Glory
Glory

Hunger has spent quite a considerable number of re-rolls to get the final result (Hunger 79, Procyon 19). Ideally Hunger would have gotten above 80, but this was still in the range of victory, if at grievous cost.

Hunger can be considered lucky that he has access to the Shattering Blow and its variants, without which he surely would have failed to slay Procyon with that roll. Tactics and omakes did contribute in lowering the DC to the point where the damage was minimized on a relative scale, though any analogue to the Shattering Blow cannot be considered inexpensive.

In any case, the reward of valor is victory, and to the victor goes the spoils.

You currently have 45.8 Arete. Choose one build option below, and one Condition. Choose wisely, as the structure of Hunger's advancement here could well determine his future path. We will choose your Heroic Advancement afterwards.

[ ] Accursed Implement - Rod and staff and saber, united in purpose.

Complete Fisher King (2 Picks, 12 Arete) and attain Feat: Saber (3 picks, 12 Arete).

An economical option that unlocks Sword in the Stone, saves Arete for the Realm of Evening, and picks up the exclusive Saber feat from this battle. After multipliers Saber should yield a full .625 Rank, improving Hunger's combat Rank to 10.45, casting Rank to 9.45, and his Blood Rank to 11.45. A fearsome elevation indeed, and one that keeps your options open to purchase effects in the Realm of Evening. You'll also gain 10 points of Accursed Favor and the option to use Fisher King mitigation of the Decimator's Affliction.

*Increased Wisdom, Rank, and Rank gains make this a versatile build that can stay in the Voyaging Realm or return to the Human Sphere as Hunger prefers.
*Extreme Rank focus means certain uncommon enemies may be able to counter you effectively. Lacks notable Attribute improvements beyond a few +s to mental stats.
*Future Armament matchups: Dicey, but you have lots of Arete to play with in the Realm of Evening. Surely you can buy something there?
*If you can figure out a way to re-access Feat: Orb, the potential benefits would be considerable.

[ ] A King For All Seasons - Not merely of Winter, but of all seasons, King.

Purchase Refinement of Purpose for 1 pick, 25 Arete (Arete -> Praxis picks), then purchase Sword in the Stone for 1 pick, 25 Arete. Finish by purchasing Tenfold Echo + 1 additional Echo for 3 picks. You will need to generate some Arete to afford this option, but it's not overly ambitious.

*A rulership-focused build that wields the Hour of Reckoning to obliterate opposition when his territories are threatened. Refinement of Purpose also grants a large number of Attribute +s due to interactions with Cut Through.
*Hunger's last encounter with an Armament was far too close. Venturing the Human Sphere would give the Apocryphal Curse immense ammunition against him. It may be wise to remain in the Voyaging Realm for some time yet, and see if his own development alongside Gisena's Artifice can help him reach a level capable of contesting Armaments more comfortably. In the meantime it would be a good opportunity to gain some experience with rule. Hunger could take over as King Regent (or... Lord Protector?) of Nilfel and unify it with his other polities so as to spread the benefits of Sword in the Stone as far and wide and possible.

Refinement of Purpose [1 + 7 Praxis picks]

The stars could yield, the sky could yield, the Walls could yield, the world could yield, but it was not within him to yield.

++++++++++++++++++++Willpower, +300% to the value of all Willpower +s. Praxis endurance now scales directly with Willpower if that would be better for the practitioner.

In Hunger's case, this increases his current Praxis endurance by half again, though note that this techniques with exponentiating costs, such as Artful Thorn, may not yield extra invocations.

*This grants over 100 effective Might and AGI +s; mind the interactions with All-Defeating Stance and Refinement of Quickness, respectively.

Sword in the Stone [25 Arete]

Downthrust the wielder plunges his blade into a stone, tomb or anvil of appropriate size. Buried halfway it stands immovable; an unyielding edifice of rule, pillar and testament to the inexorability of his reign, and its iron righteousness. So sheathed, it becomes a tool not of war but of governance - and if its talents are tuned poorly for that purpose, it upends such deficiencies through sheer weight of power. Its presence is an echo of his will and his signature, fairness resolute and unmerciful judgement, redounding to the very boundaries of his territory and beyond.

No force may tear loose sword from stone; neither curse nor conquest, nor passing of eons, nor death of the wielder and extinction of his line may sunder blade from sheath until the hour of reckoning is come. Invincible and unbridled it stands, the sharp perilous tower whose graven-stone memory is the saga of ages.

