Through the open window the gloaming haze of the auburn sky filtered in. There was a laziness about it, that suspended stray particles in amber raybeams and sapped vigor from the energy of youth.
Dayan wondered what it would be like to be a dust mote, carried on the wind with no predictable journey or endgoal.
His eyes followed the light from the arch of the mullion to the desk in front of him. The desk was oak, sturdy and reliable. His fingertips traced the whorls and spirals of the woodtop, scraping the grain and digging into it. This desk had been his desk for his entire life and now he was leaving it behind. Was there some ineffable quality of experience, that stored experiences? Could one take a microscope to a piece of wood and see on it the record of inanities it had endured? He hoped not.
His identification papers were neatly arranged in a stack on the edge of the table. Identification picture, a bleak mirror of the face in the mirror he would come to associate with himself. Orphan, it wrote in his neat handwriting on one line, twelve years of age on the other.
You have talent, they had said, you will have a future at the Imperial Academy. And that was that. The matron had signed off on the papers without fuss, her stern features unnaturally soft cast in the hue of sunset.
He would never be a dust mote now. His path was too rigid, narrowed irrevocably along the future that would come to narrow him in turn. The weight of his future began to sink down on him, pressing diffusely on his brow with an intangible ceaselessness. Never in his life had he felt this apprehension before, the unease for things too far off in the distance to see. And yet, he felt it.
Dayan shook his head. There was no point in being sentimental. The decision had been made, a trip by train chartered to the heart of the world, where the campus lay. All that was left to do, was to do.
A bit aimlessly, he checked through his suitcase for what was the fourth time today. Neatly arranged within was the sum total of all his belongings— his clothes (of which he had two kinds: recently delivered school uniforms, and mildly frayed hand-me-downs from older orphans), his notebooks (of which there were four: three for academic work, one for personal use), and the book he was currently reading.
Disgruntled that checking something you had just checked doesn't give you more things to do, he closed the suitcase and dedicated himself to the task of waiting as patiently as he could.
--
Impassively, Dayan looked up and out through the window. The sky was dark, and full of stars. The idle hum of wheels passing over a predetermined path, imperfections in spellbolted train tracks forming a rumbling soundtrack to rapidly passing scenery.
The seat he was in was exceptionally comfortable, velvet or silk or some other fabric that poor writers would write about rich people wearing. He pinched the arm of his seat. It was soft, superbly so, conforming to his touch and cushioning his movements. Was it magical, some part of the process of creation enhancing the physical qualities of the material? Or was it merely the product of exceptional design?
A crash from the carriage in front of him broke his reverie.
The scene: the conductor, clad in a suit and hat the same color of Dayan's seat. A girl standing opposed, pose agitated. She was wearing a uniform similar to the one Dayan had packed in his suitcase. He wondered if she was to be in his year level.
Between the two: a suitcase, of fine black leather with arcane crenellations rimming the metal frame. It was magic, he could tell, with an eerie certainty that resonated with something deeply in him.
"Young lady, you will have to hand over whatever object's tipped off our detector orbs. The policy of the Academy is quite clear—"
"As I was about to say, before you yanked my property out of my hands is that—"
Evidently, it was a squabble over something that wasn't any of his business. She probably had a special dispensation from the Academy, since he doubted anyone would be foolish enough to squander such an opportunity by getting expelled.
The Academy was the national institute for learning in the known world, second-to-none and coveted by many. It was the crown jewel of the Imperial Expanse, offering top-quality education in all three Schools of magic: Spellcasting, Charmcrafting, and Ritualism. Each School had specializations and subspecializations, hundreds of research laboratories and what amounted to a monopoly on mainstream magical pedagogy. Moreover, it acted as the cornerstone for the Imperial Expanse's foreign policy, subverting the works of other civilizations and churning out thousands of able combatants each year. The average graduate from the Academy would be set for life, wanting not for power or money.
He caught his reflection in the mirror. Is that to be me, when I've graduated?
--
Dayan was broken from his reverie once more, this time by the sound of someone sitting down on the seat beside him. He turned to the left, and saw that someone was in fact, sitting down on the seat beside him. A specific someone, in fact—the girl with the suitcase.
His eyes flicked from her suitcase to her face, and watched her mouth opening, about to say something.
He noticed it instantly. The scenery outside the window, frozen as if the train tracks had stopped, suspended in time. The girl's body, kept in place not by an active clenching of the muscles, but a stillness of an object in motion taken from an inertial frame of reference—there was no way for her body to naturally maintain that kind of position, not without magical interference—and then he caught it.
A movement, a displacement of something caught the corner of his eye, and there he saw, superimposed upon his own reflection, a man with eyes like drowning, a suffocating infinite color from which there was no escape. Within him Dayan felt the same resonance with this half-reflection as he did with the suitcase, magnified trillionfold. When once before it was a deep certainty, now it was truth beyond all reason, a forceful, undeniable fundament upon which other beliefs were merely anchored upon.
Before the man Dayan felt less real, as if he were a comic drawn hastily on a napkin or the errant figment of a daydream gone by. It was a force deeper than the mere overwhelming of senses, it was something that connected to a deeper basis of qualitative experience from which consciousness and qualia would arise—it was the overwhelming of being, lesser ontologies quailing in the presence of sheer unrelenting power.
And then the man spoke.
"Dayan Farwall. Having remained pure of body and exceptionally pure of mind for twelve years, you are well-suited for what I will offer you. Your compatibility, while currently stellar, could potentially be stronger in the future. Despite this, I have intervened early to prevent your subordination to the inferior fate-design of this realm, which would make you ineligible for future offers."
Inferior fate-design? Was the girl some kind of trap, sprung on him by an otherworldly force?
The man continued. "I am not a demon, arcane spirit, or contracted being. I am not the Beckoning King, the Manaeater, the Spine, or any of their emissaries or agents. 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."
Dayan knew none of these names, nor whatever those creatures were. And yet, he believed the man to be speaking the truth with the same certainty that he knew he was alive and breathing. What could be so powerful as to diminish a being with this power? The thought terrified him, and excited him at the same time.
A glint entered the man's eye, almost amused. "Make no mistake. To you, my power may seem prodigious, but I am vastly diminished from what I once was. And my burdens, while manageable, will weigh heavily on you for the rest of your existence. Their difficulty will not be greater than what you can manage, nor greater than the value of the powers I impart, but you will likely suffer enormously, and require great sacrifices to mitigate their worst effects. Do you accept?"
The man was offering power, perhaps, or some way to escape this supposed subordination. What need would Dayan have for power? He was set to enter the Academy and leave powerful enough to raze cities and command armies, live comfortably for the rest of his life. And yet, his mind came back to the dust mote.
What would it mean, to be free? What price would he pay for freedom from the rote tedium of life, to tear free from the routine and rhythm dictated by the pulse of another's drums. And yet, this seemed like another yoke to be put upon him, some burden that would tie him down. What worth was there in exchange one master for another?
No. He was misunderstanding. The burdens were not equal—fate's designs were opaque, bending to the whimsy of a hidden master.
At least here, he would know who held the chain. And maybe in time, come to know how to sever it.
"I accept."
A silence like the calm before the storm fell on him. "So be it."
--
Rejoice, for you have been chosen by the Accursed. Bear his burdens well, for you will only have one chance.
Choose the nature of your compact.
[ ] Combat-Type – The eyes of the Accursed close, mood contemplative. "Very well. Good tidings, Cursebearer. May your freedom be what you had hoped for."
*Become a Combat-type Cursebearer, granted immense personal might at the cost of 3 Curses. You are mildly incompatible with this option, and will need to take an extra curse to compensate.
*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.
*Ace magical school like it's nothing. A comfy quest of dumpstering those in your cohort and eventually ruling the kingdom. After finishing your education, you will likely have sufficient power and means to depose the Emperor. What you decide do from there will be up to you.
[ ] Progression-Type – The eyes of the Accursed settle on you like leaden weights. Briefly, you feel like drowning again, before the moment of scrutiny passes. "Good."
"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. Due to your exceptional compatibility, this option will only cost a Crowning Curse and 1 additional Curse. What a steal!
*Receive only a modest boon of power to start, but you will almost certainly grow rapidly.
*The Crowning Curse will come to define most of your actions, as you struggle and rage against the indifference of a dying world.
*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.
Choose the Curses you will bear.
[ ] 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 Doom of Entropy – A straightforward curse. Entropy is the measure of the amount of energy unavailable to do work. As you progress and grow in your travels, you will find the amount of resources available for you to use squandered and diminished. Magical energy will be tied up in vicious sacrificial loops, spare intellect and processing power allocated to the arraying of minutiae. At the moment, it stays at a manageable 20% of your total resources. Left unchecked, it may grow quickly to consume you in your entirety.
[ ] Brand of the Wretched - A simple curse. All who meet you will be invested with a severe dislike bordering on hatred, perhaps not enough to provoke violence in civilized individuals, but more than sufficient for them to actively work against your interests. No one, not your closest friends, not your family, not even the Accursed himself, is immune to this effect. You can overcome this hatred by word and deed, but supernatural influence of any kind finds no purchase against the power of your Brand.
[ ] 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.
[ ] Brand of Conflict – A reasonably complex curse. All those who interact with you will be convinced that you are a member of a tribe or social group with which they have severe grievances against. This, depending on their disposition towards prejudice and group thought, may move someone to seek violence against you, but may also provoke nothing beyond mild dislike. In a private social setting, the effects of this Curse may not be very pronounced, but may cause extreme difficulty when speaking to a large audience, for example.
