Apologies to those who've seen this already, but since the Fonts of Myth Digital Waterfall's flowing once more, I figured I should post this publicly for the Arete. A couple new options have been added for returning players, along with slight clarifications to existing ones. Questions and conspiracy theories are equally welcome; the whole thing comes out to 6467 words. Without further ado, I give you:

Into the Ormulum CYOA
"An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop." - Iain M. Banks, Excession

Doesn't everyone, somewhere in their heart, wish to be a proper outside context problem? To rampage through the results of painstaking worldbuilding, like the proverbial bull in a china shop of horrors? If your answer is yes, then boy, do I have a CYOA for you! You'll be grossly overpowered, with an array of abilities and perks waiting to be purchased, a true buffet of isekai bullshit. In deference to some vestigial sense of good taste and a certain quest, we'll call the currency orbs, instead of orms. Spend them wisely, because drawbacks aside, you only have three! But first, there's the question of where you'll start...

Insertion Point
Nothing necessarily binds you to this initial world, but depending on your build, leaving may present a challenge. Best pick one that interests you.

[ ] The First Dominion - Since time immemorial, the six Lords and Ladies have presided over their Dominion from the Seats. They are foremost among the sages who wield the Litanies, secret languages that enable the speaker to reshape reality, their power beyond question. Splendid and sprawling, the Dominion embodies excellence and extravagance in equal measure. Its cities are carved from earth and sky with careless abandon; skyships ferry Litanists between them, above lush fields filled with unearthly crops spoken into existence to feed the billions who shelter beneath the Dominion's aegis. Officers of Enforcement keep the peace, guided by Revelation to prevent crimes before they happen.

This golden age is not without its sins, however. Taxes are paid in True Coin, the currency of the spirit, Reaped from citizens in Harvests that leave them diminished. Litanal nobility gamble with the proceeds on contests between gladiators who are both celebrities and slaves, trading intellect, beauty, humor, and stranger attributes in their exclusive auction houses. In enclaves run by Reassurers, residents witness inconceivable marvels, at the cost of their sanity or humanity. Those who creep into the Dominion's cracks to escape an oppressive system often suffer worst of all, crushed by the indifferent magnificence of a civilization that caters to the powerful.

[ ] A Unified Earth - The year is 2049, three decades since Unification, when a tide of Expressive power swept aside the nations of Earth like so many sandcastles. Elizabeth Rayleigh - First Councilor to some, Tyrant to others - and a handful of peers oversee the Society for Human Advancement, self-appointed custodians of the species. SHA has not been lax in fulfilling its mission: fleshcrafter-engineered crops and kinetic construction crews have rendered hunger and homelessness things of the old world. Disease is dead. War fell first, for who would dare defy the Tyrant in open combat?

Beneath the veneer of victory, trouble stirs. So-called Divisive rebels wage a shadow war, growing increasingly desperate as the memory of freedom fades. What was once Australia is now a shattered archipelago, wracked by the aftershocks of the Continent Beast's rising. The Vanishing of the Traveler has hamstrung the Society's plans for interstellar expansion and sown unease among its upper echelons, who await the Expression of their next peer with dread. More and more, it seems the power that conquered the world may be insufficient to preserve it.

[ ] The Thousand Estates - Here, there's no boot stomping on a human face forever, only a rich tapestry of nations and cultures. Colloquially called the Estates for the ubiquitous Titles that comprise its native magic, this is a world full of potential. Entitled laborers and artisans alike hone their craft through relentless Practice. Feats of heroism and exceptional accomplishments are sometimes rewarded with Acknowledgment, unique Titles which echo the deeds that spawned them, incentivizing sporting events, risk-taking, and the occasional war.

Meanwhile, military juntas empower their forces with more structured Bestowal, for ranks can be revoked… and every so often a Title will Descend from on high, seemingly unprompted, forever altering the recipient. With the Estates' industrial revolution a recent memory, the geopolitical landscape is still shifting. The woman charged with Imposing Justice has splintered the mantle of her Authority in a final edict, creating an island haven for the Untitled underclass. In the south, the champion of Unsung Heroes contemplates how best to pay his due to the dead. As ever, with chaos comes opportunity.

[ ] A Ruined Garden - The world has ended twice. Once in a cataclysm that's long since passed beyond the reach of mortal memory, and again under the depredations of the Two-Legged Locust, the thing that calls itself the Hand. The resulting desolation covers most of the planet. The wasteland is harsh and intolerant of weakness, a place where water is treasured and a stranger is just the embryonic form of an enemy. Existence is struggle; every oasis or seed of cultivated power is a prize worth spilling blood for.

But in the titanic shadow of the Walls, life goes on. Some irrepressible vitality emanates from whatever lies inside, stubbornly coaxing its surroundings to life. Despite the dangers, circling bandit chieftains who covet the land, twisted beasts, and the looming specter of the Hand, people still strive to salvage fragments of their past and build something better than the surrounding savagery. The seeds of civilization have been planted. Whether they will sprout remains to be seen.

[ ] Streetwalker - Instead of arriving on a singular world, you are spirited away by the Street Where the Stones Speak, a winding road that carries those with the dubious honor of walking it through the multiverse. The name, which you will learn from fellow travelers, is an apt one. Its opalescent stones echo with the notes of a distant song. The further you walk, the clearer it becomes. Occasionally you may pass a wayfarer moving with an easy, unhurried gait who seems to be humming along.

Not all travelers are friendly or human, and not all worlds you'll witness on your journey are inhabited by the latter. Sometimes the Street will intersect with parts of one, a market or an inn or even a city, and you'll have a chance to stop and sample the local colour for a while. You can leave it behind entirely, if you find a world to your liking; it's a road, not a prison. But always, the Street leads onward. It will never return for someone who abandons it.

For you, the road will be long indeed.

Magic
The systems offered here are a cross section of the most interesting and potent magics available in the multiverse, not an exhaustive list. If you go wandering, expect surprises.

[ ] Practitioner (1 orb) - Practitioners are by far the most common Entitled in the Estates, because the act of living entails Practice. Through repeated effort and the creation of habits, a Practitioner is said to carve ruts into their spirit, giving rise to supernatural attributes and aptitude in their field. The vast majority of people have a number of low-level Practiced Titles. In addition to receiving minor Titles reflecting your habits, you are world-class in a broad field, and have earned complementary Acknowledged and Bestowed Titles as a master in the Estates would.

There are as many builds as there are areas of human endeavor, but here are a couple samples:

Soldier - You possess a savant's intuition for all forms of weaponry from trench knives to rifles, along with agility and endurance that well exceed the humanly possible. Your genius quickly ascertains the optimal tactics in human-scale skirmishes. You never miss; the same is not true of your enemies. Once per battle, reflecting the time 'you' were thought killed in action only to crawl out of a pile of dead bodies behind enemy lines, you may return to full health as a resurgent avatar of war. Numerous other abilities from medals. Effectively Big Boss, but scarier because of explicit superpowers.

Artist - Statues you sculpt can converse with viewers, offering opinions on their construction; at first glance, your paintings appear as portals into other worlds. Once, a poem 'you' read killed someone by literally breaking their heart, and now all your works inspire extreme emotions. The sheer perfection of buildings constructed according to your plans buffs any who live within. Once per year, reflecting the process of 'your' creation of a genre-defining masterpiece, you may seclude yourself for a week to create another. Effectively a superpowered Michelangelo.

Practitioners need to maintain their skills or their abilities begin to deteriorate, but most don't find the requirements onerous. It's only when attempting to juggle multiple disciplines or Practice Titles that are in direct opposition to one another that problems arise.

[ ] Labyrinthian (1 orb) - The glory of this art is long gone. The palace-planes and stelae that listed the names of the sovereigns who resided within have crumbled beneath the weight of countless centuries. Gloom and ruin rule the fractally-nested warrens that once housed their citizenry; the ever-vernal fields that fed them lie fallow. Dunes of dust choke the Liminal Catacombs, those who fled from death into their depths delivered to the embrace of a darker eternity. Nevertheless, for the price of an orb the talent of the Shaper-Kings of old will arise within you.

Labyrinth magic deals with creating and configuring planes perpendicular to reality. Though it provides no immediate power, with dedication you can carve out a world of your own. At first, an airless space no larger than a closet that must be accessed from the spot where it was created; eventually, a paradisiacal pleasure-garden never more than a quiet moment and a few gestures away. Almost all attributes of the resulting realm are amenable to alteration, if the Shaper's skill and resolve are sufficient: size, habitability, splendor, safety, even physical laws and the passage of time.

Nor is there a limit on the number of planes that can be crafted save that imposed by your patience. Invest in improving one shining citadel or specialize, creating a training area that focuses its occupants, a restorative hot spring that amplifies the qualia of pleasure, and so on. Needless to say, the potential comfiness is immense. Realms can be arranged into networks; spatial moats and mires of decelerated time girding a fortress dimension where the Shaper prepares to greet uninvited guests. Contesting an adept in their sanctum is risky, as a realm that knows its master's touch can be compelled to rise in their defense.

This magic's weaknesses are twofold: the time and toil needed to mold worlds and the Labyrinthian's powerlessness beyond their domain. Months will be required to begin to realize its potential, and even a grandmaster would struggle to open portals at speeds relevant in superhuman combat.

Travel between worlds is possible by slowly kneading the fabric of space into a passage, but this function is inferior in all respects to the Voyager's Authority. The Shaper's Art lacks the strength to alter the metrics of full realities directly, but on entering other sequestered spaces you may attempt to bend them to your will. If you can locate the Labyrinth of your predecessors, what remains of their works will be yours for the taking. Be careful that you do not court the doom that befell them as well.

[ ] A Taste of the Fruit (1 orb) - You receive a single fruit, ripe and ready for your consumption. Though no larger than the palm of your hand, it is a treasure men and women would happily kill for. In days gone by, such boons were given to members of the Royal Guard and favored scions of the Hundred Branches, to imbue them with strength to carry out their duties. Even by those standards, yours is exceptional. The powers granted can be improved with training. Pick one of two:

Slice of the Sun - This fist-sized fruit shines gold, like a peach infused with solar fire. In consuming it, you'll gain the ability to fly and incinerate enemies, flinging blasts of piercing, blinding luminosity. When struck by an attack, instead of taking damage, that part of you is temporarily transmuted into light. This prevents you from physically interacting with the world, but not projecting attacks. Skilled users may voluntarily discorporate into radiance and flit through the trees as swift as a sunbeam, untouchable and renewed on arrival.

Unraveling - Plucked from the inner grove of the Voidwood, this egg-shaped blot of darkness gives off an uncanny vibe. Eating it suffuses you with a chill that will never entirely abate, as your blood runs cold. The effects of unwelcome, external forces on your body are attenuated, to a degree that scales based your level of focus. With an exertion, you may project this effect outward, suppressing your surroundings into frozen stillness. Skilled users can summon an arsenal of distilled void energy, a conceptual imposition that deletes most matter on contact.

Both options entail comparable levels of physical enhancement, rendering the consumer superhuman. You do not have to eat whichever fruit you choose yourself, but if you save the seeds, you can attempt to grow more.

[ ] Litanist (2 orbs) - The Litanies are one of the most versatile, potent systems of magic in the multiverse, so it follows that the Dominion built and sustained by them is arguably the mightiest superpower in existence. The ability to reshape reality with words alone is the birthright of every child fortunate enough to be born under its auspices. For most, however, that potential will never be realized. Theoretical ability alone does not confer relevance, and the ephemeral egalitarianism of the Litanies proves as illusory as any Reassurance.

As a Litanist, none of these troubles will touch you. You possess preexisting knowledge of three Litanies of your choice, equivalent to decades of dedicated study, complete with the materials to further and broaden your education. Your star is ascendant, your talent prodigious: this option grants the aggregate aptitude of the Six in their Litanies. You can freely define the course your scholastic endeavors have taken up to this point, and receive the enhancements and artifacts that naturally complement it. This will also affect the texts available to you. If you can secure safety and additional tuition, the future is an endless, golden road laid out before you...

The power of the Litanies is correlated with ontological proximity to the Dominion. It is recommended, but not required, that you choose it as your insertion point.

A/N: Here's an extremely abbreviated overview of the six Litanies.
  • Reaping. Destruction, curses, self-empowerment by diminishing victims; resource-based, attacks and stolen attributes like health/luck are quantified as Coin.
  • Reinforcement. Enhancement of self/others, can create magical equipment/creatures, ranging from sharper knives and longer-lived dogs to magitech and kaiju.
  • Reciprocity. Manipulation of social & physical connections, versatile and good at propagating effects, but reliant on preparation/foci; think Chevalier from Worm + Kingkiller's Sympathy.
  • Reassurance. Lie-based, mind tricks/illusions that can temporarily affect reality; high potential, but advancement requires committing to a theme/changes the Litanist as much as the world.
  • Revelation. Scrying, purely mental enhancements, precognition, and prophetic probability manipulation. The narrowest Litany, but contains powerful effects.
  • Repulsion. Divided into banishment and warding; blunt-but-powerful offense/anti-magic and broad-spectrum fortifications/personal defenses. Banishment of a death is the only means of non-prophylactic (e.g. Reciprocal phylacteries) Litanal resurrection.
[ ] The Authority of Celestial Voyages (2 orbs) - Among the Entitled, there are thirteen Authorities, legendary Titles whose past bearers feature prominently in the rolls of history. They hail from all categories: the Authority of Ancient Blood benefits from hereditary Practice, growing stronger with every generation, but all fear the Authority of Primal Fury, which Descends on its prey like a raptor seizing a mouse, wiping away identity and leaving behind a beast.

As for the Voyager's Authority, it alights on the shoulders of the explorer who is Acknowledged as the greatest of their generation, to open new horizons for their exploits. As one who has already traveled between worlds, its power can be yours for the price of two orbs.

Flight is the Voyager's foundational power. Your speed and maneuverability are unmatched, in or out of the atmosphere. When confronted with flying 'foes', you may revoke their 'permission', interrupting whatever process bears them aloft. The definition of this is permissive: airplanes, bullets, Litanists, and spaceships are all valid targets. The Voyager is also known for the ability to open rifts, slipping between dimensions and across vast distances. There are defensive and utility applications for this power, engulfing enemy attacks and storing supplies, but using it for short-range teleportation feels wrong, somehow.

Though not a focus of your Authority, you receive physical enhancements. Notably, the Voyager resists environmental hazards, particularly ones associated with the sky. Lightning strikes cannot harm you; when it rains, you get wet only if you want to. Offensively, your arsenal is varied. The Voyager commands the aurora borealis, shields and spears of haunting light, can conjure meteors to wipe battlefields clean, and even wield gamma radiation...

You also gain the ability to Practice, but without any preexisting powers.

[ ] Final Scion of Water (2 orbs) - You are the inheritor of a dead dream, the last gasp of a realm that was. Through a fog of ages, the memories come: shining seas and mist-wreathed isles, the shadows of leviathans passing beneath clear waters. Healing fountains and killing tides. A proud people, resilient and mysterious as their home.

You remember the end, too, but it does not do to dwell on that.

Water's current ethos is thus: escape what cannot be endured. Move with an attack, and you will not be harmed by it; to strike the sea is futility, for it resumes its former shape. Crush enemies that cannot be eroded or drowned, but sustain allies with your bounty. In addition to physical enhancements, you have tremendous powers of hydrokinesis, evasion, stealth, and regeneration. In territory recognized as 'yours', these abilities are heightened. Acquiring more territory improves powers, causes you to develop new ones, and alters the area in ways compatible with Water's aesthetics.

You can exert active control over territory, but Water will also look to you for interpretation of its domain and ethos. Sunken cities and lush valleys, filled with rivers and waterfalls; the crushing silence of fathomless depths and nourishing rains, even blood in the veins of its people… all of these are Water. At present, you may endow others with access to Water's paradigm through an effort of will, and rescind it with the same. Your territory stretches no further than your immediate surroundings; possession is not binary and aquatic areas are easier to claim. As the Final Scion, you'll intuitively understand the nuances of this.

Simply by existing, you weaken Him. You must take a Fire-related drawback.

[ ] Ancient (3 orbs) - Voices that drown out thunder, mountain-shattering strength, secret knowledge to yoke the world to their will… all these and more belong to the Ancients. They stand astride the Dominion, one step below the Lords and Ladies themselves, ageless and indomitable. Each could reign supreme over less majestic worlds. You are their equal now, in strength if not longevity. The transformation will be jarring, as your capabilities are exponentially improved and new senses open to you.

Once the initial acclimation is finished, however, your powers will not feel new to you. You know all six Litanies more intimately than any lover. Their hidden meanings and structure seem familiar and obvious, even poetic. Old friends, that you can converse with at any time. You have favored techniques and stratagems, reservoirs of Coin, a library of prepared Reaping attacks, supernal skills, a treasure trove of artifacts that leverage multiple Litanies, and webs of Revelation to warn you of anyone suicidal enough to risk your wrath.

Frankly, the possible builds for an Ancient are too numerous to list. Instead, choose two Litanies - three, if Exemplar is selected - to master to an even greater degree. These will be the backbone of your specialization, with the others optimized to support your primary area of focus. Describe your build in general terms: a Repulsor & Reinforcer who focuses on artifice, building wonders; a far-seeing Revelator & Reciprocator, on whose strings entire Provinces dance; or a Reaper & Reinforcer, with skills sufficient to split the skies.

