TEXT: THE UNCONQUERED SUN 
  1 
  
   
  GLORIES OF THE  
  MOST HIGH  
   
  THE UNCONQUERED SUN  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written by Michael Goodwin, John Mørke, Holden Shearer 
  Additional Material by Neall Raemonn Price  
  Developed by Eddy Webb  
  Edited by Carl Bowen  
  Layout and Design by Brian Glass  
  Art by Groundbreakers Studio, Andrew Hepworth, Priscilla Kim, Susan Luo, Pasi Pitkanen, UDON 
  Cover Art by Adam Warren  
  © 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbid- 
  den, except for the purposes of reviews, and one printed copy, which may be reproduced for personal use only. White Wolf  
  and Exalted are registered trademarks of CCP hf. All rights reserved. Glories of the Most High the Unconquered Sun, Luna,  
  the Maidens of Destiny, the Manual of Exalted Power the Lunars, the Manual of Exalted Power the Sidereals, the Manual of  
  Exalted Power the Abyssals, Graceful Wicked Masques the Fair Folk, the Books of Sorcery, the White Treatise, the Compass  
  of Terrestrial Directions, the Scavenger Lands, the West, the East, the South, the Compass of Celestial Directions, Yu-Shan,  
  Scroll of the Monk, Scroll of Heroes and Dreams of the First Age, Lords of Creation are trademarks of CCP hf. All rights  
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  Check out White Wolf online at http://www.white-wolf.com  
   
   
  2  
  
   
   
  THE UNCONQUERED  
  SUN 
                 
  The greatest of the gods, the Unconquered Sun 
  is the chief war god of Heaven, the divine ruler  
  of the Celestial Court, and the patron Incarna of  
  the Solar Exalted. Conceived as the antithesis of  
  the Dragon’s Shadow—which would become the  
  Ebon Dragon after the Primordial War—the Un- 
  conquered Sun embodies not only light, but heroic  
  virtue, justice and limitless perfection. It was the  
  Unconquered Sun who led the gods into rebellion  
  against the Primordials, and it was the Chosen  
  of the Unconquered Sun carrying his aspect and  
  wearing his mien who did the impossible, slaying  
  the then-masters of existence and making revolu- 
  tion complete. 
  By his favor, humanity threw off the chains of  
  slavery, rising from its position of insignificance to  
  become the rulers of the world. By his might, the  
  Primordials were ousted from their unassailable  
  roosts and cast into a Hell of their own bodies. By  
  his wisdom, the Bureau of Heaven was created, 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and new order given to the Celestial hierarchy. 
  But when his Solars grew corrupt, took his name in 
  vain and sullied his blessings, the Unconquered Sun 
  turned his back on Creation. He lost interest in his 
  rulership of Heaven, allowing the Celestial 
  Bureaucracy to deteriorate into various states of 
  malfunction and corruption while he devoted all of 
  his time to the Games of Divinity. 
  Five years ago, the Solars returned to Creation,  
  Zenith Castes bearing word that the Unconquered  
  Sun had ended his estrangement with the world  
  of men. Now the eyes of Heaven are on the Jade  
  Pleasure Dome, and the air of Yu-Shan carries a  
  taste of new thunder and the certainty of some- 
  thing great or terrible coming on the winds. The  
  righteous are jubilant and the corrupt are nervous  
  at the prospect of facing the renewed vigilance of  
  the Unconquered Sun… if it ever happens. Does  
  the Unconquered Sun have the strength to pull  
  himself away from the Games of Divinity, or has  
  THE UNCONQUERED SUN 
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  his name transferred its worth to that which has 
  become his addiction? And if he cannot save himself 
  from the Games, who will? 
  PERSONAGE AND PANOPLY 
  The Unconquered Sun began as the antith- 
  esis of the darkest of the Primordials. In those  
  days, the Dragon’s Shadow was an ancient force  
  of malevolence and corruption that lay impotent  
  under the surface of Creation, greater than any  
  terror ever imagined, but as faint and forget- 
  table as the slightest whisper. The Unconquered  
  Sun was created to be everything the Dragon’s  
  Shadow was not; chiefly, light, for the greatest  
  light in the universe would create an infinitude  
  of shadows, pushing an endless void as far as the  
  sun’s light could chase. By this, the Shadow of All  
  Things gained real substance, definition and power  
  in the world. 
  His purpose, however, was passed off by the  
  Dragon’s Shadow as an invention of necessity. He 
  spent his early millennia patrolling the borders of 
  Creation, spreading his contrast-giving light across 
  the world, enforcing the substance of reality and 
  standing as a bright, shining warning to things be- 
  yond Creation’s shores, of the nature of the guardian 
  they would face should they dare to trespass. By his 
  very movements across the sky, the Unconquered 
  Sun cowed many of Creation’s foes into giving up 
  their designs on his charge. 
  Yet, Ignis Divine was not content to remain  
  a slave to the Primordials, especially not the  
  Dragon’s Shadow, whom he empowered by his very  
  existence—a fait accompli that grated against his  
  heart every time he witnessed one of the Shadow’s  
  depravities. Raising up a conspiracy of gods and the  
  Celestial Incarnae, the Unconquered Sun devised  
  a plan to bless the best and brightest of mankind  
  with the divine touch of the Incarnae, so that they  
  could ride forth at the head of a Celestial army and  
  do what the gods were geased never to be able to  
  do: fight and even slay the Primordials.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  The end of the Primordial War would see 
  the Unconquered Sun rising to the pinnacle of  
  Heaven as its Lord, and his Chosen (and the races  
  of humanity, to whom he had given his favor) ris- 
  ing up as masters of Creation. But his ascension  
  was not without a price. The Dragon Kings, who  
  had worshiped him since time immemorial, were  
  decimated during the conflict. Millennia later, the  
  Solars would come to despoil his gifts and crush his  
  heart with the weight of their sins. In the end, the  
  Unconquered Sun, who had brought order to Yu- 
  Shan and created a Celestial array that ordered the  
  gods by their closeness to his values and his state  
  of perfection, turned his back on mortal and god  
  alike. He abandoned the realms he had freed from  
  the yoke of the Primordials, leaving them without  
  a supreme leader to fill the void. 
  Chaos would soon follow, as Creation suffered a  
  chain of cataclysms that continues to this day, and  
  must inevitably culminate in the end of everything.  
  Meanwhile, the Unconquered Sun all but vacated  
  his formal offices in Heaven, allowing the systems  
  of order he set in place to fall into disrepair and  
  succumb to rampant corruption, so that Yu-Shan  
  must also find itself spiraling toward some great  
  catastrophe. And although existence as he knows  
  it could quite literally fall down around him, the  
  Unconquered Sun has not missed a single turn in  
  the Games of Divinity. 
  True, the Solars have returned, but hard-line  
  critics of the Once-Guarding Star consider him  
  naïve, and speculate that a second betrayal of his  
  ill-given trust would be absolutely disastrous. Some  
  go so far as to suggest that if the Unconquered Sun  
  has a weakness, it is the depth of his feeling for the  
  Solar Exalted and by extension, humanity—for  
  their behaviors have had such a great influence  
  over his. 
  This would not be the first time his convictions  
  have driven him down a questionable, perilous  
  course. During the Primordial War, the Uncon- 
  quered Sun gave himself up to the Primordials in  
  exchange for a single human hostage. His decision  
  sent shock waves through the armies of the Exalted  
  and was seen as insane and unfathomable. His  
  reasoning for such a horrendous decision was even 
   
   
   
   
  more stupefying—with so many thousands dying in 
  the war that he could do nothing to save, he could 
  not bear one to die in front of his eyes as long as it 
  was within his power to do something. 
  The Primordials then brought the captive  
  Guarding Star to the Jade Pleasure Dome, where  
  they attempted, through means torturous and  
  sorcerous, to induce a change in his nature that  
  would end the war. When it seemed that even  
  the Unconquered Sun must fall to their relentless  
  onslaught, they brought him to the Games of Di- 
  vinity, to sit at the table as their equal, certain that  
  they could convince him to join them. Instead, the  
  Unconquered Sun bested his masters in the Games,  
  and as the sun ascended to the skies of Yu-Shan  
  for the first time, Ignis Divine was able to wrest  
  control over the secret entrances of Heaven and  
  throw them wide, allowing the forces of the Solar  
  Exalted to pour in and deliver him from his captors.  
  This result only enforced his legend: The Uncon- 
  quered Sun did not see himself as more important  
  than the life of a single human. More importantly,  
  he had faith in his own supreme nature—that he  
  was unconquerable—to keep him from falling to  
  his enemies. 
  THE SUN’S ARRAY 
  Accorded to the Unconquered Sun are all  
  the riches of Heaven, and vast upon Creation are  
  the stores of weaponry built in the First Age and  
  attributed to his name. Being able to call to hand  
  wonders devised by the greatest minds ever to exist,  
  the Unconquered Sun yet has little use for any of  
  these things, and is more commonly seen with four  
  symbols of his divine might. These four symbols have  
  changed over time—in shape, symbolic meaning  
  and metaphysical nature—but have endured the  
  history of the Exalted largely unaltered, as iconic  
  as Ignis Divine himself. Spear, shield, horn and  
  laurel branch—these are the Four Fulcrums of the  
  Unconquered Sun. 
  The origin of these objects dates back to the  
  end of the Primordial War, when the Exalted held a  
  Creation-wide invitation to the races of humanity,  
  to show their loyalty to the Unconquered Sun by  
  crafting the most spectacular works to which their  
  THE UNCONQUERED SUN 
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  hearts and minds could aspire. This gathering was 
  not a rook to increase the god’s panoply, for there 
  was little that he needed that he could not provide 
  for himself (or indeed, little that he needed at all). 
  The idea was that, in working to build something 
  worthy of the Unconquered Sun, mortals would 
  have to emulate the brilliance of the Once-Guarding 
  Star, and as such, the entreaties for his genius and 
  his favor during that time would produce prayers 
  of the highest caliber. 
  Countless were the gifts levied unto him: 
  herds of cattle and tower manses, temples erected 
  in his name and statues raised in his likeness. But 
  the Unconquered Sun was more pleased with the 
  strength, imagination, generosity and faith human- 
  ity had shown in levying him these things than with 
  the actual gifts themselves. Taking up the spirit of 
  the gift, the Unconquered Sun proclaimed himself 
  blessed beyond all measure, and returned the bless- 
  ing by gifting all the tithes back to humanity, save 
  four. Why the Unconquered Sun selected these four 
  objects is a mystery, for each was a fundamentally 
  simple object that carried some larger meaning to 
  humanity yet could have carried no special import 
  to the Most High. Even so, these were the objects he 
  took to hand. The Unconquered Sun then gathered 
  the millions of prayers that went into forging his 
  tithe and created the sacred symbols of his divine 
  power from his raw, supernal Essence, using the 
  four objects as a base. 
  In his last tribute to mankind, the Unconquered 
  Sun rose into the sky and began to change form, 
  shedding away his draconic head and orichalcum- 
  scaled arms to briefly show his true form: obsidian 
  black skin in which galaxies blazed, supernova eyes 
  and dozens of arms shod in molten orichalcum 
  gauntlets. As he ascended, he held his newborn 
  symbols and began to rotate his arms, trailing inky 
  black and white flames in circular sweep, and his 
  arms began to blend together around single grip- 
  ping hands, four of them, each clutching one of the 
  blessed symbols of his bond. His severe gaze became 
  one of flesh and bone, concealing his blazing radi- 
  ance behind the form of man. Appearing at once 
  in every city and every camp across Creation for 
  the first time, the Unconquered Sun introduced 
   
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  himself anew to all existence in the form he still 
  holds to this day. 
  THE FIFTH ARM OF THE 
  UNCONQUERED SUN 
  As the legend goes, each of his Fulcrums  
  holds the power to fix the Unconquered  
  Sun into his present form. Without them, 
  he is a magnanimous blaze of roiling black  
  obsidian and molten orichalcum arms and  
  varicolored solar corona too extreme to 
  look upon. From this legend comes the 
  fifth arm of the Unconquered Sun—the 
  arm of eclipse. 
  “In four of his hands he grasps the  
  objects of his divinity; the fifth hand is  
  inside his heart and pulls the others taut, 
  to complete his calibration.” 
  THE UNCONQUERED SUN 
  The Unconquered Sun is the greatest of gods  
  and the ostensible ruler of the Celestial Bureau- 
  cracy. Yet, he largely rules in absentia through  
  functionaries who do their best to interpret his will  
  (or, more often, use their office for self-betterment  
  to the detriment of Creation). Although the Un- 
  conquered Sun has done little of note since the  
  Usurpation besides play the Games of Divinity, it is  
  widely rumored, hoped and feared that he has once  
  more turned his face to the world since the Solar  
  Exalted returned. Perhaps this is so. The Time of  
  Tumult could certainly use the personal attention  
  of the Highest of Holies if Creation is to survive  
  its many enemies. 
  Motivation: Defend Creation from all threats  
  to its natural order. Notable Intimacies: Creation  
  (Protective Love), Games of Divinity  (Covet- 
  ous Obsession), Solar Exalted  (Wary Respect),  
  Creatures of Darkness  (Contemptuous Hate),  
  Other Incarnae  (Affection), Gaia  (Kindness),  
  Autochthon  (Pity), weaker deities  (Arrogant  
  Magnanimity), Dragon Kings (Regret), humanity  
  (Hope)  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attributes: Strength 20, Dexterity 16, Stamina 
  20, Charisma 12, Manipulation 4, Appearance 8, 
  Perception 8, Intelligence 8, Wits 8 
  Virtues:  Compassion 5,  Conviction 5, 
  Temperance 5, Valor 5. The Unconquered Sun  
  automatically succeeds on all Virtue rolls with a  
  threshold of 10 and adds 10 successes whenever he  
  channels a Virtue. He can act against the compul- 
  sions of a Virtue only by deliberately suppressing  
  it for a scene, in which case it drops to a normal  
  rating of  5 in every way apart from no longer  
  compelling him. Suppression does not cost him  
  Willpower. The price of his choice is the weaken- 
  ing of his Charms. To act when the dictates of two  
  or more Virtues conflict, he must choose which to  
  suppress. He, therefore, avoids ethical conundrums  
  whenever possible. In some situations, avoidance  
  is the only way for him to stay sane. For instance,  
  his perfect Compassion would demand intervention  
  on behalf of the world’s need if he did not studi- 
  ously avoid making himself aware of that need by 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  locking himself in the Jade Pleasure Dome. Once 
  he suppresses Compassion to recuse himself, that  
  particular challenge to his Virtue does not come  
  up again until he next witnesses direct evidence  
  of Creation’s need. In addition to the behavioral  
  prohibitions for high Virtue listed on pp. 102-103  
  of Exalted, the Unconquered Sun cannot engage  
  in the following behaviors without willful suppres- 
  sion of his nature: 
  Compassion: Refusing the surrender of an en- 
  emy. Killing, except in necessary defense of another. 
  Bearing witness to unjust suffering without doing 
  something to ameliorate it. Refusing to show for- 
  giveness in the face of apparently sincere remorse 
  and a request for leniency. 
  Conviction: Surrender. Admitting the possibil- 
  ity of personal error or fallibility. Backing down 
  from a matter of principle when confronted with an 
  opportunity to take a stand. 
  Temperance: Lying, cheating, breaking a prom- 
  ise or otherwise exhibiting deliberate deception  
  THE UNCONQUERED SUN 
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  or dishonorable conduct, even in trivial matters. 
  Spending time indulging in personal pleasure 
  or gratification to the detriment of carrying out 
  his responsibilities. Declaring anyone a creature 
  of darkness out of annoyance or private dislike 
  rather than because the offender poses a true 
  threat to Creation. 
  Valor: Overlooking or tolerating any challenge 
  or disrespect to his authority, no matter how small. 
  (Note that engaging in a challenge against him is 
  not intrinsically disrespectful, though besting him 
  is always so.) 
  Abilities: Archery  6, Athletics  10, Aware- 
  ness  10, Bureaucracy  6  (Celestial Bureaucracy 
  +1, Ruling the Universe +2), Craft (Air) 6, Craft 
  (Earth) 3 (Temples to Himself +3), Craft (Fire) 
  6, Craft (Magitech) 6 (Orichalcum Artifacts +3), 
  Integrity 11 (Against Exalted +3), Investigation 
  6  (Uncovering Corruption  +3), Linguistics  1 
  (Native: Old Realm, High Holy Speech), Lore 
  10, Martial Arts 8, Melee 11 (Godspear of All- 
  Searing Noon  +3), Occult  10  (Exaltation  +1, 
  Understanding the Games of Divinity +2), Per- 
  formance 10 (Matters of Cosmic Importance +3), 
  Presence 10 ,  Ride 6 
  (Greater  Elemen - 
  tal  Dragons + 1 ,  Jouten + 1 ,  Luna + 1 ) , 
  Sail 6 (Daystar +3), Socialize 8, Thrown 6 (God- 
  spear of All-Searing Noon +3), War 7 
  Backgrounds: Cult N/A (Regains one mote 
  per minute and one Willpower point per hour from 
  his legislated share of all prayers directed toward 
  Yu-Shan.) As the head of the Celestial Bureau- 
  cracy, the Unconquered Sun can requisition any 
  asset available in Yu-Shan or Creation for his own 
  use, effectively giving him N/A ratings in virtually 
  every Background with the slightest relevance to 
  his status. 
  Sorcery: The Unconquered Sun is a powerful 
  sorcerer, with near-comprehensive mastery of every 
  Emerald and Sapphire-circle spell whose function is 
  not opposed to his nature. Like all gods, he cannot 
  master the Adamant Circle, though he can emulate 
  some of its power through his own Charms. 
  Charms: The Unconquered Sun knows virtu- 
  ally every spirit Charm not associated with a unique 
  being, all of which are All-Encompassing in accor- 
   
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  dance with the breadth of his dominion and some 
  of which are completely obsolete given the power of  
  his unique Charms. Storytellers should apply com- 
  mon sense to his selection as with assigning Charms  
  to any spirit. For instance, it is not Ignis Divine’s  
  nature to create darkness or tell lies. He lacks Ex- 
  cellencies and Divine (Ability) Subordination, as  
  his own Charm Perfection Beyond Imagining (p.  
  11) encompasses these powers. Likewise, he lacks  
  any Charms to personally teleport or expand his  
  movement options apart from his unique magic,  
  though he can move others. None of his Charms  
  allow him to inhabit objects or beings, as nothing  
  in existence can adequately contain his glory. He  
  cannot improve his soak or Hardness with magic  
  other than his unique Charms. Finally, he has no  
  Charms to divine the future, as it is his nature to  
  define the shape of things to come rather than  
  intuit the plans of others. (He can always ask the  
  Maidens what they intend if he is curious.) The  
  Unconquered Sun has 10 purchases each of Essence  
  Plethora, Reserve of Will and Ox-Body Technique.  
  It costs him 100 motes to materialize.  
   
