If the Lunar has an applicable Craft, she gains craft points as though she’d completed a major 
  project. 
  Forbidding Wilderness Perils 
  Cost: 10m, 1wp (5m); Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: Stackable 
  Duration: Indefinite 
  Prerequisite Charms: Boundary-Marking Meditation, The Spider’s Trap Door 
  Bristling with traps and curses, the Lunar’s lair is a place of dread for her foes. She spends a day 
  working in a territory claimed with Boundary-Marking Meditation, granting it one of the 
  following effects:  
  Hazardous: The Lunar removes natural barriers to the wild’s perils, or bargains with nature 
  spirits to assail her foes. Enemies traversing the territory suffer a difficulty (Lunar’s Essence), 
  Damage 1B/hour environmental hazard: extremes of temperature, foul weather, rockslides, etc. 
  Enemies can avoid the hazard by finding a shelter with a Survival roll and remaining within it. 
  Inhospitable: The Lunar destroys natural resources, convinces spirits to withhold their bounty 
  from outsiders, and otherwise denies foes any respite. Enemies suffer a penalty of (Lunar’s 
  Essence) successes on rolls to forage or find shelter. Botches result in them encountering a 
  significant natural danger, like a bear inhabiting the cave they’d hoped to rest in. 
  Terrifying: Strewing grotesque displays throughout her territory, carving unsettling glyphs, or 
  pacting with spirits of night and shadow, the Lunar imbues her lair with supernatural menace. 
  Enemies within it are treated as having a Minor Tie of fear towards the land. Enemy battle 
  
  groups suffer a −1 penalty on rout checks within it, and Strategic Maneuver rolls to deploy 
  enemy troops within it cost a point of Willpower The Lunar and her allies add two non-Charm 
  successes on rolls to enact the Demoralized stratagem (Exalted, p. 212).  
  The Lunar may stack this Charm to grant a territory multiple effects. Subsequent activations cost 
  only five motes, though if the Lunar ends the original activation, she must immediately commit 
  the full cost for another. 
  A Wits 5, Essence 4 repurchase lets the Lunar grant a new effect: 
  Diseased: The Lunar creates pools of standing water that breed disease-carrying mosquitos, 
  spreads rabies among wildlife, or bargains with disease gods. Enemies within her territory must 
  contend with her choice of cholera, plague, or rabies (Exalted, p. 235). The frequency at which 
  they must roll depends on the disease: daily for rabies, or weekly for cholera or plague. 
  Characters can avoid the roll by recognizing the signs of the disease (for example, diagnosing a 
  traveling companion who’s contracted it); introducing a fact about how it’s spread; and then 
  taking appropriate measures, such as avoiding drinking from cholera-ridden water sources. With 
  Essence 5, the Lunar can inflict hemorrhagic fever, which must be rolled against monthly. 
  Harmony-With-Reality Technique 
  Cost: 5m, 1wp; Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Boundary-Marking Meditation, Wyld Migration Formation 
  Standing at the boundary of order and chaos, the Lunar reconciles the two to create an enclave of 
  safety and stability. She may stabilize the Wyld within territories claimed with Boundary-
  Marking Meditation. This is an extended (Wits + [Integrity, Lore, or Occult]) roll, interval one 
  day. The difficulty and goal number depend on the Wyld’s intensity: difficulty 4, goal number 20 
  for bordermarches; difficulty 6, goal number 40 for middlemarches; difficulty 8, goal number 60 
  for deep Wyld. 
  Success renders the Wyld more amenable to habitation. While it remains unbound by Creation’s 
  natural laws, it won’t assume a state that makes human habitation completely impossible. A 
  neutralized bordermarch no longer causes mutation or addiction. Characters in a neutralized 
  middlemarch or deep Wyld add (Lunar’s Essence) bonus dice on rolls to resist such effects.  
  If the Lunar’s Solar mate uses Wyld-Shaping Technique (Exalted, p. 335) within a region of 
  deep Wyld stabilized with this Charm, he adds (his positive Tie towards the Lunar + 1) dice on 
  all shaping rolls. 
  If the Lunar revokes her claim to the territory or dies, the Wyld reasserts its full strength. 
  Hungry Mouse Mandate 
  Cost: 4m, 1wp; Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: None 
  
  Duration: Indefinite 
  Prerequisite Charms: Boundary-Marking Meditation, Pack Instinct Affirmation 
  Beasts and vermin bedevil trespassers on the Lunar’s domain. She rolls (Wits + Survival) within 
  a territory claimed with Boundary-Marking Meditation. When unwelcome characters travel 
  through her territory, one of them must roll (Wits + Survival) opposing her roll on the group’s 
  behalf for each week of travel. Failure indicates that a member of the group will suffer an 
  automatic botch on an Athletics, Investigation, Medicine, Sail, Stealth, Survival, or War roll 
  made outside of combat that week due to interference by native wildlife. A botched roll to forage 
  for food might mean that vermin eat whatever supplies a character gathers; a botched 
  Investigation roll might mean that a passing grizzly has eradicated all evidence; a botched 
  Strategic Maneuver roll might mean troops are too demoralized and fatigued by pervasive 
  mosquitos to carry out their general’s plan. Only actions undertaken in the Lunar’s territory can 
  be affected. Additionally, failure inflicts a week-long −4 penalty on any influence rolls that 
  members of the group make targeting the territory’s animals and Survival rolls to tame them. A 
  character using Friendship With Animals Approach (Exalted, p. 409) or similar magic is 
  immune to this penalty, but this doesn’t extend to his companions. 
  Once a group’s suffered (Lunar’s Essence) botches from this Charm, they’re immune to further 
  botches until end of story, though rolls to influence or tame animals can still be penalized. 
  Midnight Guardian Territory 
  Cost: 1m, 3a, 1wp (1wp); Mins: Wits 4, Essence 3 
  Type: Simple 
  Keywords: None 
  Duration: Indefinite 
  Prerequisite Charms: Boundary-Marking Meditation, Nightmare Beast Soul 
  The Lunar’s eerie anima illumines her domain, marking it for the nocturnal protection of her 
  spirit shape. That night, all who sleep in her territory dream of a great shining beast, watching 
  over them through the long dark. This Charm can only be used within a territory claimed with 
  Boundary-Marking Meditation. All characters within it gain Nightmare Beast Soul’s (p. XX) 
  Resolve and Guile bonuses while sleeping, though the Lunar may exempt character from this 
  benefit.  
  The Lunar learns whenever a character in the territory falls prey to magic that intrudes on 
  dreams, unless that character’s player doesn’t consent to her learning that. She can spend one 
  Willpower to fend off that effect with an opposed Willpower roll, as per Nightmare Beast Soul. 
  If the same effect targets multiple characters, she need only pay one Willpower to protect all of 
  them with a single roll. 
  Fleeting Silver Mirage 
  Cost: 10m, 1wp; Mins: Wits 5, Essence 3 
  Type: Simple 
  Keywords: Perilous 
  Duration: Instant 
  
  Prerequisite Charms: Boundary-Marking Meditation, Lodestone Reckoning Manner (x2) 
  The Lunar vanishes into her hunting ground’s shadows. To use this Charm, she must be in a 
  territory claimed with Boundary-Marking Meditation. On her next turn, she vanishes, 
  reappearing anywhere in that territory. If she moves or is knocked prone before her next turn, 
  this effect is cancelled.  
  With Essence 4, the Lunar may pay a two-Willpower surcharge once per story to travel from one 
  territory to another, or to travel to or from a lair prepared with Secure Den Prana even if it isn’t 
  in her territory.  
  Tapestry Spun of Dreams 
  Cost: —; Mins: Wits 5, Essence 5 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Harmony-With-Reality Technique 
  Staring into the unblinking eye of chaos, the Lunar’s unyielding will is made manifest. While 
  she’s physically present in a middlemarch that she’s stabilized using Harmony-With-Reality 
  Technique, characters are no longer susceptible to mutation or addiction; in stabilized regions of 
  the deep Wyld, the dice bonus on rolls to resist such perils is converted to successes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  On an ocean cliff, miles from any settlement, there was a ring of stones where dwelt gods. 
  Immaculate processions traipsed occasionally up the rocky shore, rendering due reverence and 
  sniffing out unsanctioned worship. Today, a lone visitor hiked up the cliff, comfortable in the 
  cold spring rain. Silent Pearl had no need of a mortal seeming, not when they visited gods. 
  Instead of hair and flesh, Silent Pearl sported tentacles and a hardened shell, alternating coral-
  and-alabaster. 
  As Silent Pearl approached, they felt the weight of invisible eyes, and blinked away the veil of 
  the gods. Even then, the spirits had learned caution after centuries of Dragon-Blooded 
  enforcement, and only peeked around the old stones at the Lunar. Silent Pearl didn’t mind. These 
  gods mattered little. 
  Boryg, Listener of the Stone, hid more deeply than the others. So Silent Pearl knelt at the henge’s 
  threshold and felt for the invisible curtain between worlds. With the gentle precision of a knife, 
  they slipped through the curtain and entered the true ring of stones, a sanctum where bones of 
  basalt pierced the sky and only the mighty were welcome. It once hosted many gods, each on 
  their worn stone chairs. Now it held only Boryg, seated in his quartz armor, and Silent Pearl, 
  hunched in their shell. 
  “I’d heard you returned, and didn’t believe,” said Boryg, fascinated. “I was sure Saturn had 
  claimed you, but you look to have kept all your flesh.” 
  Silent Pearl snickered. “The crows thought my meat too salty and put it all back where they 
  found it.” They fished in their pouch and produced a long leaf, dried and sweet-smelling, and 
  began to chew it. “And you, Boryg, are just as unchanged.” 
  “I’m not cursed to age.” 
  “Nor to grow. No, you persist, ear to the rumbling earth, offering snippets of intelligence to any 
  who’ll favor you.” Silent Pearl’s eye slid over the empty chairs surrounding them. “How many 
  of your old friends have been killed or driven off by monks as you prosper? How many whispers 
  buy a satrap’s forbearance?” 
  Boryg leaned forward. “You disdain me?” 
  “I understand you. You are what you are. The younger ones, my Circlemates, would appeal to 
  kindness you don’t possess, or bribe you for morsels of intelligence.” 
  “...and you?” 
  “I am what they aren’t.” Silent Pearl grinned. “You work for me now, Boryg. Your ears are mine 
  to listen with, and your whispers to the satrap will be my words only.” 
  The god stood, seven feet or more in height, and the stones rumbled with his anger. “Centuries 
  later, and you still can’t rise above mortal foolishness, mortal hubris. Threaten me, try to destroy 
  me if you dare. I’ll always be here.” 
  Silent Pearl patiently chewed their sweet leaf and let Boryg’s words pass into silence. Finally, 
  they said, “For you, a quest and a promise: You will be my worm in the Realm’s ear. And if you 
  disobey one order, if you interfere at all, then I’ll start by tearing you apart, stone by stone. I’ll 
  suck whatever rock passes for your heart dry, and claim your ears for myself. Then I’ll cut away 
  this cliffside, stone by stone, till it falls into the sea. I’ll make sport of hunting down every 
  worshiper, every half-mortal by-blow, until I’m the only living being in Creation who 
  
  remembers your name. Might take a few years, but I have time. Then I’ll forget you too, and find 
  a new hobby.” 
  Silence. 
  “The Imperial garrison falls in summer,” said Silent Pearl, producing a second sweet leaf and 
  offering it to Boryg. “A small investment of your time, really.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter Seven 
  Martial Arts and Sorcery 
  Martial Arts 
  Centipede Style 
  Centipede style is defined by speed, using swift barrages of blows to wear down enemies and 
  nimble footwork to outmaneuver and evade them. When the stylist’s many strikes have sent her 
  opponent reeling, the moment is perfect to grapple him and shut down his movement, deliver a 
  telling blow to an unguarded weak point, or unleash the deadly venoms that Exalted students of 
  this style wield. Centipede style’s schools are most prominent in the East, often boasting rivalries 
  with Snake schools or syncretizing the two styles, but the style is also commonly taught in the 
  South and West. 
  Centipede Weapons: Centipede unarmed attacks are a mix of punches and kicks delivered in 
  rapid succession. Stylists also use fighting chains, hook swords, iron boots, seven-sections staffs, 
  and tiger claws. 
  Armor: This style is compatible with light armor. 
  Complementary Abilities: Athletics and Dodge enable the speed and mobility that define this 
  style. 
  New Weapon: Iron Boots 
  Light (Accuracy +4, Damage +7, Defense +0, Overwhelming 1) 
  Tags: Bashing, Brawl, Smashing, Worn 
  Blurring Scurry Prana 
  Cost: 4m; Mins: Martial Arts 2, Essence 1 
  Type: Supplemental 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  The stylist’s footwork is faster than her enemies can follow, outmaneuvering their attacks and 
  striking with deadly speed. She adds (higher of Essence or 3) bonus dice on a movement action. 
  If successful, she gains +1 Evasion until her next turn. 
  If the stylist enhances a successful rush, and uses the reflexive movement granted by it to reach 
  close range with an enemy, any attacks she makes against him on her next turn add one die on 
  the attack roll. 
  Motion of Myriad Legs 
  Cost: 3m, 1wp; Mins: Martial Arts 3, Essence 1 
  Type: Simple 
  
  Keywords: Decisive-only, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Blurring Scurry Prana 
  The stylist’s limbs whirl with hundredfold striking force. She makes up to (higher of Essence or 
  3, maximum 5) decisive attacks against a single enemy, ignoring Hardness. She divides her 
  Initiative evenly among all attacks, rounded up, and must be able to assign 3+ Initiative to each 
  attack she makes. If at least one attack deals damage, the target’s onslaught penalty doesn’t 
  refresh on his next turn. 
  Terrestrial: The stylist subtracts one from the total number of attacks she can make, and rounds 
  down when dividing Initiative among attacks. 
  Chitinous Centipede Shell 
  Cost: 3m; Mins: Martial Arts 2, Essence 1 
  Type: Reflexive 
  Keywords: Dual, Mastery 
  Duration: Instant 
  Prerequisite Charms: None 
  Tightening muscles and expelling breath, the stylist hardens her body. She adds (higher of 
  Athletics or Dodge) natural soak against a withering attack, or gains that much Hardness against 
  a decisive attack.  
  Mastery: This Charm’s duration extends to one tick. 
  Centipede Form 
  Cost: 7m; Mins: Martial Arts 4, Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Form 
  Duration: One scene 
  Prerequisite Charms: Chitinous Centipede Shell, Motion of Myriad Legs 
  Moving through the hundred centipede katas as she enters her stance, the martial artist acts with 
  incredible speed, her arms and legs trailing after-images that make her seem a many-limbed 
  devil. She gains +1 Evasion. When she makes a decisive attack against an enemy already 
  suffering an onslaught penalty, she doubles 10s on the damage roll, or rerolls 1s on the control 
  roll of a grapple. She ignores the usual penalties for flurrying an attack with a move action. 
  Special activation rolls: When the stylist lands a decisive attack or grapple gambit against an 
  enemy already suffering a −2 or greater onslaught penalty, she may reflexively enter Centipede 
  Form. Her damage roll or grapple control roll enjoys its benefits. 
  Hundred-Leg Embrace 
  Cost: 5m (+1hl); Mins: Martial Arts 4, Essence 2 
  Type: Reflexive 
  
  Keywords: Decisive-only, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Centipede Form 
  The stylist’s limbs twist and coil like crawling centipedes, grasping her foes in inescapable holds 
  or wriggling out of their clutches. She can activate this Charm after landing a grapple gambit, or 
  being hit by an enemy’s grapple gambit, but before the control roll is made. She rolls a non-
  Charm die for each 10 on her control roll or her roll opposing the opponent’s control roll, while 
  her enemy’s 1s subtract successes from his roll.  
  If the stylist successfully opposes an enemy’s control roll, she may pay one bashing health level 
  to employ the technique called The Ninety-Nine More. She dislocates a grabbed limb so as to 
  gain leverage over her attacker, reflexively making a grapple gambit against him. Any extra 
  successes on her roll opposing his control roll are added as bonus dice to both her attack and 
  control roll. 
  Terrestrial: The stylist can’t use The Ninety-Nine More. 
  Tenacious Centipede Technique 
  Cost: 2m; Mins: Martial Arts 4, Essence 2 
  Type: Reflexive 
  Keywords: Dual, Terrestrial 
  Duration: One tick 
  Prerequisite Charms: Centipede Form 
  Even if a centipede is cut in half, it continues to wriggle and move about; with this persistence, 
  the stylist pushes her well-honed body through injury and exhaustion. She ignores (Athletics) 
  points of wound, crippling, or fatigue penalties on attacks, grapple control rolls, movement 
  actions, and her Evasion for one tick. If she isn’t suffering any such penalties (or has negated 
  them through other Charms), she instead adds (Athletics/2, rounded up) dice on withering 
  damage rolls and grapple control rolls.  
  Terrestrial: The stylist doesn’t ignore penalties to her Evasion. 
  Venom-Dripping Mandible 
  Cost: 6m; Mins: Martial Arts 4, Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Centipede Form 
  The stylist exudes hostile intent, wreathing her blow in baleful, venomous Essence. Her decisive 
  attack conveys a poison with Damage 3i/round (L in Crash), Duration (higher of Essence or 3) 
  rounds, and a –1 penalty. Each point of onslaught penalty he suffers at the time she attacks him 
  adds one round to the poison’s duration. 
  
  If the stylist uses this Charm to make a savaging attack, she may expend up to (Strength) rounds 
  of grapple control to increase the poison’s duration by that many rounds.  
  Agony-of-One-Hundred-Hells Technique 
  Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Venom-Dripping Mandible 
  Unleashing Centipede style’s death-strike, the stylist inflicts excruciating pain on a foe, his 
  nerves screaming and his veins blackening with poison. She makes a decisive attack against an 
  enemy. As long as it deals damage, he adds his onslaught to his wound penalty, with a combined 
  maximum of –4, until his onslaught penalty refreshes. If he suffers new onslaught penalties 
  before then, they’ll continue adding to his wound penalty.  
  If there are any poisons in the victim’s system, (higher of onslaught or wound penalty, maximum 
  5) total intervals of poison discharge through his system, rolling their damage against him and 
  reducing duration commensurately. If there are multiple poisons, the stylist chooses which ones 
  this applies to. 
  If the stylist enhances a savaging attack, she can also expend rounds of grapple control to 
  discharge that many additional intervals of poison, maximum 10. 
  This Charm can only be used once per scene, unless reset by landing a decisive attack that raises 
  a non-trivial enemy’s onslaught penalty to –8 or higher. 
  Numberless Blows Technique 
  Cost: —(+7m, 1a); Mins: Martial Arts 5, Essence 3 
  Type: Permanent 
  Keywords: Decisive-only, Mastery, Terrestrial 
  Duration: Permanent 
  Prerequisite Charms: Agony-of-One-Hundred-Hells Technique, Hundred-Leg Embrace, 
  Tenacious Centipede Technique 
  Centering herself for a moment to perceive every possible angle of attack, the stylist unleashes 
  countless strikes, her anima banner taking the form of many arms and legs so that she may 
  express the fullness of her prowess. By paying an additional seven motes and a level of anima 
  when she uses Motion of Myriad Legs, she adds one to the maximum number of attacks she can 
  make and adds (Essence/2, rounded up) dice to the damage of each attack. If she deals damage 
  with at least two attacks before making the final attack, it’s unblockable. With three damaging 
  attacks, the final attack becomes unblockable and undodgeable. With four damaging attacks, the 
  final attack becomes an ambush (Exalted, p. 203). 
  If the stylist savages a grappled enemy, she may expend up to (Strength) rounds of control, 
  adding that many dice to the damage of each attack.  
  
  Mastery: Any non-Excellency Charms the stylist uses need only have their cost paid once to 
  apply to all the attacks she makes. 
  Terrestrial: This Charm can only be used against crashed enemies, and can’t inflict ambushes. 
  Falcon Style 
  Falcon style is a high-flying art, its practitioners leaping across the battlefield as they deliver 
  powerful strikes or seek out elevated vantages from which to deliver the finishing blow. In 
  addition to attacks executed in midair, the style makes heavy use of grappling, locking enemies 
  into painful submission holds or throwing them to the ground before executing a punishing 
  follow-up. Its techniques are showy and spectacular, and many Falcon stylists draw flocks of 
  bystanders to their fights — whether they’re wandering folk-heroes or ruthlessly dishonorable 
  brutes. Falcon style is most prominent in the South, although its iconic masters have spread it to 
  the other directions. 
  Falcon Weapons: Falcon style uses unarmed attacks, using all four limbs along with headbutts. 
  It’s compatible with the cestus, iron boots, and tiger claws, as well as medium or heavy 
  improvised weapons that deal bashing damage. Unarmed attacks enhanced by Falcon Charms 
  can be stunted to deal lethal damage. 
  Armor: Falcon style is compatible with light armor. 
  Complementary Abilities: Falcon stylists use Athletics and Dodge for battlefield 
  maneuverability. 
  Falcon Takes Flight 
  Cost: 3m; Mins: Martial Arts 2, Essence 1 
  Type: Supplemental 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  The stylist takes to the air with a powerful leap, executing graceful aerial maneuvers with 
  supreme agility. She adds (Martial Arts/2) successes on a disengage, rush, or rise from prone 
  action, as long as it’s stunted with a description of jumping or flying. Alternatively, immediately 
  after attacking an enemy, she can use a reflexive move action to move away from him without 
  needing to disengage as long as she moves directly upward. 
  Mastery: If the stylist is moving to terrain with higher elevation, or if she’s used a reflexive 
  move action to do so on the same turn, the successes added are non-Charm. 
  Swift Talon Strike 
  Cost: 2m; Mins: Martial Arts 2, Essence 1 
  Type: Supplemental 
  Keywords: Mastery, Uniform 
  Duration: Instant 
  Prerequisite Charms: None 
  
  Launching herself at a foe, the stylist sharpens her talons with momentum and Essence. To use 
  this Charm, the she must move into close range with an enemy and attack him on the same turn, 
  adding an automatic success on the attack roll. She rerolls 1s until they cease to appear on the 
  damage roll or on the control roll of a grapple gambit. If the stylist moved downward to reach 
  close range, such as leaping off elevated terrain or swooping down on wings, she rerolls 2s as 
  well as 1s. 
  Mastery: If the stylist moved downward to reach close range, the success added to the attack roll 
  is non-Charm. 
  Raptor’s Fatal Descent 
  Cost: 2m, 1wp; Mins: Martial Arts 3, Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Mastery 
  Duration: Instant 
  Prerequisite Charms: Falcon Takes Flight, Swift Talon Strike 
  The stylist executes a brutal aerial attack, plummeting down onto a foe and striking him with 
  stunning force. She makes a decisive attack against a prone enemy, or an enemy one range band 
  vertically beneath her. If the latter, she leaps downward to strike, which counts as her movement 
  action for the round. She adds (higher of Athletics or Strength) attack roll extra successes as dice 
  of damage. For each 10 on the damage roll, the enemy loses 1 Initiative (which she doesn’t gain). 
  This attack leaves the stylist prone, although she suffers no penalties from this; however, she 
  can’t use it again until she’s risen. 
  Mastery: This doesn’t count as the stylist’s movement action. 
  Falcon Form 
  Cost: 8m; Mins: Martial Arts 4, Essence 1 
  Type: Simple 
  Keywords: Form 
  Duration: One scene 
  Prerequisite Charms: Raptor’s Fatal Descent 
  Spreading her arms wide in emulation of the falcon’s wingspan, the stylist enters a stance as 
  nimble as it is formidable. She doubles 9s on grapple control rolls, and adds (Athletics) to the 
  rounds of control her throws and slams can benefit from. (Exalted, p. 201). She can use reflexive 
  move actions to jump one range band straight up without a roll, and halves falling damage, 
  rounded down. She gains +1 Defense against nonranged attacks from enemies at lower elevation, 
  unless they have the Reaching tag. 
  Special activation rules: When the stylist succeeds on an opposed movement roll or a grapple 
  control roll with 5+ successes, she may reflexively enter Falcon Form. 
  Grasping Raptor Clutch 
  Cost: 3i; Mins: Martial Arts 4, Essence 2 
  
  Type: Reflexive 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Falcon Form 
  Grabbing her foe tight as a diving falcon grips its prey, the stylist forces him into a painful hold, 
  stretching his muscles and spine past what they can bear. While grappling an enemy, she can use 
  her turn to take a restrain or drag action and then make a decisive savaging attack, throw, or slam 
  against her foe. If this incapacitates her foe, this Charm’s cost is refunded. 
  Terrestrial: This counts as a flurry, imposing the usual penalties (Exalted, p. 195). 
  Talons Greet Prey 
  Cost: 3m, 1i; Mins: Martial Arts 4, Essence 2 
  Type: Reflexive 
  Keywords: Counterattack, Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Grasping Raptor Clutch 
  The stylist moves with unmatched grace to knock aside a foe’s strike or maneuver out of its path, 
  then lets her attacker’s wasted momentum drive him into her clutches. She gains +1 Defense 
  against an attack from close range. If it misses, she counterattacks with a grapple gambit. 1s on 
  the enemy’s attack roll add non-Charm dice on both her attack roll and the grapple control roll. 
  This Charm can only be used once per scene, unless reset by incapacitating a grappled enemy 
  with a decisive savage, slam, or throw, and then rising to Initiative 12+. If the stylist 
  immediately slams or throws her attacker upon winning control of the clinch, this Charm need 
  not be reset. 
  Hare-Killing Death Dive 
  Cost: 4m, 2i; Mins: Martial Arts 5, Essence 2 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Falcon Form 
  Leaping onto her enemy’s shoulders, the stylist uses her legs to flip him and force him into a 
  hold, quick and forceful as a hurricane. She makes a grapple gambit with double 9s on the attack 
  roll. Winning control of the grapple knocks her foe prone, and steals Initiative equal to the 
  number of dice that show doubled successes on the attack roll (usually 9s and 10s) from him. 
  Neck-Piercing Hook 
  Cost: 7m; Mins: Martial Arts 4, Essence 2 
  Type: Supplemental 
  
  Keywords: Dual 
  Duration: Instant 
  Prerequisite Charms: Hare-Killing Death Dive 
  The stylist hooks her foe’s neck with one leg and spins in mid-air, sending him flying on wings 
  of deadly force. She throws a grappled enemy out to short range. Upon impact, he must roll 
  (Dexterity + Athletics), at a difficulty of the total rounds of control the stylist expended. If he 
  fails, the stylist makes a second damage roll, rolling dice equal to the total successes on her 
  initial roll. This ignores soak if withering, and Hardness if decisive. 
  With Essence 3, the stylist can throw enemies out to medium range, at the cost of halving the 
  damage she rolls if her enemy fails, rounded up. 
  Terrestrial: The dice on the second damage roll can’t exceed (stylist’s Strength + 10s on the 
  first damage roll). 
  Raking Talon Kick 
  Cost: 6m; Mins: Martial Arts 4, Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Falcon Form 
  The stylist leaps into a spinning kick with both legs, coming at an enemy from behind to strike 
  his face. To use this Charm, the stylist must first throw or slam a grappled enemy on the turn 
  before her current one (or reflexively before her current turn, if other effects let her do so). She 
  makes an unarmed decisive attack against that foe, which receives the same damage bonus from 
  forgone rounds of control as the throw or slam that set up this attack.  
  If the stylist stunts this attack with a description of how she uses her surroundings to ensure her 
  foe’s in a vulnerable position, or how she uses them to gain leverage for her kick, it 
  automatically becomes a surprise attack (Exalted, p. 203). The stylist strikes from her foe’s blind 
  spot, a mysterious blur of violence. 
  This stylist can use Raptor’s Fatal Descent reflexively to enhance this attack, ignoring its usual 
  restrictions as she delivers a powerful kick that leaves her at ground level. 
  Terrestrial: The damage bonus added to the stylist’s attack can’t exceed (her Initiative/2, 
  rounded up). 
  Doom Plummets Down  
  Cost: 5m, 2i, 1wp; Mins: Martial Arts 5, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Mastery, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Neck-Piercing Hook, Raking Talon Kick, Talons Greet Prey 
  
  The stylist executes a signature finishing move that expresses her ferocious spirit in an 
  unbelievable display of speed and power, flinging her foe to the ground before dealing the final 
  blow. To use this Charm, she must have 5+ rounds of control over a grapple. After she throws an 
  enemy into a hard surface, she lunges towards him and reflexively makes a decisive attack.  Any 
  stunt bonus awarded for the description of the stylist’s signature move is also added to the 
  damage roll, and if the initial throw was decisive, she makes this attack before her Initiative 
  resets. She can activate Raking Talon Kick reflexively to enhance this attack. 
  If the stylist threw her enemy beyond close range using Neck-Piercing Hook or a similar effect, 
  she reflexively leaps into close range with him before attacking. This counts as her movement 
  action.  
  Mastery: If the stylist lands her attack, she may reflexively rush the struck enemy or disengage 
  from him with a leap, automatically succeeding on the roll. This doesn’t count as her movement 
  action. 
  Terrestrial: This Charm can only be used against crashed enemies, and is incompatible with 
  withering throws. 
  Laughing Monster Style 
  The fae warrior-saints of the Court of Flayed Sinners distilled Laughing Monster style from the 
  digested dreams of countless thieves, scavenger princes, and oathbreakers drawn by rumors of 
  the unimaginable treasures they guarded. This reign of false virtue was ended by the shaman 
  Juven Fifth-Summer, who tore off the face of the fae court’s prince and coaxed the style’s secrets 
  from his ragged lips, using them to set the raksha against each other until none remained.  
  Laughing Monster style epitomizes impetuosity and wicked humor, employing misdirection and 
  confusion to humiliate rivals with inordinate glee. Its stylists practice erratic breathing exercise, 
  rolling dance-steps, and ego-destroying meditations to fully understand its secrets. Juven shared 
  it with his Silver Pact allies, but the esoteric style’s since spread to numerous dojos and secret 
  societies. It’s regarded as a style of criminals, revolutionaries, madmen, and all manner of 
  trickster-heroes, as erratic and unpredictable as any devil born of the Wyld. 
  Laughing Monster Weapons: Laughing Monster style uses combinations of open-handed slaps, 
  elbow strikes, and sweeping kicks. It also employs the staff, war fan, and whip. Unarmed attacks 
  enhanced with Laughing Monster Charms can be stunted to deal lethal damage. 
  Armor: Laughing Monster is incompatible with armor. 
  Complementary Abilities: Laughing Monster’s evasive footwork relies on Dodge, while 
  Presence or Socialize are useful for its trickery. Its students also value Occult, for the style delves 
  into obscure, worrisome practices.  
  Furiously Stalling Destiny 
  Cost: 2m; Mins: Martial Arts 2, Essence 1 
  Type: Reflexive 
  Keywords: Dual, Mastery, Terrestrial, Stackable 
  Duration: Until next turn 
  Prerequisite Charms: None 
  
  Violence begets violence as the stylist turns every attack back against her foes, mocking their 
  hostility. She gains +1 Evasion. Her first attack against that enemy on or before her next turn 
  adds one die of post-soak damage if withering, or one die of damage if decisive. If she makes a 
  gambit, she adds an automatic success on the attack and Initiative rolls instead. The bonuses 
  from multiple uses of this Charm against the same enemy stack; they’re lost if the stylist attacks 
  a different enemy. 
  Mastery: The stylist can use this Charm after an attack is rolled. 
  Terrestrial: The stylist can’t stack this Charm’s benefits more than (Essence) times. 
  Deeper-Into-Trouble Technique 
  Cost: 3m; Mins: Martial Arts 3, Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Furiously Stalling Destiny 
  The stylist jabs at sore spots and reopens old wounds, her tomfoolery driving enemies to 
  distraction and rage. She doubles 10s on a decisive damage roll. If her enemy has a negative Tie 
  towards her, she adds (Intimacy) damage dice. A damaged enemy becomes enraged — if he 
  attacks her on or before his next turn and crashes or incapacitates her, he gains one Willpower. 
  However, he suffers a −3 penalty on attacks against anyone else this scene until he hits her, and 
  can’t gain the Willpower bonus if he attacks another character first. 
  Laughing Monster Form 
  Cost: 10m; Mins: Martial Arts 4, Essence 1 
  Type: Simple 
  Keywords: Counterattack, Decisive-only, Form, Terrestrial 
  Duration: One scene 
  Prerequisite Charms: Deeper-Into-Trouble Technique 
  Adopting a constantly shifting stance of revolving limbs and confused orientation, the stylist 
  seems wreathed with a dozen illusory arms. These add (Occult) dice on disarm and distract 
  gambits. When successfully dodging an attack causes an attacker at close range to lose Initiative, 
  she can make a decisive counterattack that deals dice of lethal damage equal to the Initiative lost, 
  ignoring Hardness. This doesn’t include her Initiative or reset her to base. Alternatively, she can 
  counterattack with a disarm or distract gambit, which uses her Initiative as normal, but adds 
  bonus dice on the Initiative roll equal to her attacker’s lost Initiative. 
  Terrestrial: The stylist must pay two Initiative to make a counterattack. 
  Special activation rules: When the stylist provokes a nontrivial opponent into rolling Join Battle 
  against her with an influence roll, or causes an enemy’s Initiative to fall below her own by 
  dodging his attack, she may reflexively enter this Form. 
  Inauspicious Moment for Attack 
  
  Cost: 2m, 1wp; Mins: Martial Arts 4, Essence 2 
  Type: Simple 
  Keywords: Clash, Decisive-only, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Laughing Monster Form 
  With a sudden clap echoed by 98 hidden hands, the stylist adopts an off-kilter stance of chaotic 
  omen. She clashes an attack against her with a distract gambit, adding attack roll extra successes 
  to the Initiative roll. Winning the clash counts as dodging the attack, and lets the gambit’s 
  beneficiary reflexively make a decisive attack against the attacker.  
  Against enemies afflicted by Unitary Being Forge, the stylist can instead clash using a damaging 
  decisive attack, taking the imp’s damage bonus for that round as the attack’s base damage and 
  ignoring Hardness. This doesn’t include her Initiative or reset her to base. It still benefits from 
  effects that enhance distract gambits. 
  Terrestrial: This counts as the stylist’s attack for the round, and can’t be used if she’s already 
  attacked that round. 
  Subtle Hammer 
  Cost: 5m; Mins: Martial Arts 5, Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only, Mastery 
  Duration: Instant 
  Prerequisite Charms: Inauspicious Moment for Attack 
  The stylist makes a showy, exaggerated feint, only to swiftly reverse it into an unexpected death-
  blow. After a successful distract or disarm gambit, she can use this Charm to reflexively make a 
  decisive attack against the same enemy, rolling dice of damage equal to her extra successes on 
  the gambit’s Initiative roll, ignoring Hardness. This doesn’t include her Initiative or reset her to 
  base. If this incapacitates him, the gambit’s Initiative cost is refunded. 
  This Charm can only be used once per scene, unless reset by successfully clashing a nontrivial 
  enemy’s attack with Inauspicious Moment for Attack.  
  Mastery: Laughing Monster Form’s bonus dice are added to attack rolls made with this Charm. 
  Thieves Fall Out 
  Cost: 6m, 2i; Mins: Martial Arts 4, Essence 2 
  Type: Simple 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Laughing Monster Form 
  The stylist’s wicked cunning tangles the bonds of friendship into a tripwire. She rolls a single 
  decisive attack against two enemies within close range of each other, dividing her Initiative 
  
  evenly between them, rounded up, to determine the damage rolled. If she hits both enemies, she 
  disrupts their battle rhythm, causing them to stumble over each other as long as they remain in 
  proximity. For the rest of the scene, while they’re within close range of each other, both suffer 
  −1 Defense, and each loses one Initiative at the start of each of his turns, which the stylist gains. 
  This Charm can instead be used to make a single attack against a battle group, doubling the 
  attack’s effective damage dice to determine how many extra levels of damage it inflicts 
  (Exalted, p. 208). A hit battle group suffers the above penalties for the scene, but loses 
  Magnitude instead of Initiative (which doesn’t grant the stylist Initiative).  
  Friendship-Dissolving Venom 
  Cost: 3m, 3i, 1wp; Mins: Martial Arts 4, Essence 2 
  Type: Reflexive 
  Keywords: Dual, Mastery, Perilous, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Thieves Fall Out 
  Lies and dissimulation intoxicate enemies with their own aggression, setting them against each 
  other as the stylist exults in their discord. If the stylist successfully dodges an attack, she 
  redirects it against another character within range of the original attack. The attack and all effects 
  enhancing it are rolled again, using the same dice pool, against the new target. Any Initiative a 
  withering attack would grant to the attacker goes to the stylist instead. If the stylist has any 
  damage bonuses against her attacker from Furiously Stalling Destiny, they apply to the 
  redirected attack (as well as her next attack against the attacker).  
  If the redirected attack roll exceeds its target’s Resolve, he forms a Minor Tie of outrage towards 
  the attacker, or strengthens an existing negative Tie by one step. Any positive Ties he has 
  towards that character are suppressed for the scene. The stylist reflexively makes a 
  (Manipulation + [Presence or Socialize]) persuade roll against the victim to convince him to act 
  against the attacker’s interests in some fashion. 
  This Charm’s Willpower cost is waived if both the attacker and the victim are affected by 
  Thieves Fall Out and within close range of each other. 
  Mastery: The stylist can use Supplemental Laughing Monster Charms to enhance a redirected 
  attack. 
  Terrestrial: The stylist can only redirect attacks to crashed or trivial enemies. 
  Unitary Being Forge 
   
  Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisite Charms: Laughing Monster Form 
  
  A true warrior sets aside everything but the fight, letting no errant idea stray onto the battlefield. 
  The stylist helps her enemies with a strike that unbinds unnecessary thoughts, expelling such 
  beasts of the mind. When she makes a decisive attack against an enemy with a negative Tie she’s 
  aware of, she rerolls (Intimacy) failed dice on the damage roll. If she deals at least (his base 
  Resolve) damage, she expels that Intimacy from him as a quasi-tangible imp, whose appearance 
  makes the Intimacy’s nature and intensity obvious to all who see it. This is a mental shaping 
  effect, which Destiny-Manifesting Method (Exalted, p. 304) and similar effects can defend 
  against.  
  The imp is always at the victim’s side, moving automatically with him no matter how far he 
  goes. It remains manifest for a scene, during which the victim loses the Tie’s benefits (but not 
  any negative effects it imposes), and halves his base Guile as the imp betrays whatever he tries to 
  conceal. Once per round, the stylist may have the imp grant (lower of Intimacy or her Essence) 
  dice of damage to a decisive attack against the victim by any character. The imp can be 
  destroyed with a difficulty (Intimacy) gambit, but it has Defense equal to the stylist’s Guile, and 
  requires magic capable of striking dematerialized foes. If it’s destroyed with magic capable of 
  permanently killing spirits, the Intimacy is weakened one step. 
  Shuffling the Pieces 
  Cost: 3m; Mins: Martial Arts 5, Essence 3 
  Type: Reflexive 
  Keywords: Decisive-only, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Unitary Being Forge 
  Flimsy truths of reason and identity are caught up in the whirlwind of the Laughing Monster’s 
  mayhem. Who can say where they’ll end up? The stylist snatches an imp created with Unitary 
  Being Forge off the character within close range afflicted by it, twisting it around her weapon. It 
  no longer grants bonus damage to attacks against that character, although he still suffers the 
  Charm’s other effects. The imp can still be attacked and destroyed in this state, although the 
  stylist is considered to be protecting it with a defend other action (Exalted, p. 196). 
  The stylist can release the imp through a decisive attack, embedding it in the psyche of whoever 
  she strikes, rerolling (Intimacy) dice on the damage roll. If she attacks someone other than the 
  imp’s original victim and deals at least (his Resolve) damage, the Intimacy it sprung from is 
  transferred from the original victim to him. This is a mental shaping effect. If the transplanted 
  Intimacy is opposed by one of the character’s Major or Defining Intimacies or is fundamentally 
  incompatible with his sense of identity, he gains a Minor Derangement (Exalted, p. 168) chosen 
  by the Storyteller. Either way, this dissipates the imp. 
  Terrestrial: Instead of fully transferring the Intimacy, embedding the imp in a character causes 
  him to gain it at Minor intensity, and weakens the original character’s Tie by one step. 
  Dancing Wind-Monster Transformation 
  Cost: —(+7m, 1wp); Mins: Martial Arts 5, Essence 4 
  Type: Permanent 
  
  Keywords: Terrestrial 
  Duration: Permanent 
  Prerequisite Charms: Friendship-Dissolving Venom, Shuffling the Pieces, Subtle Hammer 
  Locking together a million fingers in a squirming net of self-defeat, the stylist fades from 
  existence, leaving only the sound of her mocking laughter and the enraged bellows of her foes. 
  When she uses Laughing Monster Form, she may pay a seven-mote, one-Willpower surcharge to 
  dematerialize, diffusing into a cloud of madness. Allies within short range gain Laughing 
  Monster Form’s benefits, and the stylist can use Reflexive and Supplemental Laughing Monster 
  Charms to benefit their attacks or dodges.  
  The stylist can attack dematerialized characters within short range. Alternatively, she can attack 
  materialized characters afflicted by Unitary Being Forge within short range, using the imp to 
  strike at them. She can use Shuffling the Pieces to snatch imps from enemies within short range, 
  dematerializing such imps, and can discharge them through the attacks of allies within short 
  range. However, enemies capable of striking the dematerialized can attack her as though she 
  were one range band closer to them, rending her cloud-body. 
  The stylist rematerializes, ending this Charm’s benefits, if there are no nontrivial enemies within 
  short range of the stylist when her turn ends. To dematerialize again, she must reuse Laughing 
  Monster Form. 
  Terrestrial: The stylist remains vulnerable to materialized enemies’ attacks, but gains +2 
  Evasion against them if not enhanced by magic capable of striking the dematerialized. 
  Swaying Grass Dance Style 
  The strikes and motions of this style resemble a dance far more than a conventional martial art, 
  hearkening back to its origins in slave uprisings. Disguising their training as ritual dances and 
  religious celebrations, the legendary Swaying Grass Dancers of old honed their art to overthrow 
  those who enslaved them.  
  The style is swift and unpredictable, employing feints and misdirection to force enemies off their 
  rhythm. Dance-like footwork is key to the style, used to maneuver around foes, evade attacks, 
  and set up the dancer up to deliver devastating kicks. Some dancers embrace the style purely as a 
  fighting art, while others honor its history by covertly spreading it to slaves and the oppressed, 
  fomenting rebellions and upheaval. 
  Swaying Grass Dance Weapons: This style’s unarmed attacks are primarily kicks and knee 
  strikes, though it also makes use of punches, elbow strikes, and headbutts. It also uses batons, 
  iron boots, and knives. Unarmed attacks enhanced by this style’s Charms can be stunted to deal 
  lethal damage. 
  Armor: This style is incompatible with armor. 
  Complementary Abilities: Performance is central to Swaying Grass Dance, while Dodge is 
  used to evade and outmaneuver foes. 
  Jubilant Battle Proposition 
  Cost: 3m; Mins: Martial Arts 2, Essence 1 
  Type: Supplemental 
  
  Keywords: Mastery 
  Duration: Instant 
  Prerequisite Charms: None 
  The stylist catches foes off-guard, concealing her aggressive intent behind joyous dancing. She 
  Joins Battle with ([Appearance or Manipulation] + Performance), which also counts as a dance-
  based inspire roll against everyone who can see her, ignoring penalties for multiple targets. If 
  she’s in environmental conditions that conceal her footwork, such as tall grass, dust clouds, or 
  water, she adds (higher of Essence or 3) bonus dice. If she uses her first turn to attack an enemy 
  whose Resolve was beaten by her inspire roll, it’s an unexpected attack (Exalted, p. 203), even if 
  he resisted with Willpower. 
  Mastery: If the dancer uses her first turn to make what would have already been an unexpected 
  attack against an affected enemy who’s unaware of her — typically because she set up an 
  ambush, but has a lower Initiative than her enemy — it becomes an ambush instead. 
  Reed-Breaking Banda 
  Cost: 2m, 1i; Mins: Martial Arts 3, Essence 1 
  Type: Supplemental 
  Keywords: Dual, Mastery, Perilous 
  Duration: Instant 
  Prerequisite Charms: Jubilant Battle Proposition 
  The dancer strikes her enemy’s legs out from under him with a series of sweeping kicks. An 
  enemy that takes 5+ withering damage or 1+ decisive damage must roll (Dexterity + Athletics) 
  at difficulty (stylist’s Strength) or fall prone. Alternatively, the Initiative cost and Defense 
  penalty of a smash attack are waived.  
  If an enemy hit by this attack rises from prone or disengages on his next turn, he loses one 
  Initiative, which the dancer gains.  
  Mastery: If the dancer’s attack is unexpected, or if she stunts it with a description of how the 
  environment — tall grass, dust clouds, water, etc. — conceals her footwork, she inflicts a −2 
  penalty on her enemy’s (Dexterity + Athletics) roll; if it’s an ambush, the roll automatically fails. 
  Sweeping Meadow Awareness Practice 
  Cost: 2m; Mins: Martial Arts 3, Essence 1 
  Type: Reflexive 
  Keywords: Perilous, Stackable, Terrestrial, Uniform 
  Duration: Instant 
  Prerequisite Charms: Jubilant Battle Proposition 
  Swaying and weaving as she fights, the dancer shifts her body to maintain full awareness of her 
  surroundings. She halves onslaught and unexpected attack penalties to Evasion, rounding down.  
  
  A successful dodge reduces the Initiative cost of Swaying Grass Dance Charms, disengages, and 
  gambits by one until the end of the stylist’s next turn, stacking to (Essence/2, rounded up). If a 
  Perilous Charm with an Initiative cost has its Initiative cost completely discounted, it loses 
  Perilous. 
  Terrestrial: The stylist can’t reduce penalties by more than (Performance/2, rounded up). 
  Swaying Grass Dance Form 
  Cost: 7m; Mins: Martial Arts 4, Essence 1 
  Type: Simple 
  Keywords: Form 
  Duration: One scene 
  Prerequisite Charms: Reed-Breaking Banda, Sweeping Meadow Awareness Practice 
  The stylist begins to sway and dance rhythmically, shuffling in and out of combat-ready stances 
  with unpredictable fluidity and playful cunning. She gains +1 Evasion, and ignores penalties for 
  fighting prone. She doubles 10s on decisive damage rolls for surprise attacks and attacks against 
  prone enemies, and waives the Initiative cost of attacking with improvised equivalents of style 
  weapons. She can use Performance in place of Athletics for rushes, and in place of Stealth to 
  establish concealment. 
  Special activation rules: If the stylist beats the Resolve of a non-trivial enemy at close range 
  with a dance-based Performance roll, she may reflexively enter this Form. 
  Rolling-with-the-Wind Method 
  Cost: 4m, 1i; Mins: Martial Arts 4, Essence 2 
  Type: Reflexive 
  Keywords: Dual, Perilous, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Swaying Grass Dance Form 
  Swift to react to danger, the dancer adapts to her enemy’s rhythm. After being hit by an attack, 
  but before a damage roll, she reflexively disengages. On a successful roll, the post-soak damage 
  of a withering attack is halved, rounded up, while a decisive attack’s damage takes a penalty of 
  −(her extra successes against his opposed roll), maximum −(Performance), and she moves one 
  range band away from her attacker after the damage roll. This counts as her movement action for 
  the round, but if she’s already taken one, she may have it count as her movement for the next 
  round instead. 
  Terrestrial: The dancer can’t reduce withering damage by more than her extra successes 
  against the attacker’s opposed roll. She can’t use this Charm if she’s already taken a movement 
  action this round. 
  Teeth-in-the-Grass Strike 
  Cost: 4m, 2i; Mins: Martial Arts 4, Essence 2 
  Type: Supplemental 
  
  Keywords: Decisive-only, Mastery 
  Duration: Instant 
  Prerequisite Charms: Swaying Grass Dance Form 
  The dancer feints high, then suddenly scythes up from below, forcing her enemy off-guard. She 
  adds (Performance) dice to a decisive attack or a distract gambit. If her attack roll exceeds her 
  target’s Resolve, the attack becomes unexpected. The first time in a scene she uses this with a 
  distract gambit, it instead becomes an ambush. 
  This Charm can only be used once per scene, unless reset by beating a nontrivial enemy’s 
  Resolve with a dance-based Performance roll. 
  Mastery: If the dancer lands a surprise attack, she adds (Performance/2, rounded up) dice to the 
  damage roll, or a gambit’s Initiative roll.  
  Whirling Rhythm Revolution 
  Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only, Terrestrial 
  Duration: Instant 
  Prerequisite Charms: Teeth-in-the-Grass Strike 
  Listening to the music pounding in her heart, the dancer whirls into an attack. Upon a successful 
  rush, disengage, or dance-based Performance roll, she reflexively makes a decisive attack, which 
  doesn’t count as her attack for the round. The total mote cost of any Excellencies or other 
  Swaying Grass Dance Charms used to enhance this attack are discounted by the number of motes 
  spent enhancing the action that triggered it. 
  Terrestrial: The dancer’s attack doesn’t receive a mote discount, and counts as her attack for the 
  round. 
  Grass-Reaping Posture 
  Cost: —; Mins: Martial Arts 5, Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Whirling Rhythm Revolution 
  Taking control of the battle, the dancer imposes her rhythm on a foe, confusing him and 
  buffeting him with strikes should he try to escape. While in Swaying Grass Dance Form, she can 
  use Whirling Rhythm Revolution when an enemy within close range attempts to rise from prone 
  or fails to disengage from her to attack him. 
  Inescapable Tumbleweed Prana 
  Cost: 5m, 1i, 1wp; Mins: Martial Arts 5, Essence 3 
  Type: Supplemental 
  
  Keywords: Perilous 
  Duration: Instant 
  Prerequisite Charms: Grass-Reaping Posture, Rolling-with-the-Wind Method 
  Shuffling forward in a dizzying series of quick-steps and cartwheels, the dancer follows her 
  enemy’s every step, pursuing the dance towards its conclusion. A successful rush lets her move 
  one range band toward her enemy each time he moves away from her until the scene’s end. She 
  loses this benefit if she attacks or rushes another enemy, moves away from that enemy, or is 
  crashed. She can use this Charm to rush from concealment, and the reflexive movement granted 
  by a successful rush doesn’t require her to make new Stealth rolls.  
  Serenading the Reed 
  Cost: 3m, 3i, 1wp; Mins: Martial Arts 5, Essence 3 
  Type: Reflexive 
  Keywords: Mastery, Perilous, Terrestrial, Uniform 
  Duration: Instant 
  Prerequisite Charms: Inescapable Tumbleweed Prana 
  The music of the tall grass grows louder as the wind blows through it, mounting to a dramatic 
  crescendo. Hearing this song and moving to its rhythm, the dancer achieves an incomparable 
  battle rhythm. She adds (lowest of Appearance, Manipulation, or Performance) Evasion. If she 
  can hear music from another character or source, she adds the highest of those traits instead. If 
  she dodges the attack, and it rolls fewer successes than the Evasion bonus added by this Charm, 
  her attacker resets to base Initiative. 
  Alternatively, the dancer can employ the technique known as Serval Leaps From Tall Grass to 
  reflexively clash an attack from close range with her own decisive attack. If she can hear music 
  from another character or source, she adds her enemy’s 1s on the attack as dice of damage. 
  Mastery: The dancer can use Serval Leaps From Tall Grass to clash an ambush against her, 
  intuiting the direction from which an unseen foe will strike. 
  Terrestrial: Serval Leaps From Tall Grass counts as the dancer’s attack for the round. 
  Sorcery 
  Shaping Rituals 
  Raksi’s Tutelage 
  Raksi trains Silver Pact students with a curriculum distilled from the greatest trove of sorcerous 
  knowledge in Creation, albeit one filtered through the lens of her own experiments and 
  experiences. Guiding them through study and critique of First Age texts, hallucinogen-induced 
  vision quests, and mystical trials, she reveals sorcery in all its gruesome splendor.  
  Shaping Rituals 
  • 
  Balancing on the Edge: Once per story, after a Shape Sorcery roll, the sorcerer may 
  propose a twist or caveat for the spell being shaped — something that diminishes the spell’s 
  
  effect or her control over it but does not negate its purpose or function. A Death of Obsidian 
  Butterflies might veer from its course, inflicting collateral damage on bystanders as well as 
  targeted foes; her Peacock Shadow Eyes might continue to shine noticeably for hours after she’s 
  cast the spell. If the Storyteller accepts, she reflexively makes a second Shape Sorcery roll. If she 
  used an Excellency to enhance the first roll, she applies the same benefits to the second one at no 
  additional cost — and, if she’s shaping her control spell, she likewise carries over the benefits of 
  all effects that enhanced her first roll. 
  • 
  Sigil-Skin Geometry: The sorcerer can roll (Intelligence + [Linguistics or Lore]) at 
  difficulty 2 to mark her skin with carefully devised sigils and formulae over several hours, 
  binding her to one spell. She gains a pool of sorcerous motes equal to her extra successes, which 
  can only be spent on the bound spell. If binding herself to a control spell, she adds (higher of 
  Essence or 3) non-Charm dice on the roll. She can only be bound to one spell at a time, and can’t 
  make this roll more than once a day. 
  • 
  Terror-Relishing Art: Even the universe bends to its fear of the sorcerer. Once per 
  scene, when she succeeds on a threaten roll or a roll to inspire fear against a nontrivial character, 
  she gains sorcerous motes equal to the Attribute used, which last until the scene ends. If she 
  successfully influences a higher-Essence character, she gains additional sorcerous motes equal to 
  the difference in their Essence ratings.   
  Other Benefits 
  Scar-Strengthened Will (•••): Having endured the worst of Raksi’s mind-bending sorceries 
  unbroken, the sorcerer gains +2 Resolve as a Charm bonus against fear-based influence and 
  against any social influence conveyed through spells or sorcerous workings.  
  Sage of Three Circles (••••): The sorcerer has studied the Book of Three Circles under Raksi, 
  and its eerie knowledge has taken root in her soul. Once per story, she may cast a spell she does 
  not know, although she must still meet its prerequisites. Thereafter, she may learn that spell 
  without requiring a mentor or source. The Storyteller may deem some spells aren’t contained in 
  the Book, primarily those newly invented by sorcerers of the Second Age. 
  The Jasmine Gems of Mishiko 
  The ghost of the Moon-Touched sorceress Mishiko often appears to her students in the twilight 
  minutes between day and night as a young girl shaped from moonfire. She’s tied to Creation by a 
  number of crystalline flowers that emerge unbidden from unexpected places — the sepulcher of 
  an ancient shaman; the site of a lengthy, difficult birth; the vista that inspired a painter’s first 
  work; a tree that once shaded a traveling sage. Each is a sorcerous relic (Exalted, p. 470) as well 
  as a conduit to Mishiko. Gentle and astute, her wisdom comes in the form of poetry, parables, 
  and uncomfortable truths, spurring students to explore and discover. Many young Lunars find the 
  gems gravitating towards them as if by fate, though elders speculate that some subtler force is at 
  work.  
  Shaping Rituals 
  • 
  Remembrance of Mishiko: Once per day, the sorcerer may make an offering to 
  Mishiko, rolling (Charisma + Performance) at difficulty (5 – Resources value of her sacrifice). 
  She gains (Essence + extra successes) sorcerous motes, which last until the story ends or she 
  makes another offering. 
  
  • 
  Sorcerer’s Quest: When the sorcerer learns of a place she must go to advance a major 
  character or story goal or succeeds on a Survival roll to navigate to such a place, she gains one 
  sorcerous mote, which lasts until the story ends, up to a maximum of 10 sorcerous motes. Once 
  per story, when she upholds an Intimacy by entering such a place for the first time, she gains 
  (Essence x Intimacy) sorcerous motes, which last until she leaves.  
  • 
  Twilight Koan: Mishiko appears at every dawn or dusk to pose a seemingly nonsensical 
  question or riddle to the sorcerer. The sorcerer’s player can stunt an action with a description of 
  her realizing an answer to this koan, gaining (higher of Intelligence or Lore) sorcerous motes 
  which last until the scene ends. Once she’s done so, she must wait until the next sunrise or sunset 
  for Mishiko to pose a new koan before she may do so again. 
  Other Benefits 
  Cryptic Insights (••): Once per story, the sorcerer may confer with Mishiko when she rolls to 
  introduce a fact, adding (higher of Essence or 3) non-Charm successes and waiving the need for 
  an applicable Lore background, drawing instead on the ghost’s poem-prophecies. 
  Evocations: Exalted sorcerers may awaken Evocations from a jasmine gem as per a three-dot 
  artifact (Arms of the Chosen, p. 18). These may allow greater communion with Mishiko, or 
  draw on themes of mystery, discovery, and questing to enhance her sorcery.  
  Root-Lore 
  There is a language in the world’s trees, herbs, and flowers, each teaching subtle lessons that 
  reveal Creation’s deepest mysteries. Not every herbalist and apothecary can divine these secret 
  lessons; initiation into sorcerous root-lore requires both slow, careful study of Creation’s flora 
  and a piercing insight into the truths behind them. Those who walk this path read secret wisdom 
  from the petals of flowers, and draw power from roots and herbs. 
  Shaping Rituals 
  • 
  Master Apothecary Enlightenment: A successful Lore roll to introduce a fact about 
  herbs or Medicine roll to treat a patient using herbal medicine awards the sorcerer (Intelligence + 
  extra successes) sorcerous motes, which last until the story ends. Completing a basic or major 
  crafting project to create a medicine, drug, poison, or similar compound from plants grants 
  (Intelligence + silver points awarded + [gold points awarded x 2]) sorcerous motes, which last 
  until the story ends. The sorcerer can only have sorcerous motes from one use of this ritual at a 
  time; if she wishes to accept more, she must give up any from previous uses. 
  • 
  Sorcerer’s Harvest: When the sorcerer takes a Shape Sorcery action within medium 
  range of a prominent living plant, such as a tree, large hedge, or flower garden, she can draw 
  (Essence) sorcerous motes from it towards the spell. Each such source can only be tapped once 
  per day. The sorcerer can also draw power from a wood elemental within medium range, 
  draining (her Essence) motes from him, but only if her Shape Sorcery roll exceeds his Resolve, 
  and only once per day. Drawing motes to cast a control spell doesn’t count towards the once-per-
  day limit.   
  • 
  Thousand Blossom Arts: The sorcerer can spend a few hours foraging in the wilderness 
  to retrieve a root, herb, or flower that will aid in her sorcery, a difficulty 2 (Intelligence + 
  Survival) roll. The roll’s difficulty is increased in areas with little or no plant life. Collecting 
  multiple reagents raises the difficulty by 2, but provides the sorcerer with an effectively 
  
  unlimited stock. Once per scene, she may incorporate a reagent into a spell, contributing (highest 
  of Intelligence, Lore, or Survival) sorcerous motes towards it. Reagents retain their power for a 
  week, and can only be used by the sorcerer who harvested them.  
  Other Benefits 
  Greenfriend (•): The sorcerer is one with the flora of Creation and worlds beyond. Wood 
  elementals, sentient plants, and similar beings are treated as having a Minor Tie of affection 
  toward her. 
  Ever-Blossoming Mastery (••): When the sorcerer casts a spell that creates or manipulates 
  plants, wood, or associated spirits, its cost is lowered by three sorcerous motes. If it’s her control 
  spell, she may waive one point of Willpower from its cost once per day. 
  Esoteric Botany (•••): Once per week, the sorcerer may add (Occult) Charm dice on a Survival 
  roll to forage for plants, a Lore roll to introduce facts about them, or a Craft roll to create 
  medicines, poisons, or similar substances from them. 
  Terrestrial Circle Spells 
  Blood Lash 
  Cost: 10sm, 1lhl, 1wp  
  Keywords: None 
  Duration: Until dismissed 
  The sorcerer scourges her own spirit with a masochistic invocation, forcing blood from her open 
  wounds to coalesce into a long, scarlet whip tipped with black barbs.  The whip has direlash 
  traits (ACC +5, DMG +10, DEF +0, OVW 3; Tags: Lethal, Melee, Natural, Disarming, 
  Grappling, Flexible, Reaching). The sorcerer halves her wound penalty, rounded down, when 
  attacking, grappling, or parrying with the lash. This spell’s health level cost is waived if the 
  sorcerer has any non-bashing damage in her health track. 
   The lash gains additional powers as the sorcerer’s wound penalty rises: 
  • 
  −1: Whipped Dog Infliction (3m; Reflexive; Instant): After damaging an enemy, the 
  sorcerer reflexively rolls a threaten action against him. Wound penalties don’t apply to this roll; 
  they’re instead converted to bonus dice.   
  • 
  −2: Endless Crimson Coils (5m; Supplemental; Instant; Uniform): The blood lash 
  extends to attack out to short range. If the sorcerer grapples an enemy at range, she may choose 
  to pull him instantly to close range, or leave him where she is. If she chooses the latter option, 
  however, the grappled character can be freed from the clinch by an ally with a difficulty 3 
  gambit.  
  • 
  −4: Bloodthirsty Scarlet Serpent (5m, 1wp; Simple; Instant; Decisive-only): The 
  sorcerer makes a decisive attack as the blood lash grows a terrible fanged maw, draining her 
  victim’s vitality. She heals a level of non-aggravated damage for every 3 levels of damage dealt 
  to a living nontrivial enemy, minimum 1. Endless Crimson Coils’ and Whipped Dog Infliction’s 
  costs are waived if used with this power. This power can only be used once per scene, unless 
  reset by taking 7+ levels of decisive damage. 
  
  A sorcerer with Blood Lash as her control spell is covered with dark, prominent veins. She can 
  control any blood she sheds until it dries, causing it to move as she wills. Using the blood to 
  assist in actions provides exceptional equipment bonuses (Exalted, p. 580). The blood’s 
  movement is rarely sufficient to attempt rolled actions, but if the Storyteller deems it possible, 
  the sorcerer rolls normally. This power has no range limit, but doesn’t provide any mechanism 
  for the sorcerer to perceive what she’s doing beyond the reach of her senses. 
  Distortion (Goal Number: 10): The blood lash congeals, inflicting bashing damage instead of 
  lethal, and losing the Flexible tag. The sorcerer’s wound penalty is treated as one lower for 
  purposes of the lash’s powers.      
  Flight of Separation 
  Cost: 15m, 1wp 
  Keywords: None 
  Duration: Indefinite 
  Reciting a short paean in praise of things both small and many, the sorcerer disintegrates into a 
  flock of dozens of diminutive birds. Her consciousness is diffused across many bodies, becoming 
  the flock’s guiding intelligence. She designates a location within ten miles, and begins flying 
  towards it. The flock uses her normal traits, but the only actions she can take are movement 
  actions and dodging. She gains +2 Evasion, although not against area-of-effect attacks, and adds 
  (higher of Essence or 3) dice on disengage and withdraw rolls. Outside combat, she flies at 
  ([Dexterity + Athletics] x 2) miles per hour. The sorcerer can end this reflexively spell at any 
  time. It also ends once she’s reached her destination, or is incapacitated. 
  Sorcerers with Flight of Separation as their control spell can speak to and understand birds, 
  though some species may not make for the best conversation. All birds and bird-like spirits are 
  treated as having a Minor Tie of fondness for her. 
  Special activation rules: After collecting the required sorcerous motes to cast this spell, the 
  sorcerer may hold it in readiness rather than casting it. She suffers a −1 penalty on all actions and 
  to all static values while doing so, as she must will her body not to burst into birds. Once readied, 
  she can cast it reflexively at any time, although if any enemies are at close range, she must 
  reflexively disengage against them. On failure, the spell is lost. 
  Distortion (Goal Number 10): Distorting the Flight of Separation undermines the unity of the 
  various birds of the sorcerer’s flock-self, sending them darting in different directions. In combat, 
  she must make a difficulty 2 (Wits + Integrity) roll each turn to control the flock, suffering one 
  die of Hardness-ignoring bashing damage on failure as parts of herself fly away. Outside of 
  combat, she must make this roll for each mile of flight, and failure halves her speed, rounded 
  down, for that mile.   
  Peacock Shadow Eyes 
  Cost: 7sm, 2wp  
  Keywords: Psyche 
  Duration: One scene 
  
  The sorcerer’s eyes blaze with many-colored flames that enrapture and entrance. She rolls 
  ([Intelligence or Manipulation] + Occult) against the Resolve of a character within medium 
  range. Success induces a trance, imposing a −2 Resolve penalty on the target. He can still act, as 
  if sleepwalking, but retains no memories of time spent in this trance, rationalizing away the 
  effects of any social influence used on him during this time as his own emotions. Attacking or 
  otherwise harming a target shatters the trance immediately. Blind characters and those without 
  eyes are immune to this spell. 
  If a character’s suppressed memories would endanger a Major or Defining Intimacy — e.g., if 
  the sorcerer revealed the existence of an imminent threat to the object of such an Intimacy during 
  a trance — he may spend two Willpower to resist this Psyche effect, reclaiming his memories. 
  Any social influence used on him during the trance remains in place.   
  This spell is subtle but noticeable; onlookers with a Resolve higher than the sorcerer’s roll — 
  including her victim, if she fails to beat his Resolve — can roll (Perception + Occult) opposing 
  it. Success lets them recognize she’s employed some form of supernatural power; otherwise, they 
  dismiss it as a trick of the light.  
  The irises of a sorcerer with Peacock Shadow Eyes as her control spell are alive with luminous 
  shifting colors. She treats her Appearance as one higher on influence rolls to inspire fascination 
  with herself or any influence rolls against characters affected by this spell, but suffers a –2 
  penalty on disguise rolls.  
  Distortion (Goal Number: 12): If the trance is distorted in the scene this spell was used, the target 
  experiences cryptic flashbacks of the suppressed scene. After (6 – Integrity) days, he can spend 
  Willpower to resist, as above, in the absence of a threat to his Intimacies. 
  Celestial Circle Spells 
  Cloud Trapeze 
  Cost: 30sm, 1wp  
  Keywords: None 
  Duration: Until dismissed 
  Wrapping her fingers in a fiendish cat’s cradle, the sorcerer weaves vapor and Essence into a 
  massive barge of cloud-stuff. The cloud lifts the sorcerer and (Essence x 10) tons of cargo and 
  willing characters within long range, flying at a rate of (Essence x 10) miles per hour. Strong 
  winds, natural or magical, might propel the cloud trapeze at faster or slower speeds. If the 
  sorcerer must navigate the trapeze through obstacles or perils, she rolls (Wits + Occult) to do so. 
  In combat, the sorcerer may move the cloud and everything in it one range band in any direction 
  as a miscellaneous action, which counts as her move action for the turn. Its passengers aren’t 
  affected by ill weather, extreme temperatures, or similar perils of aerial travel. 
  The cloud trapeze conceals those within it, imposing a –3 penalty on any vision-based rolls made 
  against characters or objects within it by those outside of it. However, those within the trapeze 
  can see out of it as though it were transparent. If the cloud trapeze ascends high enough to travel 
  among other clouds in the sky, it requires a difficulty 5 (Perception + [Occult or Survival]) roll or 
  the use of weather-predicting magic like Weather-Anticipating Intuition (Exalted, p. 389) to 
  discern. 
  
  The sorcerer must remain aboard the trapeze to direct its course, though she need not constantly 
  focus on piloting it. If she disembarks, the cloud descends swiftly, depositing its passengers and 
  cargo as safely as possible before dissipating.  
  A sorcerer with Cloud Trapeze as her control spell adds (Intelligence/2, rounded up) to her 
  Essence when determining the trapeze’s carrying capacity and speed. While within medium 
  range of mist, fog, or a body of water, she can make a difficulty 2 (Intelligence + Occult) roll as 
  a miscellaneous action to shape water vapor into a solid bridge, ladder, or similar structure 
  spanning one range band.  
  Distortion (Goal Number: 10): Distorting a cloud trapeze inverts its opacity, rendering it 
  transparent to those outside while obscuring the view of those within it.  
  Insidious Tendrils of Hate 
  Cost: Ritual, 2wp  
  Keywords: Psyche 
  Duration: (Manipulation) days 
  For two long hours, the sorcerer feeds her malice into a fire until it blazes green as the sun of 
  Hell. At the ritual’s culmination of the ritual, she casts a symbolic link to her intended victim 
  into the flames —  either a piece of the target’s body, such as hair, nail clippings, or blood taken 
  within the past three days or an object of personal significance to him.  
  As she completes the ritual, smoke envelops the target, wherever he may be, seeping into his 
  skin and soul. The sorcerer rolls (Manipulation + Occult) against the Resolve of the victim and 
  anyone within short range of him. Anyone affected by the spell becomesparanoid and hateful, 
  perceiving insults in every word and assuming the worst of everyone. This functions as an 
  inspire roll to create hatred, but can’t be resisted with Willpower, and its effects last the spell’s 
  duration. Affected characters’ positive Major Ties are treated as Minor, while positive Minor 
  Ties are suppressed entirely. 
  A sorcerer with Insidious Tendrils of Hate as her control spell exhales subtle wisps of acrid 
  smoke from her mouth and nostrils when she exhales. She adds (Essence) dice on rolls to inspire 
  hatred, including this spell’s roll, and on influence rolls leveraging hatred-based Intimacies. 
  Distortion (Goal Number: 10): Distorting this curse on an individual lets him spend one 
  Willpower to resist the inspired hatred, though his positive Ties still remain diminished for the 
  spell’s duration.  
  Prince of the Fallen Tower 
  Cost: 20sm, 1wp  
  Keywords: None 
  Duration: (Essence) hours 
  A shimmering doorway of foul water opens, beckoning forth a twenty-foot ogre covered in rust-
  colored chitin and weeping sores, one of the Princes of the Fallen Tower sealed away long ago. 
  The prince is largely unintelligent, but will obey the sorcerer’s commands faithfully, and forms a 
  Defining Tie of loyalty to her that can’t be weakened or altered. If summoned into combat, it 
  rolls Join Battle immediately. She can’t have more than (Essence) princes summoned at a time. 
  
  A sorcerer with Prince of the Fallen Tower as her control spell may pay a one-Willpower 
  surcharge to summon a prince permanently, which doesn’t count against her limit on summoned 
  princes. It counts as her familiar (Exalted, p. 161). It gains an additional Charm, comparable in 
  strength to those below, at the end of each story. She can only have one permanently summoned 
  prince at a time; if it dies, she may summon a new one, which retains any Charms gained by its 
  predecessors. 
  Distortion (Goal Number: 7): Distorting the prince causes it to lose access to its Corrupting 
  Touch Merit and Glory-Blighting Corruption Charm for one scene. 
  [SIDEBAR BEGINS HERE] 
  Prince of the Fallen Tower 
  Essence: 3; Willpower: 5; Join Battle: 10 dice 
  Personal Motes: 30 
  Health Levels: −0x4/−1x4/−2x4/−4x2/Incap. 
  Actions: Feats of Strength: 14 dice (may attempt Strength 10 feats); Resist Poison/Illness: 12 
  dice; Senses: 8 dice; Threaten: 9 dice 
  Appearance 5 (Hideous),Resolve 4, Guile 3 
  Combat 
  Attack (Unarmed): 14 dice (Damage 15B/3; see Maker’s Bane) 
  Attack (Grapple): 8 dice (9 dice to control). Makes unopposed grapple rolls against smaller 
  opponents, unless they use magic like Dragon Coil Technique (Exalted, p. 280). 
  Combat Movement: 7 dice 
  Evasion 2; Parry 6 
  Soak/Hardness: 10/4 
  Special Abilities 
  Corrupting Touch: The prince may destroy up to ten cubic feet of mundane wood, stone, or 
  metal as a miscellaneous action. Targeting a worn or wielded object requires a difficulty 3 
  gambit  
  Maker’s Bane: The prince’s unarmed attack ignores four points of soak or Hardness from 
  mundane armor and deals aggravated damage to earth- and wood-based spirits.  
  Charms 
  Glory-Blighting Corruption (1m, 1wp; Reflexive; Instant; Decisive-only): When the prince 
  lands a decisive attack that deals 3+ levels of damage, it may waive one level to corrupt an 
  artifact attuned by the wielder. The lightness conferred by attunement weakens, imposing a −2 
  mobility penalty, and its Evocations incur a one-mote surcharge.  Removing this corruption 
  requires a major repair project (Exalted, p. 242). 
  Red Rending Fury (5m; Supplemental; Instant): The prince doubles 7s on a feat of demolition.  
  