As an Ancient, your immediate, personal power outstrips that of any other choice. However, your abilities are the result of thousands of years of optimization. Further improvements are likely to be incremental rather than revolutionary, or concentrated in external workings.

An Ancient benefits from proximity to the Dominion, but is more than capable of making their own way in worlds beyond it, especially with the right build.

[ ] Originator Resurgent (3 orbs) - Once upon a time, Tar-Enlil ate the fruit of a tree whose leaves were stars and roots were the foundations of the earth. It withered, passing its gifts to him, and the Originator was born. Partaking of the bounty he offered, his first allies blossomed into the noble Hundred Branches. Peace and splendor reigned for those halcyon centuries, but his time has ended. The child who stood to inherit his legacy is lost in a paradise purchased with blood and tears. Even the myth is dying, now.

You, on the other hand, are more alive than ever. Royal blood flows through your veins, an ichor rich with quintessence. Boundless vitality fills you, enormously enhancing all physical attributes. Your durability is flatly absurd, but your regeneration is even more so. For you, 'from a single cell' is more truth than metaphor. As an innate offensive power, you can also drain the life from others, or share it to heal them.

That is only the beginning. The Originator's true potential lies in cultivation, the art of growing fruits that endow the consumer with permanent supernatural abilities. For most, this requires exacting care, specially prepared plots of land, and exotic resources or environmental conditions. As the Originator, your presence alone is a reagent sufficient to allow Voidwood to grow under direct sunlight; unless suppressed, your ambient vitality will cause saplings to spring up and flowers to bloom in the dead of winter.

Your attention and blood are even more valuable, though offering the latter as nourishment will temporarily sap your stamina. Exploring the depths of cultivation is likely to be an ongoing endeavor, requiring experimentation as you create strains of different seedlines, but your advantages are many.

Fruit-derived abilities start three times as strong and there is no risk of incompatible consumption for you. In time, you will acquire a staggering array of abilities. But eventually you will also come to feel the lethargic tug that afflicts cultivators as they grow older, the urge to take root and bear fruit themselves...

[ ] Expressive (4 orbs) - Within your soul resides the potential for Expression, unconstrained by the First Principles. You can feel it building, a widening gyre within and above you, as though you are both flood and floodgates. Soon - in no more than a month - the latter will break, and everything will change. Neither you nor the world are prepared.

Both your character and the actions you take in coming days will shape the gathering power, as every rung of the Hierarchy conspires to effect your incarnation. The resulting Expression is guaranteed to be suitable, desire made divine. You will be able to improve it to heights undreamt of, though no guidelines exist for doing so, save perhaps Polonius' words:

This above all: to thine own self be true.

Carefully consider whether you wish your innermost nature wedded to limitless might before choosing this. Expression is not intended to save the world, though it has that power. The First Principles are intended to save the world, from the likes of you.

A/N: Here's a sample Unprincipled Expression to calibrate your expectations. Relative to others, the Light of Desolate Heaven is narrow in scope but benefits from consistency and easy scaling.

Selecting A Unified Earth discounts Expressive by two orbs, but changes the nature of this option. The resulting Expression will instead be subject to the First Principles; roughly fitting and relevant, even on a global scale, but one tier below the true luminaries that govern the post-Unification Earth. Though your initial power may paradoxically outstrip an unrestricted Expression, its scope is constrained and it will grow no further.

Benefits
Orbs can also be used to improve or create opportunities for yourself. Unlisted synergies exist; consider the implications of a Naturalized Ancient in the Dominion.

[ ] Exemplar (1 orb) - Expend an orb, and be remade. Any physical defects you wish addressed are wiped away, leaving you in peak health, with an appearance that conforms perfectly to your wishes. Exemplar offers a multitude of holistic improvements: strength, intellect, even natural charisma. This transformation also improves your compatibility with any magic you possess. You will start stronger and improve more easily; this effect is most pronounced when dealing with systems that depend on innate talent.

[ ] Naturalization (1 orb) - Manufactures an identity for you, complete with all the paperwork to prove it. This is not a forgery; your existence is retroactively insinuated into the true history of the world. You may specify the broad strokes of this new life within reason, so long as you don't ascribe yourself undue prominence. By default, Naturalization makes you a citizen of the world, not a steward of it. The memories of a life unlived will be available to you in a form of your choosing. You also receive any abilities common to all natives of your insertion point: the ability to speak the Litanies at your innate skill level in the Dominion, benefit from Practice in the Estates, etc.

[ ] Dominion Loyalist (1 orb, requires Dominion) - You are bound into a network of prophecies spanning the entire Dominion, empowering its partisans. Wealth and good fortune will naturally accrue to you, all the benefits of a civilization in its golden age. If you lack citizenship, a path to it will open for you; if Naturalization is also selected, you may choose a noble family to be part of, with an attendant Lineage. The benefits of Dominion Loyalist can be improved or lost, depending on your actions.

[ ] Beast of Hierarchy (1 orb, requires Dominion) - Once, and only once, you may call on the Gatekeeper for aid. Whatever fool forces you to employ this contingency will come to regret doing so, in the instants before their demise. Those privileged enough to know of it deem the Gatekeeper the mightiest entity ever crafted by Litanal prowess, the product of multiple Convocations between all the Lords and Ladies. It will obey you as if you were one of the Six.

[ ] High Society (1 orb, requires Unified Earth) - The Society for Human Advancement conquered the Earth, ostensibly for its own good. As old systems of governance were phased out, opportunities for a different sort of advancement opened, creating a new class combining demigods and oligarchs. One way or another, you will have the ear of the Unification's architects; if Naturalization is selected, you may have been one of them. Some might question the wisdom of spending an orb on influence alone. These people underestimate the power of Expression.

[ ] Prometheus Engine (1 orb, requires Unified Earth) - With the turn of the 21st century came Expression, which arose from nothing and changed everything, throwing our understanding of the world into disarray. But even in the face of apparent impossibility, science marched on. You receive a cube of featureless metal. At your touch and desire it will open, revealing a caged radiance that cries out to see and be seen, yet this imprisoned soul is only the tip of the heretical device's potential... Be cautious, lest you spend eternity having your liver pecked out by eagles.

[ ] Envy (2 orbs) - You feel it, do you not? A hunger not for food or flesh but acclaim, burning like a star beneath your breast. The desperate desire to bridge the gulf that separates have from have-not is incarnated in the Ring of Envy, a mercurial band set with a single emerald. The Covetous Band and Serpent Ever-Grasping has known many names but no true master in all the long ages of its existence. The granting of one wielder's wishes transforms them into an object of envy, and the next plucks it from their finger; thus is Envy's history as circular as the ouroboros the ring resembles.

It is yours now, to rule or be ruled by. Initially it bestows broad-spectrum enhancements, the ability to deflect physical and social harm, shapeshifting, a serpentine war-form, and a sense for the eponymous Sin that no contrivance of lesser crafts can blot out. The magnitude of all benefits scales with emotional compatibility; the greater your resentment, the greater the strength granted. Envy's capabilities are manifold and grow as the union of man and ring unfolds, synergizing with other magics and potentially encompassing any power centered around spite or theft... if you retain the ring long enough.

[ ] Immortality (2 orbs) - Exactly what it says on the tin. There are many methods of securing longevity and survivability, but none so reliable as this. Your immortality will be inviolable, axiomatic, proof against any catastrophe. Even the unleashed wrath of the Lord Reaper and the Priestess' extinguishing touch cannot permanently destroy you; time is ever an immortal's ally, and with it you will be fully restored. This does not protect you from pain or regret.

[ ] Word of God (2 orbs) - An emulation of the individual nominally responsible for creating the multiverse will be instantiated in your mind, altered to ensure it doesn't go mad from isolation and protected from the hazards inherent in its knowledge. You may converse with it, soliciting advice and secrets. The Word of God offers a treasure trove of information, particularly on the cosmic scale, at a steep cost in orbs and puns.

[ ] Jacob's Ladder (3 orbs) - Tremble and rejoice, for the way has opened once more. You who would climb the Ladder, look to Windward at those who have come before. Scattered and broken, their dreams with them. Prepare for a struggle more bitter than the furthest imaginings of man, for a storm rages in the vaults of heaven. Prepare, and remember:

When the world and an ideal exist in disharmony, it is not the ideal that is wrong.

It is not the ideal that has to change.

It is the world.

Drawbacks
Tradition demands you be offered the opportunity to afflict yourself in exchange for greater power. A maximum of five additional orbs can be earned.

[ ] Lethe (+1 orb) - "Knowledge is power," they claim, but is there any wisdom to be found in an aphorism that trite? Better to say that, properly leveraged, it can lead to power. Why accept a possibility when assured strength awaits you? All preexisting knowledge of the multiverse you are about to enter will be wiped away, including any memory of these options. Not even the Litany of Revelation or the Day Tower's benediction can reverse this. You will recall only that you chose to forget.

[ ] Dissident (+1 orb, requires Dominion or Unified Earth) - Like Elisha ben Abuyah before you, whatever power metes out judgment in your world, you have declared yourself in rebellion against it. As the cracks and injustices of your chosen hegemony are laid bare, the chains begin to chafe and pretensions of moral authority ring increasingly hollow. Something must change. The tyranny you dare to defy is great, however, and the cost of such folly high. This trend is not impossible to reverse, but the combination of circumstance and emotion will exert considerable influence over you.

Incompatible with Dominion Loyalist and High Society. Alters the effects of Naturalization.

[ ] Nemesis (+1 orb) - They will hate you. Worse, they will be justified in doing so. The exact nature of the nemesis depends on your choices, both here and in the future, but you will make a powerful enemy, and they will devote themselves to your destruction. Do not underestimate the danger of a truly motivated adversary. If Naturalization is taken, their identity may already be known to you. Otherwise, circumstances will conspire to select a Nemesis from among those most capable of harming you.

[ ] Mark of Cain (+1 orb, requires Word of God) - At first glance, the Mark on your brow resembles a knife entering a back. Extended observation will see it evolve to depict theft and torture, accelerating as some mad algorithm iterates through every betrayal and horror that can possibly be perpetrated by one human against another. Witnesses are made aware that you are in some metaphysical sense responsible for every wrong in the world. The truth of this radiates outward, resisting both mundane and magical concealment.

[ ] Somber (+1 orb, requires Streetwalker) - It comes to you in quiet hours amidst the gathering dusk, when other travelers vanish and the Street grows narrow, its stones scarce. The cadence of your footfalls is broken by honeyed promises, a voice like liquid temptation creeping into your ears. Yours is a road to ruin, the gilded mask whispers. How cold and cruel, to pass through creation, but not partake of it. There are other worlds than these, if you would simply step off the path and let me show you...

[ ] Dreams of Distant Fire (+2 orbs if outside the Dominion, +1 otherwise) - Sleep brings no comfort, only crackling flames and the scent of blood and ash in the air. Shattered cinders that were once worlds haunt your dreams, and deep in the throes of nightmare you glimpse eyes like fiery maelstroms, slowly drawing closer. The General seeks you. It may take decades, but a reckoning with one of the mightiest entities in the known multiverse is in your future. His advent is nothing less than apocalypse; the champions cut down by the General's terrible swift sword are legion. Better to fall on your own than perish by its edge.

[ ] Oathbound (+2 orbs) - You have sworn the Unbroken Oath and are irrevocably committed to the purpose of the Hand. In its pursuit he has committed unthinkable atrocities, brought entire civilizations low. No cost is too great, to those who have spoken the words. The Hand is hated by his victims, but feared as well, for the power he has accumulated on his quest. Adherents of the Oath support each other unconditionally. You do not know its contents beforehand.

[ ] Into the Fire (+3 orbs, alternate insertion point) - The Transcendent Pit yawns beneath you, wide and welcoming, filled to the brim with horrors. Even at its outermost edges it echoes with the screams of the damned and prayers of the faithful, every inch of the Land of Fire bending to the Messiah's monstrous design. He will be most interested in you, the first uninvited guest of the Pit, and whether the process that delivered you to it can be reversed. Spend what time you have wisely; you will not escape the Priestess' attention for long.
 
Potential action in the next RoE session.

[] Sword Training For Dummies: Hunger, after gaining proficiency with combat related tasks in the realm, summons a skilled swordsman with comparable stats to his own. For the next week Hunger will fight the swordsman using only his sword skills, Without any buffs or benefits from his other abilities and skills.

*Increase Sword Skills to better match up to your rank.
*Gain 2 picks and Access to Sword based advancements and techniques.
*Progress In Sword Skills will depend on rolls, if you roll well and kill the Summon then gain +1 pick and relax for the rest of the week. +Mental Stability.
*Opens Potential Synergy options with Supreme Enclosure
 
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I call this one "the Great Serpent of the Lake of Fire." It is probably not terribly strategic, but I like the thematics.

[G] Final Scion of Water (2 orbs)
[G] Expressive (4 orbs)
[G] Envy (2 orbs)
[G] Lethe (+1 orb)
[G] Nemesis (+1 orb)
[G] Into the Fire (+3 orbs, alternate insertion point)
 
[ ] Labyrinthian (1 orb)
[ ] Final Scion of Water (2 orbs)
[ ] Jacob's Ladder (3 orbs)
[ ] Into the Fire (+3 orbs, alternate insertion point)

Clearly the Transcendent Pit's got to go, might even get a combat Cursebearers power before I die.

In more serious SI build I would probably switch to
[ ] The First Dominion
[ ] Practitioner (1 orb)
[ ] Litanist (2 orbs)
[ ] Exemplar (1 orb)
[ ] Lethe (+1 orb)

As an Exemplar Practitioner of Litanies in the First Dominion I'm all but set. Focus on divination plus manipulation to get the ball of citizenship rolling. Give me time to grow and I'll go very far indeed.
I won't remember to look for Labyrinthian, but with luck I'll divine that it could serve as separate source of ontological power for my Litanies. If not, well, I'll still be a supernatural prodigy in their favorite magic system.
It's not great that Litanies probably gain power from the Transcendent Pit and the torture prayer circles inside it, but I won't remember that and without knowing what Jacob's ladder is I wouldn't bet my life on a mystery box.
 
I call this one "the Great Serpent of the Lake of Fire." It is probably not terribly strategic, but I like the thematics.

[G] Final Scion of Water (2 orbs)
[G] Expressive (4 orbs)
[G] Envy (2 orbs)
[G] Lethe (+1 orb)
[G] Nemesis (+1 orb)
[G] Into the Fire (+3 orbs, alternate insertion point)
Hm, do note that Expressive takes a month to come online and requires further time to scale, and not all Expressions would be as well-suited to the Pit's particular challenges as the sample shown. The Final Scion, Expressive, and Envy are all high-greed (perhaps ironically, in the case of the last) options, and of the available insertion points Into the Fire is by far the most dangerous. Factoring in Nemesis, there's no way this ends well.
 
My build for The Ormulum:

[ ] The Thousand Estates
[ ] The Authority of Celestial Voyages (2 orbs)
[ ] Exemplar (1 orb)
[ ] Naturalization (1 orb)
[ ] Lethe (+1 orb)

As a naturally talented (and wise, handsome, and charismatic!) Practitioner I will have naturally picked up a few lower level Titles during my time in the Estates, along with detailed knowledge of the Estates and some rough knowledge of the rest of the multiverse, both from my own travels and those of previous Voyagers before me. With some concerted effort I should be able to pick up the various abilities listed under the Practitioner 1 Orb option as well, which will serve me well as I go visit the various splendors of the Estates, and the Multiverse at large. If shit goes bad then I just run.
 
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Hm, do note that Expressive takes a month to come online and requires further time to scale, and not all Expressions would be as well-suited to the Pit's particular challenges as the sample shown. The Final Scion, Expressive, and Envy are all high-greed (perhaps ironically, in the case of the last) options, and of the available insertion points Into the Fire is by far the most dangerous. Factoring in Nemesis, there's no way this ends well.
Fair. I'm pretty married to Ultimate Greed though, so let's see if I can figure out another way to get eight orbs...

[H] A Ruined Garden
[H] Final Scion of Water (2 orbs)
[H] Expressive (4 orbs)
[H] Envy (2 orbs)
[H] Nemesis (+1 orb)
[H] Dreams of Distant Fire (+2 orbs)
[H] Oathbound (+2 orbs)

Oathbound taken at Orm's direct advisement, since it is apparently basically an additional Benefit because of the cooperation with the Hand and his other oathbound. There's actually a pretty good story here, too, working with the Hand to prepare for the coming of the General?
 
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Apologies to those who've seen this already, but since the Fonts of Myth Digital Waterfall's flowing once more, I figured I should post this publicly for the Arete. A couple new options have been added for returning players, along with slight clarifications to existing ones. Questions and conspiracy theories are equally welcome; the whole thing comes out to 6467 words. Without further ado, I give you:
Is this your own work, or from somewhere else, or what?

Was this seen before on the Rihaku Discord, or somewhere else, as you're saying that it's been seen before by some people?
[ ] Final Scion of Water (2 orbs) - You are the inheritor of a dead dream, the last gasp of a realm that was. Through a fog of ages, the memories come: shining seas and mist-wreathed isles, the shadows of leviathans passing beneath clear waters. Healing fountains and killing tides. A proud people, resilient and mysterious as their home.

