Exalted: Manacle & Coin
Exalted: Manacle & Coin
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Michiel Schillhorn van Veen (order #1396275)                                                                                                      82.95.228
                                                                        TABLE   OF   CONTENTS
TM
TABLE OF CONTENTS
                   INTRODUCTION                                               4
                   CHAPTER ONE: GUILD HISTORY AND STRUCTURE                   8
                   CHAPTER TWO: DRUGS — THE SOFT TRADE                       38
                   CHAPTER THREE: SLAVES — THE HARD TRADE                    68
                   APPENDIX: MONEY AND FINANCE IN CREATION                  100
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Michiel Schillhorn van Veen (order #1396275)                                                    82.95.228
    EXALTED • MANACLE AND COIN
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                                                                                                                                                        INTRODUCTION
INTRODUCTION
                         I don’t normally speak directly to the readers, but just             world material: the Arabic and transatlantic slave trade, the
                   this once, I’d like to talk directly to the people reading this            partition of China and the subjection of its people to opium,
                   book. Manacle and Coin is a special book for me, one that                  the perversion of entire nations to serve the ends of the single
                   I’ve intended to do since I was first developing the main                  individual who rules and effectively owns them. I hope that
                   Exalted rulebook.                                                          when a reader finishes Manacle and Coin, he will thoroughly
                         The goals for this book are threefold. First and foremost,           understand that there is nothing that some person will not do
                   I wanted to explain the business practice, macroeconomics                  to another in the quest for wealth and power. Let this book
                   and international vice trade of the Age of Sorrows. While                  stand as a lesson to those who would say that “nobody” would
                   none of these matters directly affect a game of kung-fu asskicking,        “ever” do something. There is always someone willing to
                   Exalted achieves much of its heroic effect from the extreme                perform any particular wicked deed if it profits him or allows
                   contrast of the game’s over-the-top action with the grim                   him to gain a position where others are in his power.
                   realism of the Second Age. This book, then, is a key to                         Thirdly, and perhaps most importantly, this book exists
                   establishing that grim realism. Like Savage Seas, there are                to remind the inhabitants of our own age that the denizens
                   doubtless some fans who will find the material in this book not            of the Age of Sorrows are wrong. Most of the evils this book
                   to their tastes. It is a serious treatment of business, particularly       talks about are largely, blessedly extinct in our own world, so
                   dirty and unpleasant business, as transacted in the Second Age             much so that I needed to publish a book specifically about
                   of Man. There is precious little graphic sex and even less                 them so that players and Storytellers could learn enough of
                   graphic violence in it, and neither is especially glorified when           these historical terrors to include them in their games.
                   it does appear. However, the book covers material that, until                   These practices are not extinct because they are ineffi-
                   now, was only available to the developer and a few core writers.           cient or unprofitable. Most such inhuman endeavors netted
                   I think it is fascinating and fun, and my primary goal for this            quite tidy sums. If they hadn’t been profitable, their evil
                   book is that much of the material find its way into your game.             would not have been such a pestilence upon mankind. Now,
                         Second, it was always my intention that this book illus-             they are extinct, not because of any natural or historical
                   trate the depths to which the human individual can sink. Most              process, but because people of all nations and all creeds
                   of the practices illustrated in this book are modeled on real-             together turned their faces against these forms of wickedness
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                           82.95.228
    EXALTED • MANACLE AND COIN
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                        82.95.228
                                                                                                                                                            INTRODUCTION
                         dirham: A money of account equal in value to 16 pounds                    merchant prince: The Guildsman who represents a
                   of pure silver. Dirhams are not actually minted.                          given factor on a caravan, similar to a supercargo on a ship but
                         factor: One of the senior Guild officials in a hub city.            with more administrative and directive control. The equiva-
                   Other important figures include keeps and master artisans.                lent to ship captains are caravan masters, who assist the
                   Factors are tremendously wealthy and stake or partially stake             merchant princes by directly administering the day-to-day
                   most Guild operations in their hub city and the region it                 affairs of the caravan.
                   services. Factors are also always Guildsmen of long service,                    merchants: The branch of the Guild for those members
                   and wealth alone cannot buy someone a place in the Guild.                 who specialize in the buying and selling of goods and in
                         gongfang: An insurance assessor and actuary, usually                speculative merchant ventures. Other branches are the crafts-
                   working for or as an insurance agency. Gongfang operate in                men and the administration.
                   both the Realm and the Threshold.                                               mina: A form of high-value jade currency between the
                         Guild council: A group of factors who work together to              shekel and bar in value.
                   manage Guild interests in a particular hub city and the area it                 money of account: A currency unit that doesn’t actually
                   services. Guild councils are the regional decision-making                 exist, but that is, instead, a notional value used to provide an
                   bodies of the Guild and answer to the Directorate.                        additional column in ledger entries. The best example is the
                         Guild warden: A Guild official who supervises the good              dirham, which is a money of account for the Guild’s silver
                   business conduct of other Guild officials. Guild wardens use              dinar. Weighing in at 16 pounds of silver, there are no actual
                   bribed agents and retain outside investigators to police the              dirhams, but it is easier to keep track of how many dirhams one
                   ranks of the Guild.                                                       has than how many thousands of dinars.
                         hierarch: One of the nine supreme officials of the Guild.                 Monies of account are also used for imperial coins larger
                   The highest rank possible in the Guild organization.                      than an obol, as the jade is more valuable uncut, making the
                         hub city: A city containing a Guild council that serves as          actual coins worth about 50 percent more than their face
                   the point of origin for major caravans. Nexus and Chiaroscuro             value. Someone asked to pay a mina would be expected to pay
                   are the largest of the hub cities.                                        with 16 obols. Someone who instead paid with 2 shekels would
                         jade currency: A standard of currency propagated by the             expect about 8 obols in change.
                   Scarlet Empress to control the availability and ownership of                    obol: The only coin-shaped form of jade currency. An
                   the most common of the Five Magical Materials. The largest                obol’s value is between that of a bit and that of a shekel.
                   unit of jade currency is the jade talent, the smallest the obol.                quian: A form of jade scrip. This paper note is worth 1/16th
                   Jade is extremely valuable, and only the Realm’s Dragon-                  of a bit, or 16 yen. Quian can also be halved and quartered.
                   Blooded and patricians transact business in jade with any                       shekel: A form of jade currency between the obol and the
                   regularity. Low-status individuals use jade scrip instead.                mina in value.
                         jade scrip: A form of coinage used in the Realm for                       siu: A form of jade-scrip coin worth 1/32nd of a bit, or 8 yen.
                   transactions among those of low station.                                        slave citadel: A regional Guild facility for collecting
                         kaja: An imperial prefectural official charged with audit-          slaves from independent raiders and for performing prelimi-
                   ing town or village financial records. Important because                  nary sorting and training.
                   peasants in the Realm are legally forbidden from keeping such                   talent, jade: Uncut blocks of jade, 68 pounds in weight,
                   records themselves.                                                       marked with the Treasury seal, that represent the largest form
                         keep: A member of the Guild who buys and sells good like            of jade currency available in the Realm. A true talent is worth 12
                   a merchant, but from a fixed location. Keeps provide outlets for          bars. True talents are very rare, and the term “talent” is normally
                   Guild merchandise and help stake banks and trading opera-                 used to mean a ledger talent used to reckon the value of large
                   tions. Prominent keeps in a hub city will sit on the Guild council        masses of loose jade. Ledger talents are monies of account worth
                   for the city and generally buy their way to influence after long          8 bars that are used to reckon the value of large transactions.
                   membership in the same fashion as a factor.                               There is no such actual coin as a “ledger talent.” True talents are
                         koku: A form of jade scrip, this paper currency is worth            more a way for the Treasury to audit the identity and location
                   about half a bit, or 128 yen. The koku is the largest unit of jade-       of large masses of uncut jade than as coinage for actual business
                   scrip currency. Below it is the quian.                                    transactions, and when a price is quoted in jade talents in this
                         lodge: A form of organization found inside the craftsmen            book, it is in ledger talents.
                   branch. All craftsmen who make a certain product are mem-                       talent, silver: Another money of account. A silver talent
                   bers of the same lodge, and the lodges exercise iron control              is an ingot of pure silver 64 pounds in weight worth 4 silver
                   over policies of content and craftsmanship.                               dirhams, or 1,600 dinars. The value of a talent of silver, though
                         maiden tea: A form of herbal contraceptive and abortifa-            great, is only a fraction of that of a jade talent.
                   cient, usable for birth control purposes by both men and women.                 yen: The lowest-valued form of jade-scrip coinage, worth
                         master artisan: A senior member of the Guild’s crafts-              1/1,024th of a bit or 1/1,048,576th of a ledger talent. Yen are
                   man branch. Master artisans are equal in rank to the factors              halved, quartered and even eighthed.
                   and are often senior members of their craft’s lodge as well.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                               82.95.228
    EXALTED • MANACLE AND COIN
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                                                                                                   CHAPTER ONE • GUILD HISTORY AND STRUCTURE
CHAPTER ONE
                                       GUILD HISTORY
                                       AND STRUCTURE
                        Trade, commerce, the exchange of goods and ideas.                 Shogunate era. While this new Empress took control of
                   These are the purview of the Guild in the Second Age.                  the Blessed Isle and established the Realm of the Second
                        The history of the Guild is a convoluted one, full of             Age, the people of the Threshold rebuilt life, craft and
                   conflict and uncertainty. Throughout that history, how-                commerce. Where the legions marched, roads were cleared,
                   ever, a single fact has remained ever true: The Guild is a             built or simply beat into the earth. These would form the
                   mortal organization, established by, governed by and in                first great trade routes of the Second Age.
                   the service of mortal interests. Certainly, the Dragon-
                   Blooded are concerned with wealth and influence and                    THE FOUNDER
                   make use of trade and commerce as means to those ends.                      Prior to the second invasion of the Scavenger Lands
                   And, indeed, the Guild has its share of Dragon-Blooded                 by Realm forces in RY 75, trade was controlled by no single
                   merchant princes, master artisans and investors, as well as            power. Individual peddlers, wealthy merchant families
                   spirits and Fair Folk in its ranks. But the vast majority of the       and even imperial traders competed more or less equally
                   Guild’s membership, at every level, is mortal. Moreover,               for the small but growing markets of the Threshold. In the
                   the people the Guild serves daily, in the shops and on the             Lap, a confederation of merchant-philosophers called the
                   caravan routes, are the common folk, the mortals of the                Counters wrote extensively on the art and craft of trade.
                   Threshold and beyond. The future of the Guild is inexo-                During the same period, the River League, a collection of
                   rably tied to the mortal people of Creation, despite the               Scavenger Land merchants bolstered by the region’s con-
                   return of the Anathema, the instability of a leaderless                tinued success in resisting the Realm, developed a highly
                   Realm and the marching of the Deathlords.                              reliable caravan system to run between the cities of the
                                                                                          River Province. Due to the continued hostilities between
                   HISTORY                                                                Realm and River Province forces, trade between the East
                        The Guild was born as the Realm of the Scarlet                    and the South was slow and unreliable. Both sides sank
                   Empress rose from the ashes of the Contagion. The Dragon-              many merchant trawlers, and it was common for the
                   Blooded officer who would become Empress took control                  legions, including the Seventh at Lookshy, to comman-
                   of the Realm’s First Age weaponry and threw back the                   deer caravans for supplies.
                   forces of the Wyld and later used that same weaponry to                     In RY 76, the Seventh Legion brought First Age
                   establish supremacy over the surviving daimyos of the                  weapons to bear against the invading imperial forces and
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Michiel Schillhorn van Veen (order #1396275)                                                                                                            82.95.228
    EXALTED • MANACLE AND COIN
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Michiel Schillhorn van Veen (order #1396275)                                                                         82.95.228
                                                                                                  CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                   neled money to the coastal city-states that, in RY 104,               ventures, moving weapons, food, slaves and refugees be-
                   broke away from the Realm and joined the League of Many               tween the various sides.
                   Rivers. This act would establish the long-standing pattern                  The constant battles impressed upon the Guild the
                   of Realm-Guild political relations.                                   need for military might of its own, and in response, the first
                        In RY 117, Marst treated with the enigmatic Council              affiliated mercenary companies were formed. Before this,
                   of Entities of Nexus and established that city as the                 the Guild purchased the services of mercenaries (as cara-
                   permanent headquarters of the Guild. At the same time,                van guards for the most part) on an as-needed basis. After
                   he formalized the first Directorate, and though he re-                the war between Laris and Velen turned general, the Guild
                   mained the First Director, he relinquished his autocratic             established functionally permanent contracts with large
                   control over Guild policy. The move was surprising to                 standing mercenary armies and became a military power in
                   many high-ranking Guildsmen, but Marst understood the                 its own right.
                   importance of discourse — after all, he had only managed                    During this period the Guild managed to establish a
                   to create the Guild in the first place by accepting the ideas         foothold on the Blessed Isle. The Empress allowed the
                   of the Counters.                                                      presence of Guild merchants and craftsmen, though they
                        For the next three decades, the Guild grew. Guild                were restricted in the areas in which they could work: The
                   caravans cut inroads through the vast expanses between                Guild was disallowed trade in jade, weapons and armor and
                   settled regions, discovering old kingdoms thought de-                 rice, leaving the Empress in charge of the wealth, the
                   stroyed in the Contagion and new ones risen since. Local              defense and the feeding of the Realm. In other areas of
                   merchant families and leagues were subsumed into the                  trade, however, the Guild competed directly with imperial
                   Guild, and nations and city-states became dependent                   merchants. Competition extended into the Threshold as
                   upon Guild delivered goods and news. In RY 146, Bagrash               members of the nascent Great Houses sought the Empress’
                   Köl used the Eye of Autochthon to forge his nation in the             favor through trade and economic power.
                   North. Its power rivaled that of the Realm, and the Guild
                   quickly worked to establish ties with this new power. The             THE ARCZECKH WAR
                   years during which Köl ruled were profitable for the Guild,                In RY 364, the Arczeckh horde invaded the River
                   and Marst himself made a journey to visit Köl in RY 174.              Province. Guild-sponsored mercenary forces, along with
                   Still a shrewd diplomat despite his age, Brem saw the                 the Seventh Legion and the Hundred Kingdoms coalition,
                   instability of the sorcerer king’s rule, his realm and his            were instrumental in throwing back the barbarians. Be-
                   mind. Marst withdrew Guild interests from Bagrash Köl’s               cause of this, the Guild formalized its relationship with
                   kingdom only two years before the Eye destroyed it all.               permanent mercenary forces, and the League underwrote
                        Concurrently, Guild interests were supporting the                the Guild on much of the cost of such mercenary units; it
                   Nine Duchies Banner on the northwest edge of the Great                was less expensive than having a large standing army, and
                   Inland Sea. The Duchies were crushed, and the Empress                 the unit’s underlying commercial premise made them
                   herself heard of the Guild’s support of the rebellion. Her            more easily lent or rented to allies.
                   eye was on the Guild then, and despite the occasional
                   distraction of war and rebellion elsewhere, the Empress
                                                                                         THE TRADE WAR
                   kept the Guild’s doings near the top of her list of interests.             By RY 400, competition with the Realm became more
                        Brem Marst died of old age in RY 179. The system he              akin to war. The Empress continued to push for more
                   put in place, including the Guild’s internal structure and            economic control over the Threshold and, by extension,
                   guidelines for future growth, provide the Directorate with            the Guild. Conducting business on the Blessed Isle became
                   a clear path to continued success for the Guild and them-             more difficult as well, with members of the Great Houses
                   selves. Brem Marst was buried in his family tomb in Great             including trade and craft in their incessant games of
                   Forks, and his extensive writings were sent to the Counter            intrigue. Over the next decade and a half, the Empress used
                   cloister in the Lap.                                                  the Deliberative to restrict Guild activities both on the
                                                                                         Blessed Isle and in the Realm’s tributary states: Tariffs were
                   GROWTH                                                                increased, customs inspections were constant, and certain
                        Throughout the next 300 years, the Guild grew in                 goods and services were chosen, seemingly at random, for
                   both size and influence. There were major setbacks, such              restriction. It was clear that the Empress was testing the
                   as when the Delzahn horde conquered Chiaroscuro in RY                 resolve of what she referred to as “the little league that had
                   211 and when the River Province districts of Laris and                grown out of its hat.” In RY 416, the “little league”
                   Velen went to war in RY 265, nearly dragging the whole                responded by imposing a boycott on all trade with the
                   region into internal war, and when an imperial expedition,            Blessed Isle, a move that stunned even the Empress.
                   thought to be a test by the Empress to see if the recent                   The Trade War lasted for two years. The majority of
                   internal strife had weakened the Province, was crushed in             battles took place at sea and in the mouths of ports as
                   RY 301. The Guild turned these incidents into profitable              Realm and Guild vessels fought over maritime trade.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                              82.95.228
    EXALTED • MANACLE AND COIN
                   Land battles were rare and involved Guild mercenaries                  Guild shuddered. They knew their influence and prosperity
                   accompanying caravans that Realm legions or tributary                  was based largely upon stability. While there might be short-
                   armies attempted to seize. Guild agents drummed up                     term profit in dozens of petty kings throwing off their
                   support and removed opposition in the Threshold states                 shackles and arming hundreds of thousands of soldiers, in
                   not yet committed to either side. In the end, the Trade                the long run, the disappearance of the Empress would
                   War did more damage to those same Threshold states and                 weaken the Threshold and the Scavenger Lands. The fears
                   Realm tributaries than it did to either the Realm or the               of the Directorate were confirmed soon after, when the city
                   Guild. Realizing this, and its implications for future                 of Thorns was crushed by the army of the Mask of Winters
                   trade, the Guild brokered peace with the Realm.                        and all the surrounding lands passed into shadow.
                        The Guild was ejected from all trade on the Blessed Isle,              More disconcerting news concerns the return of the
                   and high tariffs were placed on all trade between the Guild            Anathema. With the Empress went the Wyld Hunt, and
                   and the Realm or its vassal states. The Realm did not,                 the appearance of beings capable of leveling entire towns
                   however, attempt to disarm the Guild or exert control over             on their own or destroying entire cities in small groups is
                   the Guild’s holdings anywhere but on the Isle. Victory                 of great concern to the Guild. More and more of the
                   belonged to the Realm, but it was, in reality, a small victory.        Guild’s resources must be directed toward defense, making
                        The Arzechki invasion and the Trade War inadvert-                 it more difficult to expand and reducing profits. In the five
                   ently ensured the continued existence of the Guild and                 years since the disappearance of the Empress, the Guild has
                   perhaps the River Province as a whole. During these                    been forced to balance profit with protection and to trade
                   conflicts, the Guild was instrumental in the formation of              in favors as well as in silver, and it looks as if such will be
                   a great number of mercenary companies, many of which                   the case for the foreseeable future.
                   were first blooded fighting for the Guild.
                        This relationship between the Guild, the River Province           THE GUILD TODAY
                   and the mercenaries proved its worth in RY 547. The Fair                     The modern Guild is at once an enterprise, an orga-
                   Folk, with whom the Guild traded, attacked en masse, flowing           nization and an institution. As a business enterprise, the
                   out of the Eastern Wyld. A century of relative peace had               Guild is a collaborative effort between the most wealthy
                   allowed the Guild and the River Province to build up their             and influential merchants and artisans in Creation, dedi-
                   strength, and with the help of many local gods and the First           cated to the increase of that wealth and influence. As a
                   Age weaponry in the hands of the Seventh Legion, the Fair              trade organization, it is the originator and overseer of the
                   Folk were driven back. The Guild suffered politically follow-          standards by which trade is able to occur: weights, mea-
                   ing the invasion, however: Guild merchants continued to
                                                                                          sures, value, supply and demand. As a social institution,
                   trade with individual Fair Folk for slaves and gossamer,
                                                                                          the Guild links distant lands, employs thousands and
                   despite the fact that many believed they had narrowly avoided
                                                                                          creates a sense of community in a world that is both vast
                   another assault on Creation on par with the one that followed
                                                                                          and hostile. These roles and others place the Guild in a
                   the Contagion. In response, the Guild Directorate put a two-
                                                                                          unique position in the world of Exalted, filling niches that
                   year moratorium on trade with the fey. It was a token gesture
                                                                                          the governments of the Threshold cannot or will not.
                   and did little to reverse the opinion that Guild merchants
                   lacked even the most basic morals, an opinion that persists                  Despite its reputation as a massive bureaucracy along the
                   among many inhabitants of the Threshold.                               lines of the Thousand Scales, the Guild is, in reality, an
                                                                                          affiliation of powerful individuals who share like goals, with
                   RECENT HISTORY                                                         just enough structure to support it. Guild members are part-
                        The Guild prospered during the centuries following the            ners in a mercantile endeavor, each one making an investment
                   Trade War, despite the invasions. The punitive tariffs on              of time, energy, skill and/or money and reaping rewards
                   Guild goods were lifted in RY 618, and trade with the Realm            commensurate with that investment. This holds true for all
                   resumed. The various powers of the Threshold, Realm                    Guild members, from the lowest levels to the highest.
                   aligned or not, found alliance with the Guild necessary, and
                   trade increased, distributing goods and ideas between places           ORGANIZATION
                   separated by vast stretched of time and distance. The Guild                 The Guild is structured like a pyramid. A broad base of
                   established hub cities throughout the Threshold, out from              craft and labor supports a pinnacle of wealth and power. At
                   which the caravans made their runs.                                    the top are the most affluent and influential of the factors,
                        Business continued as usual until RY 752. In that year,           men and women whose investments drive all Guild ship-
                   the city of Thorns and the Confederation of Rivers went to             ping and caravans. Factors put their considerable resources
                   war, largely instigated by the Realm. The Guild countered              behind major business operations and, as a result, reap the
                   Realm subterfuge with agents of its own and provided                   vast majority of the profits from such ventures. The money
                   supplies and economic support to the Confederation. Then,              of the factors pays for the caravans, trading fleets, grand
                   in RY 763, the Scarlet Empress disappeared. While some                 bazaars and urban mercantile districts, all of which are
                   cheered this event as divine providence, the wise among the            mechanisms through which profit is earned.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                82.95.228
                                                                                          CHAPTER ONE • GUILD HISTORY AND STRUCTURE
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Michiel Schillhorn van Veen (order #1396275)                                                                                                    82.95.228
    EXALTED • MANACLE AND COIN
                   THE DIRECTORATE                                                         work, inheriting their businesses from their parents who
                                                                                           themselves are merchants and likely inherited the busi-
                        The factors sitting head and shoulder above all others
                                                                                           nesses. Other would-be merchants must borrow large
                   are known as the Guild’s Directorate. From the
                                                                                           sums of money, often from the factors, in order to estab-
                   organization’s headquarters in Nexus, the nine members of
                                                                                           lish themselves. In addition to the costs associated with
                   the Directorate oversee the systems and standard of trade
                                                                                           running a business and repaying their loans, these mer-
                   throughout the Threshold. Each one is, in his or her own
                                                                                           chants must pay the Guild, in the form of dues, for the
                   right, a person of vast wealth and influence. When taken
                                                                                           right to trade in a given city or along a given route.
                   as a whole, the Directorate is as powerful as any govern-
                                                                                           Moreover, the merchants must abide by Guild standards,
                   ment, even that of the Realm. Far more than policymakers
                                                                                           including pricing, when engaging in trade. So, while
                   and administrators, each member of the Directorate en-
                                                                                           simple in theory, becoming a successful Guild merchant
                   gages in commerce the same as any other member of the
                                                                                           presents a great number of challenges.
                   Guild. Even the Directorate must pay its seasonal dues.
                                                                                                Among the merchants branch, the most successful
                   THE ADMINISTRATION                                                      and most highly regarded Guildsmen are the merchant
                                                                                           princes. Often, they are also the most decadent and most
                        The Directorate is immediately supported by what is
                                                                                           jaded. A merchant becomes a merchant prince through a
                   referred to as the administrative branch of the Guild. Not
                                                                                           combination of business savvy, blind luck and generous
                   every member of the Guild is a craftsmen or merchant. A
                                                                                           bribes. Merchant princes are considered the top of the
                   great many are reeves, clerks, aides and chars. It is they who
                                                                                           merchant food chain and are the agents through which the
                   bear the unenviable task of balancing books, taking stock,
                                                                                           factors operate away from their headquarters. Merchant
                   filing papers, arranging meetings and performing all man-
                                                                                           princes command the caravans that carry Guild goods and
                   ner of mundane tasks that keep the Guild running smoothly.
                                                                                           services to the far corners of Creation. Factors rise from
                        Unlike factors, merchants and craftsmen, the Guild
                                                                                           among the ranks of the merchant princes. Often, however,
                   administrators are never likely to gain great wealth or
                                                                                           mercantile skill and financial success are not enough to
                   prestige. However, a skilled and respected clerk will be well
                                                                                           elevate one to that status, and most merchant princes
                   loved and taken care of by those who rely upon her abilities.
                                                                                           merely retire from life on the road. They set up shop in
                   Lesser members of this branch, ranging from messengers to
                                                                                           many of the innumerable cities and towns of the Thresh-
                   scribes, may be rewarded meagerly, but those rewards are
                                                                                           old, becoming shopkeeps, moneylenders and consultants.
                   always as consistent and reliable as they themselves are.
                   While the Guild as an organization does not own slaves, in              THE CRAFTSMEN
                   cities where slavery is legal, many factors use their own
                                                                                                Usually considered the bottom branch of the Guild,
                   slaves as administrative staff. Elsewhere, clerks and scribes
                                                                                           the craftsmen are those who produce the goods that are
                   are taken from the marginally educated middle class, if there
                                                                                           sold by the merchants, counted by the administration and
                   is one, or apprenticed in a way similar to craftsmen.
                                                                                           financed by the factors. While less glamorous that mer-
                   THE MERCHANTS                                                           chants, craftsmen are the Guild’s foundation, and the
                                                                                           copper pots and hemp rope they produce eventually filter
                        The merchants branch of the Guild is the most visible
                                                                                           up to the most powerful factors in the form of silver and
                   one. Merchants sell wares in the streets and on the road. They
                                                                                           jade. Master artisans, the highest rank among the crafts-
                   drive pack yeddim through the forests of the East and drive
                                                                                           men, set the standard for their craft, determining which
                   dog sleds through the icy North. The title of merchant is worn
                                                                                           journeymen can advance to the level of master and open
                   by Guildsmen ranging from the barker at the lowliest apple
                                                                                           their own workshops. The master artisans of each craft
                   stand in the bowels of Nexus to the most affluent merchant
                                                                                           form lodges, groups designed to oversee and standardize
                   prince riding in her gilded Conestoga with a train of opium-
                                                                                           the craft. Lodges are Guild-wide in theory (meaning that
                   laden slaves in tow. The merchants of the Guild make their
                                                                                           all master smiths in the Guild are theoretically members of
                   living through the sale of goods or services. In many cases, the
                                                                                           the Lodge of Red Iron), but their true power lies on the
                   merchant is linked very closely with the source of the goods,
                                                                                           local level. Wherever artisans gather in numbers, the most
                   such as when a silk trader buys the precious cloth in Paragon
                                                                                           senior members of the lodge control much of the produc-
                   and sells it in Cherak. Other times, merchants are farther
                                                                                           tion and sales related to their craft in the area. Lodge
                   removed from their wares: Shopkeeps in cities and towns
                                                                                           leadership is influential, and master artisans are as likely to
                   often purchase goods in bulk from various traveling mer-
                                                                                           find seats on the Directorate as members of the merchant
                   chants and resell them for an increased cost.
                                                                                           class, though often with less fanfare.
                        Becoming a merchant is fairly easy, in theory. One
                   needs only the capital necessary to purchase goods to                   LABOR
                   trade or to hire services and a place or system through                      The Guild, despite its intricate workings and massive
                   which to sell them. Many merchants are born to their                    scale, is not entirely self-reliant. Besides customers to
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                   whom goods and services can be sold, the Guild needs a                 such experiments: Business is hard enough as it is. There-
                   resource that is at once cheap and problematic: labor. The             fore, factors are elevated from those that not only have the
                   Guild does not have a branch that fills this void and,                 silver to pay for the cart, but also the ability to drive it.
                   officially, does not employ laborers. Rather, the Guild has                 Factors have offices in hub cities, usually employing at
                   developed a system of temporary employment, whether for                least a dozen clerks, reeves and chars. The larger hub cities
                   a day or for a year, for unskilled laborers such as teamsters,         house a half dozen or more such offices, and each factor
                   rowers, porters and sailors. Often, the call for laborers is           employs dozens of lesser Guildsmen. Factors, regardless of
                   answered by Guild affiliated agencies known as whip                    however many support staff they might have on hand, are
                   legions, which provide great numbers of workers for what-              extremely busy people: While one can have a trusted
                   ever projects the Guild undertakes.                                    assistant tabulate expenditures and capital, meeting with
                         Despite the name, not all whip legions are composed of           clients, inspecting the wares and keeping the merchant
                   slaves. Some hire cheap labor in depressed areas, while                princes under heel all require personal attention. Once a
                   others use the unfortunate husks that had once been slaves             caravan has actually left the hub city, factors do tend to
                   of the Fair Folk. A rare few are aligned with or even operated         have more free time. As with most wealthy individuals
                   by spirits of various sorts and use elementals and other lesser        who fancy themselves a sort of aristocracy, many factors
                   spirits to perform the necessary work. These god-laborers              engage in recreation that would make the most debased
                   tend to be very expensive, however, and are only used where            Realm noble blush.
                   mortal laborers would be ineffectual or would not likely                    Factors also make up the seats on the Guild council
                   survive. Whip legions are not the sole source of Guild labor,          of a hub city, making decisions that affect the business of
                   and often, any number of bodies can be gathered in short               the Guild as a whole in that city and the region it serves.
                   order with the promise of a few silver coins. This is particu-         This, of course, leads to the kind of politicking that
                   larly true in the Threshold, where the Guild is an influential         includes bribes and favors. Factors hold the well being of
                   institution. Whip legion or not, these temporary laborers              the Guild and the trade in their region close to their
                   are not members of the Guild and, therefore, do not pay                hearts, however, and if a factor ends up on the unfortu-
                   dues, nor do they enjoy protections. Working as temporary              nate end of an accident due to such politicking, it is
                   labor for the Guild does occasionally present an individual            usually due to an overinflated sense of self worth putting
                   with contacts and experience that, when coupled with                   his profits ahead of the Guild’s.
                   sufficient silver, might allow him to become a full member
                   of the Guild, but this is by no means normal.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                              82.95.228
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                   the undisputed master of Nexus’ “oddities” market: There           small god on the panel. A minor figure in the Court of
                   was not an artifact or treasure Shen could not acquire or          Seasons, Blossoms on the Night Breeze materializes as an
                   unload. Shen is growing old these days and spends less and         extremely attractive androgynous figure with the down-
                   less of his time in Nexus’ seedy underbelly. He has a              covered antlers of a young stag and a constant,
                   scoundrel’s blood flowing through his veins, however, and          pleasant-smelling breeze surrounding it. Blossoms on the
                   the right score might pull him out of his “retirement.”            Night Breeze is a consummate seller of seeds, breeding
                                                                                      livestock and other spring-related commodities. The spirit’s
                                                                                      flowers have adorned the marriage halls of kings and
                                                                                      emperors, and its brood mares have filled the Empress’ own
                                                                                      stables. Blossoms on the Night Breeze cares only for the
                                                                                      continued coming of Spring, both literally and metaphori-
                                                                                      cally, and it is rumored that the spirit sits on the Directorate
                                                                                      only while awaiting a more prominent position in the
                                                                                      Court of Seasons.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                             82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                                               82.95.228
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                   Guild structure when appropriate (this occurs most com-               create and enforce Guild policy in regards to daily opera-
                   monly with the administration and craftsmen) and records              tions and administrative issues. Promotion through the
                   all the necessary documentation regarding the sponsor and             ranks in the administrative branch is most often based
                   applicant. Once the “initial dues” are paid, the applicant            upon seniority. Unlike the other branches of the Guild,
                   is a full-fledged Guild member.                                       the administrative branch offers few opportunities for
                         In many cases, the sponsor pays the applicant’s fees and        fame or riches, so diligence and competence are the
                   any incidentals — including bribes — necessary to get the             benchmarks by which members are measured. Adminis-
                   application approved. The new Guildsmen is then be-                   trative duties are also relatively safe, however, enabling
                   holden to the sponsor until the debt is repaid. Money,                powerful administrators to stay in their positions for very
                   loyalty and favors are all considered appropriate methods of          long terms and inspiring the occasional act of assassina-
                   repayment, repeatedly and in large quantities. The “year              tion, of the literal or character variety, by ambitious clerks
                   and a day” policy was put in place to curb the tendency of            and scribes.
                   some Guild members to sponsor large numbers of applicants                  Branch rank among the merchants branch is less rigid
                   as a method of producing numerous indebted followers.                 in nature than that of the administrative branch. While
                   Individuals who can pay their own fees are not free from              ostensibly based also upon seniority, the fact is that more
                   debt, however: The sponsor can retract his petition for the           successful merchants, financially speaking, rank higher
                   applicant at any time, without cause or reason.                       than less successful ones. Low-ranking merchants are
                                                                                         shopkeeps and peddlers who trade in the most basic of
                                                                                         goods and services among the most base of citizens of the
                      THE COST OF JOINING                                                Threshold. As the customer base and profit margin of a
                            Characters who wish to join the Guild must be                merchant increases, so does her rank in the branch. Mid-
                      able to pay the entry fees, or “initial dues.” In most             ranking merchants have wider ranging operations and
                      circumstances, it is a Resources •• purchase. How-                 trade either in large quantities of common goods or in more
                      ever, if bribes are necessary to move the character’s              expensive or exotic goods and services. The merchant
                      application along, it can become a Resources •••                   princes are the highest ranking members of the merchants
                      or, in extreme cases, a Resources •••• purchase.                   branch, due almost exclusively to their financial success.
                            Bribes are necessary when the character is known             However, the power of politics cannot be overstated, and
                      and disliked by the local Guild leadership, when the               many merchant princes, as powerful as they are among
                      character’s capabilities are questionable or when                  their peers, are beholden to the factors. Due to the method
                      political maneuvering between the character’s spon-                of advancement in the merchants branch, ambition and
                      sor and other Guild members of rank comes into                     greed are often seen as synonymous. Rank privileges among
                      play. The Storyteller should adjudicate the cost as it             the merchants center around continued financial success:
                      fits the needs of the story but should take care if it             the right to control prices, to monopoly rights in a given
                      would require the character to become indebted to                  area or over a given trade and to first choice over markets,
                      her sponsor: Players do not like to give up control                trade routes and subordinates. For low-ranking members,
                      over their characters.                                             this means that higher-ranking merchants determine what
                                                                                         they can sell, where they can sell it and for what price.
                                                                                              The craftsmen branch of the Guild employs a rigid
                   RANK AND PROMOTION                                                    structure of rank centered around the master-journeyman-
                        Rank in the Guild is twofold: Every Guildsman has a              apprentice relationship. The lowest ranking members of
                   branch rank and a Guild rank. Branch rank places the                  the craftsmen branch are the apprentices, who pay for,
                   individual in the hierarchy of the administrative, mer-               through money or labor, the right to learn a craft from a
                   chant or craftsman branch, as appropriate. Branch rank                master artisan. Journeymen, who make up the middle
                   determines to whom a Guildsmen is subordinate, how                    ranks of the branch, are fully trained apprentices and have
                   much influence he possesses among his peers and the sort              been released from their masters. However, journeymen
                   of work the Guildsman engages in.                                     do not have the right to open their own workshops or sell
                        In the administrative branch, the lowest ranks are               their own wares. Instead, journeymen must find employ-
                   composed of the pages and messengers, new Guild mem-                  ment with masters, doing much of the routine work until
                   bers trusted with little more than the delivery of missives.          they can advance to the rank of master. Master artisans are
                   Mid-ranking members of the branch are clerks and scribes,             the highest-ranking members of the branch. Each craft has
                   those that tabulate and record the infinite variety of data           its own collections of masters, called lodges, with some
                   necessary for the Guild’s continued existence. The most               crafts creating more formal systems of governance than
                   powerful members of the administrative branch, titled                 others. Masters determine the standards of their craft, as
                   administrators, are the ultimate jugglers of bureaucracy;             well as name new masters. Rising through the ranks of the
                   they not only keep the records for the Guild, they also               craftsmen branch is equal parts skill, seniority and politics.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                              82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                 82.95.228
    EXALTED • MANACLE AND COIN
                   while it was still in its infancy. Traditionally, the Directorate        Gethamane. Even cities with close ties to the Realm can
                   has recognized this fact and has supported provisions main-              serve as hub cities; the position of Cherak on the northern
                   taining the power of the wardens. The Guild councils that                coast makes it too advantageous to ignore. While the
                   manage the affairs of each of the hub cities follow suit. Many           Guild is loath to do business under the jackbooted heel of
                   individual factors, merchant princes and master artisans do              the Realm, it is even more loath not to do business at all.
                   not share the Directorate’s enthusiasm for Guild wardens —
                   or rather, they support the stabilizing power of the wardens             THE GUILD COUNCIL
                   so long as their own operations are not under investigation                    In each hub city, the most powerful factors, keeps (see
                   and their own employees are not spies. Bribing a Guild                   below) and master artisans form the Guild council. This
                   warden is dangerous business, however: Few Guild crimes                  body exists to provide oversight and direction for the
                   will have a Guildsman’s assets seized and his cheek branded              Guild businesses that operates within and out from the hub
                   faster than attempting to bribe a Guild warden who remains               city. In most cases, the Guild council is simply a round
                   true to his post.                                                        table of the richest factors in the city that meets once a
                        Guild wardens have a level of authority far surpassing              month to discuss profit and politics. In other hub cities, the
                   what their Guild rank would suggest. Despite the fact that               Guild council takes an active hand in the economic and
                   they are merely middle-ranking members of the adminis-                   political development of not just the Guild powers within
                   trative branch, they possess the right to conduct an                     the city, but the city itself.
                   investigation on any member of the Guild short of a                            As with the Directorate of the Guild, a Guild council
                   hierarch and are even able to suspend the operations of the              consists of nine members. All members of the council are
                   accused for up to 30 days. Wardens rarely abuse this power,              based out of the hub city, though they may have interests,
                   as they fall under the direct control of the local Guild                 homes and even offices in any number of other locations.
                   council and can be transferred, fired or even placed under               Factors, the most influential members of the merchant
                   arrest by another warden.                                                class, fill the vast majority of council seats in any hub city,
                        The Guild does not provide its members with the                     but occasionally, master artisans will manage seats, par-
                   right to a speedy or open trial. Guild members may elect to              ticularly in cities where the production of goods is as
                   petition for a public case, in which case, other Guild                   important as the constant flow of caravans.
                   members may witness the proceedings and speak on behalf                        It is the duty of the Guild council to maintain Guild
                   of the accused, but magistrates are under no requirement                 Law in the hub cities. The Guild council is responsible for
                   to fulfill the request. Open or not, Guild cases are recorded            dealing with disputes, both internal and external, for orga-
                   meticulously for the purpose of providing precedent. Mag-                nizing and paying the administration within the city, for
                   istrates and investigators often examine the records of                  managing affairs between the Guild and the local govern-
                   previous cases, but other Guild members must gain special                ment and for ensuring the continued profitability of the hub
                   permission from the administration to access the records.                city. Most importantly, the Guild council is responsible for
                                                                                            collecting dues from all the Guildsmen in the city. Approxi-
                   HUB CITIES                                                               mately half of the dues go toward paying the council, various
                        The Guild operates in nearly every city and sizeable                taxes and tariffs and other members of the administration.
                   town in the Threshold. Guild members own stores and                      The rest of the money belongs to the Directorate.
                   workshops, run taverns and brothels. The caravan routes                        Despite the heavy responsibilities of council member-
                   crisscrossing the Threshold are composed of many such                    ship, there are perks as well. Members of the Guild council
                   towns and cities, brief stops where goods and news are                   are always very wealthy and nearly always very powerful
                   delivered and more of the same are picked up. Though                     politically. Hub cities, as a rule, are places of profitable
                   important to the Guild’s regular system of business,                     venture, and members of the council have first choice
                   these town and cities are merely spokes on the wheel of                  among the caravans coming and going. In addition, all
                   caravan trade.                                                           merchants and artisans looking to open shops (see “Keeps,”
                        Other cities are different. Called hub cities, these are            below) must gain the approval of the Guild council, which
                   the points out from which caravans embark and are the                    costs both silver and favors. Influence extends beyond the
                   points at which goods and information converge. Hub                      Guild itself, as local powers are usually quite married to the
                   cities are chosen not only because of their advantageous                 Guild: The tax and tariff revenues the caravans and other
                   locales along existing trade routes or as a central point to             Guild ventures bring in are generally considerable por-
                   a new route, but because the political and economic                      tions of hub cities’ coffers.
                   climate is right for the Guild. The Guild thrives on small                     Becoming a council member is an exercise in political
                   governments that do not rely on commerce-stifling autoc-                 maneuvering. Like all promotion in the Guild, there is a
                   racies to maintain order. As a result, hub cities tend to be             monetary price for the position as well as a political one.
                   free cities, such as Nexus and Chiaroscuro, and cities that              Only the Guild Directorate can name members of a Guild
                   serve as the capitals of relatively liberal nations, such as             council, so all council members are beholden to one or
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                   more members of the Directorate. Rivalries run deep, and              of the Guild. The title denotes a class of sedentary business
                   neither favors nor slights are easily forgotten, ensuring that        owner, licensed by the Guild council to provide goods or
                   the life of a new council member will be complicated.                 services in a hub city. Hub cities are bustling centers for
                   Many Guildsmen thrive on such challenges, and these are               trade and see many visitors. The keep system is there to
                   the sort most likely to achieve seats on the Guild council.           ensure that those visitors have access to all that the Guild
                        The limited number of seats and the ambitions of                 has to offer, at the price the Guild thinks should be paid.
                   lesser Guildsmen make the job of Guild councilman a                        The businesses operated by keeps fall into four broad
                   dangerous one. While outright assassination is rare (and              categories. The divisions blur in places, not unlike the
                   generally frowned upon by the Directorate), economic                  branches of the Guild itself, but they help the administra-
                   and character assassination are common. The many                      tion and the Guild council maintain a semblance of order
                   favors owed to and by council members become weapons                  when cataloging the Guild operations in a hub city.
                   in the war for power and influence, and markets are
                   naturally in flux. And while all factors are interested in            WORKSHOPS
                   profits, the ability to see the long term makes one more                   The Guild defines a workshop as any place of business
                   than a mere merchant; suffering in the short term to                  whose primary purpose is the production of goods. A work-
                   cripple one’s rivals is considered an almost noble form of            shop is always managed and operated by a master artisan.
                   attack. Given the indulgent natures of the rich and                   Often, the master owns the workshop as well, though it is
                   powerful, social manipulations are common tactics as                  common for factors to purchase such shops and hire artisans
                   well: Friends, loved ones, vices and character flaws all              to produce goods for them. Workshops produce the goods
                   become playing pieces to rival Guildsmen.                             sold in outlets (see below), though most workshops main-
                                                                                         tain some form of direct sales. The production level varies
                   KEEPS                                                                 between workshops and is dependant upon size and avail-
                        The owners and operators of inns, shops, warehouses,             able base materials. Some workshops are little more than a
                   taverns, auction houses and brothels, these men and                   family weaving baskets, while others are foundries deep in
                   women are the foundation of the Guild’s daily trade.                  the bowels of the hub cities, pumping out black smoke and
                   Lacking the resources, the desire or the opportunity to join          hundreds or thousands of finished goods per day.
                   the caravans on the road, keeps are content to make their                  While the Guild licenses workshops and Guild war-
                   fortunes with what the caravans bring into the hub cities.            dens are ever-present, true oversight of the artisans work
                   Keeps rise from both the merchant and craftsmen branches
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Michiel Schillhorn van Veen (order #1396275)                                                                                                             82.95.228
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                   comes from the lodges. A workshop can only be expected                   tomers, consistent profits and the ability to make informed
                   to be as successful as it is loyal to a lodge and its policies.          decisions. Above all things, the keeps and the Guild council
                                                                                            of a hub city seek to protect and extend that stability.
