Look, for all that I acknowledge that dying would be A Bad Thing and all, and that Vengeance+Sword is most risky, I think most of the other Vengeance+Sword voters acknowledge that too.
However, it's important to note that 1: we have an actual chance to not die when voting this option, so it's not "all vengeance+sword voters are dumb and don't realize that vengeance+sword is a Bad Idea." Comparison to actually a really dumb move specifically warned as having no possible benefits, no joke, is disingenuous. There's both a chance to success, though risky, and a payoff that is significant for a large fraction of the voters.
Discounting the salt of death, the important factors are 1: "how much enjoyment would this option bring on success" and 2: "how likely is this option to succeed" in deciding on vote preference, and well, if Vengeance+Sword is significantly more enjoyable upon success compared to Vengeance+King or Mask, even considering the possibility of death and thus no enjoyment, then it is the vote one should make. Not everyone's willing to risk it, perhaps because they consider death not only a no-enjoyment outcome but actually a significantly negative enjoyment outcome, or their motivators are different. But acknowledging that it is a gamble, there still are reasons to make it.
Maybe I've been too sarcastic to properly convey my point and by far not explicit enough with my arguments, then it's my bad.

The 30-60% chance of death? That's not "if we're lucky and clever, we'll get past the initial problems and then it's smooth sailing". It's more of a "even if we do our best and don't make dumb decisions at all " - and it's really hard to hold back on commenting on this one given our past experiences - "we still have to look forward to a long and painful road, maybe a dozen updates or more, while we're being a pathetic wretch scrambling for a chance to survive and avoiding any and all plot hooks that look even moderately dangerous".

That's not an enjoyable quest experience for me. Rihaku mostly lets us take the fall for our own mistakes, - looking at you, Coldbriar and Extrusion, - so when he's being so proactive about his warnings, you're damn sure I take it into consideration.
 
I moved the content of my previous post into this one to clean things up so you'll probably be quoted again sorry:

Look, for all that I acknowledge that dying would be A Bad Thing and all, and that Vengeance+Sword is most risky, I think most of the other Vengeance+Sword voters acknowledge that too.
However, it's important to note that 1: we have an actual chance to not die when voting this option, so it's not "all vengeance+sword voters are dumb and don't realize that vengeance+sword is a Bad Idea." Comparison to actually a really dumb move specifically warned as having no possible benefits, no joke, is disingenuous. There's both a chance to success, though risky, and a payoff that is significant for a large fraction of the voters.
Discounting the salt of death, the important factors are 1: "how much enjoyment would this option bring on success" and 2: "how likely is this option to succeed" in deciding on vote preference, and well, if Vengeance+Sword is significantly more enjoyable upon success compared to Vengeance+King or Mask, even considering the possibility of death and thus no enjoyment, then it is the vote one should make. Not everyone's willing to risk it, perhaps because they consider death not only a no-enjoyment outcome but actually a significantly negative enjoyment outcome, or their motivators are different. But acknowledging that it is a gamble, there still are reasons to make it.

Example: I'm optimizing for Praxis lore and these util ratings are pulled out of my you know what/shouldn't be taken as precise. Early Death prevents knowledge of Praxis from being imparted. It is a choice between a 33 to 66 percent chance of 0 utlity for me if Sword+Vendetta wins, leading to a 33 to 66 percent chance of 500 Praxis Knowledge Utils which leads to a pessimistic expected value of 165 Praxis Utils. If Dread+Keep Wins, I have a a 100 percent shot at 250 praxis Utils. To get more expected utility out of Vendetta+Sword, odds of survival must confidently exceed a coin toss.

Edit: @Rihaku I'm adding a Tally by line to this post starting from Vote Update 1 so that'll be either in this post or turn up a couple posts later.
Adhoc vote count started by Conjured Blade on May 18, 2020 at 5:53 AM, finished with 337 posts and 76 votes.
 
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I moved the content of my previous post into this one to clean things up so you'll probably be quoted again sorry:



Example: I'm optimizing for Praxis lore and these util ratings are pulled out of my you know what/shouldn't be taken as precise. Early Death prevents knowledge of Praxis from being imparted. It is a choice between a 33 to 66 percent chance of 0 utlity for me if Sword+Vendetta wins, leading to a 33 to 66 percent chance of 500 Praxis Knowledge Utils which leads to a pessimistic expected value of 165 Praxis Utils. If Dread+Keep Wins, I have a a 100 percent shot at 250 praxis Utils. To get more expected utility out of Vendetta+Sword, odds of survival must confidently exceed a coin toss.

Edit: @Rihaku I'm adding a Tally by line to this post starting from Vote Update 1 so that'll be either in this post or turn up a couple posts later.
So you would quit the quest if a non-Praxis option wins, since the utility of those options are that low and unpalatable?
 
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That's not an enjoyable quest experience for me. Rihaku mostly lets us take the fall for our own mistakes, - looking at you, Coldbriar and Extrusion, - so when he's being so proactive about his warnings, you're damn sure I take it into consideration.
Since when was the Extrusion a mistake? That thing was powerful as all hell. It's super good, and most importantly let us revive Baenlixnaire. Was that a mistake?

If you wouldn't enjoy something like that, then that's fair. I'm aware there's a chance we're basically forcing the thread into a suicide pact with this vote, to the point I'm fine with it requiring a supermajority to win, or at least a runoff vote. But that's not going to stop me from voting for the option I want, because I think I'd really enjoy it. Voting for what you want at the detriment of other possibilities is just how quests work.
 
Example: I'm optimizing for Praxis lore and these util ratings are pulled out of my you know what/shouldn't be taken as precise. Early Death prevents knowledge of Praxis from being imparted. It is a choice between a 33 to 66 percent chance of 0 utlity for me if Sword+Vendetta wins, leading to a 33 to 66 percent chance of 500 Praxis Knowledge Utils which leads to a pessimistic expected value of 165 Praxis Utils. If Dread+Keep Wins, I have a a 100 percent shot at 250 praxis Utils. To get more expected utility out of Vendetta+Sword, odds of survival must confidently exceed a coin toss.

Edit: @Rihaku I'm adding a Tally by line to this post starting from Vote Update 1 so that'll be either in this post or turn up a couple posts later.
Well, for me personally, based off the metrics I did for the leading options earlier, I actually prefer Dread. However, Dread is... probably no longer in the running. Of the options actually likely to win, I prefer Vengeance+Sword, Vengeance+King, and Mask in that order, so currently I'm voting tactically. If a large enough coalition of the Praxis-minded swapped to Dread, then I'd probably follow suit, but since Dread doesn't look promising, I currently find it more important to push Sword over King and Vengeance over Mask. Sword is fairly weak argumentatively, so while votewise alone it is in the lead, it's precarious.
 