  As a martial artist, the Unconquered Sun is a  
  master of Solar Hero Style, Arms of the Uncon- 
  quered Sun Style and the four Virtue styles, but  
  he knows no Combos. He might have mastered  
  other Celestial styles, but since he learns arts for  
  amusement rather than because they offer any  
  tactical advantage, his repertoire is fairly limited.  
  He is incapable of, and largely uninterested in,  
  learning Sidereal styles. He has trouble imagining  
  he’s missing anything important. 
  Radiant Panoply of the Unconquered Sun: 
  The Charms here are unique to the panoply of  
  the Unconquered Sun and cannot be learned by  
  other beings. To the degree it matters, they have a  
  minimum Essence of 10. Some of these powers have  
  been bound into the Four Fulcrums of Righteous  
  Virtue, artifacts gifted to the Unconquered Sun by  
  his worshipers to celebrate the defeat of the Pri- 
  mordials. The Laurel of Entwining Mercy, Trumpet  
  of Absolute Victory, Aegis of Unconquered Might  
  and Godspear of All-Searing Noon contain the  
  glories of Compassion, Conviction, Temperance  
  and Valor, respectively.  
  
   
   
   
   
  Charms noted as transferable may be given 
  as a blessing to other beings with the appropriate 
  Virtue at 3+ by physically gifting the recipient 
  with the artifact to which they are attached. As 
  long as the recipient carries that artifact, he gains 
  the benefits of the Charm in question as noted and 
  may use it exactly as the Unconquered Sun does. 
  The Unconquered Sun may reflexively recall any of 
  his Fulcrums to himself to regain access to his 
  loaned Charms, but he cannot use them while 
  others carry them except as noted. 
  Charms that list powers following a Virtue  
  name lose those powers for the rest of the scene if  
  the current bearer suppresses the Virtue in ques- 
  tion, even when that bearer is the Unconquered  
  Sun himself. Recalling a Fulcrum from a character  
  who has suppressed its controlling Virtue does not  
  limit the Unconquered Sun’s access to its power.  
  Effects listed prior to the mention of the Virtue are  
  unaffected by suppression of that Virtue.  
   
  Highest of Holies: With a single thunderous  
  declaration, the Unconquered Sun declares a being  
  or category of beings creatures of darkness, adding  
  their names to the roll of his enemies. For as long  
  as he lives to enforce this designation, Holy effects  
  deleteriously affect such entities accordingly. All of  
  his own physical and social attacks are automatically  
  Holy, with the former inflicting aggravated damage  
  and the latter adding one Willpower to the cost  
  to resist at each interval where Willpower must be  
  spent to do so. His mercy can also strike names from  
  the scroll of his enmity, though he seldom does so.  
  In addition, the Unconquered Sun need not spend  
  Willpower to issue a mandate of subordination to a  
  spirit with Essence 9 or less. That he speaks is enough  
  to compel righteous obedience. His mandate affects  
  gods, demons, elementals and ghosts equally. The  
  dead obey him out of fear of his light rather than  
  any actual authority he holds over them, adding  
  the Emotion keyword to the compulsion. Finally,  
  this Charm allows the Unconquered Sun to attune  
  and build orichalcum artifacts like a Solar.  
   
  Righteous Answer of Catechism: Although the  
  Unconquered Sun rarely answers prayers person- 
  ally, when he chooses to do so and the worshiper  
  is within Creation or Yu-Shan, the god can, for 
   
   
   
   
  the rest of the scene, use any of his Charms or 
  ranged attacks to affect the worshiper or anything  
  within a mile of that worshiper as though he were  
  immediately adjacent to the target. He may also  
  pre-program visions in response to specific prayers or  
  categories thereof for those times he does not wish  
  to trouble himself with an individual remark upon  
  the occasion. For the purposes of this Charm, the  
  Exaltation of a Solar is considered a successful prayer  
  to him by that Lawgiver. Unless the Storyteller is  
  running a game in which the Unconquered Sun  
  is so thoroughly addled by the Games of Divinity  
  that he is completely oblivious to the plight of  
  Creation, he doesn’t send pre-recorded messages in  
  response to Exaltation. It is his practice to always  
  send a message to a new Zenith. If there is a rhyme  
  or reason to his sporadic approach to other castes,  
  he hasn’t shared it. 
  Solar Circle Charms: Although the Uncon- 
  quered Sun is not actually initiated into Solar  
  Circle sorcery, or even capable of such, he wields  
  Charms that duplicate the effects of the spells listed  
  here. None of these Charms requires any specific  
  ritual behavior or material components normally  
  associated with the spell in question, nor do they  
  have any restriction on when they can be used or  
  how often, other than the time spent invoking the  
  power. Finally, they cost him only one Willpower  
  point to unleash rather than three. Spells not in  
  Exalted may be found in The Books of Sorcery,  
  Vol. II—The White Treatise. Emulated spells  
  include Adamant Circle Banishment, Adamant  
  Countermagic, Benediction of the Archgenesis  
  (may reduce the scope or area of change if he is  
  feeling less generous), Chariot of the Blazing Sun  
  (he supplies his own sunlight for uninterrupted  
  travel), Cleansing Solar Flames, Demon of the Third  
  Circle, Incantation of the Invincible Army (the sun  
  supplies his own light and is tireless in raising his  
  four arms; blessed units also gain Drill 5), Light of  
  Solar Cleansing and Sunburst Portal Evocation (as  
  per Travel Without Distance, but costs 100 motes  
  and can travel to any point in Creation or Yu-Shan,  
  bypassing Heaven Gates as needed. A ray of golden  
  light visible worldwide descends from the sun or  
  highest point in the night sky to pluck him from  
  THE UNCONQUERED SUN 
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  his starting point and appears again moments later 
  to deposit him at his destination). The Storyteller 
  may add thematically appropriate effects to this list 
  as best suits the story. 
  Incandescent Ascendancy (Transferable): The 
  Unconquered Sun can move at a base speed of 15 
  yards per tick (30 yards per tick while dashing). 
  He does so regardless of the means of locomotion. 
  Temperance or Valor: The god can even hover or 
  fly as quickly as he can run, provided that he stands 
  upon his shield or holds his spear ahead of him as 
  its irresistible force 
  pulls  him  along. 
  Only his flight is 
  transferred to bear- 
  ers of appropriate 
  Fulcrums. 
  As   Morning 
  Reveals:  The  Un- 
  conquered  Sun  is 
  permanently aware 
  of the Essence flows 
  of his surroundings 
  as per the Charm 
  All-Encompassing 
  Sorcerer ’s  Sight 
  (Exalted,  p. 222) 
  and  may  invoke 
  awareness  equiva- 
  lent to Measure the 
  Wind at no cost as 
  a reflexive action. 
  Compassion:  His 
  Essence sight also unveils the truths around him 
  like the Charms Judge’s Ear Technique (Exalted, 
  p. 213), Eye of the Unconquered Sun (Exalted, p. 
  226) and Unblinking Sentinel Gaze (p. 28), and 
  he may choose to displace his senses as a reflexive 
  action to anywhere in Creation or Yu-Shan illu- 
  minated by the faintest ray of sunlight. 
  Transcendent Tongue of the Shining One: The 
  Unconquered Sun understands few languages, but 
  whatever he speaks or writes can be understood by 
  all beings. Every letter he pens glows for eternity like 
  a candle-flame, making the document upon which it 
  is written as indestructible as an orichalcum artifact. 
   
  10 
  Compassion: The empathy of the Unconquered 
  Sun allows him to intuit the meaning behind any 
  written word or utterance. 
  Blessed is the Light (Transferable): The Uncon- 
  quered Sun may target any other non-creature  
  of darkness he can perceive within one mile as  
  a diceless miscellaneous action, and he perfectly  
  understands all harm currently afflicting that be- 
  ing. He may then pay motes to heal any number of  
  health levels of damage that that being has suffered  
  (two motes per bashing, four per lethal, six per ag- 
  gravated). A golden 
  glow spreads from 
  the target’s wounds, 
  leaving no scars be- 
  hind. Compassion: 
  Ignis Divine may 
  similarly cure any 
  Crippling, Poison, 
  Shaping or Sickness 
  effects afflicting the 
  target, paying six 
  motes  per  effect. 
  Compassion  and 
  Temperance: The 
  Unconquered Sun 
  may target himself 
  with  this  Charm 
  and may also use 
  it to remove any 
  ongoing unnatural 
  mental  influence 
  effects at a cost of six 
  motes each. Compassion, Conviction and Tem- 
  perance: The Most High may pay any number of  
  Willpower points during activation, simultaneously  
  applying its effects to a number of separate valid  
  targets forming a unit with Magnitude no greater  
  than the Willpower spent or to heal damage to a  
  single mass combat unit of that Magnitude.  
   
  Grace Dawns Eternal: The Unconquered Sun  
  need only gesture benevolently toward a non- 
  creature of darkness that he can perceive within  
  one mile to impart a tiny fraction of his incarnate  
  perfection. This diceless miscellaneous action costs  
  10 motes and one point of Willpower. His blessing  
  
   
   
   
   
  can bestow or raise any trait the target is capable 
  of possessing as a Training effect, even if the Un- 
  conquered Sun himself lacks that trait. Blessing  
  an extra makes her heroic. Essence may be raised  
  above normal age limits, and bestowing Essence  
  to a mortal being makes that being God-Blooded  
  with an awakened Essence pool, or outright deifies  
  that being as the Unconquered Sun desires. Fertil- 
  ity is a special trait for the purposes of this Charm.  
  The god can make sure that the next mating the  
  target undertakes results in conception, or he can  
  impregnate a female with his own God-Blooded  
  offspring. The Unconquered Sun’s benevolence  
  has no effect on those already in experience point  
  debt. Blessings are to be earned, not hoarded by  
  the unworthy. Compassion: As an alternative to  
  a permanent trait increase, this Charm can restore  
  all of a target’s spent motes or spent Willpower or  
  spent Virtue channels, though a being must wait a  
  full day after replenishing a trait before this Charm  
  can provide that specific blessing to her again.  
  Compassion and Conviction: The Unconquered  
  Sun may pay any number of additional Willpower  
  points during activation, simultaneously applying  
  its effects to a number of separate valid targets  
  forming a unit with Magnitude no greater than the  
  extra Willpower spent. 
  Perfection Beyond Imagining (Transferable): The  
  Unconquered Sun is not intrinsically superior to  
  all beings. His panoply makes him so. This Charm  
  is a global divine Second Excellency that may be  
  used to enhance any Attribute or Ability action,  
  adding up to 10 successes at a cost of one mote per  
  success. Conviction: Whenever the Unconquered  
  Sun spends Willpower to enhance an action, he  
  automatically succeeds with a threshold of 10 over  
  the difficulty or any direct or indirect opposition  
  (such as a competition). No penalty, target number  
  manipulation or other detrimental effect can lessen  
  this success in any way. In the case of comparing  
  static traits, he is assumed to have a rating 10 higher  
  than any opponent. The Conviction power of this  
  Charm is not transferable and may not enhance a  
  dodge or parry (physical or social). The Uncon- 
  quered Sun knows that attacks must break upon  
  him due to Aegis of Unconquered Might (p. 12), 
   
   
   
   
  so his perfection does not trouble itself with stop- 
  ping what is futile. If another Charm contests this  
  Charm’s automatic supremacy, the Unconquered  
  Sun applies a flat 30 successes to the roll-off, which  
  is to say he hasn’t lost yet. As in any Charm roll-off,  
  if this result ties with an opponent’s result, roll one  
  die and assign victory to one side on an even result  
  and victory to the other on an odd result. Only the  
  basic pool and any modifiers stated in a Charm  
  affect roll-offs. They are not actions and therefore  
  ineligible for other bonuses such as Excellencies. 
   
  PERFECTION AND ADDICTION 
  Only the Games of Divinity ignore the  
  Unconquered Sun’s infallible perfection.  
  They are older than time, reach beyond space 
  and bind principles more foundational than  
  Virtues. Neither the will of the Primordials  
  nor the fate of the gods can compel them. 
  Only the skill of the players and the vagaries  
  that pass for chance matter to the imperish- 
  able pieces of that board until the last move 
  is played. 
  The novelty of anything that does not  
  immediately yield to the Unconquered Sun  
  is part of his addiction to the Games. In each 
  move he takes, he knows he has solved them  
  perfectly because he can conceive of noth- 
  ing else. In each move that this is not so, 
  he must try again to validate his perfection.  
  As for how a being of perfect Temperance  
  becomes addicted to anything, it is similar to 
  how a being of perfect Valor can be geased  
  not to attack his makers. It is the nature of  
  all minds to become addicted in the moment 
  they choose to play the Games of Divin- 
  ity, and neither the Unconquered Sun’s  
  Virtues nor the perfection of his Charms 
  trumps this intrinsic limitation. Only the  
  Primordials are inherently immune, though  
  Exalted may free themselves with Charms 
  that break all unnatural mental influence 
  affecting them.  
  THE UNCONQUERED SUN 
  1
  1 
  
   
   
   
   
  Titan-Unleashing Clarion: Conviction:  This 
  Charm is one of the spoils inherited from the Un- 
  conquered Sun’s victory in the Primordial War. 
  Taking a reflexive action to raise his horn to his 
  lips and blast a world-cracking note of judgment 
  (which costs only one mote), the Unconquered 
  Sun sunders the demon realm and summons any 
  jouten of a Yozi to appear before him. This Charm 
  can also summon the Kukla or any other Greater 
  Elemental Dragon, as well as horrors imprisoned 
  beneath or beyond Creation since prehistory such 
  as the legendary apocalypse god after whom the first 
  Greater Elemental Dragon was named. Beings sum- 
  moned by the Charm accept and obey any singular 
  task the god gives to them like a successfully bound 
  demon would, after which they return to their 
  prison. Unlike a demon, however, such creatures 
  cannot be told how to do a task, only what must 
  be done. They apply their own horrid precepts to 
  the challenge and are free to do so in any way that 
  satisfies the letter of the command. The obvious 
  inherent dangers have kept the Unconquered Sun 
  from deploying this Charm in recorded history. Yet, 
  should any of the titans unleash wrath such as the 
  Three Spheres Cataclysm upon Creation again, 
  the Highest of Holies will not hesitate to draw the 
  offender into the path of the attack. 
  Aegis of Unconquered Might  (Transferable): 
  The Unconquered Sun largely transcends injury, 
  with the natural listed soak and total immunity 
  to all negative effects from hostile environmental 
  conditions and hazards. The bearer of his shield 
  applies a -5 cover penalty to all expected attacks 
  and gains the soak and immunities listed here 
  (in addition to the Unconquered Sun, if he is 
  not the bearer). Temperance: The bearer of the 
  shield perfectly resists all damage as a permanent 
  enhancement and cannot be slain, physically 
  injured or deleteriously altered by any effect, 
  no matter how powerful it is. This perfection of 
  being also treats all mental influence that seeks 
  to make him betray his Motivation as an unac- 
  ceptable order. Finally, the bearer protects any 
  mass combat unit he leads from most injury as he 
  personally interposes himself in the path of attacks 
  aimed at the soldiers under his command. Each 
   
  12 
  attack against his unit cannot inflict more than 
  one level of damage. 
  Godspear of All-Searing Noon (Transferable): 
  The luminous golden spear the Unconquered Sun  
  wields has the following traits: Speed 3, Accuracy  
  +10, Damage +20, Defense +10, Range 1 mile,  
  Rate 4, Tags P,T. It inflicts aggravated damage on  
  creatures of darkness as a Holy effect. It is wielded  
  with Melee in close combat and Thrown at range.  
  To make a ranged attack, the Unconquered Sun  
  hurls the spear at a target and it reappears in his  
  hand the instant it strikes. He may inflict bashing  
  damage with it, in which case the damage does  
  not spill over past Incapacitated to do worse than  
  knock the target out. His spear is subject to the  
  divine geas preventing it from attacking Primor- 
  dials and Yozis. Valor: The spear inflicts infinite  
  damage, meaning that a successful hit disintegrates  
  its intended target into fine white ash or knocks  
  it out cold unless that target has a defense capable  
  of setting an attack’s damage to zero. Further, the  
  spear’s ranged attack has infinite range within Cre- 
  ation. What the Unconquered Sun can perceive,  
  he can blast as if it were immediately adjacent,  
  calling down a beam from the sky itself to strike  
  indirectly if so desired. 
  Wrath Beyond Measure: Valor: The Uncon- 
  quered Sun may pay 50 motes and one Willpower  
  when attacking with the Godspear of All-Searing  
  Noon, in which case burning light explodes from  
  the point of impact as a one-time environmental  
  hazard filling a radius of five miles. This Holy  
  hazard has Damage 50L (aggravated to creatures  
  of darkness) and Trauma 10L, but doesn’t harm  
  Primordials or Yozis. Compassion and Valor: In  
  his mercy, the Unconquered Sun may choose to  
  burn only creatures of darkness and unholy objects  
  with the light of his fury, sparing all else.  
   
