I don't intend to close this vote when I post the native magic systems, we'll run them in parallel since it looks like a lot of people haven't voted / seen the vote update yet.
Um, can we not do that? It's in our interest to have our native magical power synergise with our Remittance as much as possible, and it's quite hard to do that when the vote is in contention. Not to mention if it is a multi-choice nightmare of complexity, it would benefit from a runoff as well.
 
Vote and Argument Analysis (545 words)
I think current contenders is Mask, Vengeance+Sword, Dread+Keep, and Vengeance+King.

Purely by votes Mask is at like 21, Vengeance+Sword at 15, Dread+Keep at 8.5, Vengeance+King at 8.
Apparently Vengeance+Sword omake power boosts it over that 6 vote gap, ignoring arguments.
But even as someone who is voting for Vengeance+Sword, the major flaw of "33-66% first world death" is well, a major flaw. If we were playing with a QM who consistently spammed new quests, whatever, but Rihaku will probably dive back into the woodwork and be unheard from for a couple months again if we actually die.
So argumentatively, Vengeance+Sword will probably drop relative to all the others which are much less likely to die.
This may either provoke a split of Vengeance+Sword voters tactically to Dread+Keep and Vengeance+King (as it's either Praxis or Vengeance thematics motivating most voters to jump over that 33-66% death rate) or cause Dread+Keep and Vengeance+King to swap over as a compromise option to beat Mask because they don't want slice-of-life.
So, arguments for each of the actual contenders:
Mask: Slice of Life. Hero gets to be happy. Very low death rate. "Possibility" of Praxis, though I would not count on the thread to actually use the Wishes for Praxis after somehow accumulating an active True Wish, or even recharging the Lesser Wish.
Vengeance+Sword: Coolest option if not dying, combining Vengeance and Praxis. However, high death rate. Also, no happiness.
Dread+Keep: Purest Praxis. Very low death rate. Reasonable chance of actually being happy after overcoming PTSD. Higher likelihood of reobtaining relevance later if desired due to Praxis.
Vengeance+King: Winning model for Progression Cursebearers. Decent death rate. High likelihood of actually achieving Vengeance, assuming Rihaku doesn't drop the quest by burnout. No Praxis. No happiness. Still fair odds of dying, though.
So, summing up major factors as Happiness, Vengeance, and Praxis. Happiness is chance of happy end with the Hero's black box waifu, without PTSD. Vengeance is chance of actually achieving Vengeance, given that one doesn't die. Praxis is chance of getting Praxis and diving deep into it. Death rate is death rate: everything else is weighted off it.
Note that nebulous possibilities are weighted at 0.01, or 1%, since no reliability. Praxis is slightly lower for Vengeance+Sword versus Dread+Keep because there's the massive time cost of trying to survive.

Mask: Happiness 1. Vengeance 0. Praxis 0.01. Death rate 0.1%. Weighted score: 0.999H, 0V, 0.00999P.
Vengeance+Sword: Happiness 0. Vengeance 0.99. Praxis 0.7. Average death rate 50%. Weighted score: 0H, 0.485V, 0.35P.
Dread+Keep: Happiness 0.5. Vengeance 0.01. Praxis 1. Death rate 1%. Weighted score: 0.495H, 0.0099V, 0.99P.
Vengeance+King: Happiness 0. Vengeance 0.9. Praxis 0. Death rate 20%. Weighted score: 0H, 0.72V, 0P.
While these are obviously estimations as I don't have access to Rihakunotes, they're probably not too far off.
Then, one needs to apply individual weighting onto things. For example, my personal factoring is probably something like "0.1H, 0.5V, 1P".
For me, Mask would be scored at 0.10989, Vengeance+Sword at 0.5925, Dread+Keep at 1.04445, and Vengeance+King at 0.36.
So actually, Vengeance+Sword should be my second option, since factoring in death rate makes it drop.
Please suggest additional factors you've noticed as major motivators for votes, or simply use this with your own weighting or possibly different estimations to evaluate voting options.
Thus,
[X] Dread but Dreaming
-[X] Keep
the Plenary Brand
 
A Dread/Keep hero that acts as the Leviathan, the anti-moloch(Put whatever Omake power this grants to Dread/Keep)

Edit: I got the urge to make a few last minute tweaks but I think I'm done now, Final wordcount is 564.
Edit2: Frak its 567 I'm sorry.
Edit3: I lost a 2 in the opening, it has been replaced the timeline of this Omake starts 250 years ago.

The Leviathan Has Come(567 Words)


250 years ago, Yared Amare lived an ordinary, unremarkable life. Then the rifts opened. Flows of energy from parts unknown took that from him, breaking physics over their knee and ushering in a new age of myth. 230 years ago, he was lucky enough to get his hands on an immortality elixir for his service in the army of his alliance of cities. He remembered when the country was one. He remembered the days before a single prodigy could turn the tide of a battle, when disputes between powerful veterans didn't need the Army to separate them, and he mourned the world that was.

