Exalted Modern: Sidereals III – The Gold Faction

The Sidereal Gold Faction has always believed that the end of the Second Age proved its vision correct. While its operatives didn’t participate in the gods’ trial against the Bronze Faction remnant (it had uncomfortable implications for them), they did absolutely nothing to stop it. Its power was assured when the dust settled. Unfortunately, the expansion of Creation affected all factions equally. Gold Faction members had to balance gaining dominance of the Bureau of Destiny’s office politics with maintaining the integrity of Fate. They were the most stressed Sidereals in the aftermath of the Reshaping. Still, they were the vanguard of certain changes in Sidereal life, such as having children and ensuring as many Exalts knew Mirror-Shattering Method as possible. They also took advantage of the vast resources now at their command.

After two or three centuries, the new majority had solidified its position. It also changed focus. Earth’s mortals were in a sad state compared to those on other worlds. Unable to channel Essence as a birthright, humans had few other tools for reestablishing civilizations and reawakening the extravagant heroism necessary for Solar Exaltation. The elders of the Gold Faction decided not to let this stand. When they and their subordinates had the time, these Sidereals descended to old Creation’s remnant and subtly encouraged agriculture, sky worship, and permanent housing. They gradually transitioned to promoting governance, priesthoods, and settlements. Within a Sidereal lifetime, Earth’s mortals began to form organized city states. The Gold Faction’s leaders considered this a success. Still, they didn’t and couldn’t rest. The end of the prior age had proven that placing the fate of the world in one nation’s hands was foolish. Thus, they decided the best way to protect mortal civilization was to ensure multiple civilizations. If a dominant empire fell, others would surely take its place. Thus, no great empire would demand tribute from all corners again. Of course, the destruction and dispersal of nearly all of Creation’s magical items and the lack of other Exalted made this plan reasonably feasible.

The Gold Faction’s interest in Yu Shan’s mortal society was much more perfunctory. Their spouses and Half-Castes took up more than enough of their free time. Occasionally a Sidereal would hire a local mortal as an agent or aide, but most ignored them. This approach had its drawbacks. Yu Shan’s mortal inhabitants began to resent the Exalted, and cults became more widespread. Mortals also needed rescuing from unscrupulous gods and the dangers of the abandoned quarters. Many Gold Faction Sidereals found this irritating. Therefore, when the Bronze Faction suddenly reestablished its presence, they had no objections against its new focus on mortals and the abandoned quarters. The reclaimed territories were, in fact, the Gold Faction elders’ idea. Overworked as they were, they knew that the Bronze needed to stay in the Bureau of Destiny for the time being. The influx of unemployed gods and mortals to their fiefdoms took Heavenly pressure off the Gold Faction’s backs. Better still, it kept its old opponents out of the way and whittled down their Half-Castes.

With the Bronze Faction safely occupied and marginalized, the Gold Faction continued its work. The millennia passed with few signs of other Celestials. Not even the horribly tainted Abyssal and Infernal echoes of the Solars plagued Earth. This was the golden age of the Gold Faction. Its Sidereals ensured that mortal civilizations developed wherever they were feasible, hamstrung empires that became overly powerful, and secreted away artifacts that would constrain mortals too much. Only occasional fey and demonic incursions troubled them, and only rarely on Earth. The Gold Faction Sidereals reacted in various ways to this relative peace. Some fully embraced the decadence and intrigue of Yu Shan and practically had to be audited to do their jobs. Others preferred to spend their free time guiding Earth’s civilizations. Still others spied on extraterrestrial worlds, noting future allies and possible threats. Most did all three, and more than a few began to wonder if the Sidereals were the last Celestial Exalted standing. The elders knew better. Even under the influence of Great Curse, they understood that fate had nasty twists.

Several events jolted the Gold Faction out of complacency. The first was the return of the Terrestrial Exalted during the Age of Exploration. Its Sidereals acted quickly to influence the new Chosen, but the lack of Solars to rally them behind and their ignorance of their own history were impediments. The Dragon-Blooded were willing to negotiate, though. Eventually, the two groups agreed to maintain secrecy and trade information. The Alchemical Exalted invaded a couple of centuries later. While the majority of the battles took place in remote locations, underground, or both, many young Exalts died fighting their alien equivalents. Even a few elders fell. Worst of all, the Alchemical forces had somehow convinced the Terrestrials to join them. The Gold Faction thought the Chosen of the Maidens would completely lose their freedom of movement on Earth. Then help came from an unexpected quarter. The Silver Faction, seemingly little more than an political club, tipped its hand and revealed its Lunar allies in Yu Shan. They had their own grievances against the Alchemicals. If the Gold Faction was willing to accept their presence in Heaven and push some reforms through the Celestial Bureaucracy, the Lunars would help its Sidereals maintain a presence on Earth. It was in no position to disagree. That at least one set of proposed reforms was projected to diminish Bronze Faction mortal recruitment made the offer all the more appealing. Its control over them was getting far too unnerving. The Gold Faction welcomed the Lunars, and by extension its new political rival, into the Celestial Bureaucracy.

