I tried to gesture at this in the update, but Ash doesn't really know how to talk about Mother Ancient and what meeting her was like without being intensely personal and revealing, which they don't want to do. Talking about the greater powers is hard, which is one reason why there's so little information about them in grimoires.
Anyway, that's a mandate. Voting closed, will try to jam out the next update before sleep (should be doable, much of it was able to be prewritten).
Scheduled vote count started by picklepikkl on Apr 18, 2024 at 9:13 PM, finished with 10 posts and 10 votes.
You open your eyes in a world where the colors are finally right and the landscapes reassuringly normal. Or, wait, no, that's not it, that was the waking world, and the dreaming-realm is the strange one. Right? You stagger a bit, disoriented by how disoriented you aren't. It's like the previous night's dreamwalk never really ended: like your day spent awake was the ephemeral dream. Certainly you can feel the untapped power of the Shrine of the Word Unveiled thrumming within you, as though you had just been there and chosen to walk away.
You had felt part of this while you were awake, and now that you're back in the dreaming-realm, you feel the other half of the Ancient Mother's blessing. You fell asleep in her arms, and now you have woken up.
Not that you're in her arms anymore, or anywhere you recognize, but you're used to that by now. You're in a rockier, more rugged region of foothills, abutting one of the great peaks that had been so distant for so long. Your breath catches as you stare up at it, drinking in the sight of the winding paths, the mysterious structures, the clouds obscuring everything past a certain height. You're getting closer. You've seen a great deal of what the lower areas of the dreaming-realm have to offer; last night, you finally met one of the greater powers and felt the mark she left on you. You're actually doing this.
(You wonder, briefly, what is it that makes you special. Not everyone seeks out the Ascent. Not everyone who seeks it out gets this far. You're not done yet, not even close -- you still haven't even touched the deeper mysteries -- but still, you have done much and confronted a lot and are still climbing. Not everyone gets struck down by perils: some simply give up. Why you, and not them?)
Well. You aren't going to get answers to those questions, or to any other, by staying here. The key to the mysteries is further up and further in. (You hope.) You look around, figure out a likely-seeming route that takes you in approximately the right direction, and get going.
EIGHT OF SWORDS
You're not lost. You're not. You are exploring.
After picking your way carefully across the scree and around various boulders, you found yourself led to a... palace, or manor, or something, at the foot of a slope. You have been lost insideexploring it for some time. The hallways twist back and forth in ways that should intersect with themselves or each other but don't, the rooms have windows and balconies that look out onto vistas that are not where you were, and you've climbed enough staircases to be, by your rough estimate, about twice as high as the roof. The Escherian nightmare aesthetic was neat at first, but it's honestly grown a little boring by this point, especially given how completely deserted the place is. If you have no ability to make a mental map, you're forced to simply open doors and see what happens.
Granted, the actual contents of the rooms has been very neat. There have been all sorts of strange objects and treasures within them: orreries of strange and beautiful metals, clockwork automata, musical instruments that play themselves when you draw near... it's a shame they were all too large to be moved, or else affixed to the floor or furniture, or else you would have quickly made yourself a stash of amazing objects like Frank's. Every room is different, so while the process of... exploring... is tedious, the results have at least been engaging. At the moment, you're working your way down a long hallway; you're opening all the doors on one side, then the door at the end, then you'll open all the doors on the other side and work your way back.
However, your algorithm is interrupted by the door at the end of the hallway. It leads you to a peculiar chamber, wrought from white stone. At first glance, it's hardly worth the effort: there's barely anything in it, apart from a silver mirror hanging on the far wall.
Still, you walk in and look around. As you do, you catch sight of your reflection in the glass, then swing back to look more closely when you realize something: it isn't a true reflection. That isn't you. Not the you that you know. It doesn't quite move in sync with you, and -- little details are wrong. But it's a you that you can imagine being you. A you that might have been, had circumstances been different.
It's profoundly fascinating: it would be very hard to pull yourself away. But you can look intently into the mirror, and perhaps learn something about paths not taken.
[] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[] Write-in what Supernal resource you will spend or what cards you will Lose
[] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night.
[][ASCENT] Keep exploring.
[][ASCENT] Wake up, ending the Night.
Decks and Resources: Character Sheet Night-specific information: 1/max 6 Explorations, Wands Aura
As with Mother Ancient, the card's effect trumps the [ASCENT] vote; if the second option is chosen, the results of the [ASCENT] vote will be ignored.
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night.
[X] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[X] Three of Swords and Three of Pentacles
[X] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[X] Six of Pentacles and Three of Pentacles
YEET POKEMON
Do note that the first option is probably the smarter option since we have a Aura of Wands, and it's a guaranteed Trump Encounter for better or for worse
So, I'm thinking we probably want to do the second, but hear me out: this is an option to get rid of the omen vulture and the Tragoudion. ...If we wanted to. Nah.
(and, ninja'd)
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night.
Note that I'm not sure getting rid of the Omen Vulture now is a good idea, because we don't have anything else to lose in the Swords column besides our Ace - and I don't think we want to lose that ever even if we historically really don't like Sword cards?
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night.
Oof. This isn't gonna be cheap, but one WP for a card, a Supernal, and a Trump encounter (that wasn't even in our Ascent Deck yet) is a hard deal to turn down.
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night.
Still wish we knew more about the purpose/function of the Pneuma, but at least the exchange rate of 2 cards to 1 Supernal suggests a tentative valuation.