125 years ago, he became the lord of his city. He did his best to separate the military and law enforcement again. He did his best to convince other cities that certain rifts with the most valuable and destructive energies should be divided equally amongst them, that their stores of high yield rift energy should be released into the wind and left to dissapate so that they can find peaceful uses for the major rifts.

120 years ago Yared Amare was challenged for leadership, and fell to one of the prodigies, fearful he was leading his city to ruin with a unilateral disarmament. The prodigy was merciful, and Yared was merely imprisoned for 200 years. And so Yared remembered Moloch. He remembered that even with all the idealism in the world, without the ability to coordinate effectively, or enough power that you need fear nothing, you cannot free the people of their fear.

60 Years ago a Star fell from heaven, and a tidal wave shattered his prison. With nothing else to lose, he went out to the ocean. A 1 armed man with an eyepatch, serpentine and benevolent yet bowing to nobody, exuding sadness and power to cast even the prodigies aside like chaff strode out of the waves. And so it was that Yared discussed game theory and philosophy with the Leviathan, becoming his tutor and first servant.

30 Years ago, hobbled by his need for sleep, the Leviathan and his followers finally finished sealing the rifts that caused so much strife. The people were freed of the specter of magical weapons of mass destruction, and so they began to look with concern at the sleeping Leviathan in their midst. Would he begin giving more orders? The initial contract was simple. Give the Leviathan no orders, govern yourself in an inclusive fashion, and he shall sleep, waking only to train and to stave off the influence of Moloch, shattering the externalities and situations with perverse incentives presented to him by the people. Would it hold?

27 Years ago, the Leviathan disappeared from the world without a word, rendering all concerns moot. What was worth reclaiming from the Old World had been reclaimed. Yared served two presidential terms before returning to private life, but he could not help but want to meet the Leviathan again, see if the sad serpent had ever found peace. Strange prophecies about him dreaming in the City of Bounty that didn't exist anywhere on this planet were floating around, and the only way to put the mad religions to rest is to find him again.

27 Years later, a land once ravaged by war and saved by the Leviathan attained dimensional travel. Hopefully one day, they would find Moloch and kill him, or meet their Leviathan again.
 
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[X] Vendetta
-[X] Remittance: The Sword


Maximum long-term build. Let us dwelve into the greatest depths of the Praxis, and become the bane of all Tyrants.
I agree here. Let's go ahead and make with the fancy magic.

Maybe we'll even tutor a small child and force them to swear an oath to cast down an entire society on our behalf, and then we'll really have come full circle.

[X] Vendetta
-[X] Remittance: The Sword
 
Well, shit. While it's kind of nice to feel vindicated in choosing extra Remittances, since they let us survive the first combat, but the battle might not have happened at all without the Brand. The fridge horror here is that the orcs are smart enough to assess our clothing before deciding whether or not to attack, so we're clearly not dealing with just dumb brutes. What is this, some crazed supersoldier experiment that broke free and rose to prominence as an independent species? The good news is their numbers appear to be limited, at least locally... Within the context of our greater objective, we have no way of knowing that the Hero Out of Legend is human, only that he's a he and we'll know him when we see him. He could be an orc! I'd like to start finding out more about this world and take action, but not if that's suicidal. I'll hold off on voting for now.

Gotta give props to Orm Ember for calling that the Hero of Legend was a orc in the original A Simple Transaction within one post of us being in the world here, didn't really want to necro that thread.
 
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Fanwork: An Explanation (622 Words)

There once lived a mighty swordmaiden, an eagle-eyed archer, a stout weaponsmith, and a wily thief. Each of them had lived their own lives, with their own aspirations and fears. Indeed, there was only one thread that linked them all: Once upon a time, they had been the companions of a Hero. Though the Hero had not been particularly strong nor brave, the bonds they held were true. And so, when the time came, each of them layed down their lives to allow the Hero to fight another day.

When Death came to collect them, they faced their end at each other's side, as they had become accustomed. And yet, not one of them were satisfied with their end.

The thief spoke first. He told Death that they would not willingly travel to the after life unless Death proved he was stronger than they. Death, amused, agreed to the challenge.

The swordmaiden went first. She challenged Death to a duel of swords, to see which could be stronger in a contest of arms. Though she attacked with all her might, it was for naught. Death was but a phantom in the wind, and her blade could not cut Death. On the defense, her skill proved equally worthless. Though she had mastered every style possible, she found that her blade was unable to hold off Death's cold touch forever. Eventually, she acknowledged her loss and proclaimed Death the greater.

