*While active, reduces the cooldown of other Graces except Inner Sanctum.

Hmmm.

Ultimate - Induce Coalescence: Target human female becomes a Sorceress, or, if already a Sorceress, immediately undergoes her next Coalescence in the serial order. Use of this ability puts the Grace on cooldown for one year. Works on the caster, if she is female.

HMMMM.

This is just straight up +5 coalescences per year, isn't it? Plus general time shenagigans that synergize with the ring, plus making other people sorceresses. That seems bonkers.
 
It's not as bonkers as it seems because the odds of reaching even the second use are slim. It does seem like it would give Gisena the ability to become equivalent in power to the Accursed within a mere 4.9266667e+32 years, however, if the Coalescence->30 levels thing continues indefinitely :p . it probably continues decently for a few thousand levels, at least, or there'd have been a deviation visible.
 
Evening Sky: Heavenly Tomb [Conjunctional: The Ring of Power, The Forebear's Blade] - 25 Arete (1 pick)

No paradise is this,
no splendid Realm of Evening's kiss;
but its colder distaff face -
a prison spun from time and space.


The heavens are vault and spectacle, vastness and sea; entombed among those countless points of light are elder beings and heralds of strange design. Trapped upon a pale green speck of planetary earth, it can be hard to grasp the enormity of that perilous ocean surrounding, but it would be unwise to forget: earth and sea and sky were never equals. The sky is more than a window and darkness, the stars more than the natural lighting of the cosmos. Beyond the far reaches of mortal grasp lie wonders and horrors as to remake the philosophies of man, contained by mere distance from their revelatory conquest.

*Walls of Night: ++++++++++Protection, ignore Protection penalties.
*Endless Depths: Massively increases the effective health and health regeneration of the Evening Sky before depletion.
*Imprisoner's Might: Grants immense but highly specific power over the interior Cloak of Evening, permitting the effects below:

*Enemies defeated completely may be consigned to the Heavenly Tomb, absorbed into the Evening Sky & frozen in the bleak nothingness beneath time and space. There is no limit to the number of foes that can be so contained; entire civilizations can be preserved in the amber of time.
*You may also store and retrieve inanimate objects so long as they are under your control.
*An enemy once trapped in the Heavenly Tomb becomes categorically incapable of ever defeating the wearer again. They may be released for rehabilitation, further punishment or annihilation at the wearer's leisure. Note however that this is not an absolute guard; those trapped are not preventing from resisting or inconveniencing the wearer, merely from ever defeating him.
*If you have Pillars of Creation, you may within the Realm of Evening unfreeze and interact with defeated foes from a position of perfect safety, employing the implements of the Realm of Evening as you please.
*Time and training may expand and revise these effects with no effective upper limit, including esoteric imprisonment effects such as the sealing of aspects or ideas.

[ ] [Azure Moon] - 7 Arete. That which reigns resplendent once in a blue aeon. The wearer gains access to his true [Soul Evocation], [Imprisoner], and high-grade talent in its use. Powerful as this may be, recall that the use of Soul Evocations requires extensive technical study which will be difficult to perform under the constraints of Hunger. However the potential benefits are enormous enough that it may be worth pursuing even at a mortal's pace.

[ ] The Ring of Power: Crimson Flare - 25 Arete. (0 picks, but requires Chief Dominion)

Call'd the ring in direst hour;
Azure's brethren faces turned.
Yet came the Lord its cause to flower;
then saw its keepers, to ruin burned.

Forgotten not, the debt of Time
when all its kind had turned their backs;
Not Hunger ring, its steed to ride,
brought Temple low, rapine and sack.

And debt unpaid shall not abide.


The crimson jewel blazes with a hallowed, piercing light, its glory to outshine sun and stars, all made abject by its presence. This is attainment of a height that disdains mere power, the Jewel of Blood unveiled in truth.

Elevates the wielder's Rank by a variable amount [Currently: to 5]
+2 Rank for purposes of wielding the Chief Dominion.

If the Azure Ring is saved:
Further increases the scope, power, and control of the Chief Dominion, beyond even the limits of the Ruling Ring.*
Obsoletes and refunds: Augment Dominion: Blood, Sublime Transfusion, Ennobling
The Azure Ring will submit to the Crimson in the next contest of primacy.

