Traveling Speeds/Times

 Alchemical Charms Merits and Flaws
Imperial Calendar Large Scale War Rules Custom Charms

Heckate's Weapon Rules

1st Age Government

 

  Our House Rulings Healing Times  
   Our House Rulings
  • Playable Exalteds...
    • In the Solar Chronicle
      • Solars
      • A Limited Number of DB's
      • A Limited Number of Sidereal's
      • Abyssals, but only converted from Solars. No starting Abyssals.
        Also it is not common knowledge that Solars can become Abyssals, in fact this information is highly secret. I will not allow anyone to meta-game player knowledge of the Abyssals. If you want to turn let me know, but its not like flipping a switch, it all has to be role played out, there also has to be a good in character, role play reason for something like this to happen.
    • In the Dragon Blooded Chronicle
      • Dragon-Blooded
    • In the Lunar Chronicle
      • Lunars
  • Non Game Play Experience
    • Players can earn EXP while not playing and for actives outside of game play. 4 to 10 EXP may be awarded for stories of characters past, his exaltation, and good character descriptions. These must be approved prior to them being submitted for EXP and the point value is not assigned until they are turned in.

Merits and Flaws

Acute Sense: 3 pt Merit
You have the effects of the Sensory Acuity Prana charm as a natural gift, but you still need to buy it as a prerequisite for other charms.
Ambidextrous: 1 pt Merit
You do not have the offhand penalty.
Catlike Balance: 1 pt Merit
+2 dice to all balance checks.
Caste Scar: 3 Points Flaw
Upon the character's exaltation her caste mark was burning so intensly that she was left with a scar in form of the mark, forever visible on her forehead. Unless she covers it she will be clearly recoginzed as a solar. Furthermore her essence seeps through the scar when she uses it to fuel her charms. The first two steps of the anima banner apply to her even if she uses essence from her personal pool.
Huge Size: 4 pt Merit
Ox body technique costs 3 xp less and takes half the training time, -1 to stealth and socialize rolls.
Hard of Hearing: 1 pt Flaw
You may take Awareness Charms dealing with hearing but must double the cost to activate such charms. Awareness checks for hearing are at -1 dice.
One Eye: 2 pt Flaw
-3 dice for awareness rolls involving sight. other penalties are up to the ST and may depend on the situation.
Seasick: 2 pt Flaw, 3 pt Flaw for Eclipse Caste.
You don’t adapt well to life on the seas; the constant rocking motion disrupts your balance, and your stomach, leading to difficulty in taking any actions. While at sea, you’re at -3 on all dice pools. Spending a Willpower point and succeeding on a standard Resistance roll will reduce the penalty, for your next action, by 1 die for each success rolled (not to exceed 3 dice). It is possible to obtain herbs and homebrew cures to fight the effects of seasickness; these can be found in herbal remedy stores and exclusive port inns (needing Resources 1 to purchase enough curatives to last one trip). This medicine sets a flat –1 to all dice pools (which cannot be eliminated by the above roll), an effective Wits score of 1, and a base Initiative of 0.
Stable Form: 1-7 Points Merit
You have received a special blessing during your Exaltation. The warping effects of the wyld do not affect you as severely as others. Whenever the storyteller rolls a die to determine whether or not your character suffers the mutating effects of the Wyld, subtract from the result equal to the Merit value to a minimum of 1. So for example, if the storyteller rolled a 7 and you had 3 points invested in the merit, the end result would be 4 and you would suffer the 4-5 result (P. 280). The merit value also adds to your willpower dice pool in fighting the maddening effects of the Wyld. This Merit does not protect from creatures (or their Powers, such as the Fair Folk's Glamour magic) of the Wyld or outside hazards of the Wyld environment, only the mutating effects that are caused by spending too much time in the Wyld.
Disfigured: 3 pt Flaw
You were disfigured at birth or from an accident during your childhood. Pick one penalty:-4 socialize, -3 awareness, -2 athletics.
Poor Sight: 3 pt Flaw
You may take Awareness Charms dealing with sight but must double the cost to activate such charms. Note there is no 1pt version as glasses and other vision correction equipment are rare to non-existent. -1 dice to awareness checks involving sight
Deaf: 4 pt Flaw
You may not take any Awareness Charms dealing with hearing.
Hidden Anima: 7 Points Merit
Your anima tends to release spent essence slowly, leaking it out gently over time rather than exploding it out immediately after you spend it. The result of this is that your anima banner takes longer to appear, and only rarely gets as severe as that of other Solars. 
SYSTEM: Add +5 to your Anima Chart to determine how quickly you're anima flares up. That means you can spend five periphereal essence without any outward sign, 6-8 essence causes your caste mark to glow, 9-12 essence makes your caste mark shine through clothing and other concealments, and so on.
Talisman of Luck: 5 Points Merit