You remember the end, too, but it does not do to dwell on that.

Water's current ethos is thus: escape what cannot be endured. Move with an attack, and you will not be harmed by it; to strike the sea is futility, for it resumes its former shape. Crush enemies that cannot be eroded or drowned, but sustain allies with your bounty. In addition to physical enhancements, you have tremendous powers of hydrokinesis, evasion, stealth, and regeneration. In territory recognized as 'yours', these abilities are heightened. Acquiring more territory improves powers, causes you to develop new ones, and alters the area in ways compatible with Water's aesthetics.

You can exert active control over territory, but Water will also look to you for interpretation of its domain and ethos. Sunken cities and lush valleys, filled with rivers and waterfalls; the crushing silence of fathomless depths and nourishing rains, even blood in the veins of its people… all of these are Water. At present, you may endow others with access to Water's paradigm through an effort of will, and rescind it with the same. Your territory stretches no further than your immediate surroundings; possession is not binary and aquatic areas are easier to claim. As the Final Scion, you'll intuitively understand the nuances of this.
... Interesting. Is there some connection to the Labyrinthian power-set, and the ability of Water's Scion to hold and claim territory? That is to say, what happens if you have both those power sets? Or if Water's Scion entered the world which had this Labyrinthian stuff, and started using their territory-affecting stuff to do, er, stuff?

Also also: Water of Scion in Ruined Garden-verse. That'll be interesting. Trying to resuscitate the ruined paradise... An interesting quest to pursue, because of that.

[ ] The Authority of Celestial Voyages (2 orbs) - Among the Entitled, there are thirteen Authorities, legendary Titles whose past bearers feature prominently in the rolls of history. They hail from all categories: the Authority of Ancient Blood benefits from hereditary Practice, growing stronger with every generation, but all fear the Authority of Primal Fury, which Descends on its prey like a raptor seizing a mouse, wiping away identity and leaving behind a beast.

As for the Voyager's Authority, it alights on the shoulders of the explorer who is Acknowledged as the greatest of their generation, to open new horizons for their exploits
. As one who has already traveled between worlds, its power can be yours for the price of two orbs.
Hmm...

... Say, could the Traveler from Unified Earth have ended up visiting the Thousand Estates, and gaining the Authority of Celestial Voyages?
The Vanishing of the Traveler has hamstrung the Society's plans for interstellar expansion and sown unease among its upper echelons, who await the Expression of their next peer with dread.
Since, well, if anybody could easily and straightforwardly qualify for that, it'd be that guy...

And boy. With both an Expressive power centered on traveling, and an Estate Title based on traveling too... It's a hilarious concentration and doubling-down on one power-set.

If he has both an Expression and an Authority, focused on literally the exact same thing, I wonder how hilarious potent the traveler guy is in his sphere?
 
[ ] The First Dominion
[ ] Dominion Loyalist
(1 orb, requires Dominion)
[ ] Litanist (2 orbs)
[ ] Exemplar (1 orb)
[ ] Naturalization (1 orb)
[ ] Lethe (+1 orb)
[ ] Nemesis (+1 orb)

I'd probably go with this. I'd choose to specialize in reaper and repulsion for power and revelation for divination to help with threat prevention. By being a talented litanist and noble my initial safety against my nemesis would be practically assured. I should have enough time to grow stronger and deal with them, especially with exemplar making me even more talented. After that I'll be guaranteed a comfy life and be able to indulge in any desire I have. Basically Arrogant Young Master build but with not dying... hopefully.
 
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Streetwalker. Somber (+1 Orb), Nemesis (+1 Orb)
Immortality (-2 Orbs)
Labyrinthian, A Taste Of The Fruit - Unraveling, Practitioner - Magician (-1, -1, -1 Orbs)

as listed, Somber is essentially a free orb; 'if you stay up at night alone while walking, you'll hear a voice telling you to do something else.'. Labyrinthian solves the issue of housing and comfort as well as letting me keep consistent company, so it won't really have a leg to stand on. Edit: on the other hand it's apparently hypercharismatic,and prays on streetgoers; still, Labyrinthian should let me not be there when it's showing up, plus what I say after the brackets.
(...I am assuming that use of the Labyrinthian powerset doesn't count as 'abandoning the street', but if I build the labyrinth while on the street I think that's justified.)
ATOTF- Unraveling also mitigates Somber due to attenuating undesired effects, of which any sort of charisma or mental magic qualifies unless I cast it myself or ask for it to be cast.

A Taste Of The Fruit is partially taken for its magical benefits, but moreso for the opportunity to reliably produce fruit with magical benefits. while there are doubtless other means of magical enhancements, who knows whether they'll be as convenient as eating a fruit? I'm also curious regarding the effects of eating the same fruit multiple times... and regarding the potential to breed the fruit for other effects. they're plants, after all!

Practitioner - Magician is more to be a potential multiplier for my other choices, and for the myriad magical systems I'll inevitably encounter. while it is hoped that it would also grant me a direct magical system of its own from the title, that's more of a side-thing. While I've considered something like 'wanderer' instead of Magician, over my infinitely long lifespan there is the possibility the Somber voice would eventually persuade me- or even if I didn't pick Somber, the possibility I would simply want to stop wandering around for a while. There may be a slightly different phrasing I would choose if I took more time to think of it, to more closely convey 'anything to do with magic' rather then 'caster of magical spells or just sleight of hand'.

Nemesis is a genuine cost, but since I picked immortality... I mean, they can harm me in other ways, but I've screened off the unacceptable, and Labyrinthian means that if they're coming to attack me, I'll have the advantage. Plus, since I'm walking the Street, they'll need to follow me along it, never stopping, or our meetings will be very infrequent indeed, and it's just the one.

Lethe was passed up because I don't want to forget things, and because it allows for quite a bit to go wrong; how would I know I have a talent in shaping? know not to listen to this stupid mask which, since it's only talking to me because of a drawback I selected for an extra magic, makes statements completely uncorrelated with the right course of action? know this glowy fruit is magical buffs and not some kind of lava-poison? know to spend my first week or two pissing everyone off so I can outscale my single nemesis as quickly as possible, since they're chosen from people able to harm me, not necessarily keep up with me? know I'm immortal? know that if someone is a cursebearer I should leave them alone or, better yet, give them lots of free stuff since they'll be outscaling me shortly? and so on.

Immortality is chosen because it keeps me from dying. Mask somehow tricks me? I'll survive. Giant Space Flea From Nowhere? I'll survive. Lunacy-branded Cursebearer passes through? I'll survive, as long as they're a combat type or low-progression type or their base attacks don't prevent resurrection. rival kills me? I'll survive. one of the few things I'd be worried about-an amoral Cursebearer with Decimator in my dimension- is inapplicable because I have Labyrinthian and because the Path doesn't seem like the kind of place that Deimator would quite work on (not that it's immune; it's just really really really long, so decimators spherical radius instead describes how far down the path they can be, and it's implied you can walk the street- maybe even run the street and at immense speed- for years without reaching the end, even millenia. Not Dying is worth more to me then upgrading ATOTF to the other plant thing, though I suppose considering immortality, Dreams might be a valid take in order to upgrade ATOTF. Definitely not Oathbound, I'm not going to chain my value system to this thing which has only done evil to my knowledge. Maybe I'd take dreams with Ladder and give up Fruit(which is my least vital of choices imo)? I'm not sure what it actually does; only time I've heard of it before, it was a 'soul goes to heaven when you die' device.
 
As a naturally talented (and wise, handsome, and charismatic!) Practitioner I will have naturally picked up a few lower level Titles during my time in the Estates, along with detailed knowledge of the Estates and some rough knowledge of the rest of the multiverse, both from my own travels and those of previous Voyagers before me. With some concerted effort I should be able to pick up the various abilities listed under the Practitioner 1 Orb option as well, which will serve me well as I go visit the various splendors of the Estates, and the Multiverse at large. If shit goes bad then I just run.
Nicely spotted, Naturalization in the Estates does grant preexisting power, especially with Exemplar. The various Authorities are known and respected (feared, in a couple cases) all across the Estates. You can explore freely, check up on settlers transported offworld by your predecessors, pursue leads on relics, etc. Lethe isn't such a burden for this build; with no fated enemies waiting in the wings, ignorance only enhances the joy of discovery.
Is this your own work, or from somewhere else, or what?

Was this seen before on the Rihaku Discord, or somewhere else, as you're saying that it's been seen before by some people?
It's original, all magics and settings shown are of my own invention. I did send an earlier version to a few people via PM a while back, though.
... Interesting. Is there some connection to the Labyrinthian power-set, and the ability of Water's Scion to hold and claim territory? That is to say, what happens if you have both those power sets? Or if Water's Scion entered the world which had this Labyrinthian stuff, and started using their territory-affecting stuff to do, er, stuff?

Also also: Water of Scion in Ruined Garden-verse. That'll be interesting. Trying to resuscitate the ruined paradise... An interesting quest to pursue, because of that.
A Final Scion that's also a Labyrinthian can create their own territory and would start with a preexisting claim on it, yes. Solid synergies, and the combined environmental control would make a master of both magics extremely dangerous on his home turf. A Final Scion who entered the Labyrinth on their own could lay claim to it, but would have a harder time repairing the shattered works of the Shaper-Kings. Still, it's free real estate! And for the Elemental Paradigms, real estate equals power.
Hmm...

... Say, could the Traveler from Unified Earth have ended up visiting the Thousand Estates, and gaining the Authority of Celestial Voyages?
The Voyager's Authority is currently unclaimed (which is why it and Envy are available for purchase), but if the Traveler were ever to arrive in the vicinity of the Estates, it's likely he would be Acknowledged. Fortunately (?) this hasn't happened yet.
I'd probably go with this. I'd choose to specialize in reaper and repulsion for power and revelation for divination to help with threat prevention. By being a talented litanist and noble my initial safety against my nemesis would be practically assured. I should have enough time to grow stronger and deal with them, especially with exemplar making me even more talented.
This is one of the comfiest builds, one worth serious consideration if choosing for 'real'. One possible revision is swapping Nemesis for DoDF; the Dominion has some of the most dangerous possible Nemeses (Ancients, the Six themselves, etc.) and the General's unable to obliterate their civilization with his present strength. If you're willing to abandon the idea of ever going off-world, Dreams in the Dominion just ensures horrible nightmares, and Litanists can do away with their need for sleep (wakefulness Coin, Reinforcement, etc.).

Litanist + Exemplar grants genius beyond precedent or imagining. As a Naturalized Loyalist, you can be born into a top-tier noble house with hereditary perks such as a sapient, scaling animal companion that also serves as a phylactery or an equivalent Lineage. You can choose whatever ratio of academic to hedonistic pursuits suits your fancy, and live like Nameless among the Elves. It does lack outside-context capabilities and multi-magic synergies, but a Litanist is theoretically capable of anything if they hit the books hard enough.
 
Since I am feeling edgelordy/ITG and people are trying Into the Fire Builds...

6 Orb Build:

[q]Into the Fire
[q]Final Scion of Water(2 Orbs)
[q]Envy(2 Orbs)
[q]Exemplar(1 Orb)
[q]Labyrinthian(1 Orb)

Final Scion of Water Synergizes with Envy's Stealth Powers. Exemplar/Labyrinthian Grant a Base of Operations to start with combined with transcendent talent and a chance at escaping to a more hospitable setting from the beginning.

For what I'd consider for an 8 orb build? I've got a couple of ideas.

Addition A to 6 Orb Build:
[q]Word of God
[q]Mark of Cain
[q]Lethe

In Into the Fire, the Mark of Cain may be something twistable into something that would make the Damned fear me. Word of God Provides a Considerable Information Advantage to mitigate the Information lost from Lethe.

For a hopefully Ensured Escape/Maximum Power and Paranoia/Lord Hunger-esque approach. Get Out Immediately. Train hard, search for power, and hopefully be able to challenge the General.

Addition B to 6 Orb Build:

[q]Authority of Celestial Voyages
[q]Dreams of Distant Fire

For a build that seeks more power yet remains in Hell(This is a Full 8 orb Build as opposed to alternates for the Labyrinthian Build).

[q]Into the Fire
[q]Final Scion of Water
[q]Envy
[q]Exemplar
[q]Ancient(Reaping/Reinforcement/Repulsion)
[q]Oathbound

For this build I'd take Reaping for the Envy Synergy, Reinforcement to Enhance my Allies, and Repulsion to establish a Fortress for myself and allies. I'd also have given that I'm an ancient, access to some level of Revelation to warn me of impending Danger/improve my Stealth prospects, I might consider swapping Revelation for Reinforcement or Repulsion.

Oathbound acquires a premade social network for me in the Depths of Hell of all the Hand's Fallen Minions.
 
Couple of builds.
[ ] The First Dominion
[ ] Litanist
(2 orbs)
[ ] Naturalization (1 orb)
[ ] Dominion Loyalist (1 orb, requires Dominion)
[ ] Beast of Hierarchy (1 orb, requires Dominion)
[ ] Lethe (+1 orb)
[ ] Dissident (+1 orb)
A very traditional story, rebellious talented young noble. Reasonable odds of being kid of one of the Lords/Ladies themselves, thus justifying Beast of Hierarchy. Not much of an OCP, tho. Topple the eternal reign of your father/mother, compel the Beast to not absolutely murder your budding revolutionaries and drum up further support.

[ ] The Authority of Celestial Voyages (2 orbs)
[ ] Ancient (3 orbs)
[ ] Jacob's Ladder (3 orbs)
[ ] Dreams of Distant Fire (+2 orbs if outside the Dominion, +1 otherwise)
[ ] Into the Fire (+3 orbs, alternate insertion point)
Take up massive personal safety, allowing you to afford massive initial risk, and also take Jacob's Ladder for future scaling. Should be manageable because of highest starting point with Ancient, and best fleeing abilities with Authority of Celestial Voyages. Both Fire drawbacks are taken, which is probably the worst initial danger, but while Ancient can't topple the Pit, it should manage to keep the player safe until they can use Voyages to get out. Afterward, fleeing from the General while waiting to scale up with Ladder, which, again, should be survivable with this combo. One of the riskiest but coolest builds, honestly.
Could swap Ladder for Final Scion of Water and Exemplar, for higher initial safety and fleeing chance at cost of being effectively permanently set against the Pit and lower growth potential.

[ ] Originator Resurgent (3 orbs)
[ ] Naturalization (1 orb)
[ ] Envy (2 orbs)
[ ] Word of God (2 orbs)
[ ] Dreams of Distant Fire (+2 orbs if outside the Dominion, +1 otherwise)
[ ] Into the Fire (+3 orbs, alternate insertion point)
And now for something completely different. Naturalization makes you a completely normal citizen of the Pit, so the General will find you but not have reason to kill you, especially since you can provide him massive value with Originator and Word of God, as an oracle and provider of luxuries, though your Originator fruits are unlikely to grant powers relevant to him for significant time. Envy picked because you probably hate his guts and the Pit too, though it could be swapped out otherwise.
Alternatively, swap Envy for Litanist for better fruits, if you're ok being the General's lackey forever.
 
Indenture World Collection by Birdsie (#14461 words)

Cryocalypse Earth

DIFFICULTY: Moderate
TYPE: Post-Apocalyptic Earth
TIME LIMIT: 1,500 years
INSPIRATION: "Mad Max," "Frozen," "Mulan[???]"

Basic Information

Cryocalypse Earth is a planet identical to Earth, save for one detail: it has become a flying snowball, the sun's inimitable strength no longer sufficing to heat it due to an arcane ritual that covered the entirety of the planet in a global, eternal blizzard. The poor factory workers huddle together near the exhaust vents of massive, geothermal reactors to have some heat; the Lords of the Northern and Southern hemisphere rule over them with Lost Magics, knowing no mercy. Each day, a thousand minor rebellions are mounted and in the process, the Cryomancers gain yet more power and leverage to spread the blizzard.

This is a realm that fell eons ago, but perhaps a sufficiently clever Cursebearer may be able to restore it?

Geas Task: Conquer at least ninety-five percent of the Snowball Earth and rule for a period of no less than thirty contiguous years. Time limit: fifteen hundred years.

Starting Point: An ice-field in the middle of the former Mediterranean Sea. There is a group of Cryomancers canvassing the area in search of a courier/adventurer (see: Other People of Interest,) who are likely to attack the Cursebearer on sight. It is suggested the Cursebearer seek immediate shelter before the blizzard notices them.
Past

This Earth's timeline diverges in the late first century when John the Apostle receives a vision from God. Rather than being told of the apocalypse, God simply informed John that he would no longer be able to guide humanity, and so, was leaving the complex-design key to the universe with us.

John the Apostle was then supposedly tasked with inscribing a grand total of 144 golden tablets containing the secrets of the universe. Shortly after, the tablets were taken and evenly divided between newly-established schools of hermetic magecraft within the Roman Empire, its conquered land of Aegyptus, former Mesopotamia, and China.

These great nations continued to flourish with the new powers available to them; Rome conquered all that remained of Europe and began to spread into the northern lands beyond, while Egypt went south. Because each tablet contained indisputable evidence that God was the providence of these great magics, paganistic religions faded into obscurity with the shining advent of Christianity and Judaism.