Since when was the Extrusion a mistake? That thing was powerful as all hell. It's super good, and most importantly let us revive Baenlixnaire. Was that a mistake?
It was pretty hilarious and powerful, but you can't tell me this is what we were aiming for when picking Extrusion. Even if we should have expected something like that.

If you wouldn't enjoy something like that, then that's fair. I'm aware there's a chance we're basically forcing the thread into a suicide pact with this vote, to the point I'm fine with it requiring a supermajority to win, or at least a runoff vote. But that's not going to stop me from voting for the option I want, because I think I'd really enjoy it. Voting for what you want at the detriment of other possibilities is just how quests work.
That's fine then. This isn't a Tyranny - yet. :p
 
Well, for me personally, based off the metrics I did for the leading options earlier, I actually prefer Dread. However, Dread is... probably no longer in the running. Of the options actually likely to win, I prefer Vengeance+Sword, Vengeance+King, and Mask in that order, so currently I'm voting tactically. If a large enough coalition of the Praxis-minded swapped to Dread, then I'd probably follow suit, but since Dread doesn't look promising, I currently find it more important to push Sword over King and Vengeance over Mask. Sword is fairly weak argumentatively, so while votewise alone it is in the lead, it's precarious.
Yeah, I'm sad about Dread as well, the blurb was compelling given the implications that combination has for the character. It's even possible we could chase down other resurrection leads at a later date, if the hero confronted his trauma. Seram had perfect resurrection for anyone who died within the last year. The Phial of Lifeblood could do one person who died within a century, if you had even their ashes. Imperia exists. The effect is out there, not gated behind the Accursed, though returning would've come with complications.
That's fine then. This isn't a Tyranny - yet. :p
The Unelemental Shogunate does control the omake mines, though, so it's at least a stone's throw from it!
If I were to offer to sell my vote, would anyone actually be interested in buying it?

EDIT: By "buy" I mean to trade votes. I'll select your prefered option now for a marker that I can call in later.
Purely for the meta of conducting a simple transaction in A Simple Transaction, let's do this. Your vote now (Vendetta/Scepter/Accretion) for a vote of your choice at a later date. I'd like to reserve one veto, but will - time and life events permitting - argue, post walls of text, and generally shitpost in favor of your preference. Yay or nay?
 
From a quest longevity perspective, I note that Rihaku starts/restarts a quest roughly once per year, so if this one dies, we'd be Rihaku-less for another year or so. Having a full course dinner be interrupted isn't pleasant, but it'd be even worse to only be halfway through the appetizer before being rudely interrupted by an emergency.

Yeah, these are extremely salient points. I'd even like to chime in and say that Rihaku's quests are pretty much the highpoint for each year I'm on either SB or SV in terms of story content and just sheer worldbuilding interest. Participating in these quests is the only reason I still lurk in the Quest section of SV even lol. Having to wait another year cause the quest ended early would suck.

But the overarching thing I read Rihaku's original content for is the absurdly compelling and in-depth magical systems. Seriously, just learning about the Ordinal Spiral in Terrascape Academy compelled me to vote for Ordinalist magic at every possible junction and the concept of such a perfectly dualistic spell system influenced my own worldbuilding for the last few years.

And here we have The Sword That Ends the World. The Praxis, which we were first introduced to in 2017, literally 3 years ago and which we've relentlessly teased over during that period. It's the personal magic system of the strongest being in the omniverse and it's something I've wanted to know about during the entire period since.

We chose not to take Admin Privileges in favor of Game of the Year Edition and the resulting powers (Amplitude and the Graces) did little to quench my desire to know more about the Praxis. In EFB, we had the chance to learn of the Noble Praxis in Broken Kaleidoscope but we gave up that opportunity as well (perhaps a wise decision, given the sheer hubris of desiring even more biggatons when we were playing as Nameless, probably the most powerful Rihaku protagonist since Odyssial).

Praxis lore is just, like infinitely more compelling to me as a powerset that either the King's Scepter (which seems to be us treading the same path Seram already did in the first Simple Transaction with Game of the Year) or Three Wishes (an ability that is just too nebulous / versatile and has already been committed to resurrecting the Hero's wife).

I want to read the kind of blurbs only Sword can give. I want to learn about the Praxis, the primary casting art relied upon the Accursed himself which relies only upon willpower and the self, a system that is already thematically aligned with the Vengeance-driven Hero that burns away his own selfhood for power and has the strength of will to continue regardless of his numerous losses against the Tyrant.

Could the other options of Forsaken Mask or Balance be more compelling than Vendetta - Sword, comparable to the immense difficulty of challenging the universe while bearing the Apocryphal Curse and wielding the Praxis? Those stories just don't seem as interesting to me.

Regardless of the risks, I want to hold true to Praxis and the Sword once more.
 
It was pretty hilarious and powerful, but you can't tell me this is what we were aiming for when picking Extrusion. Even if we should have expected something like that.
I did, which just made it even better.
That's fine then. This isn't a Tyranny - yet. :p
In my opinion, the best way to handle it would be to have the vote normally, then if Vendetta+Sword wins and we die because of it, everyone who voted for it is threadbanned forever and the quest continues as if we had chosen the second most voted option. If we'd want to put the character on the line, it's only fair we'd be on the line too.

Plus, it'd be legendary either way.
 
Sword Without a Hilt
1194 words​


It feels like a drill boring into your soul. First the Curses, most of them weak piddling things that until the Power hits you next, empowering the Curses in turn. Your eye blinks. Your lung wheezes. your hand clenched. An instant, but the choices you made you will have to live with for lifetime of a billion gods. The first new thing you feel, for your clarity of purpose is nothing new; you will dig through shit and filth and worse to find these hidden masters and visit such Vengeance upon them that even after 937 octillion lifetimes your heart will still leap with joy at the thought.

The new confidence in your place in the world around you is. On your home world you had been a high school student unsure of your odds of passing your next math test. In the world you were pulled to you were forever an outsider; above most of its residents by dint of prestige alone but forever beneath those nobles who held the handle that yoke those below. For once you are supremely confident in your place in the order of things: you are above everything and it's only natural you rule everything. Hate me or love me but hold no one above me. Not strictly true, there is always a sky above the sky and so it is with you. But it shouldn't come into play except under the most extreme circumstance, you rule alone.