The decades after that were even more troubling. When the Deathlords returned during World War II, the Gold Faction almost panicked: there were no Solars to wield holy light against them. Its operatives had to resort to using holy artifacts, some of which were lost in the conflict. The ensuing Cold War was also a major headache for the faction. Its members switched sides as necessary to avoid the outbreak of nuclear war, fostered tolerance of the opposing side’s dissidents as much as possible, and breathed a sigh of relief when the mortals of the Soviet states decided revolution was the way to go. The Infernal incursion during that period did not help matters in the slightest. The faction lost some younger elders to the invaders’ surprising techniques, and only one or two of their current incarnations rejoined. Still, with the Cold War over and the Infernals repelled, the Gold Faction thought it could rest.

Then allied gods began seeing events reminiscent of Solar Exaltations on the Loom of Fate. Many of the elders could scarcely believe the reports. Could the Solars have returned? That year’s meeting of the Council of Elders was especially contentious. In the end, though, they agreed that the Solars were indeed reincarnating at last-and that changed everything.

Now, the Gold Faction is in what might be the most politically tumultuous time of its history. The figures it was founded to assist and, Sidereals being what they are, control have returned. Unfortunately, the faction itself is divided. The elders are ready to guide mortal and Solar alike to a better Earth. Their juniors have differing opinions. Some have studied ancient history and want to help the Lawgivers assume their rightful positions. The majority, raised on ideals of democracy and free will, isn’t comfortable with supporting mysterious god-kings. It would prefer a more egalitarian philosophy. Still other young Gold Faction operatives don’t see the point. They joined to gain political power in Heaven and secret influence on Earth. So far, the elders have managed to keep ideological conflicts under control and under wraps. They can only do so for so long. If the Silver Faction-or, Maidens forbid, a politically savvy Bronze Faction operative-learns of its internal strife, its monopoly over Heaven might be shaken for the first time in millennia.

The Council of Elders

The Gold Faction learned a great deal from the Bronze Faction’s fall. It was misguided for the fate of the world to depend on one nation, and its ruler in particular. It was misguided for Sidereals to place one man in charge, Chejop Kejak’s long lifespan and unshakeable will to defend Creation notwithstanding. Therefore, when they established Gold Faction dominance over Bureau politics, the factional elders decided not to appoint one of their own as leader. They would meet as equals to make decisions. Of course, they still had no idea about the Great Curse the Primordials put on them.

The Council of Elders has met nearly every year for thousands of years. Its members try to hold proceedings before or after Calibration, almost always in Yu Shan. Meetings occur in the most high-end restaurants and salons in the city, and they are always warded for privacy with thaumaturgy and sorcery alike. This is a good thing. Some of the nastiest political backstabs, shouting matches, and, rarely, assassination attempts in the Celestial City occur during this occasion. All of it would be loud enough to disturb most gods in the vicinity and embarrass those involved. It’s a wonder the elders get any business done. Yet they do eventually hash out policy for the coming year. It’s likely nobody is happy with it, but considering how many activities in Heaven get bogged in bureaucratic gridlock for months at least, the Gold Faction Council of Elders is one of the most efficient committees in existence.

No one outside the Council is quite sure who sits on it, or even how many elders do. Everyone who does swears to keep the membership secret. What is known is that a Gold Faction Sidereal must have official Bureau recognition as an elder to qualify. No one openly asks about the membership, either. As with many things involving the Sidereal Exalted, it’s classified by the Bureau of Destiny.

Keeping the Bronzers in Their Place

The Gold Faction stance is that there is no Bronze Faction, only Sidereals foolish enough to support its ideals. These people are officially “Bronzers.” While nearly everyone in the Celestial City treats this as the polite fiction it is, it persists. There are several reasons for this. First, all Bronze Faction operatives are obligated to reveal what they are as part of their initiation. Second, the Bronze Faction is publicly blamed for the current state of Creation. Third, many Bronze Faction members outside the elders are, to put it politely, not politically-oriented. Finally, and perhaps most importantly, the Gold Faction currently has control over Bureau training. All these factors contribute to the Bronze Faction’s extreme minority status.