  Sword-Shattering Sinew (3m, 2i; Reflexive; Instant; Decisive-only, Perilous): The prince adds 
  its soak to its Hardness against an attack. Mundane weapons that fail to overcome this Hardness 
  are destroyed.   
  Merits 
  Entropic Urge: The prince treats any influence that would cause it to cease engaging in 
  destruction as unacceptable influence (Exalted, p. 220), even the orders of the sorcerer that 
  summoned it.  
  Legendary Size: The prince doesn’t take onslaught penalties from the attacks of smaller 
  opponents (magically inflicted onslaught penalties still apply). The withering attacks of smaller 
  enemies can’t drop it below 1 Initiative unless they have a post-soak damage of 10 dice 
  (although attackers can still gain the full amount of Initiative damage dealt). The decisive attacks 
  of smaller enemies can’t deal more than (3 + attacker’s Strength) levels of damage with a single 
  attack, not counting levels of damage added by magic. [sidebar ends here] 
  Thorn of Cold Rebuke 
  Cost: 10sm, 2wp 
  Keywords: Decisive-only 
  Duration: Instant or Indefinite 
  Pursing her lips, the sorcerer breathes out a puff of shimmering mist that condenses into a javelin 
  of ice and hurls it forward to fall at a point within long range, shattering into a burst of icy blue 
  mist. She rolls an unblockable (Dexterity + Thrown) decisive attack with (Occult) bonus dice 
  against all characters, friend or foe, within medium range of the spear’s impact. This attack deals 
  (Intelligence) dice of lethal damage to those caught within it, ignoring Hardness, and the sorcerer 
  divides her Initiative evenly among all of them, rounding up, on top of this. Battle groups instead 
  take (sorcerer’s Intelligence + Initiative) dice of damage, without counting against her total 
  Initiative. 
  For (Essence) hours thereafter, an eerie cold fills the area, a difficulty (sorcerer’s Intelligence), 
  Damage 1B/hour hazard. Exposed surfaces freeze over for the duration, becoming difficult 
  terrain (Exalted, p. 199) and imposing a –3 penalty on balance-related rolls. Bodies of water 
  freeze into icebergs and floes, which are naval hazards (Exalted, p. 244) requiring a single roll at 
  difficulty (sorcerer’s Intelligence); failure inflicts a point of Hull damage and leaves the ship 
  immobilized, requiring it to be broken free before it can move. These are capable of damming all 
  but Creation’s widest rivers.  
  A sorcerer may choose to withhold the Thorn of Cold Rebuke, wielding it as a spear (Accuracy 
  +3; Damage 12L/4; Defense +1; Tags: Lethal, Melee, Thrown (Short), Piercing). If she wishes, 
  she can use her entire turn to make a decisive attack that shatters the spear and unleashes a 
  freezing vapor, as per the spell’s primary effect. 
  A sorcerer with Thorn of Cold Rebuke as her control spell may extend its effects to (Essence) 
  days, choking the area with unmelting ice. Spirits of water and wood are treated as having a 
  Minor Tie of fear toward her, cowed by her wintry presence. While she wields the Thorn, it’s 
  exceptional equipment (Exalted, p. 580) for intimidating such spirits. 
  Torrential Cascade 
  
  Cost: 25sm, 2wp 
  Keywords: Perilous 
  Duration: Instant or Until ended 
  The sorcerer sings in a meaningless glossolalia that evokes the Storm Who Drowned the World. 
  A churning pillar of water takes form above her, drawn from nearby lakes and rivers, deep 
  aquifers, and the clouds themselves if need be. It then collapses in a great wave, engulfing a 
  ninety-degree arc in any direction out to short range. This is a difficulty (Intelligence), damage 
  1B environmental hazard. Battle groups that fail their roll against the hazard must immediately 
  check for rout (Exalted, p. 209). Mundane structures less than one range band high and similar 
  inanimate objects suffer uncountable damage (Exalted, p. 205) at the Storyteller’s discretion, as 
  the wave uproots trees, crushes stone buildings, and washes away fields of crops. Characters 
  caught in the wave suffer a –3 on rolls other than those against the hazard and begin to drown 
  (Exalted, p. 232), although succeeding against the hazard lets them breach the water long 
  enough to take in a breath. 
  Once the sorcerer’s begun casting, she can sustain the spell with an unrolled Shape Sorcery 
  action on her turn at no cost, causing the wave to advance another range band, maximum long. 
  Any characters who failed their roll on her previous turn are dragged with the wave. If the wave 
  has caused significant structural damage, the hazard’s damage increases by one die each 
  subsequent round from the debris that swirls within the wave. Some environmental 
  circumstances, like being dammed by a structure the Storyteller deems too sturdy for the wave to 
  break through may block its flow, in which case it’s redirected in one or more different 
  directions, at the Storyteller’s discretion. 
  Once the wave’s reached long range, the sorcerer ceases casting it, or the sorcerer is crashed, it 
  collapses, drenching the ground with water. Earthen surfaces caught in the spell’s area become 
  difficult terrain (Exalted, p. 199) until they dry out; the Storyteller dictates the consequences of 
  draining water on other surfaces. 
  A sorcerer with Torrential Cascade as her control spell can guide and shape the wave as it 
  moves. She can cause it to change direction in mid-course or flow around obstacles that would 
  normally block it, and may cause it to split and harmlessly flow around certain characters or 
  structures. When she experiences strong emotions, nearby bodies of water become agitated, 
  furiously roiling and churning.   
  Distortion (Goal Number: 10): Distorting the Torrential Cascade causes it to flow harmlessly 
  around the distorting sorcerer and anyone within close range of him for the duration. This can be 
  accomplished even by a sorcerer already engulfed in the wave.  
   
   
   
   
   
   
  
  In a certain longhouse at the edge of town in eastern Kulinth, two men played cards. They’d 
  played Deliberative, and Ring the Mountain, and Salt, and the night began its retreat from the 
  rising sun. Other players had come and gone. The longhouse was empty now, and quiet but for 
  shuffling cards and the warm summer wind howling outside. 
  The first player: Winglord Ledaal Haraku, commander of Kulinth’s Imperial garrison. Azure 
  tinged his hair and moustache, and he kept a cruel blue jade dagger on the table, “to aid 
  Plentimon’s judgment of cheaters.” 
  His opponent: Azu Tegama Asarkon, who’d charmed his way into one game, then stayed for the 
  rest. He’d lost more often than he’d won, but his self-effacing smile never faltered. Tegama kept 
  his hands where Haraku’s sharp eyes could see, and kept his weapon nowhere at all. 
  “Shall we play one more game, commander, before sunrise?” asked Tegama. “Qibing, if it please 
  you. Marukani rules.” 
  “Qibing’s fine, but answer me a question first.” 
  “Of course.” 
  “Do you think me a fool?” 
  Tegama paused, smiling in confusion. “Hardly, commander. You bested me decisively in 
  Deliberative.” 
  The Dragon-Blood kept his gaze on Tegama. “I know how assassins work. You’ve gotten me 
  alone: the other players, lodgers, even my own retinue left as we played. I only wonder how I 
  didn’t notice their absence, or think to ask your name, until now.” 
  Tegama sighed and laid out two rows of cards face-down: opposing lines of cavalry. “Your eyes 
  are sharp, commander. Maybe too sharp. I merely had to be too interesting for you to look 
  away.” 
  “No, it’s more than that. I’ve never known anyone to play with such love for the game. I thought 
  I’d found a like spirit. A friend.” 
  “I was only a mirror, commander.” Tegama smiled apologetically. He rested two fingers on his 
  cavalry line, the traditional ready position. “You saw the passion you wished to see.” 
  “Then what are you, inside?” demanded Haraku coldly, readying his own cavalry. “What passion 
  does a mirror have?” 
  “I respect others’ passions: your honesty, your love of games.” Tegama smiled earnestly. “And I 
  respect the people’s yearning to shatter the Realm’s crushing grip on Kulinth.” 
  Haraku kicked over the table, scattering cards and snatching his cruel dagger from the air. 
  Tegama reached into no-place, where secrets were kept, and found his moonsilver blade. He 
  pulled the sheathed daiklave into view with his left hand, and drew with his right, slicing through 
  the table in a single stroke. 
  Haraku skated between the falling table-halves on a gust of air, ducking Tegama’s outstretched 
  blade. The jade dagger moved quicker than lightning, and would’ve cut Tegama’s belly open if 
  not for the sheath in his off-hand. He blocked the dagger at its hilt, barely, but with force enough 
  to stagger Haraku. 
  
  Tegama pressed his brief advantage mercilessly, driving the Dragon-Blood back with long-arced 
  sweeps of moonsilver. He sheathed his blade anew after each strike, only to draw it again with 
  blinding speed. Haraku dodged with foresight born of experience, shouting, “I won’t die for your 
  revolution, smiling devil!” His wrath became a whirlwind, and cards rose to obscure him so his 
  blade seemed to come at Tegama from a hundred directions.  
  Tegama felt death all around, and sought refuge in simplicity. He unsheathed his blade, as 
  thoughtless and effortless as releasing a breath, and let the wind guide it to the storm’s heart. 
  Moonsilver found flesh, and crimson droplets whirled through the air, spattering Tegama like 
  rain. The commander fell, gasping, blood-slick hands clutching his chest.  
  Tegama raised his blade. “Not for mine,” he agreed. “For everyone’s.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter Eight 
  Wrought from Moonsilver 
  Eyebright (Moonsilver Lamellar Armor, Artifact •••) 
  Having retired from years of soldiering, Ophione grew old and blind in her kin’s company, but 
  her alertness never dimmed. When her village sheltered a band of travelers overnight, she sensed 
  a wrongness about them, and Exalted fighting off the disguised bandits when they struck by 
  night. 
  Though Ophione loved her people, a small village offered little scope for her renewed vitality 
  and heroic passions. While wandering the world, Ophione encountered the Dragon-Blooded 
  prince Anandra of Brass, whom she deemed honorable and well-intentioned, and eventually 
  sought a commission as a captain under him. Anandra had Eyebright forged for Ophione so that 
  she need not go without sight in his service. Ophione was Anandra’s strong right hand on the 
  battlefield and in his Dreaming Sea court, but his lifespan was tragically far shorter than hers. 
  Though she was the logical successor to his throne, she has no interest in ruling or generalship, 
  and left to wander Creation once again. 
  After Ophione perished in the fateful duel where she slew her Solar mate, the formidable East 
  Wind Prince, Eyebright vanished from history for centuries thereafter, reappearing after the 
  Usurpation in Thousand-Swords Oravan’s armory. Since his Silver Principiate’s fall, the hauberk 
  has passed between many Lunars; it currently resides in the treasure vaults of the Three Devil 
  Princes of the Southwest, who await a worthy bearer. 
  A coat of glittering moonsilver scales reinforced with pauldrons and vambraces, Eyebright’s 
  most noteworthy features are its star sapphires. Seventy-seven in number, large as robin’s eggs, 
  the gems sparkle all across the armor’s surface. Each serves as an eye, its chatoyant star shifting 
  to follow its wearer’s attention. 
  Attunement: 5m; Type: Medium (Soak +8, Hardness 7, Mobility Penalty −1) 
  Tags: None 
  Hearthstone slot(s): 2 
  Era: Wars of Realignment 
  Evocations of Eyebright 
  Eyebright’s wearer can see in all directions, adding a success on all sight-based rolls opposing 
  Stealth. She ignores penalties from visual impairment to her own eyes, such as optic trauma or a 
  blindfold, but not from impairment that also affects the armor’s eyes, such as darkness or fog. 
  Eyebright’s Evocations rely on the wearer’s understanding of her opponents, measured by 
  Insight. Her Insight into each opponent equals the highest value of any of that character’s 
  Intimacies relevant to the fight of which the wearer is aware, e.g., Intimacies that sparked the 
  confrontation or those that influence the opponent’s tactics and priorities during the fight. 
  Enfolding Sentinel’s Prescience 
  Cost: 5m; Mins: Essence 1 
  
  Type: Supplemental 
  Keywords: Resonant 
  Duration: Instant 
  Prerequisites: Heart-Evading Sidestep 
  Eyebright sees when an enemy will act before he knows it himself. The wearer rerolls non-1 
  failures on Join Battle equal to the highest Insight she possesses into any opponent. 
  Resonant: The wearer also rerolls 1s until they cease to appear. 
  Resonance and Dissonance 
  Different Exalted harmonize differently with each of the magical materials. An 
  Exalt can be resonant with a material, neutral, or dissonant. The Resonant and 
  Dissonant keywords mark Evocations that function differently depending on the 
  user’s connection to an artifact. Lunars are resonant with moonsilver and neutral 
  with all other materials, although Deadly Beastman Transformation (p. XX) 
  weakens this by one step. See Arms of the Chosen, pp. 16-17, for more. 
  Heart-Evading Sidestep 
  Cost: 1i; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Uniform, Perilous 
  Duration: Instant 
  Prerequisites: Enfolding Sentinel’s Prescience 
  When the wearer knows an enemy’s heart, she sees where his every strike is aimed. She adds 
  (Insight/2, rounded up) Defense. 
  Knowing the Hunter’s Soul 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: Resonant 
  Duration: Permanent 
  Prerequisites: Ever-Wary Fox Technique 
  Upon making a successful Perception roll enhanced by Ever-Wary Fox Technique (p. XX), the 
  Lunar may reflexively read her attacker’s intentions to discern an Intimacy related to the attack. 
  Special activation rules: This Evocation awakens at no cost when the Lunar uses its prerequisite 
  to successfully detect a concealed opponent. 
  Resonant: The Lunar rerolls (Essence) failed dice. 
  Sapphire Warrior Intuition 
  Cost: 1m; Mins: Essence 2 
  
  Type: Reflexive 
  Keywords: Resonant, Uniform 
  Duration: Instant 
  Prerequisites: Enfolding Sentinel’s Presence 
  Who can contest a warrior who knows your every move before you make it? Upon successfully 
  defending against an attack by an opponent the wearer has Insight into, she gains one Initiative.  
  Resonant: If the attack was made from close range, the attacker loses one Initiative. 
  Thousand-Eyed Sword Dancer 
  Cost: 1m, 1wp; Mins: Essence 3 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisites: Sapphire Warrior Intuition 
  Seeing in all directions, Eyebright’s wearer dances untouched through the hurricane’s eye. She 
  ignores (Insight) points of onslaught penalty to her Defense against the attacks of enemies she 
  has Insight into. Battle groups she has Insight into don’t add Size to attack or damage rolls 
  against her. 
  All-Seeing Awareness Stance 
  Cost: 6m, 1wp; Mins: Essence 4 
  Type: Simple 
  Keywords: Resonant 
  Duration: One scene 
  Prerequisites: Knowing the Hunter’s Soul, Thousand-Eyed Sword Dancer 
  Eyebright’s sapphires blaze like tiny suns, their perceptions sharpening to supernal heights. At 
  the start of each turn, the Lunar reflexively aims at an enemy she has Insight into. She ignores 
  environmental penalties on rolls to detect enemies she has Insight into, and adds (Insight) non-
  Charm dice on rolls opposing their concealment or disguises. 
  Special activation rules: When the Lunar detects a concealed enemy with Ever-Wary Fox 
  Technique, she can reflexively activate this Evocation. 
  Resonant: The wearer gains +1 Evasion. 
  Far-Ranging Eye (Moonsilver Infinite Chakram •••) 
  A swooping circle of moonsilver inset with seven glinting jewels, Far-Ranging Eye was created 
  not as a weapon, but as a vow. Ojun of Qamad was a prince of modest power and ambition, who 
  trusted too easily and inquired too little after his generals and counselors. Ripped from his throne 
  and left on the savannah, Ojun found unknown courage, resolve, and ferocity within himself. 
  
  When he returned to Qamad, he was a hardened creature, made strong by his exile and raised 
  high by Luna’s grace. 
  None speak of the bloody day of his vengeance, except to say that he tore seven jewels from his 
  ancestral crown before putting it on the head of some cousin. He swore to keep a better vigil over 
  Creation than he’d managed over his homeland, and forged those jewels into Far-Ranging Eye so 
  he might always remember the cost of inattention.  
  In the hands of the outcaste Ahta Najit, Far-Ranging Eye was a weapon of justice, ever vigilant 
  for bloody hands and guilty minds. For Starless Shadow, it was a bulwark against countless 
  assassination attempts. Today, Far-Ranging Eye has passed back into legend, last seen in the 
  treasure-house of Highroost — a falconfolk clan fallen into chaos and infighting.  
  Attunement: 5m; Type: Light (+10 DMG, OVW 3) 
  Accuracy: Close +5; Short +4; Medium +3; Long +0; Extreme −2 
  Tags: Lethal, Thrown (Medium), Cutting 
  Hearthstone slot(s): 1 
  Era: Hundred Lanterns Period 
  Special: Far-Ranging Eye returns to its wielder’s hand after being thrown. 
  Evocations of Far-Ranging Eye 
  Upon attuning to Far-Ranging Eye, the wielder awakens Eye-of-Strife Meditation at no cost.  
  Eye-of-Strife Meditation 
  Cost: 3m; Mins: Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisites: None 
  A lens of prismatic Essence coalesces within the chakram, focusing the wielder’s attention on the 
  truth. She adds (Perception/2, rounded up) non-Charm dice on an Investigation roll involving 
  evidence of violence, or a tracking roll to pursue someone struck by Far-Ranging Eye in the 
  previous (Essence + Perception) days. 
  Blinking Eye Omen 
  Cost: 2m; Mins: Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisites: Eye-of-Strife Meditation 
  Far-Ranging Eye quivers with anticipation on the verge of battle, warning its wielder of 
  oncoming danger. She rerolls 1s on a Join Battle roll until they cease to appear, and treats her 
  
  Initiative as (Essence + 3) higher to determine whether she’s vulnerable to ambushes in the first 
  round of combat (Exalted, p. 203).  
  Razor Vigil Meditation 
  Cost: 4m; Mins: Essence 2 
  Type: Reflexive 
  Keywords: Resonant, Uniform 
  Duration: Instant 
  Prerequisites: Blinking Eye Omen 
  Far-Ranging Eye’s attentions are unswerving. The wielder reflexively aims against an enemy she 
  has a Major or Defining Tie of suspicion or distrust toward, or who she’s ever witnessed making 
  a surprise attack against her or a character she has a positive Tie towards. 
  Resonant: With Essence 3, if both of this Evocation’s conditions are met, the wielder takes two 
  aim actions instead. 
  Soul-Piercing Lens 
  Cost: 2m, 1wp; Mins: Essence 2 
  Type: Simple 
  Keywords: Perilous 
  Duration: Instant 
  Prerequisites: Razor Vigil Meditation 
  Holding Far-Ranging Eye to frame her suspect, the wielder pierces defenses both literal and 
  figurative. She instantly completes a read intentions or profile character roll with (Thrown) non-
  Charm dice against a character within medium range. If successful, she can use Razor Vigil 
  Meditation against him for the scene, and may track him with Eye-of-Strife Meditation as though 
  she’d hit him.  
  Reflections on Adversity 
  Cost: —; Mins: Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent  
  Prerequisites: Soul-Piercing Lens 
  Once per day, when the wielder sleeps, she rolls (Perception + [Investigation or Socialize]) 
  against the Guile of a character she’s successfully examined with Soul-Piercing Lens that day. 
  Success reveals a piece of valuable information about the target — a forthcoming plan, flash of 
  his history, or other actionable intelligence.  
  Special activation rules: This Evocation can’t be purchased with experience. It awakens at no 
  cost when the wielder discovers evidence of a previously unknown plot against her or someone 
  to whom she has a positive Tie.  
  
  Razor Rends the Veil 
  Cost: —; Mins: Essence 3 
  Type: Permanent 
  Keywords: Perilous, Resonant 
  Duration: Permanent 
  Prerequisites: Reflections on Adversity 
  Those who hide behind trickery find themselves unveiled. When the wielder successfully uses 
  Soul-Piercing Lens against an enemy employing magical disguise, concealment, or similar 
  sense-deceiving magic, she may roll Initiative at a difficulty of (that power’s minimum Essence 
  + 2), using the same rules as a gambit (Exalted, p. 199). This counts as an unblockable, 
  undodgeable attack. Success ends that effect. If that character benefits from multiple such 
  effects, the wielder chooses which one to target. This Evocation can’t negate shapeshifting, 
  resplendent destinies, or instant or permanent effects. If used against effects that enhance 
  mundane disguises, like Perfect Mirror (Exalted, p. 319), it won’t retroactively negate any 
  bonuses to the disguise roll, although it will cancel any deception above and beyond the usual 
  effect of a successful disguise. 
  Resonant: The gambit’s Initiative cost is halved, rounded down. 
  Seven Eyes Cyclone 
  Cost: 8m, 1wp; Mins: Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Reflection on Adversity 
  Resonant: This Evocation can only be awakened by wielders resonant with Far-Ranging Eye. 
  Far-Ranging Eye glints madly as it flies in an arc, searching out thieves, traitors, and usurpers. 
  To use this Evocation, the wielder must have Initiative 12+. She makes a single decisive attack 
  against up to (Perception + 1) enemies within short range. This attack can hit concealed foes 
  within range if the wielder designates fewer than the maximum number of targets, although they 
  receive +3 Defense against it. The Storyteller chooses which hidden enemies are struck.  The 
  wielder divides her Initiative evenly among all hit enemies, rounded up, to determine the damage 
  rolled against them. Concealed enemies damaged by the attack must roll (Dexterity + Stealth) 
  opposing the levels of damage dealt to them, losing concealment on failure. The wielder can use 
  Razor Vigil Meditation this scene against any enemy struck by the attack, and can use 
  Reflections on Adversity against any of them that night.  
  The Hundred Rings of Hadam-Ul (Moonsilver Dire Chain, 
  Artifact •••) 
  Once, there was a serpent. It swam the seas of Creation and the Wyld alike, born of neither world 
  but a terror to both. It was a creature of uncertainty — sometimes large enough to blot out the 
  
  sun, other times finer than a single strand of hair. No net could catch it, no harpoon could pierce 
  it, and even names slid off the beast, which was and remains nameless.  
  In the end, it fell to Hadam-Ul, a Lunar of modest renown but boundless patience. He followed 
  the behemoth for one hundred days and nights, testing its strength and observing its habits. Each 
  day, he dove into the water, grappled with the serpent, and tied another knot into its body before 
  it escaped. With his hundredth knot, Hadam-Ul tied its tail to its head — for it could not escape 
  itself.  
  Out of respect for his prey — and to end the suffering of a beast unable to die — Hadam-Ul 
  forged the serpent into a dire chain, transforming each of his knots into a linked ring of 
  moonsilver. The serpent’s spirit abides inside the Hundred Rings, eager for a master who will 
  unleash it to hunt anew.  
  Attunement: 5m; Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4) 
  Tags: Bashing, Disarming, Flexible, Grappling, Martial Arts, Reaching 
  Hearthstone slot(s): 2  
  Era: Thanatya Dynasty  
  Evocations of the Hundred Rings 
  Upon attuning to the Hundred Rings, the wielder awakens Serpent Ornament Embrace for free. 
  Serpent Ornament Embrace 
  Cost: 1m; Mins: Essence 1 
  Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: None 
  Like the beast at its core, the Hundred Rings of Hadam-Ul are of indeterminate size. The dire 
  chain takes a more convenient shape, shrinking down to form a necklace, bracelet, or girdle of 
  moonsilver links, gaining the Concealable tag (Exalted, p, 588). The weapon can be readied and 
  restored to full size reflexively with a second activation.  
  Scathing Torment Coils 
  Cost: 4m; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Counterattack, Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Serpent Ornament Embrace 
  The Hundred Rings wind themselves around their captured prey, extending razor-thin spines that 
  press menacingly against him. When a grappled foe makes an attack against any character, the 
  wielder may unleash a decisive counterattack against him. She adds her current rounds of 
  control, maximum (Strength), as dice of damage. 
  
  Resonant: With an Essence 3 repurchase, the wielder may pay a one-Willpower surcharge to 
  clash the attack instead. 
  Prey-Seizing Span 
  Cost: 5m, 1wp; Mins: Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Until grapple is released 
  Prerequisite Charms: Serpent Ornament Embrace 
  Hunger thrums through the Hundred Rings as they stretch towards their prey. She makes a 
  grapple gambit against an enemy within medium range, adding (higher of Essence or 3) dice on 
  the control roll. If successful, the grappled foe remains in place. Her drag actions only cost one 
  round of control, and she can pull her foe a range band towards herself even if she doesn’t take a 
  move action. 
  Alternatively, the wielder can extend the Hundred Rings to up to thirty feet in length for other 
  purposes, such as providing a line for to swing from, anchoring a ship, or creating a tripwire to 
  snare a behemoth. Waive such uses’ Willpower cost. 
  Resonant: The wielder’s restrain actions also only cost one round of control. 
  Silver Python Spiral 
  Cost: 4m; Mins: Essence 2 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisites: Prey-Seizing Span 
  The Hundred Rings build an awful momentum as their wielder spins her grappled foe in circles, 
  mounting to a deadly finish as she looses him. Her decisive throw adds up to (wielder’s rounds 
  of control) attack roll extra successes as dice of damage, and can fling enemies one range band 
  away. 
  Resonant: With a throw that deals 5+ levels of damage, the wielder can fling her foe two range 
  bands away, maximum long. 
  Sun-Swallowing Maw 
  Cost: 4m, 2i; Mins: Essence 3 
  Type: Supplemental 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Silver Python Spiral 
  Resonant: Only wielders resonant with the Hundred Rings can awaken this Evocation. 
  
  The Hundred Rings of Hadam-Ul twist, multiply, and expand until they can capture even the sun 
  in the heavens. The wielder adds a free full Excellency on a grapple attack roll, and can grapple 
  Legendary Size foes. Every 10 on the attack and Initiative rolls rerolls a failed die on the control 
  roll. On a successful clinch, the wielder may expend three rounds of control to knock her foe 
  prone beneath the chains’ weight. 
  Living Moonsilver Vice 
  Cost: 10m, 1wp; Mins: Essence 4 
  Type: Reflexive 
  Keywords: Decisive-only, Resonant 
  Duration: Until grapple is released 
  Prerequisites: Scathing Torment Coils (x2), Sun-Swallowing Maw 
  Resonant: Only wielders resonant with the Hundred Rings can awaken this Evocation. 
  Stirring from its moonsilver slumber, the serpent sealed in the Hundred Rings seizes its prey with 
  killing intent. After succeeding on the Initiative roll of a grapple gambit, the wielder can use this 
  Charm to unleash the serpent. If she succeeds on the control roll, the chain is animated and gains 
  its own Initiative, treating the control roll as its Join Battle roll. It takes control of the grapple, 
  allowing the wielder to act freely on each of her turns, and ensuring she won’t lose rounds of 
  control if attacked or damaged. 
  On its turn, the serpent can only take the standard grapple actions (Exalted, p. 201), using her 
  dice pools to do so. The wielder can use the Hundred Rings’ Evocations through the serpent, 
  including letting it make counterattacks or clashes with Scathing Torment Coils. It has Parry (her 
  Strength +1), Evasion (her Wits + 1), soak 16, and Hardness 10, along with (her Essence + 
  Stamina + Strength) −0 health levels. It doesn’t lose rounds of control for being attacked or 
  damaged. If its health levels are filled, this Evocation ends, and can’t be used again for the rest of 
  the day. 
  Nightbane (Moonsilver Powerbow, Artifact •••) 
  When the physician’s slave Copper Turtle Exalted, Luna wore the form of one of the plague-
  stricken wretches his master had left for dead. With a gurgling death-rattle, Luna told him where 
  he might find a cure for both the pestilence ravaging the land and his own imprisonment. That 
  night, he tossed his master into the corpse-pit; a week later, he returned in jackal-shape to gnaw 
  his master’s spine free of rotting flesh. From moonsilver and bone he fashioned a purifying 
  weapon to slay all manner of evils afflicting mankind. His arrows drove the plague from the 
  land, and slew slavers, ministers, and princes. 
  When the Great Contagion struck, Copper Turtle — by then an esteemed shahan-ya — 
  bequeathed Nightbane to his most gifted student, sending them south while he traveled eastward 
  to fend off the pestilence. Neither survived. The Silver Pact, hard hit by the Contagion, was too 
  late to retrieve the artifact; instead, an opportunistic scavenger prince looted it and countless 
  other valuables from the corpse-strewn desolation. Over the centuries, it’s ended up in the 
  Guild’s hands, despite the Pact’s efforts to reclaim it; it’s currently kept well-guarded in the 
  Guild’s Nexus headquarters, used by an Exigent champion to cure high-ranking Guildsmen of 
  their infirmities.  
  
  Attunement: 5m; Type: Medium (+12 DMG, OVW 4) 
  Accuracy: Close −1; Short +5; Medium +3; Long +1; Extreme −1 
  Tags: Lethal, Archery (Long) 
  Hearthstone slot(s): 1 
  Era: The Upadhosh Schism 
  Evocations of Nightbane 
  Nightbane’s wielder rerolls 1s until they cease to appear on diagnosis rolls and on Craft and 
  Survival rolls to either create or gather medicinal substances. 
  Argent Panacea Arrow 
  Cost: 2m, 1wp; Mins: Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: None 
  Nightbane’s arrows scourge venom and pestilence from the blood. Its wielder performs a gambit 
  targeting a character suffering a poison or disease, making an (Intelligence + [lower of Archery 
  or Medicine]) attack roll against a poison’s remaining duration or a disease’s morbidity. The 
  poison’s remaining duration or disease’s morbidity is also the difficulty of the gambit’s Initiative 
  roll. Charms that enhance rolls to treat poison or disease, as appropriate, can apply to this 
  gambit’s attack roll. Success completely purges a poison from a character’s system, or lets a 
  character immediately roll (Stamina + Resistance) against a disease’s morbidity, without the risk 
  of intensifying his symptoms on failure.  
  Outside combat, this Evocation can be used without making an Initiative roll. 
  Resonant: If the wielder upholds a Major or Defining Principle by successfully using this 
  Evocation, she gains one Willpower. 
  Hundred Devils Purgation 
  Cost: 2m; Mins: Essence 1 
  Type: Supplemental 
  Keywords: Aggravated, Dual, Resonant 
  Duration: Instant 
  Prerequisites: None 
  The wielder’s arrows fall like shafts of moonlight, denying devils their refuge in the darkness. 
  Her attack against a fae or creature of darkness gains (Essence) dice of post-soak damage if 
  withering, or adds (Essence) dice of damage and deals aggravated damage if decisive.  
  Additionally, once the wielder awakens this Evocation, Nightbane’s attunement bonus applies on 
  Awareness rolls to detect fae and creatures of darkness and Survival rolls to track them. 
  
  Resonant: The damage bonuses increase to (higher of Essence or 3). 
  Fallen Moonbeam Judgment 
  Cost: —; Mins: Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisites: Hundred Devils Purgation 
  The wicked are a blight upon their homes as much as any plague, and Nightbane’s arrows strike 
  them down with equal ease. The wielder can use Hundred Devils Purgation against an enemy 
  she’s witnessed acting against one of her Defining Principles, and Nightbane’s attunement bonus 
  extends to Awareness and Survival rolls to detect or track such characters. 
  Nightmare’s End Arrow 
  Cost: 4m, 1wp; Mins: Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Psyche, Resonant 
  Duration: Instant 
  Prerequisites: Argent Panacea Arrow, Hundred Devils Purgation 
  Nightbane’s arrows pierce the soul, banishing dark passions and maddening afflictions. This is a 
  gambit against a character with an appropriate Intimacy — either any negative Tie, or a Principle 
  contrary to one of the wielder’s own — that the wielder is aware of, rolled with (Dexterity + 
  [lower of Archery or Presence]) against his Resolve, boosted by that Intimacy. Characters can’t 
  choose not to apply Resolve, although they may opt to use Defense instead if it’s higher. The 
  difficulty of the gambit’s Initiative roll is (Intimacy + 1). If successful, the Intimacy is fully 
  eroded. The target may spend one Willpower to instead have the Intimacy only weakened one 
  step.  
  Outside combat, this Evocation can be used without making an Initiative roll. 
  Resonant: With Essence 3, this gambit can target Derangements. This functions as above, 
  except that success temporarily lowers the Derangement’s intensity by one step for the story, 
  which suppresses Minor Derangements altogether. 
  Curse-Breaking Quarrel 
  Cost: 8m, 1wp; Mins: Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Nightmare’s End Arrow 
  Resonant: This Evocation can only be awakened by characters resonant with Nightbane. 
  
  Her arrows wreathed in the moon’s light, Nightbane’s master burns away vile sorceries and the 
  twisting taint of chaos. She makes a gambit against a character suffering a curse or shaping 
  effect, rolling (Dexterity + [lower of Archery or Occult]) against the Essence of the character 
  responsible for that effect. This is also the difficulty of the gambit’s Initiative roll. If the curse or 
  shaping wasn’t caused by a creator, the Storyteller instead assigns an appropriate difficulty for 
  both rolls. Success shatters the curse, or reverses the shaping. 
  If the wielder knows Crimson-and-Silver Rebirth (p. XX), Order-Affirming Blow (Exalted, p. 
  334), or a similar Charm capable of undoing shaping effects, successfully negating an effect with 
  this Evocation while the character responsible is also in the combat causes him to lose one 
  Willpower, which the wielder gains. 
  Outside combat, this Evocation can be used without making an Initiative roll. 
  Divine Huntress Curse 
  Cost: 10m, 1wp; Mins: Essence 4 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Curse-Breaking Quarrel, Fallen Moonbeam Judgment 
  Resonant: This Evocation can only be awakened by characters resonant with Nightbane. 
  As Nightbane’s master lays eyes on a wicked monster clothed in human skin, or an otherworldly 
  devil whose very presence taints the world, she looses an arrow wreathed in transformative 
  Essence, cursing her foe with a shape better suited to his dark heart. She makes a decisive attack 
  against either an enemy she’s witnessed acting against one of her Defining Principles, or a 
  creature of darkness or fae, adding attack roll extra successes as dice of damage.  
  If this incapacitates her foe, or deals at least (his Willpower) damage, he’s permanently 
  transformed into an animal of the wielder’s choice (except Legendary Size or Minuscule Size 
  animals) as a shaping effect. This functions like Lunar shapeshifting (p. XX), except that the 
  victim’s physical actions use the lower of his or the animal’s dice pool or static value (3 dice if 
  the animal has no listed pool). His intellect isn’t diminished, though must use the lower of his or 
  the animal’s Resolve and Guile. 
  If the wielder knows Insidious Lunar Transformation (p. XX), she need only deal (his current 
  temporary Willpower) damage to transform him. 
  This Evocation can only be used once per day. Using it against trivial foes doesn’t count towards 
  this limit, and waives its Willpower cost. 
  Night’s Sweet Whisper (Moonsilver Panpipes, Artifact •••) 
  Allia the Songbird remained independent of the Silver Pact throughout the Shogunate, 
  shepherding and protecting the people of the small, isolated village she’d lived in all her life 
  rather than taking part in her fellow Lunars’ war against the usurpers. Queen Nabira of Many 
  Hands forged Night’s Sweet Whisper from moonsilver and the bones of angyalka for the singer-
  shaman in hopes of earning her gratitude and admiration — but, while Nabira succeeded in that 
  regard, Allia still refused to join the Pact. 
  
