The clerk only has the latitude to request one of the three blessings, unfortunately. Wealth or Love might be especially useful for keeping a hold of the egg, depending on what you do with your other two Onces.
I may have misunderstood something. Yes, the clerk can't give me their number if I had taken the phone, especially as I then wouldn't have the egg to imprint on.

Were you saying that the option to spend a token to have the clerk call someone on the Spirit Phone and let me talk to them for whatever I can achieve from a single conversation is not allowed to be used to call the Dragon's future self, even though the phone is theoretically capable of reaching them?
 
I may have misunderstood something. Yes, the clerk can't give me their number if I had taken the phone, especially as I then wouldn't have the egg to imprint on.

Were you saying that the option to spend a token to have the clerk call someone on the Spirit Phone and let me talk to them for whatever I can achieve from a single conversation is not allowed to be used to call the Dragon's future self, even though the phone is theoretically capable of reaching them?
I'm saying that the clerk is limited in what they're allowed to ask from the dragon's future self, regardless of how he contacts them.
 
:-: :-: :-: Hatred Internalized CYOA :-: :-: :-:

A dish of nocturne's zeal, a vessel of cold;
The greatest hatreds skillfully shall mold.
A mastery of endeavor, purity of brilliance;
An unlimited, martial, spiteful resilience.

A song of gnashing teeth and endless grudges;
The unavoidable grip of the dragon's clutches.
A sword of banes, whisper-fast, clarion pounded;
To unleash a vengeance for evils uncounted.

And yet all this flows from earnest yearning,
Sweet and corruptible, chittering and squirming.
A wretched desire, that soon turns sour;
An angel's choir, tossed in loathing's fire.​

---

There is a simple, inextricable duality of truths at the core of your existence: the world and its evil. The world wants us to fight one another, to writhe and scream in torment as we accept our agonizing fates, to be incapable of living happy and peaceful lives; to never again feel the touch of love, to never again rise from the murk it baptizes us in.

The world denied you a righteous and equitable life. It didn't want you to be normal. It didn't want you to be great. It didn't want you to be loved. The world callously cast judgment upon you in the moment of birth, and in that action, it signed the accord of its own undoing. Its day of wrath has come; unasked for, yet thoroughly deserved.

An immutable hunger sleeps in you, unroused yet latent; a beast's voracity; a gnawing, not for mortal flesh or prized acclaim, but for something even simpler and deeper: burning, unmitigated righteousness. A true Hero is one born of hatred and tragedy, as this Hero is the one to whom spite grants the right to pass judgment back on the world.

And what is spite, if not fiercest hatred wedded to noblest determination? Take in your hand the sword of banes, and show the world your resolve as mankind's avenger.

---

At your fingers unfolds the accumulated spite of your life - the hatreds that you shall load into your soul, like bullets slotted into the killing chamber.

At the present, you have 4 Petty Grudges, passing yet unforgotten memories of inequitable wrongdoing; 2 Serious Grievances, defining unforgivable moments of your life that have driven you this far to fight the world's injustice, and 1 Absolute Hatred, an incomparable and inexhaustible resource of utter, pitiless spite; a hatred so absolute that its abandonment is equivalent to emptying yourself of any willpower, conviction, or animating force that may have driven you.

As you stand among the wretched carrion birds, in a field of corpses; remember that you asked for this, and that letting go, that realizing how much your hatred took away, is a path to becoming an empty puppet of broken dreams. Never forget where you came from; to forsake your spite is to forsake yourself.

If any desire to better the world remains in you, channel this spite into power, and power into change; and never let go of your spite, never surrender to lesser impulses, never stop gritting your teeth. Should the world present you with suffering or surrender, then dare to carve open reality's guts and divine another road from its entrails.

Here are the choices you can make - the violent crimson streamers of inchoate potentiality that your hatred allows you to perceive.

Rewards of Hatred
All of your Attributes start out at the number 9, which is exactly one point below the human average; around 19-20 would be the level that most humans can expect to achieve with a lifetime of training; around 21-40 would be the level of heroes; 41-60 would be the level of awesome legends.

It's not usually possible for anyone, formerly also including you, to achieve superhuman feats or statistics without the use of magic, or possessing inborn heroic or divine greatness - or in your case, extreme hatred at not having any of those things.

BODY

[ ] Greatness
[2 Petty Grudges] - Allow your insane hatred to push you beyond, shattering the limiters of the human condition. Immediately raises each of your Attributes by a single point, to human average. May your hatred be the equalizer.

A mortal can pretend to grasp at the flakes of greatness, but never reach even the dim boundary of that liminal space between a human being and something more. You, however, will venture boldly where no unblessed has gone before, and find a place in the greater hierarchies - as transcendent as the great Heroes of the Axis Mundi, the champions of the gods and this world's foolish, hopeless cause. They do not realize that as long as the Heavens stay overhead, the Earth can never ascend - teach them.

Augment your being, driving the potential slumbering under the mortal crust, up into the surface where it belongs. Allows you to potentially gain Attributes in the 26-40 range with sufficient exertion, passage of time, and potentially fortune. If you train with uttermost diligence and devote a quarter of your daily time, you may reasonably expect to hit your capstone in physical Attributes within a decade or less. Your other, more esoteric Attributes will rise more slowly, as minds and souls are more difficult to pull into alignment with your desires; you might attempt to practice or strain yourself for almost a century, and never achieve the peak of your Luck or Willpower.

However, do not be discouraged - although the superhuman vistas may loom a little far-off, broad peak-human competency remains steadfastly in arm's reach.

[ ] Avenging Fist [1 Serious Grievance] - Requires: Greatness. A fist of vengeance ripples across the world and its dictates, and snatches truth and power from the jaws of its greed and evil. May you now be crowned forever, not merely as Great, but as Blessed.

++++Luck, ++++Protection. Although minutely, good fortune accrues in your favor; unlucky events are uncommon, but charmed and uplifting happenings are a daily occurrence, though often twisted to serve as better twigs for the endless bonfire of your spite.

Also, you may select one of six Blessings. Among those who are Great, these are not the only Blessings to exist, but these are the ones available to you:

*Warrior's Thews - ++++Strength, ++++Constitution, +75% to the speed of training those Attributes.
*Sage's Acuity - ++++Intelligence, ++++Wisdom, +75% to the speed of training those Attributes.
*Prowler's Secrecy - ++++Agility, ++++Wits, +75% to the speed of training those Attributes.
*Emperor's Voice - ++++Charisma, ++++Manipulation, +75% to the speed of training those Attributes.
*Skilled Generalist - ++All Stats, and then distribute up to twelve (12) points among your Attributes, but with no more than six per Attribute.
*Apprentice of Brimstone - +8 Willpower, +8 Protection, +8 Luck. Almost inconceivable fortune and brightness of spirit; mortal gamblers fail, as do mortal curses.

[ ] Undeath [2 Serious Grievances] - Always, you will fight the world; even in death's pale embrace. Unfaltering and untiring, you shall become the herald of undeath, fateless and remorseless as the grave that holds a child's corpse.

As the primary benefit, you are necrobiologically immortal; although your body functions as always, reacting with pain and discomfort to obvious stimuli, you no longer require to breathe, drink, eat, or sleep to live (although refraining is unpleasant,) and you no longer age. If a chronomantic effect of any kind ages you, then you will naturally revert back to your prime at the same rate at which an ordinary mortal would age forwards. Also, you possess the power of brisk and comprehensive recovery from insults physical and elemental; small cuts heal as fast as they are made, while mangled or amputated limbs, broken hearts, and shattered ribcages are repaired within hours.

If you are completely pulverized, into nothing but a crimson puddle of pulped organs and flowing blood, you are dead. A hundred years shall pass, and you will pay a grave cost of personal essence and power, after which you shall be resurrected in a random point of at least tangential emotional resonance, although rarely on hostile territory should this be possible, and never right in front of an enemy who expects it. If you are so weak you no longer have power or essence to burn, your death is permanent.

[ ] Dragon of Night [1 Absolute Hatred] - Arise, o fierce Dragon Lord, unblemished and beyond strength; whose mother's breath scorched the void of nothingness and birthed the potentiality of this world in an effervescent gleam of light; whose father's wings beat the scattered photons into the genesis and the first day. May you now undo the fruits of your progenitors' work, and pull the sun and stars out of the firmament, casting them down, and casting the world into an eternal night - as it rightfully should be.

A nascent dragonborn's powers are many and great; the soul of a dragon gushes forth with magical power without surcease. A master shapeshifter, a dragon knows no stable forms, but a wild flux of scale, wing, tooth, claw, and horn; a beast of wrath and primacy, domination and greatness. As you age, you become larger and more powerful, with more volume to knead into forms; though even in your humanoid form, no different from the mortal you used to be save for lambent violet eyes, your physical Attributes have skyrocketed to what you once considered heroic peaks (All physical capstones removed, +20 to physical Attributes.)

The world can unleash no force that exhibits full control over your incandescent greatness; physical, mental, or spiritual. As such, the effects of gravity, stress, and fate are halved, whenever this is advantageous, and with generous and favorable interpretations of what constitutes these states.

Your breath is a scorching, dustless void, as dark as a lightless chamber perceived by a blinded man; one that consumes whatever it touches much in the same way that a jar of spilled acid dissolves thin paper, save that which has your leave to end its course at some later point. More elements can be unlocked in time, but destructive ones come to you far more easily, while elements associated typically with growth, nurturing, healing, and improvement take you almost tenfold as long to even intuit, with mastery being an exponentially more arduous process.

After a thousand years, once you have grown into a true wyrm, and sublimated into your ordained purpose, you are unchained. From that point onward, you may freely access your ultimate and true form - a titanic bulwark; a dragon of the apocalypse, the harbinger of the end, the herald of armageddon. An aberration, equal parts drake and eldritch god. A monstrosity of vast proportions and equipped with incomprehensible mutations, a thousand maws scorching the land with flame and dust. However, once this state is entered, it can be difficult or even near-impossible to leave, amplifying your hatred into a razor-sharp clarion that unfailingly seeks the destruction of your foes.

MIND

[ ] August Sophos [1 Petty Grudge]
- A mind of the greatest sages, possibilities unfolding like a celestial explosion of stars darting past the mortal conception.

