I'd argue if you want to portray the Realm like the World Government/Marines in One Piece, all you really have to do is consider the 'averge marine' with the ranked people. The ranked individuals like the Commanders/Vice Admirals/Admirals are all obviously Dragonblooded or people with awakened Essence (the Admirals are individuals with freakishly strong Breeding hence why they are considered to be the most powerful force for the realm/World Government. Compare named individual with all these skills in comparison to the normal marine with a rifle whose bullets bounce off the skin of empowered people (who obviously took some charms to improve their suitability).

You would probably need to up the number of Admirals to 5 though, one for each of the Dragonblooded caste. Though that could kind of fit, one Admiral overseeing East Blue / West Blue / North Blue / South Blue / The Grandline/Blessed Isle.
That was basically my idea as well, what part are you arguing against?

The five admirals is a good idea


As an aside, I've never actually gotten above essence 6 in a game, so my rankings of the various people's may be off if anyone disagrees with where I put people.
 
Make creation a mostly water world dotted with islands so that piracy becomes the default state of anyone who wants to change the world.
So a version of Creation where Water is the central element instead of Earth?
Though that could kind of fit, one Admiral overseeing East Blue / West Blue / North Blue / South Blue / The Grandline/Blessed Isle.
I'd argue that the Red Line fits the Blessed Isle better than the Grand Line.
 
So a version of Creation where Water is the central element instead of Earth?

I'd argue that the Red Line fits the Blessed Isle better than the Grand Line.
One thing that I'm kicking around is making Mariejois into Yu-Shan. The Realm has compensated for their lesser abilities compared to exalts by working much more closely with the gods. The gods are basically fully integrated into the government of the realm, which has absorbed the celestial bureaucracy. So the god of roads for example, is actually in charge of roads, and works with exalted governors to maintain them.

Mostly this idea came from calling Mariejois the holy land, so I decided to take things a step further.

As an aside, in this the Sidereals would be the Cipher Pols.

Edit: On further thought I think Big Mom works better as a powerful rahksha.
 
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Mostly this idea came from calling Mariejois the holy land, so I decided to take things a step further.

Edit: On further thought I think Big Mom works better as a powerful rahksha.
Also the Celestial Dragons pretty much already calling themselves gods.

And I think that Big Mom would work as a really old Lunar.
Like, survived-the-Usurpation old.
She( and Kaido for that matter) is definitely nuts enough for it.
 
You know, in this One Piece and exalted thing I'm tempted to call Gol. D Roger a Solar...but the more I think about it, the more I'm thinking that the real thing about Gol. D Roger was the story and how it sparked the great age of Piracy....hmmm


Now, Whitebeard is either a seriously elder Earth Element Dragon-blooded or a Solar (whose main drive is building and maintaining his 'family'.)
 
Also the Celestial Dragons pretty much already calling themselves gods.

And I think that Big Mom would work as a really old Lunar.
Like, survived-the-Usurpation old.
She( and Kaido for that matter) is definitely nuts enough for it.

Agreed.

Big Mom doesn't really have an animal motif. Her Wonderland motif and alive island are just so weird I can't think of anything else she could be besides a rahksha

You know, in this One Piece and exalted thing I'm tempted to call Gol. D Roger a Solar...but the more I think about it, the more I'm thinking that the real thing about Gol. D Roger was the story and how it sparked the great age of Piracy....hmmm


Now, Whitebeard is either a seriously elder Earth Element Dragon-blooded or a Solar (whose main drive is building and maintaining his 'family'.)

My first thought is that Roger would be the first Solar to exalt, and he then tore through the grand line before dying
 
Big Mom doesn't really have an animal motif. Her Wonderland motif and alive island are just so weird I can't think of anything else she could be besides a rahksha
I don't know too much about the character, but TAW has Charms built around things like "I shall build a pocket dimension out of my Intimacies" or "I infect the land with my Essence, until to oppose me is to oppose the land itself."
 
We doing Exalted One Piece? My thoughts:

It's a broken off chunk of Creation. from when SWLiHN did her thing.

During the Void Century, either Autobot stopped by or a Solar was born.

Celestial Dragons are Dragonblood(descendants) who wear helmets to avoid respiring the Essence of this world. There's something fucked up about it. Wyld bullshit? It would explain how even baselines are so cartoony.

Those who carry a D. are also Dragonblood descendants except they rebelled and integrated with the people. Or maybe they're descended from a new Elemental Dragon?

The 5 Elder Stars are the 5 Sidereals (only ones) that are around.

