Solar Castes

The champions empowered by the Unconquered Sun belong to one of five castes, granted the kind of power that best supports their display of heroism

I am not a wise man,
but I am a strong one,
and I know right from wrong.

Surrender,
and I will see you
are judged fairly.

Resist,
and I will end your
tyranny with your life.

Dawn Caste

The Dawn Caste are mighty warriors, charismatic generals, and genius strategists who fiercely defend their charges and lead armies to victory.
Their animas are sunrise-hued: pale yellow, blue, and pink. Morning birds and hunting hawks call within, accompanied by the smell of molten metal.
Their Caste Mark is a golden sunburst.

The Forsaken

According to the histories of the Realm, the dark patrons of the Anathema turned their backs on their servants. Most fled in terror and disarray from the forces of the Elemental Dragons and abandoned their warrior brethren to die alone in a hopeless battle against the righteous armies of the Terrestrials. Because this caste of Anathema was abandoned by its patron and fellows in its time of greatest need, the Dragon-Blooded still refer to the Dawn Caste as the Forsaken.

Anima Effects

Supernal Warrior (Dim): Without needing to roll, defeat up to the Dawn’s permanent Essence level in Mooks or Fillers (of no more than the Dawn’s Scale) every turn, and add the Dawn’s permanent Essence level to damage against battle groups. Additionally, battle groups increase the difficulty to resist a rout check by the Exalt’s permanent Essence level.
Fearsome Visage (Active): The Dawn Caste is a terrifying foe. Add the Solar’s permanent Essence level to attempts to frighten or intimidate an opponent.
Unconquered (Iconic): Follow any ranged or close combat attack with a secondary attack of the other sort. This attack must target a different opponent.

Caste Abilities

  • Archery
  • Brawl
  • Melee
  • Thrown
  • War
In addition, once they reach permanent Essence 2 Martial Arts Charms count as in-Caste Charms for a Dawn rather than neutral Charms.

Sobriquets

Ascending Suns, Children of the Dawn, Lightbringers, Bronze Tigers, Swords of Heaven, The Forsaken

Example Concepts

Mercenary prince, city guardsman, warrior-scholar, grizzled veteran, daring young farm boy, famous pit fighter, heroic bandit, barbarian raider, swordsmith

The stars and the prophets
have long foretold a day
when the forces of righteousness
would come vanquish
that which is wicked.

I have come in from
the wilderness to tell you —

that time is now at hand.

Zenith Caste

The Zenith Caste are faithful priests and fiery orators, who inspire their followers to strive for justice. They’re holy warriors who vanquish the dead and creatures of darkness. Upon their Exaltation, the Unconquered Sun speaks directly to them.
Their animas are the brilliant white and gold of the midday sky, streaked with cobalt. At the iconic level, images of bulls, pillars, and other unyielding objects appear.
Their Caste Mark is a golden solar disc.

The Blasphemous

According to the theology of the Realm, the Anathema forced their subjects to bow down and worship the dark powers the Anathema worshiped. This wicked worship was abolished, and in its place was set up the pure faith of the Immaculate Order. For their affronts against the natural order, the leaders of the Anathema’s profane religion are referred to as the Blasphemous.

Anima Effects

All Eyes Upon Me (Dim): Extras, Fillers and non-heroic mortals cannot ignore the Zenith’s social actions and will do as she asks as long as the request is reasonable. If they refuse anyway the player gains a fate point at the end of scene as though they suggested a compel that was refused.
Purity of Purpose (Active): The Zenith adds their permanent Essence level to Presence and Performance rolls, and instantly destroys any undead Extras or Fillers they can perceive. Add the Zenith’s Essence level as damage against undead battle groups.
Highest of Holies (Iconic): Add the Solar’s Essence level to attacks against creatures of darkness. The first time the Zenith reaches iconic anima in a scene, any battle group lead by or consisting of creatures of darkness must immediately make a rout check with the difficulty increased by the Exalt’s Essence level.

Caste Abilities

  • Integrity
  • Performance
  • Presence
  • Resistance
  • Survival

Sobriquets

Resplendent Suns, Pillars of the Sun, Solar Thunder, Golden Bulls, Hammers of Heaven, The Blasphemous

Example Concepts

Former priest or shaman of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave

You would enslave
these people with ignorance
and keep their minds small
and their lives miserable
in order to fatten your own belly.

I cannot abide such wickedness
and come bearing the light
of learning for all
who wish to see.

Twilight Caste

Passionate in their pursuit of knowledge, the Twilight Caste are traveling scholars, engineers, and sorcerers, seeking to bring wisdom to the world and improve peoples’ lives.
Their animas reflect the colors of sunset and early evening. At the iconic level, images of tomes and gears swirl within.
Their Caste Mark is a golden circle, filled with gold on the top and empty on the bottom half.

The Unclean

Many were those among the Anathema who made pacts with evil spirits and the powers of the Underworld to gain power. These warlocks traded the blood of sacrifices, their bodies, even their eternal souls to the forces of darkness in exchange for power. Yet, when the righteous armies of the Terrestrial Exalted rose up against them, their evil powers availed them not, and they were put to the sword with their fellows. For their traffic with wicked beings, these Anathema are known as the Unclean.