++Intelligence, +++Wits. Allows you to enter a state of bullet-time, in which your perception of the world is slowed down, everything happening at half its usual speed, but at the cost of rapidly accruing mental fatigue that goes away with sleep.

Also, it gives you the potential to practice magic, spells, and rituals. Any of them may be practiced, whether in this world, or others. However, you must seek your own teacher, as it gives you no experience in casting on your own.

[ ] Aria of Daysky [1 Serious Grievance] - A song-aura practiced in ancient times by the saints of Daylight. Their once-Great order now lies in ruins, monasteries sacked and burned, members dead or in exile. They were betrayed, by the same gods that wished for servants enfettered to Daylight's embrace. And like you, they want vengeance.

Around half an hour before solar zenith every day, you may consciously enter a meditative state, where you chant forgotten incantations at incredible speeds. This meditation lasts for an hour, replaces eight hours of sleep, restores and invigorates you physically and mentally, and improves your ability to deal with issues of dazzling complexity; as you meditate, you make slow progress towards planning, tactics, strategy, learning, and other ongoing mental endeavors. This meditation is noticeably weaker (60%) when in a location where the sun isn't clearly visible, or in cold seasons; it's noticeably stronger (140%) in reverse situations.

Also, it may hide other secrets and powers - broad competence of skill and intellect, solar magics, understanding of arcane secrets - waiting to be unearthed with the sun's embrace, at some distant age from now...

[ ] Mastery of Errant Possibilities [1 Serious Grievance and 2 Petty Grudges] - None under Heaven can match the upright zeal of the avenging devil. A hundred years will you toil and fight, until your corpse is rotten and strewn with flesh-seeking maggots, without ever surrendering.

Any discipline of learned skill may be intuited and mastered in a fraction of the time; notions of inborn talent are cast away, irrelevant, for your hatred pushes you to such unimaginable brinks that even in fields where you were once a hapless, fumbling incompetent, you may now sparkle with hard-earned pearls of clear genius. Also may apply to powers imparted to a lesser degree; learning magics or the application of unique abilities in half the expected time, with occasional bursts of further progress.

Also, select one of four perks:

*Crystalline Perfection - Achieve total perfection in a single, narrow field of your choice (sword-fighting, but not melee combat; artillery doctrines, but not grand strategy).
*Instant Mastery - Achieve mastery in a single field of your choice, and then expertise in any other two, unrelated fields.
*Broad Competence - Achieve professional skill in any four disciplines of your choice, as well as pick up any skill you try your hand at with basic competency.
*Student's Mentality - Allows you to learn skills at doubled rate until expertise. Master reached normally. After reaching mastery, however, you perfect skills at half-speed.

[ ] Adversary's Shrug [1 Absolute Hatred] - Alas, as men weep into the night, and children fall to sickness in the sand-paved streets, the devil watches. Men know not, but the devil is clever, and he knows the secret signs of things; and the devil knows the world is wrong, and the devil shrugs. He's not one to fix the world; men are.

Make a choice at this juncture, between two possibilities:
- Gain a partner of stupendous might and power, motivations roughly but imperfectly matching your own
- Gain a number (up to six) of stalwart comrades whose goals, desires, motivations, abilities, and personality suit your own like matching puzzle pieces.

If you selected the former benefit, you may either (a) replay this CYOA and make a second character with their points halved (rounded upwards, which means they retain their Absolute Hatred), or (b) play this CYOA in tandem with another person who makes their own character with no reduction in points. If you selected (a), you may not spend your Absolute Hatred on the second character to receive the partner benefit of this choice again, but if you selected (b), the other person is free to choose as they please. After that, the characters embark on a journey of vengeance together as friends.

If you selected the latter benefit, design a competent team of heroic characters who are loyal to your cause, numbering below six, but above two, with the rough power level to theoretically contest you effectively should they work together ardently - they needn't, and in fact shouldn't, use any of the powers available to you in this CYOA.

SOUL

[ ] Shimmering Mandorla
[1 Petty Grudge] - A blooming scarlet flower, its spectral petals like fresh blood spilled into reality; your spirit unfolding to encapsulate you, and comprehensively steer the world under your auspices. Although cheap in cost, and not exceptionally powerful or versatile, you are the only person in this world to possess such an aberrant mutation of spirit; a secretive and extraordinary variation in your overself: a Greater Aura of Battle. Its deployment is instantaneous and instinctive.

Deployed, gain +25% to Physical Attributes, +10% to Mental Attributes, +5% to Spiritual Attributes and increase Attack Speed by 30%. No matter how improbable or high your Attributes, these percentile benefits never decrease. Also, they may be slowly increased by training and deploying your Aura, but this is an arduously slow process; even an increase of 5% for your Physical Attributes might take a century of practice. Also, your Aura's touch invariably scorches the surrounding land like a blossom of fire and corrosion; charring grasses and drying out leaves, blackening stone and corroding metal.

[ ] Elemental Circle of Animosity [2 Serious Grievances] - The rarefied Elements of Animosity now obey your command. These are not the primordial elements of the world, that carry its touch of genesis; but corrupted facets of that draconic glory; by hatred's might twisted to serve your will. As such, their powers dig halfway into the realms of conceptual application. Although their effects and potentials are many, both the volume of discharged elements, as well as their applications, rise with synergistic combination, experimental techniques, as well as meditation on their meaning. A reference for their core aspects below:

I give you fire, that the flames of your wrath may burn your foes away.
I give you cold, that your mind may become a glacier of ruthless resolve.
I give you poison, a most terrible venom that you may, through spite, endure countless tribulations.
And I give you lightning, that you may act with terrible decisiveness, not wasting a breath on trivialities.


A beginner's fumbling may unleash a tide of fire to destroy a skillful battle group of bandits and wipe away a side of a forest; manifest a blizzard aura that slowly drains foes of their vitality while reinforcing the caster's willpower and spirit; a reactive array of emerald runes that spits out bolts of acrid venom to intercept enemies and attacks; or surround themselves in an aura of flowing, burning lightning that accelerates motion and thought speed fivefold on top of imbuing attacks with electricity.

[ ] Dream of Betterment [3 Petty Grudges or 2 Serious Grievances] - A substance enters your hand: an azure cloud of ether, indistinct and luminous, vigorous and straining harshly to fill the world. Inside the cloud, you may see a vision of another realm; sailors clad in hulking titans of elder power, cosmic monstrosities living among the chiming stars, weary ancient gods sealing themselves away in distant halls of stone. And yet, even these disparate beings managed to find a common thread of sense, and work together to make the world a better place. A world so vastly brighter than your own; even now it desperately reaches out to help you in your quest.

Allows you to conjure and direct the Progressive Wave, an unstable and rapidly decaying element. The Wave is supernaturally flexible, responsive to its shaper's desire, and yields cleanly to manifestation as a blue ectoplasmic liquid that rapidly evaporates into thick, sweet-scented cyan smoke. It acts as a hotbed for supernatural action of all manner; passively enhancing, amplifying, and comprehensively expanding the scope of anything paranormal and not compliant with the laws of mundane physics that happens within its confines. If encountering any obstacle that may dispel magic, a single unit of Progressive Wave may successfully banish five units of that obstacle.

A ritual or spell empowered with this mysterious force can be a terrifying procedure to behold, ascending from terrestrial to celestial levels, and from celestial to unimaginable. Its innermost powers are great, multifaceted, and mysterious, but a common technique involves charging an environment in the Wave, in order to gain extreme and powerful control over its features; rising up mountains, forming ravines in the earth, cutting rivers into existence, and so on; its use for terraforming is extraordinary. It may also be used for general energy attacks, telekinesis, and other sorcerous impositions, though works better as a supplement to greater systems.

[ ] Esoteric Assumption of Responsibility [1 Absolute Hatred] - A maiden comes to you in a dream, dressed in robe of soft green silk. Although she does not approve of your innermost feelings, she understands them. She also understands your motivations, and she agrees wholeheartedly; this world must change, and it must do so for the better.

A Knight Arm of Royal Rank, a magical weapon crafted from divine and aetherial essence, is bestowed upon you. It can be hidden within your metaphysical heart ("Xin") when not in active use. It's not an object in the strictest sense, however, but a projection of your knightly ideals as a weapon to wield against the world.

There are six Ranks of Knight Arm: Common, Noble, Royal, Imperial, Divine, Heroic. Rank defines the power level of a given Arm. The uppermost peak of Royal Rank will allow you to dissolve urban centers and their surroundings into slag craters, casually resurrect the recently dead with access to their corpse, and similar feats. A century of tireless devotion to yourself, practice with your abilities, and significant progression in your task might allow you to reach Imperial Rank, yet such a task is monumental and somewhat dependent on circumstance. However, you will never reach Divine Rank without becoming an official Knight-Aspirant of the Maiden.

A Knight Arm also has at least one Form which defines its physical aspect, at least one Concept which defines its metaphysical aspect, an Inspiration which sources its providence, and a number of Invocations which are derived from interplays of the other elements. In your case, the Inspiration of your Knight Arm is yourself, the Concepts are Hatred, Vengeance, Change, and Destruction, and the Forms are yours to choose. As an example, a Sword-Form Knight Arm might let you cut someone and channel your hatred into the wound to make it unrecoverable, while a Wand-Form Knight Arm might shoot blasts of pure destruction.

ARTIFACTS

[ ]
Void Sauce [3 Petty Grudges] - An opaque item of tough black glass, in the shape of a ketchup bottle. A faded and torn white sticker with dark, italicized text on its body reads, 'Void Sauce.' Around half a liter of strange liquid sloshes within. After drinking certain amounts of liquid and undergoing a painful but short bonding, a drinker will receive benefits.

All benefits stack cumulatively. As such, drinking 3/5th of the contents makes you heal at 10x the usual speed.
Around 1/5th of contents: ++Strength, Constitution, Agility and Wits; +Intelligence. As the subject exerts themselves physically or mentally, their eyes turn subtly violet.
Around 2/5th of contents: As above, but received wounds also heal around five times faster. The subject's flesh and skin become noticeably darker, like pale charcoal.
Around 3/5th of contents: As above; all benefits received up to this point are doubled when in darkness (not in contact with visible light.) Small, gray horns grow on head.