Devil Fruits are probably related to Raksha somehow, given how whoever eats one sinks/becomes weak to Water (the elemental focus of this world). Maybe they are/were a Raksha attempt at Exalted?
 
work piledrove my Muse onto the floor and gave her the People's Elbow

so as part of her rehabilitation have some more Stuff

Lumbracania
Born of Fallow Earth
Earth Elemental


The world is riddled with abandoned places. Cities and settlements that fell in the Contagion or the March that followed. Buildings eroded by time, sharp edges worn smooth and once-great walls reduced to crumbling nubs. Fields where only wild grass grows, whispering in the wind. At the height of the First Age the Exalted devised ingenious systems of agriculture. Complex creations that could casually feed millions and sustain the growth of the state. In that time the Lumbracania were driven to near extinction as Gaia's own body was developed, improved, surpassed. What need did the Host have for a humble worm whose only purpose was to till still soil? Who only existed to fertilize fallow earth? They had the finest mechanisms their minds could devise and the wisest methods of implementation. Genius piled upon genius until it blotted out the Sun itself.

Perhaps there is something to be said: the Lumbracania remains. The Host does not.

They appear as segmented worms, one head crowned in spade-like "petals" that hide a circular mouth of grinding, crushing, crystal. Traveling at great speed with a corkscrewing motion. Bodies rife with concentrated nutrients and useful elements that they impart upon the soil they devour. They rise with the Summer rains, finger-length invertebrates churning hardpacked clay into so much mud. Restoring and sustaining vitality even in dry, desiccated regions. Most do not last the week and very, very few will live to see the end of the generational cycle in the Fall. Those that do will attain tremendous size and inevitably fracture under their own weight. Forking and dividing and splitting until their front-third is a writhing tangle of elemental annelids. Gargantuan bundles Lumbracania flowing into a single tail as thick as a man's waist. Such creatures are a bounty for a region for, when they die, they leave behind massive mounds of rich loam. Somewhat naturally they are signs of good fortune. It is said that a pinch of ground crystal guts may ensure a smooth pregnancy or restore virility to the old.

However there exists a breed of Lumbracania that inverts the usual paradigm. Ashen grey or milk-white tiller-worms are symbols of dread for they have ingested corpse soil. Contaminating their Gaian essence with necromantic resonance. Gifting them with sustained longevity and a terrible hunger for rotting flesh and ground bone.

Summoning and Use: Lumbracania hold dominion over revitalizing processes and fecundity in man, beast, and earth. They may be invoked to restore health to a faltering field or gift an elderly benefactor with the pleasures of youth. Indeed many elementalists have grown quite wealthy from trading in worm-tincture and poorer-quality tillerworms may be found even in common markets. Even those sorcerers who refuse to stoop to such vulgar means find it useful to cultivate a contract or two with the tillerworms. Their manner of healing is slow but steady and as inevitable as the changing seasons. Theurges often draw the worms with offerings of heaping compost and nightsoil and drive them to the surface with stakes of humming, vital electrum. The leavings from winter's end festivals Creation-over can usually be found in carefully constructed middens by morning.

Conversely Necromancers summon Lumbracania to harvest their tainted gut-crystals for use in dark rites or as living siege weapons. Their soil-corpses are blighted things and a pinch of prepared earth drawn from such may create toxins that disrupt the body's natural rhythms. Inducing abortions and infertility in women and impotency in men.


Lonely Hearts
Dead by their Own Hand
Lesser Dead


Creation is not a kind place. The cruel prosper, injustice reigns, and what do the meek inherit save the ashes and dust swept from the threshold of the powerful? The important. Those who matter. In a world of refuse and rubbish, in a world of chaos, communal bonds are paramount: the family, the village, the guild, the caravan. A social safety line to catch those who fall. To steady them, and set them back on the righteous and proper path. Ultimately this is a system by which the world may be focused and forced into some comprehensible shape. This is We. This is where I Fit. And yet there are always those whose lifeline snaps. Who tumbles and falls into the darkness. Into the deep.

The young Dynast shunted to the side as his peers schemed and colluded, barely noticed as they fostered friendships and reaped rivalries. The craftswoman who saw the clumsiness of her own hands in every work and knew that she could be good, be truly great, if only she was just a little better. The soldier, faceless and nameless, left behind as others went on to glory and meritorious service, only a mere cog in the Scarlet's war machine. They are defined by their loneliness and isolation. Their disconnect from a world that does not welcome them. A people that do not seem to want them. Bereft of the cords that bind others they struggle and flounder. Attempting to haul themselves back up again and again until, inevitably it must seem, they cease trying at all.

In death they appear as they once did in life. Details recorded well if, at times, smudged and blurred. The marks of their demise are impressed upon them: wrists that weep black smoke. A slack noose they twirl idly between their clawed fingers. Dark water that drifts from between their lips and mingles with floating hair. Their skin is a pallid grey, their corpus trails wisps of ink and their black hearts beat soundlessly in a flayed chest. Shadow, ash, and dark water twist and tangle at their command. A multitude of boneless limbs knitted together at their weeping core. Able to wrap into an armored shell or lance out like so many obsidian spears.