  Infinite Glories Mien: The Unconquered Sun  
  may take any form at will, from the humblest  
  mouse to a towering pillar of holy fire stretching  
  from earth to sky. Most commonly, he appears  
  as a four-armed human in orichalcum armor or a  
  four-armed Dragon King with golden scales and  
  features more reminiscent of a tyrant lizard than  
  any of the four breeds. In all countenances, his  
  
   
   
   
   
  traits remain the same, though Storytellers may 
  assign a -1 to -5 external penalty to hit or notice  
  him if he has reduced his size to that of a dog (-1)  
  or all the way to a mouse (-5). Valor: In all forms,  
  the god’s courage permanently radiates terrifying  
  sunlight too bright to look upon out to a radius of  
  10 miles. The light defines the space it fills as Cre- 
  ation, temporarily calcifying the Wyld around him  
  to conform to the laws of the world. Other realms  
  of existence are not affected, save for the devasta- 
  tion his light brings to the Underworld. His glow  
  obviates all stealth attempts and makes all his social  
  attacks unblockable unnatural mental influence, as  
  well as imposing a -10 internal penalty to all non- 
  reflexive actions by other beings. Characters with  
  Essence 10 and those who close their eyes or who  
  are blind are unaffected by this radiance, but must  
  contend with the usual drawbacks of blindness. He  
  may reflexively commit 30 motes to exempt non- 
  creatures of darkness from the penalty imposed by  
  his presence. The Unconquered Sun has not been  
  known to unveil his true glory upon the world or  
  assume a non-human appearance since the dawn  
  of the First Age, though what he does in the pri- 
  vacy of the Jade Pleasure Dome while among the  
  exclusive company of the Incarnae is not for lesser  
  beings to know. 
  Sun Turns His Face: The Unconquered Sun is  
  a god of Virtue, but he was forged by a wickedness  
  he can never fully escape. This Charm functions  
  differently from all the Unconquered Sun’s other  
  unique powers. As he reflexively casts one of his  
  Fulcrums from the sky to the earth like a blazing  
  meteor and commits (50m, 1wp), he suppresses that  
  Fulcrum’s Virtue until he recalls it to himself and  
  ends the Charm. Unless the god has materialized,  
  this fall goes unseen and unheard save by spirits, all  
  of whom hear the deafening crash within five miles  
  of the impact. This sound acts as a mandate of divine  
  subordination command to all gods and elementals  
  present and who would dare intrude later, forcing  
  them to depart the area by the quickest means  
  possible and not return until the Most High recalls  
  his artifact. Even gods tear from their homes in an  
  exodus of lamentation. Besides depriving the area  
  of divine patronage and protection, the curse afflicts 
   
   
   
   
  everyone who has predominantly lived in that area 
  for the past month with an unnatural Compulsion  
  and Emotion effect costing five Willpower per day  
  of resistance. Affected characters drop to a rating  
  of 1 in the fallen Fulcrum’s Virtue and can’t act  
  in a manner consistent with a higher rating. The  
  Charm can’t suppress the primary Virtues of Exalted,  
  though other Fulcrums work normally. On each  
  tick of contact, fallen Fulcrums burn those who  
  dare touch them as a reflexive attack with the same  
  traits as the Godspear of All-Searing Noon. When  
  the Unconquered Sun throws his shield upon a  
  city, civilization crumbles in an orgy of excess and  
  dereliction of duty. When he throws his spear, a  
  city’s defenders become utterly craven and scatter  
  like vermin before the weakest besiegers. When he  
  throws all four, the Maidens weep. 
  Join Battle: 18 
  Attacks: 
  Strike: Speed 5, Accuracy 25, Damage 20B/L, Parry 
  DV 13, Rate 4, Tags N,P 
  Clinch: Speed 6, Accuracy 24, Damage 20B/L, Parry 
  DV —, Rate 1, Tags C,N,P 
  Godspear of All-Searing Noon (Melee): Speed 3,  
  Accuracy 40, Damage 40B/L, Parry DV 20, Rate 4,  
  Tags P 
  Godspear of All-Searing Noon (Thrown): Speed 3,  
  Accuracy 35, Damage 40L, Range 1 mile, Rate 4,  
  Tags P 
  Soak:  30B/30L/15A  (Hardness  30B/30L/15A; 
  immune to negative environmental effects; car- 
  ried shield applies -5 cover penalty to expected 
  enemy attacks) 
  Health 
  Levels: 
  -0/-1x16/-2x16/-4/Incap 
  Dodge DV: 13 Willpower: 10 (20 points)  
  Essence: 10  
  Essence Pool: 250 
  Other Notes: All of the Unconquered Sun’s attacks  
  inflict aggravated damage on creatures of darkness.  
  The Unconquered Sun’s strike attack models any  
  unarmed strike the Unconquered Sun makes and  
  uses the traits of a punch, even if kicking while ap- 
  pearing human or making a claw swipe as a Dragon  
  King. In more savage appearances, his clinch can  
  also model a rending bite in which he locks his  
  jaw on a foe and tears, in which case he chooses to  
  apply lethal damage. The god almost never dodges;  
  THE UNCONQUERED SUN 
  1
  3 
  
   
   
   
   
  he considers it crass. Should another character 
  somehow end up endowed with the destiny and  
  panoply of the Unconquered Sun following the  
  unthinkable cataclysm of that god’s death, the  
  character retains her Motivation, Intimacies, At- 
  tributes and Abilities, but otherwise replaces and  
  adds on the traits of the Highest of Holies and  
  recalculates derived traits as normal. She may then  
  raise Attributes and Abilities at Solar experience  
  costs to a maximum of the original sun’s traits or  
  10, whichever is higher. 
  ENTOURAGE 
  As the Lord of Heaven, the Unconquered Sun 
  has innumerable gods who show him allegiance and 
  serve the course of his vision for Yu-Shan as well as 
  Creation. Chief among them are Luna and the 
  Maidens, who act as wives, sisters, mothers and best 
  friends to the Unconquered Sun. The Unconquered 
  Sun has also drawn association with a number of 
  other spirits who govern subsidiary aspects of his 
  purviews. A few are detailed here. 
  For information on other well-known deities 
  associated with the Unconquered Sun, see Five 
  Days Darkness (The Compass of Terrestrial Direc- 
  tions, Vol. I—The Scavenger Lands, p. 150), the 
  Golden Lord (The Compass of Terrestrial Direc- 
  tions, Vol. IV—The South, p. 130) and Shining 
  Flower (The Compass of Terrestrial Directions, 
  Vol. III—The East, p. 119). 
  NYSELA, 
  CHARIOTEER OF THE DAYSTAR 
  Nysela forged a close working relationship  
  with the Unconquered Sun while he was still the  
  Guarding Star. During that time, the Most High  
  spent much of his time managing the upkeep of the  
  Dirigible Engine Daystar, the mechanism that flies  
  the sun across Creation’s skies. Nysela, Charioteer  
  of the Daystar, was its chief navigator. Together  
  they led a crew of divinities in piloting the Daystar  
  through Creation’s hazardous, shifting skies, and  
  protecting its flight against saboteurs from without.  
  She was one of the first beings ever to hear the  
   
   
  THE GOD BEHIND THE CURTAIN  
  The Unconquered Sun is clearly the mightiest god ever to exist. It is why he is the ruler of the 
  Celestial Bureaucracy and the acknowledged Highest of Holies, after all. But how mighty is mighty? 
  The default assumption is that the god’s most potent Charms depend upon him upholding his 
  Virtues. By suppressing these traits in the name of free will, he weakens himself from “unbeatable 
  force of nature” to “total powerhouse.”  
  Storytellers looking to make the god a bit less daunting (such as for games featuring the death  
  or overthrow of the Unconquered Sun) can simply do away with the Virtue-based epic exten- 
  sions of his Charms and keep the base effects. Such a weakening might have always been so, in  
  which case his legend is simply that. Alternatively, he was once greater, but his long addiction  
  to the Games of Divinity and willing rejection of his duties has profoundly lessened him. Likely,  
  the truth of the matter is known to only the Maidens and the Most High himself.  
  On the other end of the spectrum, Storytellers might wish to represent the Unconquered Sun as 
  a deity of such absolute perfection that the thought of him losing is laughable. For this model, simply 
  assume that his epic Charms function at full power regardless of whether he suppresses his Virtues. 
  The problem with this approach is that it can be severely damaging to the centrality of protagonists. If 
  the Unconquered Sun involves himself, none may gainsay him. This hardly suits the themes of 
  Exalted, so Storytellers should tread very carefully with a “plot-device” level Incarna, almost certainly 
  keeping him tied down with irresistible addiction to the Games of Divinity so he doesn’t upstage the 
  players’ characters at every turn.  
   
   
   
  14  
  
   
   
   
   
  Unconquered Sun express insurrectionist senti- 
  ments in regard to his makers, and she believes 
  that her wholehearted agreement helped convince 
  him of the rightness of his own desire to be free 
  of the Primordial yoke. When the war was over, 
  Nysela was elevated from her station as navigator 
  of the Daystar to Goddess of Righteous Ideals and 
  Heavenly Duty. 
  As a result, her first and longest engagement a t  
  the end of the War involved the Solar Exalted, an d  
  her attempts to guide and shape them in a cours e  
  that matched closest to the Unconquered Sun’ s  
  own values. Early into their reign, the Solars valued  
  Nysela’s objective, unequivocal assessments of the  
  Unconquered Sun’s values and the ease at which  
  she would rise to criticize or correct any Solar who  
  strayed too far from the vision of the Most High  
  But when the Solars began to raise themselves u p  
  as God-Kings, often ignoring that there were an y  
  other gods altogether, Nysela’s hands were tied.  
   
  At first, she harshly—physically—corrected a  
  few straying Solars, but their mad courses were  
  not averted, and she began to realize that there  
  was little she could do. Creation was theirs to rule  
  and shape in their own vision according to the  
  Creation-Ruling Mandate issued by the Uncon  
  quered Sun. The Solars’ own visions for Creation  
  were, by definition, Righteous Ideals, conceded t o  
  them by the Most High himself. Nysela could onl y  
  look on regretfully as the gulf between the Solar s  
  and the Unconquered Sun widened.  
  On top of her constant surveillance of th e  
  Solars and the gods, Nysela was also still a primar y  
  operator of the Dirigible Engine Daystar, and thu s  
  constantly busy taking shifts flying it across th e  
  sky. She bore these shifts with little complaint ,  
  for the Unconquered Sun occasionally found th e  
  time to take the wheel, guiding the Daystar on it s  
  repeating course, and she relished the opportunit y  
  to sit in his presence. But they were not the onl y  
  gods who worked the bellows and the pumps o f  
  the Dirigible Engine, and relief was available when  
  she needed it.  
  Times changed. The Unconquered Sun turned 
  his back on Creation. The Solars fell. The Celestial 
  Bureaucracies have fallen into corruption, and most 
  THE UNCONQUERED SUN 
  1
  5 
  
   
   
   
   
  of the spirits that flew the Daystar have abandoned 
  ship, including the Once-Guarding Star himself. 
  Nysela, if anything, works harder than ever. Deter- 
  mined not to fail, she holds on to her first and most 
  basic duty—flying the sun from the Elemental Pole 
  of Wood to the Elemental Pole of Water. 
  Nysela is at once one of the most forceful 
  spirits ever to set foot in Yu-Shan, and also one 
  of the most hated. Two-faced gods show her the 
  utmost respect when she is present and mock her 
  when she is gone, for her majesty is all but wasted 
  on the futility of her job, and her unrequited love 
  for the Unconquered Sun is one of the oldest tales 
  of Heaven. They also know most of her time and 
  waning focus is devoted to working the bellows 
  and pumps of the Daystar like mad, or monitoring 
  the sleep of the greater elemental dragon Gardullis 
  who dreams at the heart of the sun. Only at night 
  can she pursue derelict gods and answer threats and 
  challenges openly in Yu-Shan. 
  Madly in love with the Unconquered Sun, her 
  loyalty to him is perhaps the only part of her con- 
  victions that has not seen defeat. Nysela is worried 
  about the return of the Solar Exalted, because she 
  has promised to punish any who betray him again. 
  As such, she has taken to employing shows of force 
  to drive the values of the Unconquered Sun into 
  Solars who catch her attention, employing little 
  tact or diplomacy. Her heart has hardened to them 
  greatly. They will either emulate the Unconquered 
  Sun or kiss the ground. Most know better than to 
  conflate the dereliction of Ignis Divine with the 
  waywardness of Solars in her presence. Furthermore, 
  Nysela is jealous of Luna’s place as his second in 
  command, but she has been beaten both times she 
  has attempted to take her place at his side. When 
  she is not piloting the Daystar or battered by exhaus- 
  tion, she endlessly fights a hopeless battle to make 
  the gods of Yu-Shan do their jobs properly. 
  Nysela takes the form of a beautiful orichalcum- 
  skinned woman with full hair, flame red in the dark 
  and violet in the day, wearing an armored dress and 
  kimono. She carries a tower shield of bronze and 
  a massive white jade dire lance as her most com- 
  mon array. Around her neck are the keys to the 
  Chirmirajen, the monorail which travels within 
   
  16 
  and over the surface of the Daystar to survey it, as 
  well as act as an auxiliary means of pulling the sun 
  across the sky should its own means of propulsion 
  ever be disabled. 
  Sanctum: Nysela dwells within the Most Upright  
  Pagoda, a towering structure of delicate walls, firm  
  angles and clear sight lines that looks out over a  
  previously well-heeled but steadily declining district  
  of Yu-Shan. 
  Motivation: To uphold the Unconquered Sun’s 
  vision of righteousness. 
  Attributes: Strength 6, Dexterity 7, Stamina 6; 
  Charisma 7, Manipulation 3, Appearance 4; Per- 
  ception 6, Intelligence 5, Wits 5 
  Virtues: Compassion 2, Conviction 5, Temper- 
  ance 3, Valor 4 
  Abilities: Athletics 3, Awareness 5, Bureaucracy 4, 
  Dodge 3, Integrity 7 (Maintaining Heavenly Law +3), 
  Investigation  4  (Rooting Out Corruption  +3), 
  Linguistics 1  (Native: Old Realm; High Holy 
  Speech), Lore 4 (Heavenly Law +3), Martial Arts 5,  
  Melee 6 (Dire Lance +3), Occult 3 (Celestial Phe- 
  nomena +3), Performance 3, Presence 6, Resistance 3  
  (Long Shifts +3), Sail 7 (Daystar +3),Socialize 3,  
  War 2 
  Backgrounds: Backing (Celestial Bureaucracy) 3,  
  Contacts (Divine Informers) 3, Celestial Manse 2,  
  Salary 3 
  Charms: 
  Divine Prerogative—Focuses on the Unconquered  
  Sun. 
  Essence Bite 
  Essence Plethora (x3) 
  Hurry Home—Takes Nysela either to her manse  
  in Yu-Shan or to the navigation deck of the  
  Daystar. 
  Intrusion-Sensing Method—Nysela uses this Charm  
  to sense individuals or objects approaching the  
  Daystar’s path while she guides it across the sky. 
  Loom Stride 
  Materialize—Costs 85 motes. 
  Measure the Wind—Nysela uses this Charm to de- 
  termine her relative authority over other gods. Meat 
  of Broken Flesh—This Charm functions only against 
  individuals Nysela believes have violated Celestial 
  law or the Mandate of Heaven.  
  
   
   
   
   
  Ox-Body Technique (x5) 
  Principle of Motion—Nysela typically keeps 10 ac- 
  tions stored. 
  Reserve of Will (x3) 
  Shapechange—Nysela sometimes disguises herself as 
  a mortal or minor god to determine how truly 
  upright and just other divinities or Exalts are. 
  Sheathing the Material Form 
  Stoke the Flame—This Charm is used to exhort 
  targets to behave according to Nysela’s vision of 
  righteousness. 
  Second (Ability) Excellency—Awareness, Integrity, 
  Martial Arts, Melee, Presence, Sail 
  Third (Ability) Excellency—Sail 
  Infinite (Ability) Mastery—Melee 
  Divine  (Ability) Subordination—Integrity, Melee 
  (Conviction Flaw), Sail 
  Join Battle: 10 
  Attacks: 
  Punch: Speed 5, Accuracy 13, Damage 6B, Parry 
  DV 7, Rate 3, Tags N 
  Kick: Speed 5, Accuracy 12, Damage 9B, Parry DV 5, 
  Rate 2, Tags N 
  Clinch: Speed 6, Accuracy 12, Damage 6B, Parry 
  DV —, Rate 1, Tags C,N,P 
  Dire Lance (Piercing Eye of Justice): Speed 5, Ac- 
  curacy 18, Damage 14L/18L, Parry DV 9, Rate 2, 
  Tags 2,L,R 
  Soak: 21L/24B (Armored kimono, 18L/18B) 
  Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1/ 
  -2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/Incap  
  Dodge DV: 9   Willpower: 10 
  Essence: 7 
  Essence Pool: 150 
  LITTLE BEAM 
  The upstart known as Little Beam appeared  
  only recently, claiming to be the direct offspring of  
  the Unconquered Sun. Most of Yu-Shan’s residents  
  assume Little Beam is a liar and charlatan out of  
  hand, but they are unsettled by the gumption of  
  one who would make such a dangerous claim under  
  the eyes of Heaven, especially with regard to Ignis  
  Divine. More ominous than that, the Maiden of  
  Secrets has sealed all records of Little Beam’s origin  
  and purview personally. 
   
