Wu-Jian: Difference between revisions

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=Geography=
=Geography=
 
''The rich and powerful claim the countryside, while Wu-Jian’s citizens are crammed together in precariously stacked high-rises. Wu-Jian is far larger than its population warrants, as the city is riddled with uninhabited pockets infested with ghosts and malignant spirits, taken over by gangs and underworld princes claiming whole blocks for themselves, sealed off due to plague and never reopened, or simply too deteriorated to live in. The Shades and Mud districts make up most of the city, and see the most visitors looking for danger and adventure.''


=Organizations=
=Organizations=

Revision as of 19:51, 21 September 2024

Built atop a First Age city bearing the same name, Wu-Jian’s narrow maze of dead-end alleys, teetering houses, and rickety rope bridges is confusing and hostile. Yet, starry-eyed sailors flock here — they dream of settling the gateway island, only to find land at a premium and themselves relegated to the slums, or seek passage further West to be stranded by overpriced berths and unscrupulous captains. The locals pay them no heed and no pity — they have their own struggles to contend with.

Geography

The rich and powerful claim the countryside, while Wu-Jian’s citizens are crammed together in precariously stacked high-rises. Wu-Jian is far larger than its population warrants, as the city is riddled with uninhabited pockets infested with ghosts and malignant spirits, taken over by gangs and underworld princes claiming whole blocks for themselves, sealed off due to plague and never reopened, or simply too deteriorated to live in. The Shades and Mud districts make up most of the city, and see the most visitors looking for danger and adventure.

Organizations

The Realm

  • Nissar Vedan - Ruler - Its ruler, Nissar Vedan, belongs to a cadet house that broke the reign of the Lords Criminal and installed itself as Wu-Jian’s governing authority with House Peleps’ assistance, yet the downfall of the city’s crime princes has merely left Vedan to contend with countless smaller gangs and syndicates.
  • Sesus Nemoia - Satrap - Meanwhile, satrap Sesus Nemoia cultivates influence with local gangs to circumvent Vedan and House Nissar, as well as the drunkard garrison commander Tepet Berel Alun. Nemoia is unaccountable to anyone but the Empress, and the latter hasn’t been an issue for five years. House Sesus has inquired if Nemoia would — hypothetically speaking — back a play for the throne, but she’s politely postponed the conversation. Nemoia is loyal to her house, and Wu-Jian would be invaluable in moving troops and resources from the Western Archipelago to the Blessed Isle, but she needs more assurance than mere hypotheticals. Sesus Nemoia is very laissez-faire: As long as trade flows unhindered and respect is paid — at least nominally — to the Immaculate Philosophy, citizens and Dynasts are free to do as they will. Nemoia does come down on fights between scions or sailors of House Peleps and V’neef, both of whom use Wu-Jian as a steady harbor, but she can be bribed to turn a blind eye. Meanwhile she fills the empire’s coffers, and her own pockets, with gains both well and ill-gotten.
  • Tepet Berel Alun - Garrison Commander - Drunkard garrison commander.

Thirteen Schools

The so-called Thirteen Schools, underground martial arts societies whose initiates swear mighty oaths of obedience to their masters, have existed in some form or another for centuries. Some ancient and some newly fledged, all thrive in the vacuum left by Nemoia’s hands-off reign, and they’ve never been more powerful. Some protect the downtrodden against thugs and thieves. Others form criminal gangs controlling their domain through violence and intimidation. Each school claims a corner of Wu-Jian as its own and, capricious as the ocean, forms alliances and enmities at a dazzling pace. When members of opposing schools meet, citizens scatter — Wu-Jian’s rickety buildings are no match for the fists of a martial artist.

  • Ocean’s Endless Slumber is one of Wu-Jian’s oldest schools. Its masked disciples claim their master comes to them in waterlogged dreams to teach them the flowing murder-movements of Seven-Limbed Tempest style. The school rules the sluice streets in Mud, demanding a tithe from all sluice farmers. Those who can’t, or won’t, pay are taken during the five nights of Calibration — when the school sacrifices wine, flowers, and its enemies to the dark waves.
  • Thousand Waves Break the Shore is comprised of mortals rising in unity — and anonymity — against Dragon-Blooded dominance. The Guild funnels money to the school, made untraceable through a web of pirates. The school actively undermines the Dynasty, hiding suspects wanted (for any reason) by the Realm, stealing taxes, and offering protection to preachers willing to go against the Immaculate Philosophy. The school’s Prince-Eating Mendicant style focuses on attacking in groups and striking quickly before vanishing again into Wu-Jian’s alleys.
  • The Blood paint their bodies and faces with dark red sigils. These are meaningless, intended only to intimidate and misdirect enemies and lend members a mysterious air. The Blood run a racketeering ring in Shades, offering protection against malignant ocean spirits and raksha. So far, the only real victims are shopkeepers who refuse to pay, though the Blood stage an elaborate ceremony replete with props once a year to make it seem they’re indeed driving off spirits and fae. The school’s Roaring Iron style incorporates firewands — not all in working condition, but the Blood manage to obscure that with their forceful posturing.

Other

Sources

  • Exalted 3e Core - pages prologue, 103
  • The Realm - pages 172-175