Weird that the Eight of Swords gives Supernal Experience rather than Force.
So, uh. I can't help but think that if it's so costly to give up on this card it's for a reason. Just like with the Threes, it seems to kind of imply that this vision of a different Ash might be an albatross around our neck. And call me crazy, but I'm also generally suspicious of mirrors that show you false reflections of yourself that you have a hard time looking away from. Gives me the creeps. The trumps are the powerful and dangerous greater powers of the dreams, and I worry that the one we'll meet here might not be one we want to meet.
So here's a whole bunch of costs I'm willing to pay to avoid this thing. I'm willing to let go of any one of our persistent followers, as well as the "one time Ash looked at maps" experience that is the Six of Pentacles.
[X] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[X] Three of Swords and Three of Pentacles
[X] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[X] Three of Swords and Six of Pentacles
[X] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[X] Six of Pentacles and Three of Pentacles
Though if taking this into our Pneuma does end up winning I'm not going to be too upset, because this does seem like it'll at least be interesting.
Right: Why is "an alternate version of you, one you can recognise and hypothetically have become" a Swords card?
There might be a nonzero chance that Justice is about judging which version of you is proven worthy to leave the mirror or something (especially given how this place seems to be a collection), so...
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night.
After stopping off at home to drop things off and ensure the cat hasn't set the house on fire, you go to the Rock & Roll Hall of Fame. It's right on the shore of Lake Erie, which is magnificent even if it isn't a patch on Lake Maranatha, and you spend a while admiring it and enjoying the air before you head in. The historical stuff is neat, and of course you enjoy the opportunity to listen to the music. That said... you can't help but think of the melodies of the Tragoudion. Would yours still be there, waiting when you arrived in the dream the way the omen vulture had? Or would it have wandered off in search of some other audience?
You jolt out of your musings to the sound of people chatting and getting up out of their seats. The interactive exhibit you were checking out had ended, and you hadn't even noticed it beginning, you were so lost in thought about the Tragoudion and its music. You feel a little uneasy about that and do your best to push away thoughts of the dreaming-realm and just enjoy the Hall of Fame.
But it proves difficult, when every sublime moment reminds you of somewhere else.
This is speculation here, but I think some of the cards in our Pneuma might be bad to have. The Tragoudion ruined Ash's ability to appreciate music. What if that effect is permanent? This might be one of the only chances we have to remove cards from our Pneuma, so. I think it's worth taking it. Well, no idea now. Eh.
[X] Spend one of any Supernal resource or Lose two cards from your Pneuma: Gain this card as an Aura.
-[X] Three of Swords and Three of Pentacles
Still wish we knew more about the purpose/function of the Pneuma, but at least the exchange rate of 2 cards to 1 Supernal suggests a tentative valuation.
Flavorfully, it's the source of your definite spiritual power (as opposed to potential/inchoate power, which is your Willpower). Mechanically, you've seen a few times now that your Pneuma is your reserves: each encounter you incorporate via Willpower gives you more gas in the tank, which allows you to then use that gas for various things, not all of which you've seen.
It's not a typo, if you were worried about that. Giving you a supernatural vision of another version of yourself with different experiences lets you gain insight into those experiences and how they mold you.
This is speculation here, but I think some of the cards in our Pneuma might be bad to have. The Tragoudion ruined Ash's ability to appreciate music. What if that effect is permanent?
Oof, OK, this is a case in which I communicated badly. I want to be clear that Ash has not lost the ability to appreciate all music forever; they have listened to music at other times, including during the rest Third Day, and it has been fine. You'll note that when they heard Frank whistle a tune, they were able to appreciate that without any reference to the Tragoudion. Even during the Rock and Roll Hall of Fame expedition, when the encounter with the Tragoudion was fresh, it was only that one time that they couldn't focus because they were thinking about it. The last line was meant to reference also Ash's expedition to the art museum on the First Day and how they kept thinking about the dreaming-realm when looking at particularly evocative pieces.
I would have been clearer about it if this had happened the way you worried; I apologize for not being clearer as-is.
I know this might be very dangerous and I know spending cards in our pneuma to save other resources is probably a good idea eventually, but you can't wave a trump in my face and expect me not to take it. At the very least a wild aura early in the night is invaluable.
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night
[X] Spend one Willpower: Add this card to your Pneuma. Gain one Supernal Experience. Search the Ascent Deck and the Unseen for XI Justice and put it on top of the Ascent Deck. You must immediately Explore again; you may not end the Night
Flavorfully, it's the source of your definite spiritual power (as opposed to potential/inchoate power, which is your Willpower). Mechanically, you've seen a few times now that your Pneuma is your reserves: each encounter you incorporate via Willpower gives you more gas in the tank, which allows you to then use that gas for various things, not all of which you've seen.
Ah, yeah, to be clear, that wasn't a complaint about lacking/unclear explanations - just a desire to learn more through the process of play. Because like...
1) Cards in our Pneuma, unlike Auras, retain their individual identity - yet so far our only chances to use them have had no reference to which card is being used.
2) We are acquiring cards in our Pneuma at a dramatically higher rate than we're receiving chances to expend them, so it seems unlikely we'd ever not be able to afford the prices we've so far seen.
So basically I'm waiting for the other shoe to drop, and expecting it'll relate to more big-deal cards and/or our wincons (if only by process of elimination).