   
   
   
  Eschewing his floating estate in Heaven, the 
  alleged son of the Most High spends most of his 
  time in Creation, where he fights to restore order to 
  the malfeasant spirit courts. In doing so, one of his 
  main goals appears to be assisting the return of the 
  Solar Exalted. Little Beam explains to those he 
  meets that in order to uphold the Creation-Ruling 
  Mandate, he acts as a divine liaison between the 
  Unconquered Sun and his Chosen. 
  This responsibility is almost certainly self- 
  appointed. Regardless, the young god’s aid has  
  already helped set several Solars on the path to  
  power over Creation. The Gold Faction actively  
  courts his assistance with their training camps,  
  while the Bronze Faction is running a careful but  
  thorough investigation into the rogue divinity, at- 
  tempting to discern his true parentage. Little Beam  
  has many enemies in both Heaven and Creation  
  who are unconcerned with his origins, criminals  
  with a vested interest in avoiding a return to the  
  days of the Creation-Ruling Mandate’s proper  
  enforcement. They fear that Little Beam is a precur- 
  sor to the active return of the Unconquered Sun  
  or uncontrolled ascent of the Solar Exalted. The  
  assassins are gathering. 
  Little Beam appears as a bronze-skinned young  
  man with the sculpted iron thews of a gladiator.  
  He dresses like a monk, usually with a bell-collared  
  red coat that spreads open from his chest, and airy  
  martial slacks of a matching color. He carries the red  
  bamboo serpent-sting staff Fire Dragon’s Whisker.  
  His head appears to have been recently tonsured,  
  with the vestiges of bright red hair just beginning  
  to grow back. His visage is normally serene, but  
  his blank white eyes are often unsettling. When  
  angered, sunlight blazes from his mouth, nose,  
  and eyes. While the questions of his origin remain  
  unsettled, none who have seen the Unconquered  
  Sun’s face can deny that Little Beam bears a strik- 
  ing resemblance to the Most High. 
  Sanctum: Little Beam resides in the Golden Cloud 
  Palace, a moderately splendid manse floating 
  serenely above the cloud layer of Yu-Shan. He is 
  rarely found in residence these days, spending most of 
  his time in Creation.  
  THE UNCONQUERED SUN 
  1
  7 
  
   
   
   
   
  Motivation: Bring the Unconquered Sun and his 
  Chosen back to their rightful station. 
  Attributes: Strength 7, Dexterity 7, Stamina 7; 
  Charisma 7, Manipulation 5, Appearance 3; Per- 
  ception 4, Intelligence 4, Wits 4 
  Virtues: Compassion 3, Conviction 2, Temper- 
  ance 3, Valor 4 
  Abilities: Athletics 5, Awareness 3, Bureaucracy 3, 
  Dodge 5, Integrity 4, Linguistics 4 (Native: Old 
  Realm; High Realm, Low Realm, Riverspeak, 
  Flametongue), Lore 3, Martial Arts 6, Occult 4, 
  Performance 4, Presence 6, Resistance 5, Social- 
  ize 4 
  Backgrounds: Allies 2, Artifact 2, Contacts (Gold 
  Faction) 3, Cult 2, Manse 2, Salary 3 
  Charms: 
  Amethyst Awareness—Usable only during the 
  day. 
  Bane Weapon—Little Beam may deal aggravated 
  damage to creatures of darkness. 
  Destiny Sponsorship—Little Beam may never work 
  to delay any ending Saturn has proclaimed to be 
  timely. 
  Emergency Prayer Relocation 
  Endowment—Little Beam is among the rare handful 
  of spirits capable of endowing dots of Essence. These 
  dots are Solar-aspected, and are not compatible 
  with Essence-users who already have a strongly 
  aspected Essence type other than Solar. If a mortal 
  is endowed, he essentially becomes a Golden Child 
  by brevet (see Scroll of Heroes, pp. 123-124). 
  Essence Plethora (x5) 
  Harrow the Mind—This Charm is used to convince 
  gods and mortals to support the Unconquered Sun 
  and his Chosen. 
  Hurry Home—Little Beam may return to his Golden 
  Cloud Palace or to the steps of the Jade Pleasure 
  Dome. 
  Materialize—Costs 65 motes 
  Measure the Wind 
  Natural Prognostication—Little Beam can sense 
  those marked out by destiny to bring about great 
  renewals in the world, as well as those affected by 
  Sidereal astrology from the Colleges of the Violet 
  Bier of Sorrows. 
  Ox-Body Technique (x5) 
   
  18 
  Principle of Motion—Little Beam commonly stores 
  six actions. 
  Regalia of Authority 
  Sheathing the Material Form 
  Stir of Echoes—By touching a Solar’s caste mark  
  and spending  15 motes, Little Beam allows a  
  (Wits + Essence) roll for the Solar to remember  
  a fact from one of his Exaltation’s past incarna- 
  tions, at a difficulty determined by the Storyteller.  
  Remembering a general fact about the First Age,  
  such as a common law, might be difficulty 1, while  
  remembering an epic poem that acts as a command  
  code for a specific thousand-forged dragon might  
  be difficulty 5. 
  Sun Dragon’s Embrace—Doubles the final damage 
  inflicted by Solar-aspected Holy attacks on creatures of 
  darkness. Compels the benefactor of this Charm to 
  attack such creatures on sight. 
  First (Ability) Excellency—Athletics, Martial Arts, 
  Dodge, Presence, Resistance 
  Third  (Ability) Excellency—Athletics, Integrity, 
  Performance 
  Infinite (Ability) Mastery—Martial Arts, Presence 
  Divine (Ability) Subordination—Presence  
  Martial Arts: 
  Arms of the Unconquered Sun Style—All Charms 
  Solar Hero Style—All Charms 
  Join Battle: 7 
  Attacks: 
  Punch: Speed 5, Accuracy 14, Damage 7B, Parry 
  DV 8, Rate 3, Tags N 
  Kick: Speed 5, Accuracy 13, Damage 10B, Parry 
  DV 6, Rate 2, Tags N 
  Clinch: Speed 6 Accuracy 13, Damage 7B, Parry 
  DV —, Rate 1, Tags C,N,P 
  Serpent-Sting Staff (Fire Dragon’s Whisker): Speed 5, 
  Accuracy 13, Damage 17B, Parry DV 9, Rate 3, 
  Tags M,P 
  Soak:  24L/27B  (Coat  of  the  Sun’s  Blessing, 
  20L/20B) 
  Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/ 
  -2/-2/-2/-2/-2/-2/-2/-4/Incap 
  Dodge DV: 9   Willpower: 7 
  Essence: 6 
  Essence Pool: 145 
  Other Notes: None  
  
   
   
  OBSERVANCES 
  In ages past, the Unconquered Sun was wor- 
  shiped far and wide as the greatest of the gods. Of  
  the Celestial Incarnae he was the Most High, and  
  none could look up at the sky without knowing  
  that Creation had light in its future if only by his  
  grace. Twice he was the subject of the greatest  
  religions in the world. First, he was venerated by  
  the Dragon Kings, who offered up living hearts in  
  sacrifice to him. Later, it was the Solar Exalted who  
  spread the glory of the Unconquered Sun to the far  
  corners of Creation. During this time, prayers to  
  the Unconquered Sun were often fielded into the  
  hands of the Zenith Caste, who went among the  
  people working miracles, and from them moved to  
  the Eclipse Caste, who delegated to the Terrestrial  
  gods the unquestionable will of Ignis Divine.  
   
  In the present era, all that has changed. While  
  the Unconquered Sun is known across Creation  
  as the sun god and the most powerful Celestial  
  Incarna, that knowledge has taken on a sort of  
  distance in the hearts of the people. In truth, while  
  Creation knows him to be the King of the Gods,  
  his role in world religion has become marginal- 
  ized, with the sun god remembered more out of  
  tradition than true veneration. In places where  
  he is worshiped, the Unconquered Sun is seen  
  as an apathetic, dispassionate god of incredible  
  power, so far beyond Creation and the plight of  
  humanity that he cannot be bothered to relate to  
  his mortal subjects. The general consensus on the  
  god is that he gives humanity light to live by and  
  to grow strong by and expects this gift to be more  
  than enough to survive on. To ask more of him is  
  to risk insult, for the Unconquered Sun not only  
  makes life possible, but he provides all the example  
  one needs in order to be virtuous, strong and self- 
  sufficient. To ask for more is to deny that he has  
  already given enough. 
  When so impugned, the Unconquered Sun’s  
  wrath is inevitable, and so his followers appeal to  
  him for divine intervention under only the most  
  extreme duress. In fact, worshipers of the Uncon- 
  quered Sun prefer not to get their deity’s attention  
  at all, for it is said that the Unconquered Sun’s 
   
   
   
   
  blessings come with a hard touch of disaster that 
  leaves his subjects amidst the curse and ruin of his  
  apocalyptic miracles. Because of this, prayers to  
  the Most High often come in the form of thanks  
  for rented light and another day’s lease on life—  
  for any day when the Unconquered Sun didn’t act  
  directly on their behalf is another day where his  
  wrath was stayed. 
  Creation’s misconceptions of the Unconquered  
  Sun have their roots in the Celestial Bureaucracy.  
  While the Unconquered Sun’s worship is no more  
  than a quarter of what it once was, he still gets a  
  spectacular amount of prayer. As a result, there is  
  a Heaven-based office that was set up to field all  
  requests and entreaties to the Unconquered Sun.  
  The office fields so many requests around-the-clock  
  that it employs dozens of gods, collectively known  
  as the Gold Star Signatories of the Sun’s Favor.  
  Approved by Ignis Divine but rarely appointed by  
  him, these gods may apply the Unconquered Sun’s  
  signet, ordering prayers to be answered however  
  they see fit, their whims carrying the authority of  
  the Unconquered Sun himself. 
  The Signatories receive hundreds of missives  
  daily. Of these, only the most dire and important of  
  prayers are fielded directly to the Unconquered Sun.  
  The rest are left to the overworked, underpaid gods  
  of the office. This system is the largest contributor  
  to Creation’s idea that the Most High is apathetic  
  and wrathful. Less important prayers have a way  
  of going ignored entirely, while more important  
  prayers require a complicated response that certain  
  disgruntled gods, under all the pressure of Heaven  
  to keep their boss’s inbox empty, are unable to give.  
  In general, missives delivered to the office have a  
  way of getting handled in whatever fashion best  
  suits the disposition of the god currently helming  
  the station, who may or may not be competent or  
  capable of handling the requests constantly hitting  
  his desk. Sometimes these prayers are met with the  
  attendant’s scorn in order to dissuade any further  
  entreaties. Worse yet, they might deliberately  
  mishandle the response or attempt to subvert the  
  prayers to their own ends. 
  Furthermore, because these gods all share the  
  task of handling the Unconquered Sun’s response,  
  THE UNCONQUERED SUN 
  1
  9 
  
   
   
   
   
  Creation has gotten a very schizophrenic picture 
  of the Unconquered Sun. One month a sacrifice 
  of a prize bull will result in favorable weather for 
  the faithful and a pox of sunstroke on the heads of 
  their enemies, as an anonymous god impersonat- 
  ing the Unconquered Sun responds favorably to 
  the offering. The next month, ignition of the altar 
  results in an inexplicable detonation that floors 
  the supplicants and launches the blazing bull into 
  a neighboring camp, demolishing several houses 
  and marking the start of a bitter feud. 
  One god might simply field responses without 
  even reading them, stamping an order of drought 
  on everything to come across his desk, result- 
  ing in some of Creation’s most bizarre weather, 
  especially in the frozen North and the hurricane- 
  prone islands of the West. Meanwhile another 
  god, who works on the side for Burning Feather, 
  Lady of Intoxicants, gets his papers for the two 
  offices mixed up, causing marijuana to overtake 
  the fields of a tribe of eastern sun worshipers. The 
  sun worshipers then make the holy plant centric 
  to all of their observances thereafter. Yet another 
  god, attempting to increase the Unconquered 
  Sun’s worldly glory, orders the mice of the sun to 
  chew the sun’s sigil in the field of a failing farmer. 
  This miracle draws pilgrims from far and wide to 
  witness the abundance of a harvest unseen in 
  generations, and prayers to the office of the Un- 
  conquered Sun’s purview suddenly rise to dam the 
  already bottlenecked bureau and force umpteen 
  hours of overtime on the besieged gods, until one 
  of them finally orders the field to spontaneously 
  combust and burn the farmer’s house down, ter- 
  rifying itinerants and scaring the worshipers back 
  into silence. 
  Then there are the many prayers that are 
  answered in an utterly bizarre fashion. In the 
  famine-touched lands of the Southeast, a tribe 
  of sun worshipers prayed to the Unconquered 
  Sun for mercy from the blazing heat. They sac- 
  rificed the last of their food stores so that their 
  next harvest of crops would not be incinerated, 
  believing that the depth of their sacrifice and the 
  strength of their faith would not go unrewarded. 
  The next day, indeed, the heat began to dwindle, 
   
  20 
  but stranger than that was what was waiting for 
  them at the east gate of town—a gigantic egg, 
  large as a full grown yeddim, nose pointed into 
  the dawn. Recognizing one of the Most High’s 
  strange miracles, the priests were at once afraid. 
  Not knowing whether to eat the egg or to hatch it, 
  they ordered it moved into their temple, where it 
  still sits, a silent and troublesome boon from the 
  office of the Once-Guarding Star. 
  GIFTS TO THE CHOSEN 
  The Charms of the Solar Exalted partake of,  
  expand on, and ultimately surpass their patron’s  
  perfection and glory. While they lack the elegant  
  simplicity of the Most High’s miracles, Solar Charms  
  benefit from the infinite inventiveness of the hu- 
  man race. The innovations of his Chosen proved  
  a constant delight (and source of worry) for the  
  Unconquered Sun throughout the First Age, and  
  their reappearance in the Time of Tumult only  
  heralds more desperate innovations from returning  
  Lawgivers… as well as the potential rediscovery of  
  some of the darkest experiments of the final days  
  of the Old Realm. 
  MARTIAL ARTS 
  ARMOR-SHATTERING STRIKE 
  Cost: 4m; Mins: Martial Arts 5, Essence 3; 
  Type: Supplemental 
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: Instant 
  Prerequisite Charms: Solar Hero Form 
  KEYWORD: MIRROR 
  The Abyssal Exalted are dark reflec- 
  tions of their Solar counterparts, and at  
  times are able to employ similar magics. 
  Such instances of symmetry are denoted by  
  this keyword, and a brief description of the  
  Charm’s Abyssal equivalent. All Abyssal 
  prerequisite Charms listed below may be 
  found in Chapter Five of The Manual of 
  Exalted Power—The Abyssals.  
  
   
   
   
   
  Exalted on the field of battle cannot be  
  concerned with such trivia as leather and  
  plate. If an attack supplemented by this Charm  
  successfully strikes a target, any nonmagical  
  armor the target is wearing is immediately  
  destroyed. Heavy armor explodes off the  
  victim’s body in a spray of rivets and plates,  
  while lighter protection produces an eruption  
  of torn leather and flying chain links.  
  Should the attack also actually inflict  
  damage, the Solar may pay an extra mote to  
  immediately cancel all Charms, spells and  
  astrological powers with a duration greater  
  than Instant but less than Permanent which  
  provide the target with increased soak or  
  Hardness as a Shaping effect.  
  A second purchase of this Charm, at  
  Essence  5+, upgrades its Shaping effect  
  to also force instant loss of attunement to  
  magical armor.  
  IRON TALON TECHNIQUE  
  Cost: 5m, 1wp; Mins: Martial Arts 6, Essence 6;  
  Type: Supplemental  
  Keywords: Combo-OK, Obvious, Mirror  
  (Ultimate Inevitability of the Grave)  
  Duration: Instant  
  Prerequisite  Charms :  Dragon  Coil  
  Technique  
  Once a Lawgiver has laid his hand upon  
  an enemy, his wrath becomes inescapable.  
  Even the Primordials learned this, to their  
  sorrow. This Charm may be used to enhance a  
  roll to maintain or gain control of an ongoing  
  grapple, giving it an automatic threshold of  
  one success more than the Solar’s opponent. If  
  another effect contests this one, add (Essence)  
  in extra dice to the resulting roll.  
  A second purchase of this Charm at  
  Martial Arts 9+, Essence 9+, allows it to be  
  invoked as an inherent ability, which does  
  not count as a Charm activation.  
  New Abyssal Charm: Ultimate Inevitability 
  of the Grave (Prerequisite: Inescapable Iron 
  Grip). The Abyssal version of Iron Talon 
  Technique has different prerequisites but is 
  otherwise identical.  
  THE UNCONQUERED SUN 
  2
  1 
  
   
   
  MELEE 
  FLASHING EDGE OF DAWN 
  Cost: —; Mins: Melee 4, Essence 3; 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: One Weapon, Two Blows 
  Given time and practice, superhuman prowess 
  comes naturally to the Solar Exalted. The benefits 
  of One Weapon, Two Blows are automatically 
  applied to all Melee attacks the Solar makes. If 
  invoked normally, that Charm’s effects stack with 
  this upgrade. 
  SHINING RAZOR WIND 
  Cost: 3m per die, 1wp; Mins: Melee 5, Essence 3; 
  Type: Reflexive 
  Keywords: 
  Combo -basic , 
  Obvious 
  Duration: One 
  scene 
  Prerequisite 
  Charms: Fire and 
  Stones Strike 
  A  brilliant 
  red-gold corona 
  erupts  around 
  the  Lawgiver’s 
  weapon ,  em - 
  powering him to 
  strike down his 
  enemies.  This 
  Charm  allows 
  the character to 
  enchant a weap- 
  on with Fire and 
  Stones Strike for 
  the duration of a 
  scene rather than 
  a single attack, at 
  a cost of three motes per die added, following the 
  same rules for maximum dice. This also counts 
  toward the maximum number of dice that may be 
  purchased with a subsequent normal activation of 
  Fire and Stones Strike. Any nonmagical weapon 
   