The archer went next. Death must prove that it can reach farther than their arrows, the archer proclaimed. They indicated an apple tree on the horizon, shooting cleanly through the highest fruit. Death went next, and with a twitch of a finger ten different apples withered at the root and fell to the ground, surrounding the one the archer had shot. The archer acknowledged their defeat, affirming that Death was greater than they.

The smith went next. He wished Death to prove his worth in a contest of smiths. For three days and three nights, the blacksmith worked, and he fashioned a mighty weapon. A sword that radiated holiness, magics that strengthened the wielder and weakened any who would stand against it. Death fashioned a simple dagger, one that would kill with the slightest nick. The smith acknowledged that this was the better weapon, and so affirmed Death's superiority.

Finally, it was the thief's turn. He was wise to Death's strength, and knew his own limitations. And so, what he proposed was a simple bet. Death would have to prove that he was greater than the four of them combined, greater than even the Stewards of Destiny themselves. Death, sure in its power, agreed. The bet was thus: Death would have to safeguard the Hero until he could defeat the Tyrant, an act that not even Destiny itself could accomplish.

And then, the bet was on. When the Hero faced the Tyrant, Death refused to take his soul. And so the Hero escaped, injured but alive. When the hero enacted dark magics and rituals, with cost enough to kill a man many times over, Death refused to take him. And so the Hero lived, hobbled but alive. When the Hero faced the Tyrant again and again and again, Death refused to cut his thread. And so the Hero survived, crippled but alive.

Eventually, the Hero triumphed, an act of selfless sacrifice allowing him to land the killing blow. And so Death lorded over the thief, content in winning the bet. The thief simply smiled and shook his head, acknowledging that Death was greater than the band of companions.

Thus, the wager was completed, and the swordmaiden, archer, smith and thief ventured forth into the afterlife, content with their death at last.

---------------------------------------------------

Here's some more words, in the hopes that they help our cause. Sure they're short and mediocre, but any boost is better than nothing.
 
Current vote count? The native magic vote will be up in about an hour. It'll run concurrent with this vote. They are all reasonably interesting systems that should go well with any of the builds, though their degree of prominence will vary with the builds themselves (being more prominent in builds with King's Scepter / Three Wishes rather than Sword).

Um, can we not do that? It's in our interest to have our native magical power synergise with our Remittance as much as possible, and it's quite hard to do that when the vote is in contention. Not to mention if it is a multi-choice nightmare of complexity, it would benefit from a runoff as well.

No, momentum is too important.

I think it has a good chance to make a late showing. If it looks like Vengeance is going to win people might hop over in order to not just lose in a hilarious but ultimately unsatisfying way.

Hilarious and deeply satisfying, you mean!

Purely by votes Mask is at like 21, Vengeance+Sword at 15, Dread+Keep at 8.5, Vengeance+King at 8.
Apparently Vengeance+Sword omake power boosts it over that 6 vote gap, ignoring arguments.

The total power of votes isn't divided by subvote. The subvote only matters if the primary vote wins, because the primary vote determine's the hero's disposition alongside his Curses.

Maybe we'll even tutor a small child and force them to swear an oath to cast down an entire society on our behalf, and then we'll really have come full circle.

A small child with access to the Imperial Praxis? Hm...

Here's some more words, in the hopes that they help our cause. Sure they're short and mediocre, but any boost is better than nothing.

Take care not to burn out!
 
Some thoughts I had on Curse classification and potential weaknesses of the Brand of the Champion:

Geasa: Somewhat embarrassing to admit but I didn't actually understand the commonalities between Indenture and Lunacy until I realised that they both provided us with tasks to accomplish and I remembered that they weren't just limited to supernaturally enforcing taboos. Thanks D&D.

Dooms: Mental alteration that changes your reaction to certain circumstances nigh-unconditionally. Both the Tyrant and Lunacy are explicitly difficult to mitigate conventionally, even by the standards of Curses and the same might apply to the Martyr. Would certainly explain why they're called Dooms though it might also be a reference to the more archaic meaning of Doom i.e. Fate, especially given the surfaces of attack they open to your enemies. Best mitigated through companions, servants and other intermediaries between you and the world.

Afflictions: The imposition of the human condition (or something similar) to the Cursebearer. The Decimator essentially forces us to experience hunger at the scale of our power, consuming entire worlds lest our essence be bled to nothingness. Similarly, the Affliction is a truesleep, a fundamental aspect of mortality that we should've ultimately transcended through our powers and in the absence of which we become infinitely lesser.

Brands: Mental effects targeting others that proc upon perceiving their bearer in any way, trumping whatever powers the user might have to mitigate their impact. Its worth noting that they can actually become more or less neutered depending on the interactions between their nature and those affected. Complete Elves for example are affected by the Brand of the Wretched but their behavior to you would largely remain unchanged as long as you explained the effect and they believed you, not being compelled to act upon their hate in any way.

