I'll just get this off my chest, straight at the start - I picked Tomb of Memory as my next read purely because I anticipated it would be a chore I wanted to get over with as soon as possible. Not out of any shade towards the book itself, but just because the jumpstarts do not condense the core rules by enough. For one or two days, it feels like reading the core book all over again. It's almost as if someone who has been an Exalted fan for 20 years has no particular need for a minibook directed at newcomers and would only own such a thing out of a misguided (and frankly, decadent) urge towards completionism.
But that's just ridiculous . . . ha! HA! . . . ha . . .
I will give Tomb of Memory credit for being a jumpstart adventure that makes the bold choice to use an advanced adventure structure. Instead of presenting a linear story or dungeon crawl, it just gives us some locations, some characters, and an overall situation and encourages the GM to turn those elements into a story. And sure, that's generally how all Exalted games eventually turn out, but its adventure books usually like to pretend otherwise.
The story is dead simple - a First Age WMD lies buried under a sleepy town. For more than a thousand years, it was sealed so tight that people just sort of forgot about it, but now the containment is leaking and the people on the surface or feeling strange side effects. The sort of side effects that allow ill-intentioned nerds to infer the presence of something powerful and dangerous. Now, the nerds and the proxies of nerds are converging on the town to see who can get the macguffin first.
Tomb of Memory sets itself apart by having a better macguffin than most. The WMD in question is something called "The Sip of Lethe" and it has a truly mythic origin - a legendary warrior died, and as her spirit was entering the River of Forgetfulness, to peacefully transition to her next life, her heart rebelled against the thought of forgetting her true love, so she swam her way out of the river and back to Creation, to see her beloved one last time. In the process, she carried with her a mouthful of the Lethe water she refused to swallow. Tragically, it was too late, the hero forgot her mission at the very last moment, and the beloved, being a living person who was never meant to touch the waters of the Lethe, forgot the hero shortly thereafter.
But the lover was also a Solar Exalted mad scientist, so while she didn't entirely understand why this amnesiac dolphin spirit came to her home to spit water at her, she was able to recognize that the water itself was a mystic substance of unfathomable power. So she turned it into a bomb. And then accidentally detonated some of the leftover water, killing herself and everyone in the surrounding geographic region. Later, some other Exalted came along and realized they did not understand how the bomb worked or how to dispose of it safely, so they buried it underground and allowed the turning of the age to completely erase even the memory of the potential danger.
As a starting situation, I like it. It's a little afield from previous Exalted canon, which treated the Lethe as more of a metaphor than a literal river, being a state of completeness that ghosts could achieve by coming to terms with the passions that stole them from the grave, but I think you could make it work. Maybe the fact that there is no actual spatial location that contains the River Lethe is the reason a sipful of its "waters" is such a potent mystical boon. The Sip of Lethe came from nowhere and is made purely of a mystery forbidden to the living. That's why it explodes when you put it inside a bomb. . .
Okay, so maybe the Sip of Lethe and Exalted's unique brand of nonsense don't jibe together as elegantly as I might like. Exalted is a very technical game, both in rules and setting, and while "turn a sublime spiritual mystery into a bomb" is well within its thematic wheelhouse, the very fact that it's weaponizable in the first place means that the Sip of Lethe can't be quite as epochal as it needs to be. I think "Lethe water shows up in the living world and is extremely dangerous" would be an amazing plot for a modern occult game or a more grounded heroic fantasy setting, but for Exalted that's just a Tuesday.
Still, I'll give it a "better than most." The only thing really missing from the adventure is a clearer picture of how the Lethe-bomb actually works (both in terms of the in-character appearance and use of the device and the out-of-character mechanics for what happens to people in its blast radius). As it is, the Sip of Lethe's function is mainly to loom ominously over events, encouraging the PCs to do whatever it takes to keep it out of the hands of people who would use it.
My favorite aspect of this book, though, is that it delivers on the Exalted: Essence promise of making all Exalt-types playable by providing us with a whopping ten new signature characters. Well, nine technically. The Exigent representative to the PC delegation is none other than our friend Strawmaiden Janest.
Look, she's an appealing character with a great design. And I think the world is ready for a cottage-core superhero. But every time I see her, I can't help feeling like I'm looking at the company-approved mascot for 3e as a brand. It's a silly sort of impulse, to be sure, but even in 1e when you had Dace popping into stories where he was not needed, to remind people that the "white male fighter guy" was still a viable Exalted archetype, there was less of a sense that one, specific signature character would always be invited to the party, no matter what. Maybe it just comes from reading Tomb of Memory and Three Banners Festival so close together, though.
I'm just going to take a mulligan on that. Janest is here, but I'm going to refuse to further acknowledge her presence, leaving only nine new signature characters to choose from. And I have to say, I'm pretty impressed with the design work here. It's a noticeable step up from both the Sidereals and Abyssals books . . . which weren't bad, exactly, so much as . . . lacking a certain Exalted-style extraness. Good Exalted signature characters should be designed more like superheroes than traditional fantasy protagonists. They need eye-catching elements that allow you to read the character in both high and low detail pictures, ideally in both color and black-and-white, and especially when they are depicted by different artists. Basically a set of iconic props gathered together around the shape of a person.
It's actually kind of blowing my mind how much work must have went into this tiny nothing of a book, because all nine of the new designs are better than average and I think the Sidereal, Elyntine Kesh, the Solar, Dauntless "Audacity" Aelia, and the Liminal, Tija Returned could potentially stand alongside some of the old fan favorites. Depends on whether they can get continuing exposure like a certain well-designed Exigent I'm currently declining to name.
I guess I don't know much about the role Jumpstarts are meant to play in the line's overall marketing strategy. I tend to think of them as disposable books I could easily skip, and thus not worth investing too many resources into, but if they're truly meant as an onboarding tool for complete innocents, then it makes sense that they'd get disproportionate resources. Put your best foot forward and all that.
Overall, like all the Jumpstarts, Tomb of Memory was not for me, but between its unique, philosophically challenging macguffin and the memorable new faces amongst the PC preconstructs, it's probably the one that I'm going to be most tempted to come back and reference in a full-core Exalted game. So . . . yeah, that's a pretty good addition to the collection.
Ukss Contribution: The Sip of Lethe. I'm not sure how I'll incorporate it into Ukss' metaphysics of death (which already has both a grim reaper-like figure and a ghost train that carries the souls of the dead into the afterlife), but that's part of the challenge of making Ukss in the first place - finding out how many ideas I can actually use before it all starts devolving into nonsense.