Your body is wrecked. Two years ago you wouldn't have believed that it was possible to live with the level of injuries you've sustained. You had no comprehension of what a hurts a man can live through. You know better now. Half your arms, half your lungs, half your sight, half your soul, half your heart. There are days you wish you lost a leg just to restore symmetry. But now your body overflows with potential, and your mind with possibilities.

You remember when that thing gave his pitch, the world's most powerful door to door salesman selling you on the ultimate pyramid scheme. Every motion practiced and rehearsed an untold billion number of times. So natural that it seemed off the cuff, until you delivered unto it your choice. A pause.

"Are you sure?"

So bold in your choice that you triggered a rare subroutine in the Dues Ex Machina. Yes, you were sure. Though numerically you were close to half a man, you still had the courage of a 100. The secret to running a race googolplex miles long, you figure, isn't to get a mile headstart or to run forever, but to run so fast your feet eat up miles by the trillions.

Your choice is made. For the moment you are weaker than you were before you made the deal, but you can feel that soon that won't soon be the case. You just have to get a hang of this Imperial Praxis, but you found yourself to already have a gift for this sort of thing. Telling reality yes or no and having reality meekly nod its head in agreement.

You were ported to this first world in your long journey. It reminds you of the world in which you were born, but with some more futuristic elements. The universe already begins to align with your will, you entered this world already able to speak and read the language and upon entering you happened across an empty wallet fat with the funds of this world.

You entered a large general store and started to pick out provisions for the start of your adventure. You decided to pick up camping gear. Technology, you decided, makes a man soft. It's camping and adventure that makes a man hard enough to overthrow the rulers of a realm. You see a sleek silver tube that reminds you of something out of an old space serial. Well maybe a little technology can help until you are able to meet the smallest fraction of your potential and become the most powerful man this world has ever conceived of.

Goddamn it, you have 11 items and the self-checkout is limited to 10. By what right does it have to limit your decisions. You were sent here by a being more powerful than all the gods in any pantheon to the power of a billion. If you want to use the self-checkout, you'll use the self-checkout. Your blood is pounding in your ears. You have no trouble scanning the items until you get to the silver pistol and the machine beeps. Assistance Required, please standby. A retail worker with sunken, dead eyes comes up to you, you hope you don't end up looking like that as the years pass, but surely killing heroes for hundreds of octillion years has to be better for the soul than working a job in retail?

"I need to see some ID if you want the phusion unlocked."

A reasonable request, you were frankly surprised something like this would be on the floor in the first place, you think. What comes out of your mouth is

"No."

"Look man, no ID no ordinance, that's the rules."

The rules you decide, are simply not for you. You throw your money on the counter, look around at all the sheep with one eye, and stride out of the head held high.

Hours later you know every move you have made since then has been terrible, but you just couldn't help yourself once the authorities got involved. It's like you're driving your car on the freeway and ramming head on into oncoming traffic, only to find that you are alive and your car still runs. Oh joy, now you can really give it to the next car!

You huddle in an empty building, all of your purchases long since left behind but what serves as the police in this realm unrelenting. If you can wait them out long enough you can trust in your curse to eventually wipe them out, it should only take a couple days give or take a hundred years.

"We have you surrounded, do not fight. Surrender to us or prepare for lethal force."

You reach for the Imperial Praxis, the Sword that cuts the Heavens in twain and through which the impossible is made probable and the probable is made real. You can feel it cover you as you finally are able to twist the Sword into a Shield that you just know will protect you.

You? Prepare for lethal force? It's they who should prepare themselves, for their death is 1000 feet from them and they don't have the slightest clue. You charge at them with a primal yell on your lips and you see a flash of light as your hit the ground hard and the sight in your eye starts to dim. It can't end like this, you think. You had so much potential still to realize.

The last words you hear are garbled but the remaining neurons firing in your brain still make sense of them. Fuckin Psycho. All he had to do was show ID, he's even got it on him.


A.N. The accumulated filth of all their sex and murder will foam up about their waists and all the [voters of Vengeance + Sceptre] will look up and shout "Save us!"... and I'll look down, and whisper "Eh, I'll try to help a bit. Hopefully I don't muck it up."
 
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Orm is right in that in order to beat Vendetta, we have to generate as much power as we can via out-of-story means which directly translates to generating content. This is even more true now that we can gain Lesser Remittances out of activity. To that end, outside of art and omakes everyone can do these:

1) If you haven't already, go back through the thread an like Rihaku's posts
2) Do a analysis of Rihaku's story posts/votes. This means to quote their post, split it into paragraphs and then give your opinion about stuff.
3) Also, Rihaku, would you reward siging your quest?

Remember boys and girls, every little bit does count and, in likely case of Sword winning, can mean difference between our life and death.
 
Purely for the meta of conducting a simple transaction in A Simple Transaction, let's do this. Your vote now (Vendetta/Scepter/Accretion) for a vote of your choice at a later date. I'd like to reserve one veto, but will - time and life events permitting - argue, post walls of text, and generally shitpost in favor of your preference. Yay or nay?

Securing what you want in the immediate future in exchange for a small hit to your future dreams is very on theme for this particular vote.
 
I have finally finished my Omake Power index based of Orm's index in the beginning and Sickuls recent Omake:

Omake Power Ratings(This one is going off Orm's Index)

Vendetta: 12424
1794(Orm Embar Total)+4053(Unelemental)+1194(Sickul) = 7041 from Scepter
1054(Crimson Moon)+689(Salty)+2177(KidfromPallet)+1463(BrainInAJar) = 5383 from Sword
Balance : 2284(Runeblue360)+695(ImperatorV) = 2979
Forsaken Mask: 1029(Maragas)
Dread and Dreaming: 794(ConjuredBlade)



Accretion: 1794(Orm Embar)+4053(Unelemental)+1463(BrainInAJar)+1194(Sickul) = 8504
Seven Seals: 1054(Crimson Moon)+2284(Runeblue360)+689(Salty)+2177(KidFromPallet)+794(ConjuredBlade) = 6998
Battle Mastery: 695(ImperatorV)+1029(Maragas) = 1724
 
A.N. The accumulated filth of all their sex and murder will foam up about their waists and all the [voters of Vengeance + Sceptre] will look up and shout "Save us!"... and I'll look down, and whisper "Eh, I'll try to help a bit. Hopefully I don't muck it up."
Is this really needed?
Yeah, I'm sad about Dread as well, the blurb was compelling given the implications that combination has for the character. It's even possible we could chase down other resurrection leads at a later date, if the hero confronted his trauma. Seram had perfect resurrection for anyone who died within the last year. The Phial of Lifeblood could do one person who died within a century, if you had even their ashes. Imperia exists. The effect is out there, not gated behind the Accursed, though returning would've come with complications.
I do note that even with the conceptual power of a Combat Cursebearer, which seems to be evaluated around Titan level (planet breaking), we need a Lesser Wish to rezz just our Wife and Child, and none of, for example, our other companions.