                   OUTLETS
                        The selling of finished goods is conducted in outlets.              THE WORK DAY
                   The keeps who own outlets are members of the merchants                         The start and length of the workday depends on the
                   branch, though, sometimes, they come from the craftsman                  nature of the business. Guild rules prohibit any counting
                   branch and change allegiance when they rise: For ex-                     house or outlet from opening before one hour after dawn.
                   ample, if a master potter retires from the craft due to                  Workshops may begin production one hour before dawn,
                   arthritis but establishes a shop to sell pots, he is now a keep          while service houses have no such requirements, as many
                   in charge of an outlet and is, therefore, a member of the                remain open throughout the day and night. Businesses other
                   merchants branch. There are as many kinds of outlets as                  than service houses may operate for no more than 12 hours
                   there are commodities and goods.                                         continuously and for no more than 18 hours in a single day.
                                                                                            Counting houses and outlets rarely stay open past dusk,
                   SERVICE HOUSES                                                           while workshops regularly push the Guild imposed limit to
                         Any business that provides nonmaterial benefits to its             its breaking point. Guild businesses remain open every day,
                   customers is considered a service house. Restaurants, broth-             except for workshops, which may not operate more than six
                   els, bathhouses, inns and taverns are the most common                    days in a row without closing for a full day. Many keeps
                   kinds of service houses. Also included in this category are              attempt to bypass, or simply ignore, these rules. While they
                   training facilities and schools, hospitals and sick houses               are often caught by the Guild wardens, the fine is minimal
                   and all manner of diviners, such as astrologists and palm-               and does little to dissuade the practice.
                   ists. There are a large number of service houses in any hub
                   city, ranging widely in both size and expense (which are                 DISTRICTS, SOUKS AND BAZAARS
                   not necessarily linked). Interestingly, the Guild does not                     Each hub city is unique in its layout and divisions, since
                   vend legal or lobbying services on a formal basis. This is               no hub city was built by the Guild. However, the Guild has
                   because lawyers, advocates and other courtiers have very                 a powerful influence on the development of a city after
                   specialized occupations and are seen as having mixed                     making the city a hub. Guild businesses tend to cluster
                   loyalties between their professional oaths and their oaths               together by type, on a large scale, and trade, on a smaller
                   to the Guild. Many individuals within the Guild are                      scale: For example, a whole street might be consumed by
                   lawyers or courtiers or employ them on a full-time basis,                workshops, with the northern end filled with leatherworkers
                   but the Guild does not sell or resell their services.                    and shoe makers, while the southern end of the street is a
                         While there is some blurring of the lines between the              collection of tailors and clothiers. The collection of certain
                   branches, services houses are generally considered in the                types of businesses and trades creates districts within the hub
                   craftsmen branch: Even if no physical property is pro-                   cities. These districts, which usually consist of a few square
                   duced, the skill required to create a successful service house           blocks, are usually named for the sort of business commonly
                   usually requires long apprenticeship. Service houses must                found in the area, such as the Tanners’ District or the
                   meet the standards imposed by the Guild as a whole and by                Moneychangers’ District. Districts abut one another, and
                   the lodges devoted to them. The Guild wardens, in par-                   abutting districts are usually complimentary (the Tailors’
                   ticular, heavily monitor brothels, as abuse, of both customers           District typically abuts the Textile District, for example).
                   and employees, is common.                                                Districts often have official status in the eyes of city admin-
                                                                                            istrator and are, in all cases, well known. Locals can easily
                   COUNTING HOUSES                                                          guide new arrivals to them.
                        The term “counting house” refers to any business in                       In many cases, it is advantageous for certain busi-
                   which capital, hard coins or jade script or interests in existing        nesses that are not related, but feed off the same customer
                   enterprises, is the stock in trade. Moneylenders, banks, insur-          base, usually serving houses and outlets, to collect in a
                   ance companies, investment firms and the Guild’s minting                 small area. These areas of a hub city are referred to as souks.
                   operations are all considered counting houses. The office of a           While more specialized items can be found in the districts,
                   factor that engages in such activities is also considered a              souks offer a smattering of everything the Guild has to offer
                   counting house and must be licensed by the Guild. Counting               in the hub city, all in one place. Storage space in the souks
                   houses operate under the auspices of the administration.                 is understandably limited and highly valued. Factors will
                                                                                            often buy up the available space in a market district and
                   BUSINESS OPERATIONS                                                      rent it out to keeps at high prices, forcing the keeps to
                        The ideal of the daily routine of conducting business in            maintain higher levels of profitability. The keeps pass the
                   a hub city is both stable and predictable. While neither                 cost along to buyers as a surcharge for the convenience of
                   exciting nor glamorous, predictability means regular cus-                all-in-one-place shopping.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                   82.95.228
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                        Bazaars are similar to souks in many ways. The pri-              shops or frightening of their customers ceases, they find
                   mary difference between the two is a matter of scale: A               themselves paying dues to the underguild as they do to the
                   souk services a neighborhood or a district. A bazaar is huge          Guild. More prominent and influential keeps are invited to
                   and serves as the central market to a large city. Usually             join, enticed with promises of increased revenues and tem-
                   located within an open area of the a city, a bazaar is semi-          poral power. When these tactics do not work, assassination
                   permanent. Most buildings are simple lean-tos or tents,               and sabotage are the responses of choice.
                   crammed together in row upon row of goods of every kind.                    The use of curses, hexes and other maledictions is
                   Keeps from other city districts will often set up temporary           particularly common among the underguilds. Mortal sorcery
                   kiosks among the aisles in order to sell wares. Other                 pales in comparison to the magical powers of the fae, the
                   vendors are traveling peddlers and craftsmen, some mem-               spirits and the Exalted, however, and leaders of the underguilds
                   bers of the Guild and others merely willing to pay the small          must pay high prices for true power when it is needed. Since
                   fee required to open a table. Bazaars often attract other             many demons can be summoned by even mortal magic, given
                   sorts of business. Entertainers such as jugglers and dancers,         the right sacrifices, these are a favorite among the underguilds
                   streetside vendors of food and drink and pickpockets and              when more powerful forces are necessary to achieve a particu-
                   confidence men infest the bazaars like fleas. Although                larly difficult goal or to remove a particularly stubborn obstacle.
                   extremely chaotic to the uninitiated, bazaars do have                 Outcaste Dragon-Blooded are also common enforcers, and
                   system, and the experienced shopper can locate nearly                 sometimes, Fair Folk are used as well.
                   anything she desires. Because of the vast amount of com-                    The underguilds are considered dangerous by most
                   petition between vendors, prices in a bazaar are noticeably           members of the Guild, but in a hub city, any number of
                   lower than in the market district.                                    Guild councilmen are likely to be members of one or to
                                                                                         have been raised to their positions by an underguild. The
                   DUES AND TAXES                                                        Guild Directorate, while concerned by the instability
                         Dues are paid to the Guild council five times a year,           presented by such groups, does not act openly. In part, this
                   during the Resplendent month of each season. Dues rep-                is because the underguilds strengthen the Guild, and in
                   resent, on average, 15 to 20 percent of a keep’s gross                part, it’s because the vast size both of Creation and of the
                   income for the season. Late payment of dues is frowned                Guild make such subcultures impossible to prevent. It is
                   upon and may prompt an investigation of the keep, but it              much easier to just accept them and police them for abuse
                   is rare for a keep to be removed from the Guild or stripped           than to attempt the impossible task of eradicating them.
                   of his license merely for failing to pay his dues on time.                  By and large, the problem of the underguilds rests with
                         Taxes vary from hub city to hub city. The Guild                 the Guild wardens. Already saddled with the burden of
                   prefers to base its operations in cities with limited govern-         maintaining Guild Law among ethical Guildsmen, the
                   mental involvement and relatively low taxes, so Guild                 wardens must also contend with and put a stop to the more
                   members operating in or out of a hub city will usually pay            destructive machinations of the underguilds. Underguild
                   10 percent or so of their gross income in taxes. Many hub             leaders see a bribed warden as a rich prize and an incorrupt-
                   city governments reduce these taxes for special consider-             ible one as a dangerous enemy. Guild wardens must muster
                   ations on the part of the Guild or the Guild council. This
                   is a perfectly acceptable practice from the perspective of
                   the Guild, so long as those considerations allow the Guild              USING THE UNDERGUILDS
                   to continue to conduct successful business operations.                        The underguilds present built-in adversaries for
                   Examples of these “special considerations” include re-                  Exalted characters, Guild members or not. The
                   duced prices for bulk goods, the use of Guild-hired                     underguilds can be of particular use if the Storyteller
                   mercenaries to police the city or the surrounding region                wants to avoid painting the entire Guild as an orga-
                   and unrestricted access to Guild service houses, particu-               nization made up of corrupt, scheming villains, yet
                   larly those specializing in drugs and prostitution.                     still wants to make use of the “evil business organiza-
                                                                                           tion” archetype typical to adventure fiction.
                   THE UNDERGUILDS                                                               Exactly how prevalent and dangerous the
                        While the lodges are the official and authorized faces of          underguilds are is open to interpretation: A pocket of
                   the trades, there are also other subgroups within the Guild.            corruption in one hub city might be enough for one
                   These subgroups, known to outsiders as “underguilds” but                series, while another story might require a deep-
                   called by their members “associations” or “brotherhoods” or             seated conspiracy going all the way up to the
                   “secret societies,” engage in discourse, political maneuver-            Directorate. The Storyteller should give the
                   ing and market manipulation as is most beneficial to their              underguild, and its agents, whatever resources are
                   particular trade and the leadership of the underguild. Lesser           appropriate to challenge the characters and remain
                   Guildsmen of the same trade are often cajoled or threatened             internally consistent.
                   into joining these groups, and while the breaking up of their
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                   82.95.228
    EXALTED • MANACLE AND COIN
                   all of their resources, including the use of spies and even           from copper pots to heavy tapestries, and turns eastward to
                   assassins, to battle the underguilds. Many times, innocent            the next leg of its journey.
                   Guildsmen are caught in the crossfire.
                                                                                         CARAVAN PREPARATION
                   CARAVANS                                                                  Well before the first wagons set out on the road, the
                         The Guild is Threshold’s heart, and the many long               planning and preparation for the caravan begins. Any
                   roads that link the cities are the veins carrying the region’s        caravan, whether an established run that merchants have
                   life’s blood: Guild caravans. Far more than mere trains of            made for hundreds of years or a new caravan meant to carve
                   goods, Guild caravans bring people, news and culture from             a new road through the wilderness, must be backed. A
                   one isolated region to another, creating a cohesive whole             caravan is backed either by one or more factors or by a
                   out of the disparate pieces that make up the Threshold.               merchant prince intent upon making the trip himself.
                   Certainly, the factors and merchant princes that fund the
                   caravans are interested in the profits they bring, but even           FACTOR-ESTABLISHED CARAVANS
                   the most jaded among them recognizes the importance of                     When a factor sets to preparing a caravan, the first
                   caravans to the Threshold. Common currency, common                    step is to find the merchant princes who will make up
                   language, communication and trade: These are the keys to              the leadership of the caravan. Often, this is a reward for
                   a successful mercantile society, and these are the benefits           loyal service and proven profitability. There is a fair
                   of the caravan trade.                                                 amount of politics involved in the decision-making
                         The great expense of pushing wagons through the                 process as well, as merchant princes will be beholden to
                   desolate regions of the Threshold is offset by the regular            the factor for the opportunities presented by the cara-
                   stops it makes. Shortly after the Contagion, what little              van. Most caravans backed by factors have
                   trade and communication that occurred between Thresh-                 long-established, proven routes. Usually, the same fac-
                   old states did so because of the presence of independent              tors will control the investment in a caravan for years,
                   peddlers and small merchant houses. Rarely did either of              even decades, and are only replaced when they die or
                   these types of traders cross great distances, which limited           can otherwise no longer invest in the caravan.
                   economic development to pockets of moderately well-                        It is common, particularly with large caravans, for
                   connected nations and city-states. It was not until the               more than one factor to be involved in the backing of a
                   official formation of the Guild that merchants braved the             caravan. Factors invest interests in the caravan with the
                   vast wilds between these pockets and cleared the old roads            intent of seeing profit. Most often, one factor, called the
                   of the First Age and built new ones. With each caravan,               primary, will invest the majority of the capital necessary to
                   the Guild managed to delve into new markets, to absorb                establish the caravan, and other factors, called associates,
                   existing trading houses and mercantile societies and to               will invest what they can toward the remaining cost.
                   establish its supremacy.                                              There may be as many 10 or as few as one associates
                         While many smaller merchant houses throughout the               backing a caravan. It is not unusual for other Guild
                   Threshold choose to remain independent from the Guild,                members, such as master artisans and keeps, and even non-
                   none manage the breadth and scope of the Guild, and most              Guildsmen, such as local nobility and other wealthy
                   fade into obscurity after a few short decades or remain               individuals, to make small investments in the caravan.
                   powerful only in a limited geographic region. Currently,              Guild rules limit the investment of all non-Guild indi-
                   Guild caravans can be seen on Threshold roads daily. From             viduals to 10 percent of the caravan’s total value.
                   the frozen reaches of the North to the bustling markets of                 Factors will commonly “trade” merchant princes
                   Nexus and then down to the burning sands surrounding                  with one another, treating them as pawns in their con-
                   Gem, a constant stream of goods and information issues                stant games of profits and politics. Merchant princes with
                   forth from the hub cities.                                            proven capabilities can be borrowed of even sold, while
                         Most caravans run at regular intervals, along estab-            those with well-known inadequacies may be inflicted
                   lished routes and with specific goods. Since linear routes            upon rival factors.
                   are less profitable, most caravan routes are loops that
                   return back to the hub cities days, weeks or months after
                                                                                         MERCHANT PRINCE-ESTABLISHED CARAVANS
                   setting out. The long loop may be divided into smaller                     When one or more merchant princes choose to
                   sections based on products, however. The Spring Drive                 instigate a caravan, which is less common than merely
                   from Cherak to Whitewall, for example, brings herds of                heading those established by factors but in no way un-
                   sheep and wool products to the many small communities                 usual, the merchant princes involved must find the
                   along the route and to the thawing city itself. Rather than           necessary backing, which means going to the factors. The
                   turning around and returning to Cherak, however, the                  factors who will back the caravan must be courted,
                   caravan buys up a great deal of finished craft goods, ranging         seduced with promises of profits as well as other favors
                                                                                         that may, in the end, cost a merchant prince far more
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Michiel Schillhorn van Veen (order #1396275)                                                                                                             82.95.228
                                                                                                  CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                   THE CARAVAN MASTER                                                    the pay is hardly outstanding and the work is often difficult,
                        Regardless of whether the caravan is factor or mer-              no other employer outside of Nexus so readily ignores
                   chant prince established, the foremost decision to be made            criminal brands, slave tattoos and even more unusual marks
                   is the choice of the caravan’s master. The title caravan              and traits. For the most part, anyone with a strong back or
                   master is an influential one, and the one who bears it is             a salable trade is welcome on a caravan.
                   responsible for the success of the caravan, even more so                   Joining a caravan is a simple matter in the hub cities.
                   than the factors and merchant princes. The master will do             For weeks before the caravan sets out, word spreads regard-
                   most of the hiring for the caravan, as well as run the day-           ing the number and nature of hands needed for the trek.
                   to-day operations of the caravan in the field. As such, the           Shortly before the caravan actually begins its journey, the
                   choice of caravan master is an immensely important one,               caravan master, under the employ of the factors backing
                   and politics must often be put aside in favor of compe-               the caravan and merchant princes leading it, interviews
                   tence. The necessary intellectual, organizational and                 people willing to push yeddim, pull carts and shoulder
                   leadership skills that make a good caravan master are rare            goods. The number of slots on a caravan is limited, and
                   enough on their own, but they must be found in one person             those slots are coveted; hiring is usually done on a first
                   to make a truly great caravan master. Experienced and                 come-first serve basis. For all but the most dangerous,
                   skilled caravan masters carry great renown within the                 longest runs through the far edges of Creation, all the
                   Guild. While they lack the wealth and influence of the                necessary hands are hired within a single day.
                   merchant princes, the masters’ names still carry weight. In                To fill more specialized roles, the caravan master, the
                   many cases, it is the merchant prince who has managed to              merchant princes and perhaps even the factors themselves
                   secure the involvement of a well-respected caravan master             seek out those with the necessary skills. Usually, such hiring
                   who will win the backing of a factor.                                 is done merely on the basis of reputation. However, there are
                        Once selected, the caravan master becomes respon-                some individuals and agencies, unaffiliated with the Guild,
                   sible for the details of the caravan’s preparation. Armed             that act as brokers for such talented individuals, linking
                   with the knowledge of the merchant princes involved,                  clients in search of work with caravans in need of their skills.
                   what and how much they are carrying and where the route               These agencies usually require a modest fee and/or a mar-
                   will take them, the caravan master can hire hands, pur-               ginal percentage of their clients’ pay from the Guild.
                   chase yeddim and wagons and contract mercenaries. This                     Guild-affiliated merchants may buy a place on the
                   process begins at least a month before the caravan is                 caravan as well. They are not considered investors in the
                   scheduled to set out, and larger caravans require longer              caravan and profit only from their personal sales. They
                   preparation times.                                                    must provide all of their own hands and guards, though the
                        Caravan masters are also ultimately responsible for              mercenaries hired to protect the caravan in the event of
                   the caravan’s spiritual matters. The master makes all the             attack are not likely to make distinctions. These mer-
                   necessary supplications, benedictions and sacrifices to the           chants usually only stay with the caravan for a short time,
                   great deal of spirits the caravan will encounter on the road.         joining in one city or town and leaving in the next. They
                   Far from being priests or sorcerers, caravan masters are              are the up and coming, the merchants with the ambition
                   nevertheless well acquainted with the small gods likely to            to become merchant princes but not the backing. This can
                   be encountered during their caravans’ travels and make                be a hard row to hoe, as merchant princes will undermine
                   preparations for such encounters.                                     successful lesser merchants should they consider the lesser
                                                                                         traders future threats.
                   JOINING A CARAVAN
                        It is often said that there are no orphans in the Thresh-        THE RITUAL OF EXODUS
                   old, only caravaneers. Guild caravans are well known as                   The departure of a caravan from a hub city is no small
                   havens for outcasts, rebels, scoundrels and vagabonds. While          matter. Families of the caravaneers will not see their loved
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                82.95.228
    EXALTED • MANACLE AND COIN
                        Determining the profits incurred from running or backing a caravan is dependant upon its value, as well as any
                   special circumstances. In most cases, a character’s Resources can increase by • for rank 1 through 3 caravans and by ••
                   for rank 4 and higher caravans. However, especially successful caravans can increase this by an additional dot, while
                   those facing unexpected costs and hardships can reduce the profit by • or more — even to the point of reducing the
                   character’s overall Resources Background.
                        All investors must wait until a caravan has finished its circuit before they receive any benefits or suffer any losses.
                   Each factor and associate profits in proportion to her investment. Rank is important only when considering that more
                   powerful factors are provided the right of establishing caravans and/or being primary among a caravan’s investors.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                      82.95.228
                                                                                                   CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                                                                                     29
Michiel Schillhorn van Veen (order #1396275)                                                                                                              82.95.228
    EXALTED • MANACLE AND COIN
                        Among the mercenaries and other caravan guards,                     the contents of an entire wagon strapped to their backs,
                   most days are uneventful. While the low ranking among                    making movement through areas with rough or non-
                   them must run messages — often of little importance and                  existent roads easier. This size, of course, requires that they
                   merely for the amusement of bored officers — and care for                eat more. Fortunately, the yeddim shares a trait with the
                   equipment and horses, most guards merely move along                      camel: It can store water and food in its body, allowing it
                   with the caravan. Some wait eagerly for any sign of trouble,             to go for long periods with neither. When corralled,
                   sending arrows fly at the rushing of the wind or the flapping            yeddim are fed vast amount of food. On the road, yeddim
                   of doves’ wings. Most, however, prefer to earn their pay                 are fed every day if it can be managed but are capable of
                   with no threat to their skins. Whether or not the road is                going for up to four weeks without fodder and five days
                   bloody, they say, the silver spends the same at the end.                 without water. Such extreme treatment will cause irrepa-
                                                                                            rable harm to the animal, however, and is avoided if at all
                   THE CARE AND FEEDING OF                                                  possible: Even bad fodder is better than none at all.
                   YEDDIM, HORSES AND CAMELS                                                     Yeddim provide another useful service to the caravan:
                                                                                            yeddim dung. Referred to as yeddim bolts because it re-
                        Animal husbandry is a profession akin to alchemy on
                                                                                            sembles a bolt of cloth in size and shape, yeddim waste is
                   the road: To the uninitiated, it seems more like magic than
                                                                                            extremely dense and made of up plant matter stripped of its
                   simple art. Husbands manage to keep animals fit and work-
                                                                                            nutrients. If left to dry, a bolt makes a tinder log that can
                   ing, despite the fatigue of travel, rocks in hooves, biting flies
                                                                                            provide a fire for a whole night. Dry bolts are nearly
                   carrying all manner of sickness and having far less fodder
                                                                                            scentless, and the smell of burning bolts, much like the odor
                   than any good diet calls for. Officially, husbands are crafts-
                                                                                            of burning grass, is characteristic of any caravan that makes
                   men, thereby ranking lower in the Guild than the merchants
                                                                                            use of yeddim. The scent permeates everything and makes
                   they keep in business — or at least moving toward business.
                                                                                            carvaneers easily identifiable from the rest of the rabble
                        Used nearly everywhere in the Threshold and the
                                                                                            when they come together in a town or city for the evening.
                   Realm, the yeddim has a number of traits that make it a
                                                                                                 Horses, while lacking the power of the yeddim and the
                   preferable choice over the horse or camel as a draft animal.
                                                                                            endurance of the camel, are very common as both mounts and
                   Foremost, yeddim are powerful: After mammoths, they are
                                                                                            draft animals. Draft horses pull wagons and carts where it is
                   the strongest beasts of burden and are, in fact, far hardier
                                                                                            inconvenient or impossible for yeddim to do so, such as where
                   animals than mammoths. Two can haul what it takes a half
                                                                                            the only paths are narrow. In addition, riding horses serve the
                   dozen horses to pull. Their size allows the yeddim to carry
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                  82.95.228
                                                                                                    CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                   various scouts, messengers and guards of a caravan. Horses              so they tend to be used to store the delicacies that make
                   require a good deal of care, but that care is not particularly          caravan food bearable, such as grapes and shellfish.
                   specialized, and the individual using the animal can often                   All classes of Guildsmen drink wine. Station merely
                   take care of it, barring serious injury or sickness. Horses need        determines the quality and quantity, usually in direct
                   to eat and drink more often that either yeddim or camels, so            proportion. Barley beer, rice wine and palm wine are
                   their use becomes more and more restricted as caravans move             common as well, ranging widely in quality and origin.
                   farther toward the Elemental Poles of Air and Fire.                     Caravaneers are well known for their thirst, and they are
                        In hardiness and function, camels stand somewhere                  infamous for the presence of hard spirits among them.
                   between yeddim and horses. They can bear moderate bur-                  Drunkenness leads quickly to accidents on the road, how-
                   dens similar to what a horse can carry but are not as useful            ever, and those who indulge overmuch are left to rot on the
                   for pulling. A camel is neither as comfortable nor as agile a           side of the road for the betterment of the whole caravan.
                   mount as a horse, but camels are nevertheless used for riding.
                   Many desert tribes and mercenaries from the South use
                   camels in battle, but horses are far superior fighting mounts.
                                                                                             WINTERBREATH JAR (ARTIFACT •)
                   Their high endurance and need for little food and water,                       A winterbreath jar is an urn or carafe enchanted
                   however, make camels a staple of caravan travel.                          with the power of elemental air to keep its contents
                                                                                             cold or possessed of a sealed area inside that’s filled
                   VICTUALS                                                                  with unmelting snow or ice from the Far North. All
                        Food on the road varies with the region, the season                  winterbreath jars are typically crafted of blue jade and
                   and the tastes of the individuals. However, some generali-                are of excellent craftsmanship. Common themes of
                   zations can be made.                                                      one’s construction include handles shaped like air
                        Laborers and other small-timers tend to eat simple                   dragons and clouds or glaciers engraved into the body
                   foods. Because of the traveling nature of the caravan, foods              of the jar. A winterbreath jar will keep its contents at
                   that take long hours to cook, such as stews, are rarely                   a constant temperature of about 45 degrees, cold
                   present. Instead, most people eat food that is as hardy as                enough to keep perishables fresh or wine chilled.
                   they are, which usually amounts to dried meats, hard                      Winterbreath jars vary in size but rarely hold more
                   breads and aged cheeses. Mercenaries, craftsmen and oth-                  than a gallon of liquid or a small watermelon.
                   ers of middling rank do not eat better food than their                    Winterbreath jars need not be attuned to their users.
                   lessers, but do tend to get more of it. Because they often
                   have others to bear their burdens, they can afford to carry
                   enough so that they might eat well, at least occasionally.              REST
                   Also, with somewhat more robust resources than those                         When the caravan stops for the night, usually late in
                   below them, some craftsmen indulge in more expensive                    the afternoon when there are a few hours left before dusk,
                   foods, such as fresh meat and fruit.                                    the first priority is care of the animals. Horses, yeddim
                        For either group, perishable foods are provided at the             and camels must be secured, lest they wander off, and
                   evening markets, the nightly stops where local people                   protected, lest beasts or raiders come for them. Next
                   trade with the caravan on a small scale. Fresh eggs, fruits             comes the securing of whatever goods are being moved,
                   and vegetables are common additions to the caravaneer’s                 without which the beasts of burden are little more than
                   diet thanks to the evening market.                                      an expensive nuisance. Guard shifts usually watch both
                        Merchant princes and others of wealth and stature                  the animals and the goods. It is common for competing
                   enjoy, as in all things, the best that the circumstances of the         merchant princes in the same caravan to sign their own
                   caravan allow. Many merchant princes bring small herds of               mercenaries on as guards; the ethics of business often
                   cattle or sheep along with them, tended by the caravan                  become blurred in the middle of a long trip. For the most
                   hands, to provide fresh meat and dairy products during the              part, guard shifts are divided among the rest of the
                   journey. Aside from this, the staple diet of a merchant prince          caravaneers, with the longest watches going to the lowest
                   is not particularly different from that of the other members            ranking laborers. Every member of the caravan under-
                   of the caravan. Merchant princes can afford to buy spices as            stands the potential for disaster and while not as well
                   well as to employ or own accomplished chefs and campfire                trained as the professional guardsmen, even the lowest
                   cooks, however, making those same staple foods much more                hands know how to spot trouble. Petty theft is a rare
                   palatable to their more discerning palettes.                            occurrence in the caravan, as it is a close-knit group and
                        In addition, wealthier merchant princes often have a               as a thief is never tolerated, or hidden, for long.
                   large supply of fruits and meats, which are kept fresh in                    Caravans make their evening stops in caravansaries,
                   enchanted urns called winterbreath jars. The urns are                   in towns or, more rarely, on the road between the two. The
                   imbued with the power of elemental air, keeping their                   caravan master takes great pains to navigate the roads on
                   contents as cold as snow or packed with snow or ice from                schedule, landing the caravan each night behind stockades
                   the farthest North. Winterbreath jars are rarely very large,            and under the protection of Guild forces or local militias.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                             82.95.228
    EXALTED • MANACLE AND COIN
                   In addition to safety, caravansaries and towns provide the                  The birds can fly much faster than even a swift rider can
                   merchant princes, caravan master, mercenary captains and              move, covering as many as 200 miles in a day. Some local
                   other important members of the caravan with soft beds and             spirits, most often spirits of birds or air elementals, take offense
                   dry roofs in an inn. For those among the lesser caravaneers           at the “enslavement” of the birds and disrupt the message
                   who can afford it, such as journeymen and many well-paid              system. In other cases, the number of predators in an area can
                   specialists, flop houses and common halls are available.              reduce the effectiveness of the system. Anticipating these
                   The remaining caravaneers form an encampment around                   problems is part of the Master of Wing’s duties, and in case of
                   the wagons and animals, taking their rest where they can.             a threat, the caravan deploys duplicate messengers in hopes
                        A caravan that has been forced to stop on the road for           that one will successfully deliver the message.
                   the night must take greater pains to ensure the safety of its               Given the appropriate resources, a caravan will make use
                   goods and members. Wagons and carts are formed into a                 of sorcery for communication as well. Sorcery is expensive,
                   circle, and important individuals and materials are kept              however, and keeping spirits or outcaste Dragon-Blooded on
                   within, including valuable animals and slaves. Before fires           the payroll merely to act as conduits for information is too
                   are started or any rest is taken, the caravan master and his          expensive for most factors and merchant princes.
                   assistants take pains to placate the local spirits, road gods
                   and other powers in the area. The favor of the small gods             ENTERTAINMENT
                   goes a long way toward ensuring the safety of the caravan.                  Caravan fleas, as the jugglers and dancers and singers
                        Soldiers, both Guild mercenaries and privately hired             and players that follow a caravan are called, are tolerated
                   guards keep the watches and, especially when the caravan              only because they provide distraction from the monoto-
                   has stopped on the road, are not expected to sleep much.              nous rigors of the road. Every caravan, whatever the size,
                   Most mercenary companies consider themselves on duty                  has a motley band of fleas clinging to its back. Most are
                   whenever the caravan is outside of protective walls. When             musicians and dancers: A single man with a lyre can
                   the caravan has reached one of its scheduled destinations,            entertain any number of teamsters and guards, and dancers
                   however, its guards scatter in search of whatever rest and            in short silken shrifts can easily find other work besides.
                   recreation their wages can afford them.                               For the small caravan running through well-populated
                        Most merchant princes make it a point to be comfort-             lands, a half dozen such entertainers are usually the best
                   able regardless of whether they are deep in the wilderness            the caravaneers can hope for.
                   or in Nexus itself; location merely determines the degree                   Players with stage wagons, troupes of acrobats, exotic
                   of their comfort. The grand Contestogas of the wealthiest,            dancers and even more esoteric performers follow a caravan
                   or most indulgent, merchant princes rival the finer inns of           out of the hub city gates and become one with it as it winds
                   the Realm for comfort and commodity. While usually only               its way through the Threshold. Each stop steals away a few
                   a single room, they are likely to contain a soft couch and            of the performers and adds others, and the circus that follows
                   a large bed, as well as a bar and, if the merchant prince so          the caravan shifts constantly in size and composition. In the
                   desires, a game table. Young men and women who serve as               South, dancers and fire-eaters are popular, while people of
                   both chambermaids and bed partners are common, as are                 the North seem to prefer skalds and jugglers. In the East,
                   bodyguards of various sorts. Eunuch slave guards from the             players and acrobats are popular. Guild ships traveling the
                   South are currently considered both effective and fashion-            islands of the West rarely have room to spare, so well known
                   able. When in the caravansaries, merchant princes are                 minstrels and poets are best loved.
                   afforded all the luxuries of city life, if on a smaller scale.              Gods and Fair Folk often join caravans as entertainers,
                   Bathhouses, full course meals, private chambers and the               as does the occasional Exalt. Elementals and demons may be
                   like are all readily available, though expensive.                     bound by Terrestrial sorcerers to perform, or, like the gods
                                                                                         and the Fair Folk, they may desire the adoration and awe
                   COMMUNICATION                                                         that an audience provides. Fair Folk attached to a caravan
                         Communication between the hub cities, the cara-                 feed off the caravaneers and the townsfolk they visit and
                   vans, the caravansaries and the caravan’s destinations is             often prefer emotions such as wonder, lust and joy. The
                   difficult but, nonetheless, necessary. In order to facilitate         motives of Exalts are more varied. Some outcaste Terrestri-
                   communication without having to rely on sorcery or                    als join just for the sake of the adulation, others do it because
                   spirits, the Guild has developed a complex system of                  they can blackmail the merchant princes into keeping them
                   communicating through the use of messenger birds. Each                with the caravan, and many join purely for the human
                   caravan leaves the hub city with cages full of pigeons and            contact it affords them. Occasionally, the Exalts who travel
                   other homing birds. The Master of Wings, one of the few               with a caravan are Celestials — typically, those on the run.
                   members of the administrative branch to travel with a
                   caravan, and his assistants keep the birds. At the request of         EVENING MARKETS
                   the caravan master or the merchant princes, they use the                   For the common citizen of the Threshold, the arrival of
                   birds to send messages back to the hub city or forward to             a Guild caravan is a momentous sight: It means that life goes
                   the caravan’s destinations.                                           on, both for the individual village and for the outside world.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                    82.95.228
                                                                                                      CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                   It means that the Anathema have not returned to overturn                 good portion of whatever income they make must be paid
                   the world and that the Yozis have not broken free of their               to the Guild in the form of levies and dues.
                   great prison. When the first yeddim-drawn cart appears far                     Caravansaries are more akin to fortress villages than
                   down the road, a celebration begins. For the people of the               bustling towns. Thick walls of earth or stone protect a great
                   many small Threshold towns and villages, the caravaneers                 open courtyard where wagons are parked and pack beasts are
                   are the only people other than their cousins and neighbors               stabled. The structures within, ranging from flop houses to the
                   they will see in the space of a year. The caravan brings much-           Administrator’s Hall, are built against the interior walls. The
                   needed goods, from plowshares to wagon wheels, and often                 roofs of the buildings serve as battlements when the fortress
                   takes local wares in return. The services and substantives the           is under attack and as gardens and patios at other times. Most
                   caravan purchases in that one night provide the village’s                of the permanent residents of the way station serve on what
                   total annual income in many cases. Moreover, the news and                amounts to a militia, ready to defend Guild interests at a
                   tales and the songs and rumors that the caravan brings with              moment’s notice. There are full-time troops stationed at
                   it are beyond quantifiable value.                                        caravansaries, but they are generally few in number since the
                          For the Guild, these evening markets are its bread and            caravansaries are extremely defensible and since the Guild
                   butter. Every stop along the way, every sale and purchase of             mostly depends upon the mercenary units traveling with the
                   goods, is carefully anticipated. Successful merchant princes             caravans to protect these places when they are most valuable
                   know exactly what to carry and how much, as well as what to              — that is, when there is a caravan present.
                   buy and when. Running a caravan is an expensive endeavor,                      Outside the walls of a caravansary, particularly one along
                   and the factors who invest most of the money want to know                a well-traveled route, there is invariably a shantytown of
                   that it can pay for itself. From bolts of cloth to bags of seeds,        ramshackle dwellings and businesses. Many who work at the
                   it is the common items carried by the caravan that provide for           Guild-approved businesses within the walls live here, as there
                   its daily expenses. Inclement weather and other calamities               simply is not room for them all inside, and many more come
                   can quickly destroy a caravan’s profitability, as each extra day         to feed off the scraps of the caravans that pass through.
                   on the road is a day that simple goods cannot be sold to pay             Prostitutes, craftsmen of dubious skill, pickpockets, drug
                   the caravan’s expenses. Many caravan masters will drive the              dealers, money lenders, beggars and their ilk all congregate
                   train through storms and worse, lest they return too late to             around the caravansaries, fighting like dogs for positions
                   their hub city and find themselves reduced to collecting                 closest to the gates. Caravan fleas are not allowed within the
                   yeddim bolts on the next outing.                                         walls of a caravansary, and many hands and laborers prefer the
                          Factors, merchant princes and caravan masters plan                rough pleasures of the caravansary ghetto’s lean-tos and fire
                   their route to allow as much flexibility as possible in time             pits to the dull beds found within. Thieves, murderers and evil
                   and trade. Longer runs provide more leeway, since each                   spirits and fey stalk the ghetto, and sometimes, hands do not
                   individual stop and evening market has less effect on the                survive to rejoin the caravan as its sets out again.
                   overall success of the caravan. Caravans that last a single                    If a caravan has suffered a loss in personnel, it can
                   season or move through a well-traveled region suffer more                replace members before leaving. Hands and laborers are
                   by comparison, since each stop represents a larger percent-              pulled from the riffraff of the ghetto, while more skilled
                   age of the caravan’s total business.                                     members are hired from the pool of local talent that often
                                                                                            waits at a caravansary in hopes of joining a passing caravan.
                   CARAVANSARIES
                         Caravansaries are permanent trading posts, fabricated              DANGERS OF THE ROAD
                   villages that exist to support the caravans that pass through                  The long roads that link the cities of the Threshold are
                   them. The Guild establishes caravansaries at regular inter-              rife with danger. Assault and accident are ever-present wor-
                   vals along preexisting trade routes. The Guild runs the                  ries, threatening to take not only lives, but also profits. Each
                   caravansaries, usually rewarding an exemplary member of                  day lost to a road choked by a landslide, each man lost to a
                   the administration branch with the title of host, a position             barbarian raid and each silver coin paid in taxes to a petty king
                   combining the jobs of mayor, shopkeep and inn proprietor.                weakens the caravan and steals from the coffers of the Guild.
                   On occasion a less-than-exemplary merchant prince re-
                   ceives the title of host from the Guild council, which                   WEATHER AND OTHER CALAMITIES
                   serves to keep the merchant prince under control and                          Rain, snow, sleet, hail, the blazing sun and all other
                   remove him from the regional marketplace.                                sorts of inclement weather are dangers as great as all the
                         Shortly after the establishment of a caravansary by                demons of Malfeas and all the monsters of the Wyld. A
                   the Guild, it invariably begins to grow of its own accord.               caravan is a well-balanced, well-oiled machine, and too
                   Both locals and transients, often caravan members them-                  much water, cold, sand or heat can cause the machine to
                   selves, make the caravansary their home. This is tolerated               begin to break down. An army of coughing, feverish
                   so long as the individual can offer some useful service or               mercenaries, fallen ill due to incessant rain, is less capable
                   skill, from shoeing horses to filling tankards. All residents            in its defense of the caravan, while a land of dust where
                   are officially affiliated with the Guild, which means that a             there should be river beds and oases can end a caravan
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                    82.95.228
    EXALTED • MANACLE AND COIN
                   very quickly. Deep mud and impassable snow-drifts will                   or the warlord, the Guild will hire the mercenaries and solve
                   halt a caravan as surely as hordes of barbarians.                        the problem. If the bandits or the warlord’s forces are too
                        More difficult to deal with, but part of the same class             numerous or, as is more often the case, too deeply entrenched,
                   of danger, are natural disasters. The heaving earth can                  the Guild pays the tribute and attempts to establish a more
                   destroy bridges and seal off mountain passes. Floods and                 equitable relationship with the bandits or warlord. Once they
                   mudslides wash roads and villages completely away, and                   have found they can get tribute from the Guild, bandits and
                   volcanoes create impassable rivers of lava or bury entire                warlords often become greedy, and the required tribute in-
                   cities in ash. Sandstorms create similar threats, burying                creases with each passing caravan. Eventually, the expense
                   whole cities or stripping all the caravaneers not within the             will grow greater than the cost of war, and the Guild will
                   protective wall of a Conestoga of their very flesh. Caravans             remove the problem entirely. The Guild is also not averse to
                   have two weapons at their disposal to combat such men-                   the use of mortal and outcaste assassins.
                   aces: good planning and prayer. Where the former does not
                   succeed, the latter just may. The caravan master deals with              BARBARIANS
                   local spirits, offering prayers and other sacrifices in order to              The uncivilized tribes at the edges of the Wyld pose a
                   protect the caravan from disaster and to beg the removal                 looming threat. Caravan routes tend to stay as close to
                   of natural and supernatural obstacles. In the wilderness,                civilized lands as possible, and if a route takes the caravan
                   spirits demand much, and the caravan master must take a                  close to the edge of the Wyld, the caravan master, the factors
                   harder stance than during the Ritual of Exodus, attempt-                 and the merchant princes take the necessary precautions:
                   ing to negotiate the caravan’s safe and profitable passage               more guards, fewer stops and alliances with local powers
                   against the strong position of the local deities.                        opposed to the barbarians. When attacks by barbarians do
                                                                                            occur, they are swift, brutal and merciless. The savages kill
                   BANDITS AND WARLORDS                                                     the men, capture the women and loot the caravan for what
                         Bandits are political dissidents and the disenfranchised           goods they can use or sell. Everything else, they burn. While
                   of the Threshold. Exiled or on the run from Threshold towns              even less sophisticated attackers than bandits and the like,
                   and cities, they form communities of their own, ranging in               barbarians have the advantage of knowing their own lands
                   size from a single family to hundreds of people. The defining            very well: They know when and where to ambush caravans
                   factor of bandits, however, is their form of subsistence:                for maximum effect and minimal warning.
                   Bandits prey upon travelers for their survival. Bandits will                  Attacks by savage tribes occur primarily between the
                   generally only attack caravans when they outnumber the                   cities in the far edges of the Threshold. Occasionally,
                   caravan guards three to one or more. If there is an obvious              tribes make incursions into the Threshold, whether be-
                   advantage among the caravaneers, such as a powerful spirit               cause they are forced out of their land by other powers or
                   or Exalted protectors, bandits will not attack. However,                 because they have grown ambitious. When attacks have
                   bandit groups are often controlled by tyrannical rulers or               occurred within the borders of Guild-allied Threshold
                   non-mortal powers. Both are willing to sacrifice any number              states, caravans can thereafter expect armed escorts from
                   of their servants to achieve their ends. Left to their own               local governments. In nations where the Guild is less
                   devices, bandits prefer easy prey and would rather intimi-               popular, barbarian attacks go unopposed and may even be
                   date the caravan into paying a “toll” than to fight its guards.          instigated by the local powers that be.
