Eh, the Sea of Corruption is actually purifying the pollution.
Doing everything it can in an attempt to repair the damage done to the world.
Its still a hostile environment to humans, though, which is the important part. Its an ever-expanding, constantly growing threat that must be rigorously combated to keep it from overwhelming the few areas where humans can sustain life and civilization.

Something similar wouldn't even need to be poisonous or actively hostile like in Nausicaa, either; all you'd need to do is take the real life phenomena of invasive species, and crank it up 11. An all-consuming tide of vegetation sounds pretty spot on for Metagaos to me.
 
It's the only thing keeping the Ecosystem alive, the more it's burned back the worse things become.
Its not about the facts so much as the theme. I've read/watch other series and stories where the evil ever-encroaching forest is the antagonist or source of conflict, but Nausicaa is the only one that's coming to mind right now.
 
Its not about the facts so much as the theme. I've read/watch other series and stories where the evil ever-encroaching forest is the antagonist or source of conflict, but Nausicaa is the only one that's coming to mind right now.
Yeah, seconding @Sydonai - the fact that the real bad shit in the setting is a function of people and not the world they live in is kind a Big Deal in Nausicaa. Yeah, the Forest of Death is a symbol of mankind's impending doom for a lot of the cultures in the setting, but those cultures' understanding of the Forest is completely backwards - essentially, it only expands because at some point in the past, their ancestors tried to clear it. At that point, the Forest reacted by accelerating growth to fill in the section they cleared, like a human body regrowing cells to heal a wound. Their ancestors burned down the new growth, which made the Forest accelerate growth there even further. That didn't work, so it started redirecting Forest wildlife to try and chase off the humans, who by that point registered to it as some sort of bizarre natural disaster hampering its directive of absorbing and detoxifying the contaminants in the world's air and soil. The humans kept fighting, because they didn't know better. The Forest kept escalating to make them go away, because IT didn't know better.
 
Speaking of Nausicaa, the lost technology from it is some of the most First Age stuff I've seen. Especially the Crypt of Shuwa - its whole "carrying the eggs of a perfected humanity" schtick is exactly what the plan of a mad Solar who died millennia ago should look like.
 
@MJ12 Commando is explicitly referring to Apocalypse World, when he says "Exalted World" for those who are unaware of it, just to kill any misunderstandings before they appear.

EDIT: And yes, 13 is too many @MJ12 Commando. :V

So if we wanted to lower that number a bit, I think this would be the basic playbook for Exalted World:

The Warlord-leader of kingdoms, general of armies, bringer of ruin.
The Hero-straight up ridiculous individual demigodly prowess. You're Achilles, Roland, Herakles.
The Demagogue-the guy who speaks to the people. Plays with crowds well. Preachers, holy men, rabble-rousers, rebel leaders.
The Scholar-The wise man, advisor, and one-on-one manipulator. Could also be a more intellectual, less militant leader. The bureaucrat to the Warlord's warrior-king.
The Sorcerer-Understanding of magic, including artifact creation and the stuff of the Shogunate and the First Age. Also, casting spells.
The Ninja-Most of the night caste stuff here. Bypassing obstacles, vanishing in plain sight, attacking from stealth.
The Explorer-you get a boat and a crew and a lot of other travel stuff. Motherfucker I'm on a boat doing flips and shit.
 
So if we wanted to lower that number a bit, I think this would be the basic playbook for Exalted World:

The Warlord-leader of kingdoms, general of armies, bringer of ruin.
The Hero-straight up ridiculous individual demigodly prowess. You're Achilles, Roland, Herakles.
The Demagogue-the guy who speaks to the people. Plays with crowds well. Preachers, holy men, rabble-rousers, rebel leaders.
The Scholar-The wise man, advisor, and one-on-one manipulator. Could also be a more intellectual, less militant leader. The bureaucrat to the Warlord's warrior-king.
The Sorcerer-Understanding of magic, including artifact creation and the stuff of the Shogunate and the First Age. Also, casting spells.
The Ninja-Most of the night caste stuff here. Bypassing obstacles, vanishing in plain sight, attacking from stealth.
The Explorer-you get a boat and a crew and a lot of other travel stuff. Motherfucker I'm on a boat doing flips and shit.

This... oddly sounds like a setup for a FSN-style RP where you have the heroic spirits.
 