It looks like something analogous to conceptual sacrifice exists in this world, as our Hero was able to constantly survive like a cockroach. Battle Magic possibly has such spells, Accretion definitely has something like it, Sealing possibly has something like it. The Hero's companions acting as extra lives suggests to me that something is up with Destiny on this world though. I don't think it was defeated altogether.

Their stewards would have made the task easier, similar to the Fates intervening, but it looks like our Protag basically got something like Heaven Sent but no Fates backing them up. And without that intervention, that optimized usage of plotonium, things instead got done with incredible inefficiency and suffering.
 
You're diluting your characterization vote. You added half a vote Balance and a Half a vote to Forsaken Mask. A Simple Transaction I Original
Guess I shouldn't waffle since it's a huge fucking characterization vote and will determine the rest of the quest

[X] The Forsaken Mask

Just just take the goddamned win, guys. Tap out. Let the man save his wife and child. She could even be compatible with Lunacy and then we have one Curse and it's Plenary to go with 1) true love 2) shitloads of power 3) the freedom of the universe. No waifu wars when best girl's determined on day one.

This woman fought and died for him. The least, the absolute fucking least he can do in return is save her. Putting vengeance about the life of the primary reason you're pursuing it is wrongheaded, some asinine cart-before-horse bullshit. Baenlixnaire didn't have the chance to raise his family, but our man does. Follow the Accursed's advice, don't tumble down the rabbithole into world after world of the same shit that the hero just got done escaping. For the love of god, can we have one of these quests that doesn't devolve into degenerate cycles of escalation?

Oh and Battle Master's cool too, I suppose. I'd take Seals too, Accretion's just got no synergy with Mask.

[X] Battle Mastery
 
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I finished manually Organizing this clusterfark of a tally and accounting for the need to dilute approval votes with just Savonarola's new vote popping up committing to Forsaken Mask. Scepter currently has Omake and Presumably Argument Superiority in spite of Sword's 9 vote advantage. Anyone in Sword who's just in it for the Praxis lore may want to jump ship to Dread and Dreaming+Keep, we've got an additional 7 votes and 794 words of Omake Power to add to your powerblock right now.

Votes:

Vendetta 33, Sword:6+4+3+2+2+0.5+1+0.5+1+1 = 21 , Kings: 7+2+2+1 = 12
Forsaken Mask: 12+8+5+1+1 = 27
Balance: 2+2+2+1+1 = 8
Dread: 7, Keep:0.5+1+1+0.5+1+1+1 = 6, Drop:1


Accretion: 20
Seven Seals: 11+3+1 = 15
Battle Mastery: 10+2 = 12


-----------------------------------------------------------------

Omake Word Count Power Ratings

Vendetta: 12424
1794(Orm Embar Total)+4053(Unelemental)+1194(Sickul) = 7041 from Scepter
1054(Crimson Moon)+689(Salty)+2177(KidfromPallet)+1463(BrainInAJar) = 5383 from Sword

Balance : 2284(Runeblue360)+695(ImperatorV) = 2979
Forsaken Mask: 1029(Maragas)
Dread and Dreaming: 794(ConjuredBlade)


Accretion: 1794(Orm Embar)+4053(Unelemental)+1463(BrainInAJar)+1194(Sickul) = 8504
Seven Seals: 1054(Crimson Moon)+2284(Runeblue360)+689(Salty)+2177(KidFromPallet)+794(ConjuredBlade) = 6998
Battle Mastery: 695(ImperatorV)+1029(Maragas) = 1724
Adhoc vote count started by Conjured Blade on May 18, 2020 at 7:07 AM, finished with 351 posts and 76 votes.
 
Don't really have much time today, but I'd probably prefer to see Accretion of the given power options, especially if we do end up with Vendetta.
The whole lead up to the Hero being betrayed just flows very nicely from the Hero using forbidden means to steal the Tyrant's ancestral blade and stuff. It's cool.
 
Hmm... Tactical voting analysis.

Vendetta(Kings) would have an incentive to swap to Balance (Progression, minimized Sword chance) if the priority is having the chassis of a Progression-Class as opposed to maximum vengeance. It's certainly the psychologically most healthy option, a medium point of immediate power between Kings/Praxis (maximum safety tho, it even has plot armor unlike Vendetta).

Dread & Dreaming are in a tough spot, the next option is either Vendetta (Praxis) or Forsaken Mask.

Balance would be split between either Forsaken Mask or Vendetta (King).

Vendetta (Praxis) is by far the worst option for me, as I'd rather not end the quest this early. It rates about the same as Dread & Dreaming to me, which is just incredibly depressing.
 
I feel that, like Nameless from EFB, we've been spoiled by plot armor. In the last AST quest, Seram wound up having to spend multiple rerolls to survive at multiple junctures (talking to the Sorcerous Council with unmitigated Brand, fighting Orks), and that was with Game of The Year. It's true that Seram had less combat ability and no experience, but rather fundamentally with either of Vendetta's option we'd be operating with no (possibly negative) margin for error (i.e a bad roll or decision). Vendetta+Praxis means we have even *less* tools to survive with.

If Vengeance is really that important to the Hero, I can't really see him compromise the chances of success - He's a Guerrilla Fighter, you minimize risk and maximize damage inflicted to the enemy with your choices. In fact, I daresay that he has been burned by high risk options, given that he has lost countless companions and various body parts to likely foolhardy but naturally-heroic actions (he's described as impudent). By the time he delved into forbidden powers he decided to rationally delay and delay for maximum chances of victory even at the cost of more companions *before* engaging the Tyrant in the final battle (and he still had to go all in anyway).

Given vengeance is really a continuation of this choice, replace Tyrant with 'Hidden Masters', wouldn't he approach this similarly? Delay as long as needed to conclusively win, as opposed to taking needless risks which he has been repeatedly burnt by. There's also the fear that he might simply replace the Hidden Masters as but yet another Tyrant..

In short, vote Balance! It's healthy psychologically, has the progression of a Progression-Class*, potentially includes eventual resurrection for all our nameless dead companions, and doesn't make us a Baenlixnaier. It also has a reasonable progression of build votes!