Summoning and Use (Obscurity 2/3): Lonely Hearts are among the more popular servants a Necromancer may procure. Reliability is a key factor: the likelihood of them severing their fetters and abruptly transcending between bindings is vanishingly minute and they grow quite fond of a Master who showers them with attention. They dislike disappointing their summoner and so may generally be trusted with a degree of independence and autonomy. They additionally have a helpful habit of collecting plasmics as pets. Raising and training them on their own initiative, building small collections of necromantic creatures they use to aid in the completion of tasks. In a similar vein they have an almost voyeuristic tendency and will at times linger. Watching loving families at dinner, a unit at camp. Glistening eyes just beyond the firelight.

In Creation Lonely Hearts are not uncommon and many provinces have tales of a restless suicide who rose again to torment their homes. At times they are a mere nuisance, more curious than combative and may be swayed to serve a sorcerer, exorcised, or rousted to trouble some other locale. On other occasions their demise has sharpened their need for notice into a potent, calculating cruelty. These Lonely Hearts feed on the ghosts they create with their killings. Sowing and harvesting a grisly crop as they drive their objects of frustrated fascination to the brink of despair. Breaking them bit by bit so that they might understand what it is to be alone.
 
It is a measure of how common the knowledge of this type of demon is. If your occult roll isn't high enough you probably shouldn't know enough to realize they are a thing you could summon even if you have the spells to do so and reason to summon one.
Or you know they exist, and not much else, and have a second or third-hand description of one.
Resulting in you summoning something you have next to no knowledge of...
 
So why are there two numbers separated by a slash?

IIRC basically the first number is a general idea about the demon. Aka there are lots of stories all over Creation about the green sun named Liger, or what Blood Apes do,...but a lot of this information is made up, totally wrong or misinterpreted. However you could probably get a general gist that "I'm a summoner and I can summon a blood ape" from it. The second number is ACCURATE information about the demon, basically from thousands of years of demon summoners taking notes about it. if you just rely on the first number, you might get things very wrong when you summon a demon to make a deal / bind it. You might find that a blood ape is NOT the demonic servant you want to summon when your goal was to summon a demonic spy, or you might piss it off when you summon it the wrong thing etc.
 
Here's an old idea that popped back into my head suddenly. It's still not quite finished - I need to add guidelines for what x successes means for Sidereal Paradox dispersal.

Nobody likes 2e paradox. It has various problems but the worst one is that it's boring. Here's my attempt at making it more game-able, more interesting, and more broad. I want paradox to generate stories, not just make them more inconvenient. In accordance with that I've gone with a fairly loose, mechanics-light approach.

Obviously this is in an odd place with Sidereals 3 not out. But I'm not gonna wait. Especially since I might be waiting forever.

Feedback would be appreciated.

Paradox

Paradox is a representation of errors in Fate, contradictions of fact, and general unreality. It's measured in points. Like Limit, it builds up harmlessly until it reaches 10 or more. At that point it resets to 0, leaving its carrier with permanent changes of some kind. The first change is usually mostly cosmetic, the second is significant, and the third is catastrophic. Paradox changes are unpredictable and subject to the ST's whims.

Paradox-induced changes can occasionally be effectively retroactive, rewriting the world to make it consistent with the change. The rewriting is never perfect, however. The bodies and memories of Exalts cannot be rewritten this way.

During Calibration, each carrier's Paradox is reset to 0.

Anyone and anything can acquire Paradox, but only Sidereals do so on a regular basis. Other Exalts can easily go their whole lives without acquiring any Paradox at all, as long as they avoid Oramus and don't go too deep into the Wyld. Mortals, animals, plants, and inanimate things are somewhat more vulnerable; they can be arbitrarily assigned Paradox whenever the Loom of Fate glitches or is damaged. Many of the more pointless-seeming missions that Sidereals undertake are intended to keep destiny on track and prevent the accumulation of Paradox among innocent bystanders and random objects.

First change examples:

-A human's destiny to drown is replaced with a destiny to be suffocated under a pile of dead cats.
-A human changes eye colours.
-A human acquires a new sense of self-importance.
-A human remembers meeting someone who never existed.
-A dog changes breeds.
-An apple tree begins to give blue fruit.
-A chair becomes translucent.
-A history book suddenly includes a new event that never happened.
-An area becomes oddly pleasant for Raksha.
-The animals of an area acquire odd spiral shapes on their skin/fur/scales.