There was a golden era of peace and glory: the creation of artificial archangels was undertaken to protect the Great Roman Empire, while the Chinese dynasties reinforced their Great Wall to make their country nigh-impervious to any form of attack. In Mesopotamia, a flying city based on the original Hanging Gardens of Babylon was created.

In the 4th century, a disgruntled Roman senator, Markus Augustus Karlos, however, disliked this. His family remained loyal to the ancient providence of the gods; Markus stole one of the Golden Tablets of Divine Inspiration and used it to create a basis for an entirely new type of magic, based on the primordial and chaotic ideal of what he believed to have actually been the world's creators: Apocalypticism.

The magic system focused on the creation of self-sustaining magical spells that could open themselves up to ambient magical energy and spread over an area like a miasma, in barely-controllable feedback loops. Within less than a week, Rome (the city) was sacked by Markus and his loyalists; he was swiftly killed in an altercation with the Legions, but the Roman Emperor, Constantine, was forced to move due east to the new city of Constantinople, much like on our Earth. Apocalypticism faded into relative obscurity and soon afterward, the Archangel Michael Protocol was established to awaken the aforementioned Archangel. Michael was called down and cleansed the former Imperial capital of its nuclear destruction. It wasn't resettled, but the ruins were scoured for magical knowledge and then made into a tourist attraction some centuries later.

Life continued as normal. Discoveries in magic resulted in discoveries in technology; by the early first millennium, humanity reached something resembling an industrial revolution. This sparked an ever-increasing class divide; the sacrilegious art of Necromancy was invented in order to gather the life sparks of the dead and revive their bodies as servile shells meant to act within factories. The public reception of this was largely mixed and Necromancy was mostly outlawed.

In the late 1540s, a young, impoverished student of the lower classes on a research expedition to the ruins of Rome, known back then as Kryus Marius Tiberius found a half-broken emerald tablet, with the details of the abandoned art of Apocalypticism. Combining this knowledge, he combined Apocalypticism with Necromancy in order to cast a spell known as Fimbulvinter: a blizzard that consumed the souls of those it killed, using them to obtain a malicious quasi-sentience in its thirst for life, and using the planet's own mana field to sustain its growth.

By the late 1600s, around 48% of the global population was deceased; Kryus himself survived, fed a constant trickle of life by Fimbulvinter, and he enthroned himself on a great crag of ice at the tallest mountain in the world. The current year is 1728.

The Roman Empire and Egypt collapsed within decades of the spell's release; the Hanging Gardens flew into the upper atmosphere where temperatures were high enough to maintain life, and China's wall managed to shield it from the worst of the effects. The rest of planet Earth became a wasteland with a temperature range that starts at twice as cold as some of the coldest recorded temperatures in Antarctica and can go down to absolute zero in many places.

Some have learned to deal. Using the withered remnants of the Lost Magics, Lord-Senators Coriarus and Sandar established a pair of fiefdoms in what used to be Rome and Egypt, with a vast trading route over the frozen shell of the Mediterranean. Very rarely, Chinese magi use ancient teleportation relays to buy the resources these savages mine, in exchange for material goods such as rice, paper, fur, etc.
Architecture / Geography

Coriarus rules over what once was the Roman Empire. This reflects on the architecture: although there aren't many cities leftover, other than great Constantinople itself, there is a general preference for large marble buildings with an architectural style reminiscent of post-modern, with some alien influences: tall buildings have a tendency to be slightly wider at the bottom and slimmer towards the top.

Sandar's domain is similar but with a larger focus on re-disciplining the outdated sandstone and adobe mudblock-based architecture into the creation of what's essentially igloo-pyramids and ice palaces.

Both of the Lord-Senators rule their respective cities of Constantinople and Cairo with iron fists, unwilling to tolerate incompetence or treachery in an age that is treacherous on its own. Coriarus is genuinely concerned with the well-being of his people; Sandar is corrupt and interested in his own prosperity, as well as slightly paranoid. The latter won't be very amenable to dealings with a Cursebearer who hasn't proved their worth and loyalty.

There is much steampunk machinery in both domains, especially in the form of geothermal exhaust ports that manage to keep the Fimbulvinter spell away and let the armies of factory workers actually survive within their boundaries.

As far as geography on a planetary level is concerned, there are virtually no changes from Earth, and everything is within expected bounds. The only difference is that the Americas were never colonized in this reality and the gift of magic has never crossed the sea, meaning there are a lot of Aztec and Mayan ruins that only have frost-preserved corpses in them.

Due to the protective field produced by the Great Wall as well as Chinese geomancy, the eastern quarter of Asia, including some of the countries that are near China being largely preserved and unmolested by Fimbulvinter. Life is much easier in those regions.
Dangers

This section describes the "ambient dangers" and "monsters" that a Cursebearer might encounter on average. Most of these listed below are going to be hostile by default; creatures that could be dangerous or treat the Cursebearer as an enemy, but aren't hostile by default are not listed.

Fimbulvinter - The spell that broke the world and turned it into a snowball. This arctic blizzard threatens to near-instantly slay anyone who stays within its range for too long without proper, warm attire. It is particularly intense and roiling near areas where heat is large; entering a geo-vented city is nigh-impossible due to the surrounding blizzards unless one has a map that can show the safe route.

In addition, Fimbulvinter is semi-sentient and malignant; if a Cursebearer draws too much attention by emitting sufficient heat or surviving for extended periods of time, Fimbulvinter will focus a mass of cold around them in an attempt to snuff them out. This supernatural frost will penetrate most non-arcane defenses in short order, and can risk to overcome spells of insufficient ontological value. Be warned.

Cryomancers - Fimbulvinter's servants, immune to its own biting cold through a symbiotic existence, Cryomancers have mostly surrendered their humanity in favor of a cold, alien thinking process.

Some of them have ideals, but those ideals are divorced from what the average person would sympathize with: for example, they believe if the entire world goes cold, then all humans can live happy and united as a part of Fimbulvinter, analogous to the Jedi belief that everyone after death becomes a part of the Living Force. Most people disagree.

Cryomancers usually exhibit peak-human or mildly supernatural physique, with a particular focus on endurance and survivability. They are immune to cold, highly resistant to heat, and incredibly hardy against penetration; blunt, overwhelming force is the best remit in slaying them. They all practice Cryomancy (see: Magic,) usually ranging on a newbie level, but their commanders could snuff out entire cities with a wave of the hand.

Cryobeasts - The creations of both Fimbulvinter and its servants, the Cryobeasts are monsters that patrol the Frozen Wastes regularly, where Cryomancers cannot afford to. Most of them are on par with Earth animals, but a couple rare specimens exist that can be described as truly legendary in scale; capable of wrecking entire cities on their own, and possibly countries if offered sufficient time. These Cryobeasts usually exhibit many innate abilities that are related to cold, and they have a tendency to be even tougher than the most durable Cryomancers.

White Tigers - The Chinese Salvation Group led by Sun Deming. While a bulk of the White Tigers are normal human soldiers with good armor and weaponry, a tenth of them are elite mages who use various Lost Magics to help themselves.

It would be unwise to fight a squad of White Tigers without preparation, and folly to face them on their own territories where each street crossing is heavily warded and every stone is an enemy.

Remnants - The Remnants of ancient magic, usually residing in temples or magic schools that have been ruined decades ago. Expect anything from wandering automata to rogue golems who desire nothing but the utter purgation of every living creature they see. Some of them are more ambivalent or indifferent to a wanderer, and won't even initiate a conversation on their own.

Many of the Remnants have been at least partially corrupted by Fimbulvinter, even ones that are supposed to be innately benevolent will struggle not to destroy any object or creature that has a detectable heat signature. It would be wise and perhaps merciful not to believe a Remnant's words, as they are not above trickery or guile to achieve their ends.
Archangels

The Eternal Protectors of the Roman Empire are the Archangels. When the Archangels are not in deployment, they are contained within Borderzone Planes. A Borderzone Plane is essentially a pocket realm within an artificial cosmos, where the Archangel can draw on and refill their energy stores. It usually takes at least sixteen years for an Archangel to get from no charge to full charge; the exception is Uriel who can do so in four years.

Each Archangel has some kind of specialty:

Michael - Michael is the Prince of Heaven. Among the Archangels, he is exalted for versatility and compassion and usually manifests as a three-meter-tall humanoid made from interlocking smooth plasticine white plates with flowing blue mana cores visible underneath, with a layer of chromatic weave armor between them.

His primary weapon is the Sword Ignis, an enchanted blade crafted from gold and red jade, each swing a terrible declaration of heavenly fire sufficient to annihilate a country. He can accelerate to a top speed of 200 Mach in eighty seconds of straightforward motion. He also knows a myriad of magics that he can teach to the Emperor or his subjects, including Reinforcement, Transmutation, Pyromancy, and Levitation.

Uriel - Uriel is the Archangel of Light. He is the fastest in all regards, his speed transcending above mere logic. For all purposes, consider Uriel to possess an Agility/Speed rank that is 2.5 steps along the ISH; he can accelerate to the speed of light casually and go past it with minimal effort without experiencing the time dilation involved. He can also fire city-destroying photon blasts from his appendages; he can teach the magics of Acuitism, Sorcery, Gaianism, and Photonism.

Uriel typically manifests as a sixty-foot-long dart of bluest stone, matching the sky, from the back of which descends over a hundred twisting appendages like golden hair braids that reflect the white-pure power of the sun. Due to his knowledge of Gaianism, he can naturally stabilize the nearby environment, put out fires or end floods with his mere presence.

Raphael - Raphael is the Archangel of Healing. Usually, she cannot be deployed, as she is responsible for maintaining the systems of the Angel deployment system as well as repairing her siblings; her functions are too critical for deployment.

Were the Emperor to declare a total system override and force Raphael to manifest, it would be as a beautiful cybernetic woman with blue hair, skin as white as polished alabaster, and a pair of friendly azure eyes. She would carry around an Asclepius staff of burnished gold ending in a pair of gems: one dark red, one salient green. She can teach the magics of Restoration, Reconstructionism, Creation, and Conjuration.

Gabriel - Gabriel is the Archangel of Messages. During the era of the Roman Empire, she was responsible for maintaining the vast infrastructure and communications network; she was basically an ever-present material intelligence (MI) capable of troubleshooting and assisting citizens in daily tasks.

If she were to manifest, it would be as a soft, nebulous blob of voiceless blue ether surrounded by a crystalline shell. She can teach the magics of Mentalism, Technopathy, Enchanting, and Alchemy.
Magic

Skidbrand
- A commoner's magic, easily learned, easily developed; low power ceiling. Skidbrand is used by the travelers of the Fimbulwastes, allowing them to skid on the long icy surfaces and channel any remaining friction into heat for themselves; essentially becoming warmer as they accelerate, and accelerating more as they move faster. Advanced users can learn further applications, such as using Skidbrand to accelerate entire vehicles or attack projectiles. A relatively impractical weapon such as a five-tonne stone block can be pushed and propelled like a shopping cart by even a middling user.

Cryomancy - There are people in the Fimbulwastes who give their lives and essence to the spell, treating the apocalypse it wrought as the rightful order, or punishment for sins.

Fimbulvinter rewards them for this, imbuing them with its chilling taint and teaching them how to spread it and promising eternal survival in its cold embrace in exchange. Cryomancy is an inherently evil art, focused on the destruction of warmth and temperature; it manifests as blasts and thrown javelins of ice, but rarely as barriers and shields.

As the user kills more and more people with this art, his proficiency in Cryomancy expands. Eventually, he can learn to summon ice elementals; the messengers of Fimbulvinter's will, or create grandiose rituals that are able to freeze shut even the geothermal vents that surround each major city in the wall, protecting them from the blizzard's incursion.

Large skill allows for even stranger applications. Construct projection, scabbing wounds with solid ice, or creating autonomous frost golems.

Apocalypticism - One of the two arts that led to this whole mess. Apocalypticism focuses on the creation of spells that operate on a grand scale, often partially independent from the caster. The focus lies in the creation of a spell that can feed itself in order to maintain a form of permanency, but also feedback loops that induce growth over time.

The creation of even a single Apocalyptic spell is a ritual affair. Even a talented magus would need at least weeks to cast a basic spell; for one on the scale of Fimbulvinter, that can affect the entire globe with sufficient time, months if not years of preparations would be necessary. Due to Fimbulvinter's nature, countering it with a fire-aspected spell of the Apocalyptic school would be surprisingly difficult and potentially lead to even more damage.

By default, Apocalyptic spells operate on a scale too grand to be dispelled once they have grown past the size of a country.

Necromancy - Necromancy is a petty art, but deadly in combination with others. Historically associated with cruel dictators and the lingering magical fallout of past wars. It can be used to snare loose life-sparks, which contain an imprint of the original creature's mind; drain magicka from live sparks to sustain dead sparks, or grant a semblance of life and sentience to spells that use their learned skills, or to animated materials to resemble their self-image.

A pretty basic use of this spell is to resurrect the dead as zombies.

Lost Magics - The original magics derived from the knowledge of the 144 Golden Tablets. Not a lot of these remain; you'd have more luck finding these in China. Skidbrand is a magic descended from Materialism, which used to be contained on a Golden Tablet owned by the Pharaohs; Necromancy is based on Arcanomancy, which used to be contained ona Golden Tablet owned by the Roman Emperors.

Example Lost Magics that can be taught by Archangels:
*Reinforcement - Intricate physical/conceptual reinforcement, elevates objects or people along the ISH temporarily, reinforces physical structures; can turn an igloo into a fortress. A skilled user can achieve a level of global or high-concept reinforcement, such as conducting a ritual that makes all food in the world more nutritious.
*Transmutation - A system of equivalent exchange, can be used to turn one resource into another, but skilled users can also perform matter-to-energy conversions, or vice versa. A skilled user is able to pull on matter and energy from Elsewhere, seemingly creating it ex nihilo.
*Pyromancy - The calling of magical fire, the very opposite of cryomancy; if a pyromancer were to cast an Apocalyptic spell, he might be able to create a Fimbulvinter-free zone. Skilled users are capable of firing soulfire that burns away memories, personality, willpower, and consciousness.
*Levitation - A simple art that involves the remote handling of objects, including oneself. It's straightforward and has impressive range even at the lowest skill levels.
*Photnism - A magical art that gathers light into embedded crystals or strings that can be discharged at a later date in large explosive payloads, or used for the creation of photonic computers that process information at astonishing rates, etc.
*Gaianism - The art of physical self-reinforcement and betterment, primarily in the department of durability, strength, and constitution. At high levels, can be applied to others with a touch; was once used for maintaining gardens and raising healthy livestock.
*Acuitism - The art of mental self-reinforcement and betterment, can be used to enhance intelligence, wits, reflexes, or other psychological traits; including willpower. A mainstay in the arsenal of magical researchers of any kind.
*Sorcery - Direct manipulation of personal magicka as "solid energy." It's versatile, but inefficient. Sorcery can include projectile blasts, barriers, simple weapons, telekinesis, and similar things.
*Reconstruction - A magical art that is focused on taking control of an environment or system and then guiding it towards gradual reconstruction. This is a highly abstract system, applicable on the level of cities and at no smaller or higher level; the user basically steers fate in order to ensure that events arrange themself to minimize destruction and chaos in a given system. Anti-entropic.
*Restoration - The most basic and widely employed healing art known to the former Roman Empire. It does exactly what it implies, restoring lost tissue and blood in exchange for direct expenditure of magicka. It lacks the ability to heal disease, poisoning, and serious diseases at low levels, including loss of limb; such talents can be acquired with extensive practice. A true archmagus of this discipline would be practicing something more akin to free biomancy than healing magic.
*Creation - True creation of objects ex nihilo; far more precise than high-level Transmuitation but also less forgiving in energy costs. Requires practical and theoretical knowledge of how matter works; in order to use even basic Creation, knowledge of the periodic table will be necessary.
*Conjuration - A cousin to Creation, this art forms raw magicka into physical shapes that can take on the properties of any known object. Requires more imagination than knowledge, as conjured objects do not truly exist, but rather, are something between "real" and "illusionary." Conjured objects are fragile and decay very quickly, often within minutes of their making.
*Mentalism - A primarily telepathic art, it can be used to detect thoughts, and then glimpse into their surface reflections. A skilled mentalist can go far beyond this, however, up to and including the control of sentient minds against their will.
*Technopathy - A system used for the control of technologies, whether mechanical or digital. Highly abstract and strange to train; a sufficiently eccentric technopath might perceive a human body or human brain as an analogue to a machine, for example.
*Alchemy - The refinement of matter into higher forms, via chemistry or sorcerous application and reinforcement. Alchemy has a plethora of uses, the foremost of which is the creation of reinforced metals and magical objects.
*Enchanting - The application of known spells to an object, such as crystal balls or wands that can be used to dowse for water. Enchanted objects need something to power them, but can also act as focusing lenses for spells, letting the user catalyze them and therefore streamlining the casting process on a very considerable scale.
People of Interest (other than anyone mentioned in Past)

Ruibin Zhao - A smiling, wealthy Chinese merchant. He makes quarterly visits to both Constantinople and Cairo, selling his illustrious wares and openly flaunting his splendor. Travels with a small division of a hundred skilled battle-mages and two-hundred slaves who help off-load goods.

Very enterprising. A smart Cursebearer would be able to procure a lucrative partnership by introducing novel business concepts and co-profiting from them; this could also help the people of the west massively.