  When the crusading armies of the Fair Folk fell upon Creation, Allia’s village was one of the few 
  places spared from annihilation. For seven days and nights she played Night’s Sweet Whisper 
  without ceasing, and such was the beauty of her song that no Wyld-born nightmare would dare 
  harm her or the land that birthed her. The fae passed by, but Allia was not content to simply 
  protect her homeland. She departed to Creation’s edge, doing whatever she could to help stem 
  the invasion’s tide. She fought alongside the Silver Pact, but also with Dragon-Blooded, 
  Sidereals, and mortal women and men taking up arms in defense of their homes. 
  For all Allia’s efforts, the lives she saved were but a grain of sand, while those claimed by the 
  Fair Folk were a great desert. Though she survived, her spirit could not withstand this despair, 
  and she returned to her village to live out the rest of her life in seclusion with her blood kin. She 
  left Night’s Sweet Whisper with Nabira’s apprentice Snow Devil, for the queen had fallen to a 
  raksha’s lash. Since then, shamans and artists of the Silver Pact have continued Allia’s song — 
  as well as the occasional outsider, for to keep Night’s Sweet Whisper solely in the Pact’s hands 
  wouldn’t honor Allia’s independence. 
  Attunement: 2m 
  Evocations of Night’s Sweet Whisper 
  Night’s Sweet Whisper is an exceptional instrument (Exalted, p. 580). Fae suffer −2 Resolve 
  against Performance-based inspire, instill, and persuade rolls made by playing it. A Silver-
  Voiced Nightingale stylist (Exalted, p. 447) who uses the pipes to attack deals aggravated 
  damage to fae with decisive kiais. 
  Moonlit Serenity Paean 
  Cost: 4m; Mins: Essence 1 
  Type: Supplemental 
  Keywords: None 
  Duration: Instant 
  Prerequisites: Refrain of the Gentle Moon 
  The piper’s music brings peace even to the Age of Sorrows. When she makes a (Charisma + 
  Performance) roll to persuade a character to refrain from harming her or the object of one of her 
  positive Ties, the roll waives the Resolve bonus for not using spoken language, and always 
  counts as being supported by a Minor Intimacy. For fae, this counts a Major Intimacy instead. If 
  a target already has a supporting Intimacy of that intensity or higher, he suffers an additional −1 
  Resolve instead. 
  If a Lunar uses Beast-King Dictates (p. XX) or Taboo-Enforcing Beast (p. XX) with this 
  Evocation, their costs are reduced by two motes each. 
  Nightmare-Soothing Melody 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  
  Prerequisites: Crossroads Walker Entreaty, Moonlit Serenity Paean 
  The fae remember Allia’s beautiful music, and even the cruelest Fair Folk cannot bear to harm 
  those who continue her song. While the Lunar uses Crossroads Walker Entreaty (p. XX), as long 
  as she plays Night’s Sweet Whisper and takes no non-reflexive actions, fae can’t attack her or 
  otherwise attempt to harm her, even if they’ve paid Willpower to engage in hostilities. She can 
  extend Crossroads Walker Entreaty’s duration to Indefinite, although such activations only apply 
  to fae. 
  Refrain of the Gentle Moon 
  Cost: 5m, 1wp; Mins: Essence 1 
  Type: Simple 
  Keywords: Perilous, Resonant 
  Duration: Instant 
  Prerequisites: Moonlit Serenity Paean 
  Night’s Sweet Whisper soothes savage hearts, snuffing the flames of hostile intention. The piper 
  rolls (Charisma + Performance) with (higher of Essence or 3) bonus dice to inspire peace, 
  ignoring multiple target penalties and targets’ Resolve bonus for not employing spoken 
  language. In addition to the inspire action’s usual effects, each affected character loses (1 + the 
  piper’s extra successes against him) Initiative, and one Initiative at the end of each of his turns 
  (which the piper doesn’t gain).  
  If a Lunar uses Charismatic Lunar Trick (p. XX) or Heart-Stirring Expression to enhance this 
  roll, their costs are reduced by two motes each. 
  This Evocation can only be used once per scene. 
  Resonant: The piper gains up to (Charisma) Initiative lost by affected characters. 
  Cold Iron Cadence 
  Cost: —; Mins: Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisites: Battle Anthem of the Lunar Exalted, Refrain of the Gentle Moon 
  Allia’s song was her greatest weapon against the encroaching Wyld, filling her companions’ 
  hearts with the will to survive and triumph over the fae. Allies that benefit from the piper’s Battle 
  Anthem of the Lunar Exalted (p. XX) gain (her Performance) natural soak, and the anthem 
  bolsters positive Ties to groups they fight for in addition to rage-based Intimacies. Against fae, 
  the damage dice added by the anthem are converted to successes, and the decisive attacks of 
  characters who can hear it deal aggravated damage. 
  Beast-Heart Harmony 
  Cost: —; Mins: Essence 3 
  
  Type: Permanent 
  Keywords: Resonant 
  Duration: Permanent 
  Prerequisites: Refrain of the Gentle Moon, Wild Fury Awakening 
  The Lunar’s song beckons pack and pride to fight for Creation. She adds (Performance) non-
  Charm dice on rolls with Wild Fury Awakening (p. XX) and Pack-Calling Cry (p. XX). The 
  natural weapons of animals beckoned by either Charm count as iron against fae. 
  If the Lunar knows Cold Iron Cadence, she may activate Battle Anthem of the Lunar Exalted 
  reflexively when she activates Wild Fury Awakening.  
  Resonant: The Lunar can reflexively take Charisma-based command actions targeting battle 
  groups assembled with Wild Fury Awakening while playing Night’s Sweet Whisper. 
  Edge-of-Chaos Hymn 
  Cost: —; Mins: Essence 3 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisites: Harmony-With-Reality Technique, Refrain of the Gentle Moon 
  Even the crumbling edges of reality and the hungry tides of chaos that wait beyond heed the 
  Lunar’s melody. When she uses Harmony-With-Reality Technique (p. XX), she can roll 
  ([Charisma or Wits] + Performance) instead of the normal roll, and she can use it outside of her 
  claimed territories if doing so benefits a group she has a positive Defining Tie towards. 
  Once per story, when she upholds a positive Major or Defining Tie to a community by 
  successfully stabilizing the Wyld, she gains three Willpower and loses one Limit.  
  Lullaby for the Damned 
  Cost: 5m, 1wp; Mins: Essence 3 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Refrain of the Gentle Moon 
  Allia’s soul is reborn in the piper’s song, calling out to the living nightmares and soul-drinking 
  princes of the Wyld and offering them peace. The piper rolls a special gambit with (Charisma + 
  Performance) against the Resolve of a fae within long range. This attack roll can benefit from 
  magic that enhances inspire rolls. The gambit’s difficulty is (the fae’s higher of Essence or 
  Willpower). Success transforms it into a harmless shape — a small animal, a tree, a mortal child, 
  etc. — for a year and a day. It retains its intellect, Essence, and Charms, but its memories of the 
  time before the transformation become hazy and dreamlike. It forms a Defining Principle of 
  belief that it has always been whatever it was transformed into, and a Defining Principle of 
  
  nonviolence. Any Intimacies incompatible with these are suppressed for the transformation’s 
  duration. Some fae may remain transformed permanently, at the Storyteller’s discretion — 
  usually weak fae, or those who prefer their new existence.  
  This Evocation can only be used once per story, unless reset by succeeding on an influence roll 
  against a nontrivial fae that’s opposed by a Defining Intimacy, or instilling a nontrivial fae with a 
  Defining Intimacy. The Dawn Caste anima power can’t reset it.  
  Resonant: The gambit’s difficulty is (the fae’s higher of Essence or current temporary 
  Willpower). 
  Phaessa and Deinon (Moonsilver Short Daiklaves, Artifact 
  •••) 
  The haunted, blood-soaked forests of Ashbloom, deep in the Northeast, once held Logerion, a 
  shining arboreal metropolis of the First Age. Knows-the-Horizon, a young Lunar socialite and 
  savant, was drawn to the cosmopolitan city, with its wise birds, its palaces of living wood, and its 
  Solar queen’s joyous court. 
  When the city burned in the Usurpation, its queen and her favorites put to the sword, Knows-the-
  Horizon fled into the Northeast’s deep forests. Isolated from the elegant dance of urban society 
  and the depths of the First Age’s libraries and scholastic societies, she sought out the Lunar 
  mystic Opal Heart, whose teachings offered solace in contemplating the intricacies of the 
  wilderness spirit courts and the mysteries of Luna’s cycle of change. 
  In recognition of that cycle, Knows-the-Horizon forged a pair of moonsilver blades, calling 
  down the minor moon-gods Phaessa and Deinon and — in exchange for rediscovering the key to 
  the Midnight Sky Gate and returning it to the Court of the Silver Chair — binding them into the 
  swords that would bear their names. She blooded her new blades well against the Shogunate. 
  When she perished in battle, others in the Silver Pact took up the swords in her name.  
  These paired blades are curved like scimitars, or the crescent moon. Etchings on each blade bear 
  lost scriptures to Luna in a forgotten First Age tongue. But while their form is identical, the two 
  can’t be mistaken for one another. Phaessa shines a brilliant silver-white, and hums with 
  predatory intensity; Deinon gleams darkly beneath its tarnish, cleaving the air with a susurrus of 
  whispers. 
  Attunement: 5m; Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 4) 
  Tags: Lethal, Melee, Balanced 
  Hearthstone slot(s): 2 
  Era: Birth of the Silver Pact 
  Evocations of Phaessa and Deinon 
  Depending on which blade’s power is ascendant, the blades can be either waxing, waning, or 
  neither. While waxing, Phaessa dazzles prey with searing silver radiance, adding one non-Charm 
  die to threaten rolls and withering damage rolls. While waning, Deinon bewilders foes with a 
  hypnotic play of shadows, adding one non-Charm die to Stealth rolls and decisive damage rolls. 
  
  The blades become waxing upon incapacitating an opponent. They become waning upon gaining 
  an Initiative Break. Whenever the blades become waxing, they cease to be waning, and vice 
  versa. The blades cease to be waxing or waning at end of scene. 
  When a resonant wielder wins Join Battle, the blades become her choice of waxing or waning. 
  Lone Blades 
  If the wielder employs Deinon without Phaessa — if she’s been disarmed of 
  Phaessa, for example — she gains no benefits from the blades being waxing. If she 
  wields Phaessa without Deinon, she gains no benefits from the blades being 
  waning. 
  Unsheathe the Crescent Moon 
  Cost: 1m, 1i (+1a); Mins: Essence 1 
  Type: Reflexive 
  Keywords: Perilous, Resonant 
  Duration: Instant 
  Prerequisites: None 
  As the wielder’s combat stance shifts, Phaessa and Deinon follow suit. When the wielder 
  successfully rushes an opponent, she may activate this Evocation to make the swords waxing. 
  When she establishes concealment against all enemies, she may activate this Evocation to make 
  the swords waning. 
  Special activation rules: This Evocation awakens at no cost when the wielder reduces an 
  enemy’s Initiative from higher than hers to lower than hers with a withering attack while the 
  blades are waxing, or incapacitates a nontrivial foe with a decisive attack while they’re waning. 
  Resonant: At Essence 3, the wielder may pay a one-anima surcharge to use this Evocation 
  without needing to enhance an action. If this leaves her anima above the dim level, the swords 
  become waxing; otherwise, they become waning. 
  Moon-Crossing Cloud Mobility 
  Cost: 3m; Mins: Essence 1; Type: Reflexive 
  Keywords: None 
  Duration: Instant 
  Prerequisites: Unsheathe the Crescent Moon 
  Wreathed in monochrome fires, the wielder seems as weightless as moonlight. While the blades 
  are waxing, she rerolls (higher of Essence or 3) failed dice on a rush or a roll opposing a 
  disengage. While the blades are waning, she rerolls (higher of Essence or 3) failed dice on a 
  disengage or a roll opposing a rush.  
  Selenic Psyche Reinforcement 
  Cost: 3m; Mins: Essence 1 
  Type: Reflexive 
  
  Keywords: Resonant 
  Duration: Instant 
  Prerequisites: Unsheathe the Crescent Moon 
  Communing with the moon gods within the swords, the Lunar draws upon their strength of will. 
  She adds +1 non-Charm Resolve or Guile. 
  This Evocation can only be used once per day. Using it to increase Resolve while the swords are 
  waxing or increase Guile while they’re waning doesn’t require a reset. 
  Resonant: A wielder who’s awakened this Evocation may, by meditating, communicate with the 
  moon gods bound within the swords. They may also manifest in her dreams as she sleeps. Their 
  knowledge is limited to what their wielder knows, as well as the experiences of previous 
  wielders and their time in Luna’s spirit court, so their advice is largely limited to possible 
  approaches to take. Phaessa is fierce, determined, and disdainful of obstacles to her wielder’s 
  will. Deinon is subtle, patient, and favors attacking problems from unexpected angles. 
  Silver-and-Shadow Regalia 
  Cost: 4m; Mins: Essence 2 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisites: Moon-Crossing Cloud Mobility 
  The wielder swathes herself in Phaessa’s magnificent brilliance or Deinon’s dark flames. While 
  the blades are waxing, every 10 she rolls on an Appearance-based command action or influence 
  roll rerolls a failed die. While the blades are waning, she rerolls 1s on Stealth rolls. 
  Ranging Moonbeam Strike 
  Cost: 5m, 1wp; Mins: Essence 2 
  Type: Simple 
  Keywords: Dual, Resonant 
  Duration: Instant 
  Prerequisites: Finding the Needle’s Eye, Unsheathe the Crescent Moon 
  With a flick of the wrist, the Lunar hurls her sword’s chiaroscuro flames in a deadly arc. To use 
  this Evocation, the blades must be waxing or waning. She attacks an enemy within medium 
  range.  
  While waxing, the attack is withering. If it crashes the target, he’s set ablaze in a burst of silver 
  flames. At the end of his next turn, if he’s still crashed, he suffers (1 + 10s on the damage roll) 
  dice of lethal damage, ignoring Hardness. 
  While waning, the attack is decisive. Its icy chill is a one-time environmental hazard extending 
  out to close range, in addition to the attack’s damage roll, with difficulty (wielder’s Strength) and 
  
  Damage (1 + 10s on the damage roll), and inflicts a −1 penalty on all actions and to Defense for 
  a number of rounds equal to the levels of damage dealt by the hazard. 
  Resonant: This Evocation’s effects also count 10s on the attack roll. 
  Luna’s Blaze Sears the Wicked 
  Cost: —; Mins: Essence 2 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisites: Selenic Psyche Reinforcement, any Charm this Evocation enhances 
  The Lunar rouses the moon-gods slumbering within the blades. This Evocation upgrades the 
  following Charms: 
  • 
  Claw That Rends the Veil (p. XX) can be used to enhance the blades. 
  • 
  While the blades are waxing, she may flurry Argent Guardian Yantra (p. XX) with an attack, 
  ignoring penalties for doing so.  
  • 
  Demon-Drinking Fang’s mote cost (p. XX) is waived while the blades are waning. 
  Chiaroscuro Conflagration Crescendo 
  Cost: 10m, 1wp (+1-3a); Mins: Essence 3 
  Type: Reflexive 
  Keywords: Mute, Resonant 
  Duration: One scene 
  Prerequisites: Selenic Psyche Reinforcement, Silver-and-Shadow Regalia, Ranging Moonbeam 
  Strike  
  Resonant: This Evocation can only be awakened by characters resonant with Phaessa and 
  Deinon. 
  When Phaessa and Deinon waken to their full might, no corner of the battlefield is free of their 
  selenic influence. This Evocation can only be used when the swords become waxing after 
  incapacitating an enemy with a decisive attack from Initiative 15+, or when they become waning 
  after crashing an enemy with a withering attack that leaves the Lunar at Initiative 15+. 
  The swords gain the following abilities: 
  • 
  Whenever the swords become waxing (including upon activating this Evocation), a tower 
  of black and silver flame manifests the Lunar’s terrifying image. She makes a reflexive threaten 
  roll against all opponents who can see her, and may spend levels of anima to enhance this: one 
  level doubles 9s, two levels doubles 8s, and three levels doubles 7s. Each character whose 
  Resolve is beaten loses five Initiative. In addition, a menacing nimbus enshrouds her thereafter. 
  As long as the blades are waxing, opponents whose Resolve was beaten or who have fear-based 
  Ties toward the Lunar suffer a −3 penalty on attack rolls against her, and to Defense against her 
  
  attacks. Battle groups suffer a −3 penalty on rout checks caused by her, and don’t add their Size 
  on attack or damage rolls against her. 
  • 
  Whenever the swords become waning (including upon activating this Evocation), a 
  vortex of light and shadow engulfs the Lunar. She reflexively rolls to enter concealment, and 
  may spend levels of anima to enhance this; one level doubles 9s, two levels doubles 8s, and three 
  levels doubles 7s. (Her ability to enter concealment is based on her anima level after spending 
  anima, not before.) In addition, lingering shadows cling to her as she moves. As long as the 
  blades are waning, she ignores all penalties to Stealth rolls; doesn’t need adequate hiding spots 
  unless in wide-open, brightly lit terrain; and she increases the Defense penalty against her 
  unexpected attacks by one. 
  Special activation rules: This Evocation can’t be awakened with experience points. Instead, it 
  awakens at no cost when the Lunar performs an agreed-upon task for the moon gods bound into 
  the swords. They choose a task based on information available to the Lunar, which will typically 
  be a matter of purification, revelation, or mending, e.g., cleansing a polluted river, exposing a 
  false prophet, or making amends to a wronged rival. 
  The Ichneumon Blades (Moonsilver Slayer Khatars, 
  Artifact ••••) 
  After the dread gaze of the fae Prince Balor shattered the fabled lance Eternal Talon, Okopa the 
  God-Slaver gathered as many of its fragments as she could. While she didn’t salvage enough to 
  recreate Eternal Talon, she used what she had to forge the twin edges of the Ichneumon Blades. 
  To her disgust and horror, the weapons she created had nothing of Eternal Talon’s nobility or 
  wisdom, having drunk so deeply of Balor’s death-gaze that it poisoned them down to their 
  Essence. The Ichneumon Blades know only ice-cold sadism, a hunger for pain that no master has 
  ever been able to slake. 
  Each Ichenumon Blade is a long, thin spike of moonsilver, with jagged edges fit for maiming 
  flesh. They’re attached to bracers of rune-embossed elk leather, reinforced with moonsilver 
  rivets that gleam like pale stars. Though Okopa was disquieted by them, many in the Silver Pact 
  have delighted in turning their malice against the hated heirs of the usurpers. Their last wielder 
  fell in battle rescuing a newly Exalted Lunar, and the tales disagree on the weapons’ fate. 
  Attunement: 5m; Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 3) 
  Tags: Lethal, Brawl, Piercing, Worn 
  Hearthstone slot(s): 2 (1 each) 
  Era: The Year of False Peace 
  Evocations of the Ichneumon Blades 
  The Defense penalty for making piercing attacks (Exalted, p. 586) with the Ichneumon Blades is 
  waived. 
  Silver Wasp Sting 
  Cost: 3m; Mins: Essence 1 
  Type: Supplemental 
  
  Keywords: Decisive-only, Dissonant, Resonant, Stackable 
  Duration: Instant 
  Prerequisites: None 
  The Ichneumon Blades fracture as they plunge into flesh, leaving their sharp-edged brood 
  growing in their victim’s wounds. A decisive attack that deals 3+ levels of damage embeds a 
  splinter in the wound, raising the victim’s wound penalty by one. If the wielder makes a piercing 
  attack, it ignores (Dexterity) Hardness. Up to (higher of Essence or 3, maximum 5) splinters can 
  be embedded in a victim, stacking their penalty increase. 
  The increased penalty lasts until the embedded splinter is surgically removed, requiring a 
  difficulty 3 (Intelligence + Medicine) roll that takes one hour, and inflicts an unavoidable level of 
  lethal damage on the patient even if successful. If a victim suffers from multiple splinters, each 
  must be removed separately.  
  Dissonant: This Evocation can’t raise victim’s wound penalties above −4. 
  Resonant: This Evocation waives the Initiative cost of making piercing attacks. 
  Wicked Mother’s Eye 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisites: Silver Wasp Sting 
  The Ichneumon Blades sense their progeny. Each splinter embedded in a character by Silver 
  Wasp Sting adds a non-Charm die on the wielder’s Awareness rolls to notice him, Survival rolls 
  to track him, Investigation rolls to profile him or case the scene of his actions, or Socialize rolls 
  to read his intentions. 
  Whispering Wound Infestation 
  Cost: 4m, 1wp; Mins: Essence 1 
  Type: Simple 
  Keywords: Psyche, Resonant 
  Duration: Instant 
  Prerequisites: Wicked Mother’s Eye 
  The Ichnuemon Blades’ shards whisper to their hosts at night, poisoning their dreams. The 
  wielder rolls (Manipulation + [Occult or Presence]) against the Resolve of a character whose 
  general location she knows and who has at least one splinter from Silver Wasp Sting. Success 
  afflicts him with a Derangement (Exalted, p. 168) of the wielder’s choice at Minor intensity. Its 
  intensity fluctuates with the victim’s current number of splinters, rising to Major if he has 3+ 
  splinters, or Defining with 5+. Removing splinters can lower the Derangement’s intensity. Once 
  all are removed, the Derangement lingers at Minor intensity until the story’s end, when it fades 
  altogether. 
  
  Derangements inflicted by this Evocation stir to life in the Ichneumon Blades’ presence. Upon 
  joining battle against the wielder, the victim must also make a Willpower roll against the 
  Derangement. Failure causes him to lose (intensity) Initiative, which she doesn’t gain. 
  This Evocation can’t be used against the same character more than once per story. 
  Resonant: Successfully afflicting a Derangement on a nontrivial character grants the wielder one 
  Willpower. 
  Argent Brood Eruption 
  Cost: 4m, 4i, 1wp; Mins: Essence 2 
  Type: Reflexive 
  Keywords: Perilous, Withering-only 
  Duration: Instant 
  Prerequisites: Silver Wasp Sting 
  The Ichneumon Blades’ progeny hatch in a gruesome display, extending countless spines that 
  pierce their host from within. After her withering attack crashes an enemy with at least one 
  splinter embedded in him, the wielder can use this Evocation to roll (splinters + 10s on the 
  withering damage roll) dice of lethal damage, ignoring Hardness. The impaling spines remain 
  extended, imposing a −1 mobility penalty (Exalted, p. 591) as long as any remain. Moreover, 
  any subsequent splinters the wielder inflicts on the victim instantly blossom into spines, rolling a 
  single die of Hardness-ignoring damage. This lasts until all transformed splinters have been 
  removed. 
  Extracting splinters transformed by this Evocation is far more difficult than usual. The surgery is 
  rolled at difficulty 5, suffers a −4 penalty if not enhanced by magic, and takes a day to complete.  
  Once this Evocation’s been used against a character, it can’t be used against him again until all 
  splinters have been extracted from him. 
  Wasp-of-the-Labyrinth Trick 
  Cost: 4m; Mins: Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: Argent Brood Eruption, Whispering Wound Infestation 
  Even in death, the Ichneumon Blades won’t release their progeny’s hosts. When the wielder’s 
  decisive attack kills a human with any embedded splinters, she may use this Evocation to 
  reanimate the body as a zombie (Exalted, p. 502), which is immediately rolled into battle. These 
  zombies loyally follow their creator’s commands, and suffer no ill effects from embedded 
  splinters. 
  This Evocation’s cost is reduced by one mote for each splinter past the first embedded in its 
  victim. 
  Ravening Swarm Consumption 
  
  Cost: 8m, 4i, 1wp; Mins: Essence 3 
  Type: Simple 
  Keywords: Dissonant, Perilous, Resonant 
  Duration: Instant 
  Prerequisites: Wasp-of-the-Labyrinth Trick 
  The moonsilver splinters seeded in a victim’s flesh move slowly and agonizingly towards his 
  heart, bringing a gruesome death closer with each passing minute. The wielder rolls 
  (Manipulation + Brawl) opposing the (Stamina + Resistance) roll of a character with at least one 
  splinter within medium range. If successful, all splinters in his body begin moving to impale his 
  vitals. This is modeled as a supernatural disease, with morbidity (splinters + 3) and a one-day 
  interval. In addition to the usual effects of disease (Exalted, p. 234), it has the following effects: 
  Minor: The victim’s wound penalty increases by one point. Add +1 to the difficulty of surgery 
  to remove the splinters unless enhanced by magic.  
  Major: In addition to the above, whenever the disease inflicts a botch or Willpower loss on the 
  victim, it also rolls a die of lethal damage against him, ignoring Hardness. The surgery’s 
  difficulty is increased even for efforts enhanced by magic.  
  Defining: In addition to the above, after each scene in which the victim is physically active at 
  all, he suffers a die of lethal damage, ignoring Hardness. Surgery to remove the splinters is 
  impossible without magic, and rolls two dice of lethal damage in addition to inflicting an 
  automatic level. 
  This disease is capable of killing characters with Exalted Healing. The wielder is aware of such 
  deaths, and can use Wasp-of-the-Labyrinth Trick at no cost to reanimate the corpse. The wielder 
  may provide the zombie a simple directive to carry out, or leave it to mindlessly attack any living 
  being it encounters. 
  If a victim’s splinters have been transformed by Argent Brood Eruption, their movement through 
  his flesh is much more dangerous — each day, he suffers (splinters) dice of lethal damage, 
  ignoring Hardness. 
  This Evocation can only be used against a given character once per story. 
  Special activation rules: After successfully using Whispering Wound Infestation on a character, 
  the wielder may use this Evocation against him reflexively and regardless of distance.  
  Resonant: Successfully infecting an enemy with this Evocation resets the wielder’s attack 
  (Exalted, p. 255). 
  Dissonant: Characters dissonant with the Ichneumon Blades can’t awaken this Evocation. 
  Penumbra Gleam (Moonsilver Thunderbolt Shield, Artifact 
  ••••) 
  The raksha Maja of the Starling’s Song is still remembered in the Silver Pact’s war-chants. A 
  relentless warrior, ceaseless in pursuit of perfection, she honed her techniques before her 
  looking-glass, correcting even the smallest errors in her attacks. When she led her goblin army 
  against Creation, she swept through foes as if moving through the steps of a dance — no motion 
  
  wasted, no strike off its mark. In her hubris, she named herself Equal to the Sun, for surely no 
  other could match her.  
  Her downfall came at the hands of a Lunar Circle, still young but steadfast in their camaraderie. 
  Umrita Dal stole into her camp by night and absconded with her fabled looking-glass. His sister, 
  Antarin Iron-Wise, reshaped it into a mighty shield, calling from its silvery depths the memory 
  of Maja’s every mistake. Once completed, the warrior Hundred Thunders bore the shield into 
  battle, confounding the raksha with all her failures and follies. In the end, Maja submitted, all 
  pretense of perfection shattered.  
  Since then, many in the Silver Pact have born Penumbra Gleam. It’s often given to young Lunars 
  — especially those who need a lesson in humility, for the shield reveals the flaws of anyone it 
  reflects, especially its wielder. Granting the shield to another is considered either a show of 
  confidence or a rebuke, but it’s served many Lunars in its time, all of them bettered by the 
  ordeal.  
  Penumbra Gleam is a gently curved pane of unblemished moonsilver polished to a mirror sheen. 
  Strange images sometimes flash across its surface — most of all, Maja’s shadow. 
   Attunement: 5m; Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4) 
   Tags: Bashing, Melee, Shield 
   Hearthstone slot(s): 1 
   Era: The First River Crusade  
  Evocations of Penumbra Gleam  
  Upon attuning to Penumbra Gleam, its wielder awakens Meditation in Silver for free. Maja’s 
  shadow appears in the shield’s surface, offering only a single word of advice: “Strive.”  
  Meditation in Silver 
  Cost: 3m, 1wp; Mins: Essence 1 
  Type: Simple 
  Keywords: Resonant, Stackable 
  Duration: Indefinite 
  Prerequisites: None 
  As the wielder practices and drills in front of Penumbra Gleam, her reflection comes to life, 
  eager to offer suggestion and critique. After spending several hours under its guidance, she 
  makes an instill roll against herself with (Perception + Integrity) to erode an Intimacy expressing 
  pride or bravado, or create or strengthen one expressing humility or frustration with herself. She 
  banks points of Reflection equal to her total successes on this roll, maximum (Perception + 
  Melee). She can spend up to (Perception/2, rounded up) Reflection on a Melee attack to reroll 
  that many non-1 failures, and can spend Reflection in place of Initiative when taking a full 
  defense (Exalted, p. 196). She can stack Reflection from multiple uses of this Evocation; she 
  need not commit the cost of subsequent uses. 
  Resonant: As long as the wielder has a Major or Defining Intimacy expressing self-doubt, self-
  loathing, or inadequacy, she adds (higher of Essence or 3) to her maximum Reflection.  
  
  Flawed Strike Mockery 
  Cost: 2m; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Resonant, Uniform 
  Duration: Instant 
  Prerequisites: Meditation in Silver 
  Enemies who witness their failed techniques reflected in Penumbra Gleam falter. Successfully 
  blocking an attack steals one point of Initiative from the attacker and grants one Reflection. 
  Resonant: With Essence 3, the wielder may pay a one-Willpower surcharge to steal Initiative 
  equal to the difference between the failed attack and her Parry, maximum (Perception).  
  Broken Sword Echo 
  Cost: 5m; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Counterattack, Resonant 
  Duration: Instant 
  Prerequisites: Flawed Strike Mockery 
  As their blades rebound from Penumbra Gleam, enemies are assailed by thoughts of failure. If 
  the wielder successfully blocks an attack, she makes a special counterattack, rolling (Perception 
  + Melee) against the attacker’s Resolve. If successful, that enemy suffers a −3 penalty on rolls 
  against the wielder for the scene and forms a Minor Tie of self-loathing. He can spend 
  Willpower to resist the Tie, but not the penalty. 
  Resonant: The wielder adds non-Charm dice on her counterattack roll equal to the difference 
  between the enemy’s attack roll and her Parry. 
  Fault-Finding Defense 
  Cost: 4m, 1 Reflection; Mins: Essence 2 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: Instant 
  Prerequisites: Flawed Strike Mockery 
  Penumbra Gleam exaggerates flaws — especially flawed attacks. After an attack overcomes the 
  wielder’s Parry, she may use this Evocation to impose a penalty on the damage roll equal to the 
  1s on the attack roll, maximum (Perception).  
  Silver Phantom Phalanx 
  Cost: 5m, 1+ Reflection; Mins: Essence 2 
  Type: Reflexive 
  
  Keywords: Dissonant, Resonant, Uniform 
  Duration: Until next turn 
  Prerequisites: Fault-Finding Defense 
  Bracing against an attack, the wielder throws off a host of images displaying how she might 
  defend against it, confounding her foe. Every point of Reflection she spends adds +1 Parry, 
  maximum (Perception/2). A foe may spend one Willpower to pierce this illusion, ignoring the 
  Parry bonus.  
  Resonant: If the wielder took a full defense on her turn, enemies can’t pay Willpower to resist 
  this Evocation. 
  Dissonant: Each +1 Defense costs two Reflection instead of one.  
  Symmetry of Violence 
  Cost: 7m, 5i, 1wp, 0+ Reflection; Mins: Essence 3 
  Type: Reflexive 
  Keywords: Clash, Decisive-Only, Resonant 
  Duration: Instant 
  Prerequisites: Silver Phantom Phalanx, Broken Sword Echo 
  Resonant: Only characters resonant with Penumbra Gleam can awaken this Evocation. 
  Turning a foe’s strength against him, the wielder conjures a reflection of her attacker from within 
  Penumbra Gleam’s surface to strike back. She clashes an attack from any range with a decisive 
  counterattack, using her attacker’s Initiative instead of her own to determine damage. She may 
  spend up to (Perception/2) Reflection to add that many dice to the attack and damage rolls. 
  Additionally, she can duplicate any Supplemental or Reflexive magic enhancing the attack for 
  (effect’s minimum Essence + 3) Reflection each. This clash doesn’t reset her Initiative. Unlike 
  most clashes, this Evocation can be combined with Broken Sword Echo’s counterattack. 
  This Evocation can only be used once per scene, unless reset by crashing an enemy by blocking 
  his decisive attack. 
  Seven Furies Caged, (Moonsilver Articulated Plate, 
  Artifact ••••) 
  Such was the wrath of the young Blood Nail when he faced the Shogunate’s forces in battle that 
  the Full Moon went forth heedless of danger, refusing to armor himself against the Wyld Hunt. 
  Thus his protection fell to his Circlemate and lover, Amareq Winding-Glory, who labored to 
  shape moonsilver around Blood Nail even as he battled. By the time he completed the armor, it 
  was stained with gore — both Blood Nail’s and his victims. Seven Furies Caged had drunk deep 
  of its wearer’s rage, and been born a monster. 
  Blood Nail and Seven Furies Caged slaughtered many great foes, whose skulls were hung from 
  the armor’s spikes. The Lunar’s victories saw him recognized as a shahan-ya in the Realm’s 
  infancy, as young Lunars who’d barely survived the Great Contagion and the Fair Folk crusades 
  sought his aid in mastering their rage. He lends the armor freely to students and allies, so long as 
  
  they vow to use it to further his agenda of open warfare against the Realm’s satrapial holdings. 
  Lunars of other political leanings must trade favors for a chance to bear the artifact into battle. 
  Seven Furies Caged is jagged and bestial in design — some might call it crude, though others 
  remember the difficulty Amareq faced in creating it. Sharp spikes of moonsilver jut from its 
  helm, pauldrons, and gauntlets. Here and there its plates are discolored where a fragment of jade 
  or splinter of a Dragon-Blood’s bones was caught in the moonsilver while Amareq worked it.   
   Attunement: 6m, Type: Heavy (Soak +11, Hardness 10, Mobility Penalty −2) 
   Hearthstone slot(s): 2 
   Era: Siege of Gunuku 
  Evocations of Seven Furies Caged 
  Seven Furies Caged’s wearer adds her wound penalty to the armor’s soak and Hardness. 
  Jubilant Loss of Control 
  Cost: 4m; Mins: Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only, Protean 
  Duration: Instant 
  Prerequisites: None 
  As pain clouds the warrior’s thoughts, Seven Furies Caged offers the clarity of rage, urging her 
  onward to the slaughter. She ignores wound penalties on a Join Battle roll, adding them as bonus 
  dice instead. If she wins Join Battle and makes a decisive attack on her first turn, the attack roll 
  enjoys the same benefit, and she adds her wound penalty in dice to the damage roll. 
  Harnessed Fury Mantra 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: Resonant 
  Duration: Permanent 
  Prerequisites: Jubilant Loss of Control, Relentless Lunar Fury 
  Seven Furies Caged feels its wearer’s pain, its moonsilver humming with intensity born of 
  agony. While using Relentless Lunar Fury (p. XX), the wearer gains a bonus dot of Strength. She 
  negates wound penalties on the wearer’s feats of strength, adding them as bonus dice instead. 
  Resonant: Relentless Lunar Fury adds one die to the damage of the Lunar’s decisive attacks. 
  Invincible Berserker Approach 
  Cost: 5m; Mins: Essence 2 
  Type: Reflexive 
  Keywords: Decisive-only, Resonant 
  
  Duration: Instant 
  Prerequisites: Jubilant Loss of Control 
  The doomed and the damned who stand against the berserker watch in fear as their blows do 
  nothing. She adds (Stamina) to the armor’s Hardness against a source of decisive damage. If she 
  has any damage in her −4 health levels, she enjoys this Hardness even while crashed (but not the 
  armor’s base Hardness, or any other sources of Hardness). If her Hardness negates an enemy’s 
  decisive attack, she may reflexively make an ([Appearance or Charisma] + Presence) threaten 
  roll against him, ignoring wound penalties and adding them as bonus dice. 
  Resonant: The wielder can use this Evocation while crashed if she has any damage in her −2 
  levels. 
  Unrelenting Destroyer Fury 
  Cost: 4m; Mins: Essence 2 
  Type: Supplemental 
  Keywords: Dual, Resonant 
  Duration: Instant 
  Prerequisites: Jubilant Loss of Control 
  The berserker unleashes her anger in blows that crush stone and turn bones to dust. She adds 
  (Strength) bonus dice on an attack roll with any weapon against an enemy that’s dealt decisive 
  damage to her since her last turn. Withering attacks add (wound penalty) dice of post-soak 
  damage; decisive attacks add (wound penalty) attack roll extra successes as damage dice. 
  Resonant: This Evocation can enhance attacks against enemies with a lower wound penalty than 
  the wearer, even if they haven’t damaged her. 
  Blood Moon Ascendant 
  Cost: 5m, 1wp; Mins: Essence 3 
  Type: Simple 
  Keywords: Resonant 
  Duration: Instant 
  Prerequisites: Harnessed Fury Mantra, Invincible Berserker Approach, Unrelenting Destroyer 
  Fury 
  Howling her pain to the sky, the berserker taps the illimitable rage of every warrior to have ever 
  borne Seven Furies Caged into battle. To use this Evocation, Relentless Lunar Fury must be 
  active. She rolls (Stamina + Strength), ignoring her wound penalty and converting it into bonus 
  dice, and gains Initiative equal to the successes.  
  This Evocation can only be used once per scene, unless reset by incapacitating a nontrivial 
  enemy with an attack that dealt 5+ levels of damage more than necessary to do so. 
  Special activation rules: This Evocation can be flurried with a feat of strength, rush, or threaten 
  roll. 
  