(Having said all that I'll probably tactically vote a non Vendetta/Praxis option later, since Balance isn't doing all that great in votecount, and the vote is likely to close soon.)

*Yes, yes I know it takes Slumber. It's annoying, but we can work around it. Considering Artifact: Hunger and a different playstyle (slaughtering low level monsters) as opposed to grinding in solitude. Or discovering non-Chronomancy methods of improving time efficacy with regard to training.
 
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A question for you @Rihaku, if we go with Vengeance: The Sword, thus being a progression type with The Praxis, and then have Accretion, would it be possible for us to start developing in The Legend of the Accursed, the being who is power beyond measure, beyond anyone's wildest reckonings, the solemn steady heartbeat of all creation, the sword by which all stories would end? because while that combo is a really funky and risky as fuck one that I'm not even voting for, that sounds like an interesting option.
 
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A question for you @Rihaku, if we go with Vengeance: The Sword, thus being a progression type with The Praxis, and then have Accretion, would it be possible for us to start developing in The Legend of the Accursed, the being who is power beyond measure, beyond anyone's wildest reckonings, the solemn steady heartbeat of all creation, the sword by which all stories would end? because while that combo is a really funky and risky as fuck one that I'm not even voting for, that sounds like an interesting option.
The Sword will render Accretion somewhat pointless. I mean, after getting a superior magic system, not developing it maximally would be rather foolish.
 
The Sword will render Accretion somewhat pointless. I mean, after getting a superior magic system, not developing it maximally would be rather foolish.
Accretion will itself be boosting The Sword simply through actually using The Sword if The Accursed is indeed a legend that we can develop. After all, is the Imperial Praxis not the magic system and one of the core defining features of The Accursed? Would actions developing it not be in line with The Accursed's Legend/Archetype?

This is quite possibly a chance to literally grow into the conceptual role of the Accursed, and while we will never equal him, becoming a copy empowered by its similarity to perhaps the strongest active being in the multiverse is still no small thing.
 
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Seeing as Freedom team needs some omake power, might as well do one of those reaction videos posts. Huh, I wonder if you can get copyright claim from the posts.

Reaction (1465 Words)

- A Simple Transaction -
- I -
Every story spoken has been spoken before.

The boy from Earth stumbles into another realm. A world of wonder and magic, suffering beneath the Tyrant's cruel yoke. The boy becomes a man, the man becomes a hero, the hero defeats the Tyrant, and all live happily ever after. So destiny has decreed.

But the Tyrant is not so easily overcome.
This already sounds like EFB but from the perspective of the hero. Same song and dance where Fates are having fun by destroying life of others. Not that I am surprised, if I was one of them I would probably become like that after a few million years and UNLIMITED POWAHHH


He is wise to destiny's tricks, greater than destiny's stewards. He sets the world spinning to the direction of a new master. Destiny falters; only causality remains. And mere causality does not suffice a hero from coddled Earth to stand against the Tyrant.

The hero fails, time and again. The people of the world suffer for his impudence. He loses an arm, an eye, half a lung, all the natural vigor of his youth. The companions with which he journeyed become a procession of the dead. His quest, prophesied as the dalliance of a season, becomes a grim slog of years.

There is no certainty of victory; barely any chance of it. But the hero's heart is full of hate, and it is much too late to stop.

He learns from his enemy. Mirrors the monster's unmerciful cunning, turns to those forbidden arts his long-dead mentors warned him against. Finds in them, at last, an arena in which his talent exceeds his adversary's.

Years more of preparation, to realize the power that talent portends. Time bought dearly with the blood of his allies, a patchwork insurgency of the desperate and condemned. In sparse moments, the hero and his surviving companions carve out a life for themselves, stealing what joy they can. The long, bitter path of his journey trudges towards culmination.
This is even more similar than I realized at the first place. Like, if Nameless was a tyrant this is the exact thing that would have happened...
One final sally against the Tyrant. As before, their powers are unevenly matched. But for the first time, that imbalance is in the hero's favor.
Expect for this part, Nameless would just become the eternal tyrant of the realm. Good thing is tyrant isn't Nameless!

And yet even that is not enough. The gap in power does not suffice to overcome the gulf of skill still between them. There is no more time. There are no more chances.

The killing stroke descends. The hero's final companion throws herself into its path. The hero becomes a widower.

In the Tyrant's implacable guard, a momentary opening appears.
One last sacrifice to top off the mountain of sacrifices. The life of the wife and the child of our hero for one opening. Interesting that this caused an opening, was it because he expected to kill the hero and didn't prepare for the aftermath? Was it because the wife of our hero was the Tyrant's childhood friend the hero took away from him?


Burning selfhood like tallow, the widower mounts one final onslaught. In his eyes there is no more victory, no dreams more of failure or success. Only the enemy which must be destroyed, no matter the cost.

The widower prevails. The Tyrant is no more. The peoples of the world celebrate their liberation. Joy and adulation rain upon their silent champion, who stares ahead unblinking.
With all the sacrifices he done it, the great hero won against the tyrant. Was it worth it though?


After the parade the widower buries his wife and their unborn child. It is eleven years to the day since he arrived in this world.

Crippled by the effulgence of that final strike, the widower is a pale shadow of his prior self. But in the eyes of the people, he is still the hero that was; their protector, their shining knight, their salvation, howsoever delayed though it may have been. And, with the passing of seasons, a glimmer of hope arises in the hero's heart. That, though the cost was ruinous, more than he could bear, there was good in the world still waiting to be fostered.

Freedom, Justice, Truth. In time, democracy. A society with the power and wherewithal to be organized around its highest ideals, rather than brute necessity. It is what they would have wanted - and if he no longer wields a hero's strength, still he has a hero's influence.
Ah, it seams he didn't sacrifice everything. He kept his ideals all along, even in his darkest moment he didn't sacrifice them. Even after he become a pale shadow himself he kept them. And with that he could continue to live and share his ideals. It's going to take longer with no power but well, it's not like there is a time limit.


But the world did not sit idly while he mourned. The kings and dukes who fought aside the hero have filled the vacuum of power left by the Tyrant. And they are content with the system at hand. Theirs is a society of nearly faultless structure, stably and evenly arranged. Their yoke is light, the people are fed. Is that not justice? There is no place here for the instruments of modernity, much less its frivolous ideals.

The hero is not dissuaded. Too many have died for him to surrender this dream. In that resolve the nobility see the beginnings of a Tyrant by a different name. They act. Treachery achieves what all the overlord's power could not: the hero undone at last. Discarded by those who had no more use for him.
Unfortunately, the society he lives in now isn't one that respects ideals not backed by power. Even the Tyrant probably become a Tyrant because the system otherwise couldn't be changed. Old Kings and Emperors, Dukes and Nobles. All who would prefer things to stay exactly like before even if it will give rise to another Tyrant and of course, another Hero in time.