Only a ruler of whom he would approve may pull loose the blade, calling again the Forebear's Implement to war. Rue the day such a calamity is unleashed upon an unsuspecting multiverse, for the remit of the Forebear is resolve without limit, and power without bound.

*Requires two of: Rank 9, Once and Future I, Stranglethorn: Establishment, or Refinement of Purpose
*Hunger did not find the Forebear's Blade plunged into an object; it was laid flat against his empty tomb.
*When active, converts half the AGI from Echo-type advancements (Echo of the Forebear, Undying Echo, Tenfold Echo etc) into WITS and INT (Rulership), and half the associated Might into WILL and WIS (Rulership).

*The wielder's kingdom is as a Camelot or Shangi-La; wonders and feats halfway beyond the realm of the possible become attainable - and, in time, even commonplace within its borders.
*The wielder's Rank and Luck are centralized into his thrust Blade and emanate to cover the entirety of his territories, treating all his lands as a single entity benefitting from his full, unpenalized Rank; any action opposed to the ambitions or well-being of the kingdom is resisted by that all-converging will, and actions commensurate with such powerfully augmented.

*Hour of Reckoning: To defy him is folly; to assault him is hubris. If the wielder is forced to take up his Blade by the unforgivable action(s) of an external aggressor, double the effects of Once and Future against that opponent.

*So long as this Advancement is active, the wielder cannot be slain beyond the possibility of resurrection, nor his works wiped from the memory of sapient beings. Some fragment, remnant or recoverable sliver will always remain, even if only in the most abstract sense. As the wielder's Rank and Luck are focused into the Blade, all reality will conspire towards his revival unless opposed by forces of even greater import, his kingdoms and territories working assiduously towards his purposes even as their ruler lies dead but dreaming.
*If its wielder falls in combat, the Forebear's Blade plunges into the earth, automatically activating this Advancement. It and the underlying object are both immovable and indestructible except when pulled free by an appropriate wielder.
*Save when he falls, the wielder must plunge his weapon into the appropriate object and, with an effort of will, manifest the effects of this Advancement. Removing the blade automatically removes its active effects.

**For example, a single soldier marching under the Forebear's banner may be afforded cosmic protection equivalent to an appendage, such as a finger, of the Forebear himself, in addition to the defenses granted by that soldier's own Rank. More important champions of the Forebear's will might be granted commensurately greater protection, equal to a hand, limb, eye or heart. This can render the wielder's armies nigh-invincible against forces of lesser Astral influence.

[ ] Armory of Night - Gravity his onager, evening his shield, the stars his munitions; the cosmos his armory in full.

Attain the Sixth and Seventh Empyreal Signs of the Evening Sky for 5 picks, 52 Arete. This is a discounted price. The functional effect of these Signs with the Set Bonus will be for Hunger either to enhance or outright manifest an Armament of his own; clad in these spellfire vestments, Verschlengorge could be restored to the fullness of its power and beyond, or Hunger could forge an Armament of his own to take Procyon's place: an Implement of terrifying grandeur and power whose plate is the Armor of Midnight, its cannons Deathly Stars.

*Ideal for those who wish to venture to the Human Sphere as soon as possible.
*Assuming it's piloted by Letrizia, Verschlengorge bearing the Armory of Night would be capable of fighting off four peer-level Armaments simultaneously.
*This will also awaken his secondary heads to full sentience, and manifest a fourth head opposite to his current primary. The Devouring Armament no more; Behold the Maw of Night, the Hungering Armament whose jaw is the void and the cessation of all things.
*Should you choose a custom Armament, you still won't be able to manifest a Shroud, though you will be able to use a Curse-specific Ultimate. The nature of the Forebear is beyond the piddling grasp of Foremost technology. Hunger would for obvious reasons also need to link with his new Armament instead of Verschlengorge, which means Verschlengorge's Decimation would return.
*However, note that the Ereadhihr have considerable utility applications beyond their might in battle. A second Armament would open up enormous logistical and cosmic terraforming possibilities, to say nothing of its Curse-specific Ultimate!

[ ] A Hero's Reward - For whom the favor was carried.

Expend 5 picks, 50 Arete and the Heroic Advancement in order to receive +3 Haeliel Points and become one of Haeliel's Chosen, being empowered as per the Hero of your universe. Exact effects vary, but are usually incredibly powerful. This has a low chance to kill you, in which Haeliel will reincarnate you elsewhere with a different Geas task.