Second change examples:

-A human acquires Arcane Fate.
-A human grows a third arm.
-A human starts believing that they are the Scarlet Empress.
-A human remembers participating in a battle they were not at, has scars from it, and is remembered by others as having participated.
-A dog becomes a cat.
-An apple tree catches fire and burns forever.
-The effect of gravity is reversed upon a chair.
-A history book is rewritten to reflect a timeline that almost happened, but didn't.
-An area is Wyld-tainted.
-An area is filled with the taste of lemons. Even the air becomes sour.

Third change examples:

-A human becomes entirely unstuck from Fate, and acquires strange powers.
-A human becomes ten thousand arms.
-A human becomes the Scarlet Empress, minus the magic, and others feel compelled to treat them as if they were the Empress.
-A human acquires an entirely new life and history.
-A dog becomes a man-eating behemoth.
-An apple tree starts unproducing fruit, summoning thousands of apples from across Creation each day and un-growing them to nothing.
-A chair becomes multi-locational. Someone sitting in it is simultaneously in more than once place.
-A history book becomes a gate to a dream-world in which history happened differently.
-An area is subsumed into the Wyld.
-An area is filled with nightmarish creatures.

Sidereals and Paradox

Sidereals, although uniquely likely to inflict Paradox on themselves, are also uniquely able to manage it. A Sidereal who reaches 10 or more Paradox chooses a Maiden and vents the Paradox through the domain of that Maiden. They roll dice equal to their Paradox, suffering consequences in accordance with the number of successes and the domain chosen. Then their Paradox resets to 0.

Sidereals may choose to suffer the effects of Paradox before it reaches 10 points, either on their own behalf or on the behalf of another carrier. This involves a full day of strange observances and prayers to one of the Maidens, before rolling dice equal to the Paradox of the target and suffering consequences as normal. This resets Paradox to 0, of course.

Every Sidereal intuitively understands the results of each Paradox-dispersal they perform or witness, and many of them are tempted to save those doomed by Endings, refuse to fight those that Battles turns them against, or simply ignore the quests of Journeys. Doing so is rarely wise, as Paradox cheated always returns in a more terrible form.

Journeys

Paradox dispersed through Journeys becomes a quest. The Sidereal is given a task that they must fulfill; sometimes a simple one, sometimes a terribly difficult one. Sometimes these quests take place within parallel worlds that exist within the Loom.

Serenity

Paradox dispersed through Serenity takes the form of misfortune and strangeness. The Sidereal's life becomes substantially stranger and less pleasant for time.

Battles

Paradox dispersed through Battles becomes an enemy. Either another character is compelled to challenge the Sidereal, or a new being who despises the Sidereal is born.

Secrets

Paradox dispersed through Secrets changes the Sidereal's past. More or less, anyway. The past actually remains unchanged, but reality is sloppily rewritten in accordance with some sort of what-if. Mental magic can preserve memories, but keeping your memories when dispersing Paradox this way is considered cheating Paradox.

Endings

Paradox dispersed through Endings destroys. Chance and circumstance conspire to end something the Sidereal values, from a favourite shirt to the Sidereal themself.
 
I really like this

Edit: Would Fishmen be lintha?
Probably, yeah.

On the Devil Fruits, I think they might have been a trap maybe? Something like The Yozi I would guess.

Given how intellegent animals can be here, I can assume there's been lunars around in the past. That, or animals eating the Human-Human fruits through the ages.

Haki is Weird. Are they Charms?
 
Given how intellegent animals can be here, I can assume there's been lunars around in the past. That, or animals eating the Human-Human fruits through the ages.

Haki is Weird. Are they Charms?
Haki is a Martial Art Style, or three separate Styles.
And the animals can be explained by having large Wyld incursions that have been driven back, but the mutations they caused have been naturalized.
 
At their most basic, the Lintha are an ethnic group largely involved in piracy who practice demon-worship. They have fairly deep and involved fluff beyond that which people will no doubt get into for you, but most core material should make sense with that information.
Yeah, but what's a lyntha then?
 
Probably, yeah.

On the Devil Fruits, I think they might have been a trap maybe? Something like The Yozi I would guess.

Given how intellegent animals can be here, I can assume there's been lunars around in the past. That, or animals eating the Human-Human fruits through the ages.

Haki is Weird. Are they Charms?
Haki would be replaced with essence use and sorcery probably.

Devil fruit would vary to be honest. Whitebeards is an Artifact weapon from when the solars ruled, Blackbeard is an Isidoros infernal, Luffy has a Wyld mutation, etc. Each one is handled on a case by case basis.

But I'm going at this fusion primarily from the exalted side. If you add in more one piece elements then I'd do what someone mentioned before and make them the rahksha attempt at exaltation, which is why the sink.
 
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