                         Also found in the Threshold are the armies of petty
                   warlords. There are innumerable kingdoms, city-states                    THE FAIR FOLK
                   and nations in the Threshold, and they are constantly in                      The Guild conducts business with many faeries, buying
                   flux. Powers change like the tides, and the strong warlord               and selling slaves and, less commonly, trading in gossamer
                   can only maintain his position through force of arms. In                 and other magical artifacts. The Fair Folk as a whole, how-
                   many cases, these warlords are rogue generals who have                   ever, have no alliance with the Guild. More to the point,
                   broken from their kings or are mercenary captains with                   there is no such thing as a concerted opinion among the Fair
                   visions of carving out a nation of their own. Well armed                 Folk, but it is certain that for every faerie that finds mortals to
                   and well trained, the forces of these warlords pose a                    be amusing guests, 10 more find them to be amusing prey.
                   significant threat to Guild caravans should the warlords so                   Fair Folk are dangerous because there is little than can
                   choose. More often than not, these warlords merely wish                  be assumed about where, when and how they might attack
                   to receive tribute and lip service from the Guild.                       a caravan. Fey are as likely to insinuate themselves into the
                         How the Guild deals with bandits and warlords is a                 caravan itself, masquerading as spirits or mortals or even
                   question of politics and economics. When the Guild has                   animals, as they are the break out of the forest with an army
                   strong ties with a Threshold nation, it will pressure the nation         of howling, Wyld-twisted cannibals under their com-
                   itself to deal with the problem. If the nation is weakened or the        mand. Fair Folk may infect the dreams of the sleeping
                   attacks take place between civilized lands, the Guild must               caravan hands or seduce the caravan master in order to
                   weigh the economic issues. If it is more expensive to pay the            lead the whole company into ambush.
                   tribute than it is to hire a mercenary army to crush the bandits
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                      82.95.228
                                                                                                      CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                        Defense against the Fair Folk is largely dependant                   right bribery. The negotiators intimidate the gods they can
                   upon detection. Spirits allied with the caravan can detect                and offer sacrifices to the gods they cannot.
                   disguised fey, and there are many artifacts designed to                         Once a deity is sufficiently appeased or cowed that the
                   provide warning of or protection from the Fair Folk.                      Guild can operate in the area, the Worshipful Company
                   Mortal sorcery is of little use against the Fair Folk, but                assists the local mortal population in further pacification
                   guards armed with spears tipped with cold-wrought iron                    efforts. They begin by selling the community a temple,
                   can discourage attack by weaker fey.                                      complete down to the last alms box and incense bowl. A
                                                                                             flatbed yeddim-cart arrives nine months to a year later,
                   SPIRITS                                                                   carrying the temple and its furnishings in crates, ready for
                         The spirits that inhabit Creation are as numerous and               assembly. The Worshipful Company and the community
                   varied as stars. Most spirits require only a little respect from          then invite the deity to take part in dedication ceremonies
                   mortals, exemplified through small rituals and offerings. In              for his temple. Usually, the temple contains a suitably
                   return, spirits provide some small benefit to the mortals,                splendid chamber for the god’s residence in Creation and
                   even if it is merely to ignore them rather than harass them.              additional spaces for his public worship and for his priestly
                   Guild caravans, being so widely traveled, are more likely                 retainers. Theological experts working for the Worshipful
                   than most to encounter various spirits. Shrines dot the roads             Company design a set of rites and rituals for the god and
                   of the Threshold, and the gods of various places and objects              copy them out in beautiful calligraphy in well-made books.
                   have many worshipers where the Immaculate Philosophy                      Other experts usually check in on the temple for several
                   does not hold sway. The caravan’s master, local guides and                years afterward, helping the priests attend to their duties
                   caravan spirits help to navigate this sea of powers and allow             and keeping the god satisfied. Caravans can cart in temple
                   the caravan to continue on its business unmolested.                       upgrades, as well, providing grander worship spaces or
                         Of all the spirits that haunt caravan routes, it is the road        religious schools or monastic establishments, usually carved
                   gods that demand the most care and respect from the Guild.                out of wood or other materials. When a temple has reached
                   From the rutted cart path through the dense forest to the last            sufficient size, the Guild provides architectural consulting
                   remaining glass highways of the Old Realm, each roadway has               services in order to build a new temple complex out of
                   a spirit. The power of these spirits depends on the age, size and         locally quarried stone and also provides the god with
                   usage of the road, and the disposition of the spirits depends on          counseling services on dealing with new-found fame and
                   much the same. Road spirits are dedicated to the keeping their            fortune as a regionally important divinity.
                   roads clean, well maintained and clear of obstruction. This                     The Guild has discovered that augmenting the right
                   can be a heavy burden, even for a spirit, and long but rarely             local gods can be very good for business. Some deities find
                   traveled roads fall easily into disrepair. When the Guild                 it stressful to give up their wilderness portfolios and remain
                   establishes a new caravan route, however, one of these ill-               difficult and dangerous for decades, and often, the Guild
                   used roads sometimes becomes part of the route. In such a                 has little choice but to reroute caravans around their
                   circumstance, the Guild sends forth an emissary to the god of             territories. However, other divine beings can be persuaded
                   the road — the Guild uses caravan spirits for this purpose                or bribed into accepting the title of civic god, and such
                   before releasing them — and requests use of the road and                  gods often discover that it can be quite a lucrative business.
                   presents offerings. Most road spirits are pleased to have their           Such a god can then reveal the locations of new resources
                   domains in use and good repair, but a few prefer the solitude             and raw materials in exchange for larger offerings, and the
                   and actively oppose the Guild and its caravans.                           presence of those resources attracts artisans and laborers
                         The Guild has a policy of treading carefully wherever               who exploit the resources and also worship the local god as
                   divinities are concerned. There are hundreds, if not thou-                a matter of course. The community grows, and the god
                   sands, of gods on the loose during the Second Age of Man,                 profits from the community’s growth.
                   and it is vital for the Guild’s operations that caravans be                     The trick lies in finding the right god to approach.
                   allowed to travel unmolested by the ranks of the deities. To              The Worshipful Company is always seeking out deities
                   this end, a special working group exists within the Guild                 who can be suitably primed to accept the presence of a new
                   called the Worshipful Company of Prayers and Preachers.                   community and simultaneously finding the right combi-
                   It is the duty of the Worshipful Company to conduct                       nation of individuals prepared to worship a new god in
                   negotiations on behalf of the Guild and to assist villages,               order to have a new place to live. Matching settlers with
                   towns and cities where the Guild does business in appeas-                 deities is a difficult task, and yet, the Guild often benefits
                   ing their local divinities.                                               enormously from such relationships. Setting up these sorts
                         The first step is to establish contact with a difficult             of deals requires large investments of cash (particularly
                   god, and this often involves sending in veteran Exalts to                 jade, since the gods love it), and yet, the Guild often reaps
                   awe the deity and to demonstrate the Guild’s sincerity in                 great benefits in the long term.
                   achieving a resolution. The Guild’s negotiators work
                   through a combination of actual force, shows of force,
                   threats, delicate diplomacy, offers of gifts and even out-
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                  82.95.228
    EXALTED • MANACLE AND COIN
                   THE DEFENSE OF THE CARAVAN                                              hands it has hired. This number increases half again in
                                                                                           areas close to the Wyld and in areas in which bandits,
                        For the Guild, the defense of its caravans is of the               barbarians or warlords are known to operate. The caravan
                   utmost importance. Over its long history, the Guild has                 will hire multiple mercenary companies if necessary in
                   developed a reliable system of defense, political and super-            order to fill out the required troops. In addition, it is
                   natural as well as physical. As threats continue to evolve,             common practice for merchant princes to hire guards of
                   so shall the Guild’s defenses.                                          their own, often small but elite units.
                   ALLIES                                                                       The rank-and-file caravan guards are divided be-
                                                                                           tween infantry and cavalry, with one mounted warrior for
                         The Guild does not rely solely upon its strength of arms
                                                                                           every three foot soldiers. Cavalry are lightly armored and
                   to protect its interests. Foremost among the Guild’s defenses
                                                                                           armed with bows, spears and short blades. Infantry wear
                   are its alliances, contracts and debts — both owned and owed.
                                                                                           heavier armor and use weapons designed for reach, such as
                   Nations and city states, wealthy individuals, spirits and Fair
                                                                                           pikes, and for close combat butchery, such as axes and
                   Folk all deal with the Guild. When negotiating with any of its
                                                                                           chopping swords. The quality of the guards’ gear varies;
                   clients and allies, the Guild includes arrangements for the
                                                                                           more experienced units have higher-quality gear because
                   protection and free travel of its caravans in contracts and
                                                                                           they demand higher prices, while untested companies arm
                   pacts. These arrangements relieve the Guild of at least some
                                                                                           their soldiers with whatever they can scavenge or afford.
                   of the burden of ensuring its caravans safe passage and increase
                                                                                                Scouts are an integral part of any mercenary company.
                   profitability, though concessions are made to such allies that,
                                                                                           Drawn from the cavalry units, caravan scouts ride a mile or
                   in turn, cost the Guild. In addition, the merchant princes and
                                                                                           more ahead of the caravan. They move in groups of three,
                   factors coordinating a caravan often make sure they are in
                                                                                           with one member ready to speed back to the column
                   debt to many influential individuals.
                                                                                           should there be anything to report. In more dangerous
                   GUARDS                                                                  regions, scouts flank and follow the caravan as well.
                                                                                                Mercenary pay is not better than that of the common
                         Mercenary units, called companies, affiliated with but
                                                                                           laborers, but there are perks: Mercenaries often get second
                   not owned by the Guild are the most common defenders of
                                                                                           choice, after the merchant princes, of any prostitutes,
                   Guild interests in the field. Mercenary companies range in
                                                                                           drugs and other entertainments traveling with the cara-
                   size from a few dozen men to a few thousand. A caravan
                                                                                           van. In addition, should the caravan see combat during its
                   requires a number of guards roughly equal to the number of
                                                                                           trek, appreciative merchant princes and factors give out
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Michiel Schillhorn van Veen (order #1396275)                                                                                                             82.95.228
                                                                                                    CHAPTER ONE • GUILD HISTORY AND STRUCTURE
                   bonuses to mercenary captains, most of whom, in turn,                   Blooded raised far away from the Realm or adventurous
                   pass the bonuses along to their men.                                    young Dynasts looking to amuse themselves on the road.
                                                                                           The Guild actively courts such powerful individuals, yet
                   MOVING FORTRESSES                                                       keeps them at arm’s length: These defenders are mercenar-
                         Among the specialized defensive measures developed                ies and freelancers, ensuring power over the caravan remains
                   by the Guild are the fortress wagon and the wall wagon.                 in the hands of Guild members.
                   The fortress wagon is a box wagon four meters tall, four                     Non-Terrestrial Exalted can find work on the cara-
                   meters wide and ten meters long, pulled by either a pair of             vans as well. Caravan masters do not ask questions, and
                   yeddim or a half dozen horses. Its walls are four-inch-thick            merchant princes may pry but know themselves the impor-
                   hardwood beams banded by steel. The wagon holds three                   tance of secrets. Solar Exalted, given their power, are
                   dozen bowmen within, who have access to murder holes in                 welcome on any caravan where danger is likely, but they
                   every direction. The roof of the wagon has battlements                  must keep to themselves lest cries of “Anathema” erupt.
                   and heavy weapons such as ballistae are often fitted on                 Lunar Exalted are especially sought after on caravans that
                   them. In other cases, the area is kept clear for spirit or              skirt the edges of the Wyld: As guides, scouts and ambas-
                   Exalted defenders who need a high vantage point in order                sadors, Lunar Exalted are unparalleled in these regions.
                   to use sorcery or other magic. The fortress wagon serves                     Even one Exalted member of a caravan drastically
                   primarily as a rallying point and as a place for the merchant           increases the expense of the caravan. Caravans that use
                   princes and caravan master to hide during an assault. Very              Exalted defenders and guides must ensure profits by going
                   large caravans will have five or six fortress wagons in their           out longer and by carrying more valuable commodities,
                   company, all manned by mercenary bowmen and drivers.                    which, in turn, increase the likelihood of assault by bandits
                         Similar to the fortress wagon, but smaller and more               and barbarians. In addition, the mere presence of Exalted
                   numerous, are the wall wagons. The wall wagons are half the             on the caravan draws attention, from spirits, from Fair Folk
                   size of the fortress wagons and only one side is reinforced             and from other Exalted — including Immaculates in
                   with steel. This side is covered in arrow slits while the other         search of newly Exalted Solars. Because of their expense,
                   side of the wagon collapses to form a ramp into the wagon.              Exalted caravaneers invariably earn their pay.
                   When the caravan falls under attack, the wall wagons link                    The Guild is careful to make itself beholden to no one
                   with one another using great iron hinges, the protected side            individual, no matter how powerful. The Guild keeps tabs
                   facing out against the assault. There are battlements atop              on any Exalted it hires with the intention of using what-
                   the wall wagons as well. Wall wagons link to fill gaps in the           ever information — friends and enemies, loved ones and
                   caravans defenses or join with fortress wagons to create a              rivals, virtues and vices — it can discover as insurance
                   castle that can survive a siege in the wilderness.                      should the Exalt ever pose a threat to the Guild.
                         Fortress wagons are used as supply wagons for the
                   mercenary companies protecting the caravan and also
                   serve to carry the wounded after a battle. Wall wagons, on                RANK AND PAY ON THE CARAVAN
                   the other hand, are completely functional for carrying                         The various members of a caravan draw different
                   goods and do so. One in every four wagons in a caravan is                 pay and possess different ranks. The following values are
                   a wall wagon except in particularly dangerous areas, where                an average, and more famous or highly skilled individu-
                   half the wagons are wall wagons.                                          als may draw slightly higher pay or be granted slightly
                         The caravan must drill daily with the fortress and wall             higher rank. All rank values are considered dots of
                   wagons if they are to serve as protection against assault. Given          Backing appropriate for the character and all pay values
                   that scouts range only about a mile out from the main body of             are considered dots in Resources for the character.
                   the caravan, there is a limited amount of time between
                   warning and attack. Drills — during which the wagons circle               Title                     Rank          Pay
                   up and wall wagons link together while the caravan fleas stare            Hand                      •             •
                   in awe — occur when the caravan stops for the evening,                    Groom                     •             •
                                                                                             Teamster                  •             ••
                   though some caravan masters or mercenary captains prefer                  Drover                    ••            ••
                   more random drills. Merchant princes dislike such midday                  Wainwright                ••            ••
                   drills because they detract from the day’s travel, but even the           Guard                     N/A           ••
                   most obtuse merchant prince understands their value.                      Scout                     N/A           ••
                                                                                             Master of Wings           •••           •••
                   THE EXALTED                                                               Caravan Master            •••           ••••
                       A caravan can hope for no better a defender than an
                                                                                             Note: Exalted members of the caravan draw pay two
                   Exalt. While the Exalted are too rare to be considered a                  dots higher than listed above (maximum ••••). In
                   standard part of a caravan’s defense, the truth is that any               addition, a single Exalt will increase the overall
                   caravan of even moderate size is likely to have an Exalted                expense of the caravan (see p. XX) by one dot, and
                   defender or three. Most such warriors are outcaste Dragon-                multiple Exalts will increase the expense by two dots.
                                                                                      37
Michiel Schillhorn van Veen (order #1396275)                                                                                                               82.95.228
    EXALTED • MANACLE AND COIN
                                               38
Michiel Schillhorn van Veen (order #1396275)        82.95.228
                                                                                                      CHAPTER TWO • DRUGS — THE SOFT TRADE
CHAPTER TWO
                                               DRUGS — THE
                                                SOFT TRADE
                        The Guild sells all manner of drugs to anyone willing to        to do without regular doses. Taking too many doses of qat
                   pay its price. Although many Threshold rulers despair at the         merely sends the user into a mindless stupor that lasts six to
                   problems that addiction to opium or cocaine produce among            eight hours. The user awakens sluggish and with a hangover
                   their populace, few wealthy women are willing to do with-            (increase the difficulty of all rolls by 1 for the first four hours
                   out access to maiden tea. Everyone who is sick wishes they           after the character awakens), but it has no other ill effects.
                   had some seven bounties paste, and perhaps most impor-                     Qat is exceedingly plentiful in the East, and most of the
                   tantly of all, the number of wealthy nobles using age-staving        market is in the hands of local growers. Unfortunately, qat
                   cordials is quite high. Although many rulers would love to           leaves become useless when they are dried. As a result, qat
                   keep their subjects from stumbling to work or even standing          cannot normally be shipped outside of the East. However, the
                   guard while high on marijuana, few are willing to forgo the          Guild has developed a method of preserving these leaves. The
                   benefits that the Guild’s other drugs bring. To open this            leaves are coated with a shiny edible gum. The gum is a
                   chapter is a list of some of the more popular and common             rubber-like sap from trees that are common in the Far
                   drugs available in the Age of Sorrows.                               Southeast. This gum is one of the more popular commodities
                                                                                        collected or purchased by expeditions to the Southeast. Qat
                   QAT (RESOURCES •)                                                    treated with this gum is either sold as whole dried leaves, or
                        Qat is a common euphoric and a mild opiate. Qat is              it is compressed into small chewy nuggets that are quite
                   made from the leaves of a small leafy plant that grows               popular with sailors in the West. The Guild owns the vast
                   extensively in both Great Forks and the Hundred King-                majority of qat that is shipped outside of the East.
                   doms. Users can either chew on the fresh leaves or brew                    Overdose: N/A
                   them into a tea — chewing is more common since it requires
                   fewer leaves and is said to produce a better high. Regular           MARIJUANA (RESOURCES •)
                   users all have pale-green stains on their lips and teeth.                Marijuana grows almost everywhere and is widely
                   When he’s under the influence of qat, reduce all of a                used recreationally, as a cure for nausea and as an appetite
                   character’s wound penalties by one and subtract one from             stimulant for the ill. Although the majority of the mari-
                   the character’s Wits. Each dose of qat lasts for two or three        juana trade is in the hands of local growers, the Guild
                   hours. Qat is only mildly addictive, but its pain-deadening          makes money both selling exceptionally fine flower buds
                   qualities are much in demand — few of its users are willing          and selling marijuana to the residents of places such as the
                                                                                   39
Michiel Schillhorn van Veen (order #1396275)                                                                                                                  82.95.228
    EXALTED • MANACLE AND COIN
                   Far North, where it doesn’t grow. Low doses of marijuana             is one of the major exports of the portions of the Hundred
                   do little except make the user feel relaxed, happy and               Kingdoms that contain part of the great Eastern forest. The
                   somewhat hungry. Higher doses reduce the user’s Wits                 people of Harborhead also cultivate coca, but it is not one
                   dice pool by one for the next hour or two. Overdoses are             of their major exports. One of the most notable things
                   essentially impossible. Physical addiction is weak and               about cocaine is how little is needed to get the user high.
                   easily overcome, though many users become psychologi-                A normal dose is a pinch of the white powder. Cocaine is
                   cally dependent. Marijuana leaves and flower buds are                normally snorted using anything from a hollow reed to a
                   typically dried and then smoked, although they can also be           beautifully made jade straw.
                   used as a cooking spice.                                                    When using cocaine, add one to a character’s Wits
                        Overdose: N/A                                                   score and reduce the difficulty of rolls to stay awake or resist
                                                                                        fatigue by 1. Cocaine also makes user feel happy, and in
                   COCA LEAVES                                                          control of their lives. A dose of cocaine lasts for one hour.
                   (RESOURCES •; •• OUTSIDE THE EAST)                                   After this time, reduce the user’s Wits by one, and increase
                                                                                        the difficulty of all rolls to stay awake or resist fatigue by 1.
                        Coca leaves are a mild stimulant that only grows in
                                                                                        These penalties also last for one hour. Users also feel sad
                   the warm, high altitude portions of the East and the
                                                                                        and hopeless during this time. However, taking another
                   Southeast. Coca grows at an altitude between 1,500 and
                                                                                        dose instantly alleviates these penalties and provides the
                   6,000 feet. Users typically stick a small handful of fresh or
                                                                                        normal bonuses for cocaine. Cocaine is not physically
                   dried leaves in the side of their mouths and slowly chew the
                                                                                        addictive, but regular users will do almost anything to
                   slightly bitter mass. Coca is a relatively harmless drug that
                                                                                        avoid the depression that occurs when it wears off.
                   is far milder than either cocaine or rock cocaine. Coca
                                                                                               Overdose: Snorting more than one dose of cocaine in
                   makes its user slightly more alert and increases the user’s
                                                                                        an hour doubles the bonuses but also reduces the user’s
                   initiative by 1. The effects of chewing a single wad of coca
                                                                                        Willpower, Compassion and Temperance by one each and
                   leaves lasts for several hours. Chewing coca also grants the
                                                                                        makes the user extremely hyperactive. Increase the diffi-
                   user an extra die on rolls to stay awake and to resist the
                                                                                        culty of all tasks involving either stealth or fine
                   affects of working at high altitude. Chewing coca also
                                                                                        manipulation by 1 because the smoker literally can’t stand
                   allows users to drink limited amounts of salt water.
                                                                                        still. Also, double the severity and duration of all penalties
                        Coca leaves are normally only available in the East,
                                                                                        once the drug wears off.
                   relatively near to where it is grown. Since coca leaves are
                                                                                               If the user snorts a number of doses of cocaine greater
                   a far less concentrated than either cocaine or rock co-
                                                                                        than her Stamina score in one hour, her player must make
                   caine, the Guild does not find it practical to transport
                                                                                        a Stamina + Resistance roll. On a success, all penalties to
                   coca leaves outside the boundaries of the East. While a
                                                                                        Willpower, Compassion and Temperance and difficulty
                   few wealthy nobles in other parts of the world have
                                                                                        increases to stealth and fine manipulation are doubled for
                   special green houses where they grow coca leaves, such
                                                                                        the next four hours after the cocaine wears off. At the end
                   places are rare, and coca leaves are a difficult to find
                                                                                        of this time, the character takes a level of bashing damage
                   specialty product outside of the East.
                                                                                        and must sleep. On a failure, the character’s Willpower
                        Overdose: Because it is only possible to chew so many
                                                                                        also drops to zero. On a botch, the character dies — her
                   leaves at once, it is impossible to overdose on coca.
                                                                                        heart gives out from the strain of taking too many stimu-
                   However, habitual users who are suddenly deprived of
                                                                                        lants. Exalts who overdose on cocaine and roll a botch fall
                   their access to coca will increase the difficulty of all
                                                                                        unconscious and take one die of unsoakable lethal damage
                   Stamina + Endurance rolls to stay awake by 1 for the next
                                                                                        from convulsions, but they do not die.
                   three days.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                82.95.228
                                                                                                       CHAPTER TWO • DRUGS — THE SOFT TRADE
                   ance by three. Also, the drug produces an almost over-                 lasts approximately eight days. Many users believe with-
                   whelming feeling of euphoria, but this feeling only lasts for          drawal is eventually fatal, and even those who know better
                   between 15 and 20 minutes.                                             often wish to die when they are in the middle of it.
                        Overdose: Rock cocaine is perhaps the most viciously              Withdrawal dou-5bles all wound penalties for the charac-
                   addictive drug in the Guild’s pharmacopoeia. A few min-                ter (round up) and imposes a one-die reduction in all rolls
                   utes of total ecstasy are followed more than an hour of                even if the character is uninjured. Also, the character
                   crushing depression. Serious users who can afford to do so             takes one level of unsoakable bashing damage that will not
                   occasionally take more than 50 doses in the course of a                heal until withdrawal is over and reduces her Willpower,
                   multiple day binge. Like cocaine, using more than one                  Valor and Temperance by one each. Taking a single dose
                   dose in an hour produces overdose effects, which is unfor-             of opium immediately removes all of these penalties.
                   tunate for the user since a single dose lasts considerably less             Voluntarily quitting opium once a character is ad-
                   than an hour. Also, rock cocaine use can easily be fatal. In           dicted requires the character’s player roll at least one
                   addition to the normal penalties for cocaine overuse, using            success on four separate Willpower rolls. Rolls are made
                   more than (Stamina) doses of rock cocaine in a day                     every other day, starting two days after the first missed
                   temporarily reduces the user’s Stamina by one for the next             dose. If any of these rolls results in three or more successes,
                   two days. If the user’s Stamina is reduced for more than two           the character has overcome her craving for the drug, and
                   weeks at a time due to overuse of rock cocaine, this                   her player does not need to make any more rolls. However,
                   reduction becomes permanent. Heavy users can die from                  the negative effects of withdrawal still last eight full days.
                   overuse quite rapidly.                                                 Characters whose players fail any of these rolls must
                                                                                          immediately seek out a source of the drug. They will
                   OPIUM (RESOURCES •)                                                    attempt to sell or steal anything that isn’t nailed down to
                         This drug is the Guild’s most popular and one of the             get the money to buy more opium and will become both
                   most common drugs in the Age of Sorrows. Opium is a gum                violent and irrational if they cannot gain access to this
                   exuded by the ripe pods of opium poppies. Unlike most                  drug. However, regardless of whether the character suc-
                   drug-producing plants, opium poppies can grow almost                   ceeds or fails these rolls, after eight days, the character has
                   everyplace in Creation. Opium is everything from an                    kicked the addiction, and all withdrawal penalties vanish.
                   excellent painkiller and a cure for dysentery to a terrible            Exalts only need to make two rolls (also made every other
                   and life-consuming addiction. Anyone taking opium re-                  day) to kick opium addiction.
                   duces all wound penalties by two for the next eight hours.                  Overdose: If the character takes two or more doses of
                   This reduction in pain happens even if the user only takes             opium at once or mixes opium and significant quantities of
                   a half dose of the drug. When used solely as a pain reliever,          alcohol, she increases the difficulty of all Dexterity, Per-
                   opium is most commonly drunk mixed with alcohol.                       ception and Wits rolls by 1 and can move at no faster than
                   Taken in this fashion, opium is still just as addictive, but           a walk. These effects last for (14 – Stamina) hours. If the
                   it produces no result other than pain relief. Many people              user takes a number of doses of opium greater than her
                   who are in chronic pain from injuries or age use it regularly          Stamina score, her player must make a Stamina + Resis-
                   — most of these users become addicts. Each time a char-                tance roll. If the roll fails or botches, the character falls
                   acter takes more doses of opium in a week than his                     unconscious for half a day (two full days on a botch) and
                   Stamina, his player must roll at least one success on                  wakes up feeling quite sick (+1 difficulty to all rolls for the
                   Stamina + Resistance roll. Failure at this roll means that             next full day). If the roll succeeds, she merely doubles the
                   the user is addicted. Exalts only become addicted to opium             above penalties. Exalts whose players fail this roll only fall
                   if their players botch this roll. Long-term addicts often take         unconscious for four hours.
                   one dose a day.
                         When using opium recreationally, it is normally                  HEROIN (RESOURCES ••)
                   smoked. Smoking opium affects the user both faster and in                   Widely seen as the prince of intoxicants, far too many
                   a more intense fashion than drinking it. The character                 users have forgone both adequate food and shelter to obtain
                   subtracts one die from all Dexterity, Perception and Wits              this drug. Heroin is an excellent pain killer that also
                   dice pools for the next (7 – Stamina) hours. Users feel                produces a mild stupor filled with exceedingly pleasant
                   powerful, confident and happy. Many users experience                   daydreams. Heroin’s method of manufacture is a carefully
                   pleasant daydreams or enjoyable hallucinations. Most                   guarded secret. It is normally sold as a pure white powder
                   users are content simply to lie around and feel good.                  extracted from the highly concentrated urine of one of the
                         Once addicted, a character must take at least one dose           Guild’s seven huge and immortal beasts of resplendent
                   of opium every three days or suffer withdrawal. With-                  liquids (see pp. 49-52). Users either smoke or snort this
                   drawal is harmless to anyone who is not already in very                powder. Aristocrats frequently have special gold or silver
                   poor health, but it is a deeply unpleasant experience that             straws made and sniff measured quantities of this drug off of
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                82.95.228
    EXALTED • MANACLE AND COIN
                   small jade plates or smoke it in specially made glass or silver                 Regardless of whether a character’s player succeeds or
                   pipes. A few of the wealthiest users inject the powder mixed              fails these rolls, after eight days, the character has kicked
                   with water under their skin using elegantly made silver and               the addiction, and all withdrawal penalties vanish. Players
                   gold syringes. The effects of the drug are no stronger when               of Exalts must make the same rolls to end their characters’
                   used in this fashion, but the drug affects the user slightly              addiction but only need to make four successful Willpower
                   faster and produces a more intense and enjoyable high.                    rolls. Locking someone up and forcing her to go through
                         Anyone taking heroin reduces all wound penalties by                 withdrawal is a highly effective form of interrogation —
                   two for the next eight hours. This reduction in pain occurs               offering heroin to someone in her fourth day of withdrawal
                   even if the user only takes a half dose of the drug. Taken in             will make all but the most hardened mortal offer her
                   this fashion, heroin is still just as addictive, but it produces          captors everything from the names of her allies to her
                   no result other than pain relief. Many wealthy people who                 mother’s life. This same technique is also sometimes used
                   are in chronic pain from injuries or age use it — and most of             as a way to force someone to quit using heroin — nobles
                   these users become heroin addicts because the drug is so                  and wealthy merchants often pay chirurgeons to perform
                   highly addictive. If a user takes a full dose, increase the               this type of “cure” on relatives. Unfortunately, even once
                   difficulty of all Dexterity, Perception and Wits rolls made by            someone is no longer addicted, she still remembers how
                   his player by 1 for the next (7 – Stamina) hours. Each time               good heroin used to make her feel, and most return to the
                   a character takes more doses of heroin in a week than his                 arms of their white angel in time.
                   Stamina, his player must make a Stamina + Resistance roll                       Overdose: Taking two or more doses of heroin at once
                   with a difficulty equal to the number of doses the character              or mixing heroin and small amounts of alcohol doubles
                   has taken in the last week. Exalts reduce the difficulty of this          both the duration and the intensity of all penalties. If the
                   addiction roll by 2. If the player fails or botches this roll, his        user takes a number of doses of heroin greater than her
                   character is addicted. If the player succeeds in this roll, his           Stamina score or takes heroin and drinks heavily, her
                   character is not addicted — for now.                                      player must make a Stamina + Resistance roll. If the roll
                         Once addicted, a character must take at least one dose              succeeds, the character falls unconscious for half a day and
                   of heroin every other day or suffer withdrawal. Withdrawal                wakes up feeling quite sick (+1 difficulty to all rolls for the
                   is essentially harmless to anyone who is not already in very              next half day). If the roll fails, the character dies unless she
                   poor health — even ill-fed, long-term addicts almost never                is quickly given a stimulant, such as cocaine. Exalts whose
                   die from heroin withdrawal. However, the withdrawal pro-                  players fail this roll are merely rendered unconscious for
                   cess is a deeply unpleasant experience that lasts between six             two full days and only die if a botch is rolled.
                   and eight days. Many users believe withdrawal is eventually
                   fatal, and even those who know better often wish to die                   HALLUCINOGENIC WOAD
                   when they are in the middle of it. Withdrawal doubles all                 (RESOURCES •; •• OUTSIDE OF THE EAST)
                   wound penalties for the character (round up) and imposes
                                                                                                  Unlike most of the drugs the Guild sells, barbarian
                   a one-die reduction on all rolls even if the character is
                                                                                             warriors, torturers and the Fair Folk are the only customers
                   uninjured. Also, the character takes two levels of unsoakable
                                                                                             for hallucinogenic woad. Hallucinogenic woad is tradi-
                   bashing damage that will not heal until withdrawal is over
                                                                                             tionally colored with a form of indigo called dyer’s woad,
                   and reduces her Willpower by two and her Valor and
                                                                                             but it is made medically active by a mixture of toxic
                   Temperance by one each. Going without a dose for more
                                                                                             mushrooms and glowing lichens that grow inside huge
                   than four days also temporarily reduces both the character’s
                                                                                             hollow trees found in the Far Northeast, Barbarian war-
                   Stamina and Perception by one. Taking a single dose of
                                                                                             riors spread this thin paste over their bodies, while Fair
                   heroin immediately removes all of these penalties.
                                                                                             Folk and torturers smear it over their victims. The woad
                         Voluntarily quitting heroin once a character is ad-
                                                                                             glows a faint, pale blue as long as it remains active. This
                   dicted requires the character’s player roll at least one
                                                                                             drug must touch the user’s bare skin to work, and it takes
                   success on eight separate Willpower rolls. The player of an
                                                                                             affect within five minutes.
                   addict must roll once a day, starting two days after the first
                                                                                                  The effects of this woad are twofold. In low dosages,
                   missed dose. If any of these rolls results in three or more
                                                                                             where it only covers a small portion of the user’s body,
                   successes, the character has overcome her craving for the
                                                                                             such as a single arm or leg, it causes the user to have vivid
                   drug, and her player does not need to make any more rolls.
                                                                                             hallucinations. The user’s player must subtract one die
                   However, the negative effects of withdrawal still last eight
                                                                                             from all Perception rolls as a result of these hallucina-
                   full days. Characters whose players fail any of these rolls
                                                                                             tions. The user sees all of his comrades and allies as
                   must immediately seek out a source of the drug. They will
                                                                                             powerful and glorious magical beings capable of defeat-
                   attempt to sell anything that isn’t nailed down to get the
                                                                                             ing any foe. However, the user also sees all of his enemies
                   money to buy more heroin and will become both violent
                                                                                             and anyone who threatens or attacks him as horrifically
                   and irrational if they cannot gain access to this drug.
                                                                                             deformed monsters. If fighting alongside trusted allies,
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                    82.95.228
                                                                                                        CHAPTER TWO • DRUGS — THE SOFT TRADE
                   such as fellow members of a barbarian’s tribe, the user’s               RASP SPIDER VENOM
                   player reduces the difficulty of all Valor and Conviction
                   rolls by 1. However, if the user is bereft of allies and is             (RESOURCES ••; ••• OUTSIDE OF THE EAST)
                   surrounded by “terrifying monsters,” the user’s player is at                  Rasp spiders are tree-dwelling spiders found in the
                   a -1 penalty on all Conviction and Valor rolls for the                  hardwood forests of the East and Northeast. These spiders
                   character. Torturers and the Fair Folk use this drug on                 have fat bodies the size of a large man’s head and long legs,
                   their victims and then threaten and torture them until                  and the largest ones are a bit more than a yard across. They
                   they believe themselves to be surrounded by a pack of the               sit in great webs that can be as much as 10 yards wide, waiting
                   most horrific monsters in all of Creation.                              for prey. They primarily eat birds and medium-sized mam-
                        If the user spreads this woad over most of her body, the           mals such as baby deer. However, shamans and herbalists in
                   higher dosage also makes the user less susceptible to pain —            the Haltan Republic long ago discovered the secret of
                   reduce all wound penalties by 1. Torturers and the fair folk            distilling rasp spider venom so that it becomes far less
                   naturally avoid giving their victims the higher dosages. The            poisonous but exceedingly powerful and useful as a halluci-
                   Guild buys this drug from the Northeastern barbarian tribes             nogen. In its purified form, this venom only does one level
                   who make and use it, and sell it to professional torturers and          of unsoakable bashing damage to the person who drinks the
                   interrogators and Fair Folk all over Creation. A single pot of          harsh and acrid liquid. Within a few minutes, the target
                   the drug can supply eight low dosage uses four high dosage              begins experiencing vivid and powerful hallucinations that
                   ones. This drug is relatively safe. However, if used more than          last for the next 10 hours. All rolls involving either the
                   once every three days, the intensity of the hallucinations              Perception or the Dexterity of the subject are made at -4.
                   increases and the user must subtract two dice from all                  However, strong-willed subjects can use the intense con-
                   Perception rolls. Regardless of how it is used, all effects last        centration and focus that this hallucinogen produces to
                   eight to ten hours.                                                     great effect. If the user attempts to perform a single task that
                        Overdose: N/A                                                      requires both patience and creativity, such as writing an epic
                                                                                           poem, crafting an exquisitely complex piece of jewelry,
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                  82.95.228
    EXALTED • MANACLE AND COIN
                   making a talisman or even cooking a gourmet meal, this drug            six and eight hours. Characters can be woken up before the
                   can help the user tap into resources of creativity and skill           drug wears off, but they reduce all dice pools by one die for
                   unavailable to her when sober.                                         the next hour because they take a long time to fully
                         To attempt to use the drug in this fashion, the user             awaken. Also, waking up someone using this drug requires
                   must have all the tools and parts needed for the project set           much shaking and shouting and cannot be done either
                   out before taking the drug, and then, her player must make             quickly or quietly. While under the effect of this drug, the
                   a successful Willpower roll for the character at difficulty 2          user has a series of exceedingly vivid dreams. Users who
                   once the drug has been taken. If the roll fails, the user will         have no skill at controlling their dreams can exert a limited
                   not be able to focus on the tasks because the hallucinations           amount of control over these dreams. Characters who
                   are too bizarre and distracting. However, on a successful              know how to control their dreams, including any Haslanti
                   roll, the user has no Perception or Dexterity penalties for            and many members of barbarian tribes who have an Occult
                   this craft task, and she gains two additional successes to her         score of 2 or more or any characters with Occult specialties
                   player’s Craft roll. The only problem with using this drug             in Dreaming can completely control their dreams while
                   is that the user is so focused on this task that she could be          under the influence of this drug. Also, if two or more
                   loaded on a wagon and taken away without ever realizing                people take this drug and remain physically close to one
                   that she is being moved. So long as the user has access to             another while they sleep, they will share the same dreams
                   the project she is working on, she will notice no other                and can either have complex dream contests or can work
                   distractions. Getting the attention of someone in a rasp               together to create a grand dream epic.
                   venom trance requires either taking the project away from                   Although most users simply enjoy sharing dreams and
                   her or doing at least one level of bashing or lethal damage            having dreams that they can easily control, some folk allow
                   to her. Even if you succeed in getting the person’s atten-             these dreams to progress without control. When they are
                   tion, she is still at -4 to all other tasks requiring Dexterity        not controlled, these drug-induced dreams provide hints
                   and Perception until the drug wears off. If the user finishes          about the future. Unfortunately, the information gained
                   or discards the task before the drug wears off, attempting to          from ice fern spore dreams is both fragmentary and confus-
                   start another task requires the user’s player to roll three or         ing. If someone is going to attempt to assassinate the user
                   more successes on another Willpower roll. Also, the ma-                the next day, the user might have a dream of someone
                   terials for the task must be readily available.                        attempting to kill him at the correct place and time.
                         Occasional use of this drug is relatively safe. How-             However, at minimum, the details will be quite different,
                   ever, using it more often than once every (6 – Stamina)                and the dream is often highly symbolic.
                   days means that the drug is not fully out of the user’s                     Used properly, ice fern spores are both safe and
                   system. Although the drug offers the same benefits to                  enjoyable. Unfortunately, like most other drugs, this one
                   creativity and skill, the penalties for other Perception               can easily be abused. If users take a dose more often than
                   and Dexterity rolls are increased to –6, and the user’s                once every (7 – Stamina) days, the drug has its normal
                   player must make a Stamina + Resistance roll for her                   effects, but it causes the user to remain asleep and effec-
                   character. Failure on this roll means that the user’s                  tively unwakeable for 12 hours. Also, the user will be
                   Perception is reduced by one for the next full week due to             groggy and at -2 to all dice pools for six hours after he
                   mild hallucinations. A botch on this roll causes this loss             awakens. The next night, sleeping will be quite difficult,
                   to become permanent. Master craftsmen who overuse                      and many regular users find it easier to simply take
                   this drug seem half blind and nearly deaf because of the               another dose of the drug. The user will be back to normal
                   minor hallucinations they constantly experience.                       the next day, unless he takes another dose. However,
                         Overdose: N/A                                                    repeated use can mean that the user cannot sleep nor-
                                                                                          mally without this drug and is groggy and distracted for
                   ICE FERN SPORES                                                        the entire time that he is awake. Unfortunately, unless
                   (RESOURCES: ••; ••• OUTSIDE OF THE NORTH)                              the user sleeps normally for at least one day, he must take
                                                                                          two doses if he wants to have controlled, shared or
                        This is the premier dream-enhancing drug. It is har-
                                                                                          prophetic dreams. Taking more than one dose of this drug
                   vested from rare blue-white ferns that grow up through the
                                                                                          at once has the same effect as taking it too often. Taking
                   ice and snow during winters in the Far North. Both
                                                                                          more than two doses at once causes the user to remain
                   icewalkers and the dream-worshiping Haslanti harvest
                                                                                          asleep for a full day. After two or more doses of this drug
                   this drug. Although the plants are fairly rare, the drug’s
                                                                                          are taken, the user’s player must succeed in a Stamina +
                   preparation is quite simple. The spores are scraped off the
                                                                                          Resistance roll, or the character permanently loses four
                   fern leaves, and then, users inhale the pale-blue spores,
                                                                                          points of temporary Willpower. On a botch, the user loses
                   generally using a short straw made of bone or metal.
                                                                                          one point of Willpower permanently.
                        The effects of this drug are immediate and profound.
                                                                                               Overdose: N/A
                   Users fall immediately into a deep sleep that lasts between
                                                                                     44
Michiel Schillhorn van Veen (order #1396275)                                                                                                              82.95.228
                                                                                                       CHAPTER TWO • DRUGS — THE SOFT TRADE
                                                                                     45
Michiel Schillhorn van Veen (order #1396275)                                                                                                                82.95.228
    EXALTED • MANACLE AND COIN
                   sold in the Realm — the Dynasts care little about increas-             directly to local distributors. Fortunately, there are far too
                   ing the lifespan of the unExalted and have potent drugs                many farmers who grow these drugs for any individual or
                   that prolong the lives of the Dragon-Blooded by 40 per-                even any local region to be able to seriously damage the
                   cent or more.                                                          Guild’s supply of any of these drugs.
                        Overdose: Overdoses of age-staving cordials have no                     Both farmers who grow these drugs and entire na-
                   effect, except that the user has wasted some of this exceed-           tions who sell large amounts of these commodities have
                   ingly precious drug.                                                   attempted to organize with fellow drug producers and
                                                                                          demand that the Guild pay higher prices for their goods.