Most importantly, Haeliel will appear once more to speak with Hunger, this time in her official capacity. Don't expect this to be a regular occurrence!

*Should you survive, the enemy spawned by the Chains of Fate will target you instead, making that particular ordeal far easier to overcome.
*Hunger can assist Aobaru in his Chosen-specific tasks, making Aobaru's quest vastly easier.
*This is what happens when the mentor refuses to die, he just solves all the hero's problems himself!

[ ] Myth and Legend - For all things, a culmination.

In her desperation to save Lord Hunger, Adorie awakens the Mirellyian Bloodline in full, invoking the Oath of Winter (0 picks, 28 Arete). This more or less negates the effects of the Condition chosen below, though still vote for the one you prefer. Hunger acquires Feat: Saber for (3 picks, 12 Arete), receiving +.5 Rank, and expends a further (2 picks, 7 Arete) for Inheritance: Pierce Through. +++Adorie.

*One of the more synergistic and plot-appropriate builds, though to benefit fully you'll need Adorie to travel with you. Should you wish to venture into the Human Sphere, Nilfel will need to find a new leader.
*An effective Rank 10.5 Companion has enormous applicability in combat, politics, administration and elsewhere, especially in the areas Hunger is lacking. Frees up Gisena to focus on her passion of research.
*Good for traveling to the Human Sphere and fighting Armaments head-on, enhancing the very Praxis techniques Hunger relied on so heavily to overcome Procyon.
*Total cost of 47 Arete, you'll need to earn a bit of Arete for these Advancements.

Oath of Winter

To Might alone, it is given, to decide who shall rule.

Sets Adorie's Rank to 10. Grants Adorie ++++++++++All Stats.

The powers of Winter are preservation and destruction, and its purpose is Might. Let the glories that once bestrode this Realm, arise again.

Preservation: Considerable in-setting effects, unlocks a multitude of options. In battle, may negate the effects of any Condition less severe than a Lesser Shattering Blow upon herself or allies. Octuples Hunger's Praxis endurance while in her presence.

Destruction: Those who oppose House Mirellyian are cast into the cold and storm. Her opponents in any endeavor suffer a 0.5 penalty to Astral Rank. This applies to any working against her interests and objectives, even if not fighting her directly.

Might: The Mirellyian may designate one champion to share the Rank and All Stats bonuses conferred by the Oath of Winter. This would not affect Hunger's Combat or Blood Ranks at all, as those already exceed 10 with Feat: Saber, but would improve his general and casting Ranks substantially.

Synergies:

*Alongside Renaissance Woman, may unlock Status: Foremost Maker for Adorie and Gisena given sufficient time and research. Among other things, this would prevent Armaments from directly attacking them.
*Alongside Feat: Saber, unlocks Inheritance: Pierce Through.
*Alongside the Empyreal Signs, further accelerates Sign development

Inheritance: Pierce Through

+++AGI, ++Might

Hunger may now perform the perfected version of Vanreir's Thrust technique: an unerring and inescapable lunge that pierces all forms of physical defense. Negates target inapplicability: if incorporeal, the thrust will damage their spirit; if physical harm is meaningless, it will strike their very essence. Does not commit Hunger into a continuous attack if it somehow fails. This is tiring to use, drawing from the same pool as Praxis Techniques - but see Oath of Winter above.

Integrates and upgrades the Artful Thorn: in exchange for limitations on form, the cost is now linear rather than exponential.

---

Conditions: Choose one.

[ ] Lessened: Lose 10 Arete and surrender your next 5 picks. Does not affect picks from this fight, but it would be unwise to take this with Hero's Reward, Armory of Night, or King For All Seasons without generating an enormous amount of Arete.

[ ] Grievous Exertion: Essence damage was moderate, but comprehensive. -20% All Stats, -2 Rank, -80% Praxis Endurance, --Mental Stability for 1 month. Time in the Realm of Evening counts, but Apocryphal Curse is very likely to exploit this opening.

[ ] Over-Refined: Essence damage was severe, but contained. Praxis techniques sealed for one year.

[ ] Least Foresleep: Suffer the Affliction of Slumber at full strength for one year, then at half-strength for another year. Can't be mitigated. With powerful companions the consequences of Slumber can themselves be reduced, however.