In the hero's final moments, despair and hate raging equally across his heart, comes a being with the form of a man, offering vengeance in the form of a bargain.

The being is power beyond measure, beyond the hero's wildest reckonings, the solemn steady heartbeat of all creation, the sword by which all stories would end.

"Are you the-"

The man cuts him off with an upraised hand. "No, I'm not the Devil, nor am I associated with any that claim to be him. There will be no souls, no contracts, no signing in blood. My offer is that of a simple transaction. I am bound by countless Curses, leaving me greatly diminished, a thin figment of what I once was. Take up a portion of my burdens, and in exchange receive a fraction of my power."
And here comes our boi Accursed! Can't blame the hero to mistake him for the devil though, he looks like the devil, offers bargains like the devil but isn't the devil.


Power enough to escape this world, or remake it. This he understands without speaking. Even knowing this, he can not help but dislike the being. If this Accursed one had deigned to act sooner, could his wife and son have been saved?

But it had not, and mere dislike means nothing.

What else is there to say?

"I accept."
And the hero accepts, it's not like he has anything left other than his life. I am impressed that he got over the Hatred curse quickly.
Mournfully the being closes its eyes. "So be it."
It must hurt him, spreading his curses to underserving even with the exchange of power. I do feel bad for him.


"If you wish only to survive," it continued, "I will grant you a modest portion of my burdens, and power enough to be free of this realm and its shackles. But if you seek vengeance against the powers truly responsible for your suffering here, then you must take on a far more onerous burden. In exchange, you will receive the power of unbounded progression, growth without limit or surcease."
Now into the meat of the matter, the build votes! This is the shit you live for in Rihaku Quests.

[ ] Freedom - The eyes of the Accursed open. The ghost of a smile plays across his face, almost too quickly to catch. "Perhaps the wiser choice. Be careful which burdens you undertake; they will accompany you for eons to come. Go, enjoy your freedom. You've earned it."

*Become a Combat-type Cursebearer, granted immense personal might at the cost of 2 Curses.
*Yours will be power sufficient to crack planets and shatter nations, to drown the oceans themselves in ash, blot out sun and stars, the fire and impact of a nuclear bombardment as immaterial as rain against your skin.
*Your power will include some means of travel between worlds, allowing you to depart this wretched realm.
*Unless you decide otherwise, relatively comfy quest of nation-building, adventuring & slacking off.
*Perhaps the best revenge is living well.

-Granted power will not grow naturally.
-It is unlikely you will ever discover the truth behind your suffering, much less avenge yourself upon its architects. But the strings are cut, you are a puppet no more. Forget them, and live on.
The sane path. Not exactly the path for power gamers though. Gives us enough power to not care about most people and the means to do whatever we want. The path our Hero deserves and earned. Spread our ideals? Help people by killing villains? Build a mega empire among the starts? Live a relaxed life? All is among the cards. Direct revenge may not be in cards but even Accursed approves of it. The Hidden Master can rot in hell when their plan backfires again, it did with us. Nameless wasn't a Cursebearer after all.


[ ] Vengeance - "...If that is what you wish."

"If you survive, no power will be beyond you. In time, there will be no blade you cannot sunder, no force you cannot rout, no foe you cannot ruin, no throne you cannot claim. Take care that you do not become that which you despise."

*Become a Progression-type Cursebearer, granted the potential to attain power beyond all reason through ingenuity and effort, at the cost of the Geas of Indenture, the Apocryphal Curse, and 2 additional Curses.
*Receive only a modest boon of power to start, but you will almost certainly grow rapidly.
*The Geas will take you away from this place, to a world more conducive to your growth, though no less dangerous.
*Should you survive the trials to come, you will almost certainly grow strong enough to plumb this realm of its secrets and overcome its true masters.
*Some say the best revenge is living well. They are lying to themselves. One can strive to live well regardless, but there is no true substitute for revenge. No substitute for doing unto them what they did unto you, for passing sentence upon their richly deserving selves. King or noble, brazen masters or hidden ones... it matters not. When the hour arrives at last, there will be no justice here. Only vengeance.

-Limited initial power
-Forced to take a large number of Curses
-Including the dreaded Apocryphal Curse
The vengeance path. "Ow the Edge" levels of edge. Where in Geas of Indenture you sacrifice your future and freedom, you sacrifice everything for vengeance. Your future, your life and your ideals for it. If we survive the start, which is 50-50, we will certainly take care of the Hidden Masters. But the aftermath? Will it be worth it? There is no justice in here, only vengeance and afterwards there will also be nothing but a vengeance. Will also face ever scaling missions, foes and catastrophes. Never enjoy our power, at least for the purposes of the quest. Quest also in danger of ending if our hero dies at the start.


The choice came upon him, knowledge of the Curses appearing unbidden in his mind. All could be mitigated with time and effort, though it would take increasingly heroic efforts to overcome more than a modest fraction.
Yes, give it to me! Here is my opinion on the curses. Green Pick, Orange Maybe, Red Don't

[ ] The Geas of Indenture - Mortgage your future to pay for the present? The term of your service shall be no less than 937 octillion years. Immediately you will be transported to another world and given a task to complete. Nearly every task will fall into one of two forms: you will be required either to kill a predestined 'Chosen One' of some kind, or to conquer some amount of territory.

You will be granted full discretion in the completion of your tasks and there is no penalty whatsoever to slacking off provided you complete your mission within the generous time window allotted. Assassination tasks typically have a 100 - 500 year window, while conquest tasks usually have a 1,000 - 10,000 (or greater) year window, depending on the scope of the territory in question. Should you complete your mission early, you may choose to vacation in your current world for up to 10 more years before departing to the next task. Your assigned tasks will always be within your given capabilities to achieve. Failure to complete your task within the time window will result in death. You will not be assigned tasks that are totally abhorrent; assassination of a well-meaning hero is about as bad as it gets.
[ ] The Geas of Indenture - The least harmful and dangerous on the short term. The "Freebie" of the curses. Deceptive as it will not impact the quest.. Even for most xianxia freaks 937 octillion years of service will take a long ass time to complate. It will break our morals as we would have seen everything play out over and over again. Never settling down, never having proper freedom. Killing people after people, conquering after conquering for nothing but the next person to kill or the next place to conquer for 937 octillion years. This is potentially the most dangerous one. Narratively don't pick but mechanically and the fact that this is a quest so this will not matter makes me uncertain. But if you care about our character don't pick. Combat: XXXXXXXX Progressive: XXXXXXXX