                   THE DRUG TRADE                                                         The Guild strongly opposes all such attempts, and on
                        The trade in recreational drugs and potent medicines              several occasions, it has overthrown queens and princes
                   makes up a significant portion of the Guild’s income.                  who refused to abandon these policies. The last of these
                   These commodities are especially lucrative because they                attempts was 17 years ago.
                   are both valuable and extremely compact — they are an                        Jas-Kel is a small Southeastern kingdom that was once
                   easily portable source of wealth. Equally useful is the fact           ruled by Sera Zan, an extremely charismatic Wood-aspected
                   that both addictive drugs and medicines for common                     Terrestrial Exalt. Jas-Kel produces large amounts of co-
                   ailments are always in demand. To an addict or to someone              caine, and after some local economic trouble, Sera Zan
                   who is seriously ill, opium or seven bounties paste is at least        made alliances with half a dozen other small kingdoms that
                   as valuable as food is to someone who is starving. Continu-            also produced cocaine. These states attempted to negoti-
                   ous demand for highly compact, easily transportable                    ate better terms with the Guild — when the Guild refused
                   products makes drugs an ideal commodity for the Guild.                 its terms, this alliance refused to sell any cocaine to the
                        Since many of these drugs are at least worth their                Guild and, instead, sold its entire crop to independent
                   weight in silver and some are worth their weight in jade, a            merchants who traveled throughout the Southeast.
                   single yeddim-load of most drugs can bring the Guild large                   Since this alliance grew almost a fifth of the cocaine
                   amounts of wealth. In addition, the Guild can use addic-               purchased by the Guild, its refusal to sell this drug reduced
                   tive drugs and powerful medicines as a highly effective                Guild profits. Within six months, a horde of Arczeckhi
                   form of economic warfare. During even the sort of minor                barbarians attacked the northernmost nations belonging
                   epidemics that occur several times a decade, threatening               to this alliance. The Guild army offered to help drive off
                   to cut off a state’s supply of various medicines can cause the         these barbarians in return for the alliance’s dissolution.
                   leaders of the region to make all manner of concessions to             After the Arczeckhi conquered Jas-Kel and tortured Sera
                   the Guild. Similarly, if a region has a large number of                Zan to death, the alliance collapsed, and the Guild’s troops
                   opium addicts, the rulers know that if the Guild cuts off or           moved in to restore order. Because the Guild effectively
                   even reduces the supply of opium, riots may erupt. More                owned the barbarian’s well-bribed leaders, the Arczeckhi
                   than any other type of commodity, these goods represent                departed as soon as the Guild’s security forces began to
                   the true power of the Guild.                                           advance. Since that time, the nations in this region may
                        Naturally, the Guild does not just sell addictive drugs           have complained about the prices the Guild pays for their
                   and vital medicines — while these two items are responsible            crops, but none of the rulers or nobles has dared to offer any
                   for the majority of their drug profits, the Guild also sells a         serious opposition to the Guild.
                   wide variety of recreational drugs and useful medicines. Like                The Guild is interested in the well-being of the nations
                   any other luxuries, goods such as rasp spider venom, age-              that grow its more valuable or popular drugs. Since the East
                   staving cordials or ice fern spores are all expensive                  and the Scavenger Lands are where most drugs are grown,
                   commodities that can bring in large profits because the                the Guild pays close attention to this region. While Great
                   wealthy and powerful are eager to gain access to them.                 Forks is extremely stable by virtue of its rule by a triumvirate
                                                                                          of powerful gods, many of the Hundred Kingdoms have
                   DRUG PRODUCTION                                                        mortal rulers. Although it rarely sends in its mercenaries to
                       The Guild is the primary seller of a wide variety of rare          settle civil wars or disputes between these nations, the Guild
                   medicines and recreational drugs, but it only manufactures             has spies and operatives who constantly keep track of the
                   a few of them. Qat and cocaine are cash crops grown                    situation in this volatile region. When a war erupts, the
                   throughout portions of the Scavenger Lands and the East,               Guild works to make certain that the conflict does not
                   while opium, tobacco and maiden tea grow all over the                  significantly interfere with agricultural production.
                   world. The Guild is the primary buyer of all of these drugs,                 The Guild almost always chooses sides in a civil war
                   but it directly controls only a small portion of their                 and backs the side that seems most amenable to its wishes.
                   production. The Guild attempts to keep farmers it deals                While it prefers to avoid the expenses and ill feeling
                   with from selling any of their harvest to the Guild’s                  generated by directly using military force, it supplies food,
                   competitors. However, there are always farmers who sell                weapons and medicines to the side it backs. On occasion,
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                 82.95.228
                                                                                                       CHAPTER TWO • DRUGS — THE SOFT TRADE
                   it will even loan out or sell elite troops as trainers and             drugs, these ingredients are of little value. However, heroin,
                   commandos and powerful First Age weapons such as light                 age-staving cordials and their other expensive medicines
                   implosion bows. Naturally, the Guild attempts to main-                 and drugs all make exceedingly tempting targets for thieves.
                   tain control over the supply of alchemical reagents that               In addition to guarding all such shipments quite heavily,
                   power these weapons and makes certain that their allies do             senior officials in the Guild keep the time and nature of
                   not possess sufficient amounts to stockpile these supplies             these shipments secret from everyone except those Guild
                   and use them to support independent policies. Because the              members who are actually part of the caravans. Also, if
                   Guild worries as much about avoiding later problems as                 Guild investigators discover that any of its personnel sold or
                   about helping its allies win, it often ends up undersupplying          otherwise passed on information about these shipments to
                   factions involved in lengthy civil wars.                               thieves, Guild guards torture these traitors to death after first
                                                                                          killing their entire families. The profits involved in these
                   GUILD DRUG PRODUCTION                                                  drugs are so high that the Guild wishes to convince all
                        The Guild actually produces a few of its most expensive           potential turncoats of the terrible consequences of betrayal.
                   and difficult to create drugs. The Guild would love to be the
                   sole producer of age-staving cordials, heroin, seven bounties
                                                                                          COLLECTING WILD DRUG COMPONENTS
                   paste and sweet cordials. However, in a world of immaterial                  Most drugs are ordinary agricultural products grown
                   gods and sorcerous spying, it is extremely difficult to keep           by farmers. Some, such as opium, can be grown every-
                   anything valuable completely secret. Instead, the Guild                where, but most, such as cocaine, can only be grown in
                   must be satisfied with being, by far, the largest manufacturer         specific areas of Creation. However, collecting drugs that
                   and distributor of these substances. All of these drugs are            cannot simply be farmed is a far more diverse and difficult
                   exceedingly costly, so the Guild keeps careful track of any of         process. Almost all substances that cannot be farmed must
                   these supplies that do not come from it. Except for Dynasts            be collected in various wilderness areas. If the substance is
                   from the Realm, who are protected from the Guild by both               relatively common and easy to acquire, the Guild typically
                   treaties and the reluctance of the Guild to attack the Realm,          buys it from people in the area where it is found. However,
                   anyone who is manufacturing large amounts of these drugs               if the substance is rare and difficult or dangerous to obtain,
                   can expect to face sabotage, blackmail and assassination               the Guild employs skilled professionals to collect it. The
                   (see “Dealing with Competition” pp. 66-67). The leaders of             Guild generally pays these professional drug collectors
                   the Guild are unwilling to face widespread competition for             quite well, but it also makes certain that they keep their
                   the sale of these drugs. However, some producers are too               trade secrets to themselves.
                   small to be worth the trouble to locate, and others are skilled              The vine whose sap is used in age-staving cordials
                   and paranoid enough that the Guild has not yet managed to              only grows in the Far East. However, it is relatively
                   locate them.                                                           common there, and the Guild purchases it from a variety
                        The Guild also vigilantly monitors its own production             of barbarian tribes who collect and sell it. Because this
                   of these drugs to prevent theft and pilferage. The Guild               medicine is so valuable, a few of these barbarian tribes do
                   creates sweet cordials, seven bounties paste, heroin and age-          little except collect this sap — the Guild effectively owns
                   staving cordials in a series of small, well-guarded                    these tribes. Guild troops help guard these tribes and those
                   manufacturing settlements scattered throughout the Thresh-             portions of the jungles where the barbarians grow the vines
                   old. There, a few well-paid alchemists and a host of assistants        under a primitive form of cultivation. When rival barbar-
                   create these complex formulas from valuable ingredients.               ian tribes, hungry jungle beasts or Fair Folk raiders threaten
                   The Guild learned long ago that creating these medicines in            either the tribe or the vines, the Guild sends in soldiers or
                   a single area and then shipping them around the world was              outcastes to protect its interests. The Guild keeps these
                   both far more expensive and an open invitation to theft.               tribes ignorant and illiterate and discourages all members
                   Instead, the Guild ships the various ingredients to the                of these tribes from traveling — at spear point if necessary.
                   nearest regional manufacturing centers and creates the                 The Guild is not about to risk anyone else finding out
                   actual drugs there. Guild guards carefully watch everyone              about its prized jungle-vine plantations.
                   employed at these facilities — any attempt to steal the                      In contrast, the bile from the rare Tulach fish is one of
                   finished product is punishable by death. To further deter              the ingredients in sweet cordials. Although only tiny
                   theft, the Guild does not permit workers in these facilities to        amounts are required, it is an essential part of sweet
                   wear loose or flowing clothes, and the guards search all               cordials, and the fish can only be captured by skilled divers
                   employees whenever they leave the complex.                             able to swim down to the bases of various coral reefs found
                        The Guild carefully guards shipments of the compo-                far to the West. The Guild trains and employees these
                   nents that make up these drugs, but thieves and raiders                divers and is willing to threaten, blackmail or even kill any
                   rarely attempt to steal them — without both the other                  divers who attempt to leave the Guild and teach others
                   components and the knowledge of how to create the actual               how to collect these valuable fish.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                  82.95.228
    EXALTED • MANACLE AND COIN
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Michiel Schillhorn van Veen (order #1396275)                                                                    82.95.228
                                                                                                         CHAPTER TWO • DRUGS — THE SOFT TRADE
                   from other traffic as possible — slaves who have no contact              plantations are popular posts for ambitious or money-
                   with outsiders are far less likely to revolt. Some of these farms        hungry young Guild members. However, any older Guild
                   are located next to rivers that lead to major waterways, but             employee who is stationed on one of these plantations is
                   they are always a good distance from any major ports.                    either truly desperate for money or someone who cannot
                         There is one overseer for every dozen or so slaves and             find a posting anywhere else.
                   a similar number of well-armed guards. The slaves live in
                   crude but sturdy barracks designed to resist all attempts to             THE BEASTS OF RESPLENDENT LIQUIDS
                   break free. The overseers lock all the barracks at night.                     The Guild’s slave plantations are only one of the many
                   While these barracks will burn if a fire breaks out inside,              valuable portions of its drug-production facilities. The Guild
                   guards only let slaves out of burning barracks one at a time             owns processing centers for preserving qat leaves, for distill-
                   — at least a few slaves are likely to burn to death in any               ing sweet cordials, for turning coca leaves into rock cocaine
                   serious fire. Slaves grow most of their own food, supple-                and for turning rock cocaine into cocaine. However, the
                   mented by supplies brought during the seasonal visits by                 Guild’s greatest drug resources are their seven beasts of
                   Guild caravans. Chirurgeons provide crude medical care                   resplendent liquids. These strange creatures are living relics
                   for the slaves, and overseers dispense justice that ranges               of the First Age that devour vast amounts of raw opium and
                   from the lash to a week or two hanging in chains to (for the             excrete high-quality heroin in their urine.
                   most serious offenses) death.                                                 In the First Age, the Exalted realized that producing
                         The overseers and guards have better food and live in              large amounts of various drugs could easily be a labor and
                   sturdy houses built for both comfort and defense. However,               Essence-intensive process. To avoid this problem and
                   these amenities cannot make up for the fact that life on one             make it into something that ordinary mortals could super-
                   of these plantations is both isolated and risky. Guild leaders           vise and direct, a group of No Moon Caste Lunar Exalted
                   almost never station personnel here for longer than five                 joined with several Twilight Caste Solar Exalted and a
                   years, and most personnel leave within three years — this                number of dragon kings skilled in manipulating living
                   policy also serves to prevent long-term friendships from                 things. These beings all worked together to create hun-
                   forming between slaves and Guild personnel. These planta-                dreds of different huge, immortal creatures that could
                   tions are also never less than a week’s journey from each                perform the processing needed to create the drugs inside
                   other to prevent slave revolts from easily spreading.                    their own bodies. Each of these creatures was a stocky,
                         Although quite rare, slave revolts are always a risk. At           short-tailed lizard a bit more than 20 yards long and
                   least once a decade, a caravan stops at one of the Guild’s               standing more than 6 yards at the shoulder. Each creature
                   many hundreds of plantations and finds it deserted except                produces one type of drug as long as it has access to the
                   for the bodies of the guards, the overseers and whatever                 appropriate raw materials. During the First Age, there
                   slaves died during the revolt. More often, the guards put                were more than five dozen types of these creatures. Each
                   down the revolt and execute all slaves who were even                     variety produced a single drug that ranged from painkillers
                   peripherally involved.                                                   such as heroin to medicines such as sweet cordials and
                         Also, because of their isolation, bands of ravagers or             potent longevity drugs. Although no one alive today
                   angry gods can lay waste to such places and kidnap or kill               knows what all of the different colors mean, the scales of
                   everyone present. In addition, deathknights have occa-                   each sort of beast of production were of a different color.
                   sionally killed the entire population of one of these                    The heroin beasts have reddish ochre scales with small
                   plantations and then animated the corpses as their follow-               dark yellow spots. In contrast, the Realm’s longevity-drug
                   ers. Lunars and, more recently, Solar Exalted who have an                beasts all have royal-blue scales.
                   interest in freeing slaves find that these places make                        Needless to say, the vast majority of these creatures
                   excellent recruitment stations for thousands of desperate                died at the end of the First Age. Most varieties are gone
                   and loyal followers. With no one else to turn to for help,               forever, and only one or two members of some types of
                   the Guild members who run these plantation must either                   these creatures survive. The Realm possesses a pair of these
                   fight whatever threats arise on their own or flee and                    beasts that excrete a longevity drug considerably more
                   abandon the slaves to their fate. Because they are few in                potent than the age-staving cordials. This drug almost
                   number and almost never possess more than a handful of                   doubles the life spans of both mortals and Terrestrial
                   effective talismans and one or two minor artifacts, the                  Exalted. These beasts are housed in the Imperial Palace
                   Guild employee have little chance to defeat any attack by                and are two of the most prized and heavily guarded items
                   Celestial Exalted or other similarly powerful beings.                    on the Blessed Isle. These creatures only produce drugs
                         Because of the dangers inherent in living on one of                sufficient to supply 20 percent of the Realm’s Terrestrial
                   these plantations, few Guild members wish to be sta-                     Exalted. As a result, the Sidereals of the Bronze faction
                   tioned there for more than a few years. However, the pay                 carefully regulate the use of these drugs and keep their
                   is excellent, and the Guild looks quite favorably on                     existence a secret from all but the most trusted imperial
                   anyone who can both increase productivity and prevent                    officials. Because almost all of this drug is reserved for the
                   troubles at one of these plantations. As a result, these
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                  82.95.228
    EXALTED • MANACLE AND COIN
                   Dragon-Blooded, less than two dozen of the empire’s most               permanently deafen any mortal whose player fails a Stamina
                   valued mortals ever taste the substance.                               + Resistance roll at difficulty 2. An Exalt whose player fails
                         The Guild possesses seven beasts that produce heroin.            this roll will go deaf for one full day, and then, her hearing
                   Because the heroin they produce is so concentrated and                 will fully recover. Make a new roll every hour.
                   pure, these seven creatures produce sufficient heroin to                    After the creature cries at peak volume for four hours,
                   allow the Guild to regularly supply this drug to almost two            it will attempt (while still emitting its alert sounds at full
                   million heroin addicts. Each of these creatures must eat               volume) to climb at least 10 yards above the ground. It will
                   almost a ton of raw opium every day to work at full                    only climb on buildings and other structures made by
                   productivity. To reduce the distance heroin must be trans-             humans or Exalts, it never attempts to climb natural
                   ported, the Guild stationed these beasts all around the                features unless they are in its way. These beasts are as
                   civilized world. The Guild keeps three of its beasts in the            mindless as frogs and cannot even begin to conceptualize
                   fertile and abundant East — each is in a separate com-                 that their great weight will crush most structures built
                   pound near the center of the largest of its poppy-growing              during the Age of Sorrows.
                   slave plantations. One is just north of Rubylak, another is                 If for some reason one of these creatures is in a city or
                   400 miles south of Nexus, and the third is near the                    town when it gets the urge to climb, it will attempt to climb
                   Meander River, 100 miles east of Mist Island. It keeps two             upon a house or shop, undoubtedly collapsing the building
                   in the South — one beast is located in the Southeast,                  in the process. At this point, the beast looks for another
                   inside the lands controlled by Harborhead, and one is in               building to climb, until it either finds a building large and
                   the Southwest, 200 miles south of the Lap. Finally, two are            sturdy enough to support its weight or collapses every
                   in the North — one is a few hundred miles east of Cherak,              building in the town. Once is has destroyed all of the
                   and the other is on the coast, 500 miles west of Whitewall.            buildings, it looks for a road and walks until it finds other
                         Except for requiring vast amounts of both fresh water and        buildings it can climb, still emitting its vast and terrible
                   opium pods, these creatures have few needs, and one or two             distress calls as it does so.
                   keepers can do everything necessary to care for one of the                  These creatures move no faster than a mortal walking,
                   great beasts. These magical reptiles have been high on opium           but they are both incredibly strong and utterly tireless. If
                   for the past 2,000 years and have not moved more than a                one of these creatures actually manages to find a high place
                   dozen times during these two millennia. In the absence of              that can support its weight, it will cease crying, lie down
                   exceptional events, the beasts sit with their bellies on the           and go into a deep stasis where it needs neither to eat nor
                   ground dreaming strange reptilian opium dreams.                        drink. It can remain in this state for many centuries. One
                         However, while they appear to be utterly placid and              of these beasts can be brought out of this state either by
                   completely immobile, if something interrupts their supply              placing 10 or more pounds of opium in its mouth or by
                   of opium, they are designed to alert their handlers that               moving it off of the high place it came to rest on. If it is
                   they are hungry. Their creators assumed that the only                  moved without being fed, it will immediately wake up,
                   reason these beasts would remain unfed was if they re-                 begin to cry at top volume and attempt to climb back to
                   quired special medical treatments or if their owners were              where it was resting.
                   transporting them somewhere. Therefore, their creators                      The Guild originally had eight of these beasts, a
                   also imprinted each beast with an instinct to climb up to              third one was in the South, near Chiaroscuro. However,
                   its pens where its owner could examine the beast or pack               200 years ago, thieves stole this creature. This act is one
                   it into a vast shipping crate. This instinct only affects one          of the seven truly legendary thefts known to the high-
                   of these beasts if it goes hungry for more than 36 hours.              ranking members of the Guild. No one is entirely certain
                         As long as its handlers give the beast at least five             how the thieves managed to steal such a huge creature,
                   percent of its normal supply of opium and water (which                 and no one has found this beast in the intervening two
                   still involves giving the creature at least 100 pounds of              centuries. However, the Guild is certain that it still
                   opium a day), the heroin beasts continue to produce                    exists, not only because these beasts are almost impos-
                   heroin — the amount they produce is based solely on how                sible to kill, but also because in the South and the
                   much they are fed. However, if it is given less opium, 24              Southern portions of the West, a few non-Guild sources
                   hours later, it starts making loud but deep cries. These               sell heroin. Since there is too much heroin for it to have
                   cries, which sound like a combination of a huge lion                   been stolen from the Guild and it is too cheap to be a part
                   roaring and an unimaginably vast parrot squawking, begin               of the small amounts of extremely expensive heroin
                   at about the volume of a person shouting and rise to a                 produced by skilled alchemists, the stolen beast must still
                   volume similar to being a few yards from a great waterfall.            be in use. The Guild continues to offer a large reward to
                   The creature takes only eight hours to reach peak volume.              anyone who can provide information that leads to the
                   At this point, mortals must flee from the volume of sound              recapture of this creature (this reward is sufficient to give
                   unless a successful Valor roll is made for them every 10               Resources 4 to two or three people or 3 dots of Resources
                   minutes. Exalts need only flee if this roll is botched. Being          for up to two dozen people).
                   within 20 yards of this noise for more than an hour will
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Michiel Schillhorn van Veen (order #1396275)                                                                                                               82.95.228
                                                                                                      CHAPTER TWO • DRUGS — THE SOFT TRADE
                        Thieves working for the Perfect of Paragon stole this            sary to create a hole large enough for one character to pass
                   beast in cooperation with a local crime syndicate based in            through). Each stockade is circular and 40 yards in diameter.
                   Chiaroscuro. The reason the Guild cannot find the beast               Twice a day, guards open these well-fortified gates and
                   is that it is carefully guarded by citizens of Paragon who all        porters carry in more opium and wheel out the huge vats of
                   know they will die an agonizing death if they ever reveal             urine to be dried and packaged. Ten elite troops guard these
                   that they know anything about this creature. The beast is             gates, and another 10 walk the external perimeter of the
                   currently located in a large cave 300 miles south of Para-            stockade at all times. Whenever the gates open, half a dozen
                   gon. The Perfect’s assassins will also relentlessly hunt              additional guards escort the opium to the gates of the
                   anyone who discovers the location of this creature.                   stockade, and half a dozen other guards escort the urine to
                                                                                         the drying plant. Finally, while most of the individuals given
                   SECURITY ON THE BEASTS OF                                             access to the beasts are skilled animal handlers, there are also
                   RESPLENDENT LIQUIDS                                                   three highly trained guards inside the compound at all
                                                                                         times. Guild shamans and magicians also bargained with
                        The Guild realizes that its seven remaining beasts of
                                                                                         elementals (generally either a trio of wood spiders or a single
                   resplendent liquids are utterly irreplaceable resources.
                                                                                         garda bird) to help guard each beast.
                   Each of the beasts is kept in a highly guarded compound
                                                                                              Everyone who works with the beasts, from the people
                   located at least five days journey from any cities or towns.
                                                                                         who carry food to those who wheel off the huge vats of
                   Each compound is located very near one of the Guild’s
                                                                                         heroin-rich urine, is a highly trusted employee who has
                   major centers for opium refining and on one of the major
                                                                                         worked for the Guild for at least five years. The three senior
                   Guild trade routes. The beasts receive daily shipments of
                                                                                         animal-handling personnel actually live inside the com-
                   opium carried by Guild caravans. As was stated above,
                                                                                         pound and keep careful track of everyone who enters or
                   they can each eat up to a ton of raw opium a day. Every day
                                                                                         leaves this compound. The production stations where
                   that it eats its fill of opium, a beast produces enough urine
                                                                                         these compounds are located are not as secure, but the
                   to create over 100,000 doses of heroin.
                                                                                         Guild endeavors to keep the location of its seven beasts
                        Less than two dozen people actually have direct access
                                                                                         highly secret, which is only possible because the Guild
                   to each beast. The beasts are each kept in well-fortified
                                                                                         placed them all far from any city. Also, there are several
                   wooden stockades made from hardwood logs at least six feet
                                                                                         dozen guards charged with protecting the entire station
                   in diameter (Soak: 12B/10L, 30 levels of damage are neces-
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                82.95.228
    EXALTED • MANACLE AND COIN
                   and even more guarding the heroin drying plant and the               the Guild will always be interested in purchasing more
                   heroin supplies. Since stealing a vast fortune in pure               opium, so they know that they will always have a ready
                   heroin is far easier that stealing one of the beasts of              market for this crop.
                   resplendent liquids, the Guild ships out heroin to various                 Once the farmers sell the raw opium to the Guild,
                   regional distribution centers every day, so that these iso-          porters take the raw gum to the local processing plant. Here,
                   lated production stations do not contain temptingly large            as guards watch carefully for any sign of theft, workers carry
                   stockpiles of the drug.                                              the sacks of opium gum into large warehouses. Porters drop
                                                                                        the raw opium into huge storage pits, and then, on hot,
                   AGRICULTURALLY PRODUCED DRUGS                                        sunny days, the tar-like black opium is gathered up from
                        Although many tales are told of exotic drugs and the            these pits and carried in buckets out to wide flat ceramic or
                   many dangers faced and unusual methods employed to                   metal trays exposed to the full heat of the sun.
                   obtain them, the vast majority of all drugs are grown in                   Workers with long shovels constantly stir the opium
                   fields and then subjected to various amounts of processing.          in these trays to force it to dry evenly. After three or four
                   The following explains how the most common agricul-                  weeks in the hot sun (or, in the winter months, in large
                   tural drugs are both cultivated and/or prepared.                     rooms heated by great fires), the vast majority of the water
                                                                                        has evaporated, and the opium has become a coal-black,
                   OPIUM CULTIVATION                                                    stiff, putty-like substance. The opium is now ready for
                        Opium is the most common drug sold by the Guild                 either transport or smoking. Drying opium is hot back-
                   and is worth examining in greatest detail. In contrast to            breaking labor, and workers can only tend a tray that holds
                   the way the Guild deals with expensive, difficult-to-create          as much as they weigh. As a result, production plants that
                   drugs such as sweet cordials, most opium is grown by                 deliver many tons of opium must employ hundred of
                   farmers, who sell the majority of the crop directly to the           workers. The Guild primarily uses slaves to dry the opium,
                   Guild. Opium poppies can be grown almost anywhere in                 but it also hires poor locals and pays them both cash and a
                   the world, but they thrive in warm tropical and semitropi-           tiny portion of each pan that they dry.
                   cal lands with mild winters. Because opium poppies are
                   both abundant and easy to grow, many farmers use opium
                                                                                        COCAINE PRODUCTION
                   as a secondary cash crop. These farmers simply plant the                   Cocaine is one of the Guild’s most popular drugs.
                   poppies, grow their other crops and only worry about the             Coca leaves are easy to grow and harvest but difficult to
                   poppies once they are in bloom.                                      prepare. Unfortunately, coca only grows in the warm wet
                        A day or two after the poppies bloom, the farmers               lands of the Southern portion of the East. It will only grow
                   pluck off the flower petals and use small short-bladed               at altitudes between 1,500 and 6,000 feet — unlike opium,
                   sickles to cut several long shallow slits in the thumb-sized         the regions that grow coca are relatively small and local-
                   pod. Over the course of several hours, the cuts in the pods          ized. All of the cocaine found in the world grows in these
                   ooze a sticky sap. When this sap has dried to a gummy                Eastern and Southeastern plantations. Part of the reason
                   consistency, the farmers come back and collect it in large           cocaine is more expensive than opium is that the Guild
                   bags or buckets. Farmers often cut the pods in the evening           must ship all of its cocaine from the East and the Southeast
                   and harvest the sap the next morning. The raw opium                  — cocaine shipped to the North or the West must travel
                   starts out as a thin white liquid but dries on the pod into a        truly vast distances before it arrives at its destination.
                   thick, wet, dark-brown gum. After collecting the opium                     Coca plants are tall bushes that can grow as high as 18
                   gum, farmers cut the pods again to collect more. Each pod            feet, when wild. However, farmers rarely allow cultivated
                   can be cut as many as three or four times. Although                  coca to grow taller than six feet. As many as three times a
                   growing opium is very easy, harvesting it is not. A single           year, coca farmers come and harvest most of the plant’s
                   farmer can rarely harvest more than a pound of opium a               leaves. These leaves can be chewed without further pro-
                   day. Many dozens of plants are required to produce a single          cessing, but they are bulky and difficult to transport. The
                   pound of opium, and it takes a square mile of land planted           Guild purchases the majority of all coca leaves sold.
                   thickly with opium poppies to produce a ton of opium. As             Although many alchemists know how to produce unstable
                   a result, opium cultivation supplies these farmers with a            rock cocaine, the Guild has a near monopoly on the secret
                   steady source of supplemental income, but they never                 of processing these leaves into ordinary cocaine.
                   become rich. However, all opium farmers are aware that
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Michiel Schillhorn van Veen (order #1396275)                                                                                                             82.95.228
                                                                                                         CHAPTER TWO • DRUGS — THE SOFT TRADE
                        To produce rock cocaine, workers place coca leaves in               wonderfully compact forms of wealth. Age-staving cor-
                   great vats full of a weak acid, such as vinegar or wood ash.             dials, seven bounties paste and sweet cordials are all also
                   Laborers stomp and press the leaves to squeeze out their juices.         exceedingly valuable. Much like raw gemstones and pre-
                   The resulting liquid is treated with alcohol to cause the                cious metals, a single stolen crate or yeddim-load of one of
                   cocaine to crystallize out. These crystals are rock cocaine. The         the most valuable drugs could transform a small band of
                   Guild rarely stops with rock cocaine because it is both less             thieves from ragged beggars to hedge nobles eating roast
                   stable and far too destructive to its users. Instead, Guild              meat off of silver plates. The risk of theft is far greater with
                   alchemists dissolve these white crystals in various chemicals            the more expensive drugs, as is causal pilferage — an
                   and add other reagents to cause the drug to precipitate out as           individual could carry away enough of these drugs under
                   pure cocaine. The only real difference between rock cocaine              her cloak to live well for quite a while.
                   and ordinary cocaine is that rock cocaine does not dissolve in                Despite many tall tales and ill-written plays, the Guild
                   water and so it can only be smoked.                                      does not simply store such valuable commodities in large,
                        Rock cocaine is very easy to create, and this process uses          poorly guarded warehouses. Guild factors keep the most
                   only widely available ingredients. However, the process                  valuable drugs in great safes guarded by talismans, soldiers,
                   needed to transform rock cocaine into ordinary cocaine                   heavy locks and, occasionally, simple but lethal traps. Except
                   requires specialized chemicals and techniques. Coca leaves               for opium, which is the least expensive of the high-value
                   are normally transformed into rock cocaine at small local
                                                                                            drugs, the Guild does not transport any of its more valuable or
                   processing stations. Rock cocaine is far less bulky than dried
                                                                                            compact drugs in large shipments — instead, these drugs form
                   coca leaves — the Guild ships most of its rock cocaine to one
                                                                                            small portions of larger loads of diverse goods.
                   of the large nearby cities, including Cho-Holuth, Meresh
                                                                                                 In particularly dangerous and lawless regions, such as
                   and Marita. Here, Guild alchemists convert rock cocaine
                                                                                            the Far North, where both bandits and Wyld barbarians
                   into ordinary cocaine, unless the Guild requires a supply of
                                                                                            are far too common, caravaneers often pack these easily
                   rock cocaine for economic warfare (see p. 62).
                                                                                            concealed valuables inside bales of grain or dried fruit or
                   OTHER AGRICULTURAL DRUGS                                                 store them in concealed compartments in the bottom of
                        Maiden tea and qat are both only grown in the East,                 merchant ships. Many of the best private smugglers are
                   while tobacco and marijuana are weed-like plants that can                cargo masters who once worked with the Guild and learned
                   easily grow almost everywhere. All four plants are extremely             the secrets of keeping extremely valuable goods both safe
                   easy to grow, and a single farmer can produce large quanti-              and well hidden from thieves and tax assessors.
                   ties of the drug. As a result, all three of these drugs are                   The Guild ships opium as tough, black tar-like blocks
                   primarily grown by farmers, who grow these drugs as their                packed inside burlap or canvas bags the size of an
                   main crop. Maiden tea and marijuana only need to be                      adolescent’s torso. When stored like this, opium is resis-
                   harvested, dried and then sold to the Guild for shipment.                tant to water, cold and all but the most extreme heat. Each
                   Qat is equally easy to collect, but if it wishes to ship the drug        bag contains enough opium for several thousand doses of
                   long distances, the Guild must coat the qat with a gum-like              the drug. The Guild transports cocaine in both its raw
                   sap that it collects or buys from barbarians located in the Far          state, as rock cocaine, and as ordinary cocaine. Rock
                   Southeast. However, none of these drugs require either                   cocaine is shipped as fist to head-sized chunks placed
                   complex processing or rare and expensive ingredients.                    together in the same types of bags used to transport opium.
                                                                                                 Cocaine, heroin and age-staving cordial powder are
                   DRUG SHIPMENTS                                                           all extremely stable but water-soluble powders. The Guild
                         Talking about drug shipments as a general category is              ships these drugs in tightly woven canvas bags stored in
                   no more useful than talking about metal shipments as a                   torso-sized hardwood boxes that are sealed and made
                   category — just as shipping gold ingots is different from                watertight with wax or pitch. The Guild finds it easiest to
                   shipping pig iron, shipping heroin is different from shipping            simply ship qat, maiden tea and tobacco as dried leaves
                   marijuana. Qat, coca leaves, marijuana and tobacco are                   packed in these same boxes, and ships marijuana buds in
                   relatively inexpensive drugs that users consume in relatively            watertight wooden casks. Sweet cordials are shipped in
                   large quantities. The Guild loads whole caravans of yeddim               narrow, man-sized ceramic amphorae, and seven bounties
                   with bales of qat or maiden tea and completely fills the holds           paste is shipped as a soft paste packed into wide, flat
                   of large ships with tobacco. While considerably more valu-               wooden trays sealed with wax and pitch.
                   able than a bushel of grain, stealing a cask of marijuana buds                The Guild packages all of its drugs in well-guarded
                   is not going to make anyone rich for life, no matter how good            warehouses staffed by trusted employees. The potential for
                   they are. Well-organized pirates and bandits sometimes raid              losses due to pilferage is quite high, especially when pack-
                   ships carrying these drugs, but they are rarely anyone’s first           aging expensive drugs such as sweet cordials or seven
                   choice in items to steal.                                                bounties paste. The Guild normally does not divide up any
                         In contrast, because so little is needed for each dose,            drugs into individual doses or package the drugs for sale
                   heroin, cocaine and, to a lesser extent, opium are all                   until they have arrived at the city or Guild trading post
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                   82.95.228
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                   where the Guild actually plans to sell the drugs to custom-          purchase the less expensive drugs in units of a dozen doses
                   ers. In places where the Guild instead sells drugs to local          and resell them by the dose in tiny twists of paper or leaves.
                   distributors, the Guild representatives normally peddle              Such peddlers make money by almost doubling the price of
                   these drugs by the bag or box and leave it to the distributor        these doses — a poor laborer might not be able to afford a
                   to divide up and package the drugs.                                  dozen doses of opium, but she may be able to afford one
                         The way in which the Guild packages drugs for sale             even without a bulk discount.
                   depends upon both the form these drugs are in and their                    Merchants sell the most expensive drugs such as sweet
                   cost. The Guild sells inexpensive drugs such as rock                 cordials, age-staving cordials, ghost flower, ice fern spoors,
                   cocaine and opium as several small rock-like crystals or             rasp spider venom and seven bounties paste by the indi-
                   wads of dark gum wrapped in twists of cheap paper. Most              vidual dose. Because anyone purchasing such drugs or
                   merchants also sell dried leaves such as tobacco, qat,               medicines is a person of wealth and distinction, sellers
                   marijuana and maiden tea in the same fashion, although               package these drugs in inexpensively decorated glass vials
                   sellers occasionally package maiden tea in cheaply made              or small chased tins of brass or even silver. The cost of these
                   jars made from bark or horn — members of the upper                   tins is only a small fraction of the cost of the drugs, and few
                   classes who wish to use maiden tea generally prefer the              of the wealthy are willing to buy potent medicines pack-
                   fancier containers.                                                  aged like the blackish opium gum sold to dock workers.
                         In most places, merchants sell both heroin and co-                   In every city, there are beggars and scavengers who
                   caine as powders packaged in small inexpensively made                extract these empty tins from the garbage middens of the
                   tubes of wood or tin. Depending on the seller, these tubes           wealthy. These scavengers scrape or boil the tiny drug
                   hold between a half-dozen to a dozen doses. Most buyers              remnants out of the containers and combine these dregs to
                   purchase these drugs in such quantities, and apothecaries            either use or sell to disreputable apothecaries and drug
                   and drug parlors that sell the drugs in bulk prefer to sell          parlors. The only times this does not occur is when an
                   multiple doses at once. However, drug parlors that dis-              aristocrat’s own servants collect these empty containers
                   pense drugs for use on the premises normally purchase the            for the same purpose. A few of the most decadent nobles
                   drugs by the bag or the box, since they are going to divide          add small amounts of poisons or other impurities to the
                   them up into individual doses for sale at higher prices.             dregs of their drugs to ensure that anyone who makes use
                   Similarly, many extremely small-scale peddlers who also              of such remnants greatly regrets the experience.
                   sell snacks and herbal medicines of dubious effectiveness
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Michiel Schillhorn van Veen (order #1396275)                                                                                                              82.95.228
                                                                                                       CHAPTER TWO • DRUGS — THE SOFT TRADE
                   SUPERNATURAL TRANSPORT                                                 several of the Sidereals and Dynasts who control the
                                                                                          Realm know that she helps the Guild sell drugs.
                         Like most residents of the Threshold, many Guild
                   members honor and worship the local gods and elementals.
                   Mostly, this worship is designed to placate potentially
                                                                                          SELLING DRUGS
                   hostile spirits. However, the Guild caravan leaders have                    Recreational drugs, especially addictive recreational
                   also managed to obtain a number of exceedingly valuable                drugs, are remarkably easy to sell to regular users. Addicts
                   services from certain gods. Making the proper offerings to             need their fix, and anyone who regularly uses qat or mari-
                   certain road spirits (see Games of Divinity, pp. 39-40)                juana to make it through the day will almost always pay the
                   allows caravans to double their normal movement rates                  silver penny or two necessary to get a weeks’ bag of his
                   while on roads controlled by the spirits. Making offerings             favorite drug. However, many of these drugs, especially the
                   to Burning Feather, Lady of Intoxicants, (see Games of                 addictive ones, ruin users’ lives, shorten their life spans and
                   Divinity, pp. 28-29) sometimes enables Guild members to                devour most of their money. As a result, persuading people
                   instantly send messages to factors throughout Creation                 who don’t take these drugs to become users or, more prefer-
                   about local drug shortages or surpluses. Performing similar            ably, addicts can be a somewhat challenging task. In a city
                   offerings to other powerful spirits can allow the Guild to             where it is obvious that cocaine and opium addicts are
                   send small shipments of drugs thousands of miles in a few              pathetic wretches who almost everyone holds in contempt,
                   minutes. While all such supernatural favors are infrequent             convincing someone to join their number is not easy.
                   at best, even sporadic miracles can be exceedingly useful.                  The Guild has come up with several successful strategies
                         Although none of the gods the Guild regularly deals              to create new addicts. Most focus on the young — since most
                   with are powerful enough to transport an entire caravan or             addicts never permanently overcome their addictions, a
                   even a single merchant ship across long distances, even a              young addict is going to be paying the Guild for drugs for many
                   single pack horse or a full ox-cart full of drugs such as sweet        decades. The Guild regularly pays messengers and the other
                   cordials, seven bounties paste, heroin, opium or cocaine can           mostly young casual laborers that it employs at least partly in
                   carry many thousands of doses. The price exacted by the                opium or cocaine. Most of these youths sell these drugs to
                   spirits providing these Charms can be quite high. However,             addicts and drug parlors, but some are curious and try a dose.
                   the chance to make huge profits by taking advantage of a               While many never try another, the quick joy these drugs
                   local shortage can more than offset these costs.                       produce tempts some to try the drugs again. With cheap,
                         Although they cannot equal the supernatural prowess              regular access to these drugs, it is relatively easy for one of
                   of the more powerful gods and elementals, the Dragon-                  these young laborers to become an addict, especially if he
                   Blooded can also use their Charms and spells to aid in both            begins buying more of these drugs from his fellow youths.
                   transportation and communication. Unlike the Dynasts of                Also, Guild factors instruct both their own merchants and
                   the Realm, who frequently bully elementals into doing                  local retailers to give discounts to anyone unfamiliar with
                   their bidding, the Guild only makes use of such services               their drugs. Some taverns even go so far as to include a free
                   when there is great need. Although its membership in-                  pipe of opium with the patron’s first drink on certain holidays.
                   cludes a few outcaste Dragon-Blooded sorcerers, the Guild              Owners often give regular customers at drug parlors discounts
                   does not wish to become too dependent upon their ser-                  for bringing in new customers. This practice is but one of
                   vices, and these Exalts are also too few to make a major               many reasons that long-term opium, heroin and cocaine
                   impact on Guild operations. As a result, the majority of the           addicts have few friends who are not themselves addicts —
                   time the Guild uses no magic other than talismans and                  everyone else long ago grew tired of the addict attempting to
                   minor offering to lesser spirits.                                      get cheaper drugs by persuading them to try some.
                         However, the drug trade specifically benefits from the                Another way the Guild gets new customers earns it
                   aid of various spirits because most senior Guild drug                  both praise and hatred. The Guild normally gives a dis-
                   merchants regularly make large offerings to Burning Feather.           count on opium and heroin to chirurgeons. Since both of
                   Although almost no Guild leaders involved in the drug                  these drugs are excellent painkillers, they are invaluable
                   trade sample their own drugs, they do everything from                  for the treatment of most injuries. Almost everyone in
                   requiring addicts in some Guild-run opium dens to pray to              pain, especially if their pain is at all prolonged, has said at
                   Burning Feather before they can purchase opium to offer-               least a few heartfelt prayers to the goddess Burning Feather
                   ing minor artifacts to her.                                            for the wondrous surcease that her opium provides. Heal-
                         Because of the Guild’s central role in producing and             ers and their patients find no fault with the Guild’s
                   selling all manner of drugs throughout the world, Burning              generosity, but some realize that greed as much as altruism
                   Feather has a loose alliance with the organization and                 is behind this practice.
                   occasionally provides minor aid to Guild drug merchants                     Anyone who ends up taking large amounts of opium
                   and helps convince other spirits to aid the Guild. She                 or heroin for pain for more than a few weeks usually ends
                   knows that her continued power depends upon the Guild’s                up addicted. Patients who recover usually become long-
                   continued success in selling drugs. No one outside the                 term addicts. The Guild provides a range of services and
                   Guild knows the specifics of this unofficial patronship, but
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                 82.95.228
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                   incentives to chirurgeons who prescribe opium, cocaine                    Of course, plagues also provide yet another opportu-
                   and heroin to patients more freely than is perhaps strictly          nity for the Guild to use its economic power as a tool to aid
                   necessary. Many chirurgeons refuse to needlessly promote             its political ends. States are almost always in turmoil
                   the use of these drugs, but enough do that the Guild finds           during plagues, and the Guild frequently peddles its medi-
                   the practice quite profitable. Most Guild factors also               cines in regions held by the side it favors in a civil war or
                   arrange to provide small amounts of cheap or even free               palace dispute. Even simply reducing or raising the prices
                   opium and rock cocaine to hospices that care for the dying.          of medicines during an epidemic can shift the course of a
                   This small charity may not make the Guild any money, but             civil war or cement an alliance between the Guild and
                   it does help quiet many of its more vocal opponents.                 some local government. If the side the Guild backs loses
                                                                                        the war, the Guild has gained another enemy. However,
                   SELLING MEDICINES                                                    the Guild is highly skilled at economic warfare, and
                         Selling medicines such as sweet cordials or age-stav-          between bribes of valuable medicines and threats of em-
                   ing cordials is far easier. Everyone instantly realizes the          bargoes, only the bravest or most fanatical leaders remain
                   benefits of these wonders and is willing to pay for the              unwilling to deal with the Guild.
                   privilege of having access to them. Many women would
                   kill for access to maiden tea, and kingdoms have fallen              REGIONAL DIFFERENCES IN DRUG SALES
                   over questions of access to age-staving cordials or seven                The world of the Age of Sorrows is exceedingly
                   bounties paste. Everyone who needs these drugs will pay              diverse, and the drug trade varies greatly by region.
                   whatever they can conceivably afford. As a result, the cost
                   of these drugs bears little relation to the expense of either        THE REALM
                   their ingredients or their production. Instead, the Guild                  The Guild sells large amounts of medicines such as
                   simply charges a price that will maximize its profits. As a          seven bounties paste, sweet cordials, maiden tea and age-
                   result, the only question the Guild has is how to price these        staving cordials to House Cynis. The members of this
                   commodities. In reality, sweet cordials cost no more to              house then resell these drugs inside the Realm. The Dynasts
                   produce than seven bounties paste. However, illnesses are            also permit Cynis-sponsored merchants to sell mild
                   far more common than the types of serious injuries that              euphorics and stimulants such as qat, marijuana and to-
                   require sweet cordials — the market for seven bounties               bacco. However, highly potent or addictive drugs such as
                   paste is larger, and so, they sell it more cheaply.                  cocaine, opium and heroin are all strictly forbidden, and
                         The only other factor is scarcity. While maiden tea is         supernatural drugs such as bright morning (see Scavenger
                   quite abundant in the East and is not difficult to grow              Sons, pp. 32-3), ice fern spores, rasp spider venom or ghost
                   elsewhere, age-staving cordials are made by combining a              flower can only be sold to Dragon-Blooded. Anyone con-
                   rare jungle plant and an equally rare clam, while both               victed of selling such drugs illegally is enslaved, and
                   seven bounties paste and sweet cordials require several rare         anyone taking these drugs illegally is whipped. All impe-
                   and unusual ingredients to produce. As a result, the Guild           rial citizens and everyone who trades there knows of these
                   cannot provide enough of these three drugs to supply                 laws. However, the Realm’s rules on drugs are actually
                   everyone who needs or wants them. Instead, senior Guild              considerably more complex.
                   members decide how much to charge for these drugs based                    Naturally, the Realm wishes to avoid the majority of
                   upon supply and demand.                                              its citizens becoming stuperous addicts whose only goal is
                         The Guild typically raises the price of seven bounties         to find some way to obtain their next fix. However, the
                   paste during local plagues. However, in many cases,                  Dynasts also use the fact that these drugs are illegal as a
                   prices increase simply because there are local shortages of          way to both enrich their coffers and to control the
                   the drug. Foolish and greedy Guild factors used to raise             populace, which is why the Realm forbids any drugs that
                   the price of this remedy drastically during plagues. Un-             allow mortals to performs feats reserved for the Dragon-
                   fortunately, on several occasions, the desperate populace            Blooded. Nevertheless, there is a high demand for many
                   focused its fear and anger on the Guild, killed all local            illegal drugs at all levels of society — wealthy patricians
                   Guild personnel and raided its storehouses. Although, in             can evade the law fairly easily, and small amounts of
                   theory, the Guild has no problem profiting from local                cocaine and heroin are a feature at many of the wilder
                   disasters, its leaders learned long ago that if they use the         parties held by the rich.