[ ] Affliction of Banality – All joyful experiences become muted, and toned to gray. Your personal enjoyment is severely hampered, losing 4/5ths of its intensity. This has no effect on negative experiences, or ones that cause suffering and misery.
[ ] Brand of the Unmemorable – Fade into the background, and be forgotten. When not in your presence, traces of you begin rapidly disappearing. Lose your foothold in the memories of others, and watch personal relationships fade into nothingness. This is exceptionally hard to mitigate, but easy enough to work around.
[ ] 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."
*A Crowning Curse. Don't take it unless you have to.
[ ] The Unravelling Curse – "I am sorry."
Become charged with immense ontological weight. You will notice that your friends, your family, and even the contrivances of fate seem fake, like a plastic mask affixed half-heartedly to one's face. Your senses are not deceiving you—this is because they are fake.
This Curse causes the immediate and irreversible ego-death of all living entities that come into contact with you, becoming p-zombies in all senses of the word. This only works on beings with less weight than you, as their existences are consumed to fuel your continued largesse.
*A Crowning Curse.
Choose your Remittance.
[ ] Desuetude – Come into yourself, fully fledged.
The Accursed will pluck a version from yourself ten years into the future and facilitate a seamless merging, incorporating their skills, experiences, and techniques into yours while preventing identity drift. If you chose Progression, the Accursed will instead pick a version of yourself one hundred years into the future, but will gradually trickle in information at regularly interspaced intervals to prevent ego death.
This represents a massive increase in personal strength, leading to an instant mastery in your native world's art of Spellcasting as well as proficiencies in Charmcrafting and Ritualism. If you chose Progression, you will instead receive an instant mastery in all three systems of magic, as well as mastery in two other styles found into your travels to other continents: Dreamworking, and The Pyre.
*There's no guarantee that your magic system will be effective in other universes, so it would be best not to take this with Indenture.
*Mastery in Spellcasting gives you access to a wide array of unique effects, such as temporal acceleration, magical blasts strong enough to vaporize islands, and mindwiping.
*While all magic systems listed above (with exception to the Pyre) are considerably weaker individually and less versatile than the Noble Praxis or the Skycloud Eye, you are likely to find virtuous interactions between systems to let them be worth more than the sum of their parts.
*As for the Pyre, it will require some metaphysical fuel that you may not find access to during your stay at the academy.
*Additionally, your memories represent a reasonably-sized boon, giving you expertise on the generally abstruse Imperial bureaucracy and first-mover's advantage on events yet to happen.
[ ] Dark, Yet Full of Stars – Sight beyond sight.
Gain access to the Skycloud Eye, a metaphysical organ that embodies unbounded progression and vistas yet seen. Ponder, on experiences that shape you, and the dreams you concern yourself with. With an eye of endless clouds, you will never have to ask "Where?" or "How?" again.
*This organ gives you an intuitive sense for the optimal path to take to achieve your goals. This might lead you to do nonsensical things at first, such as minorly adjusting the placement of a pebble or scrawling a number on the side of a public bathroom. However, this sense always brings you closer to your goal, in a roundabout way.
*By expending memories and valuable experiences, you may engorge your Eye with energy to gain a detailed list of steps to optimize your personal values and internal self. This list will always align with the spirit and intent of your desires, as well as conforms to morally acceptable standards of the time. You do not know where these memories and experiences go.
*Lose sight in one eye. Restoration will require the sponsorship of a being on par with a High Cursebearer.
*Gain an insight into the other Metaphysical Organs, such as the Broken Glass Heart and the Lungs of Apoptosis. You have an instinctive knowledge of where their wielders are are, what they can do, and what they've done.
*They know where you are. And they're coming.
[ ] Lament – Pick up a lost sword, and swing.
A thousand thousand lifetimes lived, a million million friends lost. They were real, undeniably so, and each artifice made to suffer is another name you will carve onto the cenotaph you make from this creature's heart. Shed a tear, and fill your blade with the weight of your sorrow. You may only take this remittance if you have taken the Unravelling Curse or the Brand of the Unmemorable.
*A deep and mournful song rends your spirit. Shear away the supernatural and cleave towards the only thing that holds you together.
*The exact details of this system are opaque to you. You get the vague feeling that if you take this option, there will be further opportunities to unlock other forms of magic.
*Mitigation – The Things We Leave Behind: Someone will remember you. Someone will be real.
[ ] Homecoming – What it takes to sever your chains.
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.
*It's the Praxis. The Imperial Praxis, to be precise. More growth potential than any other option on this list.
*Not much immediate power, but are you really in all that much danger?
*Do you have the willpower?