[ ] The Decimator's Affliction - You will naturally absorb the total fundamental life force of the realm you currently inhabit at a rate of 10% per year. Area affected is exceptionally large and scales with your own power; a weak Progression-type might only affect half a continent, while a Combat-type would affect an entire solar system. In the absence of sufficient life force, you will begin to bleed essence, losing components of your powers, skills, identity, memories, and ontological veracity at a proportional rate. Though there are many paths of mitigation available, none of them are pleasant or easy.
[ ] The Decimator's Affliction - Lesser version of the Geas of Indenture without any obligations. We may have to move out once in a while but can keep coming back. We can probably mitigate it down, preferably to 5%. Perfect for picking if you are a Combat Class. Average if you are progressive as in the end the entire univervses will be affected by this curse.. Combat: XXXXXXXX Progressive: XXXXXXXX
[ ] Affliction of Slumber - A curse of the body. No matter how powerful your physical form becomes, you will require at least sixteen hours of sleep every twenty-four hours. Missing even a single hour will result in severe physiological consequences. If enemies consistently interrupt your sleep, you will find yourself near-constantly disoriented and enervated. Your waking hours are the very stuff of life. With this choice, you surrender half your conscious existence, your very presence in the world, upon the altar of a Curse.
[ ] Affliction of Slumber - Ah, dreaded slumber. Giving away half of your existence to sleep. It also makes personal time manipulation impossible for us. Dangerous if we are progressive, annoying if we are combat. I am undecided, depends on the type we are I suppose. Combat: XXXXXXXX Progressive: XXXXXXXX
[ ] Brand of the Champion - It is the champion's remit to solve problems, to answer the call of heroism wheresoever it should arise. The champion stands unconquered but alone. Everyone you interact with aside from a select few individuals will refuse to assist you, even in trivial ways, unless you perform some inane or perilous task for them first. Even if all conventions of morality, duty, or good sense would impel them otherwise, they will simply find it unthinkable to aid you without due recompense. The difficulty of tasks is usually equivalent to the degree of assistance you request, though not always.

There is no escaping the Brand, even the Accursed is affected by this, but if you are calling in a Primary Remittance that hinges on his intervention, such as Three Wishes, the tasks he assigns you will be moderately difficult at most.
[ ] Brand of the Champion - The most annoying one, deadly with the Tyrant. We will be forced to do everything by ourselves or do others bidding every time we request something, even to our servants and allies. This includes the Accursed even with the Wishes "Can you give me a glass of water please" "If you give me a bag of Cheetos, sure" / "I will kill you if you don't tell me where is my son!" "Not a chance before I get 20 bear skins! Too bad your son will be dead in a day!" Don't Pick would be my choice but it's in the maybe for combat and don't pick for progressive. Can be mitigated for a few person though. Combat: XXXXXXXX Progressive: XXXXXXXX
[ ] Doom of the Tyrant - You absolutely refuse to submit to, or even acknowledge the legitimacy of, any rule, custom, law or authority above your own, unless that authority is at least as powerful as a specific instruction from the Accursed himself. Your ability to operate within the context of any organization you are not unequivocally in charge of is utterly crippled. Diplomacy is a laughable dream.

Enemies that are aware of this can provoke you via reverse psychology, though this can only cause you to attack them - you aren't compelled to do the opposite of whatever they order. This Curse comes pre-mitigated in that it does not affect the Accursed, but is very difficult to mitigate further.

It's inadvisable to take this alongside any Brand effect if you intend to ever work with others. Example:

You request a subordinate do something for you -> They refuse until you collect 20 bear pelts -> You refuse to acknowledge the Brand's legitimacy, as it is not greater than the Accursed -> You are unable to ever get your 'subordinate' to do anything
[ ] Doom of the Tyrant - FREEDOM FUCK YEAH - Easiest to manage as long as we have the power. Can never work with an organization or a government if we are not the top dog in it. May include societal morals though not personal ones. Perfect for picking if we are combat, not that great if we are progressive. Don't pick if you want to make an empire that is not dictatorship with us at the top.Combat: XXXXXXXX Progressive: XXXXXXXX
[ ] Doom of Lunacy - The large majority of your power (75%) is sealed within a monstrous battle-form that forcefully emerges under conditions of extreme duress. You may voluntarily enter this form, but doing so causes you to go absolutely berserk, attacking without regard to friend or foe until everything in your vicinity is destroyed. Affected area scales with your power, but is always very large. Anyone who perceives the form is afflicted by terror and hatred as if by a Brand-type Curse; all but the most stalwart of allies will turn upon you in the face of it.

This Curse can be only be effectively mitigated by one means. Very occasionally you will encounter certain individuals that are highly compatible with you in some way. It is highly likely that any such individual(s) will be substantially weaker than you in most regards. In their presence the Doom will begin to shift to the Geas of Lunacy, if you do not suppress the change. The Geas of Lunacy does not limit your power in any way, but afflicts you with an unhealthy level of devotion to the individual in question. Their happiness and safety are certainly more important than your own and you will find it difficult to refuse even their slightest whims. It is always surprisingly difficult to augment their power beyond its natural rate of progression.
[ ] Doom of Lunacy - Hulk but worse. May become devoted servant of a asshat, may become devoted househusband/wife. May become murderhobo, especially combined with The Geas of Indenture. Stupid to pick with progressive, maybe pick with combat. Combat: XXXXXXXX Progressive: XXXXXXXX
[ ] Plenary Brand - Like a blazing sun, the radiance of your power is wholly unconstrained, and the shadow of your potential looms perilously, a pall over reality that is impossible to ignore. The truth of your essential nature is broadcast without concealment or pretext. Even if it would normally do so, this effect will not cause others to like you more.

You automatically attract the attention of everyone who perceives you, and your rough capabilities are made apparent to them, to whatever degree they can reasonably comprehend. Disguise is impossible, your nature is blindingly obvious, and enemies so informed of your abilities will act accordingly. Snip Progression-types in the bud with overwhelming strength, retreat and attempt to outscale Combat-types, etc. One of a Cursebearer's greatest strengths is the ability to grow in power undetected by the mighty; anonymity is very often the greatest defense. With this Curse, enemies will never overlook or forget the severity of the threat you pose. Even ostensible allies will likely foment contingency plans.