  22 
  forced to channel such power is destroyed when 
  the Charm ends. 
  At Essence 5+, dice purchased with this Charm 
  no longer counts toward the maximum number of 
  dice that may be purchased with a subsequent 
  normal activation of Fire and Stones Strike. 
  RISING SUN SLASH 
  Cost: 4m or 6m; Mins: Melee 5, Essence 4; 
  Type: Supplemental 
  Keywords: Combo-OK, Obvious, Holy, Mirror 
  (Life-Severing Blade) 
  Duration: Instant 
  Prerequisite Charms: Fire and Stones Strike  
   
  Crackling with golden lightning, the Solar’s  
  blade becomes impossible to turn from its course.  
  For four motes, an attack enhanced with this 
  Charm becomes 
  unblockable. If 
  activated for a 
  cost of six motes, 
  the attack also 
  gains the Holy 
  keyword  and 
  becomes  un - 
  dodgeable  by 
  creatures   of 
  darkness in ad- 
  dition  to  its 
  basic effect. 
  New Abys- 
  s a l   C h a r m : 
  Life -Severing 
  Blade  (Prereq- 
  uisite :  Artful 
  Maiming  On- 
  slaught).  The 
  Abyssal  Mirror 
  to  Rising  Sun 
  Slash  has  no 
  Holy  keyword. 
  Instead, its six-mote option makes attacks undodge- 
  able by mortals, ghosts and the Fair Folk.  
  WORLD-SCARRING SOLAR GLORY  
  Cost: 5m, 1wp; Mins: Melee 6, Essence 6;  
  Type: Supplemental  
  
   
   
   
   
  Keywords :  Combo-OK,  Obvious,  Mirror 
  (Creation-Slaying Holocaust Blade) 
  Duration: Instant 
  Prerequisite Charms: Rising Sun Slash  
   
  The Solar’s weapon surges with the limitless  
  power of the wrathful sun god. An attack supple- 
  mented by this Charm adds (Essence) dice of raw  
  damage in Step Seven. Should the dice of damage  
  to be rolled after soak in Step Eight exceed the  
  target’s maximum total health levels, the Solar may  
  instead inflict as many or as few automatic levels  
  of damage as desired. 
  At Essence 7+, this Charm may be used to inflict  
  whatever level of damage the Lawgiver desires to  
  nonmagical objects and structures up to the size of  
  a palace. Cutting passes through hills or smashing  
  down stout fortress gates are trivial exercises for  
  such mighty heroes. At Melee 9+ the character  
  may pay a five-mote surcharge upon activation to  
  inflict as many or as few automatic levels of dam- 
  age as desired to targets regardless of his total dice  
  in Step Eight. 
  A second purchase, at Melee 8+, Essence 8+,  
  allows the Solar to activate this Charm as a mis- 
  cellaneous action (Speed 5, DV -1), and commit  
  Essence to it to “store” it in advance. When the  
  commitment is reflexively dropped (this must be  
  done in Step One), the Charm activates without 
   
   
   
   
  counting as a Charm use. At Essence 9+, the Solar 
  may store up to (Essence/2) activations simultane- 
  ously, though each must have Essence committed to 
  it separately. 
  New Abyssal Charm: Creation-Slaying Holo- 
  caust Blade (Prerequisites: Life-Severing Blade). The 
  Abyssal Mirror to World-Scarring Solar Glory has 
  different prerequisites but is otherwise identical. 
  IMMORTAL BLADE TRIUMPHANT 
  Cost: 15m, 1wp; Mins: Melee 7, Essence 7; 
  Type: Simple (Speed 7, DV -4) 
  Keywords: Obvious, Mirror  (Charnel Emperor 
  Stance) 
  Duration: One scene 
  Prerequisite  Charms:  Heavenly  Guardian 
  Defense 
  The Lawgiver’s anima fractures into a thousand 
  reflections of his weapon as he raises it in a silent 
  salute. Afterwards, he moves with grace beyond 
  words and skill beyond awareness to brush aside the 
  clumsy attacks of any who should be so impudent as 
  to strike at him. 
  While this Charm is active, the character may  
  invoke Heavenly Guardian Defense at its normal  
  cost as an innate ability rather than a Charm acti- 
  vation. When used this way, the Charm’s duration  
  is always instant regardless of other modifiers. This  
  benefit may not be be employed until the character’s  
   
   
  UPGRADES  
  The following upgrades to existing Charms are available:  
  Solars who know the Charm Heavenly Guardian Defense may pay two experience points to 
  permanently upgrade its capabilities so that it and Dipping Swallow Defense are considered to be the 
  same Charm for the purpose of Charm activations and Combos. The same upgrade is available for the 
  Abyssal mirrors of these Charms.  
  Example: Dace pays two motes to reflexively invoke Dipping Swallow Defense to fend off the paltry attack 
  of a zombie. During the same action, an Abyssal suddenly arrives on the battlefield and launches a powerful 
  Combo at him. He then pays four motes to reflexively invoke Heavenly Guardian Defense without needing 
  a Combo.  
  The same upgrade is available for the same price for Seven Shadow Evasion (linking it to 
  Shadow Over Water) and their Abyssal mirrors, Adamant Skin Technique (linking it to Iron Skin 
  Concentration), and, for the Lunar Exalted, Flowing Body Evasion (linking it to Golden Tiger 
  Stance).  
  THE UNCONQUERED SUN 
  2
  3 
  
   
   
   
   
  DV has refreshed once, and may be used a number of 
  times equal to (Essence x 2); upon making the last 
  permitted invocation, Immortal Blade Triumphant 
  automatically deactivates itself. This Charm may 
  not be reactivated to re-stock its supply of defenses 
  while it is already active. 
  New  Abyssal  Charm:  Charnel  Emperor 
  Stance  (Prerequisites: Death-Deflecting Tech- 
  nique). This Charm functions identically to its 
  Solar Mirror, save that it permits invocations of 
  Death-Deflecting Technique rather than Heavenly 
  Guardian Defense. The Deathlords are currently 
  Charnel Emperor Stance’s only users, and it is 
  worth noting that, like all sets of Mirror Charms, 
  they are only capable of wielding the Abyssal ver- 
  sion of this Charm. For all their unholy might or 
  long centuries of practice, the Deathlords have 
  never devised a more efficient or effective form of 
  perfect defense. 
  INTEGRITY 
  TRUTH SHINES THROUGH 
  Cost: 5m; Mins: Integrity 3, Essence 2; 
  Type: Reflexive 
  Keywords: None 
  Duration: One scene 
  Prerequisite Charms: Integrity-Protecting Prana 
  The virtue of the Lawgivers is like the sun at 
  noon. Clouds might obscure it, but its light can 
  never truly be banished or denied. This Charm 
  may be subconsciously activated whenever the 
  character suffers under a source of unnatural 
  mental influence that alters his behavior, even 
  if another effect would otherwise bar the Solar 
  from invoking it. The effects of the unnatural 
  mental influence become Obvious to all observers, 
  making it clear that the Solar labors under some 
  manner of curse or trickery rather than his own 
  desires. Immaculate doctrine already accounts 
  for this with tales of Anathema as wicked spirits 
  possessing the unlucky. 
  The Charm also makes it Obvious that the Solar 
  is not himself (though it does not make the source 
  of his odd behavior Obvious) when in Limit Break, 
  but only to those who harbor a positive Intimacy 
  toward the character. The Neverborn tremble in 
   
  24 
  their tombs when their curse is laid bare before 
  the world thus. 
  This Charm’s effect upon observers cannot be 
  resisted, as it is not a form of mental influence. It is 
  simply the truth. 
  RISING SUN SOUL 
  Cost: —; Mins: Integrity 3, Essence 4; 
  Type: Permanent 
  Keywords: Holy, Mirror  (Sun-Devouring Void 
  Prophet) 
  Duration: 
  Prerequisite Charms: None 
  Internalizing her dedication to the principles  
  of her own legend, the Lawgiver shines with the  
  very radiance of her patron, bringing the light of  
  the sun to Creation in fact as well as metaphor.  
  The Solar’s anima banner counts as real, natural  
  sunlight for all purposes. This light shines brightly  
  enough to affect beings out to a radius of (Essence)  
  yards at the eight- to 10-mote level of display, and  
  out to a radius of 30 yards at the (11+)-mote level  
  of display. 
  New Abyssal Charm: Sun-Devouring Void  
  Prophet  (Prerequisites:  None).  This  Charm  
  renders the Abyssal’s anima into a comforting  
  shroud of necrotic energy. While shining at the  
  eight-mote level of display, the Abyssal is not  
  subject to any penalties due to being rejected by  
  Creation (see The Manual of Exalted Power—  
  The Abyssals, p. 95). Nothing within the radius  
  of the anima (identical to that of the Solar ver- 
  sion) is affected by the light of the sun unless that  
  light is produced by a magical source carrying the  
  Holy keyword. 
  GLORY TO THE MOST HIGH 
  Cost: 0m; Mins: Integrity 5, Essence 5; 
  Type: Reflexive 
  Keywords: Combo-OK, Mirror  (World-Ending 
  Void Apostle), Obvious 
  Duration: One day 
  Prerequisite Charms: Phoenix Renewal Tactic  
   
  Although the power of even the youngest of  
  Lawgivers is sufficient to rock the pillars of Heaven  
  and slay the makers of the world, some Chosen  
  find themselves unsatisfied with any limitations  
  
   
   
   
   
  upon their power. Reaching beyond, they grasp 
  for greater might at any cost. 
  As a permanent upgrade to his competence, the  
  Solar gains the ability to spend experience normally  
  to buy his Essence rating up to a dot higher than his  
  age would otherwise allow (see Exalted, p. 275). This  
  is treated as his real, natural rating for the purpose  
  of buying Attribute and Ability dots, Charms and  
  other such traits. Yet, he may enjoy the benefits  
  of this higher Essence rating only while Glory to  
  the Most High is active. When the Charm is not  
  active, he is treated as though his Essence rating is  
  whatever it would be if he did not possess Glory to  
  the Most High, and as though he did not possess  
  any Charms or dots that this lower Essence rating  
  would not permit him to obtain. 
  The Solar’s anima immediately flares to its full 
  iconic splendor when Glory to the Most High is 
  activated,  and 
  recedes  at  its 
  normal rate. The 
  character  also 
  gains  10 motes 
  of Essence (three 
  in the Personal 
  Essence  pool, 
  seven in the Pe- 
  ripheral Essence 
  pool) filling out 
  the sudden dif- 
  ference  in  his 
  Essence  pool’s 
  capacity. 
  When  this 
  Charm ends, the 
  character must 
  roll the higher of 
  (Essence) or his 
  primary Virtue, 
  and add a num- 
  ber of points of 
  Limit equal to his successes. This Charm may never be 
  learned or used by non-Solar Exalted under any 
  circumstances. 
  New Abyssal Charm: World-Ending Void  
  Apostle  (Prerequisite: Immortal Malevolence 
   
   
   
   
  Enslavement). This Charm duplicates the benefit 
  of its Solar counterpart, but the Abyssal does not 
  roll to accumulate Limit. Instead, the Charm has a 
  duration of only one scene, and an activation cost 
  of (2ahl, 1wp). 
  FINAL RAY OF LIGHT 
  Cost: —; Mins: Integrity 6, Essence 6; 
  Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite  Charms:  Spirit-Maintaining 
  Maneuver 
  When a Lawgiver’s vast strength at last reaches 
  its limit and he falls in defense of Creation, the 
  world itself may cry out for its savior to rise up 
  and fight on. 
  This Charm automatically takes effect when  
  the character’s Incapacitated health box is marked 
  off with lethal 
  or  aggravated 
  damage, provid- 
  ed the Solar fell 
  while attempt- 
  ing  to  defend 
  or  champion 
  those  weaker 
  than  himself, 
  at the Storytell- 
  er’s discretion. 
  (As  a  general 
  guideline,  any 
  situation where 
  the Solar could 
  reasonably have 
  channeled  his 
  C o m p a s s i o n 
  likely qualifies.) 
  Subtle ribbons 
  of  golden  Es- 
  sence   wind 
  across the bat- 
  tlefield, trailing back to the masses on whose behalf  
  the Lawgiver fought. If they believe in him, then  
  he hears their prayers as his life bleeds away; if they  
  spurn him despite his efforts, their deep need for a  
  THE UNCONQUERED SUN 
  2
  5 
  
   
   
   
   
  savior calls out to him regardless. One long tick after 
  becoming Incapacitated, the Solar rises from the 
  ground in a flare of sizzling Essence, iconic anima 
  burning around him. Half of his health levels im- 
  mediately restore themselves, along with half his 
  total Essence and Willpower (assuming he fell with 
  those pools reduced below the halfway point). At 
  the end of the scene, his permanent Essence rating 
  falls by one dot. This Charm may not be triggered 
  more than once per season. Non-Solar Exalted may 
  never learn this Charm. 
  PERFORMANCE 
  ROSE-LIPPED SEDUCTION STYLE 
  Cost: 6m; Mins: Performance 5, Essence 3; 
  Type: Reflexive 
  Keywords: Combo-OK, Compulsion 
  Duration: One scene 
  Prerequisite Charms: Husband-Seducing Demon 
  Dance 
  A favorite of many hedonistic (or simply preda- 
  tory) Solars in the First Age, this Charm figures 
  prominently in Immaculate legends of the Anath- 
  ema. While the Charm is in effect, all characters 
  who possess any sort of romantic Intimacy toward 
  the Solar (love or lust, it makes no difference) have 
  their MDVs set to 0 against seduction attempts by 
  her. Shaking off this unnatural mental influence in 
  order to assert MDV normally costs one Willpower 
  per action. 
  The embedded Intimacy of a Solar’s Lunar 
  mate always qualifies for this Charm, even if the 
  Lunar chooses to articulate the bond as platonic 
  friendship. 
  HORIZON-TO-HORIZON 
  PERFORMANCE METHOD 
  Cost: 15m, 1wp; Mins: Performance 6, Essence 6; 
  Type: Reflexive 
  Keywords: Combo-OK, Obvious, Social 
  Duration: One action 
  Prerequisite  Charms:  Phantom-Conjuring 
  Performance 
  By the authority of the Unconquered Sun, 
  his Chosen may command the very heavens to 
  become a vessel for their glory. This Charm may 
   
   
  26 
  be activated onl  under 
  the open sky, during the 
  day. The cl ouds above 
  shuffle thems elves into 
  the precise l ikeness 
  of  the  Law giver, 
  lit by the s un s 
  that they glo w from 
  within. The Solar’s 
  words boom ut 
  the  count ryside , 
  inescapable. 
  For  the dura- 
  tion of the Charm, 
  any Performa nce-based 
  social attacks (or simple 
  informative d eclara- 
  tions) made by the 
  Solar are tr ansmit- 
  ted  to  ever yone  within 
  (Essence  x 20)  mil 
  in every dire ction. Be- 
  cause the So lar cannot 
  see or hear t hrough his 
  heavenly man ifestation, 
  social  coun t  attack 
  that require t he target to 
  actually be p resent may 
  not be invoked in response 
  to this Charm. 
  A second purchase of this Charm at Per- 
  formance  7+, Essence  7+ expands its range to 
  (Essence x 50) miles. A third and final purchase at 
  Performance 9+, Essence 9+ expands the range to 
  (Essence x 100) miles. 
  PRESENCE 
  SUN AND MOON METHOD 
  Cost: 1m; Mins: Presence 3, Essence 2; 
  Type: Reflexive (Step 1) 
  Keywords: Obvious, Emotion, Touch 
  Duration: Indefinite 
  Prerequisite Charms: Any Presence Excellency  
   
  This Charm is the result of Solar paranoia in  
  the High First Age. When alone with one another,  
  
   
   
   
   
  certain Solars referred to it by an alternate title, 
  “Lunar-Taming Leash.” 
  With a touch, the Lawgiver infuses his Essence 
  into the link constructed into his Lunar mate’s Ex- 
  altation, vastly strengthening it. The Lunar gains 
  the benefits (and drawbacks) of a five-dot rating in 
  the Solar Bond Background. This unnatural mental 
  influence remains in effect until five Willpower is 
  spent at one time to remove it. 
  In the event that a Solar’s Lunar mate is not 
  available, he may touch himself and activate the 
  Charm instead. Doing so grants the Solar an infal- 
  lible sense of the direction in which his mate can be 
  found, even if he has never met the Lunar in 
  question before. If the Lunar is in another realm of 
  existence, the Charm leads the Lawgiver to the 
  nearest point of entry to that realm. 
  SOUL-SPANNING BRIDGE RELAY 
  Cost: —; Mins: Presence 5, Essence 5; 
  Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite Charms: Sun and Moon Method  
   
  The authority of a Lawgiver with this Charm is  
  inescapable. The Solar is capable of making social  
  attacks against her Lunar mate while he is under  
  the effects of this Charm’s prerequisite, enhanced  
  by any desired Presence or Performance Charms,  
  regardless of the distance separating them. This  
  communication is one-way. The Solar cannot sense  
  her mate’s state of mind or read his thoughts. Though  
  the Solar’s player always dictates use of this Charm,  
  characters sometimes use Soul-Spanning Bridge  
  Method unconsciously, imposing their idle thoughts  
  and desires on their mate unintentionally.  
   