The Gold Faction elders secretly put measures in place to keep it that way. After centuries of being in the minority, they were going to make their position as sound as possible. The most important of those safeguards has been the Puissant Personnel Sorting Protocol. Delicately and very cautiously worked into the Loom of Fate, this highly illegal astrological manipulation writes a Sidereal’s factional affiliation into any form he signs, official or not. It’s visible only to the intended recipient. Still, the working usually has its intended effect. Unless the recipient is honest (rare in Yu Shan), he will obstruct Bronze Faction business and expedite it for the Gold Faction if he values his job. Other safeguards include the True Standing Prana, which makes every Bronze Faction operative look shabbier, and the complex law code regarding reclaimed territories. Few individuals outside of the Gold Faction elders know of these protocols, though they suspect their existence. Fewer comment on them. After all, somebody’s been renewing those astrological manipulations for the past fifteen millennia or so, and they’re likely to be powerful enough to make a lot of trouble.

Gold Faction Castes

In addition to their Bureaucracy-mandated responsibilities . . .

  • Gold Faction Chosen of Journeys are the coordinators of factional travel. When they’re not ferrying operatives to and from Bureau missions, they monitor travel both on and onto Earth. They also take particularly active or troubling Solars to Yu Shan for monitoring. Trade is not as strong a focus for them as it is for their peers in other factions.
  • The Chosen of Serenity dominate the Gold Faction. Outside missions, they broker political deals with the Celestial Bureaucracy, negotiate intra-factional disputes, and supervise party and festival planning. They also help young Solars deal with the stresses of their new state and establish personal organizations and headquarters.
  • Of all the castes, the Chosen of Battles feel the most awkward in the Gold Faction. Its peaceful philosophy and the nature of contemporary war make their jobs more difficult. Nevertheless, they monitor Earth’s nuclear stockpiles, watch for signs of Alchemical and Infernal operations, and bodyguard Solars in problematic situations and Exaltations.
  • The Gold Faction’s Chosen of Secrets are teachers first and intelligence operatives second. While they are the faction’s first line of defense against infiltration, many have embraced teaching the Solars as much as they need to know (which is as much as the Sidereals think is safe to give) with admirable intensity. They also keep an eye on their Bronze equivalents.
  • Gold Faction Chosen of Endings are the political enforcers to the Chosen of Serenity’s lobbyists and socialites. They ensure that as many gods as possible hew to the faction’s beliefs and concentrate on their duties. Yu Shan being what it is, this is stressful, and many consider teaching Solars their potent Celestial martial arts a comparative relief.

Gold Faction Characters

  • Joining the Gold Faction is not nearly as easy as joining the Bronze Faction, but the prospective member doesn’t know that. From her perspective, she discreetly tells her Gold Faction sifu that she agrees with his ideals and he eventually invites her to a membership dinner. The process is much more complicated on the sifu’s end. There are background checks, astrological divinations, research into past lives, investigations of her pre-Exaltation activities, and even hidden tests during missions.
  • Surprisingly, Gold Faction Sidereals are no less tired than most of their peers. They tend to have more servants, agents, and aides to do errands and go on minor missions, but they’re also expected to maintain a stronger presence on Earth and in Celestial politics.
  • The rules on marriage are more relaxed. While Gold Faction Sidereals are still expected to find a spouse, they can take as long as fifty years to do so. There are plenty of minor gods paid to take up the slack.
  • A Gold Faction Sidereal’s mortal, God-Blooded, and Half-Caste agents are usually not as well-organized as a Bronze Faction Sidereal’s. They’re more likely to be dispersed throughout the Celestial City than in a central location. They’re also more likely to be fellow functionaries of the Celestial Bureaucracy, and therefore more likely to be busy. On the other hand, they’re usually much better equipped.
  • Unlike in the standard setting, the Gold Faction is making plans for the Solars on the fly. Many of the elders had secretly given up hope of them appearing. There is no Cult of the Illuminated that directly references “Shining Ones,” though there are many sun-worshiping religions to co-opt. They are also trying to establish training facilities for the Solars. One is even fully operational, though its location is a secret.
  • Gold Faction Sidereals have little trouble getting Arsenal, Backing, Celestial Manse, and Salary Backgrounds at 3. Younger Sidereals also have a surprisingly easy time acquiring Celestial Manse and Salary 4, though getting 5 in either Background is hard without some disadvantageous favors and deals. They rarely have Creation-based Resources.