So if we wanted to lower that number a bit, I think this would be the basic playbook for Exalted World:

The Warlord-leader of kingdoms, general of armies, bringer of ruin.
The Hero-straight up ridiculous individual demigodly prowess. You're Achilles, Roland, Herakles.
The Demagogue-the guy who speaks to the people. Plays with crowds well. Preachers, holy men, rabble-rousers, rebel leaders.
The Scholar-The wise man, advisor, and one-on-one manipulator. Could also be a more intellectual, less militant leader. The bureaucrat to the Warlord's warrior-king.
The Sorcerer-Understanding of magic, including artifact creation and the stuff of the Shogunate and the First Age. Also, casting spells.
The Ninja-Most of the night caste stuff here. Bypassing obstacles, vanishing in plain sight, attacking from stealth.
The Explorer-you get a boat and a crew and a lot of other travel stuff. Motherfucker I'm on a boat doing flips and shit.
Where would The Crime Lord or The Pirate fit into this? They spring to my mind for obvious reasons, of course, but the point remains that these are all, mm, essentially "hero" tropes. Nothing says Solars have to be good people - and while PCs may go for heroism more often than not, antagonist Solars are still a thing.

Hmm. Also, to tag @Shyft and Inksgame; Merchant-Prince is an important niche to fill that I don't think Scholar quite covers (and is basically the heroic side of Crime Lord, actually). The wealthy owner of businesses and properties who plays a game of politics and trade and money, etc.
 
Where would The Crime Lord or The Pirate fit into this? They spring to my mind for obvious reasons, of course, but the point remains that these are all, mm, essentially "hero" tropes. Nothing says Solars have to be good people - and while PCs may go for heroism more often than not, antagonist Solars are still a thing.

Hmm. Also, to tag @Shyft and Inksgame; Merchant-Prince is an important niche to fill that I don't think Scholar quite covers (and is basically the heroic side of Crime Lord, actually). The wealthy owner of businesses and properties who plays a game of politics and trade and money, etc.

They're specifically "heroic" archetypes, more or less, because they're Solar archetypes and thus Heroic Great Men. I think there's enough room for cynicism and being terrible, especially given *World mechanics, that this isn't a problem. As for the specific examples you give...

The Crime Lord would probably end up being a Demagogue of some sort, maybe one who takes a few dips into the Spy. Certain sorts of crime lords might even set up as Warlords.

Pirate would probably be Explorer, maybe one who takes a dip into Warlord.

Merchant-Prince doesn't really neatly fit any of these categories, sure, but I'm sort of leery of adding another archetype. I suppose you could figure out what kind of Merchant-Prince they are. Are they a Marco Polo style trader with faraway lands? Explorer. Are they a bureaucratic manager? Scholar. Are they heavily entwined with popular support? Demagogue.
 
Also, to tag @Shyft and Inksgame; Merchant-Prince is an important niche to fill that I don't think Scholar quite covers (and is basically the heroic side of Crime Lord, actually). The wealthy owner of businesses and properties who plays a game of politics and trade and money, etc.

Are you bringing this up because of Admiral Sand? If so, I support this completely, Admiral Sand is awesome.
 
Speaking of Nausicaa, the lost technology from it is some of the most First Age stuff I've seen. Especially the Crypt of Shuwa - its whole "carrying the eggs of a perfected humanity" schtick is exactly what the plan of a mad Solar who died millennia ago should look like.
I mean, I've had a First Age Twilight concept whose backstory involves him essentially trying to create the God Warriors as his "children", behemoths crafted from the forced commingling of Ramethan and Theionic Essence* with the idea that they would ultimately strike him down, conquer Creation, and then set forth to forge kingdoms for themselves across the Wyld and the unknown lands beyond it - his personal idea of being a good father by letting them prove themselves better than their forebears and then make empires upon the backs of the conquered, as he and the rest of the Deliberative had done with the Primordials.

The Ohmu-equivalent was the alpha prototype, the only one complete enough for him to release from its cultivation vat when the Usurpation came, and either died defending its father or escaped into the Wyld depending on which suits your campaign better.


* My assumption is that the Twilights of the First Age had obtained lingering pieces of the dead/inverted Primordials' Essence and cultivated them for use in experiments, as parts of a vast "Essence bank" meant to let Solars access the energies of Autochthon or Malfeas or the Dragon Kings or what have you without the hassle of actually tracking down the donor. It probably didn't survive the Usurpation, either because one of the techs there hit a self-destruct or the containment measures on the storage tanks ultimately broke down without Solars to maintain them and vented, obliterating the Loom in the region around it and ultimately causing it to slide into the Wyld. Unless you like the idea of a place where the power of lost titans still contaminates the land, of course.
 