The character is so blessed with good luck, that those travelling with her often consider her a lucky mascot for them, rival to any talisman. Once a session the character may reroll any dice pool of her own, or allow a re-roll of any other players dice pool. Once the dice are re-rolled the second result must stand. The lucky character must be present in a scene for a re-roll to be allowed, they are the one favoured by fate after all...
Concentration: 1 pt Merit
Substitute Endurance for Meditation.
Internal Compass: 1 pt Merit
You know which way is north at all times, underground requires a check still.
Patient: 2 pt Merit
Reduce all training times by 10% round up.
Code of Honor: 2 pt Merit
The +3 difficulty to affect a character is applicable to Charms that would force the character to violate his code, but not on the much more powerful Sorceries.
Expert Horseman: 2 pt Merit, 1 pt Merit for Eclipse Caste
You were riding a horse before you started walking. You can guide your horse and coax it to perform stunts that persons on foot will marvel at. For any roll that is difficulty 2 or higher, you add two dice to your pool. Attackers find you particularly slippery and attacks that you are aware of are at +1 difficulty if you are actively evading assaults.
Combat Veteran: 3 pt Merit, 2 pt Merit for Dawn Caste
You choose one per time taken but cannot take the same one twice: +1 inniative, melee, thrown, martial arts, brawl, damage, b/l soak.
Daredevil: 3 pt Merit
+1 stunt die to any stunt that chances you getting hurt, +2 dice to any action that is dangerous to the character.
Eidetic Memory: 3 pt Merit
You can remember minute details of any thing you've seen or heard.
High Pain Tolerance: 3 pt Merit, 2 pt Merit for Zenith Caste
You can ignore -1 of the wound penalties.
Natural Linguist: 3 pt Merit, 2 pt Merit for Eclipse Caste
Double the number of languages you can know and you can have up to 5 specailities instead of 3.
Natural Craftsman: 3 pt Merit, 2 pt Merit for Twilight Caste
Reduces crafting time by 25% and you can have up to 5 specialities instead of 3.
Impatient: 1 pt Flaw
Increase all training times by 10%.
Combat Ineffective: 2 pt Flaw, 3 pt Flaw for Dawn Caste
Same as combat vet. but negatives instead of positives.
Combat Stress: 3 pt Flaw
-1 dice pool for every opponent beyond the first engaging you at the same time.
Low Pain Threshold: 3 pt Flaw
Add another negative modifier to all wound penalties.
Animal Magnetism: 1 pt Merit
You have an easy time getting an animals acceptance, one auto success to any animal handling check. +1 to familiar background, only if you have spent a dot on it already.
Natural Leader: 1 pt Merit
+2 dice to all leadership rolls.
Enemy: 1 to 3 pt Flaw
1 pt: is a nuisance of minor power, this enemy will bother the PC and even his party until directly dealt with, he shouldn't be a hard enemy to dispatch but difficult to catch 2 pt: an enemy of equal power and resources to the PC and maybe his whole party 3 pt: an enemy of this caliber can only be dealt with after accruing power and experience, the PC and his party should be worried when this bad guy is in the same region
Creepy: 1 pt Flaw, 2 pt Flaw for Eclipse
People find you creepy to be around, most people wont talk to you unless they have to. -1 dice to all social, bureaucracy, performance rolls. +1 to intimidation checks.
Ward: 4 pt Flaw
You have a ward (someone you take care of or protect), this can be a friend who didn't exalt, a child you are sure to exalt, your child who might exalt or whoever you make of it. You lose 10 xp should your ward die or get captured and you dont recover, if insufficient xp the character loses 2 willpower.
Fugitive: 5 pt Flaw
You’ve come to the attention of the authorities of the Realm because of criminal activities, either before or after your Exaltation (these accusations may be trumped up, due to framing, or actually true). Your identity and description are known to law enforcement agencies loyal or nominally loyal to the Realm; posters with your picture advertising an award are available at guard-posts and city gates. Bounty hunters may be looking for your head to bring back, dead or alive. You may not hold Status with any group loyal to the Realm. Law enforcement agents will recognize you with an Investigation roll at +2 difficulty; agents from the city or group responsible for issuing the charge roll at standard difficulty.
Hunted: 7 pt Flaw
Although there has been no official Wyld Hunt called since the disappearance of the Empress, the Terrestrial Exalted still take the time to hunt down the most blatant of Celestial Exalted that plague the Realm. You are one such Exalted to earn the ire, for whatever reason, of the Nobles of the Realm and a great deal of prestige would be earned for claiming your head. In any part of the Realm there are Terrestrial Exalted, you are in danger of being hunted down. Informants are looking for you, and informants that lead the Dragon-Blooded to Celestial Exalted are handsomely rewarded. The Storyteller should make checks to see if you are spotted, altering the difficulty based on how well you disguise your self and what Charms you use to attract or obscure detection. This Flaw may shorten the life span of your character considerably, but will certainly provide your character with no shortage of intrigue surrounding his existence.
Shrouded Caste Mark: 3 pt Merit
The character’s Anima Banner is slower to flare with the burning of Peripheral Essence than other Exalted. Whereas most Exalted begin to display their Caste Mark immediately after spending