[ ] Brand of the Champion - It is the champion's remit to solve problems, to answer the call of heroism wheresoever it should arise. The champion stands unconquered but alone. Everyone you interact with aside from a select few individuals will refuse to assist you, even in trivial ways, unless you perform some inane or perilous task for them first. Even if all conventions of morality, duty, or good sense would impel them otherwise, they will simply find it unthinkable to aid you without due recompense. The difficulty of tasks is usually equivalent to the degree of assistance you request, though not always.

There is no escaping the Brand, even the Accursed is affected by this, but if you are calling in a Primary Remittance that hinges on his intervention, such as Three Wishes, the tasks he assigns you will be moderately difficult at most.

With that in mind, we can perhaps try poke at some of the weaknesses in the Brand of the Champion. The thing that immediately jumps out at me is the "due recompense" clause. A Champion is meant to solve problems but what happens when the masses have no problems to solve? Spectacularly unlikely to be sure but perhaps some Tom Bombadil type would be immune to this effect by being utterly content with their lot in life. Similarly, a Samwise Gamgee might not have significant requests so long as the Shire is at peace, only asking for aid with his garden in exchange for whatever aid you require. This kind of "One Ring" criteria makes a level of intuitive sense to me but is problematic since the majority of the humbly content have much aid to offer a Cursebearer. A sort of "contentment field" might help with this since it doesn't say those affected are immune to mind control.

The other weakness that strikes me is that all the reasons listed as to why someone might help you are ultimately rooted in external forms of motivation. If the aid you require is a task they would enjoy in their own right, perhaps they would consider that a favour that you are doing for them and thus the Brand wouldn't function. For example, say there's a scholar who finds a deeply selfish pleasure in lecturing others and showing off the depths of their knowledge. Would that person require aid to give us information in their area of specialty? If not, then arranging matters such that your desires course of action becomes the task that those subjected would take anyway becomes a very effective mitigation strategy.
 
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[X] Vendetta
-[X] Remittance: The Sword
[X] Battle Mastery

[X] Dread but Dreaming
-[X] Keep
the Plenary Brand

I still want to see this the most, even with the horrific risk of death. My next option would be Dread but Dreaming which I think is an interesting mindset to take, but the Forsaken Mask is just... no to me.

If it comes down to it, I absolutely consider Praxis to be the most important thing here and will switch to Dread if our chance of death is too high, but I'd like to try and see whether this direction will gain some momentum first.
 
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Inserted tally
Did some vote merging so that the tally is more readable.
In total:
Mask: 22
Vendetta: 24
-Sword: 16
-King: 8
Dread: 12
-Keep: 9
-Drop: 3
Balance: 3
Edit: Updated.
Adhoc vote count started by Genesys on May 17, 2020 at 10:10 PM, finished with 150 posts and 61 votes.
 
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Inserted tally
Did some vote merging so that the tally is more readable.
In total:
Mask: 21
Vendetta: 24
-Sword: 16
-King: 8
Dread: 13
-Keep: 9
-Drop: 3
Balance: 3
Note that Strange9 did not express a subvote preference, which is why the dread subvotes only add up to 12.
For whatever it's worth, I edited my vote bit ago to be for mask.
 
Ugh, I will vote for literally anything other then Sword Vendetta. I absolutely do not want to risk the end of the quest. At this point I don't care about getting my first pick, or my second, I just want to stop the recklessness of Sword Vendetta.
 
[X] The Forsaken Mask

It's not gonna happen with the freedom vote getting split between comfy quest and praxis quest, but maybe there will be a final runoff between freedom and vengeance. It'd almost be fitting considering how big of a decision it is.
 
Another one, shorter but the Leviathan interrupts the army battling Lord English in the end of Homestuck because I am feeling exceptionally trashy right now and realized the hero and Vriska Serket have similar injuries, so why not have the Leviathan stop the epilogues(Put Omake Power To Dread+Keep).

The Leviathan breaks the Epilogues(227 Words):

You were wandering the void between worlds, looking for a good landingzone to spread more democracy when the texture of space... changed. Things out of a lovecraft novel were floating amidst bubbles, and... something with a Green skull was popping them, leaving cracks in space itself, and space was ravaged by screams of unfathomable agony.

Green Skullguy enters a bubble where you see a sizable army of... are those ghosts? Living people? You can't tell between the gray skin, the horns, and the pupilless eyes. However, the Leviathan saw a girl almost as injured as he was, with an eyepatch and a mechanical arm, leading the army of ghosts to challenge Green Skullguy. A borderline kindred spirit. You could sense an artifact in her backpack. It was an abomination and you could tell that nothing good would come if she used it. You could sense Green Skullguy's power and knew the army had no hope of defeating him conventionally.