Merchant-Prince doesn't really neatly fit any of these categories, sure, but I'm sort of leery of adding another archetype. I suppose you could figure out what kind of Merchant-Prince they are. Are they a Marco Polo style trader with faraway lands? Explorer. Are they a bureaucratic manager? Scholar. Are they heavily entwined with popular support? Demagogue.
No, that's the thing. I don't think Scholar as you've described it really works for the kind of merchant prince who's basically a businessman, CEO and investor. You said "wise man, advisor, and one-on-one manipulator", and that's an important and valid niche (it's where Sasi lives, plus Sorceress), but it's not one you can stretch to also cover Bruce Wayne (as opposed to Batman - the public Wayne face who's in charge of Wayne Enterprises and is richer than god and invests in things, sponsors stuff, throws cash around to get things done, runs a multi-million dollar business, etc).

And that's an issue, because that sort of scale is important in Exalted, so there should be a strong concept that lets you go for the Economic Victory. In fact, yeah, that's basically the difference. You have Warlord, Hero, Demagogue, Scholar, Sorcerer, Ninja, Explorer. "Military", "Legendary", "Social [1]", "Intellectual", "Mystical", "Subtle", "Exotic". But you don't have an "Economic", and that's a pretty important area in a system where things like taxes and food prices are major influences on the setting. It's not just a function of the intellectual learned man - the two are related, yes, but only insofar as a Hero can also be a Warlord, or a Demagogue makes for a good Explorer. You can be a complete moron and still wield considerable economic power.

[1] "Ideological" would also work.
 
Its not about the facts so much as the theme. I've read/watch other series and stories where the evil ever-encroaching forest is the antagonist or source of conflict, but Nausicaa is the only one that's coming to mind right now.
Uprooted would work, especially since even much of the human conflict in the book ultimately springs from the woods. Also
the woods are actively malicious, specifically due to actions taken by humanity.
 
No, that's the thing. I don't think Scholar as you've described it really works for the kind of merchant prince who's basically a businessman, CEO and investor. You said "wise man, advisor, and one-on-one manipulator", and that's an important and valid niche (it's where Sasi lives, plus Sorceress), but it's not one you can stretch to also cover Bruce Wayne (as opposed to Batman - the public Wayne face who's in charge of Wayne Enterprises and is richer than god and invests in things, sponsors stuff, throws cash around to get things done, runs a multi-million dollar business, etc).

And that's an issue, because that sort of scale is important in Exalted, so there should be a strong concept that lets you go for the Economic Victory. In fact, yeah, that's basically the difference. You have Warlord, Hero, Demagogue, Scholar, Sorcerer, Ninja, Explorer. "Military", "Legendary", "Social [1]", "Intellectual", "Mystical", "Subtle", "Exotic". But you don't have an "Economic", and that's a pretty important area in a system where things like taxes and food prices are major influences on the setting. It's not just a function of the intellectual learned man - the two are related, yes, but only insofar as a Hero can also be a Warlord, or a Demagogue makes for a good Explorer. You can be a complete moron and still wield considerable economic power.

[1] "Ideological" would also work.

Yeah that makes sense. It would also make a clear place for the guy who has power via like, running a kingdom which has coffers and tax collectors as well. Call it the "Lord" or the "Noble" I guess.
 
So here we go with the analysis and post-mortem of Session #5! It's been a few weeks since this session occured, so My recollections are not as perfect, but no matter! Thanks again to @Aleph for running!

Session #5 Log!

So the first scene opens on the task of fixing Sulieman's ships. Inks had just purchased Crack-Mending Technique, which we've agreed 'stacks' with our revised CNNT. Inksgame's approach to CNNT is that it is a time-booster, and it either renders her bare hands 'rudimentary' tools, and upgrades held tools to the next level of sophistication, along a rough progression of Second Age to Shogunate to 'First Age'. Note that Aleph has a very firm opinion of what is attainable by PCs and the like. The 'idea' of a Single Solar attaining anything like the unified First Age is tacitly Off The Table.

Now, part of Inks's central narrative is artifice, so we're going to see artifacts eventually, but right now I'm focusing on merchant-queen and sorcery gameplay.

So, Aleph starts us with some scene-setting, and we've been discussing/working on maps of Gem for use in tracking where things are located. Cities are not... aesthetic, or planned. Not always. for that reason, industries tend to stay in industrial areas and so on. Stinky stuff stays with stinky.

The introduction to Sulieman's fleet is useful, because it helps communicate what kind of man he is- not a stay-at-home financial backer, but actual On-The-Dunes Sandsailer and merchant-lord. Manacle and Coin has a great discussion of the Guild Caravan, which I would not put out of place- on a smaller scale and without the 'Guild baggage'. In any case, it describes the Culture of the caravan people and how it moves goods across Creation.