Around 4/5th of contents: ++All Stats, receive broad and powerful telekinesis (range of roughly five-hundred meters and requires line of sight; up to 200 kilograms of matter can be perfectly controlled and instantly accelerated to speed of sound; up to 600 kilograms can be imperfectly controlled), slight control over light (mostly in the form of dampening the ambient illumination of an environment), and the ability to influence thought in people around you, making them ignore you, fear you, or favor whatever you say, though not irresistibly so. Eyes are permanently glowing a deep, ethereal violet color.

All contents: At will, or upon death, shed your mortal vessel and be locked away in the bottle as a goop of void sauce, in dreamless stasis that seems to pass in an instant for you. As soon as the next person to pick up the bottle drinks its contents, you will possess their body with perfect control and retention of their memories, essentially reincarnated into them, with all of your previous benefits and any of their unique powers. If several people drink the contents, your consciousness will be distributed across their minds, able to influence their personalities and thoughts in proportion to which they have feasted upon your body. If they die, you return into the bottle.

[ ] Hammer of Vengeance [1 Serious Grievance] - A hammer, an implement commonly used for effectively hammering nails into wooden surfaces, appears in your hand. If you forgo any other weapon and use the Hammer of Vengeance to fix this world, your fealty will make it grow stronger, in proportion to the type of nails you've hammered in.

After hammering in ten opponents with flexible forms, the Hammer may gain some level of shapeshifting ability, extending its shaft and enlarging its head upon striking. After hammering in ten flying opponents, the hammer may learn to fly back into your hand from great distances. After hammering in ten brave heroes or a single deity, it may become far greater at its ordained purpose, expanding its purview or having all of its powers increase by a significant amount. After hammering in your Knight Arm, the Hammer of Vengeance may become your Knight Arm, and so on. The strength of your opponents matters for this; hammering in actual, steel nails does almost nothing; hammering in living people who represent what you hate is the most efficient method.

However, it starts out as nothing more than a simple hammer with a wooden handle.

No heavenly justice is this, but its colder distaff mace,
A hammer of vengeance striking you in the fucking face.


[ ] Astral Coin [1 Serious Grievance] - A glowing, neon-blue denar with a Fibonacci spiral engraved on one of its sides, and an orb lying on a pillar surrounded by laurel brackets on the obverse. If you toss the coin, it shall disintegrate in a cyan flash, but in return, you will be granted a single wish.

The wish must have certain limitations in potency and duration. As an example, if you wished for wealth, it may provide a stipend of 3x the average global minimum wage, but the money would appear in fat stacks on your house's bed, as illegal to possess as printed bills, or it may provide legal wealth but in reduced quantity. Alternatively, wishing for strength might optimize your musculature and skeleton as if you had trained optimally for a year with your current body and methods, but do nothing for your muscle memory, and so on. As such, it's recommended that your wishes be made with great care and attention to the wording.

[ ] Pandora's Box [1 Absolute Hatred] - No one is certain what lies inside the Pandora's Box; a sealed archdemon, a man-reaping plague, or maybe the end of the world itself. However, as you're about to discover, the truth is rather hilarious: the Pandora's Box, on opening, unleashes what the greatest amount of people in the world honestly believe dwells inside. As such, no matter what, opening it right now is sure to unleash a great evil on the world, almost certainly leading to the deaths of tens of millions over time, and likely more, as this is what people believe is going to happen should this occur.

Although ending the world may be the goal for some avengers, and may be an excellent pseudo-nuclear deterrent for others, consider the potential of such an option should you employ it alongside clever propaganda and misdirection. If you manage to wholeheartedly convince the people of the world that you're about to enact a ritual to bind the 'evil goddess' slumbering inside the Pandora's Box to your will, then upon enacting said ritual and unsealing the box, you'll have a goddess named Pandora on your side.

Naturally, the greater your fib, the more difficult and extensive the propaganda you will have to employ - convincing people the Pandora's Box holds the salvation of the world will prompt the skeptics to ask why you haven't opened it yet, and the fools to attempt to breach its lid as soon as the words leave your mouth. It'd be smarter, instead, to paint yourself as a villainous figure attempting to doom the world, creating a dungeon next to a major capital, and planting the Pandora's Box within. As soon as a prospective hero makes his appearance, so do you, snatching the Pandora's Box and laughing at the hero, at how he can never save the world now, before running away.

There are countless foes that you must overcome in your quest for vengeance, whether through subjugation or death. Ahead of you, there is no dalliance of a season, no grim slog of years, but potentially an eternity of turmoil and endless battle. All of it depends on the parts of the world you choose to hate.

I offer you no codex for the enemies you'll face, as their forms are myriad, endless, and dependent on what aspect of hatred drives you the most; conquer the world to prevent lesser humans from killing one another and put down any would-be hero who rises to stop you; slay the draconic overlords of the eastern sky to teach them forever the prices of hubris and domination; burn out the elven nobles from their accursed forests and force them to share their miracles with the rest of the world; crumble the dwarven keeps and claim their fonts of boundless gold as rightfully yours; carry out all of the above and more; more than you or I can possibly imagine.

It's your spite, and yours is the slaying hand, and the baneful sword that it wields. And yours, naturally, is the world that incited this hatred...

Now then, scion of Spite, which of these realms incited your grudge?

If you so choose, roll 1d10, or pay a single Petty Grudge to choose freely. I will allow you to step into another world, alongside your spite's benefits.

1 - Remain here, in the Broken World. However, you may choose to receive +3 Petty Grudges and +1 Serious Grievance, or +1 Absolute Hatred for having been denied the power to leave this wretched place behind.

2 - A Simple Transaction I. Appear a month before Hunger, and you instinctively know the path to the Elixir Sovereignty, able to guide yourself astrally. Additionally to your build, play the Furthermost Reaches CYOA but start with no Jade, and you may pick a maximum of one drawback.

3 - Star Wars. Appear on Tatooine five years before the Battle of Yavin. In addition to any magical talents you've picked up, you are Force-sensitive, with immense talent and great power, comparable to Anakin Skywalker in his prime, but if you do not practice it frequently or embrace it, you are fated to fall to the Dark Side with no return.

4 - Warhammer 40k. Appear on a safe (relatively, accounting for this universe's high danger level,) Hive World in the Segmentum Ultima, a hundred years before the return of Roboute Guilliman. You are a Perpetual and a psyker of great power, with flawless control over your abilities (extremely low risk of insanity, possession, control loss, etc.)

5 - The Witcher. Appear in Kaer Morhen in a twenty-year-old body, retroactively made into a novice Witcher of the Wolf School, with all of the knowledge, training, and magic that'd imply. If you're female, become Sorceress instead but with similar power level. Appear a week or so before the events of The Bounds of Reason (short story.)

6 - My Hero Academia. Appear a month before Deku enters UA High School, in a seedy bar somewhere in Musutafu, Japan. Alongside your powers, you also possess an inordinately powerful Quirk of your choice/design, only a half-step below in power and utility to the likes of One For All, or All For One.

7 - Naruto. Appear three weeks before Naruto graduates from the Konohagakure Academy, somewhere in the Land of Fire's forests but in close proximity to Konohagakure, with a legal identity and recorded past as a shinobi of any village you choose, as well as skill in manipulating chakra equal to a skilled Journeyman Ninja.

8 - Classic World of Darkness. Appear sometime in the early 90s in Los Angeles, as a supernatural being of your choice. You're homeless, but if you forsake your status as a supernatural being, you may instead have a mansion in Hollywood, with rent and other living concerns paid for the next five years.

9 - RWBY. Appear in Vale, around two weeks before the events of Volume 1, with the skills and Aura of a graduated Huntsman, as well as a Semblance and a stockpile of Dust that should last you for about two months with frugal use.

10 - Another world. Choose any setting of your reasonable preference; appearance time should be a decent chunk of time before whatever constitutes 'canon events,' in close proximity to its protagonist or closest equivalent, and you also gain a moderate amount of power related to the world in question.

If you picked the Artifact, "Pandora's Box," then on entry into any world of your choice, the history of that setting will be altered such that most educated people in the world are reasonably familiar with its destructive and ominous legend, and there is some evidence for its power, even if that evidence may be doubtful to some.

---

At one time, the content of this CYOA was going to be its own quest, but I already have a surplus of ideas. It's better to channel them into content that people can enjoy now, instead of waiting potentially for decades.

Edit: Also wordcount is 5.4k
 
Last edited:
So, @Birdsie how's this for the scale? A Petty Grudge is along the line of 'screw this guy in particular' Serious Grievances are more along the line of 'I'm going to make your life very, very unpleasant' and Absolute Hatred is along the lines of, say Goblin Hunter, upon being presented with a button that would kill every Goblin in the world, would press it with zero hesitation. No thoughts of 'What will I do with no Goblins?' no questioning the morality of such a genocide. Just instant death on a scale a human would struggle to comprehend.
 
A Petty Grudge is along the line of 'screw this guy in particular' Serious Grievances are more along the line of 'I'm going to make your life very, very unpleasant' and Absolute Hatred is along the lines of, say Goblin Hunter, upon being presented with a button that would kill every Goblin in the world, would press it with zero hesitation. No thoughts of 'What will I do with no Goblins?' no questioning the morality of such a genocide. Just instant death on a scale a human would struggle to comprehend.
A Petty Grudge is an emotion along the lines of what Lex Luthor regularly feels towards Superman; a decisive and deep-rooted need to annihilate the thing in question, such that you won't hesitate if given the chance, yet one that may be put aside in favor of greater concerns. It's a strong and broad feeling, and unlikely to fade (especially for your character in this CYOA), but not as sharp and incisive as...

A Serious Grievance, which is significantly closer to what Harry Potter felt in regards to Bellatrix Lestrange as of the end of Order of the Phoenix. An indescribable, murderous and destructive urge that overwhelms the mind, and goes beyond the simple 'remove this element with extreme prejudice,' and into the 'I want you to suffer tenfold' territory. If you're a kind and reasonable individual of at least moderate sanity and sensible morality, it'd be possible to temporarily suppress this urge in the name of the greater good, or for your loved ones, but it'd remain - almost impossible to cut away or leave behind; a kind of pain that leaves cracks in the soul.