                   Guild’s vast economic power incorrectly, they could call                   However, the lower and middle classes have a far
                   down upon themselves the murderous wrath of angry                    more difficult time obtaining illegal intoxicants. In the
                   mobs with nothing to lose. Today, the price of seven                 Realm, a large number of small-scale competing criminal
                   bounties paste can go quite high during local epidemics.             syndicates smuggle in various illegal drugs and sell them
                   However, all Guild factors are forbidden from inflating              to anyone who can meet their prices. The Realm knows
                   the prices of drugs more than threefold — prices higher              a great deal about these syndicates and carefully monitors
                   than this are too likely to create a level of resentment that        their activities though the use of Charms, spies and paid
                   can cause riots.                                                     informants. The Dynasts make certain that the various
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Michiel Schillhorn van Veen (order #1396275)                                                                                                            82.95.228
                                                                                     CHAPTER TWO • DRUGS — THE SOFT TRADE
                   THE THRESHOLD
                        Because it can only sell small amounts of addictive
                   drugs in the Realm, the Guild makes the vast majority
                   of its drug sales in the Threshold. Although selling
                   drugs in the Threshold is much like selling any other
                   commodity, sales in the Realm-dominated Northern
                   coast and in the Guild-run border stations are both
                   sufficiently different to be worth special mention.
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Michiel Schillhorn van Veen (order #1396275)                                                                                82.95.228
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                   agricultural productivity would rise by more than a tenth if               stations are some of the Guild’s most profitable operations.
                   the serfs were not using these drugs almost constantly.                    The Guild typically maintains a dozen or more border
                   However, these same landowners have also seen the massive                  stations around the borders of prosperous nations that
                   peasant revolts that occurred in the past and know that a                  forbid drug sales. Here, the Guild sells its drugs directly to
                   docile populace that eagerly awaits its next dose of various               middle men and local distributors, as well as to local users
                   drugs is worth almost any reasonable drop in productivity.                 who live near the station.
                   Also, the fact that the landowners are the ones who control                      Border stations begin as small frontier outposts that sell
                   the supply of drugs means that they can keep productivity                  all manner of drugs, as well as food and supplies for patrons
                   relatively high by cutting the drug supply if productivity                 who have traveled long distances to purchase these drugs.
                   falls. To maintain a steady supply of opium, the serfs must                Most stations also contain an inn where weary patrons can
                   remain functional.                                                         spend the night before returning home. Most of those who
                         The rulers of these states wish for the agricultural serfs to        come to these border stations are local distributors who
                   spend their meager amounts of free time in a drug-induced                  make a living reselling these goods within their own coun-
                   stupor rather than risk having the serfs plotting against their            tries, believing the large profits they make offset the dangers
                   powerful masters. Naturally, the Guild supplies all of these               of selling these illegal commodities. These distributors nor-
                   drugs. The rulers of these Northern states are the Guild’s                 mally mark up the prices of most drugs by a factor of 10 or
                   biggest customers, and every one of the Guild’s caravans and               more. As a result, many of the patrons of the border stations
                   round-bodied merchant ships that arrives at Cherak carries a               are citizens who live just across the border. These individu-
                   large shipment of qat, cocaine and opium. These drug ship-                 als simply walk or ride out to the stations and buy their drugs
                   ments are part of the complex agreement the Guild has with                 for far less than they could pay for them at home. So long as
                   the Realm. In return for not contesting the Realm’s control                these citizens only purchase drugs for their own use, the
                   of what drugs it permits inside its borders, House Cynis                   jealous distributors rarely care.
                   granted the Guild a complete monopoly on drug supplies to                        In time, successful border stations frequently grow into
                   the Northern coastal states and makes certain that the land                actual towns that serve as trading posts for all manner of
                   owners in these states do not buy their drugs from anyone else.            foreign goods — traders from all over the nearby state come
                   However, opium sales in the cities are extremely limited —                 to buy and sell a wide variety of goods. In many cases, drugs
                   although the Dragon-Blooded land owners want their serfs to                become only one of the many commodities bought and sold
                   be helpless drug addicts, the mortal rulers have no desire to              there. Aj-Aran, located just across the western border of the
                   have the skilled workers and bureaucrats that live in the cities           Varang City-States started out as a border station two centu-
                   to become similarly useless.                                               ries ago. Today, it is a thriving town of almost 10,000 where
                                                                                              traders from all over the South come to buy Varang goods
                   BORDER STATIONS                                                            without having to actually deal with the restrictive and highly
                         Although some tyrants are overjoyed with the idea that               constrained customs faced by anyone who actually lives and
                   their populace mostly consists of docile drug addicts, the rulers          trades within the Varang cities. The Guild still sells drugs in
                   of most nations wish to avoid the many problems that occur                 Aj-Aran, but it is not one of the major commodities, and few
                   when drugged citizens stumble mindlessly through their jobs                remember that this town started out as a border station where
                   and spend most of their income buying yet more foreign-                    Varang drug users came to purchase their supplies.
                   grown drugs from the Guild. Since it is possible for the upper                   Other border stations specialize — some become
                   ranks of society to obtain alternate (if inferior and more                 expanding dens of vice and crime, where criminals come
                   expensive) sources of age-staving cordials, sweet cordials and             to fence their loot and jaded visitors sample expensive
                   other valuable medicines, a few nations simply refuse to                   drugs, exotic prostitutes, high-stakes gambling and a host
                   accept any of the Guild’s drugs. Others, such as Gem, are                  of less savory entertainments. Protected by a good-sized
                   important enough trading partners that they can obtain                     garrison of Guild militia from both local officials who wish
                   promises that the Guild will not sell addictive drugs within               to shut them down and bandits who wish to steal their
                   their boundaries. More accurately, the Guild promises not to               profits, these border stations are widely hated — but are
                   sell such drugs to anyone except criminals and the wealthy.                also exceedingly popular and profitable. A few of these
                         However, unlike the Realm, almost none of these                      places have grown into small towns devoted solely to vice.
                   nations are powerful enough to convince the Guild to                             One of these towns is a vile pit popularly known as
                   actually limit the drugs they sell to the nation’s citizens.               Scab. Located just to the south of the Realm-controlled
                   The Guild’s most common solution to selling drugs to such                  city of Greyfalls, Scab is a thriving, if dangerous and ugly,
                   nations is setting up border stations — commerce stations                  town of almost 5,000 hearty and amoral souls. The Guild
                   located just outside of the borders of Threshold kingdoms                  garrison there works to prevent open murder and theft and
                   that prohibit drug sales. Located in nations that have no                  protects the lives and property of Guild personnel and the
                   laws against such commodities or in wilderness areas                       town’s wealthier customers. However, the garrison does
                   where no one can effectively police them, these border                     not concern itself with lesser matters such as the capture
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                     82.95.228
                                                                                                        CHAPTER TWO • DRUGS — THE SOFT TRADE
                   and enslavement of the poor or robberies that happen                    DRUG SALES IN REGIONS WHERE
                   behind closed doors — so long as no one important is
                   robbed. Except for the well-guarded Guild personnel, the                THEY ARE FORBIDDEN
                   only long-term residents are either those on the run from                     As anyone in the Age of Sorrows can tell you, vice is
                   multiple nearby states or the well-protected representa-                impossible to forbid. Even the Perfect of Paragon does not
                   tives of various local organized-crime syndicates.                      utterly forbid his people access to recreational drugs, lest
                         However, some border stations avoid this fate and,                he watch much of his population writhing in the pain of
                   instead, become places of surprising refinement that cater to           their transgressions every night. Everyone knows that
                   an exclusive clientele. With the dangerous but enticing                 making various recreational drugs illegal merely makes
                   carnal delights of Nexus located only a few hundred miles to            them more expensive and difficult to acquire, not less
                   the East, the Guild knew that any border station they                   popular. Of course, as was mentioned above, this is suffi-
                   located near Lookshy would have to possess a somewhat                   cient for the rulers of many states.
                   different character. The small resort town of Centak, lo-                     Only a few states ruled by fanatics or fools attempt to
                   cated just to the north of the lands controlled by Lookshy is           forbid drugs that grow abundantly within their boundaries
                   an exclusive resort used by the more open-minded of                     — few sovereigns in the coastal sections of the East or in
                   Lookshy’s Dragon-Blooded and by wealthy mortals seeking                 the Scavenger Lands attempt to forbid their populace from
                   unusual forms of entertainment. In addition to discretely               using qat or marijuana, and alcohol is accepted almost
                   selling drugs to illegal distributors from Lookshy, the mer-            everywhere. However, imported drugs are a drain on both
                   chants of Centak sell both the finest drugs and the best                wealth and productivity and so are forbidden far more
                   medicines to the mortals and Dragon-Blooded who actually                often. Where they are illegal, these drugs are mostly used
                   visit Centak. Dragon-Blooded gain access to the best high-              by rebellious youths, criminals and members of the middle
                   quality longevity drugs and powerful healing artifacts that             and upper classes. Although many of the poorer residents
                   the Guild has smuggled out of the Realm, and mortals                    of such states have tried drugs such as cocaine or opium,
                   partake of the finest medicines and intoxicants the Guild               few can afford to be regular users.
                   has access to. In addition, skilled chirurgeons working for                   Dangerous criminals are the primary drug sellers in
                   the Guild attempt to treat all of the visitors’ ills. Also,             nations where drug sales are illegal. These individuals freely
                   Centak offers extremely high stakes gambling, where Dragon-             maim or kill any potential competitors or anyone who
                   Blooded have been known to wager everything from lavish                 threatens to turn them in. Such people often cut their drugs
                   villas to (on rare occasions) jade warstriders. Add in the              with useless or even dangerous substances ranging from salt
                   finest entertainers, highly skilled prostitutes and discrete            and culinary herbs to (hopefully) small amounts of poisonous
                   but ever-present guards who keep anything from troubling                berries and other toxins that sometimes make impure and
                   paying patrons, and visitors from Lookshy can look forward              diluted drugs seem more potent. Users who unknowingly
                   to a thoroughly enjoyable stay. Of course, the joys offered in          purchase tainted or useless drugs have no recourse beyond
                   Centak are one of the primary reasons that Lookshy’s                    attempting to find another supplier. In the vast majority of
                   Dragon-Blooded rulers have not attempted to shut it down                cases, local law-enforcement officers and judges take bribes
                   as a way to stop the drug trade that originates there.                  from drug suppliers to overlook their offenses — as a result,
                         While the rulers of some nations object to the Guild              guards most often arrest and punish those who make com-
                   placing border stations nearby, other princes and queens                plaints of tainted drugs, while leaving the sellers free.
                   find this arrangement perfectly equitable. Where drugs are                    Depending upon just how strict the laws are against
                   illegal, prices are higher, and few of the poor can afford              selling recreational drugs, they may be sold out of the houses
                   them. Instead, drugs are primarily used by members of the               of the suppliers, at certain shops or in the private back rooms
                   middle and upper classes and are, at best, infrequent treats            of taverns and restaurants. Gaining access to such places
                   for the poor. Both the cost of the drugs and the fact that              may involve knowing a complex and changing series of code
                   their use must be hidden help to limit their negative effects           phrases, and in the strictest states, dealers will have their
                   on the populace. Also, most of those who sell these drugs               aides check out everyone who asks to purchase drugs.
                   are quite willing to supply regular bribes to various officials.
                   Such payments provide a useful source of income for the                 DRUG SALES WHERE THEY ARE PERMITTED
                   guards and militias of these kingdoms.                                       Some states that permit the sale of addictive drugs have
                                                                                           few problems with overuse — in much of the North, anyone
                   DRUGS SALES IN THE                                                      foolish enough to become a shambling wreck rarely lives long.
                                                                                           Few people sleep or fall unconscious in alleys in a city where
                   REST OF THE THRESHOLD                                                   they will freeze solid during the winter. Similarly, while the
                       Although the process of selling drugs is fairly similar             people of the Haltan Republic make certain that children and
                   throughout the Threshold, sales tactics are very different              people who are old or disabled have the help they need to get
                   in nations where drugs and legal and where they are not.                around, the intoxicated must rely upon their friends to keep
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                 82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                      82.95.228
                                                                                                     CHAPTER TWO • DRUGS — THE SOFT TRADE
                        Addictive drugs are only a serious problem in large             escort them home. The best keepers work for one of a small
                   cities where addicts can be fairly anonymous and in cli-             number of highly respected agencies — cheap keepers
                   mates that are sufficiently mild that sleeping on the streets        sometimes lead clients straight into the hands of those who
                   or in abandoned buildings is not instantly lethal for much           would rob or kidnap them.
                   of the year. Unfortunately, most of the Scavenger Lands                   In most Southern cities where drugs are legal, mer-
                   and the coastal portions of the South fit those criteria. In         chants sell them in special parlors — each drug is sold in
                   both regions, there are many large cities, and the weather           a different sort of parlor. Even in cities where these drugs
                   is generally comfortable and mild. As a result, many of              are legal, the strict mores of the South dictate that no one
                   these cities have serious problems with addictive drugs.             should wander the streets while seriously intoxicated.
                        The worst problems are to be found in Nexus and                 While few care about these rules in the poorest neighbor-
                   Chiaroscuro — since both cities are major centers of trade,          hoods, elsewhere, those who stagger around while
                   drugs are easily available and slightly less expensive than          intoxicated are targets of public ridicule, and if they do not
                   normal. Also, both cities have large numbers of desper-              have rich or powerful friends, they may end up paying a
                   ately poor inhabitants who are eager for any escape they             fine or spending a week helping to repair roads or perform-
                   can find from the dreary suffering that makes up the                 ing other menial but necessary tasks.
                   majority of their lives. Chiaroscuro’s Old City is a classic
                   example of what such drugs can do. The only people who               DRUGS AND POLITICS
                   move there are those who have lost all hope of making a                   Drugs are more than just a moneymaker for the Guild,
                   good life in the vast city and who are either too poor to            they are also a significant political tool. Guild leaders are
                   leave or who have nowhere else to go. Day after day, most            perfectly aware of the effect various drugs have on the people
                   of the residents of the Old City drown their sorrows in a            who use them, and its factors in various cities keep careful
                   mixture of marijuana, cheap wine and opium. The worst                note of local variations in drug use. By declaring a local
                   off sell their bodies or beg for enough money to obtain              shortage and withholding some of its normal drug ship-
                   more drugs and enough food to keep themselves alive,                 ments to a city or state, the Guild can produce significant
                   while the rest scavenge and sell ancient trinkets, muck out          social unrest as prices go up and people attempt to horde the
                   stables or work at other ill-paying mindless jobs such as            remaining supplies of drugs. Alternately, although it rarely
                   collecting shards of the ancient vermilion glass to obtain           uses this tactic, the Guild also sometimes reduces prices
                   enough money to make it through one more day.                        locally to help encourage more people to use drugs. In a
                        A few of the more motivated or more desperate                   region where laws have changed and drugs that were previ-
                   residents instead make use of the false joy and borrowed             ous forbidden are newly legal, the Guild often sells its first
                   vigor of cocaine. Forgoing sleep and often food, they                few shipments at a significant discount to encourage every-
                   become tireless, if often careless, pickpockets and burglars         one to try these new intoxicants. Also, in areas with
                   — many sport a missing hand to prove that their thefts               significant social unrest, low-cost drugs can cause many of
                   have not always been entirely successful. In places such as          the poorer dissidents to temporarily forget their complaints.
                   the less-ruined buildings on the outskirts of the Old City,          The Guild is sometimes willing to come to the aid of friendly
                   there are a multitude of inns that carry every form of               politicians by lowering the price of popular drugs such as
                   inexpensive intoxicant that one could desire — beer,                 marijuana or opium for several months.
                   wine, qat, opium and all of the other options are available               When a state in the Threshold is undergoing any form
                   for those who can pay. The costs are generally quite low,            of open rebellion, the Guild often charges different sides and
                   but so is the quality, and few connoisseurs of fine wines            regions significantly different prices for all forms of drugs and
                   patronize these ill-kept establishments.                             medicines. As a result, many of the common people will
                        In less desperate regions, drugs are sold and used in a         leave the side that is being charged higher prices in an effort
                   wide variety of different settings, depending upon the local         to obtain more affordable intoxicants and medicines. In this
                   customs surrounding intoxication. In most of Nexus and in            way, the Guild can take sides in such conflicts without
                   many other cities throughout the Scavenger Lands, inn-               resorting to less subtle tactics such as arms sales or sending
                   keepers openly sell drugs in almost every inn that does not          Guild mercenaries to aid one side or the other.
                   specifically cater to stolid foreigners who abhor such                    The Guild sometimes performs more subtle manipula-
                   pleasures. Many people use these drugs at the inn, and               tions by varying the quality and purity of its drugs and
                   some who can afford to do so rent a small room at the inn            medicines. Although it almost never risks the outcry that
                   until the effects wear off to prevent them from having to            would result from selling poisoned or unsafe drugs, selling
                   wander the streets in a state that makes them easy prey for          significantly stronger or weaker versions of drugs such as
                   all manner of criminals. However, many others take their             cocaine or opium can have a profound affect on people who
                   drugs at the inn and then go off to some party or other              have gotten used to a specific strength of dose as “normal.”
                   destination. Most wealthy and middle-class individuals               This tactic has allowed the Guild to secretly stop several
                   who do this pay special guides and linkmen, known as                 local rebellions and to foment several others. When selling
                   keepers, to take them safely to their destinations or to             a drug to a region where it has not previously been available,
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                   the Guild sometimes makes the first few shipments quite               rock cocaine, the Guild’s manipulations effects all facets of
                   weak, allowing people to use it without becoming addicted.            the society. The Guild sometimes uses discrete local mer-
                   Then, once the ruler is convinced that this drug does not             chants to sell the rock cocaine, to attempt to reduce any
                   seem to be a problem and the populace is used to using                anti-Guild backlash against its efforts.
                   moderate amounts of the weak drug to obtain a pleasant                     Few governments survive such attacks. Those that do
                   buzz, future shipments are of normal potency. Casual users            normally capitulate to the Guild’s demands to prevent
                   can rapidly become addicts, and to many rulers, the prob-             them from ever again becoming the target of another such
                   lems seem more the fault of their citizens than the Guild.            attack. However, the selling of rock cocaine is a tactic of
                                                                                         last resort. The Guild never starts this sort of economic
                   ECONOMICS AND ECONOMIC WARFARE                                        warfare without careful deliberation, especially since it
                         Opium forms the majority of the Guild’s drug sales.             can take a region a decade or more to recover from a
                   Though it sells a wide variety of drugs, many are either              concerted economic attack. Producing this sort of eco-
                   expensive in themselves or are only produced in one loca-             nomic ruin means that Guild profits in that same region
                   tion and so are expensive to transport worldwide. In contrast,        will take even longer to recover.
                   opium grows almost everywhere in the world, it’s inexpen-                  The most recent example of the Guild’s economic
                   sive, and it is a relatively safe and highly addictive drug.          warfare happened seven years ago in the Southern city-
                         In many ways, opium is the ideal product for the                state of Dan-Far-Noh. The pair of oligarchs who ruled
                   Guild. Because it is so addictive, the Guild can easily build         Dan-Far-Noh encountered financial difficulties when the
                   up a reliable customer base — few addicts ever willingly              low-level conflict between Gem and Paragon caused trade
                   give it up. Even better, while opium addiction can easily             routes to shift. In an effort to help restore prosperity to Dan-
                   destroy someone’s life, it is almost never fatal, even when           Far-Noh, the oligarchs significantly raised all tariffs. The
                   the addict overdoses. As a result, addicts usually live for           oligarchs also placed the blame for the city-state’s financial
                   many decades — they tend to die a decade or more sooner               troubles firmly on the Guild. After a Guild embargo de-
                   than non-addicts, but the Guild can easily obtain at least            signed to force Dan-Far-Noh to lower its tariffs, the populace
                   20 years of regular sales from each addict. Opium also does           rioted and burned down a Guild trading station, killing
                   not cause addicts to become agitated or violent. Regular              several Guild personnel. Shortly after that, bandits based
                   opium users are unlikely to start revolutions or otherwise            out of Dan-Far-Noh began raiding Guild caravans. Several
                   attempt to upset the social order. Opium addiction may                nearby city-states were sympathetic to the events occurring
                   impoverish a nation, but it will almost never destroy it              in Dan-Far-Noh, so the Guild avoided military force be-
                   unless the opium supply is cut off suddenly. Finally, opium           cause it did not want to risk having these states form a
                   is both compact and easy to transport. The Guild plans for            large-scale alliance against the Guild. Instead, the Guild
                   the long term, and its leaders are canny enough to realize            placed a total embargo on all opium sales to Dan-Far-Noh
                   that focusing solely on short-term profits is a foolish policy        and used its soldiers to prevent any of the neighboring states
                   that can lead to boom and bust cycles that can wreak havoc            from selling opium to the residents of this city-state. Then,
                   with any large organization.                                          the Guild paid local peddlers to sell rock cocaine. Since the
                         In contrast, selling rock cocaine to the residents of a         peddlers belonged to a despised local caste, they were eager
                   nation means that the Guild is interested in bankrupting              to help disrupt their homeland and agreed to keep the
                   the nation and turning its people against the nation’s                source of these drugs secret. Although the government
                   leaders. Typically, the Guild will flood the nation with              killed dozens of peddlers, the sale of rock cocaine in Dan-
                   inexpensive rock cocaine and then allow the supply to run             Far-Noh soared — bringing with it a serious increase in all
                   out. After the social chaos dies down, it will sell more rock         types of crime, including a rise in random violence. Be-
                   cocaine. It rarely takes more than two cycles of selling the          tween the economic collapse and rising crime, the people
                   drug and then cutting off the supply (combined with                   began to turn against the oligarchs. Guild agitators trained
                   skillfully planting rumors that the government is respon-             bands of peddlers in the basics of revolutionary organiza-
                   sible for the supply being cut off) to cause vast social and          tion, and the members of this caste soon formed the nucleus
                   economic upheaval.                                                    of a growing revolutionary movement.
                         This strategy is most effective when the nation in                   The Guild supplied these rebels with arms and a
                   question already contains a large population of opium                 surplus of medicines in return for promises of open trade
                   addicts. The Guild first announces that it is unable to               with the Guild. These medicines persuaded many citizens
                   deliver opium to that nation. Then, as the addicts begin to           to join the rebels, and after four years of increasing unrest,
                   panic, the Guild offers an alternative drug (rock cocaine)            the people rose up, mobbed the oligarchs’ palace and
                   to help ease the addicts’ cravings. In almost all cases,              stoned them both to death. Immediately after that, the
                   addicts find rock cocaine to be at least as enticing as opium.        Guild ceased selling rock cocaine to the peddlers and
                   With no alternative other than the pains of withdrawal,               finalized its deals with the new government. Today, Dan-
                   most of the opium addicts sate their cravings with rock               Far-Noh remains quite poor but is showing signs of gradually
                   cocaine. When thousands or even millions of people take               increasing prosperity.
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                   RESPONSE TO RESISTING DRUG SALES                                      Whitewall contains over a million residents. The long
                                                                                         winters and the constant threat of attack by both the undead
                         With access to potent medicines as a carrot, the Guild          and the Fair Folk mean that many of its residents would
                   has managed to gain permission to sell its addictive wares            happily seek solace in the fleeting joys of an opium pipe.
                   in most nations other than the Realm. However, some                        Unfortunately, the three Syndics who rule Whitewall
                   rulers see the havoc opium and similar drugs have caused              wished to avoid having a large part of their population
                   and attempt to halt the sale of those drugs in their realms.          turned into useless opium addicts or potentially violent
                   In many cases, the Guild is willing to work around such               cocaine users. Also, the Syndics were concerned that
                   problems and simply set up border stations. However, the              someone under the influence of one of these drugs might
                   Guild’s leaders hate to lose an especially profitable market,         succumb to the empty promises and cunning threats that
                   and so, they occasionally attempt to prevent nations from             both the Fair Folk and the dead constantly use to attempt
                   halting drug sales. Most of these attempted rebellions                to gain access to Whitewall. To avoid these problems, the
                   against the Guild’s economic dominance fail, generally                Syndics decreed that both opium and cocaine could not be
                   around the time the upper classes realize that they no                bought or sold inside the city. The realities of life in
                   longer have access to their precious medicines and longev-            Whitewall made this decree unusually effective — the
                   ity drugs. The following three incidents should help                  entire population of the city-state surrounding Whitewall
                   illustrate the possible range of outcomes to attempting to            sleeps inside the city walls. Once night falls, anyone who
                   resist the Guild’s drug sales.                                        is not either inside the city walls or standing on the
                   WHITEWALL                                                             Traveler’s Road is fair game for both the Fair Folk and the
                                                                                         dead. This makes discrete drugs sales quite difficult.
                        Several years ago, rebellions began to trouble the
                                                                                              As a result, the Guild found few local distributors who
                   Realm-controlled coastal states of the North. Beginning
                                                                                         were willing to sell opium and other drugs in the city. Also,
                   shortly after over a third of the Realm’s peacekeeping troops
                                                                                         the Syndics are immortal spirits of ice and silver who have
                   departed to help deal with troubles on the Blessed Isle, these
                                                                                         no use for mortal medicines. While the local nobles and
                   rebellions meant that the demand for opium in the coastal
                                                                                         merchants were far from happy when the Guild cut off the
                   states went down. The Guild attempted to find a lucrative
                                                                                         supplies of various medicines, these worthies were not in
                   Northern market for the drugs produced in the North to use
                                                                                         any position to attempt to overthrow the Syndics.
                   up its new surpluses. The Haslanti buy only limited amounts
                                                                                              In its last attempt to open Whitewall to drug sales, the
                   of the Guild’s recreational drugs and trade with the Haltan
                                                                                         Guild imposed an embargo on this city. Since the Traveler’s
                   Republic for most of the medicines they need. However,
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                   Road is kept safe by powerful supernatural pacts, neither the               Alom Vilag was most noted as a nation of dyers and
                   Guild nor the Syndics was willing to risk blockading it, but           potters. The excellent kaolin clay from the Razek cliffs
                   for a period of almost a year, the Guild refused to buy or sell        that separate Alom Vilag from Chiaroscuro was an easily
                   goods in or near Whitewall. Guild caravans simply camped               available resource that allowed the people of Alom Vilag
                   on the Traveler’s Road and traveled around the city during             to become renowned as producers of excellent porcelains.
                   the day, when going off of the road was safe. The people of            The wares of Alom Vilag were sold all over the South, and
                   Whitewall had to rely upon what they could produce locally             the best were sold in places as distant as Nexus and the
                   or trade with local merchants from the coast or Gethamane.             Imperial City. Also, the presence of the murex conch on
                   Conditions were quite hard during that year, especially                the coast allowed artisans in Alom Vilag to produce a rare
                   during the long winter months when many in the city had                purple dye that is one of the most prized colors in the world.
                   to live without various luxuries — or near necessities — that               Before the Guild set up trading stations near the
                   they had previous been able to purchase. However, the                  Varang border, they paid large amounts of jade or silver for
                   Guild also paid a heavy price for this embargo. Unable to              Alom Vilag’s porcelain and dye. However, in addition to
                   stop and replenish supplies in Whitewall, Guild caravans               wishing easier access to trade within the prosperous Varang
                   had to carry considerably more provisions. As result, they             City-States, the local Guild factors suspected that opium
                   could carry fewer trade goods to and from both Gethamane               would become quite popular within Alom Vilag. These
                   and the prosperous Haslanti city-states.                               shrewd merchants hoped that the demand for opium
                         After most of a year, both the Syndics and the Guild             created would allow the Guild to trade opium instead of
                   realized the full magnitude of the problems this embargo               jade and silver for the local porcelain and dye.
                   caused for both of them. They reopened negotiations and                     Within a decade of the opening of these border sta-
                   reached a compromise — the Guild cannot sell opium in                  tions, more than one in twenty of Alom Vilag’s population
                   Whitewall, but it can now sell both heroin and cocaine. As             was addicted to opium. In addition to wealth flowing out of
                   a result, the large lower class cannot usually obtain drugs,           this city-state and into the hands of eager Guild merchants,
                   but the Guild can sell drugs to the city’s middle and upper            the social effects were immense. Productivity in both the
                   classes. Since both of these drugs sell for considerably more          dye factories and the porcelain shops slowed significantly,
                   than opium, the Guild has lost some sales, but it still makes          and both crime and poverty increased dramatically. Alom
                   excellent profits off of the drug sales that the Syndics               Vilag went from being a small, highly prosperous city-state
                   permit. In practice, the Guild sells little cocaine in White-          to one that was gradually becoming poor and downtrodden.
                   wall because of the distances it must be transported.                       When the king ordered the Guild to cease selling
                   However, it now feeds a good portion of any local opium                opium to residents of Alom Vilag, the Guild retaliated by
                   surpluses to one its two beasts of resplendent liquids                 cutting off the yearly payments for the privilege of operating
                   stationed in the North and obtains heroin that is sold in              these stations. Since other sources of revenue were down,
                   both Whitewall and Gethamane. The Guild also sells                     the loss of these funds hurt the government. The king
                   limited quantities of heroin in the Haslanti city-states.              retaliated by ordering the execution of all opium sellers and
                   These new sales have eliminated all of the Guild’s worries             addicts. Although he wisely avoided directly threatening
                   about accumulating a massive overstock of opium. Every-                Guild members, many hundred of local distributors and
                   one who is aware of the realities of this situation agrees that        addicts were killed before the Guild intervened.
                   Whitewall was in a uniquely good position to resist the                     The Guild responded with a combination of military
                   Guild and that few city-states would have such an easy                 force and propaganda. Prominent Southern sent an army
                   time getting the Guild to agree to a compromise.                       to Alom Vilag —and with it came several hundred of the
                                                                                          Guild’s more charismatic merchants and negotiators.
                   ALOM VILAG                                                             These civilians provided medical aid and distributed
                         Alom Vilag is a small Southern nation located on the             inexpensive but useful items such as knives and simple
                   coast between Chiaroscuro and the border of the Varang                 medicines to the poor, and the army made a special effort
                   City-States. More than a century ago, the king and the                 to avoid harming civilians or damaging their property.
                   mandarin-eunuchs of Alom Vilag gave the Guild the right                Since the king’s army had already earned the hatred of
                   to build half a dozen trading stations just outside the border         the populace for the widespread summary executions of
                   of the Varang City-States in return for a yearly payment of            opium sellers and addicts, most of the nation welcomed
                   a small portion of the profits from these stations. As is the          the arrival of the Guild forces.
                   case with most border stations, the Guild sold great quan-                  Although the king of Alom Vilag was familiar with the
                   tities of opium and other drugs to Varang merchants, who               Guild’s military might, the rulers of the Varang City-States
                   then resold the drugs inside the Varang City-States. Un-               had promised him aid since they also wished to eliminate
                   fortunately, these trading stations also became quite popular          these border stations. Unfortunately, the Guild bribed half
                   with the residents of Alom Vilag, and a large number of                a dozen senior Varang leaders with both cash and access to
                   them became addicted to opium.                                         unusually potent medicines and longevity drugs. These
                                                                                          bribes secured the Varang leaders’ promises to remain neu-
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                   tral during this conflict so long as it did not spill over into        locally and sold the islanders a portion of this drug as well
                   Varang territory. Outnumbered and without his expected                 the qat it grew on the mainland. Almost one tenth of the
                   allies, the king had no choice but to surrender to the Guild,          island’s population of 80,000 regularly used opium or qat.
                   especially since the Guild’s propaganda campaign ensured               The island was a quiet and peaceful place where a combi-
                   that most of the common people supported the Guild.                    nation of a near-ideal climate, easily available food and
                         When the army arrived at Vilag City, the populace                abundant drugs produced a society where the inhabitants
                   welcomed it. At this point, the beaten and haggard king and            worried little about politics or other larger issues.
                   his three senior eunuch ministers all came out to surrender.                This state of affairs continued as it always had until
                   The Guild could afford to be generous —it ordered the king             three years ago. Then, the Lunar Exalted Tekia Blue
                   to repeal the laws against the sale of opium and other drugs.          Water, a member of the Changing Moon Caste who was
                   In return, the Guild agreed to sell a slightly weaker variety          loosely associated with the Lintha Family crime syndicate,
                   of opium in Alom Vilag, primarily because the Guild wished             came to Ilmarini. Using her inhuman powers of persua-
                   to be able to purchase this land’s porcelain and dye with              sion, she convinced the inhabitants that they were little
                   opium, but it didn’t need a nation of addicts unable to                better than slaves working under the Guild’s well-drugged
                   produce high-quality goods. Today, this king’s grandson                yoke. She organized secret meetings and summoned pow-
                   rules Alom Vilag, which is again reasonably prosperous.                erful water elementals to aid her, and six months after she
                   However, the nation still contains a large number of opium             and her allies in the Lintha Family arrived on the island,
                   addicts. The crown finances hospices for anyone who wishes             Ilmarini rose up in open revolt against the Guild. After
                   to end their addiction, but neither the king nor his eunuch            killing or driving off everyone associated with the Guild,
                   ministers have been willing to risk the Guild’s wrath by               her lieutenants from the Lintha Family moved in and
                   attempting any stronger measures against this drug.                    reorganized the government of the island.
                                                                                               Tekia’s overwhelming charisma meant that almost the
                   ILMARINI                                                               entire populace supported the selection of Akio Felik as the
                       Ilmarini is a large, warm tropical island located 600              new prince. Prince Felik was a local smuggler with close ties
                   miles west of the Southern coast. The island’s warm                    to the Lintha Family — he had been one of Tekia’s first open
                   climate and fertile soil made it ideal farmland, and the               supporters when she came to Ilmarini. Under Tekia’s direc-
                   Guild had paid the inhabitants to grow opium for more                  tion, Prince Felik made opium and qat illegal and ordered his
                   than 300 years. The Guild also processed this opium                    guards to burn all of the poppy fields. Tekia used spirits and
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Michiel Schillhorn van Veen (order #1396275)                                                                                                               82.95.228
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                   The local price of opium plummets, and the Guild’s compe-                 Currently, injecting a slow poison that leaves the victim
                   tition soon leaves, goes out of business or switches professions.         writing in agony for three days or having the thief slowly
                   If necessary, the Guild can ship so much opium to a location              dissected alive by a small god friendly to the Guild are the
                   that anyone attempting to sell opium in the region will do so             most popular forms of execution for this crime.
                   at a significant loss. Although this sort of economic warfare                   Successful raiders manage to hide the true source of
                   also causes the Guild to lose money, its leaders long ago                 their drugs. Most buy the majority of their opium and other
                   learned that long term success is far more important than                 drugs but supplement these supplies by hiring freelance
                   short-term, local profits. To use this tactic, the Guild must             thieves to deplete the Guild’s storehouses and so increase
                   divert opium from other regions, so it can also charge some-              their own supply of drugs at a lower cost than actually
                   what higher prices in the regions that now have slightly less             purchasing and processing the drugs would cost. The most
                   opium — these profits help offset the losses the Guild takes              successful raiders belong to well-organized organized crime
                   from underpricing opium in another region. Also, the amount               syndicates and are exceedingly adept at hiding all facets of
                   of casual use of low-grade opium by non-addicts rises when                their enterprise behind a façade of legitimacy.
                   opium prices drop, further offsetting the Guild’s losses.                       Much of these criminal enterprises are difficult to
                                                                                             distinguish from ones that are simply run by brilliant and
                   SELLING OPIUM                                                             highly determined business people. These individuals use
                         Although economic warfare is useful for destroying                  bribes, minor magic, governmental connections, great skill
                   large-scale local competition, it is too blunt a tool to eliminate        at reading local markets and their local gods’ predictions of
                   smaller competitors, especially since too much economic                   the future to stay one step ahead of the Guild. When
                   warfare can lose the Guild even more money than having                    confronted with a successful competitor it cannot simply
                   competitors. Despite the Guild’s best efforts at both economic            drive out of business, the Guild employs spies to investigate
                   warfare and putting pressure on growers, some local distribu-             this business. At first, these infiltrators do nothing other
                   tors are able to purchase opium from local farmers. These                 than insert themselves into the rival organization and send
                   distributors then sell this opium to anyone willing to purchase           back regular reports. Their first goal is to determine if the
                   it. In regions where there is significant anti-Guild sentiment,           business is relying upon buying drugs stolen from the Guild.
                   such distributors can do quite well. However, in most cases,              If the spies find out that the business is based on theft, the
                   their operations are less profitable than the Guild’s.                    Guild’s response is swift and ruthless — the Guild does not
                         Naturally, the Guild attempts to discourage local                   permit anyone who steals from it to live. As a warning to
                   chirurgeons, drug parlors and others from purchasing drugs                anyone else who considers attempting to set up a business
                   from the Guild’s rivals. The Guild persuades the majority                 that preys upon the Guild, its agents kill everyone involved
                   of local shops to swear an oath to purchase drugs only from               at the top levels of the rival organization and torture both
                   the Guild. In return, the Guild sells these clients drugs at              the leader and her entire family to death.
                   slightly lower prices. Shopkeepers and others who break                         In contrast, if the competitor relies upon skill and
                   this oath are subject to both fines and beatings, and some                cunning rather than theft, the local Guild factor approaches
                   find that their shops are mysteriously vandalized or burned               the heads of this company and offers to allow them to join the
                   shortly after the Guild discovers their betrayal.                         Guild. Before he makes this offer, the factor will make certain
                         In regions where opium and other recreational drugs                 to acquire some sort of hold over the leaders of this business.
                   are legal, Guild factors cultivate close ties with the local              If the competitor refuses the offer to join the Guild, the Guild
                   leaders. As a result, any competitor who becomes too                      factor then turns to bribes, blackmail or information obtained
                   successful could easily end up arrested when the Guild bribes             from the spies who investigated this rival to convince the rival
                   the local chief of police. Similarly, in places where drugs are           either to join or to seek another line of work. However, if (as
                   illegal, Guild informers spy on their competitors and then                is most often the case) the rival joins the Guild, then all such
                   turn the information they have gathered over to the local                 information is stored away for later use, and the Guild
                   government. Local merchants who attempt to turn the                       welcomes the competitor into its ranks. Many successful
                   Guild in for similar offenses soon find that not only does the            drug-selling organizations have been invited to join the
                   Guild have enough money to buy its employees’ freedom,                    Guild, and some who have joined in this fashion have become
                   but Guild assassins and thugs make life both unpleasant and               important members of the Guild. Although profits always
                   exceedingly short for anyone who informs on the Guild.                    come first, the Guild has also learned that talent at business
                         Despite all opposition, a few canny and determined                  is relatively rare and attempts to never waste talent.
                   local drug merchants manage to successfully compete                             Because of its skill and ruthless determination, the
                   against the Guild. There are two primary types of success-                Guild has relatively little serious competition in the opium
                   ful competitors, raiders and financial geniuses. Raiders                  trade. Naturally, there are a large number of very small-
                   remain successful because they steal from the Guild. Any-                 scale merchants selling locally produced drugs. However,
                   one who simply steals the Guild’s drugs and attempts to                   individually, they are too small for the Guild to worry
                   resell them locally is easy to discover, and the Guild makes              about, and even taken together, they do not reduce Guild
                   certain that such foolish thieves end up messily dead.                    sales by any significant amount.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                                    82.95.228
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                                                                                                 CHAPTER THREE • SLAVES — THE HARD TRADE
CHAPTER THREE
                                               SLAVES — THE
                                                HARD TRADE
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    EXALTED • MANACLE AND COIN
                   to fall into irons are usually pushed there by their neigh-            worse than that of her supposed masters. Closer to the
                   bors. The slave trade could never survive if people were               Imperial Manse, the warring diamyos’ First Age weaponry
                   simply ripped from their homes by slavers. Since the Great             crippled the Old Realm’s mystical infrastructure. In some
                   Contagion, slave labor has been an integral part of the                regions, indentured servants went from being mere status
                   rebuilding and maintenance of societies across Creation.               symbols of the officer class to necessary labor, toiling
                   The Guild’s major contribution to the trade has been to                beside the wreckage of artifacts that had once done their
                   enrich the rewards of slavery. Many of the tribes, city-               work a dozen times more efficiently. When the Dragon-
                   states and nations the Guild purchases captives from                   Blooded marched under the new Empress’ banner, the
                   already practice slavery, but the merchant princes offer               only tribute that the many devastated regions had to give
                   exotic and vital goods in trade for slaves. The widespread             was a portion of their own population.
                   demand for and steady supply of slaves makes it a conve-                    Then, the Guild arrived, able to ferry riches to any
                   nient backbone upon which to lay other forms of commerce,              warlord with prisoners to spare. Tribes on the periphery of
                   to the extent that many states owe their wealth to it.                 the growing cities learned that slaves were their greatest
                        The Guild’s unequaled network allows it to acquire                resource and began to harvest them in earnest. The refu-
                   trade goods cheaply enough to provide a constant incen-                gees and petty lords of the wrecked River Province saw the
                   tive. Usually, wholesale trade results in a bargain for both           opportunity to regain civilized comfort and kidnaped their
                   parties. For example, an inhabitant of Harborhead can                  equally unfortunate neighbors to supply the market.
                   acquire an excellent Haltan bow by trading a farm’s worth                   At present, a thousand fiefs and tribes raid each other
                   of livestock, or she can simply capture two of her neigh-              for captives in the outer Threshold. The Scavenger Lands
                   bors. The value of a slave sold to the Guild outstrips that            are dotted with fortresses built to collect prisoners for
                   of one retained as a farmer or worker, since the captive’s             Guild purchase. The richest slaving states take their “wares”
                   body can be traded for steel, fine cloth and exotic drugs              directly to cities such as Nexus.
                   from the length and breadth of Creation.