Sun Deming - A Chinese nationalist, and one of the Emperor's closest advisors. Sternly opposes the westerners, believing them to be the cause of the disaster that befell the world. He's not completely wrong…

He is secretly the founder of the innocuously-named, "White Tiger Salvation Group," which poses as a recovery organization for lost artifacts and providing help to the westerners who need it. In reality, the White Tigers occupy dozens of ex-Egyptian and ex-Roman towns and raid them for resources, hoping to plunder what's left of the west's Lost Magics.

Legate Arctic - One of Fimbulvinter's most ardent servants, this former legionnaire has become resurrected as a virtual ice-walker. He is called the Sorcerer of Arctic Snows and the Caller of Ragnarok by some. He leads a band of lesser Fimbulvinter cultists. Skilled in a triad of Apocalypticism, Necromancy, and Cryomancy, to a level where he'd be able to invent a Fimbulvinter of his own if one did not exist already; he is biding his time to let his Apocalyptic rituals "cook up," after which he plans to conquer Constantinople and is likely to do so within the next year without intervention. This would spell disaster for the world.

Ruinus Brutalis Maximus - A rather dimwitted Cryomancer in service to Fimbulvinter. He somehow managed to learn how to make ice constructs that operate similar to moving trucks and he leads a band of raiders that regularly attempt and fail to conquer Cairo. He is drunk 50% of the time; which is impressive, given there's not a lot of alcohol left in the world.

Kryodex - A deadly frost monster that prowls the Mediterranean Wastes. It appears to be some odd mixture of shark and dragon with heavy, tree-trunk arms ending in protruding ice spears. It doesn't attack worshippers of Fimbulvinter, implying it is a manifestation of the spell's will.

Its heart is actually a phylactery for loose sparks gathered from the greater continental areas of northern Africa and southern Europe. Were it to be slain, Fimbulvinter would be diminished by a rough third of its power forever, but that won't be an easy task; Kryodex's overall combat power is comparable to a Cultivator of the Dao Cleaving Stage, with durability that's almost a full Stage higher; the monster's skin is next to impervious and it can sheathe itself in icy armor to create ablative layers.

Bidonius Orwell - An adventurer, researcher, courier, and magician extraordinaire. While the entire world went to shit, Bidonius enchanted his flesh with immunity to cold and kept on living as if nothing happened. He is gleeful, adventurous, curious, and strikingly intelligent; as well as possessed of a self-proclaimed, "roguish charm."

Bidonius, although his friends call him Don, spends most of his days searching ancient Mesopotamian ruins, and recently, he struck gold: after finding a Golden Tablet, he contacted Lord Coriarus who is willing to pay an exorbitant sum for its return. Unfortunately, he is about to be amushed by Cryomancers not far from the Cursebearer's starting location.

Bidonius had wide and deep experience in a plethora of Lost Magics, including a passing theoretical knowledge of those he doesn't. He can be an ample teacher for most of them.

Annora Valeria - An impoverished coal-mine worker living in Cairo. No one has made this connection yet, but if you were to raise a portrait of the late Emperor Constantine the Stagnant and look at her, the resemblance would be striking...

Annora is a wide-eyed, slightly naive, romantic, and hopeful young girl, despite her living conditions. She dreams of living through an adventure with a group of friends in the arctic wastelands of the Fimbulvinter.

She learned martial arts as a child from a stoic Cantonese master from the east. He passed away only a couple of years before the Cursebearer's arrival. She also dabbles in the Lost Magics but hasn't managed to do much other than improving her own toughness and strength for short periods of time.

Amicus Ambrosius - A descendant of a proud line of centurion guards dating its origins back to Longinus.

He wields the lance that is said to have pierced the Messiah's flesh. The Lance is a high-level enchanted artifact that has the double traits of being able to penetrate anything, as well as draining anything it penetrates of its essence. The lance is bound to his bloodline and doesn't work in anyone else's hands, although a sufficiently clever mage could get around this limitation; a possible Apocryphal Curse proc might involve Amicus being kidnapped by the White Tigers, and one of them figuring out a way of using it.

Amicus is a diligent soldier, but without an Empire to serve, he is not sure what he could do with himself. He is a loyal retainer to Lord-Senator Coriarus, but not confident in his own posting. He would be willing to join the Cursebearer's party, although Coriarus himself would need convincing to let such a champion go away.

He is skilled in Gaianism, the magical art of bodily self-reinforcement and enhanced combat. His vitality and constitution are particularly unsurpassed; he can go on week-long marches into the Fimbulwastes and not even complain of suffering minor frostbite.

AVGVST TIBERIVS RAGNOS / The Manifestation - The very manifestation of Fimbulvinter's will. It used the name of its creator as an inspiration. It randomly scours the Fimbulwastes in search of victims, and will be drawn to any disruptive elements; particularly large sources of heat. It doesn't contest any of the nations or cities directly, knowing their fall is inevitable and relishing the thought.
Other

1. Although not strictly necessary, in order to complete the Geas task, it would be smart to remove Fimbulvinter. This can be accomplished in several ways:

*Direct counter-magic, using sufficiently enlightened knowledge of the Lost Arts. A Praxis spell may also be able to dispel it.
*Activation of Archangel Michael would be sufficient to purge the entirety of the spell.
*The destruction of Kryus Marius Tiberius, currently resting within a sarcophagus of protective ice on the peak of Mt. Everest would contribute greatly to the spell's termination.
*As would the death of the Kryodex. If you can manage to kill both Kryus and the Kryodex, then Fimbulvinter will be weakened enough that even a conclave of Chinese mages would be able to do the rest of the work.

2. In case you were unable to tell, Annora is the rightful Empress of the Roman Empire, by right of bloodline. Acquiring proof of this would be enough for her to retake the throne of both the Empire and Egypt; proof can be acquired by going to Constantinople and reactivating one of the Archangels. Only an Emperor/Empress can do that, after all!

3. I haven't included a description for any of the Lost Magics, since there's a lot of them. Each Golden Tablet provided an original magic of its own, and each one of those later produced entire batches of descendant magics. Using a Golden Tablet will surely teach you a magic system that should put you on par with a Thrice-Coalesced Sorceress, and searching through ancient ruins would yield a 10-40% chance of learning a descended magic system, on par with something like Vertex or Surgecraft.

4. It's technically possible to acquire a, "Fimbulvinter Victory," where the Cursebearer allies himself with the spell, acquires Cryomancy, and then destroys the remnants of western civilization, before he, Legate Arctic, and the other freaks move due east to finish off the Chinese and he proceeds to become the technical ruler of the frozen wastes. In bird culture, achieving this ending is considered a dick move.

World of Red-Blue Hues
DIFFICULTY: Moderate
TYPE: Space Opera
TIME LIMIT: 100 years
INSPIRATION: "Space Station 13," "Alien"

Basic Information

The NSS Cyberiad is a Nanotrasen research station in the Epsilon Eridani system, approximately 10.5 light years from Sol. Epsilon Eridani is a standard star-system with a low-mass, main sequence orange star at its center. There are two planets present: a rocky ball named Ligures, and a small but super-dense gas giant Umbri. Ligures has little atmosphere, and is currently being terraformed by colonists. Umbri is mined for supermatter. The system also contains numerous asteroid belts, with a high abundance of blueplasm.

Geas Task: Slay Nanotress, the Redspace God of Corporate Warfare. Time limit: one hundred years.

Starting Location: One of the major arteries in an underground cave system on Ligures, in the large wasteland region known as, "Lavaland." Oxygen is preciously scarce, and atmospheric pressure is low; a Cursebearer without at least peak-human constitution will not survive here for longer than ten minutes. Fortunately, there is a mining station where a shuttle to the NSS Cyberiad may be taken within a five-minute walking distance.
Past

1970AD - Humanity reaches the information age.

2058AD - An independent corporation known as Port Royal Inc. makes a successful bid to start a colony on the Moon. Due to great strides in welfare and technology, the living costs for tourism on the Moon are surprisingly low; the Moon becomes a curious attraction for the wealthy and later, a proper colony and secret corporate research center.

2070AD - Port Royal Inc. makes great strides in terraforming, creating a number of self-sustaining arcologies on the lunar soil. Space travel technology and rocket engineering are greatly streamlined; a middle-class citizen of any first-world nation on Earth would be capable of affording a ticket to the lunar colonies if they saved up enough money.

2084AD - Climate change, international tension, and resource scarcity increase and then lead to the declaration of WW3. The War is sedate and quiet at first, but ramps up over the first year; fissile weapons begin to see regular deployment from the halfway point on. Port Royal Inc. declares Luna a free colony in the wake of WW3.

2094AD - WW3 ends. The surviving nations of Earth form the United Earth Confederacy. There are little resources left; the economy worldwide is ruined, and disaster is seen as nigh-unavoidable. Options are discussed, and citing the success of the Luna colony, the UEC begins to consider the option of moving to another planet and making it hospitable. A month later, the ARK Program is created by the UEC, with the goal of colonizing Mars and using purchased Port Royal technology to terraform the planet.

2096AD - Colonization of Mars by the UES, "ARK" commences.

2100AD - The ARK Program is labeled a failure due to an unexpected, critical failure of terraforming and communication equipment. The colonists die shortly after, leading to the dissolution of the UEC due to infighting, power struggles, and rampant corruption. The remaining elements of Earth's nuclear arsenal are discharged at this time, bringing the population to less than a seventh of what it used to be a century before.

2102AD - Factions still loyal to the former UEC start warring in a desperate power struggle. Port Royal Inc. ships weaponry, supplies, and ammunition down to every faction that still has useful resources on offer. The Lunar colonies become a pseudo-utopian paradise when compared to the state of the Earth; the price of a shuttle and accomodations for a new citizen are artificially inflated to an exorbitant sum. Port Royal Inc. is in a full-out hegemony.

2122AD - After years of fighting, the UEC loyalists are defeated as they fail to seize power. The Solar Federation takes form and restarts the ARK program.

2124AD - The mission to Mars discovers a disabled, self-sufficient mining colony set up by the initial ARK colonists. An extensive investigation shows the colony had been sabotaged from within, the parties responsible are not found. The ARK program is deemed successful as the colony is reactivated, and the terraforming equipment is repaired. Soon after, Earth is resettled and terraforming technology is used to clean the atmosphere of nuclear detritus. The Solar Federation continues to flourish in the years after.

2150AD - Luna becomes a part of the Solar Federation. All of humanity now lives back together under a single flag.

2156AD - Sol Common is created and mandated by the Solar Federation. It uses words from the old language known as American English, with some borrowed elements from French, German, and several other common languages of the old age.

2175AD - Port Royal Inc. continues to bleed money and lose its influence and power. Fear the Solar Federation may choose to seize assets becomes commonplace among lunar executives, many of whom begin a series of interdepartmental corporate mini-wars. The research division of Port Royal Inc. is put under immense pressure to find something good.

2180AD - Bluespace is discovered by Solar Federation scientists, using leaked data from the Port Royal research division, and rudimentary FTL drives are designed and manufactured. Bluespace technology allows for the creation of both FTL drives and artificial gravity. A test run of the first Bluespace-capable vessel is launched to Proxima Centauri and returns a week later, reporting success.

2181AD - The Solar Federation rebrands itself as the Trans-Solar Federation. The entirety of Sol is colonized in short order, and humanity starts to reach out to the nearest, resource-rich worlds. Many planets are terraformed, and Bluespace technology is utilized to make even seemingly inhospitable worlds livable. The human population skyrockets.

2182AD - Port Royal Inc. collapses into several, independent corporate entities. Many of those fluctuate, reform into larger corporations, and then collapse again during the next three decades.

2200AD - Naval Station Norfolk is founded to resupply interstellar craft. It soon becomes the funnel of interstellar travel across humanity's slice of the universe.

2223AD - Nanotrasen is incorporated from a descendant corporation of Port Royal Inc., and invests most of its assets on Mars. Its dividends pay off only a decade later, as the first blueplasm deposits on Mars are discovered, leading to the fruition of research into bluespace and its related fields. Nanotrasen becomes one of the largest names in the Trans-Solar Federation.

2252AD - Waffle Co. creates the recipe for Waffle Pockets, which is later stolen and rebranded by Donk Co. This begins a sequence of events that would become a centuries-long, brutal rivalry between both companies.

2288AD - Cybersun Industries develops the first mindslave implant.

2296AD - First contact is made between the Trans-Solar Federation and the Skrell. Contact is made with countless other alien races throughout the next couple of decades, including the Tajarans, Unathi, Vox, and Greys.

2342AD - Dr. Haverick, a scientist working for Nanotrasen Corporation is doing research in his laboratory, when a lensing refraction error on his bluespace microscope uncovers a theoretical realm of opposite polarity, titled as Redspace from thereon. This discovery appears to lead to a counter-discovery from Redspace entities: demons, ghosts, and various supernatural beings start to show up galaxy-wide. Cults are established; Dr. Haverick himself becomes a wizard and months later, goes on to establish the infamous Wizard's Federation, which secedes from Nanotrasen and focuses on esoteric research.

2348AD - A phenomenon known as the, "Ambient Redspace Improbability Outflow" is discovered. The phenomenon is known to cause widespread insanity, acute reality failure, and other symptoms in people and objects alike; research into the issue suggests it will become stronger as time goes on at a logarithmic rate.

2385AD - The Human-Skrellian Alliance is established. This paves a way to future diplomacy with other alien races. The entire galaxy is well-mapped at this point in time, and the entirely of the Sol and its surrounding star-systems have been thoroughly colonized.

2387AD - A patch of the Xarxis Tau system suffers from a comprehensive acute reality failure event. When it reappears, ancient ruins and broken stone-based arcane machines are found across the surfaces of the nearby worlds; an entire planet of sentient, alien clowns is found, who proceed to relentlessly prank the diplomatic envoys.

2388AD - The Wizard's Federation famously declares that friendship is a sham and raids a Nanotrasen research station, beginning a feud.

2430AD - Acute reality failure becomes widespread across the galaxy. One of the most common manifestations is, "Involuntary Teleportation Syndrome," in which the victim is shuffled along random bluespace coordinates without any input. Since teleporting into space or a star is possible, a vast majority of the victims die in short order.

2440AD - The Muller-Gore Act is unanimously passed on Earth, paving the way for strict environmental regulations to deal with residual fallout and pollution.

2443AD - A potato famine on Earth causes a vodka shortage on human colonies. Russian colonists, fearing for their heritage, revolt and declare independence as the USSP. Trans-Solar Federation dignitaries respond in kind by slaughtering nearly 760,000 colonists, leaving fleeing USSP refugees scattered in small clusters across the galaxy. A year later, many of the dignitaries responsible for the slaughter do not recall these events; the people who overlooked them become horrified. The case is ruled as acute reality failure.

2506AD - KC13 is destroyed. KC13 does not exist.

2510AD - The first mass-producible design for a positronic brain is perfected.

2514AD - Nanotrasen produces the first Independent Positronic Chassis. The project works correctly, allowing sentient minds once-thought to be dead to be uploaded and regain a form of life. The Wizard Federation attempts to destroy the project in the belief that it is, "vilest necromancy."

2523AD - The Terran Eco-revitalization Project is created.

2526AD - Nanotrasen uses its monopoly on the blueplasm supply to raise prices and cripple their competitors. The Syndicate is formed in response.

2560AD - Litigation is brought against Donk Co. over allegations that their Donk Pockets contain methamphetamine. The lead prosecutor in the case is hospitalized after a mysterious methamphetamine overdose.

2564AD - Current year.
NSS Cyberiad

The station the Cursebearer is likely to move up to after their initial jaunt on Ligures. The NSS Cyberiad is a massive, multi-floor space station constructed primarily out of steel, adamantite, and titanium plating and girders. It uses an advanced artificial gravity system and has a population of around 12,250 employees, 2,350 tourists/visitors, and a team of corporate officials who run it.

It is a place of business and opportunity; if the Cursebearer wants a job with Nanotrasen, the Head of Personnel or any of the HR agents are the people to visit. Work is likely to vary depending on the Cursebearer's talents: Security, Science, Engineering, Medical, or Mining are the most likely.

No one will raise many eyebrows even if the Cursebearer introduces themselves as a cursed, interdimensional traveler who randomly apparated to Ligures due to one of his curses. Due to Redspace phenomena, this kind of thing is pretty common.
Dangers

The planet Ligures holds many dangers, ranging from the lava pools and a regular atmospheric occurrence known as dust storms, in which glass shards ranging from fingernail-size to volleyball-size are flung across the wastelands at speeds almost exceeding Mach 1. There are also creatures that adapted to these natural conditions, listed below:

Goliaths - The bane of many careless miners. These quadrupedal, armored creatures pack a heavy punch with their taloned paws, and slip anyone who comes near with four tentacles sprouting from their back.

Watchers - These mysterious creatures are shaped like ginormous, red eyeballs with membranous wings. They can fire beams of freezing cold and searing heat from their pupils and relentlessly pursue their prey. Particularly deadly in swarms, especially if supported by other Ligurian critters.

Swarmers - Mysterious, crystalline arachnids; delicate but technologically advanced, swarmers consume matter and use it to produce more of themselves in an endless feedback loop. In spite of the seeming danger of a Von Neumann-ignorant alien species, Swarmers are largely indifferent to other lifeforms and tend to ignore them unless provoked, in which case they deploy a stunning shock and use some form of bluespace transportation to move the offending hostile to a safe location far away from their collective.