An Absolute Hatred is almost indescribable using human language; deeper than your bones, blacker and more twisted than a god's wrath. A hatred that's almost like a lich; undying, undead, unkillable, undaunted; eternal and almighty. It rules and defines you; a hatred so absolute it's no longer an emotion, but the core of your being, around which every other part is built. Removing it from yourself would be like unslotting a uranium rod from a nuclear reactor. Although you rationally know its subject cannot be destroyed at the moment, you'll do anything in the pursuit of the subject's destruction and suffering. It's the axis of your existence; your raison d'etre. It drives you - the CYOA makes the presupposition that achieving this Absolute Hatred is what crystallized the character into their current state, allowed their other, lesser hatreds (above) to sublimate into power, and that the character's Absolute Hatred is likely directed at some abstract source or concept, like death or injustice; otherwise, its pull would be almost unbearable.

If the subject of the Absolute Hatred were to be an individual or other terrestrial/physical feature, and you slew/destroyed them utterly, your character would almost certainly commit suicide almost immediately afterward, their reason for existing having disappeared. If their Maslowian reasoning was higher, they might instead research their deceased subject and look into attached things (who made it, the subject's relatives,) etc, and take vengeance upon them as well. It's recommended that your Absolute Hatred's subject be limitless, in order to match the level of spite we're talking about.
 
Last edited:
Greatness (2 Petty)
Avenging Fist (1 Serious)
Mastery of Errant Possibilities (2 Petty + 1 Serious)
Dragon of Night (1 Absolute)

Stay in broken world
Dream of Betterment (3 Petty)
Aria of Daysky (1 Serious)

(Whoops posted too early, but this is the build)

I think Greatness + Dragon is so interesting, even if it isn't mechanically very synergistic. A dragon emulating the paragons of humanity and then surpassing them in every respect before utterly eradicating all of existence just feels right. Like beating them at their own game to prove that you are better than the ones you hate.
 
Last edited:
@Birdsie Question if you choose to stay in the world do you still have to pay the 1 petty to be able to choose?

Edit: Also for crystalline perfection is 'Chinese Martial Arts' too broad a category?
 
Last edited:
@Birdsie Question if you choose to stay in the world do you still have to pay the 1 petty to be able to choose?
Nope, that's for free. If you do choose to roll, and get a 1, though, you receive extra spite. Your world really fucking sucks. Having to be born in it is one thing. Attempting to leave and being told 'no,' is an instant spite booster.
 
Remain here, in the Broken World.
+3 Petty Grudges and +1 Serious Grievance,

[ ] Greatness [2 Petty Grudges]
[ ] Avenging Fist [1 Serious Grievance]

-*Prowler's Secrecy - ++++Agility, ++++Wits, +75% to the speed of training those Attributes.
[ ] August Sophos [1 Petty Grudge]
[ ] Mastery of Errant Possibilities [1 Serious Grievance
and 2 Petty Grudges]
-*Crystalline Perfection - Bajiquan
[ ] Shimmering Mandorla [1 Petty Grudge]
[ ] Esoteric Assumption of Responsibility
[1 Absolute Hatred]
-Own body, empowered by hatred. All physical attacks emit destructive shockwaves and ignore defence.
[ ] Astral Coin [1 Serious Grievance]
-
Remove all attribute capstones.

Cast Fist. It's surprisingly effective.

Rather than focusing on strength this build instead focuses on speed and reflexes to make sure the hits land. Sophos also gives bullet time which is seriously useful for close combat where the slightest screw up can kill you.

The destructive power is instead provided by the skill from Mastery and the enhancements from knight arm. Bajiquan is an art that focuses on explosive blows that are further enhanced from knight arms shockwaves and the general boost provided by Mandorla.

With the wish I won't need to worry about hitting a peak in my attributes.

Basically this is a build focused on single target one hit kills. Close the distance between you and you opponent to in the blink of an eye and kill them before they have a chance to react.

Because of this the build is slightly squishy (as squishy as someone with a plethora of physical enhancements can be anyways) and more importantly lacks any sort of AoE abilities.

The reason being that the Absolute Hatred is directed at supremely powerful entities.

Gods.

The ultimate goal is to slaughter all gods and any other beings that set themselves up in a role of worship and forcibly influence those weaker. Intentions don't matter. Wether the god in question is malevolent or benevolent, those that dictate the lives of those with less power will die.

TL;DR: Li Shuwen with a Spartacus mindset and actual supernatural abilities.
 
Last edited:
I need to roll first before do the build.
2 Simple transaction,well,I am screw.
I don't think I can gain power fast enough to derail the story.
Hunger is absolute fast in gaining power even more than Seram.

8 is a bit manageable in world of darkness that power is only galaxy and one ordinal of reality level.
skaro threw 1 10-faced dice. Reason: cyoa Total: 8
8 8
 
Last edited:
:-: :-: :-: Hatred Internalized CYOA :-: :-: :-:
Another one, hot off the presses. It's easier to customize with advance knowledge of budget and destination, so I went ahead and rolled for two builds. Looks like one's dispatched to a galaxy far, far away... and the other's staying behind in the Broken World, the poor bastard. Knowing little of the latter setting's the primary drawback here, it's difficult to rage against the machine when we know nothing of its mechanisms. But perhaps ignorance is bliss in this case?

Jörmungandr - Shimmering Mandorla -1P, Void Sauce -3P, Elemental Circle of Animosity -2S, Dragon of Night -1A

When in doubt, become a dragon. That heuristic will rarely steer you wrong. But even Jörmungandr might balk when confronted with billions of habitable systems; what recourse does the serpent of a single world have against such immensity? The sheer scale of Star Wars is daunting. Yet so long as hate endures, there's no choice but to carry on. To master one's circumstances, no matter what rains may come. And where should this build arrive but Tatooine?

A planet with no rain and two fucking suns, when Jörmungandr's Absolute Hatred is reserved for light. Accursed radiance, a perversion of the natural order, malicious photons polluting the perfect darkness that reigned before his draconic forebears destroyed its tranquility. Every glance skyward only fuels his spite. Clearly something's screwing with him, but what else is new? All the stars in the sky are still his enemies, and he will sail until every light is extinguished.

Mechanically, the build's simple. Void Sauce has aesthetic and practical synergies with Dragon of Night, so it should be consumed as soon as possible. Dragon breaks physical stat caps, meaning there's less need for Greatness, and Shimmering Mandorla's flat multiplier only gets more valuable as the wyrm accrues might with age. Force sensitivity is surprisingly useful, overlapping with Void's telekinesis and the Elemental Circle of Animosity's lightning; it's only fitting for a dragon to possess the latter power.

Jörmungandr starts out indifferent to the brewing conflict between the Empire and Rebels. He had some hope for the former after hearing about Star Destroyers, until learning that the name was hyperbole. So after killing Jabba and eradicating the slave trade, the early game probably revolves around weather alterations with Animosity and apprising krayt dragons of the new food chain. At least until the stormtroopers show up and trigger a Grievance, at which point it's off to the races.

If the alternative's Light, falling to the Dark Side's likely inevitable in the long run. The galaxy avoids subjugation by a greater tyrant only because Jörmungandr prioritizes curing this disease that we call day above other concerns. Progress may require access to Dragon of Night's final form; if waiting for draconic maturity turns out to be a drag, Jörmungandr can try to timeskip using the sauce. Arranging for a minion to drink it after a decade's an easy test.

What does Void Sauce actually taste like, though? What does it pair with? Inquiring minds want to know.

Woe Unto World's End

Greatness -2P, August Sophos -1P, Dream of Betterment -3P, Shimmering Mandorla -1P
Avenging Fist (Sage's Acuity) -1S, Aria of Daysky -1S, Astral Coin -1S
Esoteric Assumption of Responsibility (Staff) -1A

Thwarted at the final moment. Taunted with the prospect of freedom from this wretched place, only for the door of hope to slam shut. Perhaps the mistake was his, for believing that there was any justice at all to be found here. For another the despair might be paralyzing; to him, it's merely a grim reminder of long-apparent truths. Very well. If this is to be a cage match, the world would do well to remember: "I'm not locked in here with you. You're locked in here with me."

Vengeful proclamations aside, the Woe is a high-potential build that abuses its inflated budget to stack growth multipliers. Greatness raises stat caps, August Sophos grants compatibility to exploit that newfound talent. The Aria guarantees access to a tutor and the recuperative effects should lessen the time lost from mashing August's panic button. And while Dream of Betterment's hardly the Staff of Echoes, Daniel's B-Dream techniques are a ray of light in the darkness, proof that a better world than this is possible.

Dreams continue to provide hope in the form of the Lotus Maiden's visitation. The Woe's Knight Arm is a staff of charred yew, with an inextinguishable blood-red flame burning atop it. Upraised, it overturns the order of the world; bonds of fealty are broken and slaves take up arms against their masters. Wielded in anger, it sears the earth and sets the skies aflame. The Betterment-boosted Astral Coin's spent to accelerate progress toward Imperial Rank, rather than attempting to finagle it into granting an independent ability.

The Mandorla's not as synergistic with this build, but it had a spare Grudge floating around and nothing else to purchase. I considered taking Generalist with Avenging Fist to get more mileage out of it, but maxing out mental stats by combining Acuity with the Aria of Daysky's meditations was too tempting. Shame about the lack of a tier-two capbreaker as well, Errant Possibilities just wouldn't fit. And the whole setup's scarily squishy without Undeath; if only it didn't cost two Grievances, I could've built Baenlixnaire!

Though we don't know much of the Broken World's dangers, if this setup avoids an early end it should scale rapidly going forward. Whatever magics can be acquired along the way with August Sophos will be helpful, especially amplified by the Progressive Wave. But in the long run, the Woe's banking on celestial secrets and Assumption of Responsibility to win the day.

943 words, if that's relevant.
 
A N O T H E R C Y O A

Fanwork#4500 words

The Galaxia One Year Experience

Congratulations! You've won a one year all-expenses-paid experience on Thalassa Cruises' premier transmultiversal vessel, the Galaxia! As our guest of honor, you have the extraordinary privilege of not only joining us for a whole four seasons free of charge, but even choosing our course for the year! Unfortunately, due to prior arrangements we are limited in what options we can offer, but rest assured that all of them have plenty of opportunities for fun!

