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TM BY M ICHAEL A. GOODWIN, ERIC M INTON, JOHN M ØRKE, NEALL R AEMONN P RICE, HOLDEN S HEARER, DEAN S HOMSHAK, CHARLES H. SPAULDING, AND R OBERT V ANCE 1 CREDITS Special Thanks: While this book deviates from Mana- Authors: Michael A. Goodwin, Eric Minton, John Mørke, cle and Coin, we nevertheless owe a debt to the vision Neall Raemonn Price, Holden Shearer, Dean Shomshak, of Geoffrey C. Grabowski, who used the Guild to show Charles H. Spaulding, and Robert Vance us Creation. I’d also like to thank Allison Cheek for her Developer: John Mørke with Holden Shearer good taste in movies, and for being my first reader. Also Editor: Stephen Lea Sheppard a big thanks to Liz Grushcow for her attention to detail. Creative Director: Rich Thomas Lastly to Michael Goodwin, who fought through pain to Art Direction and Layout: Brian Glass make his contribution to this book the best it could be. Artists: Tazio Bettin, Groundbreakers Studio and Melissa Uran Cover Art: Melissa Uran © 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf and Exalted are registered trademarks of CCP hf. All rights reserved. Scroll of Exalts, Scroll of Heroes, Scroll of Kings, Scroll of the Monk, Scroll of the Monk the Imperfect Lotus, Scroll of Fallen Races, the Manual of Exalted Power the Dragon-Blooded, the Manual of Exalted Power the Lunars, the Manual of Exalted Power the Sidereals, the Manual of Exalted Power the Abyssals, the Manual of Exalted Power the Infernals, the Manual of Exalted Power the Alchemicals, the Compass of Celestial Directions the Blessed Isle, the Compass of Celestial Directions the Wyld, the Compass of Celestial Directions Yu-Shan, the Compass of Celestial Directions the Underworld, the Compass of Celestial Directions Malfeas, the Books of Sorcery, Wonders of the Lost Age, Oadenol’s Codex, the Roll of Glorious Divinity II, Dreams of the First Age, Masters of Jade and the Second Age of Man are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com/ 2 TM TABLE OF C ONTENTS INTRODUCTION 4 CHAPTER O NE: THE G UILD 6 CHAPTER T WO: POINTS OF THE C OMPASS 17 CHAPTER T HREE: CHAINS OF N O I RON 32 CHAPTER F OUR: A GAME OF M ASKS 51 APPENDIX: COUNTED AND W ANTING N OT 67 3 INTRODUCTION He was by profession a salesman; that had been his business since his early adolescence. More than his business, his genius. He prided himself that there was nothing alive or dead he could not find a buyer for. In his time he had been a raw sugar merchant, a small arms salesman, a seller of dolls, dogs, life-insurance, salvation rags and lighting fixtures… Amongst this parade of items there had of course been frauds and fakes aplenty, but nothing, nothing that he had not been able to foist upon the public sooner or later, either by seduction or intimidation. —Clive Barker, Weaveworld INTRODUCTION a force for the invention of new trends, new products and services, and a provider of the same. It seeks one thing Bartering with the supernatural, selling the birthrights above all else: profit. of the Exalted and blazing a trail across the map, the Guild In a world once dominated by the Exalted, the Guild has is a merchant enterprise that spans Creation. A union of risen up in the wake of apocalypse to grasp the reins that fell financial empires backed by mortals with the wealth of from the hands of dying god-kings. To buy, discover, or steal titans, the Guild is a massive conglomerate that seeks to the greatest power of them all, the Guild pushes business to dominate world economies. It is an engine of industry that the ends of the world and beyond. For the Guild knows that controls the movement of products, from the extraction destiny is not the sole purview of the Exalted. of raw materials, to construction, to the point of sale. It is To that end, money becomes a form of Exaltation. 