---

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Actually, do we even have 52 Arete?
I think we do. Our reserves are rather sizable as a side effect of the production in thread.

EDIT: Never mind, we have 45.8. Still, that's something we can grind up to feasibly.
*An Armament built around a Crowning Curse would be formidable indeed, though
Is it finally time?

Is it finally time for the rise of the Apocryphal Armament!
 
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[X] Accursed Implement

[X] A King For All Seasons

[X] Armory of Night


[X] A Hero's Reward

[X] Myth and Legend

[X] Lessened

[X] Grievous Exertion

[X] Over-Refined

[X] Least Foresleep
 
A hero's reward is so god damn tempting, but it burns everything for a reward that isn't even listed. Myth and Legend also looks absurdly powerful, with the main downside being that the power isn't focused on Hunger. Those conditions are extremely rough and Myth and Legend not only provides extreme power boosts but also negates them. It also allows for easier sign research to inevitably get our space armament.
 
clutches his head in confusion

I can't decide! The options are all too good!

I need some arguments before I can figure out which one I want more.
 

This link is broken, if you intended a link there.

You know, when I said we were going to be offered Haliel headpats for 5-picks and 50 Arete, I was joking.

Who said you'd be getting a headpat, this is just power and a conversation!

Adorie backpack fight would be so viable if we did that though; combined with a linear cost Artful Thorn and octupled Praxis exertion, the power of that gattai is unstoppable.

They're all great value, though suited for different roles. Myth and Legend / Armory of Night are good for venturing into the Human Sphere, whereas King for All Seasons incentivizes you to stay in the Voyaging Realm for a while yet.
 
Hi @Rihaku, just to check, does the octupled Praxis endurance from Adorie's EFB stack multiplicatively with Tears's quartered cost?

If so, that's seriously amazing stuff in addition to the rest, but I guess that's to be expected.
 
Naive intuition/gut reaction to the options:
The most appropriate thing, both narratively and in-character, would seem to be going to the Human Sphere in a prompt manner: we seem to be in the opening stages of a war, which should have Letrizia concerned for her family, polity, and planet (and Hunger concerned that he's going to have to rule over a galaxy-wide pile of rubble!). Moreover, the best chance they have to avert those tragedies is prompt action.
This suggests Armory of Night as an extremely strong candidate: it makes an extremely strong political statement (just look at the importance of Armaments) and simultaneously boosts our combat capabilities to acceptable levels (in terms of bargaining with both the Empire and Republic from a reasonably strong position).
This, in turn, suggests Grievous Exertion as a good condition to take. While the Apocryphal would normally take advantage of this position of weakness to off Hunger, with most of our combat capability in Versch's able hands, a temporary diminishment in Hunger's personal power is a trifling concern.

Finally, let me make an entirely different appeal: if we don't pick up enough personal power to combat an Armament on good terms, Hunger will necessarily have to spend this month's Realm of Evening proc frantically accruing power, which is all he's done since he's become a cursebearer. If you want Hunger to have a nice vacation (and for us to get a nice slice of life episode or three) strongly consider voting for Armory.

[X] Armory of Night
[X] Grievous Exertion
 
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[X] A Hero's Reward

This option is just too funny, so I'm going to settle my vote here for now. Not only do we become vastly more powerful, we can speedrun Aobaru's attempt to become theme park manager, the effects of which would have an unimaginable impact on the state of the war as a whole.
 
Finally, let me make an entirely different appeal: if we don't pick up enough personal power to combat an Armament on good terms, Hunger will necessarily have to spend this month's Realm of Evening proc frantically accruing power, which is all he's done since he's become a cursebearer. If you want Hunger to have a nice vacation (and for us to get a nice slice of life episode or three) strongly consider voting for Armory.
COMFY PILLARS was literally the engine driving my entire push for taking 5th Sign + Strain. There is no better opportunity for +Mental Stability than a visit to the Realm of Evening without an immediate threat hanging over us.

I am torn about the other options, because they are all so very good. But the plan was to Relax in Divine Opulence during Pillars and right now I still think we should stick to that plan.
 
what stats does '++++++++++All Stats' cover? does it cover progression? mental stability? I assume it doesn't include mental contamination...
 