                        But this is only one of the hundreds of ways someone
                   might suffer the slave’s collar. Many civilized nations                  TYPICAL CAPTIVES
                   sentence their prisoners and debtors to slavery. The armies                   Prisoners of slave raids are usually young, in
                   of the Realm and its peripheral states throw conquered                   their middle childhood or teens. They are easy to
                   populations into chains. These slaves often find their way               catch and have the constitution necessary to endure
                   into the Guild’s hands as well, through a small stream of                the trials they’ll face. However, there are many
                   direct trade that enriches the coffers of independent mer-               exceptions. Local customs may dictate the capture of
                   chants, bureaucrats and generals. With its                               enemy elders or people with certain physical charac-
                   Creation-spanning scope and pragmatic policies, the Guild                teristics. These typically remain the chattel of their
                   draws slaves from all of these sources and more.                         captors, but the Guild will purchase expert crafts-
                                                                                            men or exotic-looking slaves from these groups.
                   RAIDERS AT THE THRESHOLD                                                      In addition, capturing a young prisoner allows
                        After the Great Contagion, lands far from the Impe-                 her community to continue functioning, making it a
                   rial Mountain battled each other for the remaining resources             renewable resource. Some perennial victims of raids
                   of a newly twisted world. Many settled on customs de-                    have dropped the pretense of struggling and provide
                   signed to ensure victory without sacrificing the few                     a regular tribute of captives to raiders.
                   survivors, and massacres were gradually replaced with
                   hostage taking and indenture. Labor was a scarce thing in
                   the wake of the Great Contagion; it was far better to hang             RAIDER TRIBES, SLAVER STATES
                   on to workers by any means necessary. If a captured tribe                  Most slave-taking groups are richer than their fel-
                   farmed, its people would be put to the field. These slaves             low barbarians; the wealth they accrue from capturing
                   didn’t lead pleasant lives, but the depopulated wilds didn’t           their neighbors gives them the power to buy goods
                   allow their captors to treat them as inhumanely as the                 forged in the smithies of faraway Nexus and Chiar-
                   civilized masters of later eras. Warriors took concubines              oscuro and foreign seed to multiply the yield of their
                   from losing tribes, and the peripheral cities of the Realm             crops. Most are culturally sophisticated; they’ve adapted
                   reclaimed some of their old power.                                     their native hostage-taking customs to the slave trade
                        In their exile, the Lunar Exalted promoted ritual                 and retain similarly complex beliefs about the social
                   warfare, so that matters of honor could be settled without             order, religion and ritual. Most lack some vital resource
                   depriving the victor of needed labor. Any person able to               that allows them to compete with the larger cities;
                   contribute to the tribe’s survival had some value — some-              technological deficits or a lack of mineral resources are
                   times as the occasional sacrifice to a local god or a Fair Folk        two common problems.
                   marauder, but more often as a worker whose lot was little
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                        Occasionally, a raiding fief grows large enough to            choice but to continue submitting to slave-taking, even
                   thrive off of other trade, and slave raids are no longer           when the victims are sold to the Blessed Isle rather than
                   practical. If this would reduce profits, the Guild retards         kept as spouses.
                   this process when it is viable. Factors nurture emergen-                A merchant prince who buys slaves wholesale gen-
                   cies, plagues, political strife and small wars when they           erally attempts to modify the traditions of the tribe he
                   don’t want to lose a valuable source of revenue. One less          deals with in order to make it better at slavetaking. When
                   extreme solution is to pay slightly more for captives while        the Axe of Judgment band disfigures all captured war-
                   carefully withholding resources that might allow the               riors, a Guild representative purchases them at a poor
                   slave raiders to grow out of their profession. This allows         price, lamenting that the demand for mutilated slaves is
                   the Guild to retain slave raiders in as many places as             so low. Under such conditions, it is likely some of the Axe
                   possible, reducing transportation costs. Eventually, a rich        of Judgment will stop mutilating their slaves. In many
                   tribe’s slave prices grow too high, and the Guild decides          cases, the merchant prince will be incorporated into the
                   that it would be more profitable for them to graduate into         rituals. For example, Marukani horsemen sidestep their
                   a more diverse market for Guild wares. Tribes graduate             nation’s usual prohibitions against slave trading by “mar-
                   into cities as they come to afford the goods necessary to          rying” prisoners to a Guild merchant.
                   support a fully civilized infrastructure, and the factors
                   adjust prices accordingly.
                   A RAIDER’S LIFE
                        A typical barbarian or near-barbar-
                   ian raider tribe adapts the ritual of taking
                   captives to serve the Guild and other
                   slaver interests. Tribal customs and
                   Guild pressure combine to create a pow-
                   erful predilection for taking slaves. In
                   return for the prisoners, a raiding band
                   receives better weapons, drugs and other
                   goods. The Guild takes care to provide
                   exactly what the raiders need to prosper
                   and do their work more efficiently. The
                   most successful groups are rewarded with
                   fortifications and holding pens. These
                   trading posts can hold hundreds of cap-
                   tives and are incorporated into the routes
                   of Guild caravans and nomadic raiders
                   alike. To meet the Guild’s demands, the
                   tribe intensifies the raiding that it has
                   practiced for generations.
                        The web of feuds surrounding the
                   capture and counter capture of future
                   slaves is complex; criteria vary wildly
                   depending on the traditions of the raid-
                   ers and the victims. Some raiders only
                   capture commoners because full-blooded
                   warriors would be dishonored by such
                   treatment. Other raiders stand to gain a
                   great deal of prestige from capturing an
                   enemy chieftain. Neighboring tribes of-
                   ten have traditional patterns of
                   human-tithing, originally set in place to
                   promote intermarriage and trade. Faced
                   with the Guild-equipped superiority of
                   their attackers, tribes on the weak side of
                   such a relationship often have little
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                   SUPERNATURAL MATTERS                                                   Guild caravans, waiting for the divine counterparts of the
                                                                                          merchant princes to arrive with the magic the shamans
                         Raiders face more than material pressures. Away from
                                                                                          need to save their people. The Guild generally considers
                   the bulwark of civilization, they must contend with super-
                                                                                          this sort of thing to be bad for business, since more
                   natural powers that are often aware of why the tribe takes so
                                                                                          elaborate rituals have a tendency to both eat into profits
                   many captives. The raiders’ gods rarely object to raids to take
                                                                                          and to offend local supernatural powers. The factors are
                   captives, as frequent raids garner more wealth and glory for
                                                                                          well aware that jealously is a trait common to many gods
                   the whole tribe. However, most gods expect that the cap-
                                                                                          and aren’t eager to court the gods’ anger.
                   tives will be made into slaves or spouses and used to
                   strengthen the raiders, not sold to the Guild. Elaborate               PRISONERS OF WAR
                   rituals and sacrifices by the Guild bribe the tribal gods into
                   allowing the raiders to escape unmolested with their cap-                    More civilized nations acquire captives over the course
                   tives. Usually, the gods demand an offering in lieu of the             of military campaigning. An army can rarely make a profit
                   worship (and Essence) that they would receive if the cap-              from slaving without the help of city-states and satrapies
                   tives were left to bolster the numbers of their subject tribes.        that will pay to relieve them of the burden of guarding
                   Most gods generally value prayers in their ears and the smell          prisoners. Unlike tribal raiders, the first goal of a military
                   of burnt offerings more that the possibility of future prayers         campaign is to win the battle. Slaves can hinder an army
                   and let the captives go at a significant discount.                     on the move and provide a ready supply of spies and
                         If the tribe worships an Exalt, its patron’s sentiments          saboteurs for the enemy. The slave trade is a sideline, but
                   may well trump any of the Guild’s ambitions — many                     a tempting one. An undisciplined force can easily become
                   among the Silver Pact disapprove of the sale of slaves to the          sidetracked with taking captives for profit, so most armies
                   Guild. In most cases, the tribe will not sell its captives out         have set policies about the disposition of prisoners. These
                   of deference to its god-chief’s will. Still, many Exalted              determine the conditions under which a given prisoner is
                   chiefs approve of raiding or were once raiders themselves.             interrogated, enslaved to an officer, sold or executed.
                   Others who have learned to harness the Essence of worship              Otherwise, general orders about the division of spoils are
                   sometimes make the same demands as other gods. The                     applied to prisoners suitable for slavery.
                   Guild prefers to keep Exalts at arm’s length, but with Lunar                 Southern states have a particularly strong appetite for
                   Exalted so intimately connected to tribal societies, and               prisoners of war. The Delzahn of Chiaroscuro raid their
                   with others who unpredictably appear to complicate mat-                nomadic cousins to provide the large number of slaves
                   ters, the situation is sometimes unavoidable.                          aristocrats keep as trophies. The raids hone mounted
                         The greatest supernatural threats come from the en-              fighting skills and are a part of Delzahn tradition, so they
                   emy tribe’s gods, who are loathe to lose worshipers. Most              often result in the nobility taking more prisoners than they
                   raiders carry a few rough charms designed to placate the               can comfortably support. Many are given as gifts or sold in
                   gods of their victims. These are worn openly as a gesture of           Chiaroscuro’s markets.
                   respect for the gods. When properly constructed, they                        Varangian armies often acquire large numbers of cap-
                   serve as a message sent from the raiders’ shamans to the               tives because the caste system makes it difficult to rely on
                   enemy’s gods. One type of charm tells the gods that the                native labor. Members of the military caste are born to fight,
                   tribe is willing to offer them a blood sacrifice in compen-            not to dig earthworks, but astrology doesn’t always provide
                   sation; another promises to include the gods in its own                the right number of ditchdiggers and cooks for the task, and
                   rituals, so that the gods will recoup the lost Essence from            by a strict interpretation of Varangian custom, the kind of
                   captured worshipers.                                                   general multipurpose labor an army on the march needs
                         Unfortunately, even the best precautions can fail, and           clashes with the ideal of perfecting a single profession.
                   the raiders’ tribe suffers for it. Angry gods drive away herds,        Foreigners present no such difficulties, so one of the first
                   spark plagues, spit down storms and, worst of all, complain            tasks of a Varangian army is to capture as many foreign
                   to other gods, so that no member of the tribe can live in              prisoners as possible to provide workers for subsequent
                   peace. If the tribe isn’t destroyed outright, it’s forced to           battles. Eventually, the campaign ends, and the Varangians
                   move or to rely on the Guild to meet its needs. When the               are eager to rid themselves of their unlucky prisoners, so they
                   Guild recognizes this phenomenon, it raises prices for its             sell them to both neighboring allies and the Guild.
                   wares, while keeping the price the Guild pays for slaves                     While military prisoners are more likely to be brought
                   stable. The tribe will either find that slaving turns too poor         directly to market, the Guild does occasionally intervene.
                   a profit and make its peace with the gods or step up its raids         Brave merchant princes follow campaigns that are likely to
                   to pay for needed goods, enriching the Guild.                          acquire large numbers of captives, then purchase slaves
                         When a tribe has nowhere else to turn, cults some-               from the force’s commander or quartermaster. This light-
                   times deify the merchant princes and their wares. Exotic               ens an army’s burden while keeping it well supplied. The
                   goods become ritual objects, and shamans create effigies of            Guild can pursue political objectives along with doing a
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                   little price gouging in the process, since even successful            and the bulk sale of prisoners, but forced labor and personal
                   armies are often desperately short of supplies.                       attendants are permitted. Captives are divided into those
                                                                                         capable of working and those who appeal to Dragon-
                   THE FATE OF THE CONQUERED                                             Blooded officers. The former help build fortifications, and
                        Not all military slavery is permanent. When a war                the latter serve their Dragon-Blooded masters. Personal
                   ends with a truce or surrender, the conditions often require          slaves, captured in battle, are part of long-standing legion
                   all sides to repatriate any remaining captives. Captives              tradition that predates the Scarlet Dynasty. There is no set
                   means prisoners who have not yet been sold or given away              limit to how many slaves an officer may acquire other than
                   to other parties. Those who are already sold are on their             legion policy, and many Dragon-Blooded run a side busi-
                   own — the best they can hope for is that some compassion-             ness selling captives to House Cynis.
                   ate or patriotic fellow countryman will see them enslaved                  Dragon-Blooded officers have the right to choose
                   and seek to buy their freedom. When political consider-               human spoils commensurate to their station. Most Exalted
                   ations demand that a soldier return her personal slave (a             veterans acquire at least one concubine, menagerie inmate
                   common situation when the slave has a noble back-                     or valet by the time they return to the Realm to retire.
                   ground), the warrior’s ego can cause problems. After the              Theoretically, Exalts select prisoners in order of rank —
                   release is negotiated, there is no formal manumission. The            junior officers must make do with what remains after the
                   enslavement is treated as having never existed.                       generals have had their pick. Long-standing tradition
                        Otherwise, slaves captured in war are often left to              holds it dishonorable to use this privilege to take away a
                   suffer at the hands of their conquerors. In the Southwest,            prisoner another officer has personally captured, but the
                   the Delzahn disfigure enslaved prisoners. Killing one in              custom is often breached in the case of beautiful or exotic
                   the process is considered a sign of almost foolish zeal but is        prisoners. Also, overly successful or arrogant young officers
                   not considered immoral. Similarly, public executions and              are sometimes punished by the loss of their favorite slave,
                   scapegoat rituals release popular hatred for the enemy                but this tactic is a dangerous one, since it can stir resent-
                   among tribes such as the Linowan, especially if the war was           ment in the ranks.
                   based on a long-standing feud. Slaves sold to the Guild                    Aside from such selections, any prisoners who are not
                   often face a better fate than those marched to their fate by          executed (a common occurrence in the middle of a cam-
                   a conquering army. If a city has a thriving slave market,             paign) are pressed into labor. The legions rely on neither
                   armies and mercenary companies might put their slaves on              slave soldiers nor levies, but these captives are expected to
                   the public block, but not until the officers and their allies         work in the heat of battle, forming false trains to draw
                   take a cut. Nexus is an exception. Mercenary companies                ambushes or pulling loads over difficult terrain. Those that
                   are small enough and close enough to a major center of the            survive are displayed for the Realm to see in a successful
                   slave trade to put all or most of their prisoners on the open         legion’s triumphal procession, after which enemy leaders are
                   market. With its constant appetite for slaves, Harborhead             executed and the rest are enslaved and given to other
                   also welcomes prisoners of war. Harborhead emissaries pay             Dynasts as gifts. From time to time, these “presents” are
                   well for military engineers, smiths and construction labor-           actually transferred in significant numbers, with the giver
                   ers as their nation prepares for war with the Varangians.             fully expecting a “gift” in return as payment. Before her
                                                                                         disappearance, the Empress let it be known (through her
                   THE LEGION TRADE                                                      consorts or bureaucrats) when she felt that such gifts were
                        The legions’ slave trade is an informal business that            getting out of hand and threatening the Cynis monopoly.
                   formed around exploiting the loopholes and contradictions             At the same time, these events also served to remind House
                   in the Scarlet Empress’ general orders. The Empress never             Cynis that its monopoly could be revoked at any time, so she
                   encouraged taking slaves, but it was an important part of             hadn’t begun a full-scale clampdown on the matter. After
                   tribute and trade systems after the Contagion because it              the disbursement of gifts, excess slaves are sold to House
                   controlled the flow of needed labor and appealed to the               Cynis, a practice that continues to the present day.
                   daimyos, who kept slaves as a status symbol. Positioning                   Imperial legions never deal with the Guild. The Scarlet
                   herself at the top of these practices, the Empress imposed            Empress’ policies forbidding it have lasted to the present
                   regulations designed to require her intervention if the               day. Such trade would put a legion in a compromising
                   legions were to make any significant profits and designated           position and would anger House Cynis, who usually deal in
                   House Cynis as the only Dynastic house that could make an             the Realm’s military captives. The Vermilion Legion is an
                   open business of it. This had the added benefit of preventing         exception. Under-funded and already poorly regarded, the
                   the legions from earning their own profits without her                Red Piss Legion has been known to trade the occasional
                   consent, curbing their economic self-sufficiency and mak-             windfall of prisoners to the Guild to shore up supply deficits.
                   ing them less likely to turn against her.                             Other legions occasionally sidestep the rules by using rigged
                        As a result, the legions are technically forbidden from          bookkeeping or several intermediate partners, but this is
                   establishing a full-blown slave trade with its own markets            both criminal and poorly regarded by the Dynasty.
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                                                    SLAVERY AT A CITADEL
                                                          Slave quarters at a citadel are crowded but clean,
                                                    as good hygiene is necessary to prevent outbreaks of
                                                    disease. Slaves eat and exercise in a yard at the center
                                                    of the stockade and are usually afforded a roofed
                                                    outdoor enclosure to sleep in (except in the North,
                                                    where tents are the rule).
                                                          A slave first sees the yard when she is sold to the
                                                    Guild. A platform is erected in the center of the
                                                    stockade, and the slaves are stripped naked, then
                                                    marched before Guild representatives. A slave breaker
                                                    or doctor checks for signs of disease or weakness,
                                                    especially observing each captive’s gait, the condition
                                                    of his teeth and his muscle tone. The Guild represen-
                                                    tative haggles with the clan head or other
                                                    representative before placing each prisoner into one
                                                    of four groups.
                                                          The first group consists of the best potential
                                                    slaves of the lot. These are few in number and possess
                                                    tremendous athletic ability, expertise in a field, an
                                                    unusual appearance or other exceptional, salable quali-
                                                    ties. A given lot of captives will have, at best, one or
                                                    two of these candidates.
                                                          The second group consists of normal laborers,
                                                    suitable for any number of duties. These slaves possess
                                                    a basic level of physical fitness and no visible deformi-
                                                    ties or illness.
                                                          The third group consists of older captives as well
                                                    as those with minor disabilities, who cannot com-
                                                    mand the best prices at a slave market but are both
                                                    strong enough to work and to survive the voyage to
                                                    their final destinations.
                                                          Finally, certain captives are deemed worthless
                                                    due to injury, illness or age. These are given back to
                                                    their captors to do with as they wish or else killed by
                                                    the citadel staff if the slavers won’t take them back.
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                         While the process of breaking a slave begins at the              slaves are able to share some of these benefits. Between a
                   market, it continues throughout the rest of the slave’s life.          better diet and less confinement combined with swift move-
                   Most Dynastic households have a slave breaker in their                 ment on the water, river travel is the most survivable type
                   retinue, either as an assigned duty or an unofficial, occa-            of slave transportation. Nonetheless, conditions are as
                   sional task. By the time slaves enter the houses or businesses         crowded or worse because a riverboat need carry no supplies
                   of their owners, they are expected to be obedient and                  and need not worry about its ability to survive on the stormy
                   attentive. Dynasts of the Realm consider slave breaking                open ocean and, thus, can be far more heavily laden. Slaves
                   beneath them. It’s usually entrusted to a senior servant (as           in Guild river freighters also spend periods being sand-
                   an honor) or an unExalted relative (as an unpleasant duty).            wiched between other cargo. Security on riverboats is
                         Slave breakers use hard repetitious labor to force               stricter because it’s possible for escaped slaves to immedi-
                   complicity, adding other techniques where necessary. The               ately find purchase on the shores of all but the greatest rivers.
                   lash is a useful tool because it can inflict terrible pain with              Land travel is the most physically arduous because
                   little lasting harm. Beatings (the soles of the feet and palms         slaves must walk to their destination, chained together
                   are common targets, since they leave no disfiguring scars)             alongside the yeddim and the other pack animals of a
                   and repeated suffocation to the point of unconsciousness               merchant prince’s entourage. Only slaves of the greatest
                   are used at the slightest hint of disobedience or fatigue.             potential value are allowed to take any rest for illness or
                   This is complemented with verbal and psychological abuse               infirmity. If an average slave can’t keep up, he’s cajoled or
                   in the form of periods of enforced silence, insults, sensory           beaten by the caravan’s slave breaker. A slave that cannot
                   deprivation and threats that capitalize on the slaves’ worst           move even under the threat of torture is killed. Still, land
                   fears. Repeated promises to starve or mutilate the slave,              travel lacks many of the hazards of a confined ship’s hold.
                   along with threats to harm the rest of his family or tribe are         Lack of fresh water is only a problem in the South, and
                   used to force passivity. The Guild considers sexual assault            disease rarely plagues slaves on land the way it does those
                   an unprofessional way to condition slaves, and the                     trapped on ships. Slaves who mostly traveled on foot to
                   Immaculates consider it immoral, but independent slave                 market stand out because of the scars along their necks and
                   breakers often employ rape as well.                                    shoulders, acquired from the friction of the chains and
                                                                                          collars they wore for the entirety of their march.
                   TRANSPORT                                                              ON THE CARAVAN
                        Once slaves have been sorted at the slave citadel, they
                   are assigned to passing Guild caravans based on each                        Slaves en route to markets receive the heaviest guard:
                   caravan’s destination. The highest quality slaves are usu-             one for every 10 to 15 slaves. Fresh from slave citadels and
                   ally destined for the Scarlet Empire, although a few major             points of capture, these slaves have yet to be cowed by the
                   states in the Scavenger Lands also have promising markets              sting of the whip. On a slave caravan, weapons are kept under
                   capable of moving the most expensive slaves. The lowest                lock and key whenever they are away from the hands and
                   quality slaves typically go to the Fair Folk, though captured          scabbards of the guards. Slaves are searched daily for anything
                   wise men or artists occasionally join the lot to enhance the           they might be able to use as a weapon, including sticks, stones,
                   Fair Ones’ diet.                                                       soup bones and lengths of rope. Slaves are forbidden to speak
                        In any event, the journey is the most dangerous part              unless spoken to in order to prevent conspiracy.
                   of a slave’s journey, as they suffer according to the eco-                  Despite such precautions, caravans still fall to slave
                   nomic realities of the trade. The Guild strikes a balance              rebellion. In RY 752, the icewalker Grozh Sar used a flaked
                   between cheap transportation and the survival of its chat-             stone to amputate his left thumb and the large toes from
                   tel. A slave may travel by ship, by riverboat or on foot —             both feet. This loosened his bonds, which he used to strangle
                   or all three — to get to the consumer market. Only the                 a guard. Grozh used the guard’s key to release a master chain
                   luckiest, such as those captured in the Scavenger Lands                which connected all the slaves to the caravan wagons. They
                   and auctioned in Nexus may forgo the journey. Each type                found the caravan’s arms and keys, but not before a quarter
                   of transportation has its own hazards.                                 of them had fallen to guards. Wielding planks torn from the
                        Between the options of river, land and sea transport,             wagons and captured swords, they slaughtered as many of
                   the last is the most dangerous. All but the most exotic                the caravan’s company as they could catch and returned to
                   slaves spend most of their time locked in a cargo hold in              the North. Although crippled for life, Grozh Sar’s tribe
                   order to prevent their rebellion or suicide, with only one             allowed him to live as a hero. His Ashen Stags now plague
                   daily exercise drill. Rations are thin, as the slaves must             Guild caravans bound for the Haslanti League.
                   compete with the sailors for the ship’s dwindling stores of                 Based on the testimony of survivors, the Guild
                   food and fresh water. Disease and filth are rampant as                 changed its procedures. Slaves are no longer secured by a
                   human waste accumulates in rarely emptied tubs.                        single master chain, and guards watch for prisoners who
                        River travel is more merciful. A slave boat plying the            know the art of chipping stones into blades. This story
                   Yellow River makes frequent stops for food and rest, and               underlies the importance of attending to every detail.
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                   legions restored order. Five years later, the house cannot rely        breaking the law. Most slaves are leased and operated under
                   on intimidation to modify the terms of the loan.                       at least nominal supervision — a Cynis Exalt is ultimately
                        House Cynis had always sold the drug bright morning               responsible for their actions and stays in shouting distance of
                   to discrete clients. Persuading the Guild to regularly ac-             whatever the slaves are working on. Thus, the house can earn
                   quire and sell Cynis the drug in defiance of imperial law is           several times a slave’s sale price in a relatively short length of
                   another favor that put the house further in the factors’               time. To promote this, Cynis has experimented with restrict-
                   debt. In response to this, the Guild has again raised the              ing direct sales in a few outlying prefectures. This reduces the
                   price of slaves, while suggesting that House Cynis should              number of slaves other Dynasts can loan out, forcing them to
                   make up for lost profits by accepting larger shipments of              rely on rented slaves for parties, for construction projects and
                   bright morning. Blatantly defying the Realm’s law by                   for other labor-intensive projects. The other houses are
                   creating a large market for the drug could land Cynis                  understandably incensed. In response, House Ragara is devel-
                   Dynasts in serious trouble, but the Guild would like larger            oping its own network to buy slaves elsewhere and ship them
                   access to what constitutes the most concentrated market                to affected regions, while House V’Neef is slightly increasing
                   for bright morning in all Creation.                                    the number of slaves its legion officers acquire, closer to the
                        House Cynis has considered starting a competing slave             limit of what would be considered acceptable without infring-
                   trade with its own mercenaries, but the massive cost of such           ing upon official Cynis control of the trade.
                   an undertaking would cripple its short-term finances for an                  In addition, House Cynis has invested more heavily in
                   uncertain gain. This is especially true given suggestions that         its slave brothels. Virtually every major city on the Blessed
                   the Guild may respond by instituting levies or undermining             Isle now hosts a Cynis pleasure house, and the Imperial City
                   the Realm’s jade currency standard in Cynis satrapies.                 has several. Despite the requests of many righteous Immacu-
                                                                                          late monks, the Mouth of Peace does not speak out against
                   CYNIS BUSINESS                                                         the brothels. Conservatives emphasize the doctrine that
                        To make up for the narrowing profit margin, House                 such illusory pleasures prevent the accumulation of Essence,
                   Cynis has invested more and more in rented slave labor and             but this has had little effect on their popularity. Occasion-
                   prostitution. Rather than sell slaves outright, Cynis rents            ally, the monks quietly observe who is frequenting the local
                   them out at rates geared to the type of service they provide.          brothel, then deliver lectures and the occasionally beating
                   This is the most common form of slave service in the Realm,            to those customers when they arrive at the temple for
                   since the slaves can be directed by unExalted clients without          spiritual guidance and blessings.
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                        One rapidly growing sideline to prostitution is the use of           change, but when a caravan travels close enough, one of
                   slaves to satisfy the murderous perversions of a growing                  the common Fair Folk invariably appears to guide it. These
                   clientele of Dynasts and patricians. The fees are exorbitant —            guides mutely appear, their bizarre form testimony to their
                   up to several times the sale price of the slave — but the                 origin. Occasionally, a guide arrives alone, but more com-
                   demand is persistent. Although slaves are routinely and                   monly, an honor guard of gossamer-glass ships, shimmering
                   openly used for things such as test cutting daiklaves and                 worms, skinned selkies or other wonders out of faerie
                   vivisection, this service extends far beyond that, attending to           accompany her. Caravans that travel along certain roads
                   tastes that range from gang abuses to initiate a sworn broth-             or sea lanes (or in the case of the wandering hill, take a
                   erhood to treason against the throne. Hurting or killing slaves           counterclockwise path around source of the Grey River)
                   dressed in the scarlet panoply of the Empress or groomed to               receive these escorts.
                   look like a the head of a Great House is a popular fetish. The                  After formally asking permission to enter, every mem-
                   most extreme of these services are consummated on the Cynis               ber of the caravan, slave or not, must do so. The Guild
                   estate, and the woods there conceal the remains.                          forbids its officials from sampling the exotic delights of the
                                                                                             Fair Folk, as their food, drink and favors enchant the fools
                                                                                             that partake of them. In spite of this, the Fair Ones always
                      CYNIS INGENUITY                                                        offer their refreshments. Caravan guards and the like are
                           Of course, knowledge of the secret fetishes of the                warned that they will be killed for indulging, but a few fall
                      powerful is a valuable tool for blackmail. House Cynis                 prey to temptation. Of course, slaves may satisfy them-
                      keeps a staff of slave-scribes who have been sorcerously
                                                                                             selves freely and find respite from the hunger and thirst
                      bound to secrecy to record these indiscretions by the
                                                                                             they have endured to get there.
                      house, region and profession of the clients involved.
                                                                                                   After several hours of dallying over these sweetmeats,
                      These records prove to be most valuable when House
                                                                                             the lord of the fortress arrives in splendor. Common Fair
                      Cynis goes into negotiations or simply wants to ruin a
                                                                                             Folk secure manacles of gossamer on all who have partaken
                      rival. The house rarely employs long-term blackmail
                      because even the most deviant victim eventually                        of Fair Folk hospitality as well as those who the merchant
                      grows tired of the abuse. Even vices that are not                      prince designates as slaves. So, if the Guildsman’s staff
                      technically illegal can injure a Dynast’s reputation.                  partake of the Fair Folk’s hospitality, they also find them-
                      These secrets are used to entice and frighten in mea-                  selves chained. During the elaborate feast that follows
                      sured doses. In many cases, a Cynis Exalt may discreetly               (which the merchant prince refuses, despite endless invita-
                      let the secret out first so that the disgraced mark will               tions, cajoling and intimations of insult), the merchant
                      come to the house for support. After all, House Cynis                  prince and the Fair Folk noble discuss events in the world,
                      is nothing if not tolerant of its clients’ eccentric tastes.           fix the schedule of the next caravan and gently haggle over
                                                                                             the price of slaves. The merchant prince discusses what he
                                                                                             might value in abstract, uncertain terms. The noble, in turn,
                   THE FAIR FOLK                                                             suggests other goods that might serve the Guildsman’s needs
                                                                                             or whispers a First Age secret as if in confidence to a friend.
                        The brave factors who negotiated the first sales to the Fair
                                                                                             Twenty years ago, a merchant prince returned from the
                   Folk left detailed instructions as to the proper protocols to use
                                                                                             North with the location of one of a set of five orichalcum
                   when dealing with these chaotic clients. The Fair Folk leave
                                                                                             mirrors. When properly activated, they allow their users to
                   three sorts of payment: the dream-eaten, who go on to work
                                                                                             see whatever is reflected in one of the other mirrors. Other
                   farms, mines and factories across Creation; works of gossamer
                                                                                             bits of lore, such as the original plans of certain Scavenger
                   and precious materials; and artifacts and lore from the First Age,
                                                                                             Lands cities, have allowed the Guild to find hidden artifacts
                   which the Fair Ones drew into the Wyld long ago.
                                                                                             or simply to charge large fees to act as consultants to the
                        A Guild caravan visits with precisely 150 personnel
                                                                                             rulers of those cities’ modern incarnations.
                   and slaves. The Fair Folk usually take about 100 of these,
                                                                                                   Those Guild personnel who remain return to their
                   though they have been known to demand as many as 120.
                                                                                             vessel or caravan, where approximately 50 dream-eaten
                   The merchant prince asks for permission to enter the Fair
                                                                                             and a Ravager steward await them. The steward passes on
                   Ones’ domain and is always spared, but otherwise, the Fair
                                                                                             her lord’s salutations, explaining that precious “gifts” await
                   Folk do not always discriminate between caravan person-
                                                                                             the crew, already stowed for travel. As soon as they cross
                   nel and slaves.
                                                                                             the border of the Fair Folk Demesne, the merchant prince
                   TOWERS OF SPUN GOSSAMER                                                   runs to her new cargo and assesses the profit. The dream-
                                                                                             eaten go to the drug fields and mines where they will live
                   AND JEWELED BLOOD                                                         out the short span remaining to them or to the sorcerers,
                        There is one manor at each corner of Creation that                   spirits and other clients that demand them.
                   receives Guild caravans, plus a wandering hill that appears
                   wherever the Wyld’s touch lingers. Their exact locations
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                   sellers report to the Vincular Warden. This official records          as to encourage a rapid sale. News of exotic or skilled slaves
                   all sales and keeps an exact census of the sparse slave               is sent by mounted messenger, so that negotiations for the
                   population and imposes a hefty luxury tax on all sales to             sale can begin before the slave arrives.
                   keep the numbers down. In any event, the demand for                         Slaves entering Nexus need the same sort of paper-
                   slaves isn’t high. The odd footman or courtesan that                  work, lest they be freed (and the owner most likely murdered)
                   complements the other property of ranking strategoi is                by the Council of Entities and its mercenaries. The rules of
                   almost always a prisoner taken on campaign. Otherwise,                slavery in Nexus are not simply paid lip service. The Council
                   criminals and prisoners of war are owned by the govern-               emphasizes that its city is a place of refuge for the disenfran-
                   ment, who set them to the city’s public works.                        chised and draws strength from the cult that formed to laud
                                                                                         them (particularly the Emissary) as liberators and keepers of
                   THE TRADE IN NEXUS                                                    the peace. The documentation must pass legal muster, and
                         Though many cities impose some local regulation on              slaves kept in the city overlong are likely to be impounded
                   the basic business of selling human beings, the bureaucracy           and manumitted by the Council’s servants.
                   of the slave trade in Nexus is in a class of its own. Situated
                   in a city where any slave can run without consequence and
                                                                                         THE COFFEEBLOCK MARKET
                   where the trade is technically illegal, the greatest slave                 The vast majority of slaves are auctioned off to local
                   market outside of the Realm merits special attention.                 and regional dealers in the Coffeeblock Market alongside
                         Long ago, the Council of Entities made this decree:             all manner of livestock, from bull yeddim to Wyld-touched
                         None shall labor against their will except by order of          peacocks. Roughly half of a new shipment is earmarked for
                   the Council.                                                          internal Guild transactions, to be sent to the whip legions
                         Like most of the Civilities (the proclamations of the           or to assist factors and merchant princes with various
                   Council of Entities — see Scavenger Sons, p. 107), the                projects. The rest are sold to foreign merchants and others
                   wording of this decree is somewhat vague. Like the others,            who intend to leave the city as quickly as possible.
                   the Council clarifies it with brutal magical punishments                   During the auctions, naked slaves are paraded along a
                   when required. The Guild was brave enough to test the law             raised platform, then pose to display their health and
                   (or knew something of its true intent) when it first brought          anything notable about their physical condition, such as
                   humans to the livestock pens of the Coffeeblock Market in             tattoos or Wyld mutations. A handler stands nearby to
                   RY 152. To assuage the nervousness of the neighboring                 persuade any recalcitrant slaves to do as they’re told. A
                   ranchers, the reeves posted a bill claiming that these chained        Guildsman then extols each slave’s virtues as a laborer,
                   prisoners were not slaves but contracted servants, and the            savant or other servant and names the minimum bid. A
                   legal fiction upon which Nexus’ slave trade rests was founded.        good slave hawker has a clear, booming voice combined
                         Before entering the city, all slaves sign or mark a             with the ability to read the faces of the crowd and can adjust
                   contract declaring that they have sold themselves to the              the minimum up or down based on their expressions.
                   Guild for three days of indentured service. Typically, the            SLAVES IN NEXUS
                   caravan master gets the slave’s handprint on two copies of
                                                                                              Slavery is illegal in Nexus. The Guild walks a fine
                   the document per slave, but some slaves are made to sign
                                                                                         enough line selling them, but keeping slaves in Nexus
                   theirs to indicate that they are literate. Nexus artisans
                                                                                         territory is a reliable way to get murdered, either by
                   print thousands of these contracts every year and forge
                                                                                         Council troops or through messy, sorcerous means. There
                   hundreds of collars inset with three jade bits: the payment
                                                                                         are very few exceptions to this rule.
                   mandated by the contract. Slaves wear them as they stand
                                                                                              The first exception is when a mob decides to subject
                   in the Coffeeblock stalls, all the while clutching their copy
                                                                                         a criminal to a period of indenture for her crimes instead
                   of the contract. It doesn’t matter whether or not the slave
                                                                                         of killing her. The offender must be guilty of a crime
                   can read it; refusals to mark it are met with swift, harsh
                                                                                         heinous enough that a lynching would not normally be
                   punishment. The legal paraphernalia of slavery spawned
                                                                                         opposed by the Council, and the mob must agree to a
                   two pieces of popular slang. A “black hand” (derived from
                                                                                         particular labor that the criminal will perform. Typically,
                   the stained hands of slaves who have marked their con-
                                                                                         this sort of criminal slavery is inflicted on those who are
                   tract) is used to refer to a slave or to someone with a
                                                                                         young and would otherwise die as a form of mercy. The
                   submissive attitude, while a “three-bit deal” is any arrange-
                                                                                         mob then contacts a Council representative and explains
                   ment characterized by fraud or excessive effort.
                                                                                         the situation. The response normally takes three to five
                         This means that the Guild must sell its slaves as
                                                                                         days to arrive. The Council either orders the offender freed
                   quickly as possible, before the contract is up and their
                                                                                         or killed, or it approves of the arrangement and tells the
                   “bondsmen” are freed. Slave markets in Nexus are a
                                                                                         new owner to periodically report to the Council for a
                   frenetic affair. Laborers are sold in volume to slavers with
                                                                                         review, wherein it may again order the death or freedom of
                   ready transport out of the city, and prices are kept low so
                                                                                         the criminal. The small number of bondsmen this process
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                   creates cannot work at any skilled trades, so most of them             own staff, while less prestigious households leave the job to
                   are household servants or gladiators.                                  family members or to personal retainers.
                        Secondly, while not technically slaves or bondsmen,
                   apprentices for skilled trades must serve their masters in             THE FAIR FOLK
                   exchange for training. There is no penalty for running                      The Fair Ones hold their slaves in Wyld-wracked
                   away from an apprenticeship, but a master artisan can                  realms far from civilization. Handling slaves is a chore left
                   inflict beatings, levies and brief periods of forcible confine-        to the commoners of their kind, who feed on the dregs of
                   ment upon a disobedient apprentice without the Council                 prisoners’ dreams, herd them through games designed to
                   intervening. Fortunately, apprenticeships eventually end,              provoke delectable emotions and drag their devoured
                   freeing trained artisans to work where they will.                      husks back to the five fortresses to exchange for fresh
                                                                                          supplies. The shimmering slave fields are vast; glamour
                   THE FATE OF THE CHAINED                                                courses through them, weaving illusions to provoke the
                        From their caravans, stalls and stages, slaves go on to           slaves’ emotions to the point of madness. The Fair Folk
                   do all manner of work. Most slaves work in unskilled                   prowl among the slave population, hidden behind familiar
                   professions such as farm labor or mining. The Guild tries              faces or the masks of nightmares. Contrary to popular
                   to determine what a slave’s assets are as soon as possible             belief, the Fair Folk do not immediately drag their prison-
                   after acquiring her. Prisoners who are literate, attractive or         ers into the bizarre flux of their homes. The Fair Ones are
                   possess some unusual skill command a higher price than a               aware of their corporeal strength and understand that
                   dream-eaten farmhand.                                                  human beings are quickly aroused by material stimuli. A
                        A slave purchased through the Guild is rarely a trivial           slave who is drawn immediately into the Wyld risks losing
                   investment except for very wealthy clients. Urban house-               her mind, leaving nothing but the thin, tasteless dream-
                   holds can usually afford one or two domestic slaves, while             fare of madness. Sustenance and entertainment demand
                   large agricultural manors benefit from the cheaper cost of             games and rites, where slaves confront terror and desire on
                   unskilled laborers and the rough chain of command that                 the shores of the Wyld.
                   develops. In such areas, semiprofessional slave breakers,
                   handlers and bounty hunters ply their trade. The Guild                 GAMES OF THE HUNTED
                   often provides favored clients with access to the best of its              At the edge of Creation, the Fair Ones have a great
                                                                                                 deal of control over the shape of the land, the
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                   reducing their victims to spiritless husks. Eventually, the             on the grounds that it weakens the moral resolve of the
                   cycle of feeding and spiritual recovery is too exhausting for           Exalted. In deference to these wishes, most of these experi-
                   the slaves. Fair Folk nobles devour the emotional treasures             ments are only undertaken in the service of the Realm,
                   that remain and leave the paltry, common feelings for the               either to test new weapons or to train legion surgeons.
                   commoners. Once their feelings and will have been en-                         Spirits and sorcerers also use the dream-eaten in their
                   tirely ravaged, the slaves become dream-eaten.                          work. They make convenient sacrifices and have no in-
                                                                                           nate resistance to possession. In Great Forks, a worldly
                   THE DREAM-EATEN                                                         little god may keep a few dream-eaten in order to forego the
                        After her emotions and ambitions have been de-                     bother of materializing. Some demons also enjoy having
                   voured, a slave is little more than a tottering husk of a               material form. Between this and their uses in the fields of
                   person, but such dream-eaten are still useful. The Guild                alchemy and medicine, the Heptagram purchases a score
                   collects them after every delivery and sells them through-              of them every year (in defiance of popular disapproval, but
                   out Creation.                                                           the sorcerous academy doesn’t care). Because they can
                        Until they become used to a routine, the dream-eaten               easily be possessed, the dream-eaten often cause problems
                   do nothing unless they are ordered to. This makes them                  when they work in labor gangs. Local spirits may turn them
                   uniquely suited for hard, repetitive labor, especially since            against their owners, and so, most wear neck-rings with a
                   they care little for their own bodies. Bereft of the sense of           talisman against possession set into them.
                   violation that accompanies injury, they feel little pain and
                   only react to a hazard with the most fundamental reflexes.              SLAVERY IN THE REALM
                   A dream-eaten slave will flinch from the touch of burning                    Although dream-eaten are unpopular, the Realm uses
                   coal or cringe under a falling rock but does not evade such             slaves for almost every conceivable purpose. Slaves are
                   hazards unless ordered to do so at the time of their occur-             forbidden from acting as warriors outside of the gladiato-
                   rence. With these reduced reflexes, many dream-eaten                    rial arena. Otherwise, slaves can be found tilling fields,
                   begin to look like lepers after several years of labor, as their        teaching young Dynasts and performing a whole host of
                   extremities are marked with sores and missing digits from               other duties. A fiftieth of the Realm’s population are
                   untended injuries. They do not talk or cry out, though, in              slaves. No census records this, though a few knowledge-
                   many, some wisp of their former life is trapped within                  able members of the Thousand Scales and House Cynis are
                   them. This may lead them to repeat nonsensical phrases,                 well aware of the importance of the chained to the Scarlet
                   such as their own name or the last thing they said to a good            Empire’s continued prosperity.
                   friend. This irritates most handlers, who are quick to cut
                   the tongues out of these murmurers. The Guild’s least-                  LAW AND SOCIAL ATTITUDES
                   valuable whip legions are populated with the dream-eaten,                    Only Exalted Dynasts may own slaves. The Empress
                   who tend drug crops and other monotonous duties, always                 demanded this to prevent the empire from coming under
                   under the care of a handler. The Guild sells dream-eaten                undue influence from merchants and patricians. This is
                   whenever possible, both to rid itself of the depressing effect          justified by the Immaculate faith because only the Dragon-
                   that they have on morale and because their labor is less                Blooded possess the enlightenment necessary to guide the
                   efficient than that of healthy slaves. Still, there is always           lesser races of humanity. Slave owners must shepherd their
                   a market for pliant, spiritless slaves. Many of them are sold           property down the Immaculate Path — a mortal cannot
                   as quick, disposable labor. The Guild dispatches a handler              claim responsibility for those of equal Essence, disqualify-
                   along with the lot to acclimatize them to their work with               ing them from the privilege.
                   a few weeks of drill. House Cynis and other panderers                        Slavery is not a controversial issue in the Realm. It
                   purchase new, beautiful dream-eaten to serve as sex ob-                 simply exists. Some deplore it, and some justify it, but one
                   jects for the powerful. Warriors use them to test swords and            way or another, it is viewed as a fact of life. Slaves born in
                   martial arts techniques. Vast numbers work the Guild’s                  the Scarlet Empire may have trouble conceiving of any
                   drug fields, either directly or with a local drug farmer,               other life. Organized opposition to slavery would be con-
                   sustaining another lucrative market.                                    sidered unthinkable if it had not happened at least once in
                        It is not illegal to own dream-eaten in the Realm, but             the Realm’s history, when country slaves joined the Un-
                   there is a moderate social prejudice against doing so. As               broken Rushes Rebellion in RY 465. Most of them were
                   with any slave, only Dragon-Blooded may own them.                       tortured to death when the revolt ended, beginning the
                   These wretches cannot seek enlightenment through the                    custom of killing slaves on the correction wheel.