[11:10] Here Aleph is starting to get into the habit of having people react to Inks's overal appearance and preferred behavior. She's always vamping a little.

[11:18] And here we start to see that Inks's reputation as a Sorcerer preceeds her.

[11:25] and [11:28] covers a nice feature of Exalted called Assistant Bonuses, which are separate from Oadenol's Aide Mechanics. Basically if you have skilled help, you get +1-5 dice on the action, or in rare cases, have everyone throw their pool into a single objective. We've been using this rule to calibrate difficulties and dice pools as well.

[11:29] Aleph is not used to dice pools of 20 and +5 autosux.

[11:41] This bit here threw me when i first saw it, because Aleph actually described More than what I actually did, and I'm used to the players being the one who does most of that work. Part of that was for a long time I was forever ST, so I HAD to be economical.

The point is though, is that Aleph described all of this, not in an attempt to show me up, but as a means to teach me what she considered acceptable description/stunt fodder.

[11:47] Here we abstract the rest of the repair project into downtime. From here we discuss some particulars about demon summoning and potential products of same. Later on Aleph retcons this for balance reasons, but the goals are still on the table.

[12:04] This is one of the subplots I was looking forward to starting, the investigation and development of 'personal' gods for things a charcter owns. Aleph admits readily that she doesn't know what a house god would do, but agrees it's a viable Creation Thing.

here we also discuss the 'houserule' of Enlightened Essence Wielders being able to see spirits. As I point out here, allowing that means the ST has to populate the world with spirits in addition to mortals. Locking spirit-sight behind a Charm or even an Action means the ST doesn't need to borrow trouble.

[12:37] Here we see Suleiman's reaction to the repaired fleet. I think Aleph might be able to give a better idea of how long it would've taken to repair the ships without magic. And how much it cost. Suffice to say Inks is even more waifu.

More seriously, Sulieman's reaction changed my plan for the session- i originally was aiming to make up a hot-accountant character to see what Aleph's response was, but once Sulieman' tripped over to 'almost worshipful', Inks as a character was not comfortable. So she moved to correct the misconception

This lead to the reveal scene of ANATHEMA- and then Sulieman earned huge points in her eyes by reasoning out that she has nothing to do with his emotional reactions.

And that concludes Session #5!
 
[11:41] This bit here threw me when i first saw it, because Aleph actually described More than what I actually did, and I'm used to the players being the one who does most of that work. Part of that was for a long time I was forever ST, so I HAD to be economical.

The point is though, is that Aleph described all of this, not in an attempt to show me up, but as a means to teach me what she considered acceptable description/stunt fodder.
One of the things I've always really, really liked the idea of is the concept that, for the most part, Solars work through a paradigm of "human heroes" and "tool users". Their powers - as I see them - aren't magic, they're supernal skill. At least from a thematic standpoint. They don't change shape; they adopt an impossibly good disguise. They don't mind-control people; they give arguments and speeches so persuasive that even the most stubborn hearts are swayed. They don't lay hands on someone and wish them back to health; they use pressure points and medicine to prescribe a super-efficient treatment plan that guarantees a recovery.

Mechanically, functionally, these things are the same in their end result as Mystique shifting shape or Loki poking Hawkeye with his staff or Raven healing people with glowy hands. But it gives their stunts a delightful flavour of tool-using aesthetic - they have to fashion the disguise, give the speech, make the medicine. So as Shyft says, I gave the example of Inks fixing things not by just prodding the ship a few times and shooting sunlight at it, but by improvising a forge and then coming up with a way to weld the metal plate back together flawlessly with no warping of its shape, and also coming up with a wood glue that remade the planks as good as new.
[12:37] Here we see Suleiman's reaction to the repaired fleet. I think Aleph might be able to give a better idea of how long it would've taken to repair the ships without magic. And how much it cost. Suffice to say Inks is even more waifu.
hahahaha

Timescale of two or three months - they'd have had to have melted down and recast the plate from scratch, torn out the entire deck and replaced it, and probably replaced the mast as well just to be on the safe side. It would have cost an appreciable fraction of buying a new ship.
More seriously, Sulieman's reaction changed my plan for the session- i originally was aiming to make up a hot-accountant character to see what Aleph's response was, but once Sulieman' tripped over to 'almost worshipful', Inks as a character was not comfortable. So she moved to correct the misconception
One of the things about Sulieman that kind of emerged naturally was this mindset of his - which I actually really like - where he's just... intentionally and almost brutally open and honest and completely plain about his feelings, because he feels like it would make them invalid to deny or hide them, and that to be ashamed of his emotions like that would be unmanly. A deliberate choice to wear his heart on his sleeve, if you like, and almost see that frankness as a strength. If Inks chooses to get closer to him (and investigate where this attitude comes from), it may turn out to be something cultural or religious (or both).
This lead to the reveal scene of ANATHEMA- and then Sulieman earned huge points in her eyes by reasoning out that she has nothing to do with his emotional reactions.
The irony is that I was expecting Inks to take some sort of offence at Sulieman suspecting her of using magic to beguile him. Instead, lol, she took it as good sense and respected him all the more for considering it as a possibility.
 