Anima Effects

Joyous Pursuit (Dim): While working on long tasks involving investigation, research, or planning add the Solar’s permanent Essence level to Create an Advantage rolls.
Indefatigable Genius (Active): Add the Solar’s Essence level to Craft and Lore rolls, or to rolls to channel Essence for spellcasting purposes (not the spell itself).
Summoner’s Call (Iconic): When they first reach Iconic Anima the Twilight may summon a minor elemental or first circle demon of her choice, instantly calling it to her side. It remains bound to her for the rest of the scene.

Caste Abilities

  • Craft
  • Investigation
  • Lore
  • Medicine
  • Occult

Sobriquets

Descending Suns, Children of Twilight, Solar Lightning, Copper Spiders, Arrows of Heaven, The Unclean

Example Concepts

Elderly scholar, warrior-sage, cunning courtier, slave on the run, destitute student, child prodigy, ambitious courtesan, educated merchant, village wise woman, cunning tailor, traveling healer, town constable, optimistic young scavenger, blacksmith

Hide your wickedness
behind closed doors,
skulk beneath the earth,
even conspire in the land
of dead if you wish —

it will avail you not.

You may conceal your evil
from the light of
the Unconquered Sun,
but you cannot evade his eyes.

Night Caste

The Night Caste are spies and assassins, striking down the unrighteous from the cover of darkness.
Where the other Lawgivers’ displays of power draw attention, Night Caste Solars are subtle. Shades of gray, violet, and black twist through their pale gold animas. At the iconic level, they flash with the glint of moonlight on steel, and trail shadows in their wake.
Their Caste Mark is an empty golden circle.

The Wretched

Some among the Anathema would walk through the streets at night, listening at windows and peering through shutters. These beings endlessly hunted those who rebelled against the Anathema’s twisted rule. Yet, their vigilance availed them not, for the champions of righteousness were more devious than they. It is said that these creature were so hideous that they could not bear the touch of sunlight on their skins. For their hideous looks and wicked demeanor, these Anathema are know as the Wretched.

Anima Effects

No One Special (Dim): The Night Caste can dampen her anima, preventing others from seeing it until she wants to be noticed. She cannot suppress her iconic anima.
Cloak of Shadows (Active): The Night Caste wraps her anima around her like a cloak and moves about unseen. Add her Essence level to Stealth and Athletics rolls. Anyone who does notice her sees only a flickering shadow-visage; it’s impossible to discern her identity.
Vanishing Foe (Iconic): After resolving a successful attack, the Night Caste may at a cost move instantly to any other location in the scene and roll Stealth to create the Aspect “Appearing Foe” against a target in the same zone.

Caste Abilities

  • Athletics
  • Awareness
  • Dodge
  • Larceny
  • Stealth

Sobriquets

Hidden Suns, Concealing Shadows, Nightbringers, Iron Wolves, Daggers of Heaven, The Wretched

Example Concepts

Troubleshooter for hire, bounty hunter, neglected youngest sister, escaped fugitive, king of thieves, nobleman’s mistress, gang leader, crafty merchant, highwayman

I negotiate in good faith,
and you respond with treachery.

Sadly for you,
I have learned to anticipate such duplicity.
Even if you survive the wrath of my Circlemates,
you must answer to Heaven as well.

Eclipse Caste

The Eclipse Caste are diplomats, negotiators, and peacemakers. They mend rifts between nations, de-escalate conflicts, and oversee bargains with the Fair Folk.
Their white and gold animas coruscate outward into wispy trails like the corona of an eclipse. At the iconic level, symbols of peace appear within them, and harmonious voices sing.
Their Caste Mark is a golden disc within a circle.

The Deceivers

Some of the Anathema had voices that could drive men beyond their senses. They could make the most blatant lie seem real or convince even the wisest man to bind himself into oaths of slavery. These honey-tongued charlatans crafted a web of lies to hold their corrupt empire together, but in the end, it was not enough to protect them from the forces of righteousness. For their perjuries, these Anathema are known as the Deceivers.

Anima Effects

Universal Scholar (Passive): The Eclipse may learn Charms from spirits, Fair Folk, and other supernatural beings with the Eclipse keyword. At a cost, the Eclipse may seal an oath between two parties. Those sealed are bound to honor the oath represented as a an Aspect with two free invokes that can be used against them on any subsequent rolls for the rest of the session if they do not.
Esteemed Guest (Active): When the Eclipse negotiates with demons, Fair Folk, spirits, or the dead, they must welcome the Eclipse and entourage and present Exalt with human hospitality. These beings must treat the Circle with pleasantries and respect unless the Exalts act with hostility first. Hostile actions by the opposing party (such as making attacks or threats) are made at a Difficulty increased by the Eclipse’s Essence level.
Venerated Witness (Iconic): Everyone in the scene must honor their agreements with other characters in the Eclipse’s presence and suffer her Essence level in increased Difficulty to all actions taken to go back on their word. At a cost, the Eclipse may seal a greater oath between two parties. Anyone who breaks their vow suffers an appropriately grand curse determined by the Storyteller. The other party is aware of when and how the promise was broken.

Caste Abilities

  • Bureaucracy
  • Linguistics
  • Ride
  • Sail
  • Socialise

Sobriquets

Crowned Suns, Harmonious Voices, Solar Winds, Quicksilver Falcons, Quills of Heaven, The Deceivers

Example Concepts

Elderly society matron, ambitious young noble, professional diplomat, trade intermediary, village shaman, careful spy, ambitious courtier, professional messenger, adventurous sailor, army quartermaster