  Despite numerous attempts throughout the  
  First Age, no Lunar has ever been able to design  
  Charms permitting him to exercise power over his  
  Solar mate through their spiritual bond.  
  SERVANT-UPLIFTING AFFIRMATION  
  Cost: —; Mins: Presence 5, Essence 4;  
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
   
   
   
   
  Prerequisite  Charms:  Underling  Promoting 
  Touch 
  This Charm permanently upgrades its prerequi- 
  site. The Solar no longer needs to commit Essence to 
  sustain Underling Promoting Touch when applying it 
  to un-Exalted humans or to Dragon Kings.  
   
  At Essence 6+ the Solar may enjoy this benefit  
  when applying Underling Promoting Touch to 
  other Exalted, but doing so automatically creates 
  an Intimacy of loyalty in the recipient. Exalted 
  targets may reject the benefits of the Charm and 
  the Intimacy at no cost, if desired. 
  TERRIBLE SUN KING CONDEMNATION  
  Cost: 15m, 1wp; Mins: Presence 5, Essence 4; 
  Type: Supplemental 
  Keywords: Combo-basic, Obvious, Holy, Social, 
  Shaping 
  Duration: Instant 
  Prerequisite Charms: Enemy-Castigating Solar 
  Judgment 
  As the Chosen of the Unconquered Sun, the So- 
  lar Exalted are empowered on behalf of their patron  
  to determine Creation’s true enemies, even if they  
  walk in the guise of the righteous. This Charm may  
  enhance a Presence-based social attack to condemn,  
  castigate or otherwise revile a subject as an enemy  
  of Creation, making that social attack undodgeable.  
  The target may not ignore the Solar’s righteous  
  tirade, but only attempt to counter-argue his own  
  case against the Lawgiver’s judgment. If the attack  
  succeeds, the target has a one-time opportunity to  
  spend two Willpower to resist (or one Willpower  
  if the target is Exalted). Failure to do so bestows  
  upon the target the creature of darkness mutation.  
  The day dims slightly as he is permanently marked  
  as an enemy of Creation. 
  RESISTANCE 
  ARMORED IN RIGHTEOUSNESS STANCE  
  Cost: — (+1m); Mins: Resistance 4, Essence 3; 
  Type: Permanent 
  Keywords: Mirror (Flesh as Marble Stance) 
  Duration: Permanent 
  Prerequisite Charms: Iron Kettle Body  
  THE UNCONQUERED SUN 
  2
  7 
  
   
   
   
   
  This Charm upgrades its prerequisite, adding 
  (Essence) to the amount of soak provided. For an 
  additional activation cost of one extra mote, Iron 
  Kettle Body becomes compatible with armor as 
  well. As a point of clarification, Iron Kettle Body’s 
  Keywords are Combo-OK and Obvious. 
  New Abyssal Charm: Flesh as Marble Stance 
  (Prerequisites: Resilient Corpse Body). This Charm 
  functions identically to its Solar Mirror. Resilient 
  Corpse Body has as its prerequisites Injury-Absorb- 
  ing Discipline and Spirit-Hardened Frame, and is 
  identical to Iron Kettle Body. 
  ENDURING MOUNTAIN METHOD 
  Cost: — (+2m); Mins: Resistance 5, Essence 3; 
  Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite  Charms: Unbreakable Warrior’s 
  Mastery 
  This Charm upgrades Unbreakable Warrior’s 
  Mastery. By paying a two-mote surcharge, it may 
  be invoked as an inherent ability that does not 
  count as a Charm use. 
   
  ADAMANT SKIN TECHNIQUE 
  As a point of clarification, this Charm 
  (and its Abyssal mirror) reduces the raw 
  and final damage of an incoming attack or 
  similar phenomenon to zero after all other 
  modifiers and effects. Damage added to an 
  attack after soak is applied, such as by Fire 
  and Stones Strike, cannot harm a character 
  who activates Adamant Skin Technique. 
   
  SURVIVAL 
  STEADFAST ELEMENTAL EMPEROR STANCE 
  Cost: —; Mins: Survival 5, Essence 3; 
  Type: Permanent 
  Keywords: Mirror (Surviving the Sunlit Lands) 
  Duration: Permanent 
  Prerequisite Charms: Element-Resisting Prana 
  This Charm upgrades its prerequisite, removing 
  the clause for other characters’ deliberate actions. 
   
  28 
  Hardship-Surviving Mendicant Spirit now renders 
  the Solar immune to all environmental damage, 
  regardless of its origin. 
  New Abyssal Charm: Surviving the Sunlit 
  Lands (Prerequisite: Maelstrom-Weathering Indif- 
  ference). This Charm grants the same benefits as 
  Steadfast Elemental Emperor Stance in the lands of 
  the dead, while fully extending the benefits of 
  Element-Resisting Prana to Creation. 
  CRAFT 
  PEERLESS PARAGON OF (CRAFT) 
  Cost: —; Mins: Craft 4, Essence 2; 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Any Craft Excellency  
   
  A Lawgiver who has focused his expertise upon  
  a certain expression of craftsmanship soon finds  
  that his least effort matches and exceeds the most  
  desperate labors of mortal artisans. This Charm  
  may be purchased multiple times, once for each  
  basic Craft Ability the Solar possesses at a rating  
  of 4 or higher. Purchasing this Charm adds (Es- 
  sence/2) automatic successes to all rolls made with  
  the Ability in question. An Essence 5 Solar with  
  Peerless Paragon of Fire would add three successes  
  to all Craft (Fire) rolls at no cost. 
  Exotic Crafts such as Craft (Fate) or Craft 
  (Glamour) require Essence 3+, while First Age Craft 
  skills such as Craft (Genesis) and Craft (Magitech) 
  require Essence 4+. 
  INVESTIGATION 
  UNBLINKING SENTINEL GAZE 
  Cost: 3m; Mins: Investigation 4, Essence 2; 
  Type: Reflexive 
  Keywords: Combo-OK 
  Duration: One scene 
  Prerequisite Charms: Courtier’s Eye Technique, 
  Judge’s Ear Technique 
  Righteous Lawgivers easily separate out friends  
  and enemies. If the Solar personally perceives any  
  character who is a creature of darkness while this  
  Charm is active, that fact becomes Obvious to  
  him. The creature of darkness must be physically  
  
   
   
   
   
  present. Portraits, hologlyphic reproductions, magi- 
  cal projections and remote scrying will not trigger 
  Unblinking Sentinel Gaze. 
  At Essence  5+ this Charm’s cost drops to 
  one mote and its duration may be extended to 
  Indefinite. 
  LORE 
  GOLDEN SAVANT’S LARGESS 
  Cost: —; Mins: Lore 5, Essence 4; 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Power-Awarding Prana  
   This Charm permanently enhances Power- 
  Awarding Prana in the following ways: While the 
  Charm’s invocation cost remains unchanged, only 
  five motes must now be committed to maintain its 
  effect. Additionally, it may be applied to any un- 
   xa te    uma n (although they are still restricted 
  to  lear ning 
  Ch 
  with 
  E 
  e min- 
  imum no higher 
  than  2). Those 
  who already pos- 
  sess an Essence rating 
  of 2 and/or an Es sence 
  pool of 15 motes or m ore do 
  not receiv e any 
  addition al up- 
  grades to those 
  ai 
  MEDICIN E 
  YOUTH- 
  RESTORING 
  BENISON 
  Cost: 20m 
  3w 
  Mins: 
  Medici 
  7,  Essen ce  7; 
  Type: Simple (On e dra- 
  matic acti 
  ) 
   
   
   
   
  Keywords:  Combo-OK,  Obvious,  Shaping, 
  Touch 
  Duration: Instant 
  Prerequisite Charms: Anointment of Miraculous  
  Health, Wholeness-Restoring Meditation  
   
  This legendary Charm was employed only rarely  
  in the First Age, as a reward for the most loyal of  
  a Solar’s mortal retinue, or to preserve a favorite  
  servant or lover. It involves a complex, delicate  
  12-hour medical procedure that resets the Essence  
  flows of the target’s body and mends instabilities  
  of the flesh. At the end of the process, the target  
  is physically returned to the flower of youth—18  
  years of age for humans, or the proportional equiva- 
  lent for animals. The target retains all memories  
  and skills. This procedure is efficacious only when  
  used on behalf of mortals or animals, and it wears  
  off after a year and a day, returning the target to  
  his previous age unless the Solar chooses to renew  
  the Charm’s application with another  12-hour  
  procedure. Alternatively, the Lawgiver’s player may  
  choose to spend one experience point in addition  
  to the standard cost of the Charm, removing the  
  need for upkeep. The target will then begin to age  
  normally from the point of his “reset” youth.  
   
  At Medicine 10, Essence 10, the experience  
  point cost for enduring youth disappears. The Solar  
  is still capable, though, of performing the Charm so  
  that the target requires yearly maintenance. 
  OCCULT 
  BLACK MIRROR REVELATION 
  Cost: —; Mins: Occult 5, Essence 4; 
  Type: Permanent 
  Keywords: Avatar  (1), Mirror  (Unconquered 
  Hero’s Faith) 
  Duration: Permanent 
  Prerequisite Charms: Labyrinth Circle Necro- 
  mancy or Occult Essence Flow 
  This grim Charm was originally developed 
  by ambitious Solars in the final years of the First 
  Age. Frustrated by dead-ending in their study of 
  necromancy at the Labyrinth Circle, they recklessly 
  attempted to forge onward. Those researchers never 
  did break through to the Void Circle. Instead, they 
  found… something else.  
  THE UNCONQUERED SUN 
  29 
  
   
   
   
   
  This Charm p  mits a Solar to learn and use 
  Abys  l Charms as though she were an Eclipse 
  Caste. Additio   ll   she may 
  accept a point of 
  Limit to  ctivat  th  Abyssal Mirror of a Solar 
  Char   sh  kn 
  with th 
  same limitations as 
  Unco   uered Hero’s Faith (see The Manual of 
  Exalted Po 
  The Abyssals, pp. 140-141). 
  As a final side effect, she is 
  guaranteed to linger 
  a  ho    ft   d  th, rather than passing on 
  into Lethe 
  The Charm’s Avatar keyword indicates 
  that the cha  ct 
  t possess the Whispers 
  Backgr   nd at a rating of at least one dot 
  to lea   this Ch 
  Black Mirror Revela- 
  tion 
  be le  ned   ly through meditation 
  within the d   ths of the Labyrinth. In the 
  First Age, its only   ceptable prerequisite was 
  Labyrinth Ci  le Nec 
  ancy. In the Second 
  Age, perhaps due t  the actualization of the 
  Ab  sal Exalted, Solars find it easier to let the 
  whispers of the Neverborn guide them to a 
  co  of dark power nestled within themselves, 
  d 
  al   u   O  ult 
  Essence Flow as an 
  alternat 
  er   uisite. 
  This Charm may never be learned by non- 
  Solar Exalted under any circumstances. As 
  a   int of clarifi  tion, its Abyssal Mirror, 
  Un     uered Hero’s Faith, may never be 
  le  ned or used by any character who pos- 
  I 
  talMale olence Enslavement. 
  Furthe   or  D  thlords are incapable of 
  learning Unc 
  ered Hero’s Faith or any 
  othe  Charm based upon fundamental 
  el   ents of Ab  sal Exaltation. 
  PRIMORDIAL PRINCIPLE EMULATION 
  Cost: — Mins 
  Occult 6, Essence 6; 
  Type: P 
  nent 
  Ke   ords: None 
  Duration  Permanent 
  Prer   uisite  Charms:  Solar 
  Circle S cery 
  Thi s bizarre Charm was  
  inn ovated in the High  
   
  First  Age  by  the  
   
  Solar Queen K’tula.  
   
   
  30  
  
   
   
   
   
  After warping her body into a cephalopod horror 
  through sorcerous manipulation, she found that 
  she could not innovate new Solar Charms that 
  acknowledged the terrible, inhuman capabilities of 
  her new form. Pressing at the outer boundaries of 
  sorcerous understanding, however, she was able to 
  discern a set of cosmological principles more 
  amenable to the thing she had become: the acrid 
  Essence-flows of Kimbery. 
  Upon learning this Charm, the character names  
  a single Yozi. She can henceforth learn and use  
  that Yozi’s Charms as though she were a member  
  of the Eclipse Caste, save that she needs no tutor.  
  Primordial Principle Emulation may be purchased  
  a total number of times equal to (Essence - 5),  
  with each purchase covering a different Yozi. The  
  character gains a point of Limit the first time she  
  invokes any Yozi Charm within the scope of a  
  scene. The Yozis are aware of this Charm, hav- 
  ing used certain of its principles to help guide  
  the formation of their Green Sun Princes. It has  
  historically pleased them to dispatch their Solar  
  akuma to suppress knowledge of the Charm. The  
  Ebon Dragon especially enjoys the bitter regret of  
  his gilded slaves when they realize they bartered  
  away their souls needlessly. 
  Thanks to the taint of the Great Curse upon  
  their Exaltation, Solars may use this Charm only  
  to unlock the secrets of the mutilated lords of Mal- 
  feas. It is possible that a Solar who was somehow  
  cleansed of the Great Curse could also unlock the  
  principles of non-Yozi Primordials. Thankfully, the  
  Abyssal Exalted and their Deathlord masters have  
  never discovered a Charm building off Void Circle  
  Necromancy to gain access to the magics of the  
  slumbering Neverborn. The most well-informed  
  gods of the Division of Secrets hope such a thing  
  proves impossible. 
  This Charm may never be learned by non-Solar 
  Exalted under any circumstances. 
  ATHLETICS 
  RACING THE SUN 
  Cost: —; Mins: Athletics 4, Essence 3; 
  Type: Permanent 
  Keywords: Obvious 
   
   
   
   
  Duration: Permanent 
  Prerequisite Charms: Lightning Speed  
   
  This Charm upgrades its prerequisite, grant- 
  ing it the Stackable keyword. Each additional use  
  of Lightning Speed adds (Athletics) again to the  
  Solar’s Move and Dash distances, though stacking  
  more than one activation makes the Charm Obvi- 
  ous. The Solar may stack as many activations of  
  Lightning Speed as her Essence pool permits. 
  AWARENESS 
  INESCAPABLE EYE OF THE SUN 
  Cost: 3m; Mins: Awareness 3, Essence 2; 
  Type: Reflexive 
  Keywords: Combo-OK, Touch 
  Duration: Indefinite 
  Prerequisite  Charms :  Any  Awareness 
  Excellency 
  The vigilance of the Lawgivers is as inescapable as 
  day and night. By touching a solid obstruction such 
  as a door or wall no more than (Essence) yards thick, 
  the Solar is able to perceive any events oc- 
  curring on the other side as though he were present. 
  Breaking contact with the surface through which 
  one is spying ends the Charm. 
  DODGE 
  COBRA AND MONGOOSE METHOD  
  Cost: — (+2m); Mins: Dodge 5, Essence 4; 
  Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite  Charms: Seven Shadow Evasion, 
  Flow Like Blood 
  The Lawgiver matches his motions to that  
  of an opponent’s weapon, making sure that the  
  targeted blade can strike him no more than it  
  can cut its own shadow. This Charm acts as a  
  permanent enhancement to Seven Shadow Eva- 
  sion, allowing it to be invoked with a two-mote  
  surcharge. This extends its duration to “One ac- 
  tion,” but allows it only to be applied to a single  
  weapon carried by a single opponent (natural  
  weapons such as a Lunar Exalt’s claws or a martial  
  artist’s kicks are valid targets for this purpose).  
  The Charm may not be re-invoked with this  
  THE UNCONQUERED SUN 
  3
  1 
  
   
   
   
   
  enhanced benefit to change targets to a different 
  weapon before its duration elapses, nor may the 
  duration be canceled early by releasing Essence 
  commitment. Seven Shadow Evasion may still 
  simultaneously be invoked at its normal cost to 
  deal with other attacks. 
   
  CONVICTION FLAW REVISITED 
  All Solar perfect defenses suffer from 
  one of the Four Flaws of Invulnerability. 
  Storytellers may find that the Conviction 
  Flaw interacts poorly with certain broad 
  Motivations, rendering it almost impossible 
  to exploit without essentially railroading 
  characters into moments of vulnerability. 
  Since the Conviction Flaw is certainly not 
  intended to serve as “no Flaw,” the following 
  optional rule is suggested: 
  Conviction Flaw: Charms carrying this 
  Flaw do not function when the character 
  has taken some action during the scene that 
  is contrary to her Motivation. If she has 
  acted against an Intimacy or a Virtue she 
  has rated at 3+ during the scene, then such 
  Charms add a three-mote surcharge to their 
  activation cost. 
   
  STEALTH 
  SWALLOWING THE SUN 
  Cost: 2wp, 1hl; Mins: Stealth 4, Essence 3; 
  Type: Simple (Speed 3, DV -2) 
  Keywords:  Combo-OK,  Mirror  (Oblivion- 
  Consigned Essence), Obvious 
  Duration: Instant 
  Prerequisite Charms: None 
  Uniting her mind and Essence in a supreme act 
  of will, the Lawgiver snuffs out her own radiance 
  by drawing her anima banner into her body and 
  extinguishing it. Further expenditures flare the 
  banner from the beginning, as though the Solar 
  had not previously spent any Peripheral Essence 
  in the scene. 
   