*Example effects: Individuals can be Ennobled in hours, small populations in days, large populations in months. Levels above Ennoblement can be researched and acquired, potentially without Arete expenditure. Verschlengorge can be healed to Rank 6 in hours, to Rank 7 in days, to Rank 7.5 in weeks. Enemies of Rank 4 or lower can be rendered comatose with a gesture; those of merely equivalent Rank (5) would suffer crippling disadvantage.
[ ] Augment Dominion: Blood - The world-wielding will of the Ring.
Treat the wielder's Rank as if it were (.5 Low/.25 Medium/.1 High) higher for purposes of the [Ring of Power] effect applied to the Blood domain, increasing its potency and versatility. Repeatable, but costs 1 more pick each time.
[ ] Sublime Transfusion - 2 Arete. The restorative vigor of blood willingly given. The wielder may donate his blood to another in order to heal them. This applies regeneration at a rate triple the wielder's own, and this healing effect is treated as if possessing conceptual potency a full Rank higher than the wielder's baseline, minimum 7. Even organisms of different species can be revitalized through such means.

[ ] Ennobling - 2 Arete (2 picks)

Ambition's work is conducted atop the shoulders of giants. Raise up one's servants to appropriately towering stature.

The process of comprehensive elevation of all positive attributes of the blood. Applied continuously over a long period, boons may become permanent and expand in scope, enhancing all qualities of the target and their future offspring. Applies up to +++All Stats to the target, Lifespan improves by fourfold. Elevates the target by .5 Rank to a maximum of 3.5. Does not work on yourself or on species whose native Rank is higher than 4.5.

Effects become permanent after a few weeks focused on a single target, or a few years focused on a small population. Further Advancements may improve both the scale and speed of augmentation. With a thought, the original bestower may retract any boon so given, so long as they possess the Ring of Blood.
[ ] Lunar Coronet - 7 Arete - Appellation of the False Moon's Conquerer; a crown of the soul, a tapestry of stars, and a writ of shining moonlight. Conjunctional [The Ring of Power; the Evening Sky]
*++CHA, +Int, +Wits, +Wis, -Heartlessness; Vassals gain +Mental, +Social Attributes.
*Enormously increases the Magnitude of your Elemental surges; for Hunger, this is represented as a two-stage increase in augment strength (30% -> 50%). Letrizia's Sharpbright would grant her a full additional Rank. You may designate up to two principal allies also to benefit from this effect; designations may be changed if a principal ally falls.
*Blood Augmentation: If Vigor Itself is acquired, apply the wielder's Charisma as Protection to these principal allies.
*Merges blood and Edeldross augmentation; dozens or even hundreds of allies may be Vassalized with a single drop of Edeldross-infused blood, the bonus lasting years. Duration depends on how closely they adhere to the preferences of the Elementalist; a vassal who is false will lose the bonus almost instantly. Total number of vassals = Rank^2 * 10.
*Requires Exalted Spirit. Arete debt incurred from this purchase is treated at half scope (you can take 2 debt, allowing it to be purchased this Experience point).
[ ] False Hand of the Maker - 7 Arete - Core remnant of Plerion-that-was.
++++Int, +50% Int, --CHA, --WIS.
*Initiates the wielder into the magic of Artifice and grants skill commensurate to his INT (after accounting for the bonuses from this Advancement). The power of Artifice is broad and deep, but requires focused commitment and raw ingredients of inestimable value; most of all it requires a source of power to tap, fundamental energies of the universe to distribute according to the Artificer's design.
*At Hunger's level he would immediately become a high-journeyman Artificer, capable of creating (with time, appropriate materials, and power) such wonders as human-scale Armor Prototypes of Rank 6.75, filigree augmentations of surpassing function and beauty, bilious engines to churn barren fields into plots of pale-stalked fruit, and monstrance-crucibles capable of awakening a non-magus' Soul Evocation. He is limited to the broad, but unsurprisingly finicky domain of Machinery.
*A master of Artifice can produce wonders even greater than this, and mastery may spiral upwards without limit, though in fields of increasing compactness and focus.
*Allows Hunger to utilize the Craftsmanship bonus of Accretion, possibly improving future Rank gains.
[ ] The Ring of Power - Gardener's Hallow (7 Arete, 2 picks) - Unto this land, I give my blood.

By infusing vegetation or livestock with his blood, the wielder may impart upon it supernatural properties. These range from the basic (consuming this fruit grants you an Echo of the Forebear) to the incredible (consuming this cow awakens your full Astral Rank from your Defensive Rank and remove the Defensive Rank penalty) to the spectacular (consuming this fish ignites a meta-singularity of findross within you; should you survive then you may theoretically wield the True Quintessence). Similar effects don't stack.

All efforts beyond the basic take considerable amounts of time, effort, and unique resources to cultivate. These can be lessened via the other advancements of the Ring of Blood, especially its Chief Dominion and pre-requisites.
[ ] Evening Sky - Philosopher's Wreath - 7 Arete (2 picks)

The twilight hours are a time of contemplation, growth of mind and spirit. Perhaps there are more things in earth and heaven than are dreamt of in one's philosophy. But that may not always be so.

They for whom the heavens themselves are aegis and raiment, these are the hours to speak - perchance to dream. And in dreaming, grow strong beyond the imagining of mortal men.


[+Intelligence, +Wisdom, +Charisma]

Select one magic system which you have personally encountered and which is no greater than the Noble Praxis. You may use that system to the limits of your Intelligence or applicable Attributes, developing any appropriate qualities within reason, but this may no more than double your overall advancement.

Allied mages with which the wearer dialogues extensively find they may develop novel applications of existing abilities and steadily grow in knowledge & power with effort, independent of their own paradigm. This can no more than triple their overall level of advancement, but any progression done on their own will raise this cap. Should said mage no longer be allied, the wearer may strip this power at will, like a dream dissolving at break of day.
So here's a build idea that looks effective even using ONLY blurbs that we have already seen.

Assuming that all 7 steps are completed, Hunger can build a cadre of recruits who have Ennoblement powered by Rank 12+ Bloodcasting, Soul Evocations, Elemental Surges, awakened Astral Rank, access to Graces, knowledge of the first Ordinal, and who can break the conceptual barriers of many of these systems via PW. These recruits will be axiomatically unable to defeat Hunger, and would lose a great deal of their power should they even try.


Step 1:
Heavenly Tomb has a feature where "An enemy once trapped in the Heavenly Tomb becomes categorically incapable of ever defeating the wearer again. It is relatively easy to defeat & then trap any prospective recruit.

Step 1a (optional) - Azure Moon unlocks Hunger's Soul Evocation of Imprisoner, along with "high-grade talent in its use". This would allow for improved manipulation of the Heavenly Tomb's capture mechanisms.

Step 1 is a way to McGuyver our way into the loyalty effects of Retinue: before granting 6x (boosted!) magic systems to a relative stranger, Hunger establishes that his operatives will never be able to successfully defeat him. They might be able to turn traitor and help someone else defeat him, but direct betrayal becomes pointless.


Step 2:
Crimson Flare (non-heroic) encapsulates & intensifies the benefits of Dominion: Blood, Sublime Transfusion, and Ennobling. Transfusion heals while Ennobling elevates the stats & Rank of a potential recruit. This effect is backed by our highest Rank magic system & will likely be further improved by RR.

Lunar Coronet enhances the Ennoblement process with Edeldross, which itself has been boosted several times over. Furthermore, those who adhere to Hunger's value systems will continue to enjoy the benefits of Ennoblement, while those who try to betray him will lose their blood buffs almost immediately. The benefit for managing a network of operatives is pretty dramatic, here. It also provides additional boosts.

Step 3:
False Hand of the Maker allows Hunger to build a crucible that awakens a target's soul evocation. Soul Evocations gave the Archer & Librarian each the ability to do a fair amount of damage to Hunger during the Temple Arc. What's particularly useful is that if the Crucible is constructed in the Realm of Evening then it be somewhat shielded from saboteurs sent by the Apocryphal. Equipment built in the RoE can't be taken out into the real world, but permanent buffs certainly can be. False Hand has particularly good synergy with the Realm's ability to span raw ingredients (& maybe act as a source of Power).

Note that the blurb explicitly says that Hunger's mastery of Artifice may "spiral upwards without limit" in fields of increasing compactness.

Step 4: (Arguably unnecessary)
Gardener's Hallow relies on unique resources, which can be provided by the RoE. The optimal use here is probably awakening Active Rank, although slapping graces on each of our operatives via Findross Singularity is highly appealing as well.

Step 5:
Hunger improved the quality of the Elixir hotsprings. If he personally awakens a recruit's element, it seems like repeated practice / control over the Ring of Blood will allow him to ensure the process results in a High-Elite level element.

Step 6:
Philosopher's Wreath specifies that "Allied Mages" can triple their advancement, while allowing Hunger to withdraw this boost for anyone who displeases him. Allowing loyalists to break conceptual limits of their bestowed gifts would ensure victory in any sort of schism.

Step 7: (Long term, optional)
After her first lesson with Haeliel, Gisena should be able to induct initiates into the study of Ordinalism. While it would be difficult to ensure rapid advancement past the first Ordinal, there are powerful cross-system synergies between Shield & Elementalism or Spear & Elementalism.




There are also various frills & accoutrements like generic buffs from RoE that probably overlap with Gardener's Hallow, or equipment built by Gisena for heavy duty deployment.

But the real value of this process is how quick it could be [edit: for each recruit]. Within a few years, Hunger would be able to deploy enough operatives to interfere with any/every operation pursued by Republic Kill Squads. This would be one way to secure the Voyaging Realm from outside influence.

While the thread has pretty much rejected the idea of spending power on characters that can't stand up to an Armament, I think there could be a lot of benefits to being able to project force in multiple places at once. Hunger can't go chasing down every rogue Foremost Armor Prototype. That is what the VR Defense Corp would be doing.

Cost: 8P, 60A

#765 Words
 
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Just a thought but it might be worth considering using pillar time to try to heal our big armament boy. Having a fully operational, or even semi operational armament would be a pretty big power boost overall, and like Rihaku said they have benefits beyond just their straight combat power. Having 3 rank 10 combatants would be pretty cool, even if adorie is relegated to praxis battery/debuff aura most of the time (as she should).
 
6x Magic systems have to have some kind of synergy, even with randomized elements:
  1. Ennoblement is +Rank +Stats
  2. Soul Evocation via False hand is random, but based on recruit's identity
  3. Awakened Astral Rank via Gardener's Hallow is +Rank
  4. Graces via Gardener's Hallow are +++!
  5. Elementalism is random, but based on recruit's identity
  6. Ordinalism (Shield / Seeker) is +Finesse & skill
PW's benefit to allies does not mention the limitation on systems less than the Noble Praxis. So advancement should be fast and disregard conceptual limits

Recruits are incapable of defeating Hunger, and lose Ennoblement if they try to help an enemy do so. Similarly, conceptual limits only apply to the powers of dissenters (not loyalists).

If the recruits come from Nilfel, they also get +50% Health, Damage Resistance, Condition Resistance, and Attack Speed, along with +166% Damage Dealt.

Do you think someone with this suite of buffs could stand up to a Republic Armor Prototype? Depending on the Grace, I'd cautiously say yes.
 
But the real value of this process is how quick it could be. Within a few years, Hunger would be able to deploy enough operatives to interfere with any/every operation pursued by Republic Kill Squads. This would be one way to secure the Voyaging Realm from outside influence.
hm...
how quick it could be.
If we're willing for things 'within a few years', well, 'within a few years' Gisena could probably become a 20th Coalescence sorceress, or with generous assumptions(those being 'she can either bestow graces she researches on other people or research multiple copies of the same grace'), a 15+30+30+30+30+28+28+28+28+26+26+26(...)th Coalescence sorceress.
'within a few years' Hunger will probably stumble across a way to provide transfinite quantities of power. He's arguably in the range of having that already himself,since no quantity of pure-physical force can bring a Rank-10 being to heel.
 
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If we're willing for things 'within a few years'
'quick' was meant to refer to empowering any single recruit, while 'few years' was meant to show its value in terms of preparing for the process of holding territory for 50 years.