You're going to need to act fast.

"Dynamic Entry!"

A hypersonic dropkick, followed by a blast of incomprehensible energy, fraying at narrative and immortality alike brought the monster down. A second blast annhilated the abominable thing in the girls backpack.

"Go Home, nothing to see here, get out, run!" y̷͔̫̱̬͉͔͐̌̑̓̀͒̃͟ơ̺̟̣̰̲̫͖̲͌̑͛̀̉͌͘u̶̡̧͙̦̳̤̤͖͂̓̋̉͘͜ s̵̤̩̪̭̱͐̏̌̔̊̾̈́̅͗̕͟h̵̩̺̟̜̗͕͕̫̋̓̀̍̄͋̌̆͢͝͠o̶̢̦̦͕͇̘͉͖͋̃̅́̎̐͋͆̾͟ủ͇̠̭̯̹̘̒̈́̀̈́́͝ț̢̢̢̛̝͓̯͗̂̓̔̉̅ ä̝͙̜̰͇̫͎́̾́́̕͢ͅş̶̼̳͚̞̙͕͉̼̆͐̑̄͋͘̕̚͠ͅ y̶̨̘̖̯͚͚͖̘̽̾͋͊̌́̃͢ơ̸̢̻͖̲͎̦͗̄̀̎̕͘͢͜͞͞u̵̡̡̙̯̅͒̉̄̌̄͂͡͝ͅ s̨͇͚̞̰̹̟͚͎͛͂̄̏͂͒̂͘͜t̡̞̳̹̠͚͚͕͒̾̆̑̃à̵̛͍͎͓̩̣̑͋̇͟͢r̵͇̳͇̞̊͊̓̇̏̎͒͢͞t̷̜̗̟̭̓̎͋̇̐͜͝ r̸̡̺̼̰̼̣̜̀͗̐̄̆̅̓͘̚͢͞ư̡͉͕͎̻̤̮̘̇̂͌̽͑̂̃͘͟͠n̶̛̬̙͖̺̪̬̲̔̎͋̎̓̔̍͟͜͝n̢̫̝̟̦̞̫̉̋̐̔̔́̉̔į̘̪̠̟̺̗͇̈́̓̎́̓̑̕͢ǹ̗̬̦̘͔̦̺͎̪́̓̈́͗́g̷̳͇̜͇̣̭͍̼̾̊̒͐̌̔͛͠,̢̧̛̰̳̼̣̘̠̑͛͋̊̃̀̎̓͋ ŗ̠͕̤̠̭͓̖͖̠͂̅͌̄̅͋̓͝͞e̶̡̨͈͖̣͖͆̑͋͢͞͡ā̻̯̲̩̞̈̔́͠ľ̝̮̩̖͈̩͑̀̋̈́̓ì̝̝͉̠͇̼̙̈̈́͗́̊͟͢t̸̡͇̦̰̻͌̅̇͊̕̚͠y̛̬̬͎̻͎͑̓̅̓̈̐͢ f̰͓̜̗̰͎̉̇̇̌̚͢ͅr̨͙̱̘͖͕̣̝̫͐̄͊̅̆̿ă̡͎͓̝̩̟͚̦̋̋̆̔̐͘͘͢ͅy͍̝̘͇̤̠͉̹͓̏̍̇̈͗͛͋̎͢ỉ̶͕̪͕͎͙̈́͌̄̈́̄̅̆͞n̵̛͚͔̫͍͓͙͂͑̇̂́͒͝g̡̱̺͈̬̒͂̿́̂̾͐͝͡ a̷̡̰͙̞̻̗̻̬͌̀̓̾̆͐̏͋̕͝ţ̖̠͎̜̟͓̭̃̃͌͌́͌ͅ ţ̧̹̩̺̱̗̝̿̊̔̓͗̕͜h̵̢̡͔̖̲̪̘̥͑̂̆͞͠e̴̠̻̻̯̻̺͍̒̓̂̾̅͠͠ e̶̡͉̪͍͎͉͍̲͆̃̉͒̔̀́͗̃͢͠d̷̼̜̦̙͕̖̏̃̍͘͜͠g̥̟͇͎̖͗̀̃̈́̇́̚͜͠͞e̴̗̜̙̫̹̜͆͂̀̓͠s̢̭̭̥̰̘̘͔̳͋̎̈́̓̀̉̇̒̔͟ á̶̢̧̤͖̜̝̪͆̉̈́͒̕͝͝s̷̛̛̠̯̖̰͈̦̰͐̔̓͐͢ ỵ̢̟̺͇͇̿͊̊̈́͘ó̗͚͕̣̪̰̠̝̈͊́͆̂̈̓͘͞ȗ̴̡̼̠̲͕̗̭̍́̂̂͆̋̌̅͜ͅ ễ̡̨͕͈̗̭̖͖̻͉̑̿̑̆̀̎̚͡ş̶̯̱͙̦̙̣͔̹̆̌̍̌̂͗̚c̵̨̱̬͇̣͈̹̼̋̃̒̿̐̕͡͠ą̷̥̮͓̙͓̮͔̤̥͋͑̊̏͗̏̾̿p̧̛̹̼̳͍̥̼͐̂̀̈́͑̃͟͞e̶̡̘͉͔͚̖̖͙̼͚̿̿̐̂̚͠ t̴̗̩̫̺͍̭͊̎̀̇͞h̡̡̟͎̤̘̙͉̭͂͛̈̀̚͠͞e̶̢̯̥͍̬̫̗̙͗̈́̽̊̊̚͝͞ r̡̤͎̯̳̫̬͗̃̇͒̽͋͒͋͘͠ę̼̭̱̐̐͒͑̚͢͟ǧ̡̡̦̬̩͉͇͉̯̾́͋͛͋i̷̠͔̙͓̯͖̊͒̌͐̇̆̾̈̋͜͜͠ò̢͎̦͉̖̣͔̮̓̔́̓̌͜͠͝n̨͉͇̠̘͓̤̈̏̍̀͢͟͝ ǫ̴͇̻̣̗͚̂̆̂͒͋̓̃̚͠f̡̱̬̠̫̐͋͋̎̀͒̆̒̕͠ w̴̢̨̹̲̰̮͉̠̖͑̀̓̏̃̕ͅe̢͓̣̜̤̍̈͑̌͛̊͢͟ȋ̼̼͙͔̥̎̄̉́̏̀͑͘͠r̨̛̰͖̻̟̖͙̘̲̾͋̑̆̾͑͜d͔̬̤̣̜̪̗́̓̑̅̈̆̌̉ ś̷̮̙͔̻͍̑̾͐̎͊͐͡p̷̲͔̞̫͎͉̼̖̈͑͋͂̄̍ą̛̝̮̮̘͈̫̈́̐̈͆̐̕̚͝c̷̨͓̺̘͔͕̘̓̋̾̒̀̓͘͞ę̛͔͇̪̬̫̔̆̓͒͋̀̚ͅͅ.
 