                   Immaculate faith and represent the influence of a power
                   that threatens the Scarlet Empire. House Cynis is very                  SLAVE PRIVILEGES AND PUNISHMENTS
                   discreet about offering the services of its “puppets.” The                    Slaves in the Realm have no rights per se, but a number
                   Immaculate Order frequently preaches against the prac-                  of strongly ingrained customs effectively regulate the treat-
                   tice of using dream-eaten for vivisection or daiklave testing           ment of slaves. Harming another Dynast’s slave is akin to
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                   LABOR FOR THE REALM                                                   given such responsibility has special skills that suit her to
                                                                                         these tasks, such as originally hailing from the region
                        The Scarlet Empire employs slaves in countless                   where the plant or animal is usually raised.
                   nonmilitary pursuits. Most slave labor is invisible. Gems                  Occasionally, slaves are called on for more intensive
                   and jade come forth from the mines, the fields get tilled,            efforts. If disease or revolt lowers the harvest yield, slaves
                   and the bills get paid, and the Dragon-Blooded hardly                 are expected to make up for it. Peasants naturally resent
                   worry about it. Generally, these chores only garner serious           this, but their chained counterparts are expected to work
                   concern when they cost a lot of money. The price of slaves            twice as hard. Overseers are particularly brutal, both in
                   has been steadily increasing since the Scarlet Empress’               memory of the Unbroken Rushes Rebellion and because
                   disappearance, and House Cynis’ new emphasis on renting               there are more opportunities for escape.
                   slaves for major projects (such as canals and quarries) has                Civic Labor
                   caused some friction and increased favor trading as other                  Despite the decline of recent years, the Realm still
                   Great Houses try to minimize their losses.                            pursues the most ambitious civil engineering projects in all
                        Agriculture                                                      of Creation. Slaves keep the roads repaired, construct
                        Farms in the Realm are tended by peasants, not                   aqueducts and rebuild after fires and other disasters. Previ-
                   slaves, with the exception of large personal or family                ously, the Empress “borrowed” labor from any house that
                   estates. Slaves usually work a small plot of land to feed             needed to be taught a lesson, making up the difference
                   themselves and to provide an extra source of food for                 from the Cynis camps. The Regent would never be permit-
                   their masters. These resemble glorified gardens rather                ted to be so presumptuous, so now, each house is responsible
                   than farms per se, as the Dynasts’ jaded palettes call for            for maintaining the roads and works in its immediate
                   exotic vegetables and legumes. If a master absolutely                 territory. Each Dynast tries to cut costs as much as possible,
                   needs to dine on meat that isn’t raised in the area, it falls         especially since the price of slaves has increased. When
                   on the slaves to tend livestock along with any pets or                boundaries are unclear, it’s customary to leave it to one’s
                   mounts that belong to the estate. In many cases, a slave
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                   gladiatorial fights are a matter of flashy techniques and                 prowess, or they are relatives of the chieftain. Since their
                   fake blood. A successful gladiator must take care not to                  value is well known, they will not readily be killed, for fear
                   soften on a steady diet of fake combat because her manager                of wasting talent or of stirring up a blood feud with the
                   or owner will eventually arrange a real fight with another                hostage’s tribe. When fighting between two tribes gets out
                   slave warrior, and she has to be ready to win.                            off hand, voluntarily exchanging hostages is sometimes
                         Dynasts will sometimes sublimate rivalries by using their           used to quiet things down. In other cases, a hostage is taken
                   slaves as proxies, and managers are keen to arrange real fights           on the battlefield or in a swift raid and a messenger returns
                   that will draw large audiences and wagers. These fights are               to the captive’s tribe with demands. These can be anything
                   typically planned months in advance, so that word of the                  from a demand to halt feuds to marriage proposals.
                   impending duel reaches as far as possible. The fighters’ owners
                   must attend or send a representative to these fights. The                 THE NORTH
                   owner or her representative is responsible for deciding whether                 The harsh climate of the North breeds self-reliance. As
                   or not her fighter should accept a surrender and ensures that             nations fatten or starve on the fortunes of the hunt, slaves
                   the fight and all associated wagers were fairly placed. Silk flags        are a sign of luxury, a gesture of confidence that, no matter
                   with the standard of the owner’s house are used to convey                 what occurs, the owner can feed his property. The Haslanti
                   commands. Generally, refusing the surrender of a fallen                   League is the largest purchaser of slaves in the North. The
                   gladiator is an insult to her owner. Maiming the fighter and              Oligarchs are keenly aware that southern nations consider
                   then letting her live is a sign of mortal enmity.                         them to be half-barbarian at best, and imported slaves, drugs
                                                                                             and fineries symbolize culture and ambition. With these
                   SLAVERY IN THE THRESHOLD                                                  accouterments, the elite of the League hope to be taken
                         In the Threshold, slaves range from an ostentatious                 seriously as princes. Fortunately, the Guild only asks for
                   luxury to the lifeblood of a community’s well-being. Slaves               mammoth ivory in return, a commodity that most Haslanti
                   sold by the Guild are moderately priced (conforming to the                use for construction or idle whittling.
                   Resources costs listed on pp. 324-325 of the core Exalted                       The League thrives on the mammoth hunt, and slaves
                   rulebook) but still beyond the reach of most city-dwellers.               don’t improve the productivity of its sparse farms, but
                   Rural communities rarely use slaves to any extent, though                 personal servants are in great demand among the gentry.
                   there is often a system of serfdom in place that makes the                The farther south the slaves’ origins, the more they are
                   agricultural peasants the effective property of a local lord.             desired. A pair of concubines from the markets of Gem
                   Most people view slavery as a fact of life. It isn’t a matter             (hair braided with the glittering wealth of their home) is
                   of liking or hating it but, rather, accepting that human                  the sign of a cosmopolitan Oligarch, fit to lead the nation.
                   property is as fundamental to the way the world works as                        Whitewall also has its share of slaves, but the people
                   war and taxation. There are exceptions however. Numer-                    are disinclined to host more than the minimum needed to
                   ous cults, would-be utopias and extended clans claim their                satisfy the wealthy and the local Dragon-Blooded. Slaves
                   own lands. To these folk, slavery is usually alien to their               are cautioned about the presence of the dead and the
                   culture or ethical code or a trade that has seriously injured             Winter Folk that surround the city, but a few always try to
                   its citizens and leaders.                                                 strike out on their own. These unfortunates are usually
                                                                                             devoured in less than a day, but a few are used as quislings.
                   BARBARIANS                                                                Their soul-dead husks return to trick their owners into
                        Despite the vital part they play in the Realm’s slave                letting the city’s enemies in. The Syndics who rule White-
                   trade, barbarians have little tolerance for slave societies.              wall treat this as an act of treason on the part of the owner,
                   This may seem hypocritical given that most settled tribes                 and the sentence is exile into the hands of the dead or the
                   have field and house thralls of their own, but these captives             Fair Ones, so only the most confident or foolish gentry own
                   are fairly won in battle or feud, not purchased from an                   slaves. Accordingly, the Guild charges an exorbitant fee,
                   honorless merchant. With the wilderness all around them,                  both to reinforce the role of slaves as a status symbol and
                   there is little need to chain and supervise these prisoners. A            to recoup the cost of trading in such small lots.
                   minority are ransomed to neighboring clans who have the                         Ice Miners
                   same sense of honor and propriety. These slaves act as poets,                   In Gethamane and the Haslanti League, slaves mine
                   advisors and even bodyguards (a hostage is reluctant to stab              the hearts of glaciers for two kinds of treasures. First of all,
                   his hosts in the back, as he voids the right of hospitality)              the deepest layers contain veins of the blue, imperishable
                   until their cousins pay their ransom or the chieftain tires of            ice of the uttermost North. This ice radiates a killing chill
                   them. Most hostages prefer the former, since their hosts                  and must be handled through several layers of fur. True ice
                   technically have the right to kill them at any time. Other-               (as it is called) never melts except through the application
                   wise, prisoners of war can face anything from adoption to                 of Charm or sorcery and continues to cool its surroundings
                   torture, depending on the customs in force.                               even when it is transported to more temperate regions
                        Hostages are exchanged between tribes with similar                   (though there, it loses its deadly potency).
                   customs. They are either known for their wisdom or battle
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                        Slaves also chip away tunnels where savants believe                 It’s not unusual to see merchant-slaves haggling with Guild
                   First Age artifacts lie buried. This is usually a safer job then         traders. Many of these slaves were originally Guild property
                   mining for true ice, unless the slaves find some ancient                 and enjoy making their former masters pay a little bit more
                   device or tomb with its own lethal powers. The creatures                 for goods and services. Unlike the miners, skilled slaves are
                   that haunt such ruins are also a hazard. Gethamane is best               especially trusted. In addition to trade, mathematics and
                   known for offering ice miners a cruel, inexplicable death,               sex, Gem uses slaves for combat. These janissaries are
                   even though expeditions dig away from known hazards.                     trained from childhood to guard the members of a particular
                        Ice miners work in gangs of up to a dozen led by an                 house. Fashion favors slaves of foreign extraction, so
                   overseer who, among other things, keeps a supply of                      janissaries often have a pale or golden complexion that
                   torches and coals at the ready. Despite the precautions,                 contrasts with the swarthy natives. Aside from bodyguarding,
                   frostbite and collapsed tunnels constantly threaten the                  these slaves are used as proxies in duels between houses.
                   whole operation. Still, the potential rewards are enor-                        The slaves doomed to the mines have nothing but hatred
                   mous. In the South, true ice is worth its weight in jade, and            for the “golden collars” who manage the markets and the
                   First Age artifacts are valued as curios, even if a more                 security of their owners. Their masters know this and intensify
                   practical use for them is never deciphered. The Guild                    the rift by using skilled slaves to oversee the miners. Thus,
                   values the steady stream of both commodities and sells                   anger that might be directed toward a slave revolt is chan-
                   slaves to ice mining ventures at a discount.
                                                                                            neled toward fellow slaves on both sides of the hierarchy.
                   THE SOUTH                                                                THE WEST
                         At the other end of the world, slaves toil in mines and
                                                                                                 Slaves may come from the West, but very few of them
                   vast fields. Slavery is a popular institution here, and the Guild
                                                                                            go there, unless they are destined for the larders of the Fair
                   trades slaves for the gemstones, forged glass and firedust of the
                                                                                            Folk. Wealthy islanders value exotic slaves in much the
                   South. Only Paragon resists the trade. The Perfect holds all
                                                                                            same way as their Northern counterparts, since it is espe-
                   residents as his slaves, magically subservient to his will.
                                                                                            cially expensive to ship slaves across the sea lanes, but this
                         In Gem, this intensifies the slave trade, as more miners
                   are needed to win the trade war with Paragon. There is some              minor market cannot compare to the continental trade.
                   discontent, as, before the trade war, mining was always an                    The Guild serves as a go-between for the Lintha pirate
                   honorable trade for the state’s poor. The Despot of Gem is               clan. The Lintha regularly trap prisoners on barren islands,
                   unwilling to bend on the need to conquer the region’s                    awaiting Guild ships. Normally, these slaves are destined to
                   gemstone market and wants miners who will work under the                 meet the Sea Folk at Surgeon’s Deep. Water breathers
                   whip as efficiently as Paragon’s. Lacking the god-king’s                 sometimes fetch a high price on the mainland, so the pirates
                   power, the only solution is to buy more slaves. These diggers            chain as many Wyld barbarians as they can find to these
                   often die in the choking heat of the tunnels. Most are                   desolate spars of rock. When intra-clan tensions run high,
                   worked to death, as mining slaves are typically those too                Lintha with brilliant-green skin and gills may find them-
                   disfigured and unskilled to retire into household labor.                 selves joining them, serving the Family with their body-price.
                         Harborhead both buys and sells slaves. In times of war,                 The Coral Archipelago supports a small but thriving
                   the city sells its excess prisoner population, and the chil-             slave trade. Murderers sentenced to lifelong indenture end
                   dren of Harborhead slaves are free. The turnover that                    up in the Guild’s hands, as do chronic debtors and prison-
                   results quickly bleeds away the indentured population.                   ers of war. In return, the Guild provides skilled slaves to
                   The city tops up its supply from Guild trade, warfare and                assist Coral’s military bureaucracy and dream-eaten labor-
                   just about any other supply that it can find. Accordingly,               ers to build its triremes and docks. Otherwise, Skullstone
                   the slave markets of Kirighast are among the largest in                  enslaves the dead, and Wavecrest lacks the inclination to
                   Creation. As Harborhead prepares for war with the Varang                 buy or sell slaves. The Guild picks up whatever captives it
                   City-States, janissaries and slave-savants are in demand.                can among the islands as ships travel toward the Far West,
                         Harborhead’s ranches and farms are worked by slaves,               where the Fair Folk await their shipments.
                   the most skilled of which are in the cattle trade. Their free            THE EAST
                   children learn the profession at their parents’ knees and
                                                                                                 The bustling East is prospering, thanks in no small part
                   often work alongside them as free hands when they grow
                                                                                            to the Guild’s support of trade and skilled labor throughout
                   older. These slaves began a tradition where the children of
                                                                                            the Scavenger Lands. Slaves are in demand, and Nexus’
                   slaves buy their parents. Harborhead law forbids the free-
                                                                                            Coffeeblock Market serves hundreds of merchants down
                   ing of slaves, but many do live as commoners after their
                                                                                            the Yanaze River. Farther East, whip legions tend bright
                   sons and daughters acquire enough money to buy them.
                                                                                            morning crops in the shadow of Mount Metagalapa. Some-
                         The Clever Slaves of Gem
                                                                                            times, several caravans will meet. The result is a sea of
                         As a wealthy nation, Gem has always made great use of
                                                                                            humanity, walking to the markets that will bear them.
                   slaves. The clans that rule the city use savants purchased
                                                                                                 Greyfalls apes the lifestyle of the Realm and supports
                   from the Guild to run their markets and track their wealth.
                                                                                            the legions but doesn’t suffer from the Cynis monopoly.
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                                                                                          EARNING FREEDOM
                      A MATTER OF BODIES                                                        In Great Forks and in other nations where a slave may
                            The shadowlands have their own tireless labor: the            own property, it is possible to buy one’s way out of bondage.
                      dead who shuffle along, serving the Deathlords and                  Usually, the slave must pay his own value plus a penalty
                      their lieutenants with surprising efficiency. The supply            determined by the value of the service he will no longer
                      of dead never ends. Each new corpse can work until it               provide. This amount is adjusted downward for older
                      falls apart. Slaves are not entirely useless. Necromantic           slaves because of the shrinking period of future service they
                      rituals and the need for servants who can easily travel             must offset. A valued slave and his master often struggle for
                      through the living world support a small market.                    control of a slave’s finances. As it is difficult for a slave to
                            Undead labor is gruesome but tempting to the                  accuse a master of stealing or cheating, slaves usually hide
                      inhabitants of communities on the periphery of                      their valuables, trading bulky coins and uncertain scrip for
                      shadowlands. The dead of Thorns tempt the living,                   gems and jade. The final transaction (including haggling
                      offering macabre labor in exchange for nominal                      over the slave’s market value) is usually mediated by a civil
                      loyalty to the Mask of Winters. Not all of these                    authority. Contracted slaves (who have accepted a fee for
                      servants are rotten and hollow-eyed. Cold, pale cour-               their indenture period) may sometimes pay a hefty fee to
                      tesans have, from time to time, swayed the living into              leave the agreed indenture early.
                      supporting the Deathlord’s expanding influence. The                       Enslaved debtors and criminals are freed at the end
                      Mask of Winters’ ambassadors promise further gifts                  of their sentences. In Great Forks, it is possible to buy
                      and reiterate his desire for the River Province to                  one’s way out of further bondage for minor crimes. Some-
                      remain independent from the Scarlet Empire.                         times, this takes the form of a fine paid to reduce the
                            Even though it’s hardly likely that people will               period of indenture.
                      embrace deathly toil throughout the East, the Guild                       Freed slaves face uncertain prospects. Families they
                      stands against the expansion of the shadowlands.                    offended may seek revenge, they have no money to speak of,
                      Aside from the dread individual factors may feel, the               and they bear the double stigma of being former slaves and
                      Deathlords represent a threat to the economic secu-                 foreigners or barbarians. Most eke out an existence at the
                      rity of the Scavenger Lands. Their territories no                   bottom of the social hierarchy unless they have families
                      longer obey the laws of supply and demand, and their                willing and able to help. This rarely occurs. Most former slaves
                      fields are barren except for grave blossoms and the                 were never highborn to begin with, and they are thousands of
                      sickly gardens tended by the living minority. The                   miles away from their families. Ex-slaves often end up as
                      shadowlands are also more self-sufficient, with their               poorly paid employees of their former masters, doing the same
                      own soulsteel production and arcane industries. As                  work they did while they were wearing the collar.
                      they bloom into nations of their own, trade suffers.                      Other slaves may not be able to buy their freedom, but
                            The Guild has yet to plan a definitive response to            they can win it. Usually, the greater public visibility a slave
                      the problem, and as of yet, the impact on the slave trade           has, the more likely social pressures will motivate her master
                      has been minimal. Through their respective emissaries,              to free her. This was the case for the Nexus gladiator known
                      the Guild and Thorns have come to an agreement:                     as Panther, whose unbelievable string of victories and massive
                      Respecting Guild interests, the dead will not be used to            popularity earned him freedom. In addition, some prisoners of
                      mine or tend drug fields. Meanwhile, merchant princes               war are ceremonially freed at the cessation of hostilities in a
                      make more frequent stops by the shadowlands, to sell                custom adhered to by Lookshy and several surrounding states.
                      their slaves at reduced prices (especially skilled laborers,              In the Realm, freed slaves face better prospects than
                      which the dead cannot easily match) and to study the                in many other places. They were, after all, released by the
                      local markets. Otherwise, jade, steel and luxuries com-             Dynasts in a rare gesture of compassion, so it is assumed
                      prise the bulk of Guild trade there.                                that they have somehow earned their new liberty. Accord-
                                                                                          ing the Immaculate faith, they have graduated to a spiritual
                                                                                          condition where they can seek enlightenment without
                   slaves do feel a sense of loyalty toward masters who have
                                                                                          constant Exalted guidance. As a last gesture of kindness,
                   moderated their abuses with rewards. The decision to escape
                                                                                          the slave’s former owner is expected to provide a small
                   is made very cautiously, but many slaves feel enough kinship
                                                                                          amount of money (Resources ••) and kind words to
                   with their fellows that, even if they themselves would never
                                                                                          potential employers and landlords.
                   try for freedom, they will rarely report such plans to a master
                                                                                                Unless they are deported after a war, freed slaves are
                   or overseer. Snitches are hated and socially ostracized in
                                                                                          usually given a document or mark indicating their freed
                   most slave camps or households. More often, a slave’s
                                                                                          status. Without it, they can be summarily recaptured and
                   companions will refuse to hear anything about an escape
                                                                                          resold. This is the law in the Realm and in most larger
                   plan. This enforced ignorance keeps them from being impli-
                                                                                          Scavenger Lands nations.
                   cated when an overseer comes to investigate.
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APPENDIX
                                               MONEY AND
                                               FINANCE IN
                                                CREATION
                        The child in a Patrician school in the Realm              Empress gone, however, the monetary policy of the
                   thinks in terms of piles of jade obols, while the peasant      Realm is unraveling, and some fear the whole of the
                   toiling in the fields outside thinks of a new house and        Realm’s economic system may come tumbling down.
                   20 koku stashed in the cellar. The merchant prince’s
                   son, on the dusty caravan trail, imagines a fortune in         IMPERIAL FISCAL POLICY
                   silver. The cabin boy on a Lintha Family pirate schoo-              At its heart, the Empress’s fiscal policy had been
                   ner waits for his chance at a triple string of cowries,        quite sound. In an effort to control the sorcerous power
                   and the goatherd in the mountains around Gethamane             associated with jade, the Empress made a specific effort
                   hopes for two wan-bracelets to give the shepherdess as         to concentrate raw jade exclusively in her own hands
                   a dowry. Money means different things to different             and in the hands of more trusted companions and
                   people. Some love to amass wealth in order to achieve          institutions. Her confiscations led to an artificial scar-
                   certain goals. Others love money for its own sake. At          city of jade and a corresponding rise in its market value.
                   heart, money is desired by all, and understanding it is        The rarity of jade, combined with her own controls
                   critical to understanding Creation.                            over that scarcity, gave her the ability to introduce jade
                                                                                  as the new legal standard for financial transactions in
                   MONEY IN THE REALM                                             the Realm. Her choice had precedent, since a few coins
                        In the Realm, money takes two forms, one currency         and even some hoards of First Age jade coins occasion-
                   overlying the other, and one substantially more valuable       ally came to light.
                   than the other. The more valued and valuable form is the            Over time, the Empress concentrated more and
                   jade standard, formally established by the Empress in RY       more jade in her own hands and sought to control the
                   134. Later, in RY 185, the Empress supplemented the            stone more thoroughly than ever before. In RY 185, she
                   jade standard with the jade-scrip system, in which depos-      introduced the jade scrip, a fiat currency that helped to
                   its of jade are returned to the depositor as substantially     regulate social class differences and to solidify her own
                   greater sums of jade scrip.                                    control on the monetary system. Through regular but
                        The system has functioned properly for more than          limited disbursement of jade to the Great Houses, the
                   500 years, with jade and jade scrip each circulating           Empress kept a tight rein on the Dynasty and the ambi-
                   successfully, in their own stratum of society. With the        tions of its factions. She set up a stipend plan to pay for
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                   has come the seizure of Scarlet Throne-owned busi-          at home in the prefectures. Currently, the Great Houses
                   nesses that might aid the houses in the coming conflict:    are not concerned with consumer goods or with main-
                   Transport lines and fleets of merchant-marine ships,        taining healthy markets in the Realm. Prices have begun
                   weapons manufactories and armories have all slipped         to rise as the houses shut down manufactories that seem
                   into the hands of the Great Houses.                         to offer no advantages in the quest for the Scarlet
                        Second, the Great Houses have sought to increase       Throne. And there are unexpected shortages here and
                   their control over the peasantry of the Blessed Isle. By    there of important materials and goods as the houses
                   raising taxes and tariffs on peasant land and goods, the    divert trade caravans to serve their own interests and
                   houses have begun to force the poor but independent         properties. The Empress’ balanced, if self-centered, eco-
                   peasantry into a state of servitude. Prefectures under      nomic policy has been replaced by eleven competing
                   the control of Houses V’neef, Peleps and Cynis have         economic polices, each of which seeks to advance only
                   been the hardest hit in the last two years, but other       one family at the expense of the other 10. Squeezed
                   Great Houses are imitating their methods. Their tac-        between them like fruit in a jam-making press are the
                   tics are extremely unsubtle — the bribed local tax          middle class of the cities and the rural peasantry. Shut
                   assessor doubles the expected tax for the year, and         out of the political process and forbidden to enter the
                   when the village cannot pay at harvest time, the asses-     larger economic markets, they are left staring at empty
                   sor threatens its inhabitants with disenfranchisement.      stalls in the marketplaces and ever-growing tax bills they
                   An elder of the Great House then comes in and pays the      cannot hope to pay.
                   tax in the nick of time, but she seizes half the stored          The behavior of the Great Houses is like a kind of
                   food in the barns as a “reward” for her “generosity.” By    cancer eating at the roots of the Realm. All the high
                   the second time this happens, the village is prepared for   families recognize that no one is going to be quite as
                   the pattern and simply accedes to the demands. If the       powerful or controlling as the Empress was. However,
                   Great Houses want the land but not the villagers, they      none of them wishes to be the victim of the others in the
                   simple double the assessment but don’t bother to pay        same way that Iselsi was dismantled by the Empress.
                   for the villagers, instead turning them out onto the        These new princes of the Blessed Isle recognize that
                   roads as disenfranchised.                                   control of land, naval power and reserves of money is the
                        Third, the priorities of the Great Houses now drive    only way to secure power in the political reality following
                   the Realm’s economy, both overseas in the satrapies and     the disappearance of the Empress. As each Great House
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                   makes its bid for power, the peasantry and the middle          Some blocks, particularly illegal ones, are not marked at
                   class get squeezed a little harder to pay the expenses of      all because the penalty for owning an unmarked talent of
                   the houses’ schemes.                                           jade is confiscation and a hefty fine, but the penalty for
                                                                                  forging the Treasury’s marks is death.
                   JADE COINAGE                                                        The true talent is becoming increasingly rare in the
                        Imperial coinage is based on the jade standard.           Realm, since it is difficult to transport and since so few
                   Because of its magical nature, jade has an exceptionally       things are as valuable. More frequently, the talent ap-
                   high value to start with. The Empress’s decision to create     pears merely a column in a bookkeeper’s ledger, where it
                   an artificial scarcity of jade increased its worth on the      is used as a money of account. An actual block is not in
                   market still more. Now, many ordinary goods on the             storage somewhere. Recording “one talent” is simply an
                   market are worth mere fractions of the smallest jade coin      effective way of keeping track of 1,024 coins without
                   available. A peasant family can make the equivalent of         having to write 1,024 so many times. This so-called
                   two jade obols a year, pay an obol in taxes and still live     ledger talent is actually worth less than a true talent of
                   in relative comfort. The peasants might never leave the        jade because the ledger talent contains eight bars, where
                   village of their birth or wear silk robes, but they wouldn’t   the true talent contains 12 bars by weight.
                   lack for new clothing or food on the table.                         The reason for the discrepancy is that when a true
                        On the other hand, if a Dragon-Blood tried to live        talent is carved into coins, approximately four bars are
                   on 20 obols a year, she would starve. The requirements         ground into dust. The dust can be mixed with metals and
                   of her rank and status dictate that she cannot eat like a      smelted into jade-steel alloy, but that is still 32 more
                   peasant. She has to have a suitable house or suite of          minae that that cannot enter circulation. Formerly this
                   apartments, elegant furnishings and wall hangings to           dust, sometimes referred to as “imperial boot polish,” was
                   decorate it and servants or slaves to take care of it. She     the exclusive property of the Empress and was used to
                   has to write invitations and letters on good mulberry          make jade-steel-alloy weapons for her personal guard
                   paper and not on rag linen. She has to give parties and        and the armories of the Scarlet Dynasty. In the present
                   has to be suitably dressed when she goes to them. All this     day, the Treasury has been retaining it under tight
                   takes money — and lots of it.                                  security at the mint in the Imperial City, since jade-alloy
                                                                                  weapons have been disappearing from the Realm’s ar-
                   TALENT                                                         mories in alarming numbers.
                        Officially, the standard unit of jade in the Realm is          A ledger talent is worth 8 bars, or 64 minae, or 128
                   the talent. Weighing in at 68 pounds, a true talent is a       shekels, or 1,024 obols, or 4,096 bits.
                   gigantic slab of jade. In talents that come from the
                   Treasury, the slab is roughly scored to form the shape of      BAR
                   eight rectangular bricks, each of roughly the same size,            Like its companion the talent, the bar is rarely seen
                   and the Imperial Treasury’s seal is lightly scored into        in physical form, and is more often a money of account.
                   each of the resulting facets. The minting date and an          In true bar form, it is a brick-shaped block of jade with
                   identifying number are also carved into one of the sides.      the seal of the Imperial Treasury lightly scored on each
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                   face. Like the talent, it is further scored to represent eight   weighs an ounce, and indeed, the sellers of herbs and
                   smaller slabs and is labeled with a carving date and a           drugs use them as balance weights to demonstrate accu-
                   serial number to discourage fraud. It is weighs about eight      rate measurements. The obol’s a round coin about an
                   and a half pounds and is worth about eight and a half            inch in diameter and about three-eighths of an inch
                   minae, depending on its exact weight.                            thick. One side is graven with the Imperial Treasury seal.
                        A ledger bar is worth one-eighth of a talent exactly,       The other side, shockingly, bears an image, scored in
                   or 8 minae, or 16 shekels, or 128 obols, or 512 bits.            quick, fine lines. The age of the coin can be determined
                                                                                    by what image it is. The oldest obols bear an icon of a
                   MINA                                                             woman in a doorway, representing the Empress entering
                        The true mina weighs slightly more than a pound             the Imperial Manse. Slightly more recent coins com-
                   and is a slab of jade about three inches wide, six inches        memorate the recognition of each of the Great Houses,
                   long and a quarter-inch thick. A score line divides it into      the creation of the Deliberative and various battles that
                   two square halves, and each half has been further scored         imperial forces have won. The most recent coins con-
                   into eight closely spaced circles, making 16 circles alto-       tinue to depict the lightning bolt from the Battle of
                   gether. The Imperial Treasury seal is scored inside one          Mishaka in RY 754. So far, no one has taken the step to
                   circle on each half, all on one face. By weight, a true mina     change the design on the obol, though some wags have
                   is worth about three shekels.                                    suggested a design depicting an empty throne.
                        A ledger mina has a specific value of 1/64th of a
                   talent, or 2 shekels, or 16 obols, or 64 bits.                   BIT
                                                                                          Bits are an unofficial addition to the currency of the
                   SHEKEL                                                           Realm. A bit is simply a section of an ordinary obol piece
                       A true shekel is a thin square slab of jade graven with      that has been chopped into fourths. One can identify the
                   eight circles on its square side and milled around its thin      original coin’s image after the division, and often, it is
                   edge to discourage jade shaving. Each circle has the             possible to tell which four bits came from the same coin.
                   Imperial Treasury seal scored on it, all on one side. A true     In the Unbroken Rushes Rebellion, it was made illegal to
                   shekel weighs about nine or ten ounces, with a corre-            carry bits because messengers between rebel cells appar-
                   sponding variation in its market value.                          ently used them to identify themselves to one another.
                       The ledger shekel used by accountants represents 8           However, the currency modification was simply too
                   obols, or 32 bits and is worth 1/128th of a talent.              useful to be suppressed. Though the law against bits is
                                                                                    still on the books, it is not enforced except where other
                   OBOL                                                             circumstances suggest guilt without proving it.
                       A true obol is the most common coin seen in the                    One common modification to bits is based on the
                   Realm, so much so that one will likely see hundreds of           magical nature of jade. Peasants and others are not above
                   obols before seeing a single true shekel and thousands of        burnishing off the remains of the Imperial Treasury seal
                   them before encountering a true mina. An obol always             and the image off of a bit and carving a character into it,
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                      JADE SCRIP
                            Below the bit, imperial currency ceases to be
                      made from jade, and jade scrip takes over. Jade scrip
                      was created in RY 185, when the Empress realized
                      that the manufactories of the Realm could produce
                      all kinds of consumer goods for a fraction of the value
                      of the smallest jade coin, and yet, the peasantry of
                      the Blessed Isle could buy none of them.
                            The Treasury issued koku and quian first. Two
                      years later, it introduced the copper coins, the siu
                      and the yen, when the koku and quian proved to
                      still be too large for most day-to-day business. At
                      first, the Treasury bought jade for one-and-three-          faithful Immaculates consider them possibly idolatrous,
                      fourths its value in scrip. Over the first 30 years of      and many of the very faithful avoid using them for fear of
                      the new currency, this was gradually reduced to a           worshiping the Empress.
                      one-to-one-and-an-eighth parity. Jade and jade
                      scrip were completely interchangeable until RY
                                                                                  COPPER COINS
                      540, when the Deliberative fixed the jade-buyback                 The siu and the yen are two small coins of copper. The
                      ratio at 2 obols (scrip) to 1 obol (jade). In RY 650,       siu is about the same size as a jade obol and has the Imperial
                      the Empress organized a new department of the               Treasury seal on the obverse and a stylized portrait of the
                      Treasury, the Jade Sniffers, whose duty was to ferret       Empress on the other. The coin is chemically treated to
                      out unauthorized caches of jade and to seize them,          make the copper stay brown. The yen is twice as large, has
                      returning half the cache’s value to its owner in jade       a hole through the middle and is stamped with characters
                      scrip. In RY 755, the Deliberative again changed            that say, “Scarlet Empress” on the obverse and “She
                      the rules regarding jade buybacks using scrip, mak-         Reigns Forever” on the reverse; the copper is treated to
                      ing the ratio three to one and limiting buyback             make it turn green. The siu is worth 1/128th of an obol,
                      transactions to certain times of the year and only          and a yen is worth 1/1024th of an obol.
                      under specific conditions.                                        Jade scrip was issued in the Empress’ name, rather
                                                                                  than under the Realm’s aegis. It is her personal fortune
                                                                                  that backs the jade scrip. For this reason, there is much
                                                                                  concern in the Realm as to whether or not the Realm will
                   such as “wealth” or “protection” or ‘”love.” A drilled hole    make good on any buybacks of jade with jade scrip. Bal
                   and a lanyard makes the bit into an impromptu amulet.          Keraz and other officials at the Treasury have deliber-
                   Dragon-Blooded commanders made a point of collecting           ately left matters vague. They fear a run on the central
                   them as trophies during various peasant uprisings, which       bank on the one hand and the collapse of the scrip
                   suggests that their effectiveness is limited.                  economy on the other. Most officials have been enforc-
                   PAPER MONEY                                                    ing the regulations on buybacks with scrupulous attention
                                                                                  to the letter of the law.
                         The koku was the original base unit of the scrip
                                                                                        The Empress and the Deliberative have placed spe-
                   system, and it has a face value of one-eighth of an obol,
                                                                                  cific legal limits on what jade scrip will and will not buy.
                   or one-half of a jade bit. The koku is printed on a
                                                                                  It will not buy weapons or armor of any kind from any
                   mulberry paper rectangle shot through with gold and
                                                                                  Realm-based manufactory, for example, nor can it be
                   purple silk threads to form a pattern of flying cranes.
                                                                                  used to buy luxury goods of any kind or ships or items of
                   Stamped on one side is a black-and-green ink print of
                                                                                  sorcerous power. All such items must be paid for in true
                   eagles nesting on the Imperial Mountain. On the reverse
                                                                                  jade, rather than scrip funds. On the other hand, food,
                   is the legend “In the Scarlet Empress’s name, one-eighth
                                                                                  raw materials and most manufactured goods such as
                   of an obol of jade.” The paper also carries a watermark
                                                                                  pottery and cloth can be bought with jade scrip. Neither
                   depicting the Imperial Manse. The quian is also printed
                                                                                  the koku nor the quian enjoyed widespread use. The
                   on the same type of paper, but it features lions instead of
                                                                                  imagery on both paper bills was seen as bordering on
                   cranes. The front bears an image of the Imperial City
                                                                                  heretical, and both proved too large for most individual
                   skyline, while the back bears the inscription, “In the
                                                                                  commerce. Fortunately, the yen and the siu have proved
                   Scarlet Empress’s name, one-sixty-fourth an obol of
                                                                                  to be successful, with both copper coins being chopped
                   jade.” These papers bills were never exceedingly popu-
                                                                                  into halves, quarters and eighths for still smaller change.
                   lar, both because their values were unwieldy and because
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                      1 Talent (T) = 8 Bars (B) = 64 Minae (M) = 128               THE REVENUE OF THE REALM
                      Shekels (S) = 1,024 Obols (O)                                     Not even the personal military and sorcerous might
                      1 Bar = 8 Minae = 16 Shekels = 128 Obols                     of the Scarlet Empress herself could convince bureau-
                      1 Mina = 2 Shekels = 16 Obols                                crats, priests and soldiers to do their work for free, and so,
                      1 Shekel = 8 Obols*                                          the Realm has taxes. These taxes take three major forms:
                      1 Obol = 8 Koku (k)= 64 Quian (q) = 128 Siu (q) =            taxes on the licensed use of cultivated land and Realm-
                               1,024 Yen (y)                                       owned businesses, taxes on goods and materials coming
                      1 Koku = 8 Quian = 16 Siu = 128 Yen                          in or going out of the Realm and tribute collected from
                      1 Quian = 2 Siu = 16 Yen                                     overseas satrapies in the Threshold.
                      1 Siu** = 8 Yen#
                                                                                   LAND TAXES
                      * Obols are divided into quarters to form bits.                   All the land of the Realm belongs to the Empress,
                      ** Siu are divided into halves and quarters.                 particularly in the Blessed Isle. Through her gracious
                      # Yen are divided into halves, quarters and eighths.         decree, that land is lent out to groups of peasants in
                                                                                   village-sized lots, and in turn, the villagers pay their
                                                                                   taxes as specific villages, with all of them together
                   PURCHASES IN JADE SCRIP                                         responsible for meeting the village’s debt to the Empress.
                        A jade obol is about an average farmer’s annual            If the peasants fail to meet that debt, the penalty is
                   earnings, after taxes. But you can’t pay a farmer for his       disenfranchisement — they become refugees from the
                   crop in jade. He’s not allowed to own jade, and it won’t        land. If they pay, they can stay for another year. The
                   buy most of what he needs. So you pay him in jade scrip.        Empress also owns all the businesses and manufacturing
                   What does that buy for him?                                     facilities in the Realm, at least officially, and so, their
                        A koku is more than a month’s wages for a peasant.         operators pay licensing fees to the Treasury for the
                   He can buy a new plough and oxen team for this much             privilege of running them.
                   or start a cottage industry such as breeding silkworms,
                   cultivating an apple orchard or making cheese. For 1 to         VILLAGES
                   2 koku, he can renovate his house and outbuildings or                No villager pays her own taxes directly to the
                   hold a wedding. For 3 to 4 koku, he can set up a child in       collectors. Instead, she contributes to a village tax box
                   a house of her own with a plot of land to farm or pay his       that she and her neighbors run. In some towns, the box
                   annual contribution to the village’s tax fund.                  comes around every week, and in some villages, it only
                        A quian is a week’s wages for a peasant. He can            makes the rounds at the full moon. The peasants are free
                   increase his flock by a dozen sheep for this much or buy        to choose how to collect the tax, knowing that failure to
                   a couple of milk cows. He can hold a feast for his              pay means disenfranchisement for all. The tax collector
                   neighbors or help build a temple with them.                     usually makes two visits to any village, once in the spring
                        A siu puts meat on a family’s table for a week or buys     to lay down the assessment and then again immediately
                   a coop full of chickens ready to lay eggs or feeds an           after the third harvest to collect the money.
                   extended family on feast days. It buys a farmer’s whole              The tax averages out to slightly less than a half-obol
                   seed stock for planting or a couple of fruit or nut trees for   every year per family in the village. However, this must
                   his house plot.                                                 be paid in jade, rather than in jade scrip. Since most jade
                        A yen is a day’s wages for an extra man at harvest         never makes it out to the countryside, much less into the
                   time. It means a new suit of plain clothes of linen, cotton     hands of the peasants, the peasants must raise three times
                   or wool or meatless meals for a large family for a day or       this amount in jade scrip. This usually amounts to half of
                   meat for a family dinner. It will buy some new farm tools       any family’s income in any given year. The tax collector
                   or a new set of pottery for the kitchen.                        then goes through the motions of accepting the jade
                        A half-yen will feed a childless couple for several        scrip, figuring the proper amount of jade to return and
                   days, without meat, or provide meat for the same couple         then handing over jade pieces of the appropriate amount.
                   for a day.                                                      The village elders then pay their taxes with the only jade
                        A quarter-yen will buy a loaf of bread, a quart of         they likely see in their entire lives, which is in and out of
                   milk, a small round of cheese and a dozen eggs or a pint        their hands in 10 minutes or less. Every village is careful
                   of cider and a smoked fish.                                     to get a receipt, on a specific kind of mulberry paper with
                        An eighth-yen buys a berry pie and a pint of cider or      the Imperial Treasury seal woven into the paper in
                   wine or tea at the inn.                                         orange and purple thread, and a watermark of its own
                                                                                   prefecture’s seal.
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                        Sometimes, a peasant cannot afford to raise enough        and to squeeze independent businesses. The money they
                   money on his own to meet his family’s tax obligation to        collect rarely reaches the Treasury.
                   the village. Other peasants often chip in, since the                Further, House Cathak and House Nellens success-
                   failure of one means disenfranchisement for all. The           fully argued in the Deliberative and with the Treasury
                   inequity this generates causes a lot of resentment and         that businesses founded in the Empress’ absence belong
                   tension in the villages, and this resentment, in turn,         to their founders and can be taxed only on their profits
                   leads to occasional strife and bad blood between families.     and not on their capital. While the other Great Houses
                   Now, these stresses are on the rise, a sign of the disinte-    have been slow to pick up on the advantages of this
                   grating economic fabric of the Realm.                          system, Cathak and Nellens have invested in starting
                                                                                  new manufactories of weapons, ships and consumer
                   BUSINESSES                                                     goods as a way of keeping their sinking fortunes afloat.