Basilisk - Monstrous, quadrupedal walkers of massive, armored chitinous hide. The basilisks are fiercely territorial and have the ability to drink and then regurgitate hot lava from nearby streams, which they use for self-defense.

Ashwalkers - Tribes of feral lizardmen native to Ligures. They worship a strange redspace entity in the nearby ruins, and tend to employ captured miners as slaves or human sacrifices. Savage.

Ash Drakes - Massive, draconic monsters. Largely similar to dragons of ancient human tales. One of the most fierce opponents that can be found on Lavaland. The Ash Drake is capable of flying around at speeds that match those of a space shuttle when in the atmosphere and it can breathe fire hot enough to melt steel. Their hide is entirely fire-proof and they can swim or hide in lava rivers as they please. Although there are many of them, Ash Drakes are categorized as "megafauna."

Colossus - Another form of megafauna, the Colossus is a monstrous, towering being of red flesh and white ivory claws on long arms. It hovers across the wastelands of Lavaland, mostly aimless, but attacks anyone who approaches, gliding down like a wraith and swiping at them, or shooting Death Bolts of black obsidian energy that ignore all non-organic matter, rendering armor pointless.

"Bubblegum" - A non-native organism to Ligures, this Slaughter Demon settled on the planet's surface a little over a decade ago and has become something of an urban legend among Nanotrasen miners and employees. Some even doubt that Bubblegum is real, despite the convincing evidence such as destroyed, blood-wracked research stations or mining outposts on the planet's surface. Classed as "megafauna."

Bubblegum is a fleshy monstrosity with jutting marrow-spikes of yellowed bone and feral teeth, making the earth tremble with every step it takes. The flesh of its head seems to mirror that of its brain, and the grisly pink-red pattern is what earns it its moniker. Bubblegum's claws are sharper than those of the Colossus, and it is nearly impervious to all forms of non-magical damage; furthermore, Bubblegum is a skilled blood mage, capable of teleporting through blood and conjuring blood-made copies of itself.

Legion - A skull monster that guards the Necropolis the Ash Walkers worship. A horrifying, enormous skull, it splits into a pair of smaller versions of itself whenever it is critically damaged, up to twelve times. Each Legion periodically spawns a sentinel: a humanoid flesh monster armed with a bronze spear with supernatural physical attributes.

Ligures is also a planet of opportunity. It is dotted in countless ancient ruins that contain various arcane relics and artifacts, which can either be monetized or taken by the Cursebearer to arm themselves with. Anything from swords that fire pillars of nebulous energy with each swing, to cubes that expand into a tesseract prison when thrown at a sentient creature, trapping them forever.

There are other threats existing outside of Ligures, notable among them are:

The Syndicate - The Syndicate is a pseudonym for a conglomerate of rival interests and space pirates opposed to Nanotrasen. There are various working arms and branches of the Syndicate, with many of their employees consisting of either one-time workers or those in debt to the Syndicate. There is no current official 'head', but speculators have suggested that the group is run by a select group of 'boardroom executives' who are not publicly affiliated with any of the individual cells. It is theorized, mainly by Nanotrasen officials, that these executives belong to corporations in competition with Nanotrasen and are often the ones in charge of funding contracts, missions, as well as the overall management of the larger cells all in secrecy.

Initially disregarded as a group of troublesome and well-armed pirates, it became readily apparent to Nanotrasen that their opponents were likely financing most of the raids. While attempting to verify these suspicions, Nanotrasen opted to introduce more security personnel aboard their stations - a measure that would ultimately fall short. The verification they were looking for would come soon after, when the NTV Rubicon was breached and boarded by a well armed and trained assault team clad in iconic blood-red hardsuits. Though the NTV Rubicon was ultimately destroyed, a small group of security personnel managed to evacuate in one of the NTV Rubicon's escape pods with a member of the hostile boarding team in custody.

Interrogation of the operative was ultimately unsuccessful, with the man merely identifying his employer as "The Syndicate," before biting down on what was later confirmed to be a dental implant full of initropidril.

As much of Nanotrasen's mining operations are located in civilian space, the target of Syndicate operations are often outlying research stations and transportation routes. These operations generally take the form of assassination of key Nanotrasen personnel, theft of sensitive corporate data or research, or the extraction and protection of Syndicate interests. Initially the corporate outlook of Nanotrasen on this matter was relatively positive, with many of the key executives espousing the idea that The Syndicate could be uprooted simply by capturing and interrogating some of the local pirate lords. These efforts were met with failure however, as many of the agents, pirates, and commandos either killed themselves on capture, or seemed to have little idea of who their employer really was.

The Syndicate is known to employ a wide range of tactics and agents when engaging in corporate sabotage in Nanotrasen. While the following categories aren't all-encompassing, they demonstrate some of the typical avenues The Syndicate makes use of in order to exact their agenda.

Traitor Operatives - The Syndicate employs mostly low-level and dispensable corporate employees to do their bidding. Those who work for The Syndicate in this manner are either desperate for money, have existing debts, or are actively being blackmailed.

Agents are treated as expendable, with little to no effort being made by The Syndicate to retrieve captured or deceased operatives. Agents who fail their objectives are rumoured to face severe consequences, while those who complete them are often continuously strung along.

Nuclear Operatives - Sometimes the only option for corporate sabotage is the nuclear option. Many parties are interested not only in the subversion of Nanotrasen personnel, but in the complete and absolute dismantlement of key Nanotrasen facilities.

Operatives of nuclear strike teams are often veteran pirates who have been operating in the sector for long periods of times, or repeatedly successful agents who've accepted the Syndicate to be their former employer. Unlike their traitor operative counterparts, members of a nuclear strike team are expected to succeed under pain of death. Members of these teams infamously utilize explosive implants, which ensures the impossibility of their capture.

Strike Teams - Syndicate Strike Teams are highly trained groups of professional mercenaries outfitted to take down high-priority targets. The number of strike teams operated by The Syndicate is unknown, with no known member of an SST being successfully captured or positively identified. These teams are typically employed as an absolute last resort due to both the expenses they tend to incur, and the body count they leave in their wake.

Outsourced Contracts - While unaffiliated to The Syndicate officially, a variety of hostile organisms are known to tacitly operate as agents for the organization. Creatures such as changelings are commonly employed by The Syndicate due to their efficacy at infiltration, impersonation, and assassination. The Syndicate has also been said to finance other third party groups to conduct heists, deliver biohazardous agents, or to design various weapons for biological warfare.

The Syndicate has been known to attempt to employ members of the Wizard's Federation, though these efforts have never been met with success.

Terror Spiders - A breed of arachnid creatures made using DNA from multiple alien genomes; Terror Spider infestations can become deadly and require the use of nuclear armaments within hours from their start, but Nanotrasen has been introducing new protocol to prevent such events. Terror Spiders are often utilized by the Syndicate in cases where normal operatives cannot be relied upon.

Other threats, independent of the Syndicate exist.

The Cult of Nar'Sie - A cult of Redspace Magicians who worship Nar'Sie, a great demoness from one of the Redspace dimensions. Many cults have wormed their way into Nanotrasen vessels, and they have a tendency to summon demons to do their dirty work. The ultimate goal of such cults is to summon avatars of Nar'Sie and die for their dark mistress in a shower of glory.

Space Vampires - The same as normal vampires, but in space, probably drawn to life on space stations due to the apparent absence of natural sunlight. Some of them are capable of arcane powers, such as transforming into bats or hypnotizing victims into servitude.

Shadowlings - Redspace entities. Shadowlings are unable to thrive in an environment with any form of luminosity, but quickly recover and grow stronger in areas of complete darkness. Once a shadowling infestation has been confirmed, flashlights are often distributed among the crew of any affected ship.
Magic

Wizard Magic
- Powers that defy scientific principles. Non-specific magic, based on wizardy rather than occultism. Casters will often wear robes, speak magical incantations, and use wands or staves; the Wizard Federation is the main galactic body for enterprise and cooperation between wizards.

This magic is study-reliant and incredibly hard to learn for those who are under thirty and have lost their virginity; the initiation ritual also requires the user to experience some form of acute reality failure, which the wizards themselves refer to as, "The Untethering," and claim removes oneself from the Loom of Fate.

Redspace Magic - Occultism, demon summoning, and abstract magic. These powers have a tendency to be particularly weak, unless human sacrifices are provided; demons summoned rarely extend above the peak-human spectrum, and occult powers are mostly based on subterfuge and mind control. This system often corrupts the user, driving them insane over time and making them more loyal to the entities they summon and command. Most of its users eventually become worshippers of Nar'Sie, Pyr'Kus, or dozens of others Redspace demons.

Psychic Assignment - Redspace-based mental powers. Simple and fairly board, psychic powers often vary from user to user, but see great use in warfare and espionage. These powers can be used to read minds, communicate telepathically, use telekinesis, or alter the temperature of objects and people to some extent. More complex forms of psychic power have been known, and serums that can elevate the user's psychic assignment exist.
People of Interest

Captain Kade Rumbrax
- The Captain of the NSS Cyberiad, Kade Rumbrax has been targeted by a number of Syndicate operatives over the past year, causing him to become paranoid over time; he is likely to be suspicious of the Cursebearer and their origin if they arrive on the Cyberiad, and equally interested in the possibility of monetizing their abilities.

Quartermaster Randolph P. Checkers Esq. - The Quartermaster of the Cyberiad, also known as the self-declared, "King of Cargonia." Due to an acute reality failure event, the entire Cargo Department of the Cyberiad declared a revolution against the Captain several years prior to the Cursebearer's arrival, resulting in the secession and Cargonia's declaration of independence. Nowadays, everyone except the Quartermaster himself pretend this never happened.

Quartermaster Checkers is, in fact, corrupt and a Syndicate sleeper agent. If he believes the Cursebearer might be willing to aid him, he will ask to talk in his office, at which point he will drop the insane person act and fully divulge his mission, proposing an offer of cooperation, in which the Cursebearer will help him assassinate Captain Rumbrax and Checkers himself will provide the Cursebearer with contact details of his Syndicate superior in exchange.

Agent Purple - Checkers' superior, Agent Purple is unwilling to divulge his identity and appears to speak in a deep, rumbling voice. He is willing to provide the Cursebearer with an, "in" to the Syndicate if such a path is chosen. He is also willing to sell discount military equipment if the Cursebearer chose to aid Quartermaster Checkers.

Alfred Felland Gunnlogsson - The Head Miner of the NSS Cyberiad Cargo Department. His permission will be required to enter the station from the mining outpost, and he needs to be convinced the Cursebearer is not a Syndicate agent of any kind. A harsh and stern man with the air of a military veteran, he constantly reminds his men not to die over the radio.

Monica Daytona - A space vampire living on the NSS Cyberiad. One of the various fiends and menaces the Cursebearer might encounter.
Others

1. Overall inspiration has been taken from the game, Space Station 13. I recommend checking it out.

2. You'll notice there's quite a bit of detail on the setting itself, as well as Ligures, but not on the Cyberiad. This is mostly because the setting is large and will involve corporate and political warfare as one of its mainstays alongside normal fighting; the Cursebearer might realistically expect to combat anything from demons or mechas, but unless they suffer from the Apocryphal Curse, a Combat-type or a Progression-type who busied themself with killing all of the megafauna on Ligures and plundering its vaults of artifacts should be able to handle this setting overall. The Cyberiad is expected to be more of a stepping stone.

Cursebearer Planet
DIFFICULTY: High
TYPE: War Planet
TIME LIMIT: 5,000 years
INSPIRATION: "A Simple Transaction"

Basic Information

In a system that is sufficiently massive, statistically improbable things happen often. One such case is Curseworld, where a hundred of the Accursed's loyal implements walked, died, and became legends; even to this day, their passing has forged the culture and even name of Curseworld. The people of Curseworld await the coming of the next of the Accursed's retainers, eager and greedy alike.

Geas Task: Conquer at least nine-tenths of the Maledict Empire remnants and its enemies and rule for a period of no less than thirty contiguous years. Time limit: fifty hundred years.

Starting Point: A tourist resort on the northernmost reaches of City-State soil, near the town of Dalcutta. The locals are surprisingly friendly.
Past

The calendar is counted from the event called Dawn Zero, with the debut of Coriolanus Sigil Paloneidor, the first Cursebearer in history. The timeline below is going to explain the events in more detail.

1PD - Dawn Zero. Coriolanus, a Progression-type Cursebearer makes his debut in the country of Erenir as a deadly mercenary. At first an adventurer-for-hire, he finds his path leading him to the King's Court, where he advises King Amedius the First on a number of problems with the use of his clairvoyant Remittance called the Orthofold. Coriolanus keeps expanding his influence and becomes the second most important individual in Erenir, leading the country on a number of armed conflicts across the world: his mission, to conquer.

3PD - The wars continue to rage across the world. Erenir conquers 50% of the globe, and Coriolanus uses his Remittance to consolidate the power of the Kingdom wherever possible. The Kingdom of Erenir is split into a number of functional Castes, each one with a different set of tasks. Coriolanus himself, in addition to acting as a general and fighting in the war, shares countless inventions with the people of Erenir. Toasters become particularly widespread and popular among the peasantry.

10PD - King Amedius the First abdicates the throne, granting it to Coriolanus. At this time, Coriolanus tutors scholars on the nature of the Accursed, the Curses themselves, as well as his task on their world. He soon becomes revered as a messianic figure, the entirety of Erenir's Sorcerous Caste turning their wands to the purpose of curse mitigation and studying the Noble Praxis.

17PD - The war effort continues, as Erenir conquers 70% of the globe. Most of the remaining countries see their loss and abdicate within the next several years.

22PD - Coriolanus rebrands himself as Emperor of the Maledict Empire, the complete sum of the conquered territories. The vast majority of the planet is under the rule of a single person. The majority of his Geas Task is complete; now, he only waits for the period of rule to pass and allow him onto the next world.

41PD - Coriolanus is said to have achieved Stage III Mitigation in all of his Curses at this point. His Remittance was powerful enough to process hundreds of simultaneous events happening across the entire world and strike down those showing disloyalty to the Empire almost regardless of their personal strength. The complete hegemony of the Empire continues under his rule, and its culture gradually becomes more authoritarian and reverent of the Accursed and his Cursebearers.

52PD - Coriolanus' Geas Task is complete. He begins to organize the world and makes place for successors. The Maledict Empire begins a ten-year-long bittersweet celebration of their ruler, who brought them freedom from disease, poverty, and scarcity, and ushered in an Age of Gold.

62PD - A decade later, Coriolanus permanently leaves the world. In his place, King Amadius' grand-daughter, Cecylia becomes the Empress. She rules with a free hand and encourages the same dictates of progress, understanding, and efficiency as the First Emperor. The Age of Gold continues to bloom.

70PD - The Priesthood of the Accursed Soul, the primary clerical caste of the Maledict Empire manages to use leftover thaumaturgic records of Coriolanus' Curses and creates diminished replicas of them. Along with their understanding of the Noble Praxis, the Priesthood's power begins to flourish once again.

88PD - Empress Cecylia is assassinated by a group of revolutionaries who desire to return to the worship of the Old Gods. Unbeknownst to these extremists, the Old Gods have been eliminated by the First Emperor personally, and the reason why the Empress was in place to be assassinated was due to a machination of the Priesthood of the Accursed Soul.

89PD - Emperor-Regent Ognitron of the Priest Caste is placed upon the throne of the Maledict Empire. With fake, diminished versions of the Accursed's Curses stitched to his soul, as well as exemplary knowledge of the Praxis, he falsely claims to be another of the Accursed's Chosen. He spreads around propaganda and false religious testimony of what the Accursed is, and uses it to effectively brainwash the masses. There are not many with either the power or will to oppose his declarations.

95PD - The Age of Gold slowly comes to a bitter halt, replaced by an Age of Corruption. The once-authoritarian regime becomes fully totalitarian. Citizens who show disobedience are cursed or killed by their superiors, corruption is rampant among the upper classes and intellectual castes. The military is a puppet of the Regent-Emperor.

97PD - First Dawn. A Progression-type Cursebearer, Exkathun makes an appearance on Curseworld due to the Geas of Indenture. He is fooled by the propaganda and worship of the Accursed and openly declares his presence to the Empire.

He is soon captured and his limbs are amputated; the Praxis is used to convert his body and soul into a machine with the power of the Seed of Genesis and his Remittance, letting the Emperor freely manifest a number of fantastic beasts from his imagination. As expected, he uses this to create an army of fanatical slaves called the Vessel March.

101PD - Second Dawn. Vedarall Ozimok, a highly-experienced Progression-type Cursebearer uses an interdimensional portal to travel to Curseworld and makes his first appearance in the capital city, Erenor. Emperor Ognitron realizes that maybe attaching a baby version of the Apocryphal Curse to himself might have been a mistake, regardless of how diminished it was.

Vedarall crushes the entirety of the Vessel March as well as the Imperial army near-effortlessly in short order, then challenges the Emperor-Regent to a morbid game. Its rules were simple. All throughout the night, Ognitron and the Priesthood of the Accursed Soul would use Exkhatun to imagine beasts and enemies for Vedarall to battle, and if they failed to kill him by dawn, then he'd decimate the Priesthood. In other words, they had ten nights to imagine something that could kill a true Cursebearer.