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Daily Life of a Husband: Teach me Master! (Fanwork: 1029 Words)

Living in Aurora was interesting. Named after the lights in the sky thanks to the random coincidence of being the nexus point of magic of Lunax, Carion, Altalune , three moons of the planet, and the planet itself. It was a place of vibrant life, playful spirits and an aura of empowerment.

Perfect for raising children. Especially when the defenses you set up is entirely powered up by the magical nexus and not by yourself. It would even take your full power an hour to get through, after the moons are destroyed and the planet devastated.

"Dear, can you go get some water, we are going to need to water the field."

Sure honey!

Yes, perfect place to raise children. Even with the downside of technology not working in it. Even magitech as it gets overwhelmed by the magic. You should look into inventing some custom magitech for it, it's not like it will be harder than the defenses in this place.

Grabbing the bucket, though more like a water tank, you slowly make your way toward the lake. The road to it was rough, already the wild is halfway to reclaiming it. You sigh, it's been only a few days since you remade it. Slowly making your way you see the spirits of the woods dancing among hundreds of meter tall trees, giggling at you or cowering behind the trees. It's been this way since you beat the King of the Forest with a very pompous name. Thankfully he has been obedient and spirits always keep their word.

Finally arriving to the lake it's a sight that would awe even the most stoic. Slightly glowing waters houses water spirits and magical fishes that dances under the three moons and the sun. Waters that grant eternal life flows freely into the forest and beyond. Beasts drinking it calmly, lake being a neutral ground with no violence.

You can feel the Spirit of the Lake sleeping under the lake. Thankfully she was much more agreeable, sensing your intentions to be pure. And probably the fact that she saw what happened to the King of the Forest.

You near the lake and drop the bucket. Disturbing the waters. Nearby beasts look up to you and immediately get back to drinking. Expect one, a feathery wyrm with myriad of colors. A beast with enough magic imbued in it to destroy a city if a single breath. A distinct sign of quality bloodline and living in Aurora.

It quickly gets close to you and nears its head against your arm, rubbing it and purring. You have to admit, its cute when it wants to be. Its head crown is softer than the softest cloth. Even if it's purring is more like those steam engines than a cat's purr.

As you stroke its head you remember the day you befriended this wyrm. You were in a bad mood after coming back from the capital city, the negotiation with them gone as you imagined. They wanted your power in exchange of it. You said fuck off. It's been 80 years since then and the city is under a new rule after the enemy invasion and it's same as before.