I take your point that the two quoted statements are very much at odds
 
that invites serious complications from our decimator's affliction
10x of 0% is still 0.

The thread will eat itself before allowing decimation to go active

Edit: Unless you think that the AHS will wear off at 10x speed despite the Grace's promise of "no complications". It is a Curse, so I could see arguments in either direction.
 
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As we talked earlier, combat temporal acceleration is usable as overall Decimator and Apocrypha increase are relatively negligible, as in few hours per month.
 
10x of 0% is still 0.

The thread will eat itself before allowing decimation to go active

Edit: Unless you think that the AHS will wear off at 10x speed despite the Grace's promise of "no complications". It is a Curse, so I could see arguments in either direction.
Yes, I think our time off will be based on our subjective lived time. A Curse is way above the pecking order of a Grace in whose absolute statements apply. I do think, were our Curse otherwise unmitigated, it would count at 8x or 9x instead.

Does AHS wear off, to any degree, while we're in the Realm of Evening?
 
Does AHS wear off, to any degree, while we're in the Realm of Evening?
Yes. We have ~2 weeks left, so the Curse is scheduled to wear off sometime during Week 3 in the RoE

If the Temporal Acceleration burns up our AHS charge, then things get dicey. With FK + Artemisinin, any fishing-related AHS proc will last 3 months. 3 * 28 days / 10 (temporal acceleration) -> Huntress Moon gives about 1 week of mitigation for every time we fish.

With just Artemisinin, all other AHS procs will last 2 months. 2*28/10 = 5.6 days of mitigation per Huntress Moon target
 
Idea: Have Gisena learn Make Whole.
Have her Make Whole the Forebearer's Blade

Make Whole's cooldown is 1 year, which Seram used Auspice Temporal to cut down to 3 months since time acceleration turned off while he was asleep. If every month or so Pillars counts as time served, we could get a ressurection in like a month and a halfish.

Cons: We might want to bring someone/Hunger back to life before a month and a half.
 
I wonder if anything is implied by Gisena being unable to presently replicate the Graces of the Eschaton Sorceress.

That said, my thoughts on some Graces I think could be good for Gisena:
*Grace of the Glaze - Vastly magnifies the power of her other Graces, allegedly to the level of the Maiden herself. Alternatively, enormously reduces the effectiveness of Graces and Elven Runes employed against her.
This is I think the most important Grace for Gisena to pick up. I don't even need to explain.

[ ] Mental Apex - Before the power of the mind, all things waver. The world yields its secrets; circumstance twists to advantage, and what enemies are not subverted find themselves laid low... And yet for all its prowess, the mind cannot affect the world directly. But mere to touch other minds - that is not such a difficult thing. To break them, to bind them, to overmaster them as one pleases. That, too, is the power of the mind.

This power grants a formidable improvement to the Sorcerer's powers of cogitation, analysis, recall and general reasoning. It is a direct upgrade to that most precious and deadly of powers, intelligence. Additionally, the character may launch psychic assaults to weaken or shatter the minds of others.
Gisena's power is her genius, so boosting that seems smart.

*Graces: Extreme physical augmentation, especially of speed. Fast enough to be imperceptible even to lesser Sorceresses. Immunity to poison, disease, and age. Mind control all orcs in an immense radius. Super luck.
This is a bit of a grab-bag Grace, but I think it has great potential. First of all, it boosts Gisena's speed, which is what she wants from a Grace at the moment. Secondly, it makes her immortal, and I'd like to see how that interacts with Decimation. Thirdly, while it might not turn out to be relevant (I haven't quite been keeping up with the deep lore) the ability to mind control orcs (who seem linked to the Foremost in some way) could prove useful. Finally, Luck=Apocryphal mitigation?
 
I wonder if anything is implied by Gisena being unable to presently replicate the Graces of the Eschaton Sorceress.
She has the True form of one of Sylvie's five, at least according to Renaissance Woman's description:
*Gisena immediately acquires the Maiden-level Graces: True Perfecting Blade, True Nullity, and True Quintessence.
Fourth Grace, Perfecting Blade - Grants +30 to STR, CON, DEX, WITS, and LOCKED I. The user heals fully and rapidly (<1 hr) from all illnesses and all wounds save total destruction of the heart.
But hey, at the rate Hunger's going he'll break her heart in short order. Without even taking Heartpiercer!
 
That said, my thoughts on some Graces I think could be good for Gisena:
These are good. I wonder if we should count on 3x Graces without Hunger helping every single week? left to her own devices, Gisena might only make one or two. Or might design a grace for Hunger, or sketch out Artifice blueprints, or start teaching YA Aeira how to be a sorceress. Hell, even turning Letrizia into a Sorceress is technically on the table.

If I had to pick only one of these Graces, the one about Cognition would get my vote. It helps with all her other tasks and will accelerate Ordinalism once that starts up.

The other two you suggested seem to be focused on trying to make Gisena combat-relevant, but that's not really the direction AST voters have been going. Hunger has a monopoly on Force in the party.
 
The other two you suggested seem to be focused on trying to make Gisena combat-relevant
I figure Grace of the Glaze is good because it improves all of the non-combat Graces as well. If Gisena later decides to get that Archsmith Grace? Boosted. Superintelligence Grace? Boosted. And so on. It'd be interesting to see if said boosting has anything to do with the 'True' modifier @Orm Embar called attention to above.

That said, I included the third Grace in that list because it included some interesting non-combat stuff alongside the speed-boost, and the description of the vote seemed to suggest something speed-related would be her preference.
 
These are good. I wonder if we should count on 3x Graces without Hunger helping every single week? left to her own devices, Gisena might only make one or two. Or might design a grace for Hunger, or sketch out Artifice blueprints, or start teaching YA Aeira how to be a sorceress. Hell, even turning Letrizia into a Sorceress is technically on the table.

If I had to pick only one of these Graces, the one about Cognition would get my vote. It helps with all her other tasks and will accelerate Ordinalism once that starts up.

The other two you suggested seem to be focused on trying to make Gisena combat-relevant, but that's not really the direction AST voters have been going. Hunger has a monopoly on Force in the party.
Gisena does actually want to stay combat relevant though. While Temporal Auspice would not stack with the Realms' own time shenanigans, it would still greatly bolster any effort she makes outside the Realm and it would essentially be a 10x speed buff at least. It seems a pretty good compromise between something that would help her in combat and something that would enhance her support capabilities.
 
Would Grace of the Glaze boost Gisena's pre-existing Maiden-level Graces? Getting additional +Stats from Prefecting Blade would be good, and a Boosted True Quintessence might help develop additional Graces faster?
 
Update in 10-20.

Behind him, his companions filed in, Verschlengorge bringing up the rear with ponderous, thundering strides. As it entered the portal immediately sealed, and the Realm of Evening awakened once more.

It sprawled before them in undulating magnificence: hillsides of dun violet framed by clustered glades of dusky olive; still ponds of indigo beneath a velveteen sky. Terraced greenery lead down from their entry point into a grand amphitheater, whose dust of crumbling marble retreated from the touch so as not to stain their forms. A trellis of vines crawled across its face; berries in fragrant, heavy bunches glistening like clustered stars.

There was a soft tranquility to even the taste of the air, coolness like the first fall of night, but without discomfort or ill refrain. His Cloak was absent here, but the heavens themselves held its texture, and his mental directions towards the Cloak seemed now to affect the Realm entire. He directed a thought at the amphitheater and dissolved it, leveling the hillside and conjuring a great river to flow beside, then raised a manse of deific grandeur in its place.

Interesting.
 
I think, more than anything, that Gisena needs a way to keep building up her strength at a relevant speed while outside the Realm of Evening.

If only Hunger had the Retinue Remittance, Gisena with 25% of his growth rate multiplied by 10 would have put her at a maximum 0.25•10=2.5 times Hungers growth rate. Technically 1•0.75•0.25•10=1.875/2= 15/16 of Hungers theoretical peak growth rate.

What utter bullshit that would have been, good that we avoid all synergy like the plague or our companions might actually matter.

Since that's not an option stacking other multipliers should probably be looked into. Time Grace's, crafting Grace's, making Adorie a Sorceress so they have a better chance of unlocking Foremost Maker together and then compounding even more extreme crafting benefits?

I'm not sure, loads of cool stuff to be done with a well chosen Grace.
 
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