Exalted Modern: Advanced Thaumaturgy I

The Charm progression that begins with The Engines of Creation, as possessed by Charles Dexter Ward, is actually one of the most primal Occult sets available to the Exalted; sorcery did not exist until the closing days of the Primordial War. It is universal to all types. The Jadeborn also possess it as part of the Foundation Patterns. Sadly for thaumaturges, the popularity of thaumaturgical Charms waned when sorcery began to spread. These techniques are quite rare outside of Autochthonia and Yu Shan, though rarity never stopped an Exalted from learning something before.

Exalted who base their Charms on Attributes, such as Alchemicals, Lunars, and Nocturnals, learn advanced thaumaturgical Charms as Intelligence Charms. Those who ignore Attributes and Abilities altogether, such as Infernals and Jadeborn, simply need to meet the Essence requirements.

Alchemical Engines of Creation and Awaking the Sleeping Serpent

Autochthon was wise when he made his Chosen. Although he had made their Protocols far superior, thaumaturgy had its uses. Facilitating those uses would also make it easier for the Adamant and Moonsilver Castes to establish cover identities as mortal thaumaturges. Therefore, he ensured that his body’s thaumaturgies were largely compatible with Creation’s and made suitable Charms for the Alchemicals. The Engines of Creation is a crystal sphere containing all six Magical Materials attached behind the Champion’s soulgem. Awaking the Sleeping Serpent is an orichalcum ring inset with orbs of the other five magical materials, placed around the sphere. It has attachments for any (Type) Thaumaturgical Affinity Charms the Alchemical would like to install.

(Type) Thaumaturgical Affinity
Cost: -; Mins: Occult 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Awaking the Sleeping Serpent

While any mortal can learn thaumaturgy, they resonate with no particular specialty. This is not the case with the Exalted, their children, and Autochthon’s Jadeborn. This Charm enhances their power in a pair of arts, sciences, or both. When casting a spell with one or both of the affected specialties, the character gains (Permanent Essence) automatic successes on any necessary rolls.

  • Alchemicals: Much like nearly all their Charms, the Alchemicals’ thaumaturgical affinity is modular. It is a network of wires extending from Awaking the Sleeping Serpent’s ring to every chakra in the Champion’s body. The wires are made of the relevant Magical Material. Versions of the Abyssal, Lunar, Nocturnal, Sidereal, and Solar Thaumaturgical Absorptions are available, as are all five versions of the Terrestrials’ Absorption. Yellow jade nodules grant the Jadeborn version. Finally, the Alchemicals have their own Absorption, made of wiring of all six Magical Materials. It applies bonus successes to the sciences of Technomancy and Telekinesis, abilities suitable for dealing with technology and industrial accidents.
  • Abyssal/Soulsteel: Abyssals vary in their use of thaumaturgy. Deathknights master it to bring the peace of death and darkness to all, while renegades use it to terrify and strike down Creation’s enemies. Regardless of affiliation, they apply bonus successes to the Attack art and the science of Shadow Weaving.
  • Infernal: The Yozis have an interest in returning their lesser spawn to Creation, and they tapped into the Green Sun Princes’ tainted Exaltations to facilitate this goal. Their magic retained the Solars’ raw charisma, but not their purity. Infernals apply bonus successes to the arts of Compel and Link.
  • Half-Castes: Half-Castes apply bonus successes to the same fields as their parents.
  • Jadeborn: The former Mountain Folk living between Autochthonia’s Eight Nations are peerless artificers. While they’re not outright Chosen, their skill exceeds nearly all mortals’ abilities. Jadeborn apply bonuses successes to the sciences of Alchemy and Enchantment.
  • Lunar/Moonsilver: The Stewards have always considered thaumaturgy useful; its arts are much easier for mortals and Half-Castes to learn than Charms. These Exalted are masters of misdirection and shaping others’ forms. Lunars apply bonus successes to the arts of Illusion and Lifeshaping.
  • Nocturnal/Adamant: More commonly known in Autochthonia as the Adamant Affinity, this Charm has already been mastered by certain Nocturnal thaumaturges. It leans toward revealing completed possibilities and displaying current ones. Heralds and Operatives alike apply bonus successes to the art of Illusion and the science of Clairvoyance.
  • Sidereal/Starmetal: Formerly a minor part of the Viziers’ training, thaumaturgy has become much more important since the Alchemical invasion. These thaumaturges manipulate the Loom of Fate’s Essence as much as Creation’s. Sidereals add bonus successes to the arts of Divination and Fortune.
  • Solar/Orichalcum: Lawgiver and Guardian thaumaturges alike are fonts of the sun’s purity. Expressing itself in the ability to call loyal servants, banish demons, and protect, it suffuses their magic. Solars apply bonus successes to the arts of Compel and Warding.
  • Terrestrials/Jade: The Dragon-Blooded have no unified Thaumaturgical Absorption; theirs is more properly the (Element) Thaumaturgical Absorption. A Terrestrial thaumaturge may learn only the version associated with his or her caste.
    • Air: Air Aspects harness lighting and wind to communicate and shift weather patterns as desired. They add bonus successes to the art of Weather Working and the science of Telepathy.
    • Earth: Earth Aspect thaumaturges have impressive mastery of Essence, both thaumaturgical and architectural. They add bonus successes to the art of Countermagic and the science of Geomancy.
    • Fire: Fire Aspects are the consummate war thaumaturges, as intense as the heat they invoke. They add bonus successes to the art of Attack and the science of Energetics.
    • Water: Few thaumaturges are as slippery as a Water Aspect. They usually know what they’re dealing with and can escape nearly any trap. Water Aspects add bonus successes to the arts of Detection and Travel.
    • Wood: Linked to the forces of life and death, Wood Aspect thaumaturges are master healers. They add bonus successes to the art of Healing and the science of Alchemy.

Master Wand (Artifact **)

Master wands are not terribly potent artifacts, but thaumaturges find them useful nonetheless. They are elegant one to two-foot sticks of ancient hardwood, with a magical material core and tip. Each is usually as fancy as its owner can afford. Elaborate carvings, magical material insets, and other fancy details are not out of the question. Thaumaturges who own master wands will often go to great lengths to retrieve them if they lose them. Heaven help any unwitting thief who actually steals one.

Independent mortal thaumaturges in particular prize master wands. While their typical inability to learn Occult Excellencies reduces these artifacts’ effectiveness, they gain vital protection against Emerald Circle spells from the wand. This effect is often important on an Earth where occultism is dominated by the Terrestrial Exalted’s Freemasonry. A master wand’s ability to make spells look impressive also attracts followers. Many mortal and God-Blooded thaumaturges have threatened local Terrestrial control this way, only to be driven out by Masons with strangely superior potency and teamwork.

Master wands do grant Magical Material bonuses. A thaumaturge wielding one reduces the cost for spells affected by the related (Type) Thaumaturgical Affinity by 2 motes.

  • Essence of the Universe (Class D): A master wand is self-powered, drawing upon the Essence of Creation itself. It costs a single mote to attune.
  • Hearthstone Setting (Free): A master wand’s Hearthstone setting is usually in the tip, ranging from a simple socket to elaborate geometric cages.
  • Illuminating Essence (Class A): The master wand’s tip (and any Hearthstone in its setting) glow as desired.
  • Intuitive Spellcasting Applications (Class B): The character may use any Occult Excellency once per action to enhance thaumaturgy without it counting as a Charm activation. If the character can already use Excellencies without them counting as Charm activations (usually because he is a Terrestrial), he subtracts 2 motes from his first thaumaturgical spell of the action (minimum 0). The cost reduction will stack with the wand’s Magical Material bonus reduction.
  • Master’s Glory (Class A): Unless the wielder desires otherwise, any spells cast through a master wand have impressive and showy special effects.
  • Thaumaturgical Supremacy (Class C): Thaumaturgic spells cast using a master wand count as Emerald Circle spells for the purposes of countermagic, including countering Emerald Circle spells. In other words, there is no need to roll against these effects. Two master wands counter each other normally. There is no backlash unless the character counters actual sorcery.

Power 5 (Class Dx1, Class Cx1, Class Bx1, Class Ax2), Usefulness 3, Plot Impact 1, Script Immunity 1
Components: A scrap of the relevant magical material and wood from the core of a tree that has grown for at least a century (-1)

Total: 9/4=2

Master wands are definitely specialty items: useful to a dedicated thaumaturge, pointless for nearly anyone else without high Occult. On the other hand, thaumaturgy is versatile, and wands are classical sorcerer’s tools.