Getting back to the wyrm, you saw it fighting for its life against one of the Devil Tigers. Barely out of its shell and already fighting for its life, you decided to lend your help and killed it. Since then its been one of your constant companions in the Aurora and it grow on you. Plus, your children love it.

This is the moment when you hear a scream. A young scream.

By the time you realized it's not your children's voice you already made a blazing path towards it, literally. Half a kilometer of broken trees, ground glowing. Thankfully most beasts are tough enough to survive it.

The scene you arrived is strange though. A young teenager, barely 16 if you guess, is clutching a bloody sword against one Shark Squirrel. She has part of her shoulder bitten off along with her clothes, lucky for her as Shark Squirrels usually don't let go of their targets. She even wounded it but it's clear that she is about to pass out from the pain as squirrel prepared to attack her for one last time.

Key word, prepared as the moment you arrived the squirrel bolted. It didn't help as it turned into bloody mist from your fist.

What are you doing here young lady? You ask walking toward her. Looking at her shoulder the wound bleeds slowly. You guess it's because of a spell otherwise it would be much more bloody.

Teary silver eyes watch you, wide as dinner plates. Shivering she closes her eyes to take a deep breath to calm herself as you prepare a healing spell.

Then she opens her eyes, stabs the sword into the ground and kneels in front of you shouting.

"Please teach me Master! I promise my life to you as long as you teach me your ways for me to avenge my family! I am ready to do everything and anything for it. Just give me the chance to avenge my family!"

Ah.

You can only make a sound as you are shocked from the sudden request, healing spell fizzling. Today got complicated quickly.

"Dear, what did you do to shake the valley?" asks your wife telepathically.

Before you can answer either of them, the girl collapses to the ground unconscious, her sword remain standing.

Nothing honey, just prepare one extra bed.

"What did you do?" You can already imagine the face she is making. Eyebrow raised, slightly glaring playfully at you.

No trust?

"Last time you asked me to prepare an extra bed you got a kidnapped Prince. Then we had to fend of multiple frantic heroes that wanted to save him because of a misunderstanding."

That was just one time!

"Fine, standard or bigger?" You can somehow hear the sigh of your wife from the telepathic link.

What?

"Once you brought a giant, we had to knock down the wall for her. Standard or bigger?"

Standard please honey.

AN:
Here is a small omake for Freedom! It's based on Forsaken Mask.
Now I need to sleep as it's 5 33 am right now. Gonna sleep for 12 hours now.
 
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On one hand (In the Hero's case his only hand) Rihaku did name the thread A Simple Transaction I. Which is confusing in itself as this is the already second one.

Maybe this is all according to plan and Rihaku expects us to pick a build that will die early and is already preparing himself for A Simple Transaction II? If so, could the title instead please be Simple Transaction 2: Electric Boogaloo? I think that would be the only way to fully realize the latent potential.

This has probably already been theorized in a past threat but is there any chance that the Accursed is not the first? That it's a cycle, a person becomes a Progression Cursebearer, they gather Power and increase the Burden shouldered until they reach a point where the Accursed lays down his burdens upon the Cursebearer in full, The former Accursed is finally able to find the peace of death, the new Accursed looks for more Cursebearers to bear his burdens hopefully ultimately to find another candidate to supplant him and free him?

The Accursed is Atlas and he's training a replacement to trick into holding up the world for him?
 
Nature of Magic
What was the art of the realm into which the hero first stumbled? Though he had mastered it to a prodigious degree, the exertion of his final onslaught degraded his power in this field as it did others. Now in his pre-Cursebearer state he was barely more notable than an average soldier, given the many ills and maiming wounds that plagued him. As a Cursebearer, that may no longer be the case.

By default, options that grant you immediate power will take the most efficient route of restoring, upgrading, or expanding on your chosen magic. You may gain access to other sources of supernatural power as well, such as the Praxis if a certain Remittance is chosen, or simply the magics and technologies of other worlds. Each would possess varying levels of synergy with the options below. Especially as a Progression-type Cursebearer, no field is truly barred to you save that which your Curses preclude. And, of course, it's easier to tread a path already taken.

[ ] Battle Mastery - At first glance a simplistic art, yet few are more sophisticated at their core. The power of battle magic appears almost shockingly literal: techniques of sword and fist sporting superhuman might, orbs and shields channeling stupendous energies, summoned beasts who charge fearlessly into battle. All the mainstays of a hero's arsenal are present, but their implementation cleaves conceptual lines with a precision that bewilders and frustrates. How can a torrent of lightning that vaporizes a giant leave the surrounding greenery unmarred, save for a cosmetically significant singe mark?