Peripheral Essence, your character may spend up to three motes of Peripheral Essence before consulting the Peripheral Essence Spending Effects chart on page 149 of the core rulebook. Once more than three motes are spent however, the effect of spending 4-7 motes of Essence is immediately skipped to and the chart progresses normally. This gives the character a little leeway in spending Essence when stealth and obfuscation are paramount.

Sniffer: 4 pt Merit
After your Exaltation, you learned that you had a sort of internal compass that allows you to tell the proximity of other Exalted. If you spend one full round concentrating and successfully roll Essence against a standard difficulty, you can tell how many Exalted are within an approximate distance, not to exceed five miles. Distances are given in general terms, such as nearby, far, or on the edge of detection, and not specific numbers, e.g. 90 feet. If the character concentrates for another round and succeeds on a second Essence roll against a standard difficulty, the character can determine which direction the Exalted is, whether she is approaching or leaving, and how fast she is moving. You can use this Merit a number of times equal to your Essence per day.
Favored Technique Tree: 5 pt Merit
You are particularly skilled in Charms stemming from one chosen Ability, either a Caste or Favored Ability. When making a roll while using a Charm derived from your Favored Ability, such as the Salty Dog Method from Sail, you may add an additional die to your roll. The Ability must be designated when this Merit is taken.
Anima Echo: 2 pt Flaw
Your anima affects you strongly, so much so that it attempts to sway your behavior. Once your anima is chosen during character creation, pick a situation appropriate to the anima that your anima will attempt to assert its will over your character’s decision making. Roll the character’s Willpower versus a +2 difficulty; if the character fails, the anima’s will asserts itself and decides the character’s course for him. Example: Stoneblood’s anima is that of a boar; whenever Stoneblood is in a position where someone offers a different plan of action than his, Stoneblood grows more stubborn. In order to change his course of action to that which was suggested, he must succeed on the above Willpower roll. If he fails, he will take his original course of action, alone if need be.
Essence of Molasses: 2 or 4 pt Flaw
Regaining Essence is a frustrating experience for you; instead of regaining Essence at a rate comparable to other Exalted, you regain it at a slower rate. It is as if Essence were being absorbed into you through a clogged funnel instead of an open pipe. For 2 points, you regain only ¾ the essence that you would normally regain without this flaw (at rest, you only regain three motes every hour, while sleeping only helps you regain six motes). For 4 points, you only regain half as much Essence as normal (at rest, you only regain two motes every hour, while sleeping only helps you regain four motes). This flaw similarly affects the rate you regain Essence while in a Manse or using a Hearthstone.
Inefficient Essence: 4 pt Flaw
When powering your Charms with Essence, you must spend one more mote per charm activated in order to activate that Charm. When activating Combos, you must spend one additional mote for every Charm in the Combo. This penalty does not apply to Sorcery. Weak Essence: 6 pt Flaw Your Exaltation has resulted in no increase in Essence over other mortals, and is not comparable to other Exalted at your level of development. Instead of starting at two your Essence starts at one, lowering your Essence Pool and restricting access to Charms that require higher Essence. You need not spend additional experience costs when raising your Essence score; you simply start at a disadvantage compared to other Exalted.
Crack Shot: merit 2
If character spends 1 full round aiming, the next round on his innovative he may add his perception to the roll to hit.
Attunement Merit 6 pts:
The character can choose one other type of the five magical materials (not counting their own) that they may naturally attune to without penalty (as on pg.338 of the main Exalted handbook.)
Fast Learner: merit 3
Pick one: attributes, abilities, charms. Training times are reduced by 25% for the selected.
Faster: merit 2
You may move your dex+athletics+12 instead of the normal dex+12.
Night Sight: merit 3
Your exaltation has given you night vision.
Poison Resistance: merit 1-3
You can resist even the strongest of poisons. Each point bought grants you an extra dice to resist with.
Self-Confident: merit 7
When using a favored or caste ability and spending willpower to aid the roll, if you are successful you don't actually spend the WP. Up to ST discretion.
Luck: merit 3-5-7
Depending on the level you buy, you may reroll 1-3 rolls per session, taking the second roll.
Past Life: merit 3-7
With this merit the exalted gets memories of his past life in dreams or flashbacks. He may remember things like, where hidden artifacts are, an old familiar, allies, or spells, charms and skills that might help him in training.
Spirit Sight: merit 5
As the charm spirit detecting glance, you must still buy the charm as a prerequisite for other charms.
Quick Healer: merit 3
Halve the healing times.
Strong Willed: merit 3
Regain 2 willpower per success when rolling conviction every morning.
Nightmares: flaw 2
You have bad nightmares every once and a while, ST should roll conviction while the character is sleeping (as often as every night), should the roll botch, the character suffers a dice penalty equal to his compassion for the day. He may spend a willpower to overcome this penalty for a scene.
Phobia: flaw 2
You have a phobia, in situations where your phobia comes into play you have a 2 dice penalty. Phobia types must be approved by the ST.
Ability Deficit: flaw 2-4-6
You have one less favored ability for each level you take.
Chronic Pain: flaw 4
You have a chronic pain that won't go away without concentration, your -0 health level is -1, -1 is -2, -2 is -3, -4 is -5. 
Slow Healing: flaw 2
The healing times are doubled for you.
Short Life: flaw 3
Your lifespan will be about as long as a Dragon Blooded
Vulnerability: flaw 1-7
You have a vulnerability to one of the 5 magic metals. For each level you take, if you wield or wear an item of this metal you get a dice penalty equal to the level, if you are struck with an object of this metal the opponent adds dice to his presoak damage equal to the level.
Unlucky: flaw 4
Once per session the ST can ask you to reroll a roll taking the worse of the 2 rolls.
Cowardly: flaw 2
You cannot spend a willpower to add your valor to an attack.
Bad Tutor: flaw 3-6
You had a hard time learning charms at first or a bad tutor. Each level is one less charm you start with.
Child: flaw 7
You exalted real early in life(10-14 years old), due to your young age you are not completely physically developed and no physical attribute may start above 3. No skill may be above 3 (even after freebie points) and you can't start with the Ox-Body Technique. The ST may apply more restrictions.
Weak Willed: flaw 3
When rolling to regain willpower in the morning, it takes 2 successes to regain one WP.