   
   
  32 
  New Abyssal Charm: Oblivion-Consigned 
  Essence (Prerequisites: None). This Charm func- 
  tions identically to its Solar Mirror.  
  STEPPING BETWEEN HEARTBEATS  
  Cost: —; Mins: Stealth 5, Essence 4;  
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Invisible Statue Spirit  
   
  This Charm permanently upgrades its prereq- 
  uisite. While the character is still rendered visible  
  by moving or participating in combat, these ac- 
  tions no longer deactivate Invisible Statue Spirit.  
  The Lawgiver becomes invisible once more as  
  soon as he remains stationary outside of combat  
  for one tick. 
  BUREAUCRACY 
  HEAVENLY MANDATE MARKING 
  Cost: 5m, 1wp; Mins: Bureaucracy 4, Essence 3; 
  Type: Simple 
  Keywords:  Combo-OK,  Obvious,  Shaping, 
  Touch 
  Duration: Instant 
  Prerequisite  Charms :  Any  Bureaucracy 
  Excellency 
  The world knows those whom the Lawgivers 
  claim as their own. The Solar touches a character 
  who has just expressed a pledge of loyalty to him. In 
  a flash of light, a golden brand depicting the 
  Solar’s anima icon painlessly appears at the point of 
  contact and then disappears. Most First Age Solars 
  chose to mark their underlings’ brows. 
  This mark is permanent, reappearing whenever  
  the target performs an action at the direct behest  
  of his Solar lord and declares that his labors are  
  performed on behalf of a Prince of Creation. The  
  Solar may withdraw the brand as a miscellaneous  
  action at any time, inflicting one automatic level  
  of lethal damage. 
  A second purchase of this Charm, at Bureau- 
  cracy 5+, Essence 4+, allows the Solar to activate  
  this Charm to cause a servant’s brand to flare to  
  visibility if the servant is within the same realm  
  of existence as the Lawgiver. As long as the Solar  
  
   
   
   
   
  takes no oth- 
  er action, he 
  may  observe 
  and hear what 
  t r a n s p i r e s 
  around  his 
  servant, with 
  the brand as 
  his fixed point 
  of  perspec - 
  tive. A third 
  purchase,  at 
  Essence 5+, 
  permits  the 
  Solar  to  use 
  any  of  his 
  Bureaucra - 
  cy  Charms 
  through  or 
  on behalf of 
  a  remotely 
  observed ser- 
  vant.  These 
  Charms base their effects and limitations on the 
  Lawgiver’s traits rather than the servant’s. 
  LINGUISTICS 
  ETERNAL GILDED WORDS 
  Cost: 3m; Mins: Linguistics 5, Essence 3; 
  Type: Reflexive 
  Keywords: Combo-OK, Obvious, Touch 
  Duration: Indefinite 
  Prerequisite Charms: Flawless Brush Discipline  
   
  With a touch of his hand, the Solar’s Essence  
  renders a message imperishable. This Charm may  
  enchant anything from a wall of graffiti to an  
  entire book, as long as that surface bears a message  
  the character wishes to preserve. While Essence  
  remains committed to the Charm, the letters  
  cannot be erased or defaced. If the enchanted  
  words are contained in a medium designed to  
  hold writing (such as a book or scroll), that object  
  becomes indestructible for the Charm’s dura- 
  tion. Messages scrawled onto surfaces intended  
  for some other purpose are only impossible to  
  remove or deface. The underlying object or struc- 
  ture may still 
  be destroyed, 
  though mere- 
  ly  damaging 
  it  will  not 
  reduce  the 
  words ’  leg - 
  ibility.  The 
  e n c h a n t e d 
  words  shine 
  through any- 
  thing  placed 
  over them as 
  though  they 
  were a Solar 
  caste  mark 
  shining at the 
  four-  to  sev- 
  en-mote level 
  of display, and 
  are  faintly 
  luminous  in 
  the dark. 
  RIDE 
  DRAGON-RIDING MEDITATION 
  Cost: —; Mins: Ride 5, Essence 3; 
  Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite  Charms :  Worthy  Mount  
  Technique 
  While mere animals suffice to carry the youngest 
  of Lawgivers into battle, more experienced heroes 
  bend lesser legends to their service. This Charm 
  permanently enhances all of a Solar’s Ride Charms, 
  allowing them to be invoked to enhance a sentient, 
  consenting mount. 
  SOCIALIZE 
  SHINING IN EVERY EYE ATTITUDE 
  Cost: 12m, 1wp; Mins: Socialize 4, Essence 3; 
  Type: Reflexive 
  Keywords: Combo-OK, Emotion, Social 
  Duration: One scene 
  Prerequisite Charms: Mastery of Small Manners  
  THE UNCONQUERED SUN 
  3
  3 
  
   
   
   
   
  Regardless of the prejudices or expectations of 
  his audience, the Solar matches viewers’ expecta- 
  tions of heroism. All individuals with a Dodge MDV 
  lower than half the Solar’s (Charisma + Socialize 
  + Essence) who behold the character and have no 
  reason to regard him with hostility are inclined 
  to respect him, gaining an automatic Intimacy of 
  admiration toward the Lawgiver. This unnatural 
  mental influence costs one Willpower to resist. 
  ARMS OF THE UNCONQUERED 
  SUN STYLE 
  The odd Arms of the Unconquered Sun style 
  dates back to the High First Age. Originally in- 
  tended as a meditative exercise as much as a fighting 
  art, it was often taught to newly reborn Solars to 
  hasten their mastery of complex Essence workings. 
  Those who sought initiation into Sidereal martial 
  arts considered it a useful bridge toward mastery 
  of those allegorical fighting styles, while the pi- 
  ous enjoyed practicing the forms of the style for 
  devotional purposes. 
  This Celestial martial art is little known in 
  the Age of Sorrows. Its scrolls were purged from 
  Creation along with their authors, systematically 
  sought out and destroyed during the Shogunate. 
  Some ancient Lunars remember the style, but few 
  practice it. The only known remaining manuals that 
  fully describe the style are held among the libraries 
  of the Sidereal Exalted, who feared to insult the 
  Unconquered Sun by letting the style fade from 
  existence altogether. And yet, the style might be 
  witnessing a resurgence at last, as new students 
  practice the Forms of the Sun in the training camps 
  of the Cult of the Illuminated. 
  Weapons and Armor: Arms of the Uncon- 
  quered Sun is an unarmed style only, although it 
  does permit practitioners to wear up to medium 
  armor. 
  DAY AND NIGHT KATA 
  Cost: 4m; Mins: Martial Arts 2, Essence 2; 
  Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Obvious, Counterattack 
  Duration: One action 
  Prerequisite Charms: None 
   
   
  34 
  The martial artist makes it certain that she will 
  endure to strike back at an opponent, as surely as  
  day follows the tribulations of the night. Invoked  
  in response to an attack that successfully strikes the  
  character, this Charm does nothing to immediately  
  protect her from the blow, but it does present a  
  formidable defense that keeps further attacks from  
  having any chance of harming her. Invoking this  
  Charm against an attacker renders it impossible  
  for that attacker to direct any subsequent attacks  
  at the martial artist until his (the attacker’s) DV  
  refreshes. This is treated as a counterattack, even  
  though the defense is not inherently hostile.  
  SPIRIT OVER CLOUDS APPROACH  
  Cost: 4m; Mins: Martial Arts 3, Essence 2;  
  Type: Supplemental 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: Day and Night Kata  
   
  The key to victory resides in the intent to  
  win. Completely focusing his Essence into an all- 
  or-nothing attack, the martial artist renders an  
  attack unblockable. Yet, he also reduces his DVs  
  to 0 during the tick on which he attacks as a result  
  of this focus. 
  RISING SUN FORM 
  Cost: 5m; Mins: Martial Arts 4, Essence 2; 
  Type: Simple (Speed 5) 
  Keywords: Form-type, Obvious 
  Duration: One scene 
  Prerequisite  Charms:  Spirit  Over  Clouds 
  Approach 
  The martial artist leans forward, becoming a 
  compact engine of violence. He adds his Martial 
  Arts score to his Move, Dash and Jump distances, 
  his unarmed attacks gain a +1 bonus to Accuracy, 
  Damage and Defense, and he may parry ranged 
  and lethal attacks without a stunt. He is immune to 
  Crippling effects. 
  SHINING SUN FORM 
  Cost: 5m; Mins: Martial Arts 4, Essence 2; 
  Type: Simple 
  Keywords: Form-type, Obvious 
  Duration: One scene  
  
   
   
   
   
  Prerequisite  Charms:  Spirit  Over  Clouds 
  Approach 
  The martial artist draws himself up straight,  
  palms out, unmovable by will or muscle. He adds  
  his Martial Arts to all grapple rolls, and his mighty  
  open-handed punch attacks inflict piercing dam- 
  age. He is immune to knockback, knockdown and  
  Sickness effects. 
  FADING SUN FORM 
  Cost: 6m; Mins: Martial Arts 4, Essence 3; 
  Type: Simple 
  Keywords: Form-type, Obvious 
  Duration: One scene 
  Prerequisite  Charms:  Spirit  Over  Clouds 
  Approach 
  The martial artist settles into a flexible, rhyth- 
  mless motion, fingertips bunched to attack nerve 
  clusters  and 
   
   
   
   
  The martial artist sinks into a low, rigid crouch, 
  presenting the knife-edges of his hands to his foes. 
  His strikes crush windpipes and rend soft tissue, 
  inflicting lethal damage. Minute adjustments in 
  defensive posture render him immune to coordi- 
  nated attack penalties. He adds his Essence to his 
  DVs, and becomes immune to Poison effects.  
  MEDITATION UPON THE SPEAR 
  Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 2; 
  Type: Extra Action 
  Keywords: Combo-OK 
  Duration: Instant 
  Prerequisite Charms: Rising Sun Form  
   
  The spear carried by the Unconquered Sun is  
  a simple weapon, serving only one purpose. But  
  it is also nimble, able to strike down foes from a  
  multitude of angles. In its simplicity, it is a thing 
  of awe and fear. 
  pressure points. 
  He  adds  his 
  Martial Arts to 
  his natural bash- 
  ing  soak  and 
  lethal soak. The 
  severity  of  all 
  onslaught pen- 
  alties he inflicts 
  increases  by 
  one, and he be- 
  comes immune 
  to  onslaught 
  penalties him- 
  self. He is also 
  immune to un- 
  wanted Shaping 
  effects. 
  SLEEPING SUN 
  FORM 
  Cost: 6m; Mins: 
  Martial Arts 4, Essence 2; Type: Simple 
  Keywords: Form-type, Obvious 
  Duration: One scene 
  Prerequisite  Charms:  Spirit  Over  Clouds 
  Approach 
  Drawing  from 
  this  example, 
  the martial art- 
  ist unleashes a 
  flurry of strikes 
  along many dif- 
  ferent  vectors 
  at a single op- 
  ponent,  each 
  ultimately con- 
  necting in the 
  same  place . 
  The character 
  makes an  un- 
  armed Martial 
  Arts attack at 
  his  full  dice 
  pool. Should it 
  inflict damage, 
  he immediately 
  follows  it  up 
  with another attack, and should that also inflict  
  damage, he repeats this sequence until he has  
  either failed to harm his opponent or (Martial  
  Arts + Essence) total attacks have been deliv- 
  ered. Each attack ignores one cumulative point  
  of the target’s soak. All attacks are delivered at  
  THE UNCONQUERED SUN 
  35 
  
   
   
   
   
  full dice pool. The flurry ignores Rate and has a 
  total Speed and DV penalty equal to the highest 
  of any individual attack. 
  MEDITATION UPON THE HORN 
  Cost: 3m; Mins: Martial Arts 5, Essence 3; 
  Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Obvious, Counterattack, 
  Emotion 
  Duration: Instant 
  Prerequisite Charms: Shining Sun Form 
  When the Unconquered Sun winds his horn, 
  the unrighteous tremble, feeling their feeble 
  pretensions of strength drain away. This Charm 
  may be invoked in response to an attack, whether 
  it actually strikes the martial artist or not. Step- 
  ping forward, he unleashes a powerful and fearful 
  kiai that disrupts his opponent’s Essence. The 
  martial artist’s player rolls (Charisma + Martial 
  Arts) with a number of bonus successes equal 
  to his Essence and compares it to his attacker’s 
  Dodge MDV. Should the total successes exceed 
  that MDV, the target is filled with soul-deep ter- 
  ror. This unnatural mental influence costs three 
  Willpower to resist. If not resisted, the target’s 
  DV does not replenish itself upon his next ac- 
  tion (though other effects dependent upon his 
  DV refreshing, such as being able to use a new 
  Charm selection, still occur). 
  MEDITATION UPON THE SHIELD 
  Cost: 4m; Mins: Martial Arts 5, Essence 2; 
  Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Counterattack 
  Duration: Instant 
  Prerequisite Charms: Fading Sun Form 
  The shield of the Unconquered Sun is used 
  both to catch blows and to batter his enemies. It 
  teaches martial artists to be active even in their 
  passive defenses. A character uses this Charm 
  when he has been subjected to an attack, whether 
  it strikes or not. He steps into the blow, reaching 
  out to remove his foe’s ability to fight. The char- 
  acter is given the choice of countering either by 
  launching a disarm attempt with his Martial Arts 
  added in bonus dice, or initiating a clinch with his 
  Essence added in bonus dice. 
   
   
  36 
  MEDITATION UPON THE LAUREL 
  Cost: 5m; Mins: Martial Arts 5, Essence 3; 
  Type: Simple 
  Keywords: Combo-OK, Crippling, Obvious 
  Duration: Instant 
  Prerequisite Charms: Sleeping Sun Form  
   
  The fourth arm of the Unconquered Sun  
  clutches a laurel branch, symbolizing peace and  
  prosperity. It is the prize for which the other arms  
  of the Unconquered Sun strive. Mindful of this  
  lesson, the martial artist imposes peace through  
  any means necessary. Concentrating for a moment  
  and then launching a precise, forceful strike to his  
  opponent’s solar plexus, the character disrupts Es- 
  sence flow through that key meridian. He launches  
  a Martial Arts attack at his full dice pool. Should  
  it inflict any damage, the target suffers a Crippling  
  effect that forces him to add a surcharge equal to  
  his own current wound penalty to the cost of any  
  Essence expenditures he makes for the remainder  
  of the scene. 
  HEAVEN-AND-EARTH STAIRWAY 
  Cost: — (1m); Mins: Martial Arts 5, Essence 3; 
  Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite Charms: Meditation upon the Spear, 
  Meditation upon the Horn, Meditation upon the 
  Shield, Meditation upon the Laurel 
  As the Unconquered Sun moves naturally from  
  station to station and shifts effortlessly between the  
  faces he shows the world, so too does the martial  
  artist. Utilizing a brief transitional kata called the  
  Steps of Unity, he may reflexively shift between  
  any of the known Form-type Charms of the Arms  
  of the Unconquered Sun Style for one mote.  
  This benefit may be used only once per action,  
  and only if the character already has one of the  
  style’s Form-type Charms active. The character  
  continues committing the motes for whichever  
  Form-type Charm he had originally invoked and  
  does not have to add to this cost, even if the new  
  Form-type Charm is more expensive. Dropping  
  this commitment will drop whatever Form-type  
  Charm he has active.  
  
   
   
   
  CROWNED SUN FORM 
  Cost: 7m; Mins: Martial Arts 5, Essence 4; 
  Type: Simple 
  Keywords: Form-type, Obvious 
  Duration: One scene 
  Prerequisite  Charms :  Heaven-and-Earth 
  Stairway 
  The martial artist relaxes into an easy stance, 
  his attitude leonine in both its regality and vigi- 
  lance, ready for anything. He reduces all multiple 
  action penalties by one, adds (Essence) to the raw 
  damage of his attacks, and is immune to unnatural 
  mental influence within standard or mass combat 
  time. (This last benefit does not apply to long-tick 
  social or mass social combat.) 
  More remarkably, the character’s watchful  
  attitude and quick adaptation permit him to use  
  the Sun Burning upon the Mirror technique. After  
  observing an opponent taking at least three actions  
  under the effects of a Form-type Charm, the char- 
  acter may reflexively commit one mote to emulate  
  all benefits of that Charm, including the ability to  
  use in-style weapons with the Martial Arts Ability  
  (though they do not become compatible with other  
  Arms of the Unconquered Sun Charms). The char- 
  acter may emulate only one Form-type Charm at  
  a time, and he loses the basic benefits of Crowned  
  Sun Form while doing so. All emulated benefits  
  cease to apply should he change to another in-style  
  Form-type Charm by way of the Heaven-and-Earth  
  Stairway, though they will resume should he return  
  to Crowned Sun Form later in the scene. Characters  
  cannot emulate Form-type Charms from styles at  
  stations of the Perfected Lotus into which they are  
  unable to be initiated. (For example, a Lunar Exalt  
  or Green Sun Prince could not emulate Charcoal  
  March of Spiders Form.) 
  SECRETS OF THE 
  UNCONQUERED SUN 
  Unlike their Exalted counterparts, the Solar  
  Exalted do not express the might of their Exaltation  
  in a single narrow channel such as shapeshifting  
  or astrology. Even their command of the most  
  powerful circle of sorcery is merely a symptom of 
   
   
   
   
  their universal excellence, rather than its defining 
  feature. As such, they have developed a host of 
  diverse wonders over the Ages, all of which remain 
  uniquely Solar in character. 
  SHEDDING INFINITE RADIANCE 
  Cost: —; Mins: Integrity 2, Essence 4; 
  Type: Permanent 
  Keywords: Mirror (Void King Ascension) 
  Duration: Permanent 
  Prerequisite Charms: Righteous Lion Defense  
   
  Embracing the judgment of the Unconquered  
  Sun and searing that wisdom into her heart, the 
  Solar becomes an avatar of her caste. The effects of 
  this Charm vary depending on the character’s 
  caste. This Charm cannot be learned by non-Solar 
  Exalted under any circumstances. 
  • Dawn: When employing her anima power,  
  the Exalt gains +2 to her DV against all opponents,  
  regardless of Valor. Even automatons and the walk- 
  ing dead find the blazing radiance of the Lawgiver  
  impossible to behold directly. Additionally, the  
  awful gravity of the Unconquered Sun’s wrath  
  lends surety and power to the character’s blows,  
  raising the Accuracy of all weapons (including  
  natural weapons) the Solar wields by one and their  
  Damage by two. 
  • Zenith: When employing her anima power,  
  the Exalt doubles the normal soak benefit against  
  creatures of darkness and may reflexively burn every  
  inanimate corpse within 30 yards for a single mote.  
  While her anima flares at the (11+)-mote level, she  
  may also burn corpses for a cost of 0m with a touch,  
  and the minimum damage of attacks directed at  
  creatures of darkness is raised by one die.  
   