  Resonant: If the wearer gains 10+ Initiative from this Evocation, her attack is reset (Exalted, p. 
  255). 
  Seven Vengeful Fangs 
  Cost: —; Mins: Essence 3 
  Type: Permanent 
  Keywords: Counterattack, Decisive-only, Resonant 
  Duration: Permanent 
  Prerequisites: Blood Moon Ascendant, Knife-Biting Attitude 
  Seven Furies Caged roars as it’s struck, extending its spikes to impale its attacker. When the 
  wearer uses Knife-Biting Attitude (p. XX), she may unleash a decisive counterattack with any of 
  her weapons after her attacker rolls damage. Her counterattack only uses the Initiative gathered 
  by Knife-Biting Attitude for its damage, and ignores Hardness. It doesn’t include the rest of her 
  Initiative or reset it, although the gathered Initiative is spent. If Relentless Lunar Fury is active, 
  she can make this counterattack even while crashed. 
  Resonant: The Lunar may opt to include her Initiative in the counterattack’s damage, although 
  this resets her to base if it’s successful. 
  Bleeding Behemoth Rampage 
  Cost: —; Mins: Essence 4 
  Type: Permanent 
  Keywords: Decisive-only, Resonant 
  Duration: Permanent 
  Prerequisites: Blood Moon Ascendant, Frenzied Desperation Strike 
  Even if its master can barely stand, Seven Fangs Caged forces her body to obey her will, 
  moonsilver doing what muscle cannot. When she uses Frenzied Desperation Strike (p. XX), she 
  adds her wound penalty both to the damage of the attack and to her Initiative after resetting if 
  successful. Frenzied Desperation Strike is reset the first time in a scene she takes damage to a −4 
  health level. 
  Resonant: If Relentless Lunar Fury is active, waive Frenzied Desperation Strike’s Willpower 
  cost. 
  Death at the Root (Moonsilver Grand Grimcleaver, Artifact 
  •••••) 
  A master Lunar geomancer and artificer of the First Age, Shu Ri-Li the Dragon Line Shepherd 
  wielded his Crook of Earthly Harmony to raise chatoyant towers that ascended into Yu-Shan, 
  consecrated pagodas that sealed shadowlands, and jungles of living gemstone. But when the 
  Usurpation’s aftermath saw his life’s work delivered into the hands of the traitorous Dragon-
  Blooded, he snapped his green jade rod, and reforged it with a heavy moonsilver blade. With the 
  newly-christened Death at the Root, he denied the usurpers the power of their stolen manses, 
  
  maiming the dragon lines themselves and destroying irreplacable geomantic and sorcerous 
  infrastructure of the lost age. 
  A weapon of immense power well-suited to the Silver Pact’s purposes, Death at the Root has 
  been held by many Lunars throughout time. Seventh-Born Moth used it to destroy four of the 
  five manses that purified the River of Tears, turning its waters salt once again. Black Heavens 
  Magister turned it against the Four Winds Throne at Greyfalls, laying low the almighty Realm 
  Defense Grid for a season, though the ensuing Wyld Hunt killed him and captured the 
  grimcleaver. It would not remain long in Dragon-Blooded hands; Hajkal Pra stole it from Ledaal 
  Purun’s sanctumn-manse and sundered the wards worked into its walls as an afterthought. It 
  frequently trades hands within the Pact as a repayment for favors between shahan-yas and their 
  schools.  
  Attunement: 5m; Type: Heavy (+1 ACC, +14 DMG, +0 DEF, OVW 5) 
  Tags: Lethal, Melee, Chopping, Reaching, Two-Handed 
  Hearthstone slot(s): 3 
  Era: Birth of the Silver Pact 
  Evocations of Death at the Root 
  Upon attuning to Death at the Root, its wielder awakens Sever the Flow for free. The 
  grimcleaver can be used to destroy hearthstones without needing the normal prerequisites and 
  period of examination to do so (Exalted, p. 604). 
  Sever the Flow 
  Cost: 5m; Mins: Essence 1 
  Type: Simple 
  Keywords: Perilous, Resonant 
  Duration: Instant 
  Prerequisites: None 
  Slamming Death at the Root into the earth, the wielder unleashes a shockwave that disrupts the 
  flow of dragon lines. While in a demesne or manse, she rolls (Intelligence + [Craft (Geomancy) 
  or Melee]) at difficulty (its Merit rating), suppressing that site’s supernatural properties within 
  close range — plus an additional range band for every two successes — for the scene.  This 
  includes increased mote recovery for characters attuned to the site, their ability to sense Essence 
  use within the disrupted region, and any other supernatural properties the demesne or manse 
  possesses. A demense or manse can only be disrupted by one use of this Evocation at a time. 
  Resonant: If the wielder rolls 3+ extra successes, her attack is reset (Exalted, p. 255). 
  Welling Sap Strike 
  Cost: 1m; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Stackable, Withering-only 
  Duration: One scene 
  
  Prerequisites: Sever the Flow 
  Where the bark is cut, sweet life flows out. After dealing damage with a decisive attack or 
  successfully using Sever the Flow, the wielder gathers geomantic Essence from her surroundings 
  into a shining corona around the grimcleaver, adding one die to the raw damage and 
  Overwhelming of its withering attacks.  
  The wielder can stack this Evocation up to (Essence) times. If used in a demesne or manse, this 
  increases to (its Merit rating), if that’s higher. 
  World-Breaker’s Blade 
  Cost: 2m; Mins: Essence 1 
  Type: Supplemental 
  Keywords: Decisive-only 
  Duration: Instant 
  Prerequisites: Welling Sap Strike 
  Blazing with the dragon lines’ varicolored fire, Death at the Root deals out a grievous wound. To 
  use this Evocation, Welling Sap Strike must be active. The wielder adds its damage dice bonus to 
  a decisive attack.  
  Dragon’s Egg Cracked 
  Cost: 2m, 1wp; Mins: Essence 2 
  Type: Simple 
  Keywords: Decisive-only, Resonant 
  Duration: Instant 
  Prerequisites: World-Breaker’s Blade 
  Death and rot come to the fruits of the dragon lines in the wielder’s wake. She rolls a gambit to 
  destroy a hearthstone on an enemy’s person, with difficulty 5 for lesser hearthstones and 8 for 
  greater hearthstones. Success destroys the stone and breaks its bearer’s attunement to the 
  demesne or manse. If the hearthstone originated from a demense or manse the wielder has 
  disrupted with Sever the Flow, she adds (Essence) dice on the attack and damage rolls. 
  Resonant: Shattering a hearthstone socketed into a weapon also disarms that weapon. 
  Dweomer-Cleaving Edge 
  Cost: —; Mins: Essence 2 
  Type: Permanent 
  Keywords: Resonant 
  Duration: Permanent 
  Prerequisites: Sever the Flow, Spell-Rending Talon 
  Death at the Root sunders the threads of sorcery. The Lunar waives Spell-Rending Talon’s (p. 
  XX) cost when using it to enhance a chopping attack (Exalted, p. 585). It can also be used to 
  
  counter a spell being cast, stripping one sorcerous mote per two levels of damage dealt to the 
  sorcerer. 
  Resonant: When using this Evocation to counter spells, each level of damage strips one 
  sorcerous mote. 
  Cutting the World-Root 
  Cost: —(+1wp); Mins: Essence 3 
  Type: Permanent 
  Keywords: Resonant 
  Duration: Instant 
  Prerequisites: Sever the Flow 
  The world’s lifeblood withers and runs dry at Death at the Root’s fall. The wielder may pay a 
  one-Willpower surcharge to extend the suppression inflicted by Sever the Flow to (Essence + 
  Strength) days. 
  Special activation rules: This Evocation awakens at no cost when the wielder successfully uses 
  Sever the Flow against a greater demesne or manse, or uses Dragon’s Egg Cracked to destroy a 
  greater hearthstone. 
  Resonant: If the wielder uses this Evocation at an especially vulnerable point within a demesne 
  or manse, such as where its hearthstone grows, rolling 5+ extra successes suppresses the entirety 
  of the site’s magic for the duration, and shatters any Linked hearthstones (Exalted, p. 604) 
  originating from it.  
  World-Soul Harvest 
  Cost: —(+10m, 1wp); Mins: Essence 3 
  Type: Permanent 
  Keywords: Perilous 
  Duration: Permanent 
  Prerequisites: Cutting the World-Root, Dragon’s Egg Cracked 
  Death at the Root drinks deeply of the world’s power, stealing it for itself. After using Cutting 
  the World-Root to suppress a demense or manse with (its Merit rating) extra successes, the 
  wielder may pay ten motes and one Willpower to draw its Essence into one of the grimcleaver’s 
  hearthstone sockets. Over the next day, a duplicate of that demesne or manse’s hearthstone forms 
  within that socket (assuming at least one is empty). It shatters if removed from Death of the 
  Root. Such hearthstones are always Steady (Exalted, p. 604), even if the original isn’t. 
  This Evocation can only be used once per story. 
  Broken Circle Ruin 
  Cost: —(+1wp); Mins: Essence 4 
  Type: Permanent 
  Keywords: Perilous, Resonant 
  
  Duration: Permanent 
  Prerequisites: Cutting the World-Root, Dweomer-Cleaving Edge 
  Resonant: Only characters resonant with Death at the Root can awaken this Evocation. 
  Death at the Root rends miracles in twain, ushering an end to the relict wonders of a lost age. 
  The wielder can use Sunder the Flow against sorcerous workings for a one-Willpower surcharge, 
  rolling against difficulty (Circle x 3). Terrestrial Circle workings are negated entirely; Celestial 
  and Solar workings have their effects suppressed for (Essence + Strength) days.  
  This Evocation is especially effective against workings that incorporated a demense or manse as 
  one of their Means (Exalted, p. 487). Such a Celestial Circle working can be permanently 
  undone, while such a Solar working can be suppressed for (Essence) months. 
  Manse-Razing Strike 
  Cost: 10m, 1wp; Mins: Essence 5 
  Type: Simple 
  Keywords: Resonant 
  Duration: One extended action 
  Prerequisites: World-Soul Harvest 
  Resonant: Only characters resonant with Death at the Root can awaken this Evocation. 
  The ultimate power of Death at the Root is its most fabled and infamous, the great and awful 
  power to bring low the towers of the mighty. This Evocation can only be used against a demesne 
  or manse that’s been completely suppressed with Cutting the World-Root. The wielder begins an 
  extended (Intelligence + Craft [Geomancy]) action to completely destroy that site, cutting away 
  those features of the terrain or architecture that are most vital to its geomancy. This has difficulty 
  (its Merit rating), goal number 40, and a one-day interval. Success permanently destroys it, 
  entailing massive damage to the structures of a manse or the landscape of a demesne. On failure, 
  the wielder can’t use this Evocation against that site again. 
  This Evocation can only be used once per story. 
  Weirdflame (Moonsilver Devil Caster •••••) 
  In the Usurpation’s aftermath, the shaman-smith Saint of the Sands fled to the Wyld and built a 
  palace-forge in its depths. He savaged the Wyld and its Fair Folk, feeding them to his furnace to 
  quicken his weapons of vengeance. Weirdflame was the last of these masterpieces, crafted from 
  the chaos-twisted ruins of his workshop itself.  
  Since the Saint’s death, Weirdflame and the rest of his arsenal have been scattered across 
  Creation and the Wyld, wielded by the Silver Pact and its enemies alike, but few have matched 
  Weirdflame’s infamy. Its flames burn with the Wyld’s power, twisting and tainting that which 
  they touch rather than consuming them. In the hands of Eight-Eye Weaver, Weirdflame razed 
  satrapies and transformed warriors into faceless monsters. The witch-king Kurzimand used it as 
  an instrument of fear, warping criminals into awful grotesques.   
  Weirdflame is a gaudy weapon, with a spiral moonsilver barrel shot through with veins of garish, 
  pulsating chaos and a mother-of-pearl grip. Its flames burn in a rainbow of colors, both those 
  
  known in Creation and alien spectra born of the Wyld. It currently lies where its last wielder, the 
  Four Pine Sage, sealed it away 
  …yet Weirdflame still burns, beckoning its next master. 
  Attunement: 5m; Type: Medium (+12 DMG, OVW 4) 
  Accuracy: Close +1; Short +5; Medium +3; Long +1; Extreme −1 
  Tags: Lethal, Archery (Short), Flame, One-Handed, Mounted, Slow 
  Hearthstone slot(s): 1 
  Era: Blood Moon Interregnum  
  Evocations of Weirdflame 
  When attuning to Weirdflame, the wielder awakens Spark of Madness at no cost. 
  Spark of Madness  
  Cost: —; Mins: Essence 1 
  Type: Reflexive 
  Keywords: Uniform 
  Duration: One day 
  Prerequisites: None 
  Weirdflame and wielder burn alike. Upon awakening this Evocation, her player chooses a 
  Derangement (Exalted, p. 168). While this Evocation is active, she suffers that Derangement at 
  Major intensity, but Weirdflame loses the Slow tag and requires no ammunition.  
  This Evocation can’t be ended early. 
  Wyld-Flame Crucible 
  Cost: 5m, 1wp; Mins: Essence 1 
  Type: Simple 
  Keywords: Decisive-only, Resonant, Stackable 
  Duration: Instant 
  Prerequisites: Spark of Madness 
  Unleashing a conflagration of morphic fire, Weirdflame’s master twists her foe in a gruesome 
  display of power. She makes a difficulty 5 gambit. If successful, she inflicts one of the following 
  transformations, which lasts one day:  
  Humanity-Immolating Pyre: Twisted into a gruesome and terrifying shape, the victim inspires 
  fear in all who behold him. He gains the Hideous Merit and suffers a −2 penalty on inspire and 
  instill rolls based on any emotion but fear, and bargain and persuade rolls. Anyone who sees him 
  assumes he’s a demon, fae, or similar horror unless they succeed on a difficulty 3 (Perception + 
  Occult) roll. Characters who know him and recognize him add +3 dice on this roll; on a failure, 
  they assume he’s a monster that’s somehow stolen the original’s shape. 
  
  Limb-Twisting Molt: One of the victim’s limbs or organs is grotesquely transformed — a leg 
  turned to coral, an arm stripped of bones, eyes turned to fungal growths, etc. — inflicting a −3 
  penalty to any roll requiring its use.   
  Melting Face Curse: Weirdflame’s fire burns away the victim’s face and all other identifying 
  features. Recognizing him by sight, scent, or voice is impossible without magic, and even then 
  requires a (Perception + Awareness) roll at difficulty (Lunar’s Manipulation + Essence). This 
  can’t disguise him as another individual. 
  This Evocation is a shaping effect which can be defended against by Destiny-Manifesting 
  Method (Exalted, p. 304) or similar magic. The wielder can stack its effects on a single foe, but 
  can’t stack the same effect more than once — with the exception of Limb-Twisting Molt, which 
  can be applied once per body part.   
  Weirdflame’s master can develop new transformations of comparable power for three experience 
  points (or one bonus point) each. 
  Resonant: The wielder makes a damaging decisive attack instead. As long as the damage 
  inflicted beats the gambit’s difficulty, she may forgo three levels of damage to inflict a single 
  transformation. 
  The Moon in Flames 
  Cost: —; Mins: Essence 1 
  Type: Permanent 
  Keywords: None  
  Duration: Permanent 
  Prerequisites: Sharing Luna’s Gifts, Wyld-Flame Crucible 
  The Lunar may use Weirdflame’s fire to transform characters with Sharing Luna’s Gifts (p. XX), 
  waiving its health level cost. If she knows Insidious Lunar Transformation (p. XX), she can 
  make its gambit with Weirdflame, waiving its health level cost. Any Evocations that enhance 
  Wyld-Flame Crucible can also enhance Insidious Lunar Transformation — for example, 
  reducing the difficulty of using it against a target marked by Twisting Ash Brand. 
  Special activation rules: This Evocation awakens at no cost when the Lunar fails a roll against 
  the Derangement inflicted by Spark of Madness. 
  Mad-Fire Ultimatum  
  Cost: 3m, 1wp; Mins: Essence 2 
  Type: Supplemental 
  Keywords: Psyche, Resonant  
  Duration: Instant 
  Prerequisites: Wyld-Flame Crucible 
  The wielder doubles 9s on a threaten, instill, or inspire roll to torment or outrage a victim of 
  Wyld-Flame Crucible. If beats his Resolve, she also inflicts a Minor Derangement of hysteria for 
  (1 + extra successes) days, or for the transformation’s duration if it’s longer.  
  
  Resonant: The wielder doubles 8s. 
  Twisting Ash Brand 
  Cost: 3m; Mins: Essence 2 
  Type: Supplemental 
  Keywords: None  
  Duration: Instant 
  Prerequisites: Wyld-Flame Crucible 
  Weirdflame exhales a spume of varicolored smoke and glowing cinders. As its wielder aims at a 
  foe, this smoke clings to him, lowering the difficulty of the next gambit made against him with 
  Wyld-Flame Crucible by two. 
  Ruined Phoenix Crucible 
  Cost: —; Mins: Essence 3 
  Type: Permanent 
  Keywords: Resonant 
  Duration: Permanent 
  Prerequisites: Mad-Fire Ultimatum  
  Emerging from the ashes like a broken-winged phoenix, a foe is reborn. Wyld-Flame Crucible’s 
  transformations last (wielder’s Essence x2) days, or (Essence) months against mortals. The 
  wielder may commit Wyld-Flame Crucible’s cost when transforming a foe with equal or lesser 
  Essence, making the transformation’s duration Indefinite. 
  Resonant: Mortals whose Willpower is lower than the wielder’s Essence can be permanently 
  transformed without committing motes. 
  Wyld Nightmare Inferno 
  Cost: 10m, 5i, 1wp; Mins: Essence 4 
  Type: Simple 
  Keywords: Perilous, Resonant 
  Duration: One scene 
  Prerequisites: Ruined Phoenix Crucible, Twisting Ash Brand 
  Resonant: Only a wielder resonant with Weirdflame can awaken this Evocation. 
  Raising Weirdflame skyward, the wielder unleashes a Wyld-fire vortex that engulfs the world 
  around her in chaos. This is a difficulty (Essence), Damage 4L/round environmental hazard 
  extending out to medium range from her. Rolls to resist it use the lower of the appropriate 
  (Attribute + Ability) pool or a character’s (Wits + Integrity). If Spark of Madness is active, the 
  wielder is immune to this hazard.  
  Each level of damage a character takes from the hazard lowers the difficulty of Wyld-Flame 
  Crucible’s gambits against him by one. Once the difficulty’s been lowered to 0, each subsequent 
  
  time a character takes damage, the wielder may afflict him with one of Wyld-Flame Crucible’s 
  transformations, without needing to pay any cost or make any rolls. 
  This blaze can’t be extinguished by water, or even fire-suppressing magic, but it ends if the 
  wielder is crashed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  War horns rang out over Kulinth, as though anyone could hear the clashing of swords and the 
  shouts and not recognize the alarm had been raised. Castellan Mitali Vogl had played her part 
  exactly as Sazay’d expected, raising the cry over poor, murdered Glimmering Shroud. She’d 
  alerted Prince Asmund and flung her accusations Cathak Vanida’s way. The satrap countered 
  with whispers she’d heard — Silent Pearl's poisoned rumors — and from there, the tension 
  reached a boiling point. When Winglord Ledaal Haraku’s soldiers found his body early that 
  morning, the hostilities spilled over. 
  ••••• 
  Tula winged over a quiet street, calling down orders with a song. It was all she could do not to 
  trill in triumph. All night, her fighters had ambushed orderly packs of garrison troops: striking 
  from cover, sowing blood and chaos, melting back into Kulinth’s twisting alleys before the 
  trained soldiers could rally and retaliate. Two months ago she’d been uncertain they could learn 
  so quickly. Now, though, they did exactly as she bade, and though they’d suffered losses, would 
  suffer more in the hours to come, grieving could wait. Tonight, they saved their people.  
  She spotted a group ahead, scuttling from shadow to shadow: a family trying to escape. This 
  way, she called to her flock hiding in the shadows. A handful emerged from cover to lead the 
  refugees to safety. The rest skulked after Tula as she wheeled down an alley, toward the garrison 
  force coming to make a sweep. They’d find more than scared peasants to test their blades 
  against. 
  ••••• 
  Sazay’d worn half a dozen faces tonight, and by morning she’d don half a dozen more. She’d 
  been a square-jawed old commander, sending his troops to the wrong side of the city. She'd been 
  one of the satrap’s mouthpieces, delivering orders in a stolen voice. She’d been the tax collector, 
  scurrying into a stolen carriage with boxes of pilfered scrolls. She’d been a close friend of 
  Glimmering Shroud, declaiming an impassioned speech to all who would listen about avenging 
  his death. She’d worn animal shapes, too, sneaking mouse-tiny into a meeting room to eavesdrop 
  on the satrap’s desperate plans. She’d been a kestrel, carrying those plans to Tula and Tegama. 
  She’d been her beloved fennec-self, slipping into storehouses and kicking over oil lanterns. 
  Her favorite so far was running as a wolf at Silent Pearl’s side, exulting in the joy of being part 
  of a pack as they tasted coppery blood torn from soldiers’ throats.  
  ••••• 
  The fighting wasn’t confined to the city’s walls. Silent Pearl preferred to lure their enemies away 
  from the safety that came with comrades in arms; they dragged the battle over snowy fields and 
  out onto the frozen lake, where spirits of ice and gale waited to sink frigid talons into warm 
  mortal flesh. The fight went out of the soldiers as the cold crept in, though Silent Pearl felt no 
  pity. They’d promised their otherworldly allies a feast, and the winds howled with approval.  
  ••••• 
  It was nearly midnight, but Kulinth’s central square glowed bright as day. At its center, limned in 
  white and surrounded by soldiers, flowed Azu Tegama Asarkon. His form blurred as he moved, 
  the silver blade flashing in his grip. It left a bright streak in its wake, often followed by a crimson 
  arc. Tegama cut through his opponents efficiently, methodically. With every swing, he took a 
  
  step closer to the palace where Cathak Vanida had holed up, surrounded by her most trusted 
  guards.  
  Clutched in winter’s frozen grasp, the city of Kulinth burned. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chapter Nine 
  Heroes and Monsters 
  The following quick characters can be used both to represent specific characters and as 
  guidelines for others. Some are venerated shahan-yas and luminaries of the Silver Pact; others 
  are prominent within it, or independent of it altogether. 
  The Charms listed for each Storyteller are only a sampling of each character’s most iconic 
  powers. Storytellers should feel free to add Lunar Charms, Martial Arts Charms, Evocations, or 
  spells to either increase a character’s power, or diversify their talents into other fields. 
  Might of the Elders 
  This chapter includes ancient Lunars who’ve mastered Essence 6+ Charms. Such 
  Charms don’t represent a new tier of power beyond what Essence 5 Charms are 
  capable of — rather, they depict these elders’ unique and idiosyncratic capacities, 
  signature feats that define their legend but remain within the bounds of ordinary 
  power. 
  Hata Mor 
  Pressed into slavery as a child along with the rest of his village by the Guild, Hata Mor was torn 
  from his parents and sold by the Guild factor Rodikhar of Nathir to the prince Blossoming Vine 
  to fight in his arena. The prince spared no expense in tending to the health of his precious 
  gladiators, but had no concern for their humanity, considering them less than his hunting hounds 
  or stable of horses. But when Blossoming Vine sought to court a visiting queen with a taste for 
  blood, Hata Mor found himself thrown into a brutal death match that left him bleeding out in the 
  sand.  
  Mor barely managed to crawl out of the arena. Determined to survive, he tried to bind his 
  wounds. That was where Luna found him. That night, he escaped his slavery. Silver Pact 
  emissaries him out not long after, but he rejected their offers. He knew little of the Realm, and 
  the rage burning in his heart had pressing targets far closer to hand than that distant empire. Nor 
  did he seek the mentorship of the Pact’s Lunars; after a life in chains, he was wary of even the 
  most seemingly benevolent masters. Instead, he pursues a far more personal vendetta. 
  Blossoming Vine believes Hata Mor dead, but in truth, the young Lunar’s set out to ruin both the 
  prince and the Guild factor who enslaved him. Blossoming Vine and Factor Rodikhar deserve 
  none of the respect his fellow gladiators did — rather than a swift, violent end, they must be 
  humbled and humiliated as Mor unravels their lives’ works. He moves among the elite of Vine’s 
  kingdom, sowing unrest and stoking the ambition of rival nobles, while undermining Rodikhar’s 
  mercantile ventures with his own trading consortium, the Hidden Stonefish Company. Only 
  when his tormentors succumb to despair will he permit them their deaths. 
  Caste: Casteless 
  Spirit Shape: Stonefish; Tell: A mottled birthmark on his face. 
  Essence: 2; Willpower: 6; Join Battle: 6 dice (+2 for 2m, +4 for 4m) 
  Personal: 17; Peripheral: 42 
  
  Health Levels: −0/−1x2/−2x4/−4x2/Incap. 
  Actions: Assess Goods: 7 dice (+4 for 4m, +7 for 7m); Feats of Strength: 8 dice (+4 for 4m, +7 
  for 7m; may attempt Strength 5 feats); Read Intentions: 10 dice (+4 for 4m, +7 for 7m); Resist 
  Poison/Illness: 7 dice (+4 for 4m, +7 for 7m), Senses: 8 dice (+4 for 4m, +7 for 8m); Social 
  Influence: 10 dice (+4 for 4m, +7 for 7m) 
  Appearance 3, Resolve 3 (+1 for 2m, +2 for 4m), Guile 5 (+2 for 4m, +4 for 8m) 
  Combat 
  Attack (Unarmed): 11 dice (+5 for 5m, +10 for 10m; Damage 12B, +3 for 3m, +5 for 5m) 
  Attack (Grapple): 7 dice (+4 for 4m, +7 for 7m; 10 dice to control, +4 for 4m, +7 for 7m) 
  Combat Movement: 6 dice (+2 for 2m, +4 for 4m) 
  Evasion: 2 (+1 for 2m, +2 for m); Parry 4 (+2 for 2m, +4 for 4m) 
  Soak/Hardness: 4 (+2 for 2m, +4 for 4m)/0  
  Intimacies 
  Defining Principle: I am my own master. 
  Defining Tie: Prince Blossoming Vine (Hatred) 
  Defining Tie: Guild factor Rodikhar (Hatred) 
  Major Principle: I value safety and certainty. 
  Major Tie: Fellow Slaves (Compassion) 
  Major Tie: Luna (Gratitude) 
  Minor Tie: Reave (Companionship) 
  Minor Tie: The Guild (Enmity) 
  Minor Tie: The Hidden Stonefish Company (Pride) 
  Escort 
  Hata Mor has a claw strider familiar (Exalted, p. 561) named Reave. He’s sometimes 
  accompanied by hired bodyguards, with battle-ready troop traits (Exalted, p. 496). 
  Shapeshifting 
  Hata Mor has the shapes of a variety of city-dwelling animals, and a handful of Eastern 
  predators, including a bear, wolf, and panther (Exalted, pp. 557, 562, 565). He possesses 
  considerably more human shapes, largely taken from Blossoming Vine’s kingdom. He can take 
  shapes with Debt of Borrowed Skin (p. XX) and Terrifying Predator Consumption (p. XX).  
  Offensive Charms 
  Adder Fang Method (3m; Supplemental; Instant; Decisive-Only, Protean): Decisive attack 
  conveys poison with Damage 2i/round (B in Crash), Duration 4 rounds, and a –2 penalty; or 
  increase duration of a venomous animal shape’s poison by two rounds.  
  
  Divine Predator Strike (2m; Supplemental; Instant; Dual): Add (1 + attack roll 10s) to post-
  soak withering damage (maximum 5) or decisive damage (maximum 2). Against crashed 
  enemies, count 9s as well. 
  Defensive Charms 
  Halting the Scarlet Flow (6m, 1wp; Reflexive; 4 turns; Perilous): Heal one level of non-
  aggravated damage at the start of each turn. Ends if crashed. Once per day. 
  Impenetrable Beast-Armor (3m; Reflexive; Instant; Dual): +3 soak or Hardness 4. 
  Social Charms 
  Forked Tongue Discernment (2m; Reflexive; Instant): Roll Read Intentions with two successes 
  to determine if someone’s lying. Once Mor catches someone lying, subsequent uses that scene 
  don’t require rolls. 
  Gnawing Mouse Malaise (5m, 1wp; Simple; One story; Mute): Spend a scene sabotaging an 
  organization Mor has authority within to roll Social Influence with three successes opposing an 
  appropriate roll by an involved group member. Rolls to carry out the organization’s business take 
  twice as long, and 1s subtract successes; Mor gains one Willpower when such a roll fails, 
  maximum once per day. He gains +3 Guile to conceal his culpability. This can be ended by 
  uncovering Mor’s involvement and completing a project to undo his sabotage. 
  Unceasing Hunger Affliction (5m; Simple; Instant; Psyche): Roll Social Influence against one 
  character to inspire fascination for a good or service. Success also inflictions Minor Obsession 
  (Exalted, p. 169). Victim suffers additional −1 Resolve against bargains offering that good or 
  service. Derangement lasts (6 – target’s Integrity days), but a failed Willpower roll against it 
  resets duration. Once per scene. 
  Uncertain Sky Ambiguity (6m; Simple; Instant; Mute): Roll Social Influence with three bonus 
  dice to cause targets to doubt a given fact’s truth. This doubt is a virtual Major Intimacy until the 
  scene ends. Characters can resist without spending Willpower if presented with direct evidence 
  of the fact; it’s unacceptable influence against characters with Intimacies of belief in the fact. 
  Lilith 
  After all these centuries, Lilith’s youth seems like a dream. Her recollections are sharp but 
  fleeting, a dwindling flock of brilliant images against the dark — the verdant fields of Erya-Duat, 
  that fertile enclave carved out of the Southern desert; the hunt against the great vulture-strix 
  wherein she Exalted, strangling the arrow-riddled beast as it raked her with terrible claws; racing 
  with her Lunar mentor across the night skies, chasing the moon into the west. 
  But more than anything, she recalls her first glimpse of Andamani of the Scarlet Field. O! so 
  resplendent in gold and crimson, so proud of bearing! O! and how his icy countenance melted 
  into a warm smile when he saw her, how that warmth that suffused her in turn. In that moment, 
  memories not her own flooded her, a rush of past lives weighted with passions she could not 
  name. 
  Their love caught fire in an instant, and for a time it was all-consuming. They dallied in 
  Ilyamun’s hidden gardens, danced in the ballrooms of Malachite’s Dawn, addressed the 
  Deliberative from a shared plinth, and rode to war against the House of Shards in the same 
  chariot. 
  
  Over time their love cooled, and troubles grew more frequent, marring their life together with 
  occasional quarrels, lies, and betrayals. But their bond remained firm until the end. 
  When Andamani perished in the Usurpation, Lilith was shattered. Escaping the first Wyld Hunts, 
  she joined her fellow Lunars to shape the nascent Silver Pact. 
  She stayed with the Pact for a time, advising her peers in matters of society and war. But too 
  many things reminded her of Andamani, of the relationship she’d woven through every aspect of 
  her life for a thousand years. She tried to lose herself in war against the Shogunate — inspiring 
  rebels, battling soldiers, murdering ministers and generals — but her ravaged heart remained 
  raw, and every dealing with humanity was salt in the wound. 
  It was easier to be an owl, with an owl’s innocent hungers and needs, than to be human, with 
  human memories and pain. As the centuries passed, her dealings with Creation — battles with 
  the Shogunate, dalliances with heroes and spirits, tutelage of young Lunars — grew fewer and 
  farther between. Meanwhile, she spent more and more time as a beast, hunting and soaring 
  through the wilderness. 
  Eventually, she stopped changing back. 
  Five years ago, Andamani was reborn, along with the other imprisoned Solars. Through the bond 
  they’d once shared, through dreams, through the wind’s scent, she sensed his return. Slowly, she 
  awakened from being an owl. Slowly, she became Lilith once more. 
  Stirred from her avian dream, Lilith seeks new purpose in an unfamiliar world. She pursues 
  rumors of the Solars among mortals and spirits, hoping to find Andamani reborn. But she also 
  pursues meaning among her own kind. A few surviving First Age and early Shogunate-era 
  Lunars are known to her, and though she’s not yet ready to commit herself to the Silver Pact and 
  its responsibilities, she would renew those friendships — and her vendetta against the usurpers. 
  Other Lunars, hearing rumors of the questing owl, now seek out Lilith in turn. The eldest Pact 
  members know her as a peer, while younger Lunars desire her strength and her counsel. 
  Lilith’s human form is a lean, dark-skinned woman of middle height. Moonsilver mail of ancient 
  design covers her body; an owl’s-head helm conceals her silver-white hair. But she rarely 
  assumes human form, favoring a variety of animal shapes, her owl shape most of all.  
  Lilith is typically silent, not out of shyness, but because she only speaks when she has something 
  to say. This trait becomes less exaggerated as she spends more time in human company. 
  Caste: Casteless 
  Spirit Shape: White spotted owl; Tell: White feathers in her hair 
  Essence: 6; Willpower: 8; Join Battle: 11 dice (+5 for 5m, +10 for 10m) 
  Personal: 21; Peripheral: 43 (15 committed) 
  Health Levels: −0/−1x2/−2x12/−4x6/Incap. 
  Actions: Command: 6 dice (+2 for 2m, +4 for 4m); Conceal Evidence/Tracks: 12 dice (+5 for 
  5m, +10 for 10m); Feats of Strength: 10 dice (+4 for 4m, +7 for 7m; may attempt Strength 5 
  feats); Occult Insight: 6 dice (+2 for 2m, +4 for 4m); Read Intentions: 9 dice (+4 for 4m, +7 for 
  7m); Resist Disease/Poison: 7 dice (+4 for 4m, +7 for 7m); Senses: 10 dice (+4 for 4m, +7 for 
  
  7m); Social Influence: 12 dice (+5 for 5m, +10 for 10m); Stealth: 8 dice (+4 for 4m; +7 for 7m); 
  Strategy: 10 dice (+4 for 4m, +7 for 7m); Tracking: 10 dice (+4 for 4m, +7 for 7m) 
  Appearance 4, Resolve 5 (+2 for 4m, +4 for 8m), Guile 6 (+2 for 4m, +5 for 10m) 
  Combat 
  Attack (Queen of Winds, moonsilver powerbow): 13 dice at short range (+5 for 5m, +10 for 
  10m; Damage 17L/4, +3 for 3m, +5 for 5m) 
  Attack (Nyx, moonsilver direlance): 12 dice (+5 for 5m, +10 for 10m; Damage 19L/5, +3 for 
  3m, +5 for 5m) 
  Attack (Unarmed): 14 dice (+5 for 5m, +10 for 10m; Damage 12B, +3 for 3m, +5 for 5m) 
  Attack (Grapple): 14 dice (+5 for 5m, +10 for 10m; 10 dice for control, +4 for 4m, +7 for 7m) 
  Combat Movement: 11 dice (+5 for 5m, +10 for 10m) 
  Evasion 4 (+2 for 4m, +4 for 8m); Parry 6 (+2 for 4m, +5 for 10m) 
  Soak/Hardness: 12 (+2 for 2m, +4 for 4m; see Deadly Beastman Transformation and Hybrid 
  Body Transformation)/7 (Shining Strix, moonsilver hauberk) 
  Intimacies 
  Defining Principle: Life’s only constants are loss and grief. 
  Defining Tie: Andamani (Ambivalence) 
  Defining Tie: The First Age (Wistful Nostalgia) 
  Major Principle: Isolation in the wilderness eases my pain. 
  Major Tie: Fellow Lunars (Loyalty) 
  Major Tie: The Shogunate and its successor states (Loathing) 
  Minor Principle: I wish I could turn my back on the past. 
  Minor Tie: Solar Exalted (Curiosity) 
  Minor Tie: Luna (Reverence) 
  Shapeshifting 
  Lilith possesses a menagerie of countless animal shapes. While she does have human shapes, 
  most are people long dead; she’s only taken a few human shapes to aid in interaction over the 
  last five years. She can claim shapes with Face-Taker’s Gaze (p. XX), Stalking Nightmare 
  Hunter, and Terrifying Predator Consumption (p. XX) 
  Offensive Charms 
  Bleeding Crescent Strike (5m; Supplemental; Instant; Uniform): Double five 9s on an attack 
  roll. Against battle groups, add their Size to the number of dice that can be doubled, and can 
  double 8s as well. Each halo adds an additional die to the attack roll; halos disappear at end of 
  turn. 
  Deadly Beastman Transformation (1m, 1wp; Simple; One scene; Withering-only): Hybrid 
  Body Transformation must be active; can use reflexively with it. +5 dice on withering damage 
  
  rolls, feats of strength, and move actions. +5 soak. Adds +6 to effective Strength for attempting 
  feats of Strength. −1 Defense. Horrifying Beast-God Might: Initiative Breaks are increased by (1 
  + crashed enemy’s wound penalty). 
  Falling Scythe Flash (5m; Supplemental; Instant; Dual): Add five dice to the damage of a 
  decisive attack against an enemy with lower Initiative, or the raw damage of a withering attack. 
  Greatest Killer Attitude (3m, 1wp; Supplemental; Instant; Dual): A withering attack ignores 
  soak bonuses from Size and converts five dice of post-soak damage to successes. Each halo adds 
  one die of post-soak damage; halos disappear at end of turn. A decisive attack converts five dice 
  of damage to successes, and doubles its effective damage for inflicting extra levels against battle 
  groups (Exalted, p. 208). 
  Hybrid Body Transformation (4m; Simple; Indefinite): Gain Night Vision (p. XX), one-dot 
  Unusual Hide and three-dot Wings (Exalted, pp. 167-168). Terrifying Ogre Alteration: While 
  using Deadly Beastman Transformation, gain upgrade to three-dot Unusual Hide and five-dot 
  Wings. 
  Limb-Maiming Flourish (3m, 1wp; Supplemental; Instant; Decisive-only): While at Initiative 
  10+, if enemy doesn’t take a crippling injury, roll dice of damage equal to dice on original roll 
  that showed successes. In animal shapes with crippling attacks, gain one Willpower for 
  incapacitating or crippling a nontrivial foe. Enemies that take crippling injuries are immune for 
  rest of scene. 
  Mighty Ram Smash (3m, 1wp; Simple; Instant; Decisive-only, Protean): Make decisive attack, 
  adding one success to damage. With 3+ damage successes, knock enemy back one range band; 
  collisions inflict 3 dice of damage, ignoring Hardness. With 5+ damage successes, knock him 
  back two range bands (maximum medium); collisions inflict 5 damage dice. In animal shapes 
  with Deadly Charge, double effective damage successes. Fatal Strix Flight: Pay four-mote, one-
  Initiative surcharge from close range to launch foe vertically, replacing impact damage with 
  falling damage (Exalted, p. 232). 
  Swooping Hybroc Death-Strike (3m; Reflexive; Instant; Decisive-only, Protean): After using 
  Fatal Strix Flight, jump with foe and make a decisive attack, using collision damage amount. 
  Ignore falling damage. In flight-capable forms, add six non-Charm dice on attack roll, and can 
  remain hovering in air. 
  White Reaper Form (8m; Simple; One scene; Form): Double 10s on decisive damage rolls. 
  Gain a halo (maximum 5) after incapacitating or crashing a nontrivial opponent or damaging a 
  battle group; each adds +1 Resolve. Battle groups reduce Defense as though their Drill was one 
  lower; poor Drill gives −1 Defense instead. Move through battle groups without spending 
  Initiative. Can activate reflexively after beginning the turn within an enemy battle group, or 
  within close range of 3+ nontrivial opponents. White Reaper Beastman Avatar: Can activate 
  reflexively on using Deadly Beastman Transformation. 
  Defensive Charms 
  Bending Before the Storm (2m; Reflexive; Instant; Uniform): Halve Defense penalties, or 
  ignore all against lower-Initiative enemy. Doesn’t reduce surprise attack penalty. 
  