How can a technique of bodily resilience grant superior resistance to harm without affecting one's health or the texture of one's flesh? How can a technique sufficient to propel the hero in a sixty-meter leaping charge fail to generate enough force to break down a wooden door? How can a spell of healing restore one from the brink of death yet have no effect on maiming wounds? The values of the system seem orthogonal to physical reality or common sense, and yet prioritized over both.

Mastery comes not only from cultivating its spells and techniques, but from clever exploitation of their confounding results. Lateral thinking is key. You need to scale a wall, but only wield a spell which summons a horde of skeletons that mindlessly attack a single target? Target the wall and use the skeletons as a makeshift ramp. Need to carve a statue? Animate a pile of marble into the weakest tier of golem so that it counts as a foe, allowing you to shape it with offensive spells. Polymorph passengers into helpless frogs so that your ferry can fit more, lowering the fares for all!

*Leaps, charges, strikes, sweeps, stances, orbs, bolts, cones, blasts, shields, fields, auras, lances, and other active effects distinguished by their kinetic and spatial parameters
*Extremely efficient at what it does; no extraneous power is wasted on combat-irrelevant effects, and even the most destructive effects unleashed at point-blank range will leave allies and bystanders untouched. Does eventually cap out, though many effects retain their utility; reducing damage taken by 99.8% is frequently relevant.
*Recombination of techniques allows for surprising versatility for the quick-witted and sharp of mind.
*Forbidden Art: Spirit Mastery. The hero learned to burn his own fundamental essence in order to magnify the power of his techniques, but he burned so much during the final confrontation that he has lost even the knowledge to attempt this.

[ ] Seven Seals - The magic of the world was evocation of the self, the light of the soul made manifest. Each who had awakened to the light could offer their own unique capabilities, but few were as versatile and encompassing as this. The power to Seal can broadly be thought of as the inverse of reification: a flame becomes the character for 'Fire'; an onrushing torrent locked into a picture of itself. But this is an ability whose applications well exceed mere storage and containment. Not only can attacks from one foe be captured to be released against another, the nature of things sealed can be intensified through addition or fundamentally altered via combination. One may lack the equipment to meld fire with stone, but far easier to combine the character 'Fire' with the character 'Stone.'

And stranger effects than this are possible for a true master of the art: drawing upon sealed reserves without unsealing them; sealing and combining concepts; safely converting one's self into a seal, thereby to reside halfway into the Realm of Forms!

*An extremely versatile ability that allows for countless permutations
*Seal and redirect enemy attacks or convert any convenient form of quickly moving mass-energy into attacks; contain and constrict the abilities of foes; channel intensified sealed strength for superhuman attributes, seal one's own tiredness, or even become a being of pattern more than form and sear yourself across the span of reality!
*The first two Seals are easy to learn. Each subsequent level represents a rapidly escalating leap in difficulty. Progress will be relatively slow compared to other disciplines.
*Forbidden Art: Fifth Seal. The hero can no longer recall any details of the Fifth or higher Seals.

[ ] Accretion - A farmer's boy. A sword of fable. A perilous quest. Death or glory.

A form of symbiosis between wielder and object, integrating shared experiences, mythic archetypes, accumulated legendry and personal craftsmanship. The result is a being greater than the sum of its parts, not a man wielding a sword but Arthur with Excalibur, the blade closer to his being than his own sword-arm. That deep conceptual weight, wearing a groove in reality's current, permits the slow unfurling of impossible feats as a product of the partnership.

The power of Accretion is rarely replicable and never easily defined. Its greatest masters turn the tides of battle simply by taking the field, their presence an inexpressible radiance, sharp light beyond sense or reason, that erodes the existential basis of those who would oppose them. You will find them at the crux of fate, the critical point of inflection; there does that power reach its apex, starshine become a blazing sun, light and fire and fury as to bring the world to its knees.

*A power that is somewhat agnostic to the strength of one's foes. Battle Magic will never deflect a supernova; a master of this art might, though they'd have near equal difficulty deflecting a tank shell.
*Operates on a level beyond physical causality. With few exceptions, does not enhance physical parameters at all.
*With time and many shared tribulations, some of a union's powers may become relatively consistent and explicable. For example, the hero wears a suit of dark grey plate, and nothing may slay him short of annihilating the armor entire.
*Forbidden Art: Abduction. The forceful seizing of another's armament, inconsistent in application and terribly risky, as aspects of the prior wielder may impose themselves upon you. The hero stole into the Tyrant's Catacomb and emerged bearing the sword of the Tyrant's progenitor. That blade now lies broken, and with it its wielder.

The arts not picked will never have been present in the hero's initial realm.

Please remember to copy your vote for the previous choice when you vote here, so as not to override your previous vote.
 
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