As the nights passed, however, Vedarall continued to laugh at their attempts. He crushed a soul-eating Praxis wraith-construct in his fist, moved swiftly against the tides of an Amplitude-empowered army of jade golems, and scoffed at a mockery of the Basis.

When the tenth night came, and Vedarall came into the Imperial Palace, Ognitron begged him to forgive his impudence; Vedarall simply killed him and then looked around the Throne Room, declaring, "Allow this to be a historical lesson to fakers and treacherous serpents who claim to be made of the same cloth as the Accursed's servants. There is no power that will avail you - no Remittance, no Blade, no Curse, and certainly not mortal imagination - against a wielder of true Accursed power."

Vedarall takes the throne and becomes the Third Emperor. He begins a number of projects meant to brutally reduce extremism and corruption, then abdicates the throne but decides to stay behind on Curseworld for a while to ensure stability. He establishes the Praxis Council, a ruling body of thirteen powerful individuals who elect new members for the aforementioned Council, with the task of vanguarding morality and eternally keeping the Fourth Emperor, Fokur Daruma, as well as his successors in check.

125PD - Vedarall leaves Curseworld. Fokur Daruma rules admirably, and under his enlightened eye, the Age of Silver begins, so-called for showing many of the traits of the Age of Gold, but on a lesser scale. Many old inventions that had been forbidden under Ognitron's rule are rediscovered during this period, and people live once again in lavish comfort.

132PD - Countless attempts on Emperor Daruma's life spark controversies. The Empire's people live in doubt and hesitance; supporters of the so-called Old Maledict rise up from the cracks, and due to Daruma's hesitance to take extreme measures, are allowed to speak their mind freely.

This causes a number of ideologies to rise, and gives birth to a number of free thinkers who create new theoretical systems of rule they believe would be superior. Everyone uses the Accursed's name to validate their needs; citing their own misfortune as a show of "favor" from him, despite the complete disconnect from actual lore.

140PD - The Age of Silver ends, replaced by what later historians call the Age of Bronze. The power of the Emperor is kept in check by the Praxis Council, who fear what'd happen if he were to eliminate those opposed to him. Regulations, laws are annuled before they can be implemented. A bureaucratic freeze occurs; free elements, as well as malignant elements, are allowed to rule. In some places, the law is powerless, and Praxis-empowered gangs run the streets.

152PD - Remnants of the Accursed Priesthood who survived Vedarall's wrath rise up to re-seize their old power. They find many supporters in people unhappy with the Fourth Emperor's rule, blaming the crime and lawlessness of the recent years on him. The Emperor wants to call the military into action; the Praxis Council votes on a resolution in the historical, "Bronze Vote," wherein seven of the thirteen members voted against. This is widely considered to be the leading cause behind the Fall of the Second Empire.

158PD - The Sleeping War erupts, named such for the commonality of non-lethal takedowns using a toned version of the Affliction of Slumber perpetrated during this period. The Priesthood fights against the Maledict Empire which is almost powerless despite having overwhelming numbers, training, equipment, and magical prowess. Rebels who desire the return of the Kingdom of Erenir likewise rise up, using Forsaken Magics not based on use of the Noble Praxis.

160PD - The Sleeping War reaches a climax as Emperor Daruma uses the Noble Praxis, against the Council's advice and contrary to their permission to create a monolithic crevice in the earth of Curseworld, almost splitting the continent in half. The Emperor is assassinated afterwards in mysterious circumstances, the Maledict Empire splits into eight separate bodies. The Sleeping War becomes the Baneful Civil War.

168PD - The wars begin to throttle down. The Curseworld is once again split into four major factions living in a state of cold war: the Maledict Empire, under the control of the thirteen members of the Praxis Council and with practice of its caste-based system established by Coriolanus; the Free Republic of Erenir, which eschews worship of the Accursed, worships the Old Gods, and practices the Forsaken Magics; the Nemesis Empire which is ruled over by the remnants of the Priesthood of the Accursed Soul that escaped Vedarall's wrath, and finally, the City-States of Calibren, which stand between them and do their best to remain neutral on all issues.

This period is called the Age of Darkness.

176PD - Third Dawn. You arrive.
Overview

The four nations are locked in a cold war. At least half of the world, however, has a worshipful regard for the Accursed and Cursebearers; one quarter detests them completely and would see them killed.

However, worship isn't the same as surrender: in the modern political climate, the members of the Praxis Council would most likely see a new Cursebearer appearing as an opportunity to gain favor from their god and win the cold war - they would keep them from ruling the Maledict Empire for as long as possible, citing excuses and shallow reasonings to prolong their stay on Curseworld and ensure its prosperity first. A sufficiently understanding and passionate Cursebearer would be able to persuade most of them, citing the fact that the Accursed's mission comes first over their entire world, and his Cursebearers must likewise come second due to their importance to the Accursed.

Likewise, the Priesthood would desire to see any Cursebearer on their side, and would ruthlessly eliminate those who work for or side with the Maledict Empire. The Priesthood, despite its fanatic zeal on the outside, is actually led by empty fakers who desire nothing but their own self-benefit and to profit by fooling the masses. The Nemesis Empire is a cruel, oppressive totalitarian state, not unlike North Korea or the USSR - even though it claims every citizen is its child, and every Cursebearer is its messiah, you are in fact, a tool in its leaders' hands.

The Free Republic of Erenir is openly disdainful and hostile to any Cursebearers and worshippers of the Accursed. They revere the Old Gods who came before Coriolanus and practice the Forsaken Magics in favor of the Noble Praxis or Curse Magic.
Dangers

The Yama
- Spiritually resonant creatures, the shattered fragments of the Old Gods, and other monstrosities that dwell in the Astral Plane of Curseworld. These creatures are usually feral or savage, but can rarely show an extremely cunning and dangerous kind of intellect. Many of them desire total vengeance on the Accursed's servants, correctly believing Coriolanus was the worst thing to have ever happened to them.

The Cursebearer is unlikely to encounter them in any capacity, as most of them are in the Astral Realm, which can only be accessed with the Forsaken Arts. Many of them show preternatural and bestial forms such as a celestial basilisk on a pair of angelic wings, while others imitate mutated humanoids, such as four-armed grinning devil swordsmen.

Although one of them ought to be easily dealt with, more than a score of Yama would be a challenge for a Combat-type.

Praxis Warriors - One of the most widespread forms of magic in the Age of Darkness is the Noble Praxis. Although its practice is difficult and not many individuals have more than a mild talent for it, both the Maledict Empire and the Nemesis Empire can field impressive armies of Praxis Warriors capable of destruction on an unprecedented, nation-obliterating scale. Only the whispers of mutual self-annihilation keep them in place. The City-States often have their own Praxis Warriors, as well as practitioners of other magics.

The Praxis has also been used to research enchanted means of warfare: this includes Praxis Battle-Tanks and Praxis Airships that regularly patrol national borders. One directed shot of pure magic fired from the barrel of an XYC Soul-Class Praxis Battle Tank is capable of obliterating what people of Earth would refer to as, "Colorado." Bombardment from a GK-Theta Praxis Airship would be more than sufficient to kill an unprepared Combat-type.

Vessel March - Although Vedarall was mighty, he was not almighty; remnants of the Vessel March can be found in various places across the continent.

An individual Vessel is an almighty, centurial, "Praxis Bot." It combines the use of the Noble Praxis alongside Curse Magic, a number of Forsaken Arts, and can even imitate a far-diminished version of some Remittances, with the different Vessels having different copies: most commonly, Amplitude and the Basis, although anything is possible.

A Vessel is roughly comparable in full combat strength to a Cultivator of the low Reality Forming Stage. Although most of them are inactive, they still have their standing orders to, "Destroy the Cursebearer," and will fulfill them when possible.

Beasts of Fantasie - The remains of other beasts spawned using the Seed of Genesis that Vedarall didn't mop up. Their power ranges from street level to obliterating cities with flaming dragon-breath. There's not a lot of them left, although more than the Vessel March.
Magic

The Forsaken Arts
- Also called the Forsaken Magics. These are the magics passed onto mortals from the Old Gods. Most of them are utility-based talents and gifts. The average practitioner will take a month to develop a new spell of the Forsaken Arts to its maximum and a week to create a new spell; most of them can't keep more than a twoscore of spells memorized at the same time. Example spells include teleportation, cleaning, enchantment, or mind-reading.

Although the Forsaken Arts lend themselves poorly to warfare, and the quality of the magic system is lower overall than the Noble Praxis, the Forsaken Arts are incredibly easy to learn; faithful Praxis users and worshipers of the Accursed scoff at this as taking the easy way out, while the people of the Republic enjoy their ten-to-one numerical superiority that lets them keep standing on the international stage.

The Noble Praxis - Often advertised as, "The Sword That Saves The World." The Noble Praxis is the lowest derivative form of the Accursed's personal casting style, and the only stage of it available to his non-Cursebearer servants.

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. Many people cheer its name during celebrations, seeing it equally as a system of miracles and a representation of the Accursed's will.

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.

Purification Arts - A derivative of the Forsaken Magics, the Purification Arts were developed shortly following Coriolanus' ascension. Although not quite as popular as the Noble Praxis or Curse Magic, the Maledict Empire and Nemesis Empire both always maintain a garrison of well-trained Purifiers.

The Purification Arts are a system of essentialism, or soul magic, that focuses on analyzing, removing, trouble-shooting, and mitigating diminishments or afflictions of the soul. In other words, it's a system of magic entirely devoted and made for the sole purpose of mitigating Curses. A group of Purifiers can bring unmitigated Curses to Stage II Mitigation with minimal time.

Purification Arts also have uses outside of that, mostly in their physical emanations: water can be purified to be drinkable, or a body can be purified to be cleansed of wounds and diseases.

The Cardinal Geometer - In approximately 205BD, a strange godlike being calling itself, "the Rune-God of 360 Numbers and 4 Celestial Directions," came upon Curseworld and joyously declared itself to be the co-inventor of the Cardinal Geometer. It promptly tutored a small enlightened caste of sorcerers in the use of the Cardinal Geometer: these Cardinalists passed on their knowledge to lesser generations, then moved to live in the Iratian Mountains to the far west of the continent, away from its lesser squabbles and conflicts. Although the Sleeping War and the wars that followed it have shaken the continent, these Cardinal Masters have not seen fit to leave their mountainous homes for any reason.

An enterprising Cursebearer who seeks them out and finds them may learn a thing or two...

For more details on the Cardinal Geometer, see the original post in the thread.

Curse Magic - Curse Magic is a fairly simplistic art. It aims to replicate weaker, diminished, and limited versions of the Accursed's Curses and to give them a form that is beneficial to the caster, or harmful to the victim. There are several primary schools of Curse Magic, where each school attempts to crack a particular Curse and give it various forms. Practitioners of Curse Magic are often called Banemakers, or more colloquially, "Banes."

These schools could be enriched with the coming of new Cursebearers letting their profiles inspire new applications for Curse Magic. To be initiated into a school, the Banemaker must first accept being implanted with a diminished version of the Curse in question to act as the "core" of his magic. A Cursebearer would be able to learn any school they bear the original Curse for, but would need implantation for any they don't. Schools are listed below.

The Indenture School - Derived from Coriolanus and Exkathun.

The Indenture School focuses on the application of two effects: geasa and spatial manipulation.

The geas portion of the Indenture School finds much use in modern bureaucracy in both Empires and the Cities. It can be used to enforce contract terms on two consenting parties to ensure that neither party cannot renege on their deal, on pain of some kind of malignant effect, ranging from a shriveled limb to a heart attack.

The second portion of the Indenture School revolves around spatial manipulation, primarily in the form of long-range teleportation. Particularly talented users have been known to enter the Astral Realm and back, and it is rumoured that the Maledict Empire is working on a transdimensional portal that could be used to aid and seek aid from Cursebearers across the multiverse. Whether these rumors hold any water isn't certain.

Both schools are often traditionally combined to teleport any law-breakers straight to prison. The Nemesis Empire forces citizens aged eighteen to sign a geas contract that drops them into various places if they break the law: for minor lawbreaking, they are teleported to prison chambers that open to release the prisoners periodically, and for felonies, they are teleported into a volcano. "Such is the word of the Accursed."

The diminished version of the Geas of Indenture often manifests as one of two lesser curses: The first version causes the Banemaker to be delivered to another world for a period of 10 - 50 years, wherein they must finish some kind of task or die, after which they are returned back to Curseworld with none of their progress. The second version causes the Banemaker to spordically teleport to a random location on Curseworld every couple of months, after which their control over this school is disabled for a couple of weeks.

The Apocryphal School - Derived from Coriolanus.

The Apocryphal School is the rarest practiced Curse Magic school in the world, both due to its extreme difficulty and the unpleasantry involved in having a lesser Apocryphal Curse stitched to oneself. Naturally, the Purification Arts ensure that a Banemaker can always leave this school behind, but the nasty rumors still drive many away.

Mechanically, the Apocryphal School manifests as a lesser form of fate manipulation, allowing the Banemaker to afflict others with good or bad luck: making interesting things happen to them, with either positive or negative consequences. These curses and blessings usually last for weeks at a time. The Praxis Council retain a conclave of Apocryphal Banemakers to aid in their proceedings.

The diminished version of the Apocryphal Curse most often manifests as, simply put, a lesser Apocryphal Curse. Interesting, but not always beneficial, events occur in the Banemaker's vicinity. Perhaps they'll be the target of a mugging attempt, or a piano might fall right where they were standing a moment ago, injuring a loved one.

The Wretched School - Derived from Coriolanus and Exkathun.

The Wretched School is one of the more diverse schools. It has a plethora of manifestations, but most commonly focuses on the concept of, 'materialization of hate,' which can be used either to enrage foes and make them feel ire towards particular targets, inciting violent crowds or directing armies towards specific opponents, or even causing enemies to fight each other.

It can be used to disrupt magic with sufficient density and a correct vector of applied hate, making the enemy caster detest their own magic or making them feel intense, crushing self-loathing that makes the spell too distracting to complete. Particularly skilled Wretched Banemakers can even incite weak-minded individuals to outright suicide.

Another version includes manifesting rays, bolts, blasts, or destructive auras of hate-matter that dissolves physical substances like a corrosive acid. This can be used defensively to break and retaliate against incoming attacks or enemies.

The diminished version of the Brand of the Wretched often manifests as a subtle dislike of the Banemaker who wields it. The effect is weak enough that its effects are often largely subconscious and can be ignored by people who are culturally aware of its existence. Naturally, the Wretched School is one of the most popular as a result due to both the ease of its demerit and the utility of its magic.

The Slumber School - Derived from Vederall and Exkathun.

The Slumber School is fairly limited, but also popular for its non-lethal and esoteric applications. At base, it can be used to create and discharge a greenish substance - in either solid, liquid, or gaseous form - that can put down even mighty targets into a magical sleep that lasts anywhere from minutes to hours. Some targets are highly resistant, but even those who manage to resist it suffer from increasing levels of lethargy and exhaustion.

Some users of the Slumber School, however prefer a more self-oriented form of the magic. These Banemakers instead drive themselves into slumber and use it to gain a prophetic sense, precognitive or clairvoyant dreams, or even explore the Astral Realm. Users of both the Slumber and Indenture School can use it to scout the wide multiverse.

The diminished version of the Slumber School, quite simply, makes the Banemaker far more sleepy: the typical Slumber Banemaker needs at least eight hours of sleep each day and can become weak, confused, and enervated if they miss even one hour.

The Tyrant School - Derived from Vederall.

The Tyrant School is focused on personal self-improvement. At base, the Banemaker's physique is elevated to superhuman levels (<Captain America,) It has the passive effect of granting an aura of indomitable charisma and awe that many Banemakers can use to strengthen their commands in the minds of their subordinates.

Some of the Tyrant Banemakers can also access a limited version of Accretion, raising their Astral Rank to 3.5 and letting them gain more through the completion of perilous deeds and gaining more fame.

The diminished version of the Doom of the Tyrant makes the Banemaker find it more unthinkable to conform with authority and induces overall delinquency. This can be controlled somewhat, as they still find the Accursed's authority to be unchallengeable; and the same would follow for his priests.

For those reasons, the Tyrant School is particularly famous in the Nemesis Empire; its Tyrant Banemakers are often the subjects of a cult of personality that worships them as saints.

The Decimator School - Derived from Vederall.

The Decimator's School has a single application, and while research continues, Banemakers have difficulty figuring out additional uses for the Decimator's Affliction. This application is called the Decimating Blow: a martial spell of incredible potency, which can sunder one-tenth of a being's life-force, memories, ontological power, and potential in a single attack, at the cost of the caster suffering a similar fate.

The diminished version of the Decimator's Affliction, rather than draining life-force from a large area over time, induces sickness and weakness in the people who spend too much time in the Banemaker's vicinity. This passes quickly as they move further away, and can take a while to set in to begin with.

The Leprosy School - Derived from Exkathun.

The Leprosy School is surprisingly versatile for being derived from a Lesser Curse. It can be used to spread clouds of disease-inducing spores or fire rays or blasts of distilled weakness that can bring down even the mightiest Praxis Warriors to kowtow before the Banemaker. Unlike with some of the other Schools, the effect of the Leprosy School tend to be much lighter and require more consecutive attacks for the same effect, but also last for longer.