Traveling Speeds/Times Printable version
Click here for the full traveling rules.

Special Thanks goes to "jpcardier" for doing the research and calculation on travel times.

The scale of the realm map in the inside cover of the Exalted Main Rule Book is as follows 

1 inch = 800 miles 

The scale of the Blessed Isle map in the inside cover of the Exalted Dragon-Blooded Book is as follows
1 inch = 325 miles

People and Horse speeds:

Who How Far How Long M.P.H
Average Peasant/
Merchant/Extra
13 miles 1 Day 2.1
Militia Soldier 16 miles  1 Day 2.6
Infantry Soldier 18 miles 1 Day 3
Elite Soldier 24 miles 1 Day 4
Heroic Mortal 24 miles  1 Day 4
Exalted 28 miles  1 Day 4.6
Mounted
 on regular horse
21 miles  1 Day 3.5
Mounted
on warhorse
 27 miles 1 Day 4.5
Mounted on Marukan swift 30 miles 1 Day 5
Mounted on Marukan scout 36 miles  1 Day 6
Mounted on Marukan scout
 w/2 replacements
72 miles  1 Day 12
Guild Caravan 6 miles 1 Day 1

Ocean Travel:

Ship Speed  Average Miles Time Period  Wind Speed
1 dot 111 Miles
(74 N* miles)
24 hours  Gentle Breeze (8 knots)
2 dot 128 Miles
(85 N* miles)
24 hours Gentle Breeze (8 knots)
3 dot 150 Miles
(100 N* miles)
 24 hours Gentle Breeze (8 knots)
4 dot 168 Miles
(112 N* miles) 
24 hours Gentle Breeze (8 knots)
5 dot 195 Miles
(130 N* miles)
24 hours Gentle Breeze (8 knots)
1 dot 225 Miles
(150 N* miles)
24 hours Gale (32 knots)
2 dot  255 Miles
(170 N* miles)
24 hours Gale (32 knots)
3 dot  300 Miles
(200 N* miles)
24 hours Gale (32 knots)
4 dot 345 Miles
(230 N* miles)
24 hours Gale (32 knots)
5 dot 390 Miles
(260 N* miles)
24 hours  Gale (32 knots)

*Nautical 

Imperial Calendar


Accredited to John Biles...

A brief essay on the government of the First Realm, by
Taloton Mixic of the Twilight Caste, writing in 12,368 SFP
(Since the Fall of the Primordials):

The end of the War of the Primordials brought about
a period of intense chaos in all the lands of humanity. The
average human had been uncertain of what exactly had been
going on, other than the vague idea that the gods were
warring with each other. Many communities came under the
sway of the local godlings, who protected them from the
chaos in return for worship and offerings. Many others were
simply destroyed as the world tore itself apart in a variety
of manners.

Once the dust settled, the Exalted were called
together by the greatest of the gods, the Unconquered Sun,
Gaia, Luna, and the Five Sisters. It is probably the only
time that all the Exalted have ever gathered in a single
place. The gods gave over the guardianship of the world to
the Exalted and advised them in the formation of their
government. The Exalted resolved to build a great city,
Mittel Tor, which would be the capital of the Realm. There
it was that they built the House of the Sun, which would
hold the meetings of the Solar Deliberative.