                        Businesses pay their taxes in a different way than
                   villages. Technically, businesses have belonged to the         EXCISE DUTIES
                   Scarlet Empress since RY 242, and their operators are               In addition to collecting taxes on land and busi-
                   merely paying a fee to the Empress to run the businesses       nesses, the Imperial Treasury agents collect taxes on
                   for her. Unlike villages, which pay a flat rate based on the   goods entering and exiting the Realm. These are rela-
                   number of families living on the Empress’s land, entre-        tively easy to police with the naval fleet or with a
                   preneurs pay a tax based on two different calculations.        harbormaster reporting directly to the local prefect and
                   The first calculation is based on the profit they return to    his staff. A maze of regulations govern what may be
                   the operation, assessed at one shekel per full talent          imported or exported, with weapons and sorcerous ma-
                   reinvested. The second is based on the profit taken out        terials topping the “banned from export” list, and a
                   of the business, assessed at one shekel per bar. The           whole hierarchy of officials helps merchants sort out
                   Empress hoped to keep money invested in the Realm’s            what they can and cannot ship. In general, however,
                   economy and to stimulate small businesses, while retain-       goods are divided into four major categories and taxed or
                   ing enough clout to divest a political opponent of his         regulated accordingly.
                   investments without much difficulty. Since her disap-               Raw Materials covers timber, stone, mineral ores,
                   pearance, however, the tax assessors have begun to                   metal ores, cotton, wool, flax, hemp, raw herbs and
                   overlook businesses associated with their own houses                  spices and any other product that can be further
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Michiel Schillhorn van Veen (order #1396275)                                                                                                  82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                                        82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                                        82.95.228
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                   the Dragon-Blooded and by helping to uncover and                   country. Their former power and connections with the
                   suppress the worst abuses of the Realm’s individual                Great Houses turn them into little princes lording it
                   agents and institutions. Further, the Order is responsible         over petty villages and towns. Many of these former
                   for operating many of the services for the poor and the            officials seem to take delight in pestering those who
                   disenfranchised that they would otherwise not have:                remain in the Thousand Scales.
                   hospitals for the dying and hostels for the disenfran-
                   chised, monastic establishments in major towns and                 THE ARMY AND NAVY EXPENDITURES
                   itinerants on the roads. In exchange for performing these               Of all the areas that the Realm supports financially,
                   services, the Order has received gifts of land rights from         the most heavily savaged by the budget debates in the
                   grateful peasants, gifts of goods and services from the            Deliberative are the army and the navy. House Peleps
                   Great Houses and an actual disbursement from the                   has taken over nearly all of the Realm’s naval powers and
                   Realm’s treasury.                                                  receives extra funds for building up its own navy at the
                        The Order has never requested the disbursement,               expense of the Realm’s fleets. The dockyards of Arjuf
                   but it has never refused it, either. The money goes toward         and other towns of the south are filled with new con-
                   helping people all over the Realm and provides a wide              struction on the V’neef fleet, while the older vessels of
                   variety of free services where there would otherwise be            the Realm’s navy are hulks rotting in harbor. Newer
                   nothing at all. The Order provides the Realm with an               imperial ships are still no match for the best new ships in
                   accounting of how its money is spent. Since the Empress’s          Peleps’ squadrons, and there have been no new vessels
                   disappearance, the Order has continued to receive the              other than dozen trimaran scouts added to the imperial
                   money, if only by constantly shaming the Great Houses              fleet in three years. In addition, the naval accountants
                   into recognizing how much distress they are causing in             have made a point of delaying payment of salaries up to
                   the world. The Mouth of Peace recognizes that the Order            three or four months. In the intervals between, the
                   is not likely to continue receiving funds after civil war          talented officers often resign from the Realm’s service to
                   breaks out, and he and Bal Keraz have had more than one            sign up with the Peleps, transferring their allegiance to
                   tense conversation about it. They both expect that if the          where they are paid. The crewmen, similarly short of pay
                   “minor” departments are collapsed and the monies plowed            and often in more desperate straits, jump ship when they
                   into the Religious Subsidy, then when the Deliberative             can. A whole generation of midshipmen has had no
                   next raises the Dynastic Stipends, the Disbursement of             opportunity to enter naval service with the Realm at all.
                   Charity will suffer. Neither of them has made a decision                The Deliberative is also stripping the legions sta-
                   about what to do when that moment arrives.                         tioned in the Blessed Isle of the funds necessary to pay
                                                                                      both troops and officers and to maintain a state of battle
                   THE BUREAUCRATIC SALARIES                                          readiness. What army would dare threaten the Realm on
                        The Salaried Disbursements to the Work of the                 its home soil, the members wonder aloud? Yet, in the
                   Thousand Scales, otherwise called the Bureaucratic                 absence of the Empress, any general with his own troops
                   Salaries, is the government’s third basic area of finan-           is suspect and a danger to the legitimate authorities,
                   cial responsibility. There were over 37 ranks in the               meaning the Great Houses. The Deliberative has func-
                   Thousand Scales when the Empress still reigned, with               tionally disbanded one legion a year since the Empress
                   different salaries at each grade and in each department            disappeared, sending the troops home to their farms and
                   or group of departments, and in theory, all of them were           towns and recalling their officers to the houses in which
                   necessary to the functioning of the Realm’s administra-            they began. The funds thus freed are distributed among
                   tion. Every single one of them was indispensable. Now,             the Great Houses and now pay the salaries of new house
                   the Deliberative is finding that more and more of the              legions the old imperial officers are expected to raise.
                   functionaries of the Thousand Scales are disposable.
                   The Deliberative first swept away the entirety of the              BANKING IN THE REALM
                   Chamber of Florid and Fluid Masters of Pen and Brush                   In the First Age, there was an elaborate banking
                   in but a single half-hour of debate, thereby eliminating           network that allowed everyone access to their money
                   most of the scribes skilled enough to copy out imperial            almost all the time. One could deposit one kind of money
                   decrees. Having done away with the Thousand Scales’                in the morning and draw out another kind of money
                   ability to issue new regulations or to make changes to             before sunset. There were complex financial instru-
                   the old ones, the members of the Greater Chamber                   ments called Walls of Creation War Bonds. The Great
                   have been proposing new departments for personnel                  Southern Mutual Support and Communication Society
                   and equipment budget cuts every day. Discouraged by                used money to build magical defenses against the fey, and
                   the loss of good friends and close colleagues, officials           the Northern Bulwark Personal Fortune Fund made
                   are retiring in record numbers and turning to life in the          deals worth billions of talents of jade — these structured
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Michiel Schillhorn van Veen (order #1396275)                                                                                                        82.95.228
    EXALTED • MANACLE AND COIN
                   financial and commercial arrangements buttressed the                      In the Empress’s absence, however, the arrange-
                   fabric of reality in whole regions.                                  ment she made with the salt gods has come unglued.
                        Almost all of that sort of banking is gone, at least in         Over half of the salt gods continue to honor the present
                   the Realm. Banks serve few individuals these days and                sacrificial custom of 21 obols, a four percent salt rate.
                   reserve most of their energies for institutions, corpora-            From the Heptagram east and south around the coast to
                   tions and organizations. The Empress was considering                 Arjuf, that standard applies. However, in the western
                   plans to renew the old concept of personal banking and               parts of the isle, some of the gods lowered their rate to 18
                   to create the necessary systems to run a banking network             obols or less. Eleven obols is the lowest known rate at
                   for individuals. Then, she disappeared, and Bal Keraz is             present. Other gods have raised their rates to 28 or 35
                   not strong enough to push through the necessary reforms              obols. The results are chaotic, at best. Instead of dealing
                   himself. The Imperial Treasury and the Credit Houses of              with one prime rate, branches of the Treasury and other
                   the prefectures do business with businesses but not with             financial institutions now have to pin their salt rate
                   any but the most extraordinary individuals: heads of                 calculations to whatever the local salt god demands.
                   houses, imperial governors and senior bureaucrats and                     Where before the same lending and borrowing
                   the holders of imperial monopolies. To these individu-               rates applied throughout the Realm, now a different
                   als, the privileges of bank membership are open.                     climate prevails. The whole prefecture of Eagle’s Launch
                   Otherwise, banking is available only to groups: organiza-            has been effectively cut out of the banking network
                   tions and agencies of the Realm’s government, companies              because of the demands of the local salt gods for a
                   and the Great Houses.                                                sacrifice of 84 obols per quintal, or a salt rate of 16
                                                                                        percent. Towns and villages experience the same diffi-
                   THE SALT RATE                                                        culties on a smaller scale when their salt gods begin
                        Banking in the Realm depends upon the salt rate.                their old extortion rackets.
                   Prior to the introduction of the salt rate in RY 314,                     The breakdown of the compact with the salt gods
                   there was no serious banking at the national or interna-             means that, in some places, it is very easy to get a loan or
                   tional level in the Realm. However, in that year, the                to give one. In other areas, particularly in the west of the
                   Empress turned her formidable powers against the vari-               Blessed Isle, it is very hard to borrow money or lend it.
                   ous minor gods and spirits known as the salt gods. These             The salt gods don’t particularly care about mortal mon-
                   beings watch over shorelines, coastlands and marshes                 etary difficulties. They just want sacrifices, and it makes
                   and some mines — anywhere that salt can be gathered                  them petulant and greedy but also likely to change their
                   from ocean evaporation or dug up from the ground. The                minds about acceptable sacrifices on the spot.
                   Realm alone has 736 salt gods watching over long                          In addition, of course, the salt gods are attacking the
                   stretches of its coastline and monitoring the collection             salt collectors themselves. Now that they are no longer
                   and use of their product.                                            bound to any sort of collective agreement, the gods
                        Normally, these gods were jealous of their preroga-             patrol their territories with increasing aggressiveness.
                   tives and forbade the extraction of salt except after very
                   large sacrifices. Since salt is a vital commodity for pre-           SOURCES OF LOANS
                   serving food and preparing other raw materials for use,                   Should a person or institution wish to negotiate a
                   this divine interference with salt collection was hinder-            loan, there are four major sources of finance in the
                   ing agricultural production and economic stability.                  Realm. The first and most reliable source has always
                        The Empress forced the salt gods to set one low rate            been the Bank of the Scarlet Throne, which operated
                   of sacrifice throughout the Blessed Isle: 18 jade obols or           as an extension of the Empress’s fiscal policy. Follow-
                   the equivalent value for every quintal of salt gathered.             ing the Throne Bank, the Imperial Treasury and the
                   This amounted to a two percent tax on the price of salt              Great House ‘banks’ were the next best options. The
                   throughout the Realm. This became the prime rate to                  worst option was to consult the Guild about a loan at
                   which the Realm’s banking establishment pinned its                   usurious rates.
                   own lending and borrowing rates.
                        The salt rate has fluctuated over the centuries since           THE BANK OF THE SCARLET THRONE
                   then, usually between 12 and 21 obols per quintal of salt.                At present, the Bank of the Scarlet Throne is
                   The Empress has made these changes herself, though she               making only the most stable and fiscally sound loans it
                   has gone through the motions of consulting the salt gods             can find and is charging high prices for its money. Every
                   by traveling to their main temple in the Imperial City               loan category is bumped up two places on the risk table,
                   and offering a sacrifice at the new rate. Forced to accept           with low-risk loans being charged high-risk interest
                   the new rate, whatever it was, the salt gods throughout              rates. The bank’s officials are reluctant to risk more of
                   the Realm complied with her request.                                 their mistress’ capital than necessary during her ex-
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Michiel Schillhorn van Veen (order #1396275)                                                                                                           82.95.228
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                      LEVELS OF RISK
                            In negotiating loans, the officials of any bank are likely to take into account five things. First is the length
                      of time before the loan is to be repaid. Second is the profitability of the business to which the loan is to be applied.
                      Third, the officers consider the likelihood of repayment. Fourth, the banking heads consider how much the bank
                      has invested in ventures with a similar rate of risk. Lastly, the bankers consider what the applicant owns that can
                      be seized in the event of a failure to repay. They then offer the applicant a loan rate based on these five factors,
                      which corresponds with one of six levels of risk.
                      Low-Risk loans are made out in small sums of money to businesses with high profitability and a high likelihood
                      of repayment and are relatively short-term loans. The loan-seeker must also have a piece of property that is
                      relatively easy to seize, such as a caravan route on the Blessed Isle or a manufactory or legal rights to a prefecture’s
                      tax revenue. Many Realm banks offer low-risk loans at the present salt rate plus an additional four percent interest.
                      Medium-Risk loans mean a small or medium sum of money lent to businesses with acceptable profitability and
                      a high likelihood of repayment and are typically mid-length loans of 3 to 15 years. The loan-seeker must have a
                      piece of property that is easily seized as collateral or must be reasonably easy to find in the event of a failure to pay.
                      Medium-risk loans are given at the salt rate plus 10 percent interest.
                      High-Risk loans mean a riskier venture with a larger sum of money lent, such as those made to businesses with
                      uncertain yields or to companies that may not be profitable for some time. High-risk loans run to 15 or 20 years
                      for stable businesses or for shorter periods measured in months for riskier plans. The collateral may be easily
                      hidden or taken away, such as family heirlooms or a ship. Such businesses receive loans at the salt rate plus 14
                      percent interest.
                      Very High-Risk loans are made only in exceptional circumstances. The bank does not really expect to get all its
                      money back, and so, it charges the salt rate plus 26 percent interest on loans of this type. The loan applicant may
                      be considered a flight risk or a person so important and prestigious that he believes he can get away without paying
                      his bills. The collateral may be very difficult to seize, such as an heirloom weapon or property in the Threshold.
                      Enormous-Risk loans involve enormous sums of money with uncertain returns. The collateral’s value is subject
                      to enormous fluctuation and may be illegal. The applicant is not a wanted criminal, yet, but is under suspicion
                      of high crimes. However, the intended purpose of the loan must be expected to pay out handsomely. Enormous
                      risk loans are assessed at salt rate plus 31 percent interest.
                      Insane-Risk loans involve enormous sums paid to people who do not ever seem to pay their bills and offer no
                      serious collateral. The loan applicant is a known criminal and a definite flight risk, is engaged in shady or outright
                      illegal operations, threatens the security of the Realm in a real way and places the bank’s personnel in real hazard
                      of their lives. The loan’s purpose must be enormously attractive in its own right to be considered at this level, and
                      the collateral must be both spectacular and in the bank’s possession at the time of the loan, to be returned upon
                      repayment of the principal and interest. Insane risk loans are granted at salt rate plus 48 percent interest, which
                      is the Realm’s highest legal maximum rate.
                   tended absence. As a result, the Bank of the Scarlet               THE IMPERIAL TREASURY
                   Throne is making very few loans of any kind these days,
                                                                                           With the Bank of the Scarlet Throne increasingly
                   since most people prefer not to borrow money at such
                                                                                      conservative in its fiscal dealings and management strat-
                   exorbitant rates.
                                                                                      egies, a good many more loan applications have come
                        With the Empress gone, the Bank of the Scarlet
                                                                                      directly to the Treasury, and a small army of accountants
                   Throne is blinded to many political machinations. The
                                                                                      is kept busy sorting out which applications are from
                   Imperial Household previously approved all loans, and
                                                                                      legitimate commercial concerns and which requests come
                   despite repeated urgings from officials in the Treasury,
                                                                                      from companies that are merely fronts for the Great
                   the bank has yet to establish any sort of investigation
                                                                                      Houses. The various branches of the Dynasty are after
                   procedure for determining which loan applications are
                                                                                      extra cash in any way that they can get it, and by flooding
                   legitimate and which are coming from the front organi-
                                                                                      both the Empress’s private bank and the Treasury with
                   zations of the Great Houses. The Bank is making some
                                                                                      requests for funds, at least some are getting through. Bal
                   loans to groups who have no intention of ever repaying
                                                                                      Keraz has assembled several teams of agents to go and
                   their debts, particularly fronts for House Nellens and
                                                                                      examine businesses in the field, at various places around
                   House Peleps, who intend to drain the Empress’ private
                                                                                      the Realm, in order to determine which kind of business
                   bank of capital, if they can.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                        82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                                       82.95.228
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                         Partial coverage insures the owner against half the        and complete coverage policies specifically do not cover
                   replacement value of the insured item or items, when             that specific type of disaster. For example, a complete
                   they are lost to ordinary natural disaster: storm, flood,        coverage policy might cover storms, yet if the gongfang’s
                   fire, earthquake, volcanic eruption and typhoon. If gods,        tables note that storms of the Western Ocean during the
                   spirits or monsters are involved, no payment at all is           month of Descending Earth are particularly severe, then
                   made in the event of loss. Partial coverage is the cheapest      the complete coverage policy does not insure against loss
                   form of insurance and usually begins at a price of salt rate     due to storm in the Western Ocean during Descending
                   plus six percent of the insured item’s value. Additional         Earth. For these matters, special coverage is required.
                   risks can raise this figure to as high as 10 percent,                 The insurance buyer may then select from the list of
                   depending on such factors as the time of year or the             special coverages the ones she wishes to accept, and
                   planned transport route.                                         then, the gongfang calculates the final cost of the insur-
                         Complete coverage is not complete by any means,            ance policy. The buyer hands over a sum in cash or kind
                   since it only insures an item or cargo against natural           and receives elaborately calligraphed insurance papers
                   disasters of all sorts. However, it does restore to the          for her goods. In the event of a loss, she simply presents
                   owner of the insured items the replacement value of              the insurance papers and collects the money owed.
                   the goods destroyed. Complete coverage prices begin
                   at salt rate plus 10 percent of the assessed value of the
                   insured objects.
                                                                                      A GONGFANG’S SPECIAL RISK TABLE
                         The insurance business in the Realm becomes most                  Risk tables are a vital part of any gongfang’s
                   complicated when special coverage enters the picture. The          business, and they are often the result of dozens of
                   Society of the Precise and Punctilious Gongfangs has               years of careful assessment of risk, if not centuries.
                   collected almost 700 years worth of data on all kinds of           Gongfangs frequent taverns and seek out travelers,
                   disasters, natural and unnatural. These tables add on per-         merchants, pilgrims and soldiers to get their first-
                   centage points and tenths of a percentage point to provide         hand accounts of disasters and threats to travel, and
                   coverage from specific threats: the irascibility of gods and       they also compare information frequently, to keep
                   the migrations of animals, the regular appearance of certain       their business running smoothly. Risk tables are
                   wind spirits or irregular eruptions of the Southern volca-         passed from master actuaries to their juniors. They
                   noes. If a special coverage is recommended, then the partial       are also traded, bought and sold at high prices.
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                        Insurance usually lasts for a specified period of              In addition, a gongfang or his associates or superiors
                   time, usually set at either eight months or seven              will sometimes suspect that a specific case involves a
                   months and Calibration. In particularly high-risk busi-        deliberate effort to commit fraud. In such cases, the
                   nesses, such as arms dealing or the transport of jade          gongfang will delay payment of a claim while sending
                   tribute, the insurance period is usually four months or        investigators to determine the truth of the matter. These
                   three months and Calibration. An insurance rate is             missions are usually hair-raising and fast-paced, for an
                   usually locked in for a period of four years, and adjust-      agent has little time to determine the truth or dishonesty
                   ments to the cost of the insurance are only made at the        of a claim — three months is the legal limit on such
                   end of that time period. The insuring agent usually            investigations. Larger agencies, such as the Bank of the
                   reserves the right to cancel a policy at any time, if he       Scarlet Throne, have their own investigation teams.
                   suspects reckless endangerment of insured goods or             Smaller, independent gongfangs will usually hire a team
                   deliberate intent to defraud.                                  when they think there is a need for one.
                        Traditionally, people buy insurance only on items
                   that cost an obol or more and expect to be reimbursed          INSURANCE IN THE THRESHOLD
                   in jade in the event of a loss, as well. There are no laws          While normally the business interests of the Guild
                   against insuring something with jade scrip, but it is          and those of the Realm are at loggerheads, the gongfangs
                   rarely done.                                                   of the Threshold actually see eye-to-eye with many of
                        From time to time, a gongfang or a bank will be           their independent counterparts in the Realm. A god’s
                   sufficiently concerned about an insurance policy that it       threat is usually the same to a Guild caravan as to one led
                   will reinsure the policy against loss. Reinsurance in the      by a servant of the Realm, and the same holds true of
                   Realm is a complicated business, and the gongfangs are         storms and dangerous animals. While pirates and bandits
                   reluctant to discuss it with anyone outside their own          sometimes have specific targets in mind, most of the
                   profession. The essence of the deal is that the risk is        time, the Realm and the Guild can share their risk tables
                   syndicated (shared out) among a larger group of gongfangs      easily and simply. It is a professional courtesy to buy, sell
                   or bank branches, with each one accepting a share of the       and trade risk data across the Inner Sea, and the insur-
                   insurance policy’s price and absorbing a proportionate         ance agents thus also provide a series of backdoor channels
                   share of the payout in the event of a loss. Since the          for communication between the powers of the Thresh-
                   Empress’s disappearance, reinsurance has been a dwin-          old and the factions of the Blessed Isle.
                   dling business because losses have been multiplying                 While the business of insurance is much the same in
                   faster than the gongfangs can adjust their risk tables         its generalities between the Realm and the Threshold,
                   adequately, and fewer gongfangs are willing to take on         insurance and reinsurance are both much more competi-
                   the risks of other agents and banks.                           tive and cutthroat in the Threshold. The gongfangs there
                                                                                  have not had the same kind of rigorous schooling and in-
                   COLLECTING INSURANCE                                           the-field training that those on the Blessed Isle have had,
                        Once a ship or caravan is lost, the owner or owners       and there are no large-scale agencies with offices in a
                   usually attempt to collect the insurance money owed to         dozen cities, as there are in the Realm. The small and
                   them. Most of the time, this is a simple process. The          independent gongfangs of the Threshold also tend to go
                   owner simply presents the insurance papers to the              out of business suddenly and unexpectedly. At least, some
                   appropriate agent of the insuring bank or to the inde-         of them do. Others go out of business so that the gongfangs
                   pendent gongfang, and the claim is usually paid off            do not bankrupt themselves paying out a claim. Usually,
                   within a season.                                               such a gongfang also skips town and moves into a new
                        After an insurance payout for lost or damaged goods       profession, preferably out of the public eye.
                   is made, the lost property belongs to the gongfang or to            In the River Province, the Guild has a fairly tight
                   the agency that issued the insurance. While in some            hold on the insurance business, and its own insurance
                   cases, any effort at recovery is deemed useless, many          group, the Energetic and Illustrious Association of Risk-
                   agencies will, in fact, go to some effort to recover their     Buyers, has agents operating in most cities and in many
                   new property. Such effort has at times included hiring         towns. The Guild maintains one primary list of risk
                   divers to locate and salvage a wrecked ship or mercenar-       tables and distributes copies of it from Nexus once a
                   ies to hunt down a bandit or pirate. When a specific           month. This means that the fringes of the Guild’s busi-
                   threat begins to do more damage than a risk table              ness often suffer from late delivery, but this is more than
                   suggests that it should, the gongfangs are not above           compensated for by the Guild’s ability to make uniform
                   putting pressure on a kingdom or even a god to curtail its     insurance policy over a wide stretch of territory. The
                   activities. Dumuiz, the patron god of the gongfangs, has       Guild’s rates are frequently lower than any individual or
                   even brought suit in the courts of the Celestial City on       local agency can set them, and the presence of so many
                   behalf of his mortal worshipers.
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                   agents and offices means that a claim can be settled                  ers do keep their own records, since they are so useful).
                   immediately instead of at the end of a long journey back              The kaja is responsible for the quality of his bookkeeping
                   to the original insurer’s offices. However, the Guild has             and the elegance of his calligraphy, and he also presents
                   not had much opportunity to penetrate the family-based                the records to the local tax assessor on a regular basis, to
                   and tight knit insurance businesses of the North, South               show how his villages are doing. After eight years as a kaja,
                   and West. Here, one must do business with local sources,              the accountant may take a second examination on the
                   rather than with the Guild, and it is here that insurance             recommendation of three tax assessors and attempt to
                   buyers are likely to experience the most difficulty, both             enter the ranks of the Humble and Honest Assessors.
                   with buying insurance and with making claims upon it in               Some kaja take a different examination to become a
                   the event of loss.                                                    gongfang, an actuary in service to one of the insuring
                                                                                         agencies of the Realm. Some of the new Assessors are
                   ACCOUNTING                                                            tapped to work in other departments of the Thousand
                        Money is valuable, and while it seems a waste of                 Scales, while others leave public service and enter service
                   words to say so, anyone who possesses money goes to                   with the Great Houses, with imperial corporations or with
                   great lengths to keep it protected from thieves and                   the Immaculate Order. Still others, after a further eight
                   scoundrels. Strongboxes, safes, hidden caches, secret                 years of practice, apply to take the Imperial Counters
                   compartments and money belts each protect money                       Examination, in order to enter the highest ranks of the
                   from robbers to some degree. However, another type of                 Thousand Scales. The Realm has an elaborate and com-
                   thief, the embezzler, relies on stealth and lackadaisical             plex code of behavior for its accountants, down to styles of
                   counting to increase his own fortune. The embezzler                   clothes they may wear and the proper posture to be
                   does not take everything. He takes only a little and                  assumed around various other officials, and the work is
                   makes things appear as if all is in order.                            demanding in more ways than simple addition and sub-
                        To defeat this kind of thief and his relatives, the con          traction. An official can find herself demoted back to a
                   artist and the spendthrift, businesses in the Realm and in            village examiner for an incorrect bow as much as for a
                   the Threshold rely upon accountants and account logs to               miscalculated koku.
                   keep their wealth safe from predatory financiers. Ac-
                   countants in both regions are expertly trained in
                   mathematics, particularly arithmetic, and are able to
                                                                                           THE JADE SNIFFERS
                   perform large, multi-step calculations in their heads.                       Somewhere in the Thousand Scales, between
                   However, accountants usually make a point of putting                    the Humble and Honest Assessors of the Imperial
                   their work on paper, since they are paid to show their                  Tax and the Imperial Treasury, is a small ministry
                   work to their employers.                                                called the Righteous and Perfect Examiners of Illicit
                                                                                           Scents, otherwise known as the Jade Sniffers. With
                   IN THE REALM                                                            their officials drawn from the individuals scoring
                        In the Realm, accounting is not only an honorable                  highest on the Imperial Counters Examination, the
                   profession, it is a suitable career path for a child with an            Jade Sniffers hold a charter from the Scarlet Empress
                   aptitude for numbers. Training of the Realm’s accoun-                   herself to search out and seize caches of illicitly
                   tants takes place at a number of schools. The most                      acquired jade. As part of their mandate, they break
                   significant and important academy is the Shining Garden                 up hoards of jade that have grown large enough to
                   of Calculating and Counting. The training lasts six years               destabilize the economy. For 400 years, the Jade
                   and is as thorough and intensive as any other career path               Sniffers operated with ruthlessly efficiency to find
                   in the Realm. Once their training is complete, some go                  hoards of jade and prosecute their holders. Some-
                   into private practice, to be hired by a business or a Great             times, they have worked through stealth, infiltrating
                   House to keep track of its funds and investments. After                 businesses and organizations that have good reason
                   three years of real-world practice, an accountant may sit               to hoard jade. Sometimes, they have swept in to
                   for the Counters Examination in the Imperial City. If he                examine a set of books and nosed out the existence of
                   passes, he may be appointed as a kaja, a prefect’s counting             a secret jade hoard from subtle clues in the records.
                   official. A kaja’s official role is to ride circuit between a                Excellent Chrysanthemum, the head of the
                   number of villages or to reside in one larger town and audit            Jade Sniffers, was assassinated by an operative of
                   the records of the villages or the town. Since individual               House Ledaal in late RY 767, and the remainder of
                   village households are forbidden from keeping financial                 the department is slowly being murdered or sub-
                   records, the kaja’s duty to the peasants is very important.             orned or blackmailed by the other Great Houses. A
                   Without his help, they rarely know how much tax they                    few agents remain in the field, but everyone knows
                   owe or who owes what (though, unofficially, many villag-                their days are numbered.
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                        In the present political climate, however, the ac-       of auditors at the level of the hub cities and the
                   countants have been more and more lax about their             districts and punishes whichever infractions it can
                   behavior in public and the accuracy of their counting in      find, while hoping that most of its counters are not
                   private. Many persons of patrician rank or higher have        lying to their merchant princes and factors. It is, at
                   been appointed out of turn or without taking the              best, a fragile solution.
                   examinations, and the Great Houses often appoint
                   persons to accounting jobs in imperially owned busi-          MONEY IN THE THRESHOLD
                   nesses who have not been certified as imperial                    While the jade standard and jade scrip work well in
                   accountants. These new men are more inclined to               the Realm, neither holds complete sway in the Thresh-
                   fudge the books they keep or to turn a blind eye to           old. Tribute payments to the Scarlet Empire have
                   irregularities. “As honest as a kaja” has ceased to be a      depleted jade reserves everywhere, and there is simply
                   praising phrase since the Empress disappeared.                not enough jade in circulation to keep trade flowing
                                                                                 around the Inland Sea, out to the Western Isles and
                   IN THE THRESHOLD                                              back again. The Threshold has needed a new standard
                        Eight years ago, Guild auditors in the Lap seized        of money for almost 100 years, and it is only in the last
                   Stunning Smile Wang, a merchant prince, and his ac-           30 years or so that a new standard has begun to emerge
                   counting team on fraud charges after discovering three        on unsteady legs.
                   meticulous account books for Wang’s caravan. The
                   accountants had been sending a doctored set of records        THE SILVER STANDARD
                   to the caravan’s sponsors, showing that business was not            The new standard is silver, and the Guild is behind
                   good, but not bad enough to shut down the caravan. The        its appearance. Tired of constantly paying out its small
                   accountants showed a second set of books to Wang,             jade caches to gods and demons for tribute and passage
                   demonstrating how miserably his caravan was doing, so         rights, the Guild began promoting silver as a medium of
                   that Wang would not report on his progress to the factors     exchange. Simply put, silver has relatively little value
                   too often. The third set, for the accountants themselves,     other than as personal adornment. It is not a particularly
                   showed how the caravan was really doing and how much          useful metal for anything other than jewelry, mirrors or
                   the accountants could split between them. Of course,          decoration, and it cannot be made into weapons or
                   Stunning Smile Wang and his counters now serve as             armor. Nor is it as rare and costly as jade. However, while
                   gruesome signposts on the Southern Way. Their skel-           silver is more common than jade, it is less common than
                   etons, stripped clean of flesh by carrion birds, stand        iron, copper or tin, it can be easily minted into coins, and
                   chained to stone pillars with their bones wired together,     it can be transported long distances without alerting
                   their arm bones pointing east and west along the road.        gods, spirits and demons with its presence.
                        While the Guild regretted the loss of four trained             Silver has not been entirely successful as a new
                   accountants and an otherwise competent merchant               standard. Its lack of magical value makes many people
                   prince, everyone who heard of the crime agreed with           initially suspicious, since money has been based on a
                   the punishment. The Guild thrives on profits from             magical standard for so long. Moreover, the Realm has
                   marginal businesses. Doctored books prevent the Guild         made a point of snubbing the new currency, such that
                   from recognizing which lines of business are profitable       it is only useful in the hinterland, away from the
                   and which are not.                                            satrapies of the Realm and the coastal territories that
                        On the other hand, no one knows what happened            do business with them or with the Realm directly.
                   to the money the accountants hid away before they             Indeed, choosing silver as a standard is a political act as
                   were caught. At least, no one who’s telling, and the          well as an economic one. It is unlawful in many satrapies
                   four accountants’ families wisely went missing. As a          to do business in silver, and the penalties are severe:
                   result of these financial shenanigans, Guild officials        heavy fines in jade, public incarceration and, some-
                   in the relevant district have had to make up losses of        times, mutilation.
                   almost 400 talents of jade, sustained over a six-year               In some Threshold communities, however, par-
                   period. The temptation clearly exists for dishonest           ticularly in the Scavenger Lands, the opposite holds
                   record-keeping and sending false information to head-         true. Here, it is jade which is viewed as threatening
                   quarters. The Guild has debated how to solve the              and dangerous. The presence of the magical stone
                   problem for many years but reached no satisfactory            twitches the senses of gods and spirits and monsters
                   conclusions. Adding more accountants, guards or spies         and can attract them from a long way off. A hostile
                   decreases overall profits. Reducing the number of             deity striding into town to seize all the jade does not
                   accountants sacrifices accuracy and sane workloads.           make for a positive business climate. In the Realm and
                   For the moment, the Guild has increased the number            its satrapies, the gods are tame or, at least, not vicious.
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Michiel Schillhorn van Veen (order #1396275)                                                                                                    82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                                        82.95.228
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                        Where the Realm has a specific salt rate that is, or at   factor that is empowered to represent the Guild Bank to
                   least was, common to the whole of the Blessed Isle, the        some degree. Some factors operate with more responsi-
                   Threshold banks operate off of the local salt rate closest     bility and negotiating power, others operate with
                   to the bank. This means that, in some areas, banks are         considerably less, but most of them begin with the power
                   few and far between. In the River Province, the Guild          to accept deposits of up to 50 dirhams and to make a
                   has been negotiating with the salt gods for almost 60          number of loans of up to 20 dirhams on behalf of the
                   years for a low salt rate. At present, an intermediate         Guild Bank.
                   arrangement has set a Yanaze River Basin-wide salt rate             The Guild Bank also holds responsibility for issuing
                   of seven percent. This rate has lasted almost a year and       the Guild’s coinage and keeping it at a high level of silver
                   a half so far, but the upstream gods are impatient with the    content. The bank runs the mints and issues the coinage
                   agreement, and they will probably break the deal in the        through Guild caravans or provides raw silver to the
                   near future.                                                   national banks and mints. The Guild Bank sends out
                                                                                  operatives to investigate alleged problems with Guild
                   TYPES OF BANKS                                                 currency and oversees the financial management of
                        All Threshold banks work in more or less the same         Guild operations in hub cities. It also audits the books of
                   way. A group of investors puts in a substantial amount of      the various caravans whenever they pass through hub
                   money usually balanced in some fashion between silver,         cities and sends auditors into the field to find caravans in
                   jade and jade scrip. These investors then become the           the hinterland.
                   board of the bank. They accept money from individual                The Guild Bank’s operating capital dwarfs that of
                   depositors and provide a low rate of return, usually salt      any of the national or district banks in the Threshold,
                   rate plus one percent interest per year. Businesses may        but the Empress’s holdings in the Bank of the Scarlet
                   also deposit money in the bank and receive a slightly          Throne are larger still. Moreover, the Guild Bank can-
                   higher rate of return, salt rate plus two percent interest     not absorb any large losses. If one caravan is destroyed,
                   per year. The bank’s board then lends out the money to         the Guild Bank will survive. However, with the destruc-
                   various parties at a minimum of salt rate plus three           tion of Thorns, the Guild lost one major hub city at the
                   percent interest per year. The bank board’s initial invest-    periphery of its trade network, and its operations suffered
                   ments and the difference between what is paid to               a massive blow. The Guild Bank’s board of directors
                   depositors and what is returned in loans are all used to       keeps trying to figure out ways to survive the loss of one
                   keep the bank afloat when depositors want money that           or more such cities, in the event that the Deathlords, the
                   has not yet been returned from loans.                          Realm or the Fair Folk act against the Guild. So far, they
                                                                                  have not found an adequate solution.
                   THE GUILD BANK
                        The largest of the Threshold banks is the bank the        NATIONAL BANKS
                   Directorate itself operates, the Bank of the Guild of               Operating outside but often alongside the Guild
                   Nexus and the Great River, usually called the Guild            Bank are the various national banks of the kingdoms,
                   Bank. The Guild Bank accepts deposits from anyone but          principalities and city-states of the Threshold. Each
                   invests only in Guild enterprises. Its savings accounts        issues a coin that has a rough value equal to 80 percent
                   return dividends of two percent over salt rate, and it         of the dinar or thereabouts. They offer individual and
                   offers a range of financial services above and beyond the      business depository services, and they offer loans, just as
                   usual individual accounts to businesses, including letters     the Guild Bank does. National banks usually have a
                   of credit and letters of debit. The Guild Bank offers          headquarters and one or two branches in their outlying
                   special savings clubs for Calibration, and it is one of the    districts, and in addition to running a mint to produce
                   few institutions in the Threshold to exchange jade for         coins, they also regulate fiscal policy for their kingdoms.
                   silver and jade scrip in the whole Threshold.                  There are a limited number of national banks, since they
                        However, the Guild Bank is primarily an investor in       are restricted to those Threshold kingdoms that are
                   Guild activities, and it owns at least a nominal percent-      strong enough to have commercial economies and not
                   age point or two in every caravan in the Threshold that        be subjects of the Realm — but not so strong that the
                   the Guild operates. The Guild Bank invests in every            Realm has made a deliberate effort to smash them.
                   Guild-run business over 50 dirhams in value, and it loans
                   money at an attractive rate to every Guild-run business
                                                                                  DISTRICT BANKS
                   of any kind.                                                        At an even more basic level, there are district banks.
                        The Guild Bank maintains 26 major offices with            Where the Guild Bank operates on a multinational level
                   staffs of 10 or more in the biggest cities around the Inner    and the national banks operate at the level of a city-state
                   Sea, and many other cities and towns will have a Guild         or a kingdom, the district bank operates at the level of a
                                                                                  municipality or territory, and in highly developed cities,
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                   LOAN PROTOCOLS
                        All of the Threshold banks accept deposits from
                   individuals and make loans to them, unlike the banks
                   of the Realm. Anyone at all can open a bank account
                   or can apply for a loan. The banks usually require that
                   a person be known at the level of bank to which he
                   applies. A fur trapper from the outback can’t get a loan
                   from the Guild Bank, but he might be able to get one
                   from his local district bank, especially if he can find a
                   partner in town to go into business with. As in the
                   Realm, the interest rate is tied to the risk level and the
                   salt rate. Interest rates are somewhat higher in the
                   Threshold than in the Realm, as well.
                   BANK FAILURE
                       Among the Guild Bank’s directors’ fears, fear of
                   bank failure tops the list. Failure of the Guild Bank
                   would almost certainly bring down the Guild as a
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                   unified entity. There is no one thing that could cause         GREATER WONDERS
                   the Guild Bank to go belly up. Yet, a series of very bad
                                                                                       Greater wonders, are almost never available for sale.
                   months, or a couple of bad years, could cause some
                                                                                  They belong to the Great Houses or to the major powers
                   distinct difficulties. The sack of another major Guild
                                                                                  of the Threshold, or they are stuffed away in some secret
                   city such as Thorns by the Deathlords could bring the
                                                                                  place at the very edge of the world. No one is ever in
                   Guild Bank down. If the Realm started to attack and
                                                                                  desperate enough straits to sell one of these artifacts to
                   sink Guild ships in the Inland Sea and to attack Guild
                                                                                  someone who might very well turn it against the seller —
                   caravans on land, it could do enough damage to cause
                                                                                  either immediately or in the future.
                   confidence in the silver standard to collapse. It has
                   taken the Guild Bank a good 30 or 40 years to get people
                   to trust the silver standard at all, and that trust could         TRADING DOTS FOR CASH
                   vanish much more quickly if the Realm took an ac-                      Players and Storytellers alike will at some
                   tively hard line against the Guild. The last trade war,           point wish to convert a character’s Resources dots
                   beginning in RY 416, proved that the Realm was a                  to actual cash. It is difficult to translates Resources
                   potent force in the economy of the Threshold. No one              into specific amounts of cash; the system was not
                   believes things have changed that much in the inter-              designed to make such a translation easy. The
                   vening centuries.                                                 levels of financial capability between one dot and
                        National banks rarely fail except when the nation            the next highest are not linear; they represent
                   collapses. It does happen from time to time. For example,         substantial gradations of wealth and power.
                   the Bank of Thorns failed when the city was sacked.                    For each character in her series, the Storyteller
                        Little district banks come and go with alarming              should make a judgment about whether that
                   regularity. It’s hard to get a bank started and hard to keep      character’s wealth is in jade, silver or jade scrip.
                   it going even without fraud or embezzlement. Almost               The division is primarily one between the Realm
                   none of the money in the Threshold is imaginary. All of           and the Threshold. Characters in the Realm use
                   it exists as a piece of jade or as silver dinars or as the        jade (or jade scrip if of a lower economic class).
                   copper siu and yen of jade scrip. As such, it is susceptible      Characters in the Threshold use jade, silver or
                   to fire and flood, damage and loss, as well as theft or           barter; they also tend to have some jade and some
                   embezzlement. All of these are regular occurrences.               silver. This book assumes that characters with four
                   When an investor or a clerk runs off with a bank’s total          or five dots in Resources are not going to be using
                   capital and deposits, the bank is done for. When angry            jade scrip, but you may make other decisions about
                   monsters or vengeful gods destroy a bank, usually the             how jade scrip is used in your Exalted game.
                   bank’s holdings are lost, as well as the building itself.              The following correspondences of cash with
                                                                                     Resources dots are offered as a guideline.
                   PRICES                                                            Resources Cash Equivalent
                        Nearly everything in the world of Exalted is hand-           X             Jade: less than 2 obols a year
                   made. There are many manufactories where goods from                             Jade Scrip: less than 16 koku a year
                   pottery to bolts of cloth are made, yet these are made by                       Silver: less than 20 dinars a year
                   human hands rather than with machine labor. Artisans’             •             Jade: less than 1 mina a year
                   hands create nearly any item a character might wish to                          Jade Scrip: less than 64 koku a year
                   buy, from bolts of silk and cotton cloth in the market-                         Silver: less than 60 dinars a year
                   place to weapons on the battlefield.                              ••            Jade: a shekel or less a year
                        The following tables indicate rough prices for things                      Jade Scrip: less than 128 koku a year
                   in three columns — what they cost in Resources dots,                            Silver: less than 100 dinars annually
                   and how those dots translate into actual cash, in jade and        •••           Jade: less than 1 talent a year
                   jade scrip and silver. These prices are somewhat inflated                       Jade Scrip: less than 8,000 koku a year
                   and represent prices on the Imperial City high street and                       Silver: less than 5 talents a year
                   in the Little Market in Nexus. In many places, prices on          ••••          Jade: 4 to 6 talents a year
                   ordinary goods will be lower — but more expensive                               Jade Scrip: 16,000 to 50,000 koku a year
                   objects will not be available.                                                  Silver: 20 to 30 talents a year
                        These pages closely follow the Wonders and Equip-            •••••         Jade: 12 to 20 talents annually
                   ment tables on pp. 324-346 in the main Exalted book,                            Jade Scrip: 96,000 to 160,000 koku a year
                   but there are some minor additions.                                             Silver: 60 to 100 talents a year
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Michiel Schillhorn van Veen (order #1396275)                                                                                                   82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                            82.95.228
    EXALTED • MANACLE AND COIN
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Michiel Schillhorn van Veen (order #1396275)                                                                                               82.95.228
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Michiel Schillhorn van Veen (order #1396275)                                                                                            82.95.228
    EXALTED • MANACLE AND COIN
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Michiel Schillhorn van Veen (order #1396275)                                                    82.95.228
    EXALTED • MANACLE AND COIN
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Michiel Schillhorn van Veen (order #1396275)         82.95.228