The Plenary Brand overpowers any forms of stealth or misdirection you might attempt. Furthermore, in any situation where it is remotely reasonable to do so, all enemies will focus their efforts on defeating you first.

Unlike most Curses, the strength of this Brand slowly increases with time. Unless efforts are paid towards mitigation, your mere existence will eventually sear ten billion impressions of yourself into the minds of your allies, rendering them comatose, while your enemies become monomaniacally determined to end you.

[ ] Plenary Brand - Everybody knows our current power and potential for the future. May give away weaknesses Annoying with combat but deadly with progressive. Combat: XXXXXXXX Progressive: XXXXXXXX
[ ] The Apocryphal Curse - "May you live in interesting times."

The challenges this presents will usually not be beyond your ability to overcome, but very occasionally you will be forced to dig deep and discover whether you are truly worthy of the Accursed's mantle. Remember: the greater the reprieve, the more terrible the chaos that follows. "Better to be a dog in times of peace, then a man in time of war."

*Counts as 2 Curses. Don't take it unless you have to.

[ ] The Apocryphal Curse - Worth two curses. Gives GM freedom to fuck with us further than usual. If this doesn't say anything about it's pickibility(?) nothing does. Combat: XXXXXXXX Progressive: XXXXXXXX

But alongside those burdens came power, the Remittances of the Accursed that he had paid so dearly for:
And here comes the goodies! And It's only the first part!


[ ] The Regalia - A crown and throne of stars.

A combination of Remittances. While it lacks in focus, it presents its recipient with an arsenal of superior versatility. A practical choice that focuses on minimizing risk and mitigating downside.

*Fortune: Once, upon your death or suffering of an unacceptable loss, you may rewind the relevant timelines up to one hundred years, though not to any point before you became a Cursebearer. All Cursebearers will retain their memories of the period rewound. Triggers unprompted if you die unexpectedly.
*Force: You will acquire a modest but useful superpower synergistic with your existing capabilities.
*Favor: Choose one additional Lesser Remittance.
*Wild: Copy any one of the above effects, making new choices for the copy.

Any powers granted by Remittances are scaled to your current power unless otherwise noted. A Combat-type Cursebearer would receive a greater boon than a starting Progression-type, though the latter might need it more...
It's simple, reference to the Diagrams and versatile. It has wide range of option for anything. Too...modest for my tastes. Better for the Vengeance paths than Freedom I say. Rewind is the most useful future.

[ ] The King's Scepter - Power, plain and simple.

The scepter represents temporal power, power over the world. Shallow though it may be, immediate power represents more than just safety in the moment. Certainly you can't train if you're dead. But power in the moment is also leverage to face stronger foes, to reap greater rewards, to provide greater space for optimization, more resources with which to accelerate your training.

Taking the Scepter all but guarantees you won't be snuffed out before you get a chance to advance, and accelerates your growth curve by giving you the leverage to take risks.

*The Accursed will grant you a mighty power, broad in remit and scope of action and well-suited to your nature. If you are a Combat type, the power granted will be of formidable scale. If you are a Progression type, the power will be optimized to grow with you.
The pure power option. The best power for the Vengeance path as the exceptional progress needs you to survive to happen. As Combat our power will be magnified once more. Overall a great opinion for any cursebearerç

[ ] Three Wishes - Your heart's desire.

The Accursed will grant certain of your requests. Do not squander his favor. Substantially mitigating your Curses or otherwise exceeding the Accursed's high expectations will recharge some fraction of either the Least, Lesser, or True Wishes depending on the scale and magnificence of your achievement.

Least Wish - You may wish for anything you could accomplish given a year's worth of effort, knowing what you know now. For example, "Improve my parameters as if I trained with my current methods for a year."

Lesser Wish - You may wish for most anything within reason, though it may not excessively surpass your current power level or that of the reality in which you currently reside. For example:

"Improve my parameters as if I had trained in a reasonably optimal manner for a human lifetime, without any of the negative side effects thereof."
"I wish for a superpower well-tailored to my current situation." Its general power level would be below that of the King's Scepter.
"I wish this enemy were dead beyond the possibility of recovery" would work on a greater variety of enemies than "I wish for this enemy to become my loyal servant."

Resurrection, time travel, social and political power etc are all within the realm of possibility, though each has limits.

True Wish - You may only employ the True Wish defensively unless the Accursed feels you have earned it. Earning it is very difficult. Used defensively, the Accursed will decisively resolve even the direst of situations in your favor. This is as good a guarantee of safety as exists in creation, for no entity you encounter in your travels will be even remotely capable of challenging the Accursed. The elder horrors of the omniverse could turn their unbridled might against you, but sheltering under his aegis you would not feel so much as a breeze.

Used proactively, you may wish for anything, and the Accursed will grant it if it is in your best interests.

Invoke this power with care, for the Accursed does not grant a favors of this scope for all but the most incredible of achievements. Most Cursebearers only get one.
Ah, the king of versatility and power! The path to one true Waifu! Can do everything and it even recharges compared to the Regalia. It will take a while though. The best choice in my opinion. Yes, even compared to Imperial Praxis. Why? Because even if a progressive Cursebearer with Praxis trained a billion years he couldn't reach Accursed pinky.


[ ] The Sword That Ends The World - Accursed blade.

Access the Praxis, the Accursed's personal casting style. A style of magic that emanates completely from the self, relies completely upon the self, and is developed completely by the self. Advancement in the Praxis depends little on talent, much on effort and self-sacrifice. A dream of fairness, defiant against an uncaring universe. And power enough, in time, to make the universe care.

The Praxis is renowned for its limitless potential and complete omni-dimensional reliability. Where all other magics fail, the Praxis operates with unerring consistency. It excels at inflicting and preventing harm, but struggles in matters of renewal or restoration. This Remittance only access to the Praxis, but only Combat-type Cursebearers will start with skill in its application. Unlike the other Primary Remittances, this Remittance offers no immediate power to a Progression-type Cursebearer.
The ever mysterious Praxis, Accursed Blade. Personal casting style of the Accursed. What else is there to say? Only downside is progressive Cursebearers don't even get a power boost from it at the start. It's the least optimal power for the vengeance path. Good for Freedom as...well we have the Freedom to pursue it.


Lesser Remittances will be chosen after your Primary Remittance is selected. They include choices such as companions, objects of power, slight upgrades to your Primary Remittance and so on. It would be unwise to rely on them for safety in the short or medium term.
I already can't wait for it. I missed the Rihaku brand build votes.

Oh wew, it's finally done. I am dedicating this to all Freedom seekers! (Oh and Battle Mastery if that matters)
 
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