Heh. I see @Shyft somewhat taken-aback by the baseline description for Kerisgame "yeah, go resolve this action in one roll, if you stunt it" that's basically the way we resolve those kinds of narrative events in place of most extended rolls.

Generally speaking, we don't use many extended rolls - instead, challenges are broken up into dramatic beats and those beats are success-fail. You don't accumulate successes to make a daiklaive - you succeed on rolls for purifying the workspace, forging the blade, and then tempering and honing it.

(It's almost a bit Quest-like as a resolution mechanic - it's the dramatic beats where things can go wrong or be interrupted that matter, not the amount of time it takes)

here we also discuss the 'houserule' of Enlightened Essence Wielders being able to see spirits. As I point out here, allowing that means the ST has to populate the world with spirits in addition to mortals. Locking spirit-sight behind a Charm or even an Action means the ST doesn't need to borrow trouble.

Hmm. What we might have here is the product of some divergent assumptions about how many spirits are "active" from day to day.

I work from the assumption that most of the time, the god isn't roaming their domain. They function more like a Roman lares or a Japanese yokai; they're more immanent in it or dwelling within a part of the house. The house god, for example, may well spend most of his time in the kitchen hearth, slumbering in the keystone above the heart or sitting in the fire when it's lit. A person with enlightened essence can see him sitting in the fire, and they're woken in the middle of the night when he scampers along the rafters, doing strange little rituals, but most of the time he's concerned with other things. And that's even if he's a little god; least gods dwell within their object and are generally much more integrated.

Or, to put it another way, most of the time little gods are only active because of Plot, in one way or another. Otherwise, they're just a little bit of background weirdness that the ST can use to flesh out a location - for example, when you see that the household god is thin and mournful despite a seemingly happy household, that's a plot hint that there might be something much less happy hidden within this house. And when the family prays to the house gods in the family shrine, they're praying to the place where the gods either live, or a place where they gather to hear prayer. The family shrine is the best place to see the gods of the household, because they gather there to listen - but most of the time they're not so active.

Likewise, for demons... well, honestly, seeing a lurking demon around immaterially is basically always an act of Plot [1]. And elementals are naturally material, so they're just a weirdness you run into in Creation no different from a wild hippo.

Honestly, quite a lot of elementals are less dangerous than a hippo.

[1] I don't have demons be consistently immaterial or material - it depends on the breed and their themes. The vice-driven, wrathful blood apes are naturally material because they're demons of blood and bone, but the teodozija, as priests of the Yozis, are immaterial voices on the wind save when they manifest their leonid power.
 
Uprooted would work, especially since even much of the human conflict in the book ultimately springs from the woods. Also
the woods are actively malicious, specifically due to actions taken by humanity.
Yes, I've read that one. Couldn't recall the name, thanks for reminding me.

Is it any good? Also, what medium - book, webcomic, film, what?
Book, and yeah, I'd say its pretty good.
 
So I'm working on a chapter for one of my stories, and I was wondering if anyone has considered what Evocations might look like for a Warstrider. They are artifacts after all.
 
The discussion on gods and natural activity makes me wonder: How do local gods interact with demons? I imagine if they're powerful enough they'll try to drive the demon away or kill it, but what if a more potent FCD tries to bully the god of a house into its service? Or if the owner of the house turns to infernalism, would the house god try to report their activity? Could demons usurp the role of gods, or are they incapable of performing the functions?

And if an area is Yozi-formed, such as through Holy Land Infliction, what happens to the gods and elementals there? Are they slain or just driven out? There seems to be a lot of room for the social aspect of infernal takeover to be explored.

I imagine it must be horrifying for a god of the fields to watch as scouring sands grind away your charge and usher in your ancient enemies.
 
Alright, copied off of MJ12Commando's notes for Exalted World, and have stolen his Playbook concepts. Then I added a few of my own, in order to make sure that each Caste has at least two (though you can go cross-caste, each Caste fits some more than others).
 
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