The diminished version of the Affliction of Leprosy induces permanent and persistent acne in the victim, as well as making them more susceptible to illness and slower to heal.
People of Interest

Orana
- One of the members of the Praxis Council, she is the great great grand-daughter of King Amedius the First. She is a Praxis Warrior of great renown and a stoic Banemaker of the Apocryphal School. She has been plotting to decrease the internal power of the Praxis Council from within, intending to take over as Empress.

She is, however, possessed of great piety and will bend the knee before any true Cursebearer… as well as bombard them with propositions of marriage, regardless of their gender or appearance. She really wants to be Empress.

The Free Republic considers her a traitor and enemy and desires her destruction with a particular fervor.

Vassdenis - Another member of the Praxis Council, he is a Praxis Warrior and a Cardinalist, who achieved the 25th Cardinal and is unwilling to share his progress with the magic due to a geas binding him to his masters. However, he is entirely willing to show a Cursebearer the way to their monastery in the west.

Onorran of the Red Banner - The Chancellor of the Free Republic of Erenir, he desires to take back the city of Erenor from the Maledict Empire and is willing to go to almots any legnths for that purpose.

He is a great magus of the Forsaken Arts, which he calls, "The Grandiose Manifest," his power-level comparable to a Cultivator of the upper bounds of the Titanic Ascension Stage. With one swipe of the hand, he can remake entire nations and summon astral beasts that might challenge even the most legendary warriors.

He also presides over the Hall of the Sixty Heroes: an organization within the Free Republic that contains the staunchest and most powerful of its warriors. Even the weakest member of the Hall is at least on par with a Dao Cleaving Stage Cultivator and can often exceed those levels.

Der'Maal - The Ascendant Emperor of the Nemesis Empire. Although he is rather weak in the Praxis, as well as slightly cowardly, Der'Maal is a Banemaker of every single Curse School currently in existence, on the level of an arch-master. He is also quite possibly the second most adept user of the Forsaken Arts after Onorran in the entire world.

His personal vanguard contains some of the most elite Praxis Warriors on Curseworld. Beware their wrath.
 
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This is one of the comfiest builds, one worth serious consideration if choosing for 'real'. One possible revision is swapping Nemesis for DoDF; the Dominion has some of the most dangerous possible Nemeses (Ancients, the Six themselves, etc.) and the General's unable to obliterate their civilization with his present strength. If you're willing to abandon the idea of ever going off-world, Dreams in the Dominion just ensures horrible nightmares, and Litanists can do away with their need for sleep (wakefulness Coin, Reinforcement, etc.).

Litanist + Exemplar grants genius beyond precedent or imagining. As a Naturalized Loyalist, you can be born into a top-tier noble house with hereditary perks such as a sapient, scaling animal companion that also serves as a phylactery or an equivalent Lineage. You can choose whatever ratio of academic to hedonistic pursuits suits your fancy, and live like Nameless among the Elves. It does lack outside-context capabilities and multi-magic synergies, but a Litanist is theoretically capable of anything if they hit the books hard enough.

That would explain why DoDF is only one orb in Dominion. But if that's that's the case then instead of switching with nemesis I'd add that alongside it and also get Practitioner. Practitioner has synergy with basically everything. My nemesis would practically become a joke and I'd have access to proper outside-context capabilities. Losing sleep in exchange is no big deal. More time to indulge in my desires. As for never being able to leave, why would I leave the place where I can live the comfy life of a demigod? Heck I could probably become an actual god in regards to the Dominion if I actually try.
 
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Wait a minute. Is Jacobs Ladder a progression booster or is it just an entry ticket to the battle for the metaphorical Throne of the Multiverse?
The latter. It's the highest-priced opportunity for good reason, but doesn't grant the power to capitalize on it. Extremely greedy, but if you want to truly win...
Out of curiosity, @Orm Embar is Word of God + Dissident a valid choice?
That offers too rich a possibility for me to ignore, if so.
WoG doesn't enable Dissident by default, it can only be taken by choosing one of the appropriate insertion points.
 
It's original, all magics and settings shown are of my own invention. I did send an earlier version to a few people via PM a while back, though.
Ah. So...
[ ] Word of God (2 orbs) - An emulation of the individual nominally responsible for creating the multiverse will be instantiated in your mind, altered to ensure it doesn't go mad from isolation and protected from the hazards inherent in its knowledge. You may converse with it, soliciting advice and secrets. The Word of God offers a treasure trove of information, particularly on the cosmic scale, at a steep cost in orbs and puns.
Is this option the "Get the author's voice in your head"? Is this you, then? :V

This option is just another way of saying "Have Orm Embar along for the voyage." :p

... What happens if you pick this and Lethe, though?? Do we get your voice in our head, except you have only your knowledge of this world, rather than Orm's full knowledge (which would include stuff like "Bitch I WROTE THIS CYOA! And also read the posts people made about this, so I know what insert-poster-name-here chose")?

Or is this effectively IS actually a way to cheat past full Lethe? Because the Word of God would have all the meta-knowledge you lack.
This is one of the comfiest possible builds
Technically... Technically! Arguably, "+Dominion Loyalist" is even more comfier. :V

There's something I don't quite get.

What, exactly, is the difference between "2-orb Litanist" and "3-orb Ancient"? That is to say, what does it mean that you can choose to be an Ancient without choosing to pick up Litanist power? ... Is this basically a matter of Pure Potential versus Pure Power?

What are the interactions between Litanist, Ancient, Exemplar, and Naturalization, then?

That is to say: what would somebody picking Litanist + Ancient be? An Ancient with a boatload of talent?

Can you pick Exemplar more than once, to get more Litanal talent? i.e. Pick it 4 times with Ancient, to become an Ancient with 6 powerful Litanies rather than just 2 or 3?


Picking all the Litanist and Dominion-related choices would be amusing. You'd be scarily powerful there. How to afford the Orbs, though... Hmm...

Lethe, Somber, Dreams of Distant Fire...

Dammit. Short by 1 I think... ... I could ditch Dominion Loyalist. Or I could pick up Dissident or Nemesis... But the former would disable Dominion Loyalist, and the latter would mean that I am a Streetwalker (extra-dimensional walkway, ho!) who has a Nemesis coming after him; it's literally picking "Access to the whole of the multiverse (I think?)" combined with "The 800 pound gorilla is after you". If you thought picking Nemesis was bad in the Dominion, how much worse would it be if the scope of Nemesis possibility was open to all of reality? Eesh.

... Would you allow a humorous combo of choices? That is...

*Location: Streetwalker
*Litanist 2 orbs
*Ancient 3 orbs
*Exemplar 1 orb
*Naturalization 1 orb
*Dominion Loyalist 1 orb

*Lethe +1 orb
*Dissident +1 orb
*Somber +1 orb
*Dreams of Distant Fire +2 orbs

Dominion Loyalist: does not apply as he's not in the Dominion yet. Will probably kick in if he ever manages to get back.
Dissident: a rebel... against the old old world order. :V Unfortunately his side, uh, already won. Not that he knows this.

"Long ago I, the old master of many Litanies, swore to oppose the Old Lords and topple them from their thrones! Perhaps together with several like-minded allies, we would topple the old order, and build a new world. A better world. A world of justice and wonder both."
"Before our final victory could come, I was banished from the world. Shown just how much further I have to go before I could hope to end the Warring Lords Era."
"Very well then."
"I shall wander this Astral Road until I achieve enough power, to return to the world of my home, and settle some unfinished business."
"But the process of gaining power while wandering the world, along this strange road, has not been without stumbling blocks. A voice constantly tries to get me to step away, or to return, or that I've gotten enough and don't need more... And all the while, dreams and visions of fire haunt my sleep. I know he will come for me soon. Do I remain on the path, and risk all my fellow travelers suffering the visitation of the General? Do I abandon it and seek to return to my home? Do I face the General while on the Street, and continue on more and more?"
"And can I bear to return to my home, while haunted by the specter of the General?"
"No. Perhaps I cannot return, until I can keep my allies safe against the General..."

Garlak, an uncertain amount of time later: "Old Lords! I have come back to kick ass and chew bubble gum! And I am all out of bubble gum!"
... Wait, what's that? We, uh, won?
What do you mean the Old Lords are dead?
What do you mean the war's been over for millenia??? Shit, how long have I been away?
Garlak: *sadly kicks a single stone, sulks off somewhere else

He used to be an old and scarily talented Litanist. He rose up against the constant wars of the world, alongside the rest of those would become the Six... and was cast out of the world.

So he wandered the Street. Seeking to return. Seeking to gain power. Seeking to retain his ontological connection to the Litanies.

He's a Dissident... against the pre-Dominion time. He doesn't know the fight is won. He's thus, technically, a Dominion Loyalist... but as he's not in the Dominion, this doesn't do squat for him.

He's a man deeply out of time and place. His goal and dream were long since technically achieved due to the conditions of his home world, but... He doesn't know what things are like back there. He's not even sure what kind of time differential he's dealing with here. And he's not sure if he wants to return, if it will lead the General to his home -- it's not like he knows the Dominion's Six are actually strong enough to fight him off now! When he left, they were ages and ages younger, and he doesn't even know if they're alive or not.

He also doesn't know how powerful the Old Lords, and his young allies, were precisely. Otherwise he'd know that he'd waaay outscaled them after thousands of years on The Path(TM). ... Or alternatively, the effects of the Lethe option were responsible for that.

So, effectively, a combination of Lethe and Dissident probably keeps him on the path. Dreams of Distant Fire makes him both worry about the trouble he could bring back home (even in the case where he knows how strong his friends and enemies really are... he would still have no idea if his old friends an enemies survived and grew strong, so he only has himself as the measuring stick and thing to compare to; so he wouldn't know if it's a good idea to head back home until/unless he can hold off the General all his own). It might also be tough to find a way back to the Dominion though given Revelation and Reciprocity (and being on the Street!) probably not that tough.

Chosen Litanies are Reinforcement, Revelation, Reciprocity. Not necessarily in that order. Though of course he'd be good at the other 3, too. Just, those were his first main three he's best at.


For a more rules-legal version of that:

*Location: Streetwalker
*Litanist 2 orbs
*Ancient 3 orbs
*Exemplar 1 orb
*Naturalization 1 orb

*Lethe +1 orb
*Somber +1 orb
*Dreams of Distant Fire +2 orbs

Same build and backstory. Dissident is removed, as is Dominion Loyalist, because he got yeeted out of the Dominion before it fully formed.
 
"Why would God do that? Why would He make a universe where the one thing it is absolutely one hundred percent morally obligatory to do is totally impossible, even if you do everything right, even if you get a weapon capable of destroying worlds themselves, who does that sort of thing?"


With that in mind, let us sally forth against the forces of Hell.

Banes:
Into the Fire
Lethe
Mark of Cain
Boons:
Mark of god (2)
Exemplar (1)
Ancient of Reaping, Revelation, and Repulsion. A combat master that utilizes Revelation for scrying and preparation, repulsion to shut down enemy effects, and reaping to both kill enemies and advance (by diminishing the hordes of hell). (3)
Final Scion of Water (Seems to be a good matchup against Hell). (2)


This is, in all likelihood, a suicide build. Nevertheless, the question 'how do you best fight a guerilla war in Hell, striving mightily to right that monstrous injustice' is an interesting one. This is the best I could come up with (while still having Mark of God, because having whoever made hell in your head sounds like a wonderful idea.
 
Does taking Originator Resurgent with Immortality stop you from becoming a tree? On one hand a tree is still living, but it also seems like another phase of life so maybe treehood can be stopped this way?
 
"Why would God do that? Why would He make a universe where the one thing it is absolutely one hundred percent morally obligatory to do is totally impossible, even if you do everything right, even if you get a weapon capable of destroying worlds themselves, who does that sort of thing?"


With that in mind, let us sally forth against the forces of Hell.

Banes:
Into the Fire
Lethe
Mark of Cain
Boons:
Mark of god (2)
Exemplar (1)
Ancient of Reaping, Revelation, and Repulsion. A combat master that utilizes Revelation for scrying and preparation, repulsion to shut down enemy effects, and reaping to both kill enemies and advance (by diminishing the hordes of hell). (3)
Final Scion of Water (Seems to be a good matchup against Hell). (2)


This is, in all likelihood, a suicide build. Nevertheless, the question 'how do you best fight a guerilla war in Hell, striving mightily to right that monstrous injustice' is an interesting one. This is the best I could come up with (while still having Mark of God, because having whoever made hell in your head sounds like a wonderful idea.

Yeah. A more sensible setup would probably be something like

Insertion Point: Into the Fire, gain 3 Orbs

Boons:
Final Scion of Water(2)
Labyrinthian(1)
Authority of Celestial Voyages(2)
Exemplar(1)
Word of God(2)

Banes:
Mark of Cain/Nemesis OR Dreams of Distant Fire

From there, teleport to the Ruined Garden immediately due to the lack of infrastructure making papers less of an issue. Use Exemplar Enhanced Labyrinthian to start progressing Final Scion of Water, due to the power it gains in proportion to controlled territory. Use that power to build paradises for the apocalypse ravaged residents and prepare for war against the General or find a workaround for the mark of Cain for powerbuilding and fight your nemesis(Maybe the Hand or a Devotee of the Hand?). You've also got the prospect of finding lost fruits from the previous Era, if Originator Resurgent/A Taste of the Fruit is linked to the Ruined Garden. If you survive fighting the General, begin using the power you accumulated to perform Harrowings of Hell. You've got two immediate and obvious progression venues. Title Acquisition and Accumulating Territory. More if you find any fruit or can get useful secrets out of the Voice of God in your head.

Immediate Capabilities Suite:

Peak Human/Paragon(Exemplar)
An excellent talent for dimension creation(Labyrinthian/Exemplar)
Low Quality Spatial Manipulation based Multiversal Travel(Labyrinthian)
Rift Shenanigans of Multiversal Scope(Authority of Celestial Voyages)
High Quality Flight Powers(Authority of Celestial Voyages)
The Ability to stop others from Flying(Authority of Celestial Voyages)
Conceptual Level Resistance to Skyborne Environmental Hazards(Authority of Celestial Voyages)
Aurora Borealis Control(Authority of Celestial Voyages)
Hardlight Constructs(Authority of Celestial Voyages)
Gamma Radiation Control(Authority Of Celestial Voyages)
Meteor Powers(Authority of Celestial Voyages)
The ability to Gain Titles(Authority of Celestial Voyages)
A Physical Enhancement Package of Some Kind that probably improves on territory you control(Authority of Celestial Voyages/Final Scion of Water)
Tremendous Hydrokinesis, Stealth, Regeneration, and Evasion powers, all of them improve on territory you control(Final Scion of Water)
Interpretation of the Concept of Water(Final Scion of Water)
Water Power Bestowment(Final Scion of Water)
Territory Control Based Progression(Final Scion of Water)
Weaken Hell by Existing(Final Scion of Water)
The Voice of God potentially feeding you Cosmic Secrets(Word of God)

Edit: And isn't that a mouthful.
 
Easy build idea: pick Ancient, and Thousand Estates. Enjoy using your OP out-of-context powers to gain and steal as many Authorities as possible.

The superpower of Ancient is... being a superpower. It's a ton of immediate power. Litanal Ancients can rule as gods in lesser worlds. So... Just pick a lesser world. And that's all you need.
[ ] Naturalization (1 orb) - Manufactures an identity for you, complete with all the paperwork to prove it. This is not a forgery; your existence is retroactively insinuated into the true history of the world. You may specify the broad strokes of this new life within reason, so long as you don't ascribe yourself undue prominence. By default, Naturalization makes you a citizen of the world, not a steward of it. The memories of a life unlived will be available to you in a form of your choosing. You also receive any abilities common to all natives of your insertion point: the ability to speak the Litanies at your innate skill level in the Dominion, benefit from Practice in the Estates, etc.
Wait a minute...
Benefits
Orbs can also be used to improve or create opportunities for yourself. Unlisted synergies exist; consider the implications of a Naturalized Ancient in the Dominion.
... Waaaait a minute. What happens if you pick Ancient + Naturalization + Expressive? Naturalization being there to go "Yeah, this guy has had practice with Expression all along."

Is this an Ancient who has had thousands of years of practicing Expression? (Holy fuck, how strong would a millenia-old Expressive be?) Or is this an Ancient who has spent the past several centuries (or millenia) of his life actively working towards achieving his own Expression... and finally succeeded?

If so, it would be a huge breaking point to that "Further improvements are likely to be incremental rather than revolutionary, or concentrated in external workings" part in the blurb for Ancient.

Because you literally JUST GOT a revolutionary breakthrough in power
.

(Throw in "Exemplar" for that "innate talent at the Litanies" and you are a scary force. Less synergy with Expressive though. But for Litanies, innate talent matters a lot. Anyway, regardles...)

The power of an Ancient of the Litanist, with access to Expression. That is a hilarious amount of power.

The only question is if this is an Ancient who has had thousands of years of practice with his Expression, or if he has just recently completed his projects and researches and gained access to it? Because if the latter then, well...



"Your mother fucking life ends 30 minutes 1 month from now."

Everyone who you don't like is kind of screwed in 1 month when your Expression manifests. :V
 
Maybe someday I'll earn a spot in the New AST Times, rather than having to buy my way in. A person can dream...
 
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