  Flickering Corona Barrier (2m; Reflexive; Instant; Uniform): +1 Parry. Attacking battle 
  groups doesn’t add Size to the attack roll. Can expend all halos to add (halos expended) to her 
  Parry. 
  Foe-Defying Frenzy (5m [+1wp]; Reflexive; Instant; Clash, Decisive-only): Clash with a 
  decisive attack. Doesn’t roll damage or reset Initiative unless she pays a one-Willpower 
  surcharge; incapacitating nontrivial foe refunds Willpower. 
  Gleaming Crescent Block (3m; Reflexive; Instant; Uniform): After attack roll, up to six 1s 
  subtract successes. 
  Heron Sheds Rain (5m [+2m, 1wp]; Reflexive; Instant; Perilous, Uniform): Block unblockable 
  attacks. For two-mote, one-Willpower surcharge, roll Initiative, add successes as non-Charm 
  Parry, and reset to base. Once per scene, unless reset by gaining 20+ Initiative in an instant. 
  Impenetrable White Shroud (4m, 1wp; Reflexive; One scene):  +(3 + [current halos x2]) 
  armored soak. Battle groups don’t add Size to damage against her. 
  Revolving Crescent Defense (4m, 1i; Reflexive; Instant; Uniform): Ignore onslaught penalties 
  against one attack. For each point of penalty canceled, add +1 Parry against it.  
  Titan-Rending Fury (6m, 5i, 1wp; Reflexive; Instant; Clash, Perilous, Withering-only): Make a 
  withering clash attack against a crashed foe that succeeds automatically. Can’t be used against 
  him again that scene unless he recovers from crash and is crashed again. 
  Social Charms 
  Beast-Mind Metanoia (10m, 1wp; Reflexive; Instant; Protean, Psyche): Against influence that 
  beats Lilith’s Resolve, she reduces her ability to understand it to that of an animal whose shape 
  she possesses. Costs five motes, one Willpower in that animal’s shape. Once per story, unless 
  reset by Limit Break. 
  Labyrinth of the Beast (4m, 1wp; Reflexive; Instant; Mute, Protean): Against failed read 
  intentions roll any 1s, make opposing character believe he succeeded and discerned only an 
  animalistic drive of Lilith’s choice, disregarding her that scene unless her actions prompt further 
  attention. In animal shapes, he sees only instinctive behavior; usable even after a successful read 
  intentions roll against her, as long as it contained any 1s. 
  Silver Mask Submersion (6m, 1wp; Simple; Indefinite; Psyche): Lilith replaces her conscious 
  mind with the identity of a human shape she has a Tie for — replacing her Intimacies with his — 
  or of an animal shape, replacing her Intimacies with Intimacies reflecting that species’ instinctual 
  behavior. Her memories are skewed to fit her belief that she is the shape she wears. She can’t 
  voluntarily leave her current shape or end this Charm. Lilith defines a circumstance to terminate 
  this Charm; otherwise, it only ends at end of story or when she witnesses one of her true Major 
  or Defining Intimacies being threatened. 
  Miscellaneous Charms 
  Emerald Grasshopper Form (10m, 1wp; Simple; One day): Change into a Minuscule Size 
  animal. Waive Willpower cost when shifting between Minuscule Size shapes. 
  Omniscient Instinct Concentration (—[1wp]; Permanent): Whenever an event within 600 
  miles threatens or strongly impacts the object of one of Lilith’s Defining Ties, she may spend 
  one Willpower to receive a brief description of the event, direction, and distance. Survival rolls 
  
  to navigate towards the event’s location double 7s. Lilith can sense her Solar mate’s death or 
  reincarnation, regardless of range or realm of existence, without spending Willpower. 
  Towering Beast Form (15m, 1wp; Simple; One day): Change into a Legendary Size animal. 
  Must pay five motes each subsequent round in combat that he doesn’t make a decisive attack or 
  spend 8+ motes on offensive effects, or each hour outside combat. Waive Willpower cost when 
  shifting between Legendary Size shapes. Undaunted Behemoth Avatar: Waive recurring mote 
  cost unless crashed. 
  Elder Prowess 
  Waking Dreamer Fugue 
  Cost: —; Mins: Manipulation 5, Essence 6 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Silver Mask Submersion 
  When Lilith uses Silver Mask Submersion in an animal shape, she remains capable of shifting 
  into other forms, although she retains the Intimacies of the shape she used that Charm in. If she 
  enters a human shape, she can simulate human behavior, although her demeanor is noticeably 
  strange; she’ll likely be treated as though she were mad or possessed. 
  Silver Mask Submersion’s mote cost is waived in Lilith’s spirit shape.  
  Ma-Ha-Suchi 
  To the Realm, Lookshy, and many in the Eastern Threshold, Ma-Ha-Suchi is a monstrous 
  warlord whose beastfolk warriors pillage and raid indiscriminately. To the Chante-Sa peoples 
  that live in the jungles around his Nameless Lair (p. XX), the Lunar is a divinely appointed 
  leader and beloved champion. To his peers in the Silver Pact, he’s an ambiguous figure — some 
  see him as having withdrawn from the vendetta against the Realm too long to be of any use; 
  others find his politics questionable if not infeasibly idealistic; while some believe in both his 
  power and vision as the Time of Tumult shakes Creation’s pillars. 
  Ma-Ha-Suchi is a masterful social manipulator, and has excelled as an infiltrator, seducer, and 
  culture hero, among other roles. Intimidation may be his most common approach at present, but 
  only by choice. He’s also a terror on the battlefield, ordering formations of beastfolk soldiers 
  even as enters his terrible battle-rages. 
  Ma-Ha-Suchi most often wears his hybrid form, which has grown comfortable beyond any other 
  over the centuries. He rarely has cause to wear other human shapes, save for when he wishes to 
  walk unnoticed among the Chante-Sa.  
  Caste: Changing Moon 
  Spirit Shape: Chimera of goat and wolf; Tell: A voice like silver bells. 
  Essence: 6; Willpower: 10; Join Battle: 11 dice (+5 for 5m, +10 for 10m; see Chimera-Soul 
  Expression)  
  
  Personal: 21; Peripheral: 53 (5 committed)  
  Health Levels: −0/−1x7/−2x7/−4x11/Incap.  
  Actions: Command: 11 dice (+5 for 5m, +10 for 10m); Feats of Strength: 10 dice (+4 for 4m, +7 
  for 7m; may attempt Strength 5 feats); Read Intentions: 11 dice (+5 for 5m, +10 for 10m); Resist 
  Poison/Disease: 6 dice (+2 for 2m, +4 for 4m); Senses: 7 dice (+2 for 2m, +4 for 4m); Social 
  Influence: 11 dice (+5 for 5m; +10 for 10m); Strategy: 11 dice (+5 for 5m, +10 for 10m); 
  Tracking: 7 dice (+2 for 2m, +4 for 4m); Understanding Cultures: 10 dice (+4 for 4m, +7 for 7m) 
  Appearance: 5, Resolve: 6 (+2 for 4m, +5 for 10m), Guile 5 (+2 for 4m, +4 for 8m) 
  Combat  
  Attack (Horns): 13 dice (+5 for 5m, +10 for 10m; Damage 14L, +3 for 3m, +5 for 5m; see 
  Claws of the Silver Moon and Hybrid Body Transformation) 
  Attack (Javelin): 10 dice at close range (+4 for 4m, +7 for 7m; 14L, +3 for 3m, +5 for 5m) 
  Attack (Unarmed): 14 dice (+5 for 5m; +10 for 10m; Damage 12B, +3 for 3m, +5 for 5m) 
  Attack (Grapple): 10 dice (+4 for 4m, +7 for 7m; 10 dice to control, +4 for 4m, +7 for 7m)  
  Combat Movement: 9 dice (+4 for 4m, +7 for 7m) 
  Evasion 3 (+1 for 2m, +2 for 4m), Parry 7 (+2 for 4m, +5 for 10m)  
  Soak/Hardness: 13 (+3 for 3m, + 5 for 5m; see Deadly Beastman Transformation and Hybrid 
  Body Transformation)/7 (God-Bone Raiment, Moonsilver Lamellar)  
  Intimacies 
  Defining Principle: I doubt whether this struggle has been worth it. 
  Defining Principle: I will raise up a new Lunar Realm where I’m admired and respected by all. 
  Defining Tie: The Usurpers (Hatred) 
  Major Tie: The Chante-Sa (Paternal Protection) 
  Major Tie: The Silver Pact (Unreliable Partnership) 
  Major Tie: Raksi and her adherents (Bitter Loathing) 
  Minor Tie: Luna (Respect) 
  Minor Tie: The Three Mothers (Loyalty) 
  Minor Tie: The Nameless Lair (Possessiveness) 
  Escort 
  Ma-Ha-Suchi’s typical escort is a Size 2 battle group of wolf-folk elite bodyguards (Exalted, p. 
  497) with elite Drill and Might 1. He’s occasionally accompanied by one or more of his 
  adherents, such as a Lunar warlord (Exalted, p. 545) or Changing Moon trickster (Exalted, p. 
  546). 
  Merits 
  Cult 3 
  
  Shapeshifting 
  Ma-Ha-Suchi has a vast repository of animal shapes, primarily Eastern species. He has a 
  considerable number of human forms, but few contemporary ones — he has some traded for with 
  the Chante-Sa, and some taken from captives from neighboring kingdoms and the Realm. He can 
  claim shapes with Debt of Borrowed Skin (p. XX) and Heart-Drinking Kiss (p. XX). 
  Offensive Charms  
  Chimera-Soul Expression (Permanent): While in spirit shape or hybrid form, gain Enhanced 
  Smell (Exalted, p. 165) and Fast Reflexes (Exalted, p. 161). 
  Claws of the Silver Moon (5m, 1wp; Simple; One scene): Withering horn attacks gain +1 
  Accuracy, +3 Damage, and Overwhelming 4. Spend three motes to add 5 non-Charm dice on 
  feats of demolition. 
  Deadly Beastman Transformation (1m, 1wp; Simple; One scene; Withering-only): Hybrid 
  Body Transformation must be active; can use reflexively with it. +5 dice on withering damage 
  rolls, feats of strength, and move actions. +5 soak. Adds +6 to effective Strength for attempting 
  feats of Strength. −1 Defense. Horrifying Beast-God Might: Initiative Breaks are increased by (1 
  + crashed enemy’s wound penalty). Undying God-Beast Perfection: Heal a level of non-
  aggravated damage upon resetting Initiative, maximum once per round. 
  Divine Predator Strike (2m; Supplemental; Instant; Dual): Add (1 + attack roll 10s) dice to 
  post-soak withering damage or decisive damage, maximum 5. Against crashed foes, count 9s as 
  well. 
  Ferocious Biting Tooth (2m; Supplemental; Instant; Dual): Withering attack gains +6 
  Overwhelming. On decisive attack, add up to 5 attack roll extra successes as dice of damage. 
  Hybrid Body Transformation (4m; Simple; Indefinite): Gain Hideous (Exalted, p. 162), four-
  dot Horns (Exalted, p. 165) granted the Piercing and Smashing tags by Deadly Weaponry (p. 
  XX), and one-dot Unusual Hide (Exalted, p. 166), in addition to mutations from Chimera-Soul 
  Expression. Terrifying Ogre Alteration: While using Deadly Beastman Transformation, gain 
  Pain Tolerance (Exalted, p. 164). 
  Limb-Maiming Flourish (3m, 1wp; Supplemental; Instant; Decisive-only): While at Initiative 
  10+, if enemy doesn’t take a crippling injury, roll dice of damage equal to dice on original roll 
  that showed successes. In animal shapes with crippling attacks, gain one Willpower for 
  incapacitating or crippling a nontrivial foe. Enemies that take crippling injuries are immune for 
  rest of scene. 
  Relentless Lunar Fury (3m, 1wp; Reflexive; One scene, Protean): Can only use upon taking 
  decisive damage. Halve wound and crippling penalties, rounded down. Gain 1 Initiative 
  whenever he takes decisive damage. In animal shapes with Berserker, add one die on physical 
  rolls. Can’t withdraw, use social influence unrelated to combat, or stop fighting till all foes are 
  dead or fled. Bloodthirsty Siaka Frenzy: Can activate upon damaging a foe’s −2 levels; pay three 
  motes on resetting Initiative with decisive attack to add enemy’s wound penalty to base 
  Initiative. 
  Savage Moonsilver Talons (2m, 1a, 1wp; Simple; Instant; Dual, Perilous): Make a withering or 
  decisive attack against an enemy whose Initiative is at least 15 lower. Withering attacks double 
  
  extra successes; decisive attacks add extra successes as dice of damage. Once per scene, unless 
  reset by resetting Initiative with a decisive attack and then crashing an enemy. 
  Defensive Charms  
  Bending Before the Storm (2m; Reflexive; Instant; Uniform): Halve Defense penalties, or 
  ignore all against lower-Initiative enemy. Doesn’t reduce surprise attack penalty. 
  Gleaming Crescent Block (3m; Reflexive; Instant; Uniform): After attack roll, up to six 1s 
  subtract successes. 
  Heron Sheds Rain (5m [+2m, 1wp]; Reflexive; Instant; Perilous, Uniform): Block unblockable 
  attacks. For two-mote, one-Willpower surcharge, roll Initiative, add successes as non-Charm 
  Parry, and reset to base. Once per scene, unless reset by gaining 20+ Initiative in an instant. 
  Halting the Scarlet Flow (6m, 1wp; Reflexive; 5 turns; Perilous): Heal one non-aggravated 
  level of damage at the start of each of Ma-Ha-Suchi’s turns. Ends if crashed. Once per day. 
  Deathless Fury Unleashed: Waive either Willpower cost or Perilous when activating with 
  Relentless Lunar Fury. Unyielding Battle Vigor: Extend duration by one turn on incapacitating a 
  nontrivial enemy with 3+ levels of damage more than necessary, or by forgoing an Initiative 
  Break. 
  Social Charms 
  Divine Terror Avatar (4m, 3i, 1wp; Reflexive; One scene; Perilous): Ma-Ha-Suchi can’t be 
  attacked or threatened by enemies with Ties of fear toward him; they lose two Initiative at the 
  end of each of their turns if they don’t move away from him. Affected battle groups suffer 
  (Intimacy) penalty on rout checks while they can see him. Resisting costs one Willpower and 
  requires a Decision Point; can’t be done while crashed. 
  Goddess Crowned by Horns (6m; Supplemental; Instant): Before a Social Influence roll that 
  upholds a Major or Defining Intimacy, roll (Intimacy) dice, rerolling failures. Each success adds 
  a non-Charm die; 10s also increase cost to resist by one Willpower. Once per story, unless reset 
  by upholding that Intimacy through social action. 
  Thousand Throat Howl (10m, 3a, 1wp; Simple; Instant; Protean): Roll Social Influence against 
  all enemies, ignoring multiple target penalties. Enemies with temporary Willpower lower than 
  Ma-Ha-Suchi’s temporary Willpower (permanent Willpower in Legendary Size shapes or forms 
  the target has a Tie of fear towards) take a Resolve penalty equal to the difference, stacking with 
  Intimacy-inflicted penalties (maximum −4). Affected characters suffer −3 penalty on all actions 
  except fleeing or hiding, which they gain one die on rolls to achieve.  
  Warfare Charms 
  Invincible Beast-Warrior Empowerment (15m, 1wp, 1i per turn; Simple; One scene; 
  Perilous): Allied battle groups convert dice from Size, Might, and Ma-Ha-Suchi’s orders to 
  successes. Successful command action grants battle groups 6 successes on rout checks until 
  scene ends or Ma-Ha-Suchi gives another battle group a command roll.  
  Pack Leader Attitude (2m; Supplemental; Instant: Add 6 dice on a command action. With 
  Initiative 12+, reroll 1s until they cease to appear. 
  
  Raiton Banquet Assault (2m, 1i, 1wp; Supplemental; Instant; Perilous): Command roll adds 
  dice to damage as well as attack roll. Once per scene, unless reset by ordering a battle group to 
  make an attack that incapacitates a nontrivial foe or causes a battle group to lose Size. 
  Miscellaneous Charms 
  Towering Beast Form (15m, 1wp; Simple; One day): Change into a Legendary Size animal. 
  Must pay five motes each subsequent round in combat that he doesn’t make a decisive attack or 
  spend 8+ motes on offensive effects, or each hour outside combat. Waive Willpower cost when 
  shifting between Legendary Size shapes. 
  Elder Prowess 
  Blood Moon Warlord Prowess 
  Cost: —; Mins: Charisma 5, Essence 6 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Invincible Beast-Warrior Empowerment, Thousand Throat Howl 
  Once per day, when Ma-Ha-Suchi wins Join Battle or enters combat under a Demoralized 
  Stratagem he’s enacted, he can use Thousand Throat Howl reflexively for free. Affected enemy 
  battle groups must check for rout. Allied battle groups gain +1 Might (maximum 2) against 
  affected characters. 
  Raksi 
  The Usurpation taught Raksi that life is full of betrayal, and only strength and fear could be 
  trusted to keep her safe. She cleaves to this truth as the central axiom of her existence, and has 
  grown much stronger and much more feared than she was as a young philosopher of the First 
  Age. While her peers lament Creation’s fallen state, she rejoices in the wisdom gleaned from it. 
  Raksi’s eminence as a sorcerer is legendary. Envoys visiting Mahalanka or passing through the 
  Thousand Fangs Army Total Control Zone may witness some of the greatest workings of occult 
  power seen since the Usurpation, miracles that Raksi performs when the whim takes her. On top 
  of millennia of skill, she holds the Book of Three Circles, a grimoire containing the writings of 
  history’s greatest sorcerers, and a formidable arcane artifact in its own right. But she’s a scholar 
  of many other fields: artifice, economics, geomancy, mathematics, demonology, philosophy, 
  politics, and obscure matters of metaphysics. Few in Creation could equal her knowledge, and 
  sadly for the quality of her conversation, many of them are on the wrong side of the Silver Pact’s 
  vendetta. 
  Raksi changes between human skins as though donning elegant attire, rarely wearing the same 
  shape for long, and never revealing her true form. Adherents, guests, and apefolk courtiers are 
  expected to recognize her no matter what her shape — if not by her backward-bending wrists, 
  then by her prideful bearing and haughty self-assurance.  
  Caste: No Moon 
  Spirit Shape: Chimpanzee; Tell: Backwards-bending wrists 
  
  Essence: 7; Willpower: 10; Join Battle: 8 dice (+4 for 4m; +7 for 7m) 
  Personal: 18; Peripheral: 51 
  Health Levels: −0/−1x2/−2x12/−4x6/Incap 
  Actions: Administration: 4 dice (+2 for 2m, +4 for 4m); Command: 6 dice (+2 for 2m, +4 for 
  4m); Craft: 11 dice (+5 for 5m, +10 for 10m); Investigation: 10 dice (+4 for 4m, +7 for 7m); 
  Medicine: 10 dice (+4 for 5m, +7 for 7m); Read Intentions: 10 dice (+4 for 4m, +7 for 7m); 
  Senses: 9 dice (+4 for 4m; +7 for 7m); Social Influence: 10 dice (+4 for 4m, +7 for 7m); Sorcery: 
  11 dice (+5 for 5m, +10 for 10m);   Stealth: 8 dice (+4 for 4m, +7 for 7m); Strategy: 10 dice (+4 
  for 4m, +7 for 7m); Tracking: 7 dice (+4 for 4m, +7 for 7m); Vast Knowledge: 11 dice (+5 for 
  5m, +10 for 10m) 
  Appearance 4, Resolve 6 (+2 for 4m, +5 for 10m), Guile 6 (+2 for 4m, +5 for 10m) 
  Combat 
  Attack (Chopping Swords): 10 dice (+4 for 4m, +7 for 7m; Damage 12L, +2 for 2m, +3 for 
  3m) 
  Attack (Dart): 12 dice at close range (+5 for 5m, +10 for 10m; Damage 10L, +2 for 2m, 3 for 
  3m) 
  Attack (Unarmed): 10 dice (+4 for 4m, +7 for 7m; Damage 10B, +2 for 2m, +3 for 3m) 
  Attack (Grapple): 6 dice (+2 for 2m, +4 for 4m; 7 dice to control, +4 for 4m, +7 for 7m) 
  Combat Movement: 8 dice (+4 for 4m, +7 for 7m) 
  Evasion 6 (+2 for 4m, +5 for 10m); Parry 5 (+2 for 4m, +4 for 8m) 
  Soak/Hardness: 3 (+2 for 2m, +3 for 3m)/0 
  Intimacies 
  Defining Principle: I must be feared. 
  Defining Principle: Only being the most powerful can keep me safe. 
  Defining Tie: Herself (Unrepentant Delight) 
  Major Principle: There won’t be any clean or pretty victories in our vendetta. 
  Major Tie: The Usurpers (Hatred) 
  Major Tie: Those who aren’t afraid of her (Respect) 
  Major Tie: Her dominion (Ownership) 
  Major Tie: Ma-Ha-Suchi and his adherents (Disdain) 
  Minor Principle: I don’t care for the petty details of governance. 
  Minor Tie: The Thousand Fangs Army (Pride) 
  Minor Tie: Luna (Wonder) 
  Minor Tie: The Book of Three Circles (Ownership) 
  Escort 
  
  Even when she seems alone, Raksi’s likely to be attended by at least one Second Circle demon, 
  and a Size 1-2 battle group of blood apes (Exalted, p. 525) or other martial First Circle demons 
  with average Drill and Might 2, which wait dematerialized until she needs them. Her typical 
  escort is a Size 2 battle group of elite apefolk warriors (Exalted, p. 497) with elite Drill and 
  Might 1, as well as any Lunar students accompanying her. 
  Merits 
  Cult 4 
  Sage of Three Circles: Once per story, Raksi can cast a spell she doesn’t know. 
  Scar-Strengthened Will: +2 Resolve against fear-based influence and influence conveyed 
  through sorcery. 
  Sobriquet: Once per story, when Raksi makes an influence roll that aligns with her image as the 
  monstrous Queen of Fangs, the level of stunt awarded is increased by one. 
  Shapeshifting 
  Raksi has the shapes of a variety of Eastern animal species, as well as hundreds of human forms, 
  including members of cultures through the Thousand Fangs Army Total Control Zone and 
  beyond. She can take shapes with Blood Geas Binding (p. XX), Face-Taker’s Gaze (p. XX), 
  Nest-Raiding Slyness (p. XX) and Whispering Heart Revelation (p. XX). 
  Offensive Charms 
  Insidious Lunar Transformation (10m, 1lhl, 1wp; Simple; Instant; Decisive-only): Raksi feeds 
  a target her blood (difficulty 5 gambit in combat) and rolls Sorcery opposing his (Stamina + 
  [Integrity or Resistance]) to turn him into an animal — per shapeshifting (p. XX), except he uses 
  lower of his or animal’s dice pools. Lasts (1 + extra successes) days, unless she undoes it or sets 
  a condition to undo it. Mortals and animals with Willpower 7 or less can be transformed 
  permanently. Witch-Among-Swine Spite: Waive health level cost and need to feed blood against 
  enemies she has a negative Major or Definining Tie towards who’ve slighted her that scene. 
  Defensive Charms 
  Becoming Water’s Envy (5m, 1wp; Reflexive; Instant; Decisive-only, Perilous): After a non-
  gambit attack beasts Evasion, before damage roll, Raksi rolls (current temporary Willpower + 
  Evasion against the attack). If attack would inflict fewer levels of damage, it’s negated entirely, 
  unless it would incapacitate her. Once per day, unless reset by dodging every attack against her 
  in a combat scene, minimum three. 
  Bending Before the Storm (2m; Reflexive; Instant; Uniform): Halve Defense penalties, or 
  ignore all against lower-Initiative enemy. Doesn’t reduce surprise attack penalty. 
  Flowing Body Evasion (5m [+1wp]; Reflexive; Instant; Perilous, Uniform): Dodge unblockable 
  attacks or add +1 Evasion. If hit, pay one Willpower to subtract (Evasion against the attack) 
  succcesses from the damage roll. 
  Social Charms 
  False Burrow Pursuit (3m, 1wp; Reflexive; Instant; Mute, Protean, Psyche): When a character 
  makes an influence roll, roll Social Influence against it. Success changes the topic, causing the 
  character to forget his original intent and make influence appropriate to Raksi’s chosen topic. He 
  
  forgets the previous topic, unless he’s reminded and pays one Willpower. If he has a Tie towards 
  Raksi’s animal or human shape, he must enter a Decision Point. Once per scene. 
  Forked Tongue Discernment (2m; Reflexive; Instant): Roll Read Intentions with three 
  successes to determine if someone’s lying. Once Raksi has caught someone lying, subsequent 
  uses that scene don’t require rolls. 
  Hyena-Grinning Playfulness (4m; Supplemental; Instant): Threaten roll won’t cause targets to 
  form negative Ties or take offense unless they spend one Willpower. Once per scene. 
  Warfare Charms 
  Quicksilver Strategy Meditation (3m, 1wp; Simple; Instant): Choose two stratagems for a 
  Strategic Maneuver; can allocate successes to either, or enact both with sufficient successes. 
  Miscellaneous Charms 
  Emerald Grasshopper Form (10m, 1wp; Simple; One day): Change into a Minuscule Size 
  animal. Waive Willpower cost when shifting between Minuscule Size shapes. 
  Memory-Drinking Meditation (1m [+4m, 1wp]; Reflexive; Indefinite; Stackable): On claiming 
  a human’s shape, gain one of his known Ties to an individual at Minor intensity, and all 
  memories concerning that Tie. If the Tie is completely eroded, this Charms ends. Gain all 
  memories for four-mote, one-Willpower surcharge. 
  Penumbra Witch Mastery (3m; Supplemental; Instant): Add seven dice and reroll 1s on a 
  Sorcery roll; a Vast Knowledge roll related to supernatural beings or phenomena; or an 
  Investigation or Read Intentions roll against fae or spirits. 
  Sorcery 
  Shaping Ritual: Raksi knows all three shaping rituals from Raksi’s Tutelage (p. XX). 
  Cosmos-Rending Fury (5m, 1wp; Reflexive; Instant; Perilous): Upon winning Join Battle, 
  reflexively Shape Sorcery with a free full Excellency. 
  Shadow-Hands Invocation (2m [+4m, 1wp]; Reflexive; One Turn): Can flurry Shape Sorcery 
  actions and non-attack actions, ignoring all penalties. Pay a four-mote, one-Willpower surcharge 
  to extend to one scene. 
  Cantata of Empty Voices (15sm, 2wp; Instant or Until ended; Perilous; Control spell): One-
  time difficulty 5, Damage 2L environmental hazard out to short range. Characters who fail roll 
  lose one Willpower, or check for rout if they’re battle groups. Can repeat on next turn, extending 
  range one range band; upon reaching long, takes three rounds per range band, maximum one 
  mile. If crashed, the spell ends if hit by a decisive attack before recovering. 
  Death of Obsidian Butterflies (15sm, 1wp; Instant; Decisive-only): Raksi rolls Sorcery with 
  seven bonus dice as an undodgeable decisive attack aagainst enemies in a line out to medium 
  range, rolling (7 + extra successes) damage to individuals, or (14 + extra successes) to battle 
  groups.  
  Demon of the First Circle (Ritual, 2wp; Instant; Control spell): Summon a First Circle Demon 
  in a night-long ritual, rolling Sorcery against its Resolve to bind it. 
  Demon of the Second Circle (Ritual, 3wp; Instant): Summon a Second Circle Demon in a night-
  long ritual on the night of the new moon, rolling Sorcery against its Resolve to bind it. 
  
  Impenetrable Veil of Night (30sm, 1wp; One day): Create a column of darkness one mile in 
  diameter. Battle groups immediately check for rout at +1 difficulty. Characters suffer −3 penalty 
  on vision-dependent rolls; even those able to see in darkness suffer −2 penalty on sight-based 
  Perception and Awareness rolls.  
  Infallible Messenger (5sm, 1wp; Instant): Send a five-minute-long message to one person 
  anywhere in Creation, reaching him within a day. Can convey influence rolls, but not Charms. 
  Invulnerable Skin of Bronze (20sm, 1wp; One day): Gain +6 soak, Hardness 6, immunity to 
  contact poisons. 
  Magma Kraken (30sm, 1wp; One scene): Summon ten magmatic tentacles within long range. 
  They have base Initiative 7 and are rolled into battle collectively with Sorcery. Characters above 
  the tentacles where they emerge must succeed on a difficulty 2 (Dexterity + Athletics) roll or be 
  knocked one range band away and fall prone. The tentacles roll Sorcery with seven bonus dice 
  for attacks and feats of strength, can reach out to short range, have Defense 5, and soak 10. On 
  their turn, the tentacles can roll a single withering attack (Accuracy +3, Damage 19L/4), 
  dividing successes against up to one target per tentacle; roll a single decisive attack, dividing 
  Initiative evenly among hit enemies, minimum three per enemy; or roll a grapple gambit against 
  one enemy, with a flat 12 successes on the control roll, rendering the grappling tentacle unable to 
  do anything else. A difficulty 5 gambit can destroy one tentacle. 
  Stormwind Rider (15sm, 1wp; One hour): Flying whirlwind carries Raksi and up to fourteen 
  other characters; she rolls Sorcery for movement. Whirlwind provides light cover against attacks 
  made through it. Characters fall from it if crashed or hit with decisive attacks. 
  Evocations 
  Arcane Precedent Invocation (3m, 1wp; Supplemental; Until spell is cast): When shaping a 
  spell in a way that exploits a fact introduced that scene, double 9s on all rolls made to shape it 
  and as part of casting it, except damage rolls. 
  Spell-Swallowing Pages (—[1wp per Circle]; Permanent): Raksi counts as knowing all spells 
  for purposes of countering and distorting them. Successfully countering a spell lets her draw it 
  into the Book of Three Circles; she can use her entire turn to cast it for one Willpower per Circle 
  — even Solar Circle spells. 
  Elder Prowess 
  Witch-Queen’s Midnight Crown 
  Cost: —; Mins: Intelligence 5, Essence 6 
  Type: Permanent 
  Keywords: Perilous 
  Duration: Permanent 
  Prerequisite Charms: Cosmos-Rending Fury 
  A successful Shape Sorcery roll grants Raksi +10 natural soak and Hardness 15 until her next 
  turn, and Initiative equal to the 10s on her roll. She loses this soak and Hardness if she makes an 
  attack or move action. This Charm is incompatible with armor, and doesn’t function while 
  crashed. 
  
  Shadow-Rending Razor 
  Shadow-Rending Razor wasn’t always an assassin. In the Shogunate’s last days, she walked the 
  land under another name as an itinerant Immaculate monk, ministering to common folk troubled 
  by banditry, disease, oppressive rulers, and rogue gods. 
  When the Contagion came, she did her best to combat it, ultimately resigning herself to 
  comforting the dying even as she succumbed to the plague herself. When Luna came to her, she 
  was overwhelmed by religious epiphany. Inspired by Luna, she gathered survivors into a utopian 
  society, dedicated to community, compassion, independence, and fierce dedication to one’s kin. 
  The Silver Pact reached out to her, seeking an ally against the Shogunate, but she refused, 
  dedicated to her community above the Pact’s vendetta. Instead, she honed her newfound divinity 
  protecting this commune against the Fair Folk onslaught and the risen Contagion dead, earning 
  the name she now wears.  
  The commune thrived for decades, overcoming the perils of a post-apocalyptic world. But then 
  came the nascent Realm, with its Wyld Hunt and its legions, to tear down all she’d built. 
  Her people fought by her side against the invaders. Her people died. 
  Enraged, Razor hastened to the Pact’s side, pursuing its vendetta with bloodthirsty zeal. She 
  flung herself against the Northern satrapies again and again, daring impossible odds. 
  While recuperating from a near-mortal wound taken while assassinating a Jerah scion, Razor 
  took shelter in a ruined First Age fortress, the Shattersea Bastion, and befriended its small 
  community of scavengers, pirates, outlaws, and hermits. Preaching to her new neighbors, she 
  established a new cult to Luna, one to her aspect as a goddess of the hunt. 
  Today, Shadow-Rending Razor is as much cult leader as assassin. She preaches Luna’s love for 
  outcasts and renegades to the Bastion’s mortal cultists while training them as elite assassins. She 
  teaches Lunar students infiltration, assassination, and medicine, but also theology — both Luna’s 
  sacred mysteries, and their enemies’ Immaculate doctrines.  
  Minor moon gods and members of Luna’s spirit court occasionally visit the Bastion, drawn by 
  offerings and festivals, and pact with cult members to bestow dark blessings. Razor’s cult 
  remains small; many of the ruined fortress’ inhabitants have left to pursue their holy mission in 
  Northern satrapies, their numbers replenished slowly by occasional shipwrecks and outcasts 
  seeking refuge on the fabled archipelago of assassins.  
  Razor’s doctrine and political agenda are one and the same: The Realm and all other usurpers 
  whose legitimacy rests on the false Immaculate Texts must be torn down so that Luna’s cult may 
  rise. Her assassins, Lunar and mortal alike, destabilize Realm control by assassinating those in 
  positions of political, cultural, and economic power within the satrapies, or even on the Blessed 
  Isle. 
  Razor’s true shape is a tall, muscular woman with light brown skin. She shaves her head and 
  wears monastic robes; were it not for their midnight black hue and her moonsilver tattoos, she 
  might be mistaken for an Immaculate. Despite her stoic demeanor, she misses the peaceful 
  simplicity of her mortal life. She keeps a small apiary in the Bastion, a pastime that lets her 
  forget the worries of a shahan-ya and master assassin for minutes or hours at a time. At times, 
  she leaves to sojourn through Creation, isolating herself in the ruins of temples she once served 
  in or wandering satrapies in a healer’s guise. 
  