The Solar Deliberative was divided into three
houses. All Solars sat in the Upper House (often called the
Solar House) by right of Exaltation. Similarly, all the
Lunars and Sidereals sat by right of Exaltation in the
Middle House (often called the Celestial House). After a
brief experiment with trying to allow all the Dragon-Blooded
to sit in the Lower House (often called the Terrestrial
House), it became apparent that there were simply too many
Dragon-Blooded to get anything done, and it would only
become worse with time. Thus it was decided that whenever
the Solar Deliberative was to be called, the Dragon-Blooded
would be allowed to elect three hundred of their own number
to come and sit as representatives of the rest.

Each house had legislative power over its own kind,
to make laws for those who were members of it; the joint
approval of a majority in all three houses could propose
laws which would govern all inhabitants of the Realm,
mortals and Exalted alike. Such laws had to be approved by
the Queen, who could choose to accept, sign, and promulgate
them, or he could reject them. There was no formal recourse
against the Queen's veto, although in practice, Queens were
reluctant to veto, because going against the collective will
of the Exalted of the Realm was no comfortable practice.
Also, the Deliberative controlled the voting of taxes each
year, and could, if it stood united, use this as a club with
which to threaten a Queen who vetoed too many measures.
Thus, wise Queens built up a body of supporters within the
Deliberative, working with it instead of allowing themselves
to fall into an antagonistic stance.

It was laid down early that the Deliberative would
meet each year over the winter months, though the Queen
possesses the power to call the Deliberative to meet in
emergency sessions, should it become necessary to deal with
some crisis.

The Queen is chosen by the vote of the Solar
Deliberative on the death of the Previous Queen, and served
for life, or until they chose to retire. In addition to
possessing a veto power, the Queen dictates the day to day
workings of government, appointing the leading ministers of
the various ministries, leading the nation in war, and
appointing the High Judges as well. In the early years of
the Realm, many Queens were Dawn Caste, but later, it became
more common to elect Eclipses or Twilights to the post.

After the creation of the Realm, its armies began to
spread out across Creation, restoring order and forcing the
little gods to return to their rightful duties. As it grew,
the Realm was divided into Provinces, each ruled by a
governor appointed for a decade by the Queen. These
appointments had to be approved by the Solar Deliberative,
though the Queen could appoint an acting governor if
vacancies happened while the Deliberative was not in
session.

Over the centuries, the Realm grew vast, too vast
for a single Queen to handle. Thus it was decided to divide
the realm into five Kingdoms. The four Kingdoms of the
North, South, East, and West would each have their own Solar
Deliberative, and elect their own Queen or King. The
Central Kingdom would be ruled by the High Queen elected by
all the Exalted together, and the High Queen would hold the
ultimate leadership over the Realm as a whole.

This structure has persisted to the present day.
Each of the Kingdoms has its own Solar Deliberative and its
own monarch, who rules over it, subject to the authority of
the High King in matters which concern multiple Kingdoms or
the Realm as a whole. Each of the Kingdoms is divided into
ten provinces, ruled by a Governor appointed by the King and
approved by that Kingdom's Solar Deliberative. Each of the
Kingdoms possesses certain major officials who will now be
briefly discussed.

Each of the Kingdoms has two major military
officials. One is the Marshal, who commands the forces
which defend that Kingdom and are used to deal with major
threats inside it. The other major figure has a different
title in each Kingdom, though collectively, they can be
referred to as the 'Wardens of Creation'. It is their job
to command the armies which sit at the borders of the Realm
and hold back the things of the Wyld which seek to break in.
The Warden of the Eastern Marches, the Guardian of the
Northern Tundra, the Watcher of the Southern Wastes, and the
Admiral of the Western Oceans each command these defenses.
In the Central Kingdom, there is no second military
commander, but rather, the High Queen herself leads any
expeditions which left the Central Kingdom to go to the aid
of the other Kingdoms. Dawn Solars and Lunars typically
hold these posts.