  • Twilight: When her anima flares at the (11+)- 
  mote level, the Exalt reduces the cost of all sorcery  
  by half, to a minimum of one mote. This reduction  
  does not apply to necromancy. 
  • Night: The cost of the stealth field aspect of  
  the Exalt’s anima power is reduced from 10 motes  
  to five motes, and the difficulty of rolls to track or  
  notice the character rises by (Essence) rather than  
  (Essence/2). 
  • Eclipse: The Exalt takes the laws of Heaven  
  into her own hands. Whenever someone breaks  
  THE UNCONQUERED SUN 
  3
  7 
  
   
   
   
   
  an oath she has sanctified, the Eclipse is im- 
  mediately aware of both the transgression and  
  transgressor. Indeed, if she so desires, the Solar  
  may even specify the circumstances in which  
  the oath-breaker’s botches will manifest (though  
  subject to Storyteller approval). The Exalt may  
  not actually forgive the oath-breaker of any pun- 
  ishment, and Heaven will vent its wrath in the  
  usual manner if the Storyteller judges that the  
  specified circumstances are implausible enough  
  that the transgressor is unlikely to ever actually  
  suffer punishment. As a final, as-yet-unrealized  
  benefit, the Eclipse anima power as enhanced by  
  this Charm may find purchase upon the very Yozis  
  themselves. When deferred with the Fiend anima  
  power, the Ebon Dragon suffers punishment in  
  the oathbreaker’s stead thanks to an obscure and  
  overlooked clause in his surrender oath.  
   
  New Abyssal Charm: Void King Ascension  
  (Prerequisites: Eternal Enmity Approach). Embrac- 
  ing the doom the Neverborn have crafted them to  
  inflict on the world, Abyssals gain the following  
  benefits: 
  • Dusk: Like Dawns, the malicious shadows of 
  the Dusk anima deepen until Valor becomes ir- 
  relevant, with the same benefits. Additionally, to 
  facilitate the slaying of multitudes, weapons wielded by 
  the Abyssal (including natural weapons) add one to 
  their Defense and two to their Rate. 
  • Midnight: Zombies raised with the anima  
  power no longer automatically decay.  
   
  • Daybreak: As the Twilight benefit, but ap- 
  plicable only to necromancy, not sorcery.  
   
  • Day: The Abyssal crawls with concealing  
  shadows, making her difficult to target. When at  
  the (11+)-mote level of display, all attacks against  
  the Abyssal suffer a -1 external penalty.  
   
  • Moonshadow: As the Eclipse benefit, save  
  that rather than specifying the circumstances of  
  botches, the Moonshadow may instead choose to 
  immediately inflict a Dark Fate manifestation on 
  the oathbreaker constructed with a number of suc- 
  cesses equal to the number of botches that would 
  have been otherwise inflicted. 
  TWILIGHT REVISITED 
  While the anima powers of most of the  
  Chosen are static enhancements to their  
  mystic prowess, the Twilight anima shield 
  directly scales in strength as a character rises  
  in Essence. For Storytellers running higher- 
  Essence games who find that this power 
  produces undesired balance disparities, the  
  following optional rule is suggested: When  
  the anima banner of a Twilight Caste (or 
  Daybreak, or Defiler) is flaring at the (11+)- 
  mote level of display, she automatically  
  subtracts only a single health level of dam- 
  age. Five motes may still be spent to enjoy  
  the anima power’s full benefit, if desired. 
  PRAYER PIECE (ARTIFACT • • • ) 
  These marvels of First Age craftsmanship  
  resemble the humble flame piece in outline, but  
  could never be mistaken under closer examination  
  for a mortal weapon. Rather than a trigger, prayer  
  pieces have an Essence-sensitive chit carved from  
  pure red jade, leading up into a jade-and-orichalcum  
  barrel. The interior of the gun’s barrel is carved  
  with a series of hair-thin rifled grooves, and into  
  the interior of these grooves are etched even more  
  incredibly delicate, painstakingly detailed shrines  
  and prayers to the Unconquered Sun. Microscopic  
  least gods slumber within these shrines, their only  
  purpose to convey martial veneration to the High- 
  est of Holies. 
  Each prayer piece can chamber five rounds  
  of ammunition at once. Unlike their distant rela- 
   
   
  Speed 
  Accuracy 
  Damage 
  Rate 
  Range 
  Ammo 
  Attune 
  5 
  +2 
  10L* 
  2 
  50 
  5 
  6 
  *10A against creatures of darkness  
   
   
  38  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  tive, the alchemical flame weapon, prayer piece 
  ammunition requires no expensive thaumaturgy  
  to produce. Only a great investment of skill and  
  time is required. Prayer pieces are designed to fire  
  slugs made of any relatively soft metal, although  
  First Age Solars considered gold to be the only sub- 
  stance worthy of the honor. Each round to be fired  
  by a prayer piece must be completely covered in a  
  specific, detailed prayer to the Unconquered Sun,  
  its hair-thin characters completing the matching  
  verses carved within the weapon’s barrel. Producing  
  such a round requires five hours of work, knowledge  
  of Old Realm and a (Dexterity + Craft [Air]) roll  
  at difficulty 3. 
  In order to fire a prayer piece, the user must  
  feed it a single mote of Essence. Doing so catalyzes  
  the prayers inscribed on the slug, awakens the least  
  gods within the weapon and fuses hope, devotion  
  and will into a singular moment of focused martial  
  intent. The slug erupts from the weapon with a roar  
  and a gout of smoke, which carries the completed  
  prayer to Heaven. 
  Because their attacks are Holy in nature, prayer 
  pieces fail to function when wielded by creatures of 
  darkness. 
  WINGS OF THE ARCHON (SOLAR CIRCLE SPELL) 
  Cost: 40m 
  Target: Self 
  Raising an arm to the heavens, the sorcerer’s  
  fingers flicker through the Mudra of Unimpeded 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Passage. Essence erupts around him, then collapses 
  into a pair of burning wings extending from his back. 
  Each Exalt’s wings differ slightly in appearance, 
  though they are all formed of holy fire, preventing 
  this spell from being cast by creatures of darkness. 
  For the rest of the scene, the sorcerer may freely fly at 
  a base speed of 30 yards per tick, and is able to 
  apply his Parry DV to attacks directed at his back. 
  These are incidental advantages, however. The 
  spell’s true purpose is to provide transportation 
  between realms of existence. 
  By flying straight up into the open sky for 
  twenty-five hours, maintaining a strictly vertical 
  course, the sorcerer may pass from Creation to 
  Yu-Shan. He emerges from the thick of one of the 
  many clouds that float in Heaven’s sky, directly 
  above the plaza containing the ring of heavenly 
  gateways leading to the Blessed Isle. 
  Alternatively, the sorcerer may fly west, follow- 
  ing the track of the falling sun. If he maintains his  
  bearing through the night, keeping ever on toward  
  the point where the sun passed beyond the rim of  
  the world, then the rising of the sun will reveal the  
  ashen landscape of the Underworld stretching out  
  around him at a point analogous to his previous  
  position in Creation. 
  By ascending above a solid cloudbank and set- 
  ting a course for a certain star in the constellation  
  of the Mask, the sorcerer may fly for five days and  
  five nights without rest. Gradually, without his  
  THE UNCONQUERED SUN 
  39 
  
   
   
   
   
  notice, the clouds below will shift from white mist 
  to silver sands, the sky will turn a bilious green, and 
  the borders of Malfeas will loom before him. 
  Most curiously, if the Seal of Eight Divinities 
  has been breached, a sorcerer may even fly into the 
  empty, starless space between the constellations of 
  the Sorcerer and the Treasure Trove. Within twelve 
  hours, the cold darkness of the empty sky will be 
  replaced by the cold darkness of the Far Reaches 
  of Autochthonia. 
  If not used for cross-realm transportation, the 
  wings fade at the end of the scene. 
  INFINITE CATALEPSIS MACRAMÉ 
  (SOLAR CIRCLE SPELL) 
  Cost: 50m 
  Target: Area with (Essence x 50) yard radius 
  Casting a vast matrix of static Essence over 
  the region around him, the sorcerer recites the 
  Verse of Essence Constrained. There is a brief 
  flash, and all surfaces within the affected region 
  develop a hard sheen when light shines on them, 
  as though varnished. Within the range of the 
  spell’s effect, all Shaping magic ceases to function 
  with the exception of Lunar shapeshifting. Spells, 
  attacks, defenses, personal enchantments, Sidereal 
  astrology—none of these effects may be invoked 
  within the range of the spell, and any standing 
  Shaping effects brought into the zone of its influ- 
  ence immediately terminate. 
  The Primordials used this magic to bring areas 
  of Creation “offline” for direct maintenance, while 
  First Age Solars used it to safely perform large scale 
  Essence-reactive experiments without fear of pro- 
  voking cascade failure of reality. In the Second Age, 
  Infinite Catalepsis Macramé is mostly notable for 
  its potential military applications, which include 
  one particular function that was heavily censored 
  and little-known even in the First Age—its zone 
  of influence is immune to the Sword of Creation. 
  This fact was deliberately left out of most First Age 
  sorcerous manuals, and so the ones most likely to 
  recall it in the current Age are Green Sun Princes 
  with direct memories of the spell. 
  This spell’s effects linger until either banished 
  by countermagic or until the sorcerer who invoked 
   
   
  40 
  it utters the Verse of Essence Restored. An area may 
  safely be constrained only for up to one month. It  
  begins to stagnate after that point, lowering the  
  rating of any manses or demesnes within its bound- 
  aries at a rate of one dot per month, and lowering  
  the number of motes respired per hour by one per  
  month until Essence respiration is impossible.  
  Causality errors of increasing severity eventually  
  begin to plague the region, and the formation of  
  shadowlands or introduction of Wyld taint becomes  
  much easier. Once the spell is broken, damage to  
  the area’s Essence and geomancy is reversed at a  
  rate of one mote/dot per year. 
  SACRED RITES 
  The rituals by which the Unconquered Sun  
  allows his power to be called on by the mortals of  
  Creation were carefully negotiated over the course  
  of the High First Age. At first the Solar Exalted  
  reverentially asked their maker for his blessings to  
  aid their pacification of a war-torn world. As time  
  went on, they became more paranoid and haughty,  
  seeking to preserve their authority under the  
  Creation-Ruling Mandate. They began to fear that  
  the small miracles the Unconquered Sun bestowed  
  to the common people were a ploy to undermine  
  the hegemony of the Solar Deliberative, so they  
  instituted licenses and restrictions on practice of the  
  sacred rites of the Highest of Holies. Some became  
  the exclusive province of the Solar Exalted, while  
  others were banned outright. 
  Many of the Unconquered Sun’s rites have 
  spread and flourished since the fall of the Old 
  Realm, while others have fallen into disuse, mostly 
  according to their reliability and utility. 
  THE ART OF HUSBANDRY 
  Greeting the Sun (0, Charisma, 1, Five minutes):  
  First Age Solars mandated a schedule of worship  
  wherein all mortals made five daily prayers to the  
  Unconquered Sun: once at sunrise, then at noon,  
  midafternoon, sunset and midnight. These prayers  
  were not simply shows of respect to the Most High,  
  they enabled the sun’s righteous blessing upon the  
  people. A successfully completed daily prayer to  
  the Unconquered Sun obviates one botch between  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the time of the prayer’s performance and the next 
  scheduled prayer in the cycle, making it a normal  
  failure instead. (A prayer at sunrise would alleviate  
  the first botch that occurred between dawn and  
  noon.) By the end of the First Age, the Solars had  
  allowed most mortals to grow lax in their devotions,  
  and the majority of individuals did not awaken  
  to make a midnight prayer. As a result, the small  
  hours of the morning became widely associated  
  with misfortune and disaster, an association that  
  has persisted into the current day. Only a very few  
  communities still greet the sun according to the old  
  methods, though the Cult of the Illuminated has  
  recently revived the practice among its training  
  camps. This procedure uses Performance in place  
  of Occult. 
  A Canticle for Hope (2, Charisma, 3, Five hours):  
  Sinking to her knees, the thaumaturge recites a series  
  of ritual prayers to the Unconquered Sun, asking him  
  to send her a champion. If the petitioner’s desire for  
  assistance is sincere, then upon successful comple- 
  tion of the ritual, all Solars within one hundred  
  miles gain the distinct impression that someone  
  needs their help, and knowledge of what general  
  direction to head in should they feel inclined to  
  investigate or respond. This carries no compulsion,  
  and is not a form of mental influence.  
   
  This procedure was created during the height of  
  the Old Realm, and largely banned for use by anyone  
  other than high-ranking Deliberative officials by  
  its end, as the Solars became annoyed by frequent  
  calls for assistance. The Cult of the Illuminated  
  has revived the ritual, but disseminates it only very 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  slowly and carefully, fearful that it might be used to 
  lay traps by the enemies of the Lawgivers.  
   
  Aureate Dowsing (3, Perception, 5, One hour):  
  This ritual requires the use of a forked branch cut 
  from a tree growing on the upper slopes of the 
  Imperial Mountain, wrapped in a thin wire of pure 
  orichalcum. Held firmly throughout the length of 
  the ritual, the stick will forcibly dip toward any 
  source of unworked gold within 500 yards should 
  the thaumaturge wander close to such a deposit. A 
  similar procedure exists for locating silver capable of 
  being worked into moonsilver. 
  THE ART OF SPIRIT BECKONING 
  Humble Servant of the Unconquered Sun  (3, 
  Charisma, 10, One hour): This fearful thaumaturgic 
  rite takes the form of a desperate prayer to the Most 
  High for his direct aid with some problem—such as 
  failing crops, an unstoppable army camping over 
  the next hill or an upcoming duel with an 
  invincible swordsman. 
  Should the prayer make its way to the Uncon- 
  quered Sun’s ears, he instantly evaluates the life of  
  the petitioner. All of the thaumaturge’s deeds are  
  voluntarily made Obvious to the Most High as a  
  part of the procedure. At the Storyteller’s discretion,  
  the Unconquered Sun may judge the petitioner to  
  be a mostly righteous individual according to his  
  embodiment of the four Virtues (that is, mostly  
  temperate, valorous, compassionate and firm in his  
  convictions) and the Unconquered Sun’s personal  
  reckoning of righteousness. If the god judges the  
  petitioner worthy and the problem the petitioner is  
  facing seems insurmountable given his capabilities  
  THE UNCONQUERED SUN 
  4
  1 
  
   
   
   
   
  and resources, the Unconquered Sun will dispatch 
  the least of his servants—the mice of the sun—to  
  intervene. These creatures help the petitioner in  
  the manner determined best by the Storyteller. 
  If the Unconquered Sun finds the problem  
  to be within the capabilities of the thaumaturge  
  to solve without divine intervention, or that  
  the petitioner is insufficiently righteous, he will  
  still dispatch the mice of the sun. In this case,  
  however, the mice spread a pestilence upon the  
  thaumaturge, his closest companions and those 
   
   
  MICE OF THE SUN 
  of his household. Even among the Exalted, only 
  the most desperate dare beg the direct aid of the 
  Unconquered Sun. 
  THE ART OF WARDING AND EXORCISM  
   
  Impeding the Nemesis (2, Intelligence, 4, One  
  hour): Ritual preparations using prayer, salt and 
  crushed pyrite render an area 100 yards in diameter 
  inhospitable to creatures of darkness until the sun 
  next sets. All actions by creatures of darkness of 
  Essence 2 or less while within the boundary of the 
  wards suffer from a -2 internal penalty.  
  The mice of the sun are small, pure-white white field mice bearing a golden sunburst pat- 
  tern upon their fur. They have the traits of normal field mice, save that they have Intelligence 4.  
  When sent out by the Unconquered Sun to assist the righteous, the mice have chewed through  
  the bonds of the imprisoned, eaten the bowstrings of encroaching armies, ruined the beautiful  
  possessions of the wealthy and wicked. They have even spread the Plague of the Sun in the direst  
  of circumstances.  
  When directed against one who has angered the sun with an unworthy petition, they simply 
  communicate the Plague of the Sun as a Shaping and Sickness effect. 
  The Plague of the Sun uses the traits of the plague found on page 353 of Exalted, with the 
  following exceptions. It is not communicable, it affects Exalted and other supernatural beings as 
  though they were mortal, and victims automatically become re-infected at 
  the next sunrise if they are cured of the affliction as a Shaping and 
  Sickness effect. A successful prayer asking for the 
  forgiveness 
  of the Unconquered Sun sets the disease in abeyanc 
  for one week. (This prayer may be either made 
  by the one afflicted or issued by a priest of the 
  Unconquered Sun on that one’s behalf.) Only 
  issuing a face-to-face personal apology to the 
  Most High is sufficient to remove his wrath 
  permanently. The Unconquered Sun’s epic 
  Compassion ensures that he always accepts 
  such  apologies,  assuming  the  afflicted  does 
  nothing more during the meeting to provoke 
  his 
  wrath. The Carnival of Meeting usually represents the best 
  opportunity for the afflicted to gain access to the Most High. 
   
   
   
   
   
   
   
  42  
   
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Glories of the Most High/The Unconquered Sun.pdf