  Caste: Full Moon 
  Spirit Shape: Greater noctule bat; Tell: Fangs 
  Essence: 5; Willpower: 7; Join Battle: 11 dice (+5 for 5m, +10 for 10m) 
  Personal: 20; Peripheral: 50 (4 committed) 
  Health Levels: −0/−1x5/−2x5/−4x7/Incap. 
  Actions: Command: 6 dice (+2 for 2m, +4 for 4m); Conceal Evidence/Tracks: 10 dice (+4 for 
  4m, +7 for 7m); Feats of Strength: 8 dice (+4 for 4m, +7 for 7m; can attempt Strength 3 feats); 
  Investigate: 8 dice (+4 for 4m, +7 for 7m); Medicine: 11 dice (+5 for 5m, +10 for 10m); Read 
  Intentions: 9 dice (+4 for 4m, +7 for 7m); Resist Poison/Illness: 9 dice (+4 for 4m, +7 for 7m); 
  Senses: 11 dice (+5 for 5m, +10 for 10m); Social Influence: 7 dice (+4 for 4m, +7 for 7m); 
  Spirit-Lore: 7 dice (+4 for 4m, +7 for 7m); Stealth: 11 dice (+5 for 5m, +10 for 10m); Strategy: 6 
  dice (+2 for 2m, +4 for 4m); Tracking: 9 dice (+4 for 4m, +7 for 7m) 
  Appearance 2, Resolve 5 (+2 for 4m, +4 for 8m), Guile 6 (+2 for 4m, +5 for 10m) 
  Combat 
  Attack (Unarmed): 14 dice (+5 for 5m, +10 for 10, Damage 10B, +2 for 2m, +3 for 3m) 
  Attack (Grapple): 11 dice (+5 for 5m, +10 for 10m; 9 dice to control, +4 for 4m, +7 for 7m) 
  Combat Movement: 11 dice (+5 for 5m, +10 for 10m) 
  Evasion: 6 (+2 for 4m, +5 for 10m); Parry 5 (+2 for 4m, +4 for 8m) 
  Soak/Hardness: 10 (+3 for 3m, +5 for 5m)/4 (Five Hundred Verses, moonsilver chain shirt) 
  Intimacies 
  Defining Principle: I long to see Creation at peace. 
  Defining Tie: Luna (Zeal) 
  Major Principle: Some crimes are too severe to forgive. 
  Major Tie: Adherents of the Immaculate Texts (Scorn) 
  Major Tie: Her cult (Familial love) 
  Major Tie: The Realm (Hatred) 
  Major Tie: The Silver Pact (Camaraderie)  
  Minor Tie: Ma-Ha-Suchi (Friendship) 
  Escort 
  Razor’s often accompanied by mortal cultists, using assassin traits. (Exalted, p. 499), and may 
  be found with Lunar students or spirit allies. 
  Shapeshifting 
  Razor has a copious menagerie of animal forms, primarily drawn from the North and East. Her 
  most ferocious battle forms include a great cat (Exalted, p. 565), hellboar (Exalted, p. 566), ox-
  dragon (Exalted, p. 567), river dragon (Exalted, p. 571), and tyrant lizard (Exalted, p. 573), but 
  
  she has a number whose tactical value is limited, but which she enjoys being. She has 
  comparatively fewer human shapes, largely prominent satrapial and Realm officials. She can 
  take shapes with Face-Taker’s Gaze (p. XX), Nest-Raiding Slyness (p. XX), and Terrifying 
  Predator Consumption (p. XX). 
  Offensive Charms 
  Agitation-of-the-Swarm Technique (2m; Supplemental; Instant; Decisive-only): Attack that 
  deals 3+ decisive damage disarms or unhorses enemy. 
  Octopus-and-Spider Barrage (8m, 1wp; Simple; Instant, Decisive-only, Protean): Make up to 
  five decisive attacks, splitting Initiative evenly among them, rounded up. In animal shapes with 
  more than four limbs, each successful attack adds one die to damage of subsequent attacks. 
  Thousand Claw Affliction (4m, 4i, 1wp; Simple; Instant; Perilous, Protean, Withering-only): 
  Make up to five withering attacks. Can’t gain more than 5 Initiative per damage roll; 7 in shapes 
  with more than four limbs. Once per scene, unless reset by incapaciting an enemy with an attack 
  that resets Initiative, then reaching Initiative 15+. 
  Defensive Charms 
  Becoming Water’s Envy (5m, 1wp; Reflexive; Instant; Decisive-only, Perilous): After a non-
  gambit attack beasts Evasion, before damage roll, Razor rolls (current temporary Willpower + 
  Evasion against the attack). If attack would inflict fewer levels of damage, it’s negated entirely, 
  unless it would incapacitate her. Once per day, unless reset by dodging every attack against her 
  in a combat scene, minimum three. 
  Bending Before the Storm (2m; Reflexive; Instant; Uniform): Halve Defense penalties, or 
  ignore all against lower-Initiative enemy. Doesn’t reduce surprise attack penalty. 
  Elusive Prey Approach (3m, 3i; Reflexive; Instant; Mute, Perilous, Uniform): After dodging an 
  attack, roll Stealth. 
  Flowing Body Evasion (5m [+1wp]; Reflexive; Instant; Perilous, Uniform): Dodge unblockable 
  attacks or add +1 Evasion. If hit, pay one Willpower to subtract (Evasion against the attack) 
  successes from the damage roll. 
  Twisting Penumbra Veil (7m, 4i, 1wp; Reflexive; Instant; Clash, Decisive-only, Mute, 
  Protean): While at Initiative 12+ and within short range of a hiding spot, clash an attack with a 
  Stealth roll. In animal shapes with Tiny Creature or Minuscule Size, they penalize the attack roll. 
  Success lets her move into hiding spot establishes concealment against attacker; other enemies 
  must make opposing rolls against Stealth. Once per scene, unless reset by landing a decisive 
  unexpected attack that resets Initiative. 
  Stealth Charms 
  Argent Whisper Cunning (3m [+1wp]; Reflexive; One turn; Mute, Protean): Flurry a Stealth 
  roll with a non-attack action. In animal shapes with Ambush Hunter, ignore flurry penalties. Pay 
  one-Willpower surcharge to flurry a decisive attack from concealment with a Stealth roll; must 
  use her reflexive move to enter a new hiding spot, and Stealth automatically fails if attack 
  misses. 
  Cryptic Unknown Beast (10m, 1wp; Reflexive; Instant; Mute, Protean): After Awareness is 
  rolled against Razor’s Stealth, opposing characters must reroll all dice showing successes. In 
  
  animal shapes with Ambush Hunter, if this establishes stealth against all enemies, she rolls Join 
  Battle. Once per scene, unless reset by incapacitating an enemy with a nontrivial attacking and 
  establishing concealment against all enemies. 
  Skulking Rat Spirit (3m; Supplemental; Instant; Mute, Protean): Reroll 1s until they cease to 
  appear (2s in animal shapes with Tiny Creature or Minuscule Size) on a Stealth roll, conceal 
  evidence roll, or conceal tracks roll. 
  Miscellaneous Charms 
  Constant Quicksilver Rearrangement (3m, 1wp; Simple; One day): Waive mote cost of 
  shapeshifting. 
  Emerald Grasshopper Form (10m, 1wp; Simple; One day): Change into a Minuscule Size 
  animal. Waive Willpower cost when shifting between Minuscule Size shapes. 
  Memory-Drinking Meditation (1m [+4m, 1wp]; Reflexive; Indefinite; Stackable): On claiming 
  a human’s shape, gain one of his known Ties to an individual at Minor intensity, and all 
  memories concerning that Tie. If the Tie is completely eroded, this Charms ends. Gain all 
  memories for four-mote, one-Willpower surcharge. 
  Quicksilver Second Face (2i; Reflexive; Instant; Perilous): Shapeshift reflexively. Costs one 
  Initiative while using Constant Quicksilver Rearrangement. Behemoth-and-Flea Mastery: Once 
  per scene, pay one-Willpower surcharge to use Emerald Grasshopper Form or Towering Beast 
  Form reflexively. Waive Willpower surcharge if using Constant Quicksilver Rearrangement. 
  Ever-Evolving Defense: Using Quicksilver Second Face against an attack that misses grants two 
  Initiative. For a four-mote surcharge, can use it after the attack roll to take a shape Razor hasn’t 
  taken that scene — waive the surcharge while using Constant Quicksilver Rearrangement. 
  Towering Beast Form (15m, 1wp; Simple; One day): Change into a Legendary Size animal. 
  Must pay five motes each subsequent round in combat that he doesn’t make a decisive attack or 
  spend 8+ motes on offensive effects, or each hour outside combat. Waive Willpower cost when 
  shifting between Legendary Size shapes. Undaunted Behemoth Avatar: Waive recurring mote 
  cost unless crashed. 
  Swift Wayward Whisper 
  A child of the Kaiyet, nomads who settled the fertile Peran Valley, Swift Wayward Whisper has 
  been called away from her ancestral homeland by the Silver Pact’s cause. She doesn’t align 
  herself with any shahan-ya, but is a courier and spy willing to aid any member of the Pact in 
  need of her help. She’s sailed, ridden, walked, flown, and stowed away across all Creation in the 
  Pact’s service.  
  Whisper still returns to her family’s secluded village in Peran Valley when she has the chance, 
  though it may be seasons or years before such opportunities arrive. There’s much love between 
  them, and they’ve come to accept her new self — both as a demigod and a woman — but their 
  worlds grow farther and farther apart each day she spends plumbing the secrets concealed within 
  Wyld-haunted forests or battling Immaculate monks to save newly Exalted Lunars. 
  Whisper has a strong sense of morality, but her impatience sometimes gets the better of her 
  foresight. She’ll intervene in the communities she passes through if she perceives injustice — 
  freeing the unjustly imprisoned, humiliating monks or nobles, burning tax records — but such 
  
  well-intentioned acts can have unforeseen consequences. When slighted nobles double taxes to 
  make up for lost revenues or satraps send Imperial soldiers to suppress rebellious villages, 
  Whisper remains among the people, championing them against their oppressors, even if it means 
  calling in favors from older Lunars.  
  Taller and more rebellious than her stoic, diplomatic sisters and with somewhat angular features, 
  Whisper dresses in airy fabrics and allows her long hair to blow around her face in the sharp 
  breeze that whips through the valley. She collects clothing from the cultures she immerses 
  herself in as she travels, allowing her to blend in among the locals and better embrace her life as 
  a woman rather than her upbringing as a man. 
  Caste: Changing Moon 
  Spirit Shape: Gray squirrel; Tell: A shadow with a mind of its own 
  Essence: 2; Willpower: 6; Join Battle: 6 dice (+2 for 2m; +4 for 4m) 
  Personal: 17; Peripheral: 42 
  Health Levels: −0/−1x2/−2x6/−4x3/Incap. 
  Actions: Conceal Tracks/Evidence: 8 dice (+4 for 4m, +7 for 7m); Folklore: 10 dice (+4 for 4m, 
  +7 for 7m); Navigation: 10 dice (+4 for 4m, +7 for 7m); Read Intentions: 6 dice (+2 for 2m, +4 
  for 4m); Senses: 6 dice (+2 for 2m, +4 for 4m); Social Influence: 9 dice (+4 for 4m, +7 for 7m); 
  Stealth: 5 dice (+2 for 2m, +4 for 4m); Tracking: 6 dice (+2 for 2m, +4 for 4m) 
  Appearance 4, Resolve 3 (+1 for 2m; +2 for 4m), Guile 4 (+2 for 4m, +4 for 8m) 
  Combat 
  Attack (Whip): 7 dice (+4 for 4m, +7 for 7m; Damage 8B, +1 for 1m, +2 for 2m) 
  Attack (Long Bow): 8 dice at short range (+4 for 4m, +7 for 7m; Damage 10L, +1 for 1m, +2 
  for 2m) 
  Attack (Grapple): 7 dice (+4 for 4m, +7 for 7m; 5 dice to control, +2 for 2m, +4 for 4m) 
  Combat Movement: 6 dice (+2 for 2m, +4 for 4m) 
  Evasion: 3 (+1 for 2m, +2 for 4m); Parry 2 (+1 for 2m, +2 for 4m) 
  Soak/Hardness: 6 (+2 for 2m, +4 for 4m)/0 
  Intimacies 
  Defining Principle: I can’t do nothing in the face of injustice. 
  Defining Principle: I want to see new places and meet new people. 
  Major Tie: The Silver Pact (Devotion) 
  Major Tie: The Realm (Opposition) 
  Minor Tie: Her blood kin (Love) 
  Shapeshifting 
  Whisper’s taken a diverse handful of animal shapes in her voyages across Creation; her most 
  prized shapes include an Eastern grizzly (Exalted, p. 557), a snowy owl (p. XX), and a black 
  
  mamba (Exalted, p. 574). She has a handful of human shapes from across Creation. She can take 
  shapes with Argent Trickster’s Rook (p. XX).  
  Defensive Charms 
  Impenetrable Beast-Armor (3m; Reflexive; Instant; Dual): Gain +3 soak or Hardness 3. 
  Social Charms 
  Crowd-Inciting Fervor (4m, 1wp; Simple; Instant): Roll Social Influence with double 9s to 
  inspire rage. Affected characters are also instilled with an Intimacy based on their rage. Resisting 
  requires invoking at least a Major Intimacy in a Decision Point. 
  Fox-Tailed Trickster’s Grace (5m; Reflexive; Instant): After violating a custom, roll Social 
  Influence to excuse it; affected characters won’t hold the violation against her unless they enter a 
  Decision Point and invoke a Major or Defining Intimacy to resist. 
  Scent-of-All-Nations Attitude (5m; Simple; Indefinite): Onlookers believe Whisper’s a member 
  of their culture unless they successfully read her intentions or profile her and discover a 
  contradictory detail. Alternatively, she appears to belong to a specific culture, imposing a −2 
  penalty on rolls that would reveal contradictory information. 
  Miscellaneous Charms 
  Lodestone Reckoning Manner (1m, 1wp; Simple; Indefinite): Roll Navigation with 3 bonus 
  dice and double 9s to plan a journey, banking all successes. Can add up to two banked successes 
  on rolls to forage, find shelter, or navigate naval hazards.  
  Pack Instinct Affirmation (—[+1wp]; Permanent): All animals have a Minor Tie of loyalty to 
  Whisper, except familiars and magically enhanced animals. Her influence doesn’t suffer multiple 
  target penalties against them, and they don’t gain Resolve bonuses for lacking a shared language. 
  For one Willpower, this becomes a Major Tie for one scene, except for nontrivial animals with 
  reason to defy her.  
  Vanamaithri Mirror-Soul 
  Vanamaithri was born in the East near the Second Age’s dawn. The village elders predicted the 
  child, born in such a chaotic time, would lead a life devoted to balance and harmony. 
  Vanamaithri grew to be a mediator within their community, honored for their wisdom and for 
  walking a path neither male nor female. Devoted to living up to the predictions made at their 
  birth, Vanamaithri strove for calm and compassion in all things, repressing any anger or negative 
  emotions. 
  Vanamaithri’s Exaltation cracked this careful balance. Essence fever clashed with their calm, 
  impartial bearing, demanding that they give voice to the rage howling in their heart. Vanamaithri 
  fled their home, afraid of this new drive to act on anger and seeking answers from the Silver 
  Pact. Under their shahan-ya’s tutelage, Vanamaithri took their anger out across the Southeast, 
  becoming a fearsome warrior against the Realm and a terrible local legend. Imperial garrisons, 
  Wyld Hunts, and legionnaires all fell to the red fury of Vanamithri’s rage. 
  Vanamaithri’s violence served the Pact well, but came to disquiet them over the years. One 
  night, in a moment of clarity, they found themself sickened by smell of blood on their hands. 
  Seeking guidance from Luna, they followed rumors of a mountain city built in the Moon’s honor 
  to Skandhar-Bhal (p. XX). After years of meditation, prayer, and tutelage under the valley’s 
  
  monks, Vanamaithri devoted themselves to a path of peace, forswearing the violence that’d 
  defined their Exaltaton. They became a mediator and a teacher once again, naming themselves 
  Mirror-Soul. 
  Vanamaithri prefers to appear in their true human form, lithe and androgynous with brown skin 
  and bone-straight long hair. They favor loose robes in natural colors and minimal silver jewelry, 
  often showing off their moonsilver tattoos by leaving their left arm and back bare. 
  Caste: Full Moon 
  Spirit Shape: Giant tortoise; Tell: Two missing fingers on their left hand 
  Essence: 4; Willpower: 9; Join Battle: 10 dice (+4 for 4m; +7 for 7m) 
  Personal: 19; Peripheral: 50 
  Health Levels: −0/−1x6/−2x6/−4x9/Incap. 
  Actions: Command: 9 dice (+4 for 4m, +7 for 7m); Feats of Strength: 14 dice (+5 for 5m, +10 
  for 10m; may attempt Strength 5 feats); Medicine: 7 dice (+4 for 4m, +7 for 7m); Read Motives: 
  8 dice (+4 for 4m; +7 for 7m); Resist Illness/Poison: 13 dice (+5 for 5m, +10 for 10m); Senses: 8 
  dice (+4 for 4m; +7 for 7m); Social Influence: 7 dice (+4 for 4m; +7 for 7m); Strategy: 5 dice 
  (+2 for 2m, +4 for 4m); Theology: 8 dice (+4 for 4m, +7 for 7m) 
  Appearance 3, Resolve 6 (+2 for 4m; +5 for 10m), Guile 2 (+1 for 2m; +2 for 4m) 
  Combat 
  Attack (Unarmed): 15 dice (+5 for 5m, +10 for 10m; Damage 12B, +3 for 3m, +5 for 5m) 
  Attack (Grapple): 11 dice (+5 for 5m, +10 for 10m; 11 dice to control, +5 for 5m, +10 for 10m) 
  Combat Movement: 11 dice (+5 for 5m, +10 for 10m) 
  Evasion: 3 (+1 for 2m; +2 for 4m); Parry 6 (+2 for 4m; +5 for 10m) 
  Soak/Hardness: 5 (+3 for 3m, +5 for 5m; see Hybrid Body Transformation)/0 
  Intimacies 
  Defining Principle: Teach and protect all those who ask for guidance. 
  Defining Principle: I seek enlightenment in balance and harmony. 
  Defining Tie: Skandhar-Bhal (Selfless Devotion) 
  Major Principle: I will not become a monster again. 
  Major Tie: Luna (Reverent Gratitude) 
  Minor Tie: The Silver Pact (Brotherhood) 
  Minor Tie: The Realm (Grief) 
  Escort 
  Vanamaithri is often accompanied by monks of the Order of the Moon-That-Fell. Use monk 
  traits (Exalted, p. 499). He’s occasionally found with one or more of Skandhar-Bhal’s gods. 
  Merits 
  
  Cult 3 
  Shapeshifting 
  Vanamaithri has a small retinue of mountain-dwelling animal shapes they employ on a regular 
  basis, as well as others from across the East and Southeast they assume less frequently. They 
  haven’t had many opportunities to wear other human shapes since finding Skandhar-Bhal, 
  though they possess plenty. They can claim shapes with Hero’s Heart Challenge (p. XX), 
  Moonlit Path Guide (p. XX), or Terrifying Predator Consumption (p. XX). 
  Offensive Charms 
  Divine Predator Strike (2m; Supplemental; Instant; Dual): Add (1 + attack roll 10s) to post-
  soak withering damage (maximum 5) or decisive damage (maximum 4). Against crashed 
  enemies, count 9s as well. 
  Empowering Justice Redirection (3m; Supplemental; Instant; Withering-only): Add one 
  success on a withering attack roll and one die of post-soak damage against an enemy who 
  attacked Vanamaithri or a character protected by their defend other in the current or previous 
  round. Double this if the attack hit. 
  Ferocious Biting Tooth (2m; Supplemental; Instant; Dual): Withering attack gains +4 
  Overwhelming; decisive attack adds up to four attack roll extra successes as dice of damage. 
  Humbling Enlightenment Commentary (1m, 1wp; Supplemental; Instant; Decisive-only): Add 
  stunt bonus to decisive damage roll. If damage exceeds enemy’s Resolve, instill a positive Tie to 
  a group or a Principle. If enemy resists, he loses five Initiative. 
  Hybrid Body Transformation (4m; Simple; Indefinite): Gain one-dot Claws (Exalted, p. 165), 
  Hideous (Exalted, p. 162), Natural Shield (p. XX), three-dot Unusual Hide (Exalted, p. 166) 
  Kindly Sifu’s Quill (5m; Supplemental; Instant; Decisive-only): Double 10s on decisive damage 
  roll. With appropriate stunt, Principles or positive Ties to groups penalize Defense. 
  Wisdom of the Celestial Crane (7m, 1wp; Reflexive; Instant; Decisive-only): Decisive 
  counterattack in response to a non-gambit decisive attack adds enemy’s Initiative to damage. 
  Incapacitating an enemy strengthens a Principle or positive Tie to a group to Defining. Once per 
  scene, unless reset by going three rounds without being hit. 
  Defensive Charms 
  Bending Before the Storm (2m; Reflexive; Instant; Uniform): Halve Defense penalties, or 
  ignore all against lower-Initiative enemy. Doesn’t reduce surprise attack penalty. 
  Crane Form (8m; Simple; One scene; Form): +1 Parry. Full defenses cost one Initiative less. 
  When taking a full defense or defend other, can respond to attacks with withering or decisive 
  counterattacks. Can activate reflexively when defending against an enemy’s attack drops his 
  Initiative below hers. 
  Ferocious Guardian Beast Stance (3m; Reflexive; One scene; Uniform): Reflexively take a 
  defend other action that lasts one scene. Characters attacking ward count as lower-Initiative for 
  Bending Before the Storm. 
  Gleaming Crescent Block (3m; Reflexive; Instant; Uniform): After attack roll, up to six 1s 
  subtract successes. 
  
  Heron Sheds Rain (5m [+2m, 1wp]; Reflexive; Instant; Perilous, Uniform): Block unblockable 
  attacks. For two-mote, one-Willpower surcharge, roll Initiative, add successes as non-Charm 
  Parry, and reset to base. Once per scene, unless reset by gaining 20+ Initiative in an instant. 
  Impenetrable Beast-Armor (3m; Reflexive; Instant; Dual): +4 soak or Hardness 5. 
  Unflagging Predator Vitality (5m; Reflexive; Instant; Perilous, Protean, Withering-only): 
  Halve a withering attack’s total damage, rounded down; it can’t reduce Vanamaithri below 
  Initiative 1 unless their attacker has at least (their current temporary Willpower; add +9 in animal 
  shapes with Impenetrable Armor) more Initiative before attacking 
  Wound-Mastering Body Evolution (6m, 1wp, +1i per turn; Reflexive; One scene; Decisive-
  only, Perilous): Can only be used after taking decisive damage. Gain +8 soak and Hardness 20 
  against attacker. Ends if crashed. 
  Social Charms 
  Herd-Reinforcement Stance (4m [+1wp]; Supplemental; Instant): Influence roll against 
  members of a culture treats them as having a Minor Principle to one of its customs. For one-
  Willpower surcharge, increase to Major against people of Skandhar-Bhal, except outcasts and 
  dissidents. 
  Animals 
  Badger 
  Various species of these nocturnal mammals can be found across Creation. Badgers are 
  burrowers, living in underground warrens alone or in families of up to fifteen, depending on 
  species. Earthworms, insects, and ground-nesting birds’ eggs comprise most of their diet, but 
  they also eat fruit, roots, mushrooms, carrion, and small mammals, reptiles, and birds; some 
  species even hunt venomous snakes. Occasionally, badgers live and hunt alongside foxes, 
  coyotes, or raccoon dogs in mutually beneficial relationships. People hunt badgers for meat and 
  pelts. 
  Essence: 1; Willpower: 5; Join Battle: 4 dice  
  Health Levels: −0/−1/−2x2/−4/Incap. 
  Actions: Climbing: 5 dice; Digging: 8 dice; Senses: 5 dice (see Keen Nose and Hearing); 
  Stealth: 4 dice 
  Resolve 3, Guile 1 
  Combat 
  Attack (Bite): 5 dice (Damage 14L) 
  Attack (Claw): 6 dice (Damage 12L) 
  Attack (Grapple): 8 dice (5 dice to control. Badgers can only savage while grappling) 
  Combat Movement: 6 dice 
  Evasion: 2; Parry 3  
  Soak/Hardness: 3/0  
  
  Special Abilities 
  Burrow: Badgers can use their reflexive move action to tunnel through the ground, potentially 
  ignoring difficult terrain by burrowing beneath it. They can dig through sand or soil, but not 
  stone or other solid barriers. If a badger burrows and makes an unexpected attack on the same 
  turn, it adds two successes on the damage roll. 
  Merits 
  Keen Nose and Hearing: Badgers doubles 9s on scent- or hearing-based Perception rolls. 
  Beetle/Cockroach 
  Creation is home to innumerable species of beetles, found in any habitat imaginable save the seas 
  and the far North. Some are despised as vermin; others are prized, like the rhinoceros beetles that 
  Dynasts train to participate in wrestling competitions. Many, but not all, species can fly, though 
  some prefer ground-based movement. 
  Essence: 1; Willpower: 1; Join Battle: 3 dice  
  Health Levels: −1/−2/−4/Incap. 
  Actions: Flight: 4 dice; Senses: 4 dice; Stealth: 5 dice (see Camouflage); Wriggle Through Tight 
  Spaces: 10 dice 
  Resolve 1, Guile 1 
  Combat 
  Attack (Mandibles): 3 dice (Damage 12B against Minuscule Size enemies. Can’t deal decisive 
  damage to larger enemies.) 
  Attack (Grapple): 7 dice (3 dice to control. Can’t grapple larger enemies) 
  Combat Movement: 4 dice 
  Evasion: 2 (see Minuscule Size); Parry 1  
  Soak/Hardness: 1/0 
  Merits 
  Camouflage: Many beetle species’ coloration lets them blend into their native environments, 
  such as leafy vegetation or desert sand, doubling 9s on Stealth rolls there. 
  Minuscule Size: +3 Evasion against larger foes’ attacks. Larger characters subtract three 
  successes from Awareness-based rolls against them. Against foes with the Tiny Creature Merit, 
  this drops to +2 Evasion and −2 successes.  
  Butterfly/Moth 
  These migratory insects move with the seasons, staying ahead of cold temperatures; some 
  species travel thousands of miles annually. Beyond variances in coloration and migration routes, 
  the main difference between butterflies and moths is that butterflies are primarily diurnal, while 
  mouths are largely nocturnal. They occupy a diverse range of habitats, encompassing almost 
  everywhere flowers grow: forests, grasslands, mountain plateaus, mangrove swamps, and even 
  deserts. 
  
  Essence: 1; Willpower: 1; Join Battle: 4 dice 
  Health Levels: −1/−2/−4/Incap 
  Actions: Find Flowers: 8 dice; Fly: 10 dice; Senses: 7 dice; Stealth: 7 dice (see Camouflage, 
  Minuscule Size) 
  Resolve 1, Guile 2 
  Combat 
  Combat Movement: 8 dice 
  Evasion 4 (see Minuscule Size), Parry 0 
  Soak/Hardness: 1/0  
  Special Abilities 
  Soporific Scales (Magical; 5m): The butterfly shed beautiful but sleep-inducing scales. It rolls a 
  decisive attack with a pool of 10 dice. Success deals no damage, but conveys poison with 
  Damage 3i/round (B in Crash), Duration (Master’s Essence + 5) rounds, and a –3 penalty. 
  Merits 
  Camouflage: When resting on similarly-colored surfaces, such as bark for moths or flowers for 
  butterflies, double 9s on Stealth rolls.   
  Minuscule Size: +3 Evasion against larger foes’ attacks. Larger characters subtract three 
  successes from Awareness-based rolls against these insects. Against foes with the Tiny Creature 
  Merit, this drops to +2 Evasion and −2 successes.  
  Vanish: These insects flee from predators by darting into cover and laying low. Double 9s to go 
  to ground (Exalted, p. 204).  
  Crab 
  Crabs inhabit the entire West and much of the other Directions’ waterways. Most walk along the 
  ocean floor, using their claws to gather algae and other vegetation, catch fish, crack open 
  shellfish, and defend themselves. Some cooperate in family groups when large threats appear. 
  Sea-dwelling crabs can grow to enormous size, the most massive reaching more than twelve feet 
  in length. 
  Essence: 1; Willpower: 2; Join Battle: 4 dice 
  Health Levels: −0x2/−1/−2/−4/Incap 
  Actions: Senses: 7 dice; Stealth: 7 dice (see Camouflage, Tiny Creature); Swimming: 4 dice 
  Resolve 2, Guile 1 
  Combat 
  Attack (Claw): 7 dice (Damage 3L; 10L against enemies the crab’s size or smaller) 
  Attack (Grapple): 6 dice (10 dice to control. Can only grapple enemies their size or smaller, and 
  can only savage grappled foes.) 
  Combat Movement: 4 dice 
  
  Evasion 2 (see Tiny Creature), Parry 3 
  Soak/Hardness: 3/0  
  Special Abilities  
  Grasping Claws: Crabs add three dice of post-soak damage on withering savaging attacks, or 
  one die of damage to decisive savaging attacks.  
  Merits 
  Camouflage: While on the seafloor, double 9s on Stealth rolls.  
  Tiny Creature: Add +2 Evasion against larger foes’ attacks. Larger characters subtract two 
  successes from Awareness-based roll to notice crabs. 
  Variable Size 
  While most crabs use these traits, others vary in size:  
  Minuscule Size: The smallest crab species, such as flattop and pea crabs, have 
  Minuscule Size. They add +3 Evasion against larger character’s attacks (+2 if the 
  attacker has the Tiny Creature Merit), and subtract 3 successes from rolls to notice 
  them (2 successes from characters with the Tiny Creature Merit). Their decisive 
  attacks don’t damage larger characters. 
  Large: Spider crabs and other large species lack the Tiny Creature Merit. Their 
  claws have raw damage 10L against all enemies regardless of size, and they can 
  grapple larger foes. They have soak 8, and gain three −1 health levels. 
  Elk/Deer 
  Elk — and other cervids, including deer and caribou — inhabit forests throughout the North, 
  East, and Blessed Isle. Adults may range from a quarter- to a half-ton, making them valuable 
  game animals, while a few cultures have successfully domesticated them as beasts of burden. Elk 
  travel in herds with a rigid, dominance-based hierarchy. Male elk (and all caribou) keep their 
  antlers for most of the year, using them as weapons against predators and other elk who 
  challenge their dominance.  
  Essence: 1; Willpower: 3; Join Battle: 7 dice 
  Health Levels: −0x1/−1x4/−2x4/−4x2/Incap. 
  Speed Bonus: +4. Although elk can rarely be tamed as mounts, some cultures have bred them 
  for this purpose. 
  Actions: Feats of Strength: 7 dice (may attempt Strength 3 feats); Jumping: 8 dice; Senses: 6 
  dice 
  Resolve 3, Guile 1 
  Combat 
  Attack (Antlers): 9 dice (Damage 14L) 
  Attack (Kick): 8 dice (Damage 12B) 
  
  Combat Movement: 9 dice (see Swift-Hooved) 
  Evasion: 3; Parry 2 
  Soak/Hardness: 6/0 
  Special Abilities 
  Gore: Add attack roll extra successes on decisive antler attacks against lower-Initiative enemies 
  as damage dice, as long as the elk hasn’t taken any other actions that turn.  
  Trample: On a kick attack against an enemy who, on his last turn, provoked the elk’s reflexive 
  movement from a rush, a hit knocks him prone. Apply the prone defense penalty (Exalted, p. 
  202) retroactively when calculating the attack’s threshold successes. 
  Horn Toss (Latent): After dealing 3+ decisive damage with an antler attack, an elk can 
  reflexively grapple its victim. If successful, it immediately throws him to short range. Once per 
  scene. 
  Merits 
  Keen Nose: Elk double 9s on scent-based Perception rolls.  
  Swift-Hooved: Elk double 9s on disengage and withdraw rolls. They can be trained to apply this 
  to rushes as a latent ability.  
  Moose 
  Moose use elk traits except as follows: 
  Speed Bonus: +0 
  Health Levels: −0x4/−1x4/−2x4/−4x2/Incap. 
  Attack (Antlers): 10 dice (Damage 17L) 
  Attack (Kick): 9 dice (Damage 12B) 
  Combat Movement: 5 dice  
  Evasion: 1; Parry 2 
  Soak/Hardness: 16/10 
  Frog/Toad 
  While especially abundant in tropical rainforests, frogs are widespread throughout Creation. 
  Most are carnivores, feeding on insects and small invertebrates. Some species also feed on fruit, 
  while the largest eat fish, small mammals, and other frogs. Frogs are often hunted for their meat, 
  while poisons secreted by their skin glands have many uses for herbalists and shamans. 
  Essence: 1; Willpower: 2; Join Battle: 3 dice  
  Health Levels: −1/−2/−4/Incap. 
  Actions: Climbing: 6 dice; Jumping: 8 dice; Senses: 5 dice (see Nictitating Membrane, Wide-
  Range Vision); Stealth: 6 dice (see Camouflage, Tiny Creature); Swimming: 8 dice 
  Resolve 1, Guile 1 
  Combat 
  
  Attack (Bite): 4 dice (Damage 1L; 12L against enemies the frog’s size or smaller) 
  Attack (Grapple): 7 dice (2 dice to control. Can only grapple enemies their size or smaller, and 
  can only savage grappled foes. See Sticky Tongue) 
  Combat Movement: 8 dice 
  Evasion: 3 (see Tiny Creature); Parry 1  
  Soak/Hardness: 1/0  
  Special Abilities 
  Poisonous: Some frog species secrete poison from their skin, which are rarely dangerous to 
  humans, but deter predators. Enemies that hit a frog with a bite attack or similar attack are 
  exposed to a poison with Damage 1i/round (B in Crash), Duration 3 rounds, and a −1 penalty. 
  Brightly colored poison dart and arrow frogs secrete poison with damage 3i/round, Duration 5 
  rounds, and a −2 penalty. 
  Sticky Tongue: Add three successes on grapple attack rolls against Minuscule Size enemies. 
  Merits 
  Amphibious: Can breathe in and out of water. 
  Camouflage: Double 9s on Stealth rolls in their native environment. 
  Nictitating Membrane: Ignore vision-based Perception penalties for seeing underwater.  
  Tiny Creature: Add +2 Evasion against larger enemies’ attacks. Larger characters subtract two 
  successes from Awareness-based rolls to notice frogs. 
  Wide-Range Vision: A frog’s bulging eyes see in nearly all directions, adding one die on vision-
  based Perception rolls. This increases to three dice on rolls opposing Stealth. 
  Hippopotamus 
  Hippopotamuses live near rivers, lakes, and mangrove swamps, spending the daytime immersed 
  and moving inland into forests or savannas at dusk to graze. Bull hippos exhibit territorial 
  behavior in the water, presiding over a pod usually consisting of ten adult females and any 
  number of calves, but emerge onto land individually. Despite being herbivores, they’re highly 
  aggressive and unpredictable. Known to fight off lions and crocodiles, they pose as much threat 
  to humans as the most dreaded predators. 
  Essence: 1; Willpower: 6; Join Battle: 7 dice  
  Health Levels: −0/−1x4/−2x4/−4x2/Incap. 
  Speed Bonus: +3. Taming a hippo to be ridden is a nigh-impossible task. 
  Actions: Endure Heat: 5 dice; Feats of Strength: 10 dice (may attempt Strength 5 feats; see Beast 
  of Burden); Resist Poison/Disease: 7 dice; Senses: 7 dice; Swimming: 4 dice; Threaten: 5 dice 
  Resolve 3, Guile 2 
  Combat 
  Attack (Bite): 7 dice (Damage 19L/5) 
  
  Attack (Stomp): 9 dice (Damage 17B/4) 
  Attack (Grapple): 9 dice (8 dice to control)  
  Combat Movement: 6 dice 
  Evasion: 2; Parry 4  
  Soak/Hardness: 13/7  
  Special Abilities 
  Bone-Crunching Bite: An enemy damaged by a hippo’s decisive bite suffers a penalty equal to 
  attack roll extra successes on his Strength and Dexterity rolls that scene, maximum −5. Multiple 
  attacks stack their penalties. 
  Crushing Bite: Withering bite attacks ignore four points of soak, plus an additional point for 
  each attack roll extra success. This can’t reduce an enemy’s soak below (his Stamina). 
  Furious Rampage: When attacking or rushing a crashed enemy, add two automatic successes. 
  Trample: When making a stomp attack against an enemy that provoked the hippo’s reflexive 
  movement from a rush on his last turn, a hit knocks the enemy prone. Apply the prone defense 
  penalty (Exalted, p. 202) retroactively when calculating the attack’s threshold successes. 
  Merits 
  Beast of Burden: Double 8s on feats of strength to haul or carry heavy burdens. 
  Bottomless Lungs: Hippos can hold their breath for five minutes underwater. In combat, they 
  can hold their breath for an entire scene, but must surface once it ends. 
  Great Stoat 
  Frentic carnivores native to Eastern grasslands and prairies, the great stoat is a dog-sized 
  mustelid. They’re highly opportunistic predators, hunting rodents and hares and claiming their 
  prey’s dens or warrens as their own. They’re active both day and night, changing sleep schedules 
  throughout the year to match seasonal prey. Great stoats will fight larger animals, including 
  wolves and great cats. Hunters use tamed great stoats to corner rabbits, foxes, and other swift 
  prey, but have never truly domesticated them.  
  Essence: 1; Willpower: 5; Join Battle: 7 dice 
  Health Levels: −0x1/−1x2/−2x1/−4x1/Incap. 
  Actions: Climbing: 8 dice; Jumping: 6 dice; Senses: 6 dice (see Keen Nose); Stealth: 7 dice; 
  Threaten: 7 dice; Wriggle Through Tight Spaces: 8 dice (see Contortionist) 
  Resolve 3 (see Fearless), Guile 1 
  Combat 
  Attack (Bite): 6 dice (Damage 9L) 
  Attack (Grapple): 5 dice (8 dice to control) 
  Combat Movement: 8 dice  
  Evasion: 3; Parry 1 
  
  Soak/Hardness: 2/0 
  Special Abilities 
  Ambush Hunter: Add three dice on all attack rolls made from stealth. 
  Latch On: When dealing 5+ withering damage with a bite, the great stoat can reflexively 
  grapple its target.  
  Opportunistic Strike (Latent): If an enemy is crashed while grappled by the stoat, the stoat 
  may reflexively make a decisive savaging attack against it.  
  Merits 
  Contortionist: Double 8s on rolls to squeeze through tight spaces.  
  Fearless: +1 Resolve against fear-based influence. 
  Keen Nose: Double 9s on scent-based Perception rolls. 
  Other Weasels 
  Represent weasels, martens, mongooses, and similar creatures by applying the Tiny 
  Creature Merit to great stoat traits, granting +2 Evasion against larger foes’ attacks, 
  and subtracting two successes from Awareness rolls made by larger characters to 
  detect them. Their withering attacks have raw damage 2 against larger enemies, 
  and they can only grapple enemies their size or smaller.  
  Iron-Skull Devil 
  Fifteen feet long and weighing half a ton, these bipedal lizards take their name from the 
  distinctive bony domes covering their skulls, used in social displays and to fend off predators. 
  They live in herds in Eastern forests, arid Southern savannas, and some Western islands, 
  subsisting on low-lying vegetation such as leaves, seeds, and fruits. Many cultures that live near 
  iron-skull devil herds prize helms made from their skull domes as trophies, though hunting them 
  is a perilous endeavor. 
  Essence: 1; Willpower: 4; Join Battle: 7 dice  
  Health Levels: −0/−1x2/−2x2/−4/Incap. 
  Speed Bonus: +1. Taming iron-skull devils as mounts is inordinately difficult. 
  Actions: Feats of Strength: 7 dice (may attempt Strength 5 feats); Senses: 6 dice (see Sharp 
  Sight); Threaten: 5 dice 
  Resolve 3, Guile 1 
  Combat 
  Attack (Headbutt): 8 dice (Damage 14B) 
  Attack (Grapple): 10 dice (8 dice to control) 
  Combat Movement: 5 dice 
  Evasion: 3; Parry 4  
  
  Soak/Hardness: 4/0  
  Special Abilities 
  Deadly Charge: Each range band an iron-skull devil moves in a straight line towards an enemy 
  grants it two Initiative, until it reaches close range and makes a decisive attack against him. It 
  loses all this Initiative if it takes any action other than moving towards that enemy or attacking 
  him. 
  Head Bash: A decisive headbutt that deals 3+ levels of damage knocks the victim prone and 
  hurls him back to short range. If his turn comes after the iron-skull devil’s, he’s delayed by 
  (levels of damage dealt – his Stamina) ticks; if this would delay him to tick zero, he loses his turn 
  entirely. If the iron-skull devil reflexively pursued the enemy after a successful rush on his last 
  turn, double the effective amount of damage when determining this delay. 
  Merits 
  Sharp Sight: Double 9s on sight-based Perception rolls. 
  Jellyfish 
  Jellyfish are bell-shaped, gelatinous marine animals found in salt and fresh water. They’re 
  carnivorous, consuming plankton, small fish, or other jellyfish, depending on size. Some feed 
  passively, collecting food as they swim; others hunt their prey, capturing them with their 
  tentacles. Many species’ tentacles are venomous, causing pain that ranges from mild discomfort 
  to death. Jellyfish blooms, caused when they swarm in warm, plankton-rich waters, can clog and 
  tear overfull fishing nets.  
  Essence: 1; Willpower: 2; Join Battle: 4 dice  
  Health Levels: −0/−1/−2/−4/Incap. 
  Actions: Senses (see Water Sense): 5 dice; Stealth: 6 dice (see Tiny Creature); Swim: 6 dice; 
  Resolve 1, Guile 1 
  Combat 
  Attack (Sting): 5 dice (Damage 3L; 10L against enemies the jellyfish’s size or smaller. See 
  Venom) 
  Attack (Grapple): 5 dice (6 dice to control. Can only grapple enemies of their size or smaller, 
  and can only savage grappled enemies). 
  Combat Movement: 6 dice 
  Evasion: 2 (see Tiny Creature); Parry 1  
  Soak/Hardness: 1/0  
  Special Abilities 
  Bloom: Characters within close range of a jellyfish battle group suffer a −3 penalty on 
  movement actions, and lose one Initiative at each round’s end.  
  Luminesce: Some jellyfish species glow softly, illuminating the area within close range.  
  