Each Queen also appoints a Court Sorceror, usually a
Twilight, but sometimes a member of other Solar Castes or a
Sidereal, who would aid the Queen with Sorcery and who
usually supervised the study and practice of Sorcery in that
Kingdom.

Each Queen appoints a High Priest or Priestess,
virtually always from the Zenith Caste, who oversees the
spiritual well-being of the nation and leads the cult of the
Unconquered Sun within that nation.

While it is not a public post, each Queen keeps a
Spymaster as well, usually appointed from among the Nights,
but also frequently from among the Lunars.

Finally, each Queen chooses a High Emissary, who
acts as her envoy to the other courts, and is sent in her
stead when something needs to be done by her authority, but
which she cannot do herself for some reason. The Emissary
is usually an Eclipse, but the Queens have been known to
appoint their Lunar spouses to the task as well, or
Sidereals too.

Each of the provincial Governors appoints a similar
set of officials within his province.

In addition to these major officials, there are
various government ministries whose heads are appointed by
the Queens. (Some of which are headed by the officials
listed above.) The Diplomatic Corps handles negotiations
with the hundreds of petty kingdoms which owe fealty to the
realm, but are not directly under its control, and also
handles negotiations with the Fair Folk, when such
negotiations are both possible and prudent. It is headed by
the High Emissary.

The Ministry of Justice is the law-enforcing wing of
the government. It is headed by the High Constable (usually
a Lunar or Sidereal), and works with the royally appointed
High Judges to enforce the law.

The Treasury is in charge of collecting, storing,
and distributing taxes. It is lead by the Minister of the
Treasury, who is usually an Eclipse or else a Sidereal.

The Ministry of Magic supervises the Sorcerers of
the Kingdom, and is headed by the Court Sorcerer. It hunts
down Infernalists, deals with rampaging supernatural
menaces, and watches over the schools of magic in each
Kingdom.

The Ministry of Trade regulates commerce, trying to
ensure that all get a fair price for their goods and fair
pay for their work. It is lead by the Minister of Trade,
who is usually either an Eclipse or a Sidereal.

The Royal Household is in charge of administering
the personal resources of the Crown, its estates, the royal
palaces, and so on. It is lead by the Royal Butler, who is
usually an Eclipse or often a Dragon-Blooded. (It is
especially common in the Central Kingdom to honor some
notable Dragon-Blooded with this appointment as a job for
his old age.)

I shall conclude with a few words on the Judges.
There are four levels of judges. Every local community has
some sort of judge; in some areas, they are elected by local
communities, in others, they are appointed from a higher
level of government. They handle small crimes, especially
those for which the penalty is never death. Above them are
the county judges, who deal with crime which happens outside
the communities, in the countryside or in communities too
small to have their own judges. They cannot pronounce the
death penalty, but can try any lesser crime. From them,
cases can be appealed to the provincial judges, appointed by
the governors. They handle appeals from the county courts,
and deal with crimes for which the penalty is death. From
them, cases can be appealed to the High Judges, appointed by
the Kings. In addition to appeals, the High Judges also
deal with treason cases and with crimes committed on the
royal estates or by royally appointed officials. The
Exalted can only be tried by the High Judges, who are
usually all Exalted (whereas the lower levels are typically
mostly mortals).

Health levels heal one at a time, from the worst up.
Damage unExalted Exalted
Type Resting Active Resting Active
Bashing 12 hrs 24 hrs 3 hrs 6 hrs
-0 1 day 2 days 6 hours 12 hours
-1 1 week 2 weeks 2 days 4 days
-2 2 weeks never 4 days 8 days
-4 1 month never 1 week 2 weeks
Incap 1 month never 1 week 2 weeks