Hmm, I'm actually really tempted on getting Myth and Legend, even though it could be considered to give us the least power in a way. But it basically negates our Condition immediately and octuples our Praxis tolerance and makes Artful Thorn even less taxing to cast on top of that. Plus, if she gives Gisena Might we'd get Rank 10 Artifice with +10INT/WIS/Wits, plus both Adorie and Gisena would get Shrouds. Plus no conditions means we'd get to spend our Pillars time doing whatever we want! It puts us in a great place for the Human Sphere.

It would involve giving up ruled land Potection however, but I think that's far less important compared to what it offers. So, tentative vote:

[X] Myth and Legend

I will see if I change my mind later. For now, this seems good.
 
what stats does '++++++++++All Stats' cover? does it cover progression? mental stability? I assume it doesn't include mental contamination...
This quote is from quite a while ago, but I believe it still holds:
+All Stats covers at least this much:



+Strength, +Con, +Agi

+Int, +Wits, +Wis

+Cha (+App), +Man

+Protection, +Luck, +Willpower



It does not cover:

Stats you lack

Aspects of your character that aren't Stats (Rank, Progression etc)

Aspects that're arguably stats, but with significant downside (Heartlessness)



Echo + Domain + Preeminence: War would give you +.5 Rank and ++Physical Stats, +Mental / Social / Misc stats for most battles. That's quite good, though the benefits are diffuse. Would be really good if you were already Rank 4.25!



Don't forget that Pitiless Maw is also a Ring Advancement!
 
[X] A Hero's Reward

This is probably my preferred option, given that Halael's exaltation gave both immediate power and progression options. Myth and Legends would also be pretty good for that purpose (praxis scaling with willpower lol), and I guess I can see the utility and power in King.

This is a knee-jerk vote. I very well might re-evaluate things later
 
Wow, lots to read through. But first, I beelined at looking at Feat: Saber...
[ ] Accursed Implement - Rod and staff and saber, united in purpose.

Complete Fisher King (2 Picks, 12 Arete) and attain Feat: Saber (3 picks, 12 Arete).

An economical option that unlocks Sword in the Stone, saves Arete for the Realm of Evening, and picks up the exclusive Saber feat from this battle. After multipliers Saber should yield a full .625 Rank,
[ ] Myth and Legend - For all things, a culmination.

In her desperation to save Lord Hunger, Adorie awakens the Mirellyian Bloodline in full, invoking the Oath of Winter (0 picks, 28 Arete). This more or less negates the effects of the Condition chosen below, though still vote for the one you prefer. Hunger acquires Feat: Saber for (3 picks, 12 Arete), receiving +.5 Rank
Ah. I'm guessing Feat: Saber is .25 Rank at base, then? That works out, then. (Fisher King is another +50% to Rank gain.)

Hm, question -- what is the "Train Rank Manually" thing? Inherit the World says it lets us do that, but I'm not sure I remember it coming up much. So, what does it do?

Also: Rod, Staff, and Saber... what exactly does that -- wait. Fisher King is the Rod, Saber is... the fight, I guess. Staff is usually a staff, a Wizard's staff (we got Evening Sky instead though; apparently the evening sky, the cloak, was a wizard thing too) buuut... in this case the Sword in the Stone is what we've got.

Well, okay, I guess those are 3 stick things. Weird and funny, but there you go.


I wonder, then. What exactly is Feat: Orb? Also: it says "if you can find a way to reaccess Feat: Orb"... Does this mean that Hunger used to have those 3 Feats, and burnt them away when using the Shattering Blow to fell the Tyrant? Interesting.

Crown was achieved by ruling and reorganizing the Elixir Sovereignty, into the Elixir Kingdom. (Though, I suspect that the Nilfel adventures might also have been appropriate for it, maybe.)

Saber was achieved in a dramatic fight with a dramatic sword final move.

What's Orb, though? Some sort of magic? Something related to a planet? Some cosmic orb? A star? Hmm.

And now to actually go and finish reading it all!
 
I wonder, then. What exactly is Feat: Orb? Also: it says "if you can find a way to reaccess Feat: Orb"... Does this mean that Hunger used to have those 3 Feats, and burnt them away when using the Shattering Blow to fell the Tyrant? Interesting.
No, Rihaku is referring to when we had the chance to decide to take the Fifth Sign, As Above, which would have unlocked Feat: Orb for purchase.

Instead, we took the Fifth Sign, Armor of Midnight for the Evening Sky special advancement, which we delayed so we could get the stronger Seven Sign Advancement later on. That's part of why Armory of Night allows us to manifest an Armament.
 
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