  Venom: A venomous jellyfish’s decisive sting attacks inflict a poison with damage 1i/round (B 
  in Crash), duration 5 rounds, and a −4 penalty.  
  Merits 
  Tiny Creature: +2 Evasion against larger enemies’ attacks. Larger characters subtract two 
  successes from Awareness rolls to notice a jellyfish. 
  Water Sense: Jellyfish detect vibrations in water, doubling 9s on Perception rolls while 
  underwater, and ignoring visual penalties due to lighting, obstructions, etc. 
  Variable Size 
  While most jellyfish species use these traits, Creation is home to a vast variety of 
  them. 
  Miniscule Size: The smallest jellyfish, like box jellies, are less than an inch long. 
  They add +3 Evasion against larger character’s attacks (+2 if the attacker has the 
  Tiny Creature Merit), and subtract 3 successes from rolls to notice them (2 
  successes from characters with the Tiny Creature Merit). Their decisive attacks 
  don’t damage larger characters, but still convey poison. 
  Large: Larger jellyfish species lack the Tiny Creature Merit. Their sting attacks 
  have raw damage 10L against all enemies regardless of size, and they can grapple 
  larger foes. They have soak 4, and gain an additional −1 and −2 health level. 
  Mountain Goat 
  Hardy and sure-footed, mountain goats climb promontories and scale cliff faces that stymie 
  others. They sport beards and long black horns whose rings reveal the animal’s age in years. 
  Their double coats —a dense woolly undercoat covered by a layer of longer, hollow hair — 
  protect against extreme cold and high winds. In spring, they shed extra wool by rubbing against 
  trees and rocks. Northern cultures collect these fibers and spin them into fine, warm fabrics. 
  A mountain goat’s cloven hooves have inner pads that provide traction and dewclaws that 
  prevent slipping. These, combined with strong neck and shoulder muscles, let them ascend steep-
  pitched slopes and jump to higher ground. When kid goats first begin to climb, nannies often 
  position themselves on slopes below to stop falls should a kid lose its footing. 
  Although they’ll sometimes descend to lower ground in search of salt licks and sustenance, most 
  mountain goats stay above the tree line. While not aggressive, they make shows of dominance 
  during mating season or to ward off predators, and will fight when provoked, especially if their 
  young are in danger. 
  Essence: 1; Willpower: 4; Join Battle: 6 dice  
  Health Levels: −0/−1x3/−2x2/−4/Incap. 
  Actions: Climbing: 10 dice; Endure Cold: 8 dice; Feats of Strength: 6 dice (may attempt 
  Strength 3 feats); Jumping: 7 dice; Senses: 5 dice 
  Resolve 4, Guile 1 
  Combat 
  
  Attack (Bite): 8 dice (Damage 10B) 
  Attack (Horns): 6 dice (Damage 7B) 
  Attack (Kick): 6 dice (Damage 10B. See Brutal Kick) 
  Attack (Grapple): 5 dice (5 dice to control) 
  Combat Movement: 7 dice 
  Evasion: 3; Parry 1  
  Soak/Hardness: 4/0  
  Special Abilities 
  Brutal Kick: Enemies smaller than a human that take 5+ damage from the goat’s withering 
  kicks are knocked back one range band and fall prone. 
  Gore: Add attack roll extra successes on decisive horn attacks against lower-Initiative enemies 
  as damage dice. 
  Lock Horns: Goats use their horns to grapple, violently twisting and wrenching their opponent 
  about. Decisive horn savaging attacks double 10s; withering savaging attacks gain +3 
  Overwhelming. 
  Merits 
  Mighty Leap: Double 9s on jumping-based movement actions. 
  Mouse/Rat 
  Rodents live throughout Creation, in sprawling cities and tiny villages, and aboard every fleet 
  sailing the seas. They’re typically brown, black, gray, or white, with long, thin tails they can shed 
  to escape capture. While many rats are only a few inches larger than mice, some species can 
  grow well over a foot in length. 
  Rodents thrive in human-populated areas, causing food shortages and spreading disease if left 
  unchecked. Not all are aggressive, though most bite if cornered or threatened. They’re intelligent 
  and intuitive creatures, able to recall complicated routes to food sources. They also take well to 
  training, whether as performing animals for traveling troupes or poison-sniffers for nobles.  
  These traits also support various other small, innocuous rodents, like squirrels. 
  Essence: 1; Willpower: 3; Join Battle: 5 dice  
  Health Levels: −0/−1/−2/−4/Incap. 
  Actions: Climbing: 7 dice; Gnaw Through Things: 5 dice; Senses: 8 dice (see Keen Nose); 
  Stealth: 7 dice (see Tiny Creature); Wriggle Through Tight Spaces: 7 dice 
  Resolve 2, Guile 1 
  Combat 
  Attack (Bite): 4 dice (Damage 3L; 5L against enemies the rat’s size or smaller.) 
  Attack (Claw): 6 dice (Damage 1L; 3L against enemies the rat’s size or smaller.) 
  
  Combat Movement: 7 dice 
  Evasion: 3 (see Tiny Creature); Parry 1   
  Soak/Hardness: 1/0  
  Special Abilities 
  Tail Decoy: When taking a withdraw action, a rat may accept a level of bashing damage to drop 
  its tail, contributing one success towards the goal number of the action and lowering the 
  Initiative cost to one point per round. Shed tails regrow after a season, resetting this ability, and 
  can be regrown by any magic that heals crippling effects. Some other rodents share this ability. 
  Terrifying Swarm: Rodent battle groups impose a −2 penalty on rolls made by enemies within 
  close range. 
  Merits 
  Keen Nose: Double 9s on sense-based Perception rolls. 
  Tiny Creature: +2 Evasion against larger foes’ attacks. Larger characters subtract two successes 
  from Awareness-based rolls to notice rodents. 
  Discerning Scent (Latent): Trained rodents can distinguish specific scents and indicate their 
  presence, from poison in food to a mineral vein in a mine. Double 8s on scent-based Perception 
  rolls to detect this substance. A rat can be trained in this Merit multiple times for multiple 
  substances.  
  Unusual Size 
  Larger rodents such as capybaras or beavers use rat traits, but lack the Tiny Creature 
  Merit and the Tail Decoy and Terrifying Swarm special abilities. Their withering 
  damage isn’t reduced against larger creatures. 
  Octopus 
  Found throughout the oceans, these eight-armed invertebrates have bulbous heads and beak-
  tipped maws. Suction cups along their arms grip surfaces and objects, letting them taste whatever 
  they hold. Many species live their lives completely submerged; others inhabit intertidal zones, 
  coming to the surface to bask in the sun or seek food. 
  Octopuses can change color to blend into their surroundings and avoid predators. Their soft 
  bodies can squeeze through any gap that their beak can fit through; a 500-pound octopus can slip 
  through a hole the size of an obol. All octopuses are venomous, though to humans their bites are 
  an irritant, only deadly in extreme cases.  
  Essence: 1; Willpower: 5; Join Battle: 7 dice  
  Health Levels: −0/−1x2/−2x2/−4/Incap. 
  Actions: Feats of Strength: 6 dice (may attempt Strength 3 feats); Senses: 8 dice (see Sharp 
  Sight); Solve Puzzles: 6 dice; Squeeze Through Tight Spaces: 12 dice (see Amorphous Body); 
  Stealth: 7 dice (see Camouflage); Tracking: 5 dice 
  Resolve 2, Guile 1 
  
  Combat 
  Attack (Beak): 6 dice (Damage 6L, see Venom) 
  Attack (Arms): 7 dice (Damage 7B) 
  Attack (Grapple): 10 dice (10 dice to control) 
  Combat Movement: 6 dice (see Ink) 
  Evasion: 3; Parry 3  
  Soak/Hardness: 2/0  
  Special Abilities 
  Ink: The octopus releases a jet of ink, clouding the water around it. It doubles 9s on disengages. 
  Many-Armed: When flurrying an arm attack, reduce the flurry penalty on both rolls to −1. 
  Venom: A decisive beak attack inflicts a poison with damage 4i/round, duration 3 rounds, and a 
  −1 penalty. 
  Merits 
  Amorphous Body: Double 7s on rolls to squeeze through tight spaces. 
  Camouflage: The octopus changes color to match its surroundings, doubling 9s on Stealth rolls. 
  Sharp Sight: Double 9s on all sight-based Perception rolls. 
  Variable Size 
  These traits depict larger octopus species. For smaller species, adjust their traits as 
  follows: 
  Miniscule Size: The smallest octopus species, like the deadly blue-ringed octopus, 
  have this Merit. They add +3 Evasion against larger characters’ attacks (+2 if the 
  attacker has the Tiny Creature Merit), and subtract 3 successes from rolls to notice 
  them (2 successes from characters with the Tiny Creature Merit). Their decisive 
  attacks don’t damage larger characters, although they still convey poison. 
  Tiny Creature: Smaller octopus species have this Merit. They add +2 Evasion 
  against larger character’s attacks, and subtract 2 successes from rolls to notice them. 
  Their withering attacks have damage 3 against larger characters. 
  Legendary Size: Creation’s seas are home to monstrous octopus species of 
  Legendary Size. In addition to this Merit’s  benefits (p. XX), their attacks gains +1 
  die on attack rolls, +3 Damage, and Overwhelming 3, and they have soak 6 and 
  Hardness 4. They gain three additional −1 and −2 health levels. 
  Owl 
  These nocturnal birds of prey use large, powerful eyes to hunt by night, feeding primarily on 
  small mammals, insects, and other birds. Even the largest owls can fly all but silently, attacking 
  completely unexpectedly. Owls also possess incredibly keen hearing and have almost no blind 
  spot, thanks to the immense degree they can rotate their heads. They can be found throughout 
  much of Creation, from the near North’s snowy owls to the desert owls of the Burning Sands. 
  
  Essence: 1; Willpower: 5; Join Battle: 7 dice 
  Health Levels: −0x2/−1/−2/−4/Incap 
  Actions: Fly: 10 dice; Senses: 10 dice (see Keen Hearing, Night Vision, Wide-Range Vision); 
  Endure Cold: 5 dice; Resist Poison/Disease: 6 dice; Tracking: 6 dice; Stealth: 11 dice (see Silent 
  Flying) 
  Resolve 2, Guile 1 
  Combat 
  Attack (Peck): 6 dice (Damage 10L) 
  Attack (Talons): 9 dice (Damage 6L) 
  Attack (Grapple): 9 dice (5 dice to control. Owls can only savage grappled enemies, unless they 
  have the Tiny Creature or Minuscule Size Merits) 
  Combat Movement: 9 dice 
  Evasion 4, Parry 2 
  Soak/Hardness: 3/0  
  Special Abilities 
  Carried Away: When a withering talon attack deals 5+ damage to an enemy with Tiny Creature 
  or Minuscule Size, the owl may forgo receiving Initiative to reflexively grapple its victim. Each 
  point of Initiative it forgoes adds a die to the control roll of a successful grapples. 
  Death Dive: When an owl moves into close range with an enemy after beginning at a height of 
  long range above it and makes a decisive attack, it adds four dice on the attack roll and doubles 
  10s on damage. Once per scene, unless reset by rising back to long range above all enemies. 
  Dread Clutches: When an owl savages a grappled foe with Tiny Creature or Minuscule Size, it 
  can also drag him along with its movement action.  
  Swooping Descent: An owl that descends into close range with an enemy and makes a decisive 
  unexpected attack on the same turn adds two successes on the attack roll. 
  Merits 
  Keen Hearing: Double 9s on hearing-based Perception rolls. 
  Night Vision: Owls can see in dim conditions as though in broad daylight, and reduce the 
  difficulty of Perception-based rolls in deeper darkness by one. 
  Silent Flying: Double 9s on Stealth rolls while flying. 
  Wide-Range Vision: An owl can swivel its head to an incredible extent, adding one die on 
  vision-based Perception rolls, or three dice opposing Stealth. 
  Shieldback Lizard 
  These tremendous lizards have bodies covered in bony plates and thick, club-like tails. They 
  grow up to twenty-five feet in length and eight tons in weight. Slow and sluggish, they feed on 
  
  low-lying ferns, shrubs, leaves, and fruits, eating in quantities comparable to elephants, while 
  occasionally supplementing their diet with invertebrates.  
  Shieldbacks dwell in temperate and subtropical forests, most commonly in the East. Adults are 
  solitary; between their tough armor and deadly tails, most predators pose little threat to them. 
  Essence: 1; Willpower: 3; Join Battle: 5 dice  
  Health Levels: −0x10/−1x5/−2x5/−4/Incap. 
  Speed Bonus: +1. Taming a shieldback lizard as a mount is all but impossible. 
  Actions: Feats of Strength: 10 dice (may attempt Strength 7 feats; see Demolishing Tail); Resist 
  Poison/Disease: 10 dice; Senses: 5 dice 
  Resolve 2, Guile 1 
  Combat 
  Attack (Stomp): 10 dice (Damage 17B/4) 
  Attack (Tail Slam): 9 dice (Damage 19B/5. Can be used to make smash attacks.) 
  Attack (Grapple): 11 dice (10 dice to control. Shieldback lizards make unopposed control rolls 
  against smaller enemies, unless they use magic like Dragon Coil Technique.) 
  Combat Movement: 4 dice 
  Evasion: 1; Parry 5  
  Soak/Hardness: 16/10  
  Special Abilities 
  Bludgeoning Tail: When making a decisive tail-slam smash attack against an enemy with at 
  least ten less Initiative, add attack roll extra successes as damage dice. Once per scene. 
  Trample: If a shieldback lizard makes a stomp attack against an enemy that provoked its 
  reflexive movement from a rush on his last turn, a hit knocks the enemy prone. Apply the prone 
  defense penalty (Exalted, p. 202) retroactively when calculating the attack’s threshold successes. 
  Merits 
  Demolishing Tail: Shieldback lizards double 8s on feats of strength to push, topple, or destroy 
  things with their tails. 
  Impenetrable Armor: Reduce the minimum damage of withering attacks against a shieldback 
  lizard by one, minimum zero. 
  Legendary Size: A shieldback lizard suffers no onslaught penalties from the smaller enemies’ 
  attacks, unless inflicted by magic. It can’t be crashed by smaller enemies’ withering attacks 
  unless they have 10+ post-soak damage, although attackers gain the full amount of Initiative 
  damage dealt. Smaller enemies’ decisive attacks can’t deal more than (attacker’s Strength + 3) 
  levels of damage to it, not counting levels added by magic. 
  Swan 
  
  Striking in appearance and unpleasant in temperament, swans are most common along the 
  Blessed Isle’s waterways, although populations exist in almost all of Creation’s temperate 
  climes. Most are bright white, but others are black or gray. They’re extremely territorial, only 
  forming significant flocks to colonize large lakes and other bodies of water. Most swans form 
  long-lasting relationships, even mating for life.  
  Despite being herbivores, with a diet consisting almost entirely of aquatic plants, swans respond 
  to trespassers and predators with a puffed-up display of aggression that usually intimidates 
  enemies into withdrawing.  
  Essence: 1; Willpower: 5; Join Battle: 6 dice 
  Health Levels: −0x1/−1x1/−2x2/−4x1/Incap. 
  Actions: Fly: 7 dice; Senses: 6 dice; Swim: 6 dice; Threaten: 6 dice 
  Resolve 3, Guile 1 
  Combat 
  Attack (Wing): 7 dice (Damage 9B) 
  Attack (Bite): 4 dice (Damage 10L) 
  Combat Movement: 6 dice (see Waterfowl’s Grace) 
  Evasion: 2 (see Waterfowl’s Grace); Parry 1 
  Soak/Hardness: 2/0 
  Special Abilities 
  Bluster: A swan gains one Initiative when an enemy disengages from it, or when it successfully 
  threatens an enemy.  
  Merits 
  Devoted Mate: A swan ignores defense penalties when flurrying a defend other action to protect 
  its mate or offspring, and doubles 9s on threaten rolls while fighting to protect them.  
  Keen Sight: Double 9s on sight-based Perception rolls. 
  Nictitating Membrane: A swan’s semi-translucent “third eyelid” negates vision-based 
  Perception penalties for seeing underwater.  
  Waterfowl’s Grace: While swimming or flying, swans gain +1 Evasion and double 9s on 
  disengage and withdraw actions.  
  Other Waterfowl 
  Swan traits can be used for ducks and other waterfowl, but they lack the Devoted 
  Mate Merit. Less aggressive species lack the Bluster ability. 
  Thunder Lizard 
  These giant long-necked reptiles are Creation’s largest land-dwelling animals, reaching heights 
  of sixty feet and weights of over a hundred tons. With necks up to fifty feet in length, they can 
  easily graze on treetops, though the sheer amount of food they require means they’ll also feed on 
  
  lower-lying foliage, grasses, and aquatic plants. Most thunder lizard species inhabit wet or 
  coastal habitats, traveling in herds segregated by age.  
  Few predators can threaten a thunder lizard herd, and a stampeding herd can reshape the land. 
  Few human societies possess the means to even attempt to hunt thunder lizards, but 
  opportunistically scavenging the remains of those felled by age, disease, or superpredators like 
  tyrant lizards can provide a bounty of meat, bone, and other useful materials. 
  Essence: 1; Willpower: 3; Join Battle: 6 dice  
  Health Levels: −0x5/−1x5/−2x10/−4x10/Incap. 
  Actions: Feats of Strength: 14 dice (may attempt Strength 10 feats; see Beast of Burden); Resist 
  Poison/Illness: 10 dice; Senses: 7 dice (see Keen Hearing); Threaten: 5 dice 
  Resolve 3, Guile 1 
  Combat 
  Attack (Stomp): 8 dice (Damage 17B/4) 
  Attack (Tail Slam): 6 dice (Damage 19B/5) 
  Attack (Grapple): 9 dice (7 dice to control. Thunder lizards make unopposed control rolls 
  against smaller enemies, unless they use magic like Dragon Coil Technique.) 
  Combat Movement: 7 dice 
  Evasion: 2; Parry 4  
  Soak/Hardness: 16/10  
  Special Abilities 
  Thunder Tail: A thunder lizard can swing its tail with speed enough to create a sound like a 
  cracked bullwhip, scaring off would-be predators. It can flurry a tail slam attack with a threaten 
  roll without penalties, adding attack roll extra successes to the threaten roll as dice. 
  Trample: If a thunder lizard makes a stomp attack against an enemy that provoked its reflexive 
  movement from a rush on his last turn, a hit knocks the enemy prone. Apply the prone defense 
  penalty (Exalted, p. 202) retroactively when calculating the attack’s threshold successes. 
  Merits 
  Beast of Burden: Double 8s on feats of strength to haul or carry heavy burdens. 
  Keen Hearing: Double 9s on hearing-based Perception rolls. 
  Legendary Size: A thunder lizard suffers no onslaught penalties from smaller foes’ attacks , 
  unless inflicted by magic. It can’t be crashed by smaller enemies’ withering attacks unless they 
  have 10+ post-soak damage, although attackers gain the full amount of Initiative damage dealt. 
  Smaller enemies’ decisive attacks can’t deal more than (attacker’s Strength + 3) levels of 
  damage to it, not counting levels added by magic. 
  Stampede: When a battle group of stampeding thunder lizards moves into close range of an 
  enemy, it reflexively makes an engage gambit (Exalted, p. 209). Engaged enemies suffer a level 
  of automatic bashing damage, ignoring Hardness, at the end of each of their turns. 
  
  Walrus 
  Among the most imposing Northern species, the walrus is a mountain of blubber and muscle 
  well-adapted to hunting in icy shallows. They mostly prey on clams, mollusks, fish, and seals, 
  but are opportunistic, feeding on whatever’s available.  
  Social animals, walruses travel in pods to protect the young and infirm against the few predators 
  that can endanger them. When cornered, they close ranks, sometimes even turning the tables on 
  predators like polar bears, goring them with powerful tusks. Walruses are hunted for meat, 
  blubber, hide, and ivory.  
  Essence: 1; Willpower: 5; Join Battle: 8 dice 
  Health Levels: −0x4/−1x4/−2x4/−4x2/Incap. 
  Actions: Endure Cold: 12 dice; Feats of Strength: 8 dice (may attempt Strength 5 feats); Resist 
  Poison/Disease: 6 dice; Senses: 8 dice; Swimming: 10 dice; Threaten: 7 dice 
  Resolve 4, Guile 1 
  Combat 
  Attack (Tusks): 6 dice (Damage 14L) 
  Attack (Grapple): 8 dice (10 dice to control) 
  Combat Movement: 4 dice (10 dice underwater) 
  Evasion: 1 (see Aquatic Grace); Parry 4 
  Soak/Hardness: 10 (see Impenetrable Blubber)/4 
  Special Abilities 
  Gore: A walrus adds attack roll extra successes on decisive tusk attacks against lower-Initiative 
  enemies as damage dice, as long as it hasn’t taken any other actions that turn. 
  Herd Wall: A pod of walruses is extremely difficult to attack because they form a wall against 
  predators. A walrus battle group gains +4 soak against attacks from close range made without 
  aiming.  
  Impale: Withering tusk attacks ignore four points of soak.   
  Warning Cry: When injured or threatened, a walrus may reflexively roar, granting other 
  walruses within medium range two dice on their next Join Battle roll or Perception roll to notice 
  danger. 
  Merits 
  Aquatic Grace: While underwater, double 9s on movement actions and gain +2 Evasion. 
  Ferocious Calf Guardian: When protecting its young with a defend other action, a walrus gains 
  +1 Parry and ignores Defense penalties from flurrying.  
  Impenetrable Blubber: Minimum damage of withering attacks against a walrus is reduced by 
  one die, minimum zero. 
  Keen Hearing: Double 9s on hearing-based Perception rolls.  
  
  Wasp 
  These winged venomous insects can be found throughout much of Creation, though woodlands, 
  meadows, and grasslands are the most common habitats. While most wasp species are solitary, 
  the greatest nuisances to humans are social wasps, which form colonies in hives constructed 
  from chewed wood pulp or other plant fibers. Adult wasps subsist mainly on nectar, but spend 
  much of their time hunting insects and spiders to feed to their carnivorous young.  
  Essence: 1; Willpower: 2; Join Battle: 6 dice  
  Health Levels: −1/−2/−4/Incap. 
  Actions: Find Flowers: 7 dice; Flying: 8 dice; Senses: 6 dice; Stealth: 3 dice (see Minuscule 
  Size) 
  Resolve 1, Guile 2 
  Combat 
  Attack (Bite): 7 dice (Damage 3L; 14L against Minuscule Size enemies. Can’t deal decisive 
  damage to larger enemies.) 
  Attack (Sting): 12 dice (Damage 1L; 12L against Minuscule Size enemies. Can’t deal decisive 
  damage to larger enemies. See Venom)  
  Attack (Grapple): 7 dice (3 dice to control. Can’t grapple larger enemies. Can only savage 
  grappled enemies) 
  Combat Movement: 8 dice 
  Evasion: 3 (see Minuscule Size); Parry 1  
  Soak/Hardness: 1/0  
  Special Abilities 
  Terrifying Swarm: Wasp battle groups imposes a −2 penalty on rolls made by enemies within 
  close range. 
  Venom: A wasp’s decisive sting conveys a poison with damage 1i/round (B in Crash), duration 
  6 rounds, and a −2 penalty. 
  Merits 
  Minuscule Size: +3 Evasion against larger enemies’ attacks. Larger characters subtract three 
  successes from Awareness-based rolls to notice wasps. Against foes with the Tiny Creature 
  Merit, this drops to +2 Evasion and −2 successes.  
  Bees 
  Bees can be represented with wasp traits. They lack bite attacks, and stinging a foe 
  is fatal to many species of bee (but not to Lunars or other characters with Exalted 
  Healing in bee form).  
   
   
  
  Outro 
  In the end, Cathak Vanida decided to run.  
  As dawn tinged the sky, the satrap recognized the futility of her situation. Horns sounded across 
  Kulinth, signaling the retreat. Tula stationed watches on the storehouses and the treasury — most 
  of them were aflame, or had been the targets of strategic attacks during the battle, but whatever 
  was left within was for the people of Kulinth. Let them march to Shale Strand with only the 
  clothes on their back and the food they can scavenge along the way. Let them return home with 
  nothing in their pockets but shame.  
  In Kulinth’s central square, the fighters were rounding up the prince’s militia. They’d been 
  stripped of their weapons and forced to sit on the frozen ground. Tula’s orders were clear: watch 
  them, but do them no harm. Not yet. They were men and women who’d chosen the prince’s side 
  — and thus the Realm’s — and helped oppress their own people. She suspected they’d be 
  finding deserters for weeks to come, Asmund’s soldiers who’d shed their finely-made coats and 
  blended in with the rebels. What to do with them was a question Tula didn’t have an answer for 
  yet. Where was the line between forgiveness and foolishness? Who would she give a second 
  chance, and who would she put to the sword? 
  Tula and Sazay stood atop the battlement, watching the Realm’s forces flee. At the column’s 
  head, the satrap rode in one of the few carriages Tula’d allowed to leave the city. “We could still 
  kill her,” said Sazay. Flecks of red dotted her face; she hadn't bothered wiping away the blood 
  from her last kill. “A quick strike, you and me. Or I can find Silent Pearl if you’d rather. It’d 
  send a message.” 
  “Letting her live sends one, too. She’ll have to answer for everything that went wrong, and I 
  suspect she understands less than half of them. Let them fear us. Let them know if they come 
  back, we’ll turn them aside again.” 
  Sazay grunted. “You’ve been talking to Tegama. He hates fun, too.” But she laughed, regarding 
  Tula with admiration. “You led your people well.” 
  “You all helped me. I don’t know that I’ll ever be able to repay the debt.” 
  “Oh, I have thoughts on that, but they’re for another time.” Sazay slipped into her fox skin and 
  trotted away, leaving Tula to her thoughts.  
  ••••• 
  The day after the battle was bright and cloudless, with the kind of brittle warmth that triggers a 
  thaw. Throughout Kulinth, however, the fires had given the melting a head start. Mud covered 
  the streets, much of it mixed with blood. People had laid out wood planks to walk on, but even 
  those quickly grew slick.  
  With the satrap’s garrison gone, Tula’s people turned to putting out fires. Entire city blocks were 
  little more than ash and char. The east wing of the prince’s palace had collapsed, though the west 
  still stood. Prince Asmund lived; the bulk of his personal guard had not. Tegama left him to rot 
  in there, under the watchful eyes of a band of farmers. Perhaps they’d have mercy on him. It was 
  no concern of Tegama’s. 
  A group of children braved one of the barracks’ supply buildings, despite their elders’ warnings 
  about structures weakened by flames. The children emerged covered in soot and reeking of 
  
  smoke, their hair gone gray with ash. They passed out what meager goods they’d found inside: 
  some warm clothes, the last of a store of flour and dried meat. The blaze had destroyed the rest. 
  It was the same across the city. Fire didn’t take sides.  
  Still, there were small victories in the aftermath. When Tula led a wagon full of tax records and 
  official Realm reports past, the people stopped her, crowding around to offer their thanks. It was 
  nearly an hour before she could continue on, and they followed her to the town 
  square[LR1][EM2][R3][ME(4][5], singing victory songs. When the bonfire went up, burning the 
  records, they roared. 
  ••••• 
  Throughout the day, Tula counted the dead and consoled the dying. They’d known, all of them, 
  how risky it was to face down squads of trained Cathak soldiers. They’d known they might not 
  survive — probably wouldn’t, if it went sour at any point. They’d joined her cause anyway. She 
  gathered mementos to give to their families, and oversaw the preparations for funeral rites.  
  Silent Pearl came and found her, wavering on the edge of exhaustion, and took her back to the 
  house of some minor official who’d fled when the fighting began. “Sleep,” they said, guiding her 
  to an opulent divan heaped with blankets. “Let us help carry this. You’re not alone anymore.” 
  Not alone... 
  Maybe it was the permission she needed, or the one thing she needed to hear. Or maybe Silent 
  Pearl had worked some ancient sorcery. Whatever it was, the words followed Tula down into a 
  deep sleep. 
  ••••• 
  Silent Pearl tended to the wounded. The army had set up in the intact side of the prince’s palace, 
  commandeering a cavernous ballroom where the physicians could do their work. Two nights 
  ago, Asmund had held a feast here. The linens now served as shrouds for those too far gone to be 
  saved. Silent Pearl had set a trio of girls to tearing tablecloths into strips to serve as bandages. It 
  gave them something to do other than fret; both their parents were here, being ministered to, their 
  prognoses uncertain.  
  The rhythms of healing came back to Silent Pearl quickly. Hundreds of years had passed since 
  they lived in their little house in the marshes, since they’d taken on patients, cured their ailments 
  and compounded tinctures to ease their aches. The world had changed since Silent Pearl went to 
  sleep, but a broken bone was a broken bone. They set breaks and sewed up gashes. They sent 
  helpers scurrying into the forest for herbs to help dull their patients’ pain. By the time full dark 
  settled in, their fingers cramped and their back throbbed. They’d done good work here, today. 
  For Tula, they told themself as they headed off to find a meal before checking on their pupil. 
  “Wait!” It was one of the linen-tearing girls, her sisters peeking out from behind her.  
  Silent Pearl paused. “What?” The girls shrank back. The No Moon almost reached back to make 
  sure they hadn’t grown their nautilus shell, but no. They supposed it was simply their expression. 
  Sazay had remarked once that Silent Pearl always seemed ready to bite. They tried softening 
  their glare and considered it a success when none of the three burst into tears. “I’m sorry, 
  children,” they said. “I'm old and creaky, and it makes me gruff.  What do you need?” 
  
  The girl in front held up an offering: a knotwork bracelet made from thin linen strips. “This is for 
  you,” she said. She gathered up her courage and stepped toward Silent Pearl. Tied it around the 
  gobsmacked Lunar’s wrist. “We wanted to thank you for helping our parents.” She trotted 
  backwards, then all three turned and scampered away before Silent Pearl could respond. 
  They toyed with the bracelet and found themself smiling after the girls. All right. Maybe it’s for 
  me, too.  
  ••••• 
  Tegama sat listening to the half-dozen people who’d taken interim charge of Kulinth. 
  Membership on their council would very likely change in the coming weeks, as other citizens 
  rallied for power and demanded a voice in the new government, but for now, these six were the 
  city’s rulers. They were farmers and merchants, two of whom had served in Tula’s uprising. 
  Since dawn, they’d been handling reports from all corners of the city: mounting concern over 
  food stores, numbers of the dead and displaced. The lists of what needed sorting were endless. 
  Their arguments over priorities and strategies made Tegama’s temples throb.  
  For time being, however, they’d set their disputes aside to present a united front before their 
  prisoner. With them at the table was a woman dressed in finery, her hair neatly coiffed except for 
  a few flyaway strands. Were it not for her bound hands and the way her eyes darted warily 
  around the council, she could have been mistaken for an honored guest. She was Nellens Dinad, 
  one of Cathak Vanida’s advisors and her liaison to Prince Asmund. They'd been interrogating her 
  about Kulinth’s resources for the better part of an hour.  
  That was where Tegama came in handy. Someone — he suspected Sazay — had let slip that he’d 
  helped overthrow a tyrant, once, and installed a new ruler in his place. That meant he knew 
  which questions to ask, what information would help the city get back on its feet. Dinad had 
  provided useful insights, but now the council was ready to move on to other matters, ones they 
  didn’t trust a Dynastic lackey to overhear.  
  As two guards approached to return Dinad to her quarters, she chuckled. “They’ll come back for 
  you, you know. You’ve betrayed the Realm and that will never be allowed to stand. They’ll hang 
  the six of you first, and you,” she turned to Tegama, “the Wyld Hunt will come for you, 
  Anathema.”  
  Tegama smiled. He hadn’t exactly been subtle, during the fighting. “The Realm isn’t coming,” 
  he said. “Not any time soon. They might send some angry letters, maybe appoint some hapless 
  nobody to come negotiate your release. But a full garrison? No. Kulinth’s too far north for them 
  to reclaim it just now. Perhaps in a few years, when someone sits on that throne. Right now 
  they’re too busy to worry about us.” He said it more for the council’s benefit than Dinad’s, but 
  the words cut her as deeply as if he’d swung his blade. She said nothing more as they took her 
  away. 
  When the doors closed behind her, the arguing started afresh. 
  ••••• 
  Sazay was pleased with how it all turned out. She’d composed the first part of the story, and was 
  working on that first meeting with Tula and Silent Pearl. She lay by the fire in her fox form, 
  drowsing as she pondered the details. She considered letting herself get in a few good nips in that 
  fight. It didn't change the outcome, after all, and... 
  
  As if summoned, Silent Pearl sat down beside her, crouched in her shell. 
  No, I’ll tell it true. 
  Tegama came in, smelling of cold and smoke. Perhaps the blast of cold air woke Tula, or the 
  savory scent of soup bubbling away over the hearth. Her jaw cracked with the force of her yawn, 
  and Silent Pearl took her face in their hands, examining Tula for injury. 
  “I’m fine,” she said. “Just tired.” She extracted herself and went to sniff at the soup. She added a 
  pinch of salt before she looked around guiltily.  
  “One of the families brought it by,” said Sazay, stretching out in her human form. “We’re not 
  insulted if you tinker with it.” She looked hopefully at Tula and was rewarded with a spoonful to 
  taste. “’s good,” she said. “So. What next?” 
  Tegama glanced at her. The Silver Pact could use Tula elsewhere, but would she leave Kulinth? 
  Would she leave Silent Pearl, who had no use for the Pact, and suggested Tula ought not as well? 
  “There’s work to be done in Shale Strand. We could use your help. Both of you.” 
  Silent Pearl said nothing, watching Tula. 
  “We’ve made a difference here,” she said. “And they’ll need some time to get on their feet. I 
  need to be here for the start of that. But.” She looked at them each in turn, Silent Pearl the 
  longest. “Kulinth isn't the only place this is happening. Other people need us. Need me. Luna 
  can’t have chosen me only for me to stay here.” 
  The older Lunar retreated into her nautilus shell a moment, then emerged with a sigh. “Fine. Go 
  with them.”  
  Sazay opened her mouth to argue the reasons they needed Silent Pearl, too, but the No Moon 
  wasn’t done speaking.  
  “You go with them, and I’ll go with you. I’m not done teaching you yet.” They took in Sazay 
  and Tegama with a glare, though it quickly softened. “I suppose you’re not terrible to have 
  around, either.”  
  Sazay suspected she’d change that last bit, when it came time to tell the tale of how their Circle 
  began. 
   
   
   
   
  
SOURCE: textdata/thevault/Exalted/Exalted 3rd Edition/Exalted 3e - Lunar KS Complete.pdf