4 AS THE TALE OF E XALTED CONTINUES… Chapter Three: Chains of No Iron explores the Masters of Jade explains how to use the Guild in your relationship between the Guild and its supernatural Exalted Storytelling campaign. It gives a close up view of clientele. It details Guild interactions with demons and how the Guild sees Creation, and how merchants—normal the raksha, and shows how the Guild is perceived by the men and women—get the better of gods and the Exalted Celestial Exalted. Finally, this chapter covers the Guild’s while pushing the Guild’s agenda. dealings with the Underworld, and tells the tale of the Chapter One: The Guild gives an overview of the Guild curse that has followed the Guild since its formation. as an organization, from its founding to the ascension of a Chapter Four: A Game of Masks introduces the Guildsman to the Directorate. Finally, it touches on how the web of politics and power the Guild weaves around Guild exists in the face of supernatural opposition. itself to keep it safe in a world full of gods and devils. Chapter Two: Points of the Compass paints a picture This chapter also details the hierarchs who sit on the of the Guild as a Creation-spanning network of trade hubs, Guild’s Directorate. merchant franchises and industries each with their own Appendix: Counted and Wanting Not unveils at long culture and way of doing business, including differences last the rules for building and running an organization. between Guild caravans in each Direction. INTRODUCTION 5 CHAPTER ONE THE GUILD It happened that there was a Guildsman who scorned tower fell, and all of his interests crumbled. The mines that Heaven with his wealth. pulled his wealth from the earth were filled in and forever Where he made his stronghold, he raised a tower so that lost. Fires raged through his storehouses. His slaves aged and he might look down upon the world. There he minted silver withered but did not die. His coins tarnished and turned to rupees from his treasury and drove nations into poverty. Soon lead. Those who traded with him struck his name from their there were no kings but for the Guildsman, whose power books and he lost all credit. was vast, his empire great. As he swallowed up neighboring In the ruins of the tower laid a young Solar swordsman regions, deposed kings, flattened temples and placed the who was the merchant’s protector. Glimpsed through curtains populace in shackles, he watched the strength of his money of dust he saw a silhouette of billowing robes and flowing grow, and boasted that his empire would last forever, for his hair, a figure untouched by the miasma of destruction. The fortune was immense and growing, and his coin would carry Sidereal reached out to him and said, “Come now.” his name to the far corners of Creation and keep it long after The Solar’s eyes swept the rubble for signs of his employer. the pillars of Heaven had fallen down. The Sidereal took his hand to secure his attention. She When word of this reached Saturn, she stood up from shook her head no. “This is not your Ending.” the Games of Divinity and said, “Vast is your wealth and far When they were gone, the shadows moved, and through is your reach, but nothing under Heaven may stand if those them came the ghosts of the Timeless Order of Manacle pillars fall. All the world is dust in time.” Then she made and Coin. the sign of Endings against the Guildsman’s house, and his 6 THE B IRTH OF THE G UILD The Guild was born in the time after the Contagion, to a world decimated by the Balorian Crusade and rocked by wars and terror that were only assuaged by the power of the Scarlet Empress. More an idea than an organization, the Guild—much like its founder—saw fortune in a shattered world. But more importantly, the Guild saw a chance to seize something that had been long held out of the reach of mortal hands. It was a chance for continuity. One man can claim credit for the Guild. In the wake of the apocalypse, where others were concerned with rude survival, Brem Marst was a man of ambition. A carpet-bag carrying swindler and failed politician, Marst’s true birthplace is unknown. Some accounts claim he hailed from Whitewall or Gethamane. A shrine near Marst’s tomb in Great Forks claims that his family was a merchant concern located in the area almost three hundred years before the foundation of the city. This claim is a conjecture almost completely derived from questionable evidence. The only supportable account of Marst’s time in the region that would become Great Forks is when he stopped overnight in the shadowlands (then ruled by the Princess Magnificent), got drunk and taught the ghosts how to keep a ledger, freeing them from a temporal loop that prevented them from moving on.