For each season, select one or two destinations. If you select a single destination, you have time to participate in all activities and acquire all souvenirs offered there. If you select two, you only have time to participate in one activity or obtain one souvenir from each (or an activity in one and a souvenir from the other), as the Galaxia must spend time traveling from first to the second.

SPRING

[ ] The House of Angels - Certainly the most ancient of the destinations available for this cruise, the House of Angels houses Creation's Keyhole, the largest stable Luminous Fracture in the Star Ocean.
-[ ] Activity: Listen to the whispers of eternity through Creation's Keyhole - You have a remarkable affinity for the Light. The whispers grant you the barest glimmer of Knowledge. With time and dedication, you will eventually develop the power to let the light of creation pour into the momentary world, to nourish your soul with its revelatory light, and to awaken to your true reality as if from a dream.
-[ ] Souvenir: A treasure map hidden by a previous guest - The House of Angels is not easy to negotiate access to, but we aren't the first. It seems someone has left something behind for you. The map is strange and shimmering, its nature uncertain. Choose a Souvenir from a future season's destination. The map will show you the way to a secret cache where that souvenir can be found, without having to change your cruise schedule.
-[ ] Souvenir: A cast-off angel feather - Angels don't have any inherent physicality, but especially powerful ones can sometimes leave artifacts like these in their wake. Gossamer and translucent, almost not there. If you hold the feather and wish to send a message to someone, anywhere and anywhen, a diminutive angel will be dispatched to carry it out. The feather has the strength to do this twice before discorporating, but as long as it still exists it will slowly regain strength.

[ ] Goldenvale - A place of home and health, in the bosom of a still-young world. The story of this place is still being written, its legends happening here and now. Great potential lies untapped in every corner.
-[ ] Activity: Feast with Thunder and Sea in the Immortals' Longhouse - Two jolly immortals, the progenitors of mortal humanity, built this longhouse for their burgeoning family, including you. The food isn't exactly gourmet, but it's a good meal. Taking your place at the immortals' table and spending time with your mythic ancestors plants the seed of a Mythos in you. Each Activity you choose during the cruise after this one, as well as any epic feats you achieve after returning home, will contribute new powers to and bolster the strength of your Mythos.
-[ ] Activity: Practice the air-dance with the young Samarites - The green-skinned Samarites are favored by Sun and Sky, and teach their children how to traverse the heavens. If your pride allows it, you can learn with them. The dance is as exhausting as it is invigorating. Air-dancing is a powerful and versatile movement technique, as well as a beautiful one. By the end of your stay, you'll be skilled enough to circle the globe in an afternoon, with reflexes and wits to match your speed.
-[ ] Souvenir: A divine creation from Fate or her nameless brother - Fate is a powerful witch and masterful weaver, while the nameless brother commands fire and metal with peerless skill. Anything within these immortals' remit is on offer. Even advanced technologies may be possible if you describe what you desire well. Whatever you request, it will be of the utmost quality, and perhaps more importantly, will expand in power and magic alongside you, always worthy of its place in your panoply.

[ ] Dreaming Tree - Every world in the Star Ocean contains reflections of that self-same ocean, however warped or shadowed. The Dreaming Tree is one such looking glass, and one of the brightest.
-[ ] Activity: Watch auroral dreamscapes shimmer among the Upper Boughs - All the dreams across the Star Ocean find their way through the branches of the Tree. It's strange to experience whole-body sensations through just your sight. By absorbing a portion of the oneiric power of the Tree's branches through your own eyes, an oracular connection is made. Initially, your visions will be wild and confusing, but with time you will gain control and clarity.
-[ ] Souvenir: A low-hanging Fig of Fantasy - The Dreaming Tree bears many fruits, only Figs of Fantasy carry their parent's power within them. It tastes like anything you could imagine. Eating the Fig will grant you a small portion of the Dreaming Tree's power to conjure fantasies, allowing you to project simple semi-real illusions of whatever you can imagine into the world around you. With practice, the reality of these illusions, as well as the complexity of what you can conjure, will naturally increase, though they will never become independently real without outside influence.
-[ ] Souvenir: A dose of reality venom from the Green Dragon - One of the few of its kind, the Green Dragon searches the boughs for dreams worth realizing. Black speckled with glittering points of light, like liquid night. Injecting the Venom will provide you a holistic and comprehensive ontological magnification, an experience which is difficult to describe. The Venom can also be injected into illusions, such as those that the Fig allows you to create, in order to give them true, independent reality.

SUMMER

[ ] Three Circles - Named for its eponymous three concentric rings of urbanity, each dedicated to one of the Three Arts. The outermost and largest ring to Alchemy, the middle to Theurgy, and the innermost to Astrology.
-[ ] Activity: Study the Three Arts under the tutelage of the First Master - The builder of the rings, the founder of the city, the codifier of the Arts. There could be no better teacher. The classwork is grueling, but your progress is rapid. Following the First Master's lesson plan for your stay will ensure that you are adept in all three Arts, including competence with a respectable repertoire of spells.
-[ ] Souvenir: A flask of Perfecting Elixir - One of the greatest miracles of the Arts in concert. Once a treasure of exceeding rarity, now the focus of Three Circle's industry. It looks like liquid gold, and smells like brimstone. Imbibing the Elixir will induce a rapid but not unpleasant transformation, idealizing your physical form and unifying it with your immortal soul, as well as perfecting your talent for all endeavors, greatly improving the speed with which you acquire skills.
-[ ] Souvenir: A personal Homunculus - The essential spirit is a shared material between Alchemy and Theurgy. In concert, two Arts can create a miracle. Even when you can't see or hear it, you'll know it's there. A great master of two Arts will reweave your essence into a semi-autonomous spirit to serve and aid you in your travels. Whatever form it takes will be an echo of your essential nature, but its abilities will always be both useful to your goals and scaled to your general power-level.

[ ] The Great Gate - Once, this was a land of war and chaos. Petty gods squabbled for land, for men, for treasure. Then, the Demon of Law came, and with them an end to war, to chaos, to gods. Where the last god fell, they built the Great Gate.
-[ ] Activity: Witness infinity from the parapets of the High Tower - The Demon of Law built a tower to survey their lands. It is a very tall tower. Mere exposure to the infinite land-and-seascape that sprawls beneath the High Tower will expand your mind, allowing you to contain its endless vistas and more with perfect clarity. You can even spot your own homeworld, and likely many other worlds you might recognize.
-[ ] Souvenir: A protective starmetal amulet - The High Tower stretches through fathomless heavens, where stars are as common as grains of sand. An innocuous bumpy little silver ball on a silk ribbon. Wearing the amulet extends inviolate protection from unwanted divinations as well as shielding you from all curses and other malevolent contortions of fate. It also provides a lesser but still significant degree of protection from anything else of a magical nature.
-[ ] Souvenir: A binding contract from the office of the Demon of Law - The Demon's army of clerks embody and operate the vast majority of the organs of the Law, including all ordinary contracts. You, however, are hardly ordinary. The parchment has a golden sheen to it, and the quill is hot to the touch. As long as you and one or more other people are touching the contract's parchment, you can conjure a least avatar of the Demon of Law, who will aid you in writing a contract which satisfies all parties. Once drafted and signed, the full force of the Demon's magic enforces the contract.

[ ] The Shining City - All across the Star Ocean, people are trying to make their worlds a better place. After numberless generations of struggle and progress, across the vast gulf of time, lies their final victory: the Summer Empire and her capital, the Shining City.
-[ ] Activity: Have your potential unlocked at the Ministry of Possibility - The Summer Empire's existence is predicated on their control over the foundations of reality, and that extends to the potential of its people. The sheer lack of bullshit and red-tape is honestly the most surprising part. After being screened for potential catastrophic instability, the limits on your ultimate potential will be removed, allowing you to pursue any skill or technique to superhuman, supernatural heights.
-[ ] Souvenir: A free copy of The Classic - The Classic is the story of the Summer Empire. It is a step by step guide on how to build the Summer Empire from scratch. It is the best argument ever made for why you should do exactly that. It looks like a book, but it's definitely more than that. This innocuous leather-bound tome contains the total of the Summer Empire's wisdom, refined and summarized for perfect digestibility, allowing you to bring about its achievements in any world you might visit. If you pursue it, the Summer Empire could be built well within your lifetime.
-[ ] Souvenir: An imperial badge of approval from the Summer Emperor - The prosperity of the Summer Empire extends far beyond its borders, and so too does the emperor's approval. A silver pin with mirror finish and a little sunburst etched into it. Once you've worn the badge, no force of natural essence or lawful character can harm you, even after you take it off again.

FALL

[ ] Labradoris - The grave-earth of the Giants, those great builders and sowers of the holy land now long-dead, yet grasps their venerable power. This power flows up, from farmer to Earthbound, from vassal to liege, into the miraculous garden of Labradoris.
-[ ] Activity: Dine on miracles and blessings with knights of the High King's court - The power of the High King is vast, but so is her kingdom. Her knights carry that power out, and ensure her vassals do not forget to whom their strength is owed. It's difficult to describe how delicious the food and drink is. Ambrosia and nectar don't cut it, this stuff is good. Consuming the fruits of the High King's garden and the meat of her blessed beasts provides a truly gargantuan benefit to your physicality, the earth-power eager and obedient to your will, ready to explode in knightly transformation at the first sign of violence.
-[ ] Activity: Befriend a Blessed Beast of the High King's menagerie - Blessed Beasts, like the Earthbound and their knights, possess the earth-power, and likewise each possesses strange, magical traits and abilities. Not all of them can talk, and not all of the ones that can talk are great conversationalists. Engaging with a gregarious beast as an equal has earned you its secret gift of language, allowing you to speak to any flesh-and-blood animal, and allowing those creatures to in turn provide you their calling name, if they so choose, letting you summon them and invoke their blessings (if they have any).
-[ ] Souvenir: A pot of holy soil from the Royal Garden, full of earth-power - Normally, it requires the cauldron of an Earthbound's body to refine earth-power into holy soil in which miracles may grow. This is one exception. It smells a little funky, but you guess that's natural. Any seeds, sprouts, or rooted cuttings planted in the holy soil will grow with great speed and vigor, even without tending, even without water or light. Products of this growth will be of the highest quality, and may take on supernatural attributes depending on their source stock and growing environment.

[ ] Sunsleep - Shielded from the apocalyptic wrath of the Storm by its tall mountain walls, the Gardel river valley is a haven of relative peace on the Island, and through that peace, the city of Sunsleep on the river's mouth has grown great.
-[ ] Activity: Gain the Spirit Tongue and become a Spirit-Talker - Long ago, the spirits of men betrayed their kin and earned the Storm. A free spirit has chosen to forgive yours. You can hear them, now, if you listen, and they can hear you. Receiving the spirits' forgiveness opens your ears to their secret commentary on the world's stories, as well as allows you to speak to them yourself, to barter or beg for their aid. Note, while many spirits have, broadly, let go of their grudge, spirits of the Storm very much have not.
-[ ] Activity: Find a tutor and achieve superskill in a field of your choice - The fruits of betrayal, uncommonly sweet. The spirits of men knew they could be more, and so they did. You know there's so much more to learn. Studying under an expert teacher brings your mastery of any single skill you possess to its absolute peak, the furthest reaches of what could have been possible for you before, and removes any limits on your continued progress, as well expanding the conceptual remit of the skill, allowing for outright magical results to be achieved.
-[ ] Activity: Get a souvenir upgraded by an elder supercraftsman - The oldest, most advanced artisans of Sunsleep can work with just about anything. You don't know how they managed to pull this off, frankly.
--[ ] Treasure Map - Restore its shimmer. The map now illustrates the ways to new and unknown treasures, revealing endless secret corners and crevices and corridors. What you find might not be useful, but the hiding place you find it in might be instead.
--[ ] Angel Feather - Eliminate its fragility. Holding the feather now allows you to dispatch angels without limit, and by mustering all of your will, allows you to fly with the eternal alacrity of an angel yourself. Do not underestimate the toll this takes.
--[ ] Divine Creation - Awaken its intelligence. Wearing or wielding the creation allows you to commune with its governing intelligence, allowing you to shape the character of its growth. This intelligence is initially rather limited, but will grow with time.
--[ ] Fig of Fantasy - Broaden its scope. Illusions projected through the fig's power have far greater range than before, extending all the way to whatever limits your senses have, if any, rather than being bound to your immediate surroundings.
--[ ] Reality Venom - Concentrate its potency. Injecting the reality venom now provides an additional amplification of your ontological magnitude, elevating a limited domain beyond the holistic baseline, with narrower domains receiving a greater elevation.
--[ ] Perfecting Elixir - Extend its reach. Ingesting the elixir now allows you to permeate the physical world with your immortal soul, sharing your invincibility with it, as well as providing you a sublime and intimate understanding of whatever your soul encompasses.
--[ ] Personal Homunculus - Subvert its flow. The homunculus is transformed from merely a reflection of your essential nature into a tool for self-modification, allowing you to alter your own essential make-up, a dangerous but powerful avenue for growth.
--[ ] Starmetal Amulet - Strengthen its sympathy. Wearing the amulet now grants an intuitive sense of the astral plane, and how forces and forms therein act on the material world, as well as the ability to interfere with them directly.
--[ ] Binding Contract - The Binding Contract cannot be upgraded.
--[ ] The Classic - Increase its utility. The Classic gains virtually limitless minor functions beyond serving as a repository of knowledge, greatly hastening uplift in worlds which lack advanced technology or magic, as well just being generally useful.
--[ ] Imperial Badge - Expand its authority. The badge now allows you to give rudimentary commands to natural orders and systems of law, so long as they don't contravene their inherent nature, as well as extend the baseline protection of the badge to whoever you deputize.
--[ ] Holy Soil - Multiply its blessings. Alterations to plants grown in the soil now breed true and are retained by child plants, even when grown in common earth. Highly magical plants may require special care when not grown in the soil.
--[ ] Vessel of Your Own - Enlarge its cabin. The vessel can now comfortably accommodate you and five guests of approximately human scale, along with space for additional storage and ontomediation equipment to ensure any possible guests will be comfortable.
--[ ] Antediluvian Scripture - Taste its truth. A single fragmentary prayer of the scripture is translated into your native tongue. With experimentation and persistence, you can complete its formula, allowing you one reliable way to petition or propitiate your god.
--[ ] Sound Stone - Release its voice. The stone can now play any sound stored within it. Beyond providing a superb sound system, the stone can now perfectly reproduce any magic anchored to its music, including providing access to echoes of the deceased it contains.
--[ ] Lost Treasure - Embrace its aberration. By meditating with the treasure, you are able to enter an altered state of mind which is better able to understand its new abyssal perspective. This improves your ability to use the treasure, but can also involve some personality changes.
--[ ] Immortal Steel - Ignite its fire. With effortful training, you can now cultivate the magical ghost-flame which motivates the steel, hastening its adaptation and allowing you to enkindle that spiritual fire within any child of forgecraft, animating and immortalizing them like the steel.
--[ ] Master Key - Attune its entitlement. The key no longer has a physical form, eliminating the possibility of it being lost, stolen, or destroyed, allowing you to enter or exit the Tenement at will, and ensuring that your status as Owner can only be altered with powerful magic.

[ ] Heaven's Raft - Once upon a time, long long ago, all worlds were one. Then, the heavens wept, and the tears were more numerous than the stars, and they drove the world apart, scattered across this dark new Star Ocean.
-[ ] Activity: Exchange stories and souvenirs with fellow cruise-goers - Heaven's Raft is a frequent partner organization to us, so you may encounter other guests of ours during your stay. Many other travelers on Heaven's Raft are happy to trade tales and trinkets. You can exchange souvenirs with other players of this CYOA who take this Activity. The details of the exchange are for you to decide. This is one of the only ways to receive multiple instances of the same souvenir, alongside the Treasure Map.
-[ ] Souvenir: A small Star Ocean-faring vessel of your own - The Galaxia has an internal docking bay for smaller vessels, for just this sort of situation. It looks a bit jank, but the previous owner swears by her quality. This vessel isn't powerful enough to meaningfully alter your options with regards to this voyage, but once you've returned home, it will be an unbeatable ride, able to take you anywhere in your universe or its embedding manifold with a brief, easy trip, and even further afield given time and effort. It's not quite big enough for guests or cargo, though.
-[ ] Souvenir: An antediluvian scripture - Ancient words, spoken by a forgotten god. No one knows what messages may be contained within, though not for lack of trying. When you hold it close, you can feel something in the back of your mind. Studying the alien markings of the scripture will initiate you into the mysteries of a forgotten god, their sole acolyte in this present world. Trust for trust, and faith for faith, you will come to know your god.

WINTER

[ ] Hall of Echoes - There is a world that refuses to forget. Numberless multitudes are destroyed every passing moment, and the Hall of Echoes captures their shapes and their stories in its stone, so that what is lost might still be remembered.
-[ ] Activity: Search for the echo of a lost ally or loved one - The Hall preserves echoes of all who pass, great or small. If they cannot be found here, you can know they still live. A part of you isn't sure that you're ready to see them again. Finding the idol of your lost one in the Hall will allow you to speak to their echo. This isn't a true, whole continuation of them, nor is it merely a recreation, but something in between. This echo lacks an indescribable thing, a nutrient spark, a growing-living-striving motion, a vital heat, transfixed in stone and song as it is.
-[ ] Activity: Resonate with the song of a fallen hero - For some, the story of their life has a power of its own, strength enough to struggle on even after its hero has died. Are you their reincarnation? Their successor? A kindred spirit? Finding the idol of a dead hero whose story aligns with yours reveals new paths for you, to follow or forgo. Find another CYOA or CYOAs and use them to construct this hero, then continue their story until their death. With effort and not inconsiderable risk, anything they had could be yours.
-[ ] Souvenir: A Sound Stone from one of the Hall's shrines - The bones of the Hall reverberate with songs, not only those of dead men, but dead worlds. Just holding it makes you want to start humming. The stone holds within it a small fraction of the songs that echo through the Hall, but even so its library is larger than any ordinary human lifespan could contain, and filled with many powerful magics. Fortunately, accessing its well of knowledge is supernaturally intuitive, as are its other functionalities of recording and editing songs (or other audio, or audio-like phenomena) .

[ ] Star-on-Horizon - The Star Ocean stretches across infinity, but even so, it is only an infinitesimal droplet in comparison to the greater Abyss. Star-on-Horizon is the last safe harbor for those brave or foolish enough to test its vastness.
-[ ] Activity: Help guard the World's Edge - Abyssal incursions are common at the World's Edge, though one's this powerful are much more rare. A worthy cause, and a worthy opponent. Whatever resources and abilities you commit to the edge's defense, the Abyss will provide an appropriate challenge. This provides an excellent opportunity to train your skills in combat, impress the warriors you fight alongside, and if you overcome the incursion, a chance to become touched with the power of the chimerical darkness of the Abyss itself - granting you powers over obscuring and blurring things and the opportunity to change and adapt yourself and your abilities into a stranger, more esoteric form.
-[ ] Activity: Learn to navigate the Star Ocean by eye and ear and hand - The people of Star-on-Horizon have an ancient and expert tradition of navigating the Star Ocean. There's more to the world around than you ever thought before. Training under a master navigator provides you the awareness of the subtle signs of the Star Ocean that are nonetheless apparent to even mortal eyes and ears, and the skill to utilize these signs to find your way. This is best suited to guiding vessels through the Star Ocean, but it is functional for navigating mundane vessels, or to traverse the Star Ocean without a vessel.
-[ ] Souvenir: A Lost Treasure retrieved from the Abyss - True abyssal artifacts are too alien to be understood, but some treasures lost to the Abyss find their way back. There's something off about how this thing looks, how it feels. Choose an artifact from myth, fiction, another CYOA, or even simply your own imagination. This Lost Treasure was once that artifact, or something like it at least. Time submerged in the mutagenic darkness of the Abyss has warped it into something unfamiliar and unwieldy, with greater power leading to greater change.

[ ] The Black City - Not everyone agrees with the principles of the Summer Empire. Most dissenters are happy to create their own utopias and peacefully coexist, but not all. It's a testament to the Shining City's fitness that even its direst opponents mirror its form.
-[ ] Activity: Attend a massive mixer with guests from all across the City - High society parties are quite exclusive, but as our guest of honor you're more than qualified to attend. You can only barely remember what happened last night. Aside from the pleasant afterglow of the supernal delights you experience during the party, you will also retain a charismatic mien and marginal psychic empathy. You'll also make at least one new valuable contact, and possibly many, depending on how popular you are with Black City socialites.
-[ ] Souvenir: A limb of immortal steel - The legacy of a wandering mage-smith who traveled through the Black City, a long time ago. Expensive, but worth the price. It's warm to the touch, pulsing gently in time with your heartbeat, and flickers with ghostly flames. Undergoing the attachment surgery is quick and painless, and the arm itself is just as dexterous and sensitive as one of flesh and blood. It is also very indestructible, and as you use it, it will steadily adapt to whatever tasks you put it to, growing in strength or precision or beauty or any other attribute as needed.
-[ ] Souvenir: The master key to an untouched, abandoned Tenement - There are many Tenements in the Black City, but most are worlds of squalor and poverty. An unassuming key. Clean carpets, bright lights, bare rooms, endless hallways, bottomless stairwells. The key allows you access the interior of your new Tenement through any door with a usable keyway (and through the Tenement's exit, access to the Black City, even after you return home). Inside is an infinite array of empty apartments, ready to be furnished and inhabited, equipped with HVAC, electricity, internet, and all other modern necessities. Being the keyholder also grants you recognition as the Owner, allowing you to magically propagate any renovations you make in one apartment out to all of them, or any simple subset of them, and to grant or remove the status of Tenant to anyone you can soundly identify.

Home

After a very long, exciting year, you return home, just where you left it, or the nearest safe place if it's become unsafe while you were away. How has the world changed since you left? A year is a while, and while it seems you're the only one who had such a fortuitous encounter with Thalassa Cruises in your world, you aren't the only one who has had an interesting year. Feel free to speculate what sort of chaos that being exposed to the Star Ocean and its many constituent multiverses has caused. More importantly, what will you choose to do, with all you've gained?
 
Last edited:
[ ] Goldenvale - A place of home and health, in the bosom of a still-young world. The story of this place is still being written, its legends happening here and now. Great potential lies untapped in every corner.
-[ ] Activity: Feast with Thunder and Sea in the Immortals' Longhouse - Two jolly immortals, the progenitors of mortal humanity, built this longhouse for their burgeoning family, including you. The food isn't exactly gourmet, but it's a good meal. Taking your place at the immortals' table and spending time with your mythic ancestors plants the seed of a Mythos in you. Each Activity you choose during the cruise after this one, as well as any epic feats you achieve after returning home, will contribute new powers to and bolster the strength of your Mythos.
-[ ] Activity: Practice the air-dance with the young Samarites - The green-skinned Samarites are favored by Sun and Sky, and teach their children how to traverse the heavens. If your pride allows it, you can learn with them. The dance is as exhausting as it is invigorating. Air-dancing is a powerful and versatile movement technique, as well as a beautiful one. By the end of your stay, you'll be skilled enough to circle the globe in an afternoon, with reflexes and wits to match your speed.
-[ ] Souvenir: A divine creation from Fate or her nameless brother - Fate is a powerful witch and masterful weaver, while the nameless brother commands fire and metal with peerless skill. Anything within these immortals' remit is on offer. Even advanced technologies may be possible if you describe what you desire well. Whatever you request, it will be of the utmost quality, and perhaps more importantly, will expand in power and magic alongside you, always worthy of its place in your panoply.
I like this a lot. Incidentally, could this Souvenir be used to make a Star Ocean vessel? Something that works well with Airdance, perhaps.
After being screened for potential catastrophic instability, the limits on your ultimate potential will be removed, allowing you to pursue any skill or technique to superhuman, supernatural heights.
Question: Does this come with a new cap? I ask because Superskill grants infinite-or-better skill if not.
[ ] The Shining City - All across the Star Ocean, people are trying to make their worlds a better place. After numberless generations of struggle and progress, across the vast gulf of time, lies their final victory: the Summer Empire and her capital, the Shining City.
-[ ] Activity: Have your potential unlocked at the Ministry of Possibility - The Summer Empire's existence is predicated on their control over the foundations of reality, and that extends to the potential of its people. The sheer lack of bullshit and red-tape is honestly the most surprising part. After being screened for potential catastrophic instability, the limits on your ultimate potential will be removed, allowing you to pursue any skill or technique to superhuman, supernatural heights.
-[ ] Souvenir: A free copy of The Classic - The Classic is the story of the Summer Empire. It is a step by step guide on how to build the Summer Empire from scratch. It is the best argument ever made for why you should do exactly that. It looks like a book, but it's definitely more than that. This innocuous leather-bound tome contains the total of the Summer Empire's wisdom, refined and summarized for perfect digestibility, allowing you to bring about its achievements in any world you might visit. If you pursue it, the Summer Empire could be built well within your lifetime.
-[ ] Souvenir: An imperial badge of approval from the Summer Emperor - The prosperity of the Summer Empire extends far beyond its borders, and so too does the emperor's approval. A silver pin with mirror finish and a little sunburst etched into it. Once you've worn the badge, no force of natural essence or lawful character can harm you, even after you take it off again.
[ ] Sunsleep - Shielded from the apocalyptic wrath of the Storm by its tall mountain walls, the Gardel river valley is a haven of relative peace on the Island, and through that peace, the city of Sunsleep on the river's mouth has grown great.
-[ ] Activity: Gain the Spirit Tongue and become a Spirit-Talker - Long ago, the spirits of men betrayed their kin and earned the Storm. A free spirit has chosen to forgive yours. You can hear them, now, if you listen, and they can hear you. Receiving the spirits' forgiveness opens your ears to their secret commentary on the world's stories, as well as allows you to speak to them yourself, to barter or beg for their aid. Note, while many spirits have, broadly, let go of their grudge, spirits of the Storm very much have not.
-[ ] Activity: Find a tutor and achieve superskill in a field of your choice - The fruits of betrayal, uncommonly sweet. The spirits of men knew they could be more, and so they did. You know there's so much more to learn. Studying under an expert teacher brings your mastery of any single skill you possess to its absolute peak, the furthest reaches of what could have been possible for you before, and removes any limits on your continued progress, as well expanding the conceptual remit of the skill, allowing for outright magical results to be achieved.
-[ ] Activity: Get a souvenir upgraded by an elder supercraftsman - The oldest, most advanced artisans of Sunsleep can work with just about anything. You don't know how they managed to pull this off, frankly.
--[ ] The Classic - Increase its utility. The Classic gains virtually limitless minor functions beyond serving as a repository of knowledge, greatly hastening uplift in worlds which lack advanced technology or magic, as well just being generally useful.
[ ] Star-on-Horizon - The Star Ocean stretches across infinity, but even so, it is only an infinitesimal droplet in comparison to the greater Abyss. Star-on-Horizon is the last safe harbor for those brave or foolish enough to test its vastness.
-[ ] Activity: Help guard the World's Edge - Abyssal incursions are common at the World's Edge, though one's this powerful are much more rare. A worthy cause, and a worthy opponent. Whatever resources and abilities you commit to the edge's defense, the Abyss will provide an appropriate challenge. This provides an excellent live-fire training opportunity for combat skills, and will earn the respect of the local warriors.
-[ ] Activity: Learn to navigate the Star Ocean by eye and ear and hand - The people of Star-on-Horizon have an ancient and expert tradition of navigating the Star Ocean. There's more to the world around than you ever thought before. Training under a master navigator provides you the awareness of the subtle signs of the Star Ocean that are nonetheless apparent to even mortal eyes and ears, and the skill to utilize these signs to find your way. This is best suited to guiding vessels through the Star Ocean, but it is functional for navigating mundane vessels, or to traverse the Star Ocean without a vessel.
-[ ] Souvenir: A Lost Treasure retrieved from the Abyss - True abyssal artifacts are too alien to be understood, but some treasures lost to the Abyss find their way back. There's something off about how this thing looks, how it feels. Choose an artifact from myth, fiction, another CYOA, or even simply your own imagination. This Lost Treasure was once that artifact, or something like it at least. Time submerged in the mutagenic darkness of the Abyss has warped it into something unfamiliar and unwieldy, with greater power leading to greater change.
With uncapped superskill airdance, I have ISH: Significant speed. That plus Star Ocean navigation should let me visit the other places on the list, hopefully.
 
I like this a lot. Incidentally, could this Souvenir be used to make a Star Ocean vessel? Something that works well with Airdance, perhaps.

Question: Does this come with a new cap? I ask because Superskill grants infinite-or-better skill if not.



With uncapped superskill airdance, I have ISH: Significant speed. That plus Star Ocean navigation should let me visit the other places on the list, hopefully.
Unlock Potential + Superskill does indeed provide infinite skill! Applying this to the air-dance and learning Star Ocean navigation would absolutely make you quite capable of exploring the Star Ocean all on your own.

-e

And, yeah, you could work with Fate and the nameless brother to put together something that might let you bring other people with you when you air-dance. It probably would start out significantly less comfortable than the one available in Heaven's Raft, but it could grow to surpass it in time.

-e2

It is notable though that, while you should be able to navigate back to some of the worlds here, you would no longer be traveling with the backing of Thalassa Cruises, nor would they be paying for all of your expenses.
 
Last edited:
Ridiculously cool CYOA, Aabcehmu, I think this might be my favorite one so far. The idea of going on such a life-changing fantastical trip and returning home afterwards is very fun, has great "Hero's Journey" kind of vibes, and also is not as intimidating as many isekai settings, where you are thrust into the unfamiliar with no guarantee of being able to return, and potentially dealing with extremely large timespans when I'm normally not sure what I'm going to be doing next month.

The locales are each unique but share enough overarching thematics that they are feasibly part of the same universe. My only problem is that Summer and Winter have too many things I want to do, I'll have to think about it a bunch.
 
The Galaxia One Year Experience
Well. There are several questions and assumptions involved here, but I'll let the build stand on its own.

Spring
-Goldenvale
--Activity: Feast with Thunder and Sea in the Immortals' Longhouse
-The House Of Angels
--Activity: Listen to the whispers of eternity through Creation's Keyhole
Summer
-The Great Gate
--Activity: Witness infinity from the parapets of the High Tower
-The Shining City
--Activity: Have your potential unlocked at the Ministry of Possibility
Fall
-Sunsleep
--Activity: Gain the Spirit Tongue and become a Spirit-Talker
--Activity: Find a tutor and achieve superskill in a field of your choice
---Channeling Light from Creation's Keyhole
--Activity: Get a souvenir upgraded by an elder supercraftsman
---Lost Treasure
Winter
-Star-on-Horizon
--Activity: Help guard the World's Edge
--Activity: Learn to navigate the Star Ocean by eye and ear and hand
--Souvenir: A Lost Treasure retrieved from the Abyss
---The Hanged Man

So, the Supercraftsmen of Sunsleep can apparently upgrade Souvenirs before I get ahold of them, since the Winter options are available. So I'm going to assume that they can teach even skills as esoteric as how to use the ability to pour the light of Creation into the world that I gained from the House of Angels. Giving me infinite skill with it, thanks to the Shining City unlocking my potential.

My primary objective for this build from the moment I finished reading the Spring options and went back to confirm I could select options within a season in any order was to open with Thunder and Sea and then take as many Activities as possible. Which worked out great once I saw Sunsleep, and it being both the easiest to synergize with other locales, and the only location to offer three Activities.

Knowing the Supercraftsmen existed, I knew I'd want a location with two activities at some point so I could have a Souvenir for them to upgrade, and I was considering giving up the esoteric potential of the Keyhole so I could get that from Goldenvale, especially as the Divine Creation was quite tempting. But then I saw what Lost Treasure actually was, and knew I had to continue my tradition of going for the Hanged Man in every CYOA of this thread that lets me do so, which I have held to since Darksidebard first introduced it to us. A stacking +Progression to all magic every month for the cheap price of having a foot paralyzed is still possibly the most overpowered option ever given in anything in this thread, and the only competition that leaves that as possibly instead of definitely is becoming a Progession class Cursebearer itself. Even ignoring what it does to my use of the Light, there's also my Mythos; both its ability to gain powers, and my talent at using them.
 
Last edited:
Well. There are several questions and assumptions involved here, but I'll let the build stand on its own.

Spring
-Goldenvale
--Activity: Feast with Thunder and Sea in the Immortals' Longhouse
-The House Of Angels
--Activity: Listen to the whispers of eternity through Creation's Keyhole
Summer
-The Great Gate
--Activity: Witness infinity from the parapets of the High Tower
-The Shining City
--Activity: Have your potential unlocked at the Ministry of Possibility
Fall
-Sunsleep
--Activity: Gain the Spirit Tongue and become a Spirit-Talker
--Activity: Find a tutor and achieve superskill in a field of your choice
---Channeling Light from Creation's Keyhole
--Activity: Get a souvenir upgraded by an elder supercraftsman
---Lost Treasure
Winter
-Star-on-Horizon
--Activity: Help guard the World's Edge
--Activity: Learn to navigate the Star Ocean by eye and ear and hand
--Souvenir: A Lost Treasure retrieved from the Abyss
---The Hanged Man

So, the Supercraftsmen of Sunsleep can apparently upgrade Souvenirs before I get ahold of them, since the Winter options are available. So I'm going to assume that they can teach even skills as esoteric as how to use the ability to pour the light of Creation into the world that I gained from the House of Angels. Giving me infinite skill with it, thanks to the Shining City unlocking my potential.

My primary objective for this build from the moment I finished reading the Spring options and went back to confirm I could select options within a season in any order was to open with Thunder and Sea and then take as many Activities as possible. Which worked out great once I saw Sunsleep, and it being both the easiest to synergize with other locales, and the only location to offer three Activities.

Knowing the Supercraftsmen existed, I knew I'd want a location with two activities at some point so I could have a Souvenir for them to upgrade, and I was considering giving up the esoteric potential of the Keyhole so I could get that from Goldenvale, especially as the Divine Creation was quite tempting. But then I saw what Lost Treasure actually was, and knew I had to continue my tradition of going for the Hanged Man in every CYOA of this thread that lets me do so, which I have held to since Darksidebard first introduced it to us. A stacking +Progression to all magic every month for the cheap price of having a foot paralyzed is still possibly the most overpowered option ever given in anything in this thread, and the only competition that leaves that as possibly instead of definitely is becoming a Progession class Cursebearer itself. Even ignoring what it does to my use of the Light, there's also my Mythos; both its ability to gain powers, and my talent at using them.
The souvenir upgrade can only be used on souvenirs that you already have. The winter options are available because the Treasure Map lets you acquire Winter souvenirs early. Other than that, this build seems good!
 
Alright, after much thought here is an initial build.

Spring
[A] The House of Angels

-[A] Activity: Listen to the whispers of eternity through Creation's Keyhole
-[A] Souvenir: A treasure map hidden by a previous guest
-[A] Souvenir: A cast-off angel feather

Summer
[A] Three Circles

-[A] Activity: Study the Three Arts under the tutelage of the First Master
-[A] Souvenir: A flask of Perfecting Elixir
-[A] Souvenir: A personal Homunculus

Fall
[A] Heaven's Raft

-[A] Souvenir: A small Star Ocean-faring vessel of your own
[A] Sunsleep
-[A] Activity:
Get a souvenir upgraded by an elder supercraftsman
--[A] A Vessel of My Own

Winter
[A] Hall of Echoes
-[A] Activity:
Resonate with the song of a fallen hero
-[A] Souvenir: A Sound Stone from one of the Hall's shrines (Acquired through Treasure Map)
[A] Star-on-Horizon
-[A] Activity: Learn to navigate the Star Ocean by eye and ear and hand

This build is a little messy, and I think I tried to go in too many directions at once. I really wanted to get the song of the fallen hero, the sound stone, and the Star Ocean navigation skill from winter, which required the treasure map. And, of course, how could I pass up a mage academy, so Three Circles is the play for Summer. The rest of the build just kinda filled out with stuff that worked with what I already had.

The most important factor, I think, will end up being which hero I resonate with, as that's something I can in fact pursue thanks to my Star Ocean travel capabilities. I think I need something to unify my build with - I have multiple forms of magic (Three Circles, Angelic Light Stuff, and whatever's in the Sound Stone), so what I need is something that works with an unfocused build with many types of magic - son of a bitch.

The hero who's song I resonate with is... Me. Specifically, the version of me from the Winter Dynasty CYOA, and more specifically the one with Prismatic Hummingbird. I'm not sure how he managed to die with how many advantages and method of immortality he had access to - actually, no, I know what could have done it. He was headed to Hyraeatan according to my post on the subject, and as much as I love the City of Seven Seraphs as a setting and story, there's some stuff there that I would consider absolutely morally unacceptable. And Prismatic Hummingbird, as wonderful as it is, is a Seraph Sword with everything that entails. He probably stumbled across the Church of Coin or Blackswords doing something heinous, stepped in, and started a train of escalating conflicts that eventually caught up with him. It would have had to be a pretty extreme situation to get through the protection of the Genius though, and I'm not dumb. That build was chosen because it had very high chances of succeeding even with the heroism being a thing. That leaves us back at "How did this guy die though".

Perhaps then he sacrificed himself to prevent some major calamity - maybe even one he caused. See, one of the core conceits of the City of Seven Seraphs is that the raging energies running through the multi-planar nexus require the city to remain relatively balanced in terms of which organizations and alignments have power, or the entire city might be destroyed by the Occlusion. It's entirely possible that my other self could have successfully wiped out one or more of the evil Parities, and found his preparations for dealing with the resulting imbalance were not sufficient. Complex interactions of the fundamental forces of reality are a difficult field even for a superintelligent magical genius, maybe. Heroism would then have demanded that he take any method to prevent the innocent populace from suffering from his mistake, even a self-sacrificial one, and if it was enough of a longshot then even the Genius might have hit limits. This seems more feasible then my first thought.

So, I'm off to Hyraeatan, which is mostly likely radically different from the established campaign setting because of my predecessor's actions. If the "sacrifice to prevent the place being eaten by the Occlusion" theory is correct, maybe it's all converted into a dream-like pseudo-reality, that would make some amount of sense from how the Occlusion and the All-Color Dream work.

...And somewhere along the way, this turned into a massive CYOA crossover fanfic. That I am writing at 1:40 in the morning. I should stop.
 
Alright, after much thought here is an initial build.

Spring
[A] The House of Angels
-[A] Activity:
Listen to the whispers of eternity through Creation's Keyhole
-[A] Souvenir: A treasure map hidden by a previous guest
-[A] Souvenir: A cast-off angel feather

Summer
[A] Three Circles
-[A] Activity:
Study the Three Arts under the tutelage of the First Master
-[A] Souvenir: A flask of Perfecting Elixir
-[A] Souvenir: A personal Homunculus

Fall
[A] Heaven's Raft
-[A] Souvenir:
A small Star Ocean-faring vessel of your own
[A] Sunsleep
-[A] Activity:
Get a souvenir upgraded by an elder supercraftsman
--[A] A Vessel of My Own

Winter
[A] Hall of Echoes
-[A] Activity:
Resonate with the song of a fallen hero
-[A] Souvenir: A Sound Stone from one of the Hall's shrines (Acquired through Treasure Map)
[A] Star-on-Horizon
-[A] Activity:
Learn to navigate the Star Ocean by eye and ear and hand

This build is a little messy, and I think I tried to go in too many directions at once. I really wanted to get the song of the fallen hero, the sound stone, and the Star Ocean navigation skill from winter, which required the treasure map. And, of course, how could I pass up a mage academy, so Three Circles is the play for Summer. The rest of the build just kinda filled out with stuff that worked with what I already had.

The most important factor, I think, will end up being which hero I resonate with, as that's something I can in fact pursue thanks to my Star Ocean travel capabilities. I think I need something to unify my build with - I have multiple forms of magic (Three Circles, Angelic Light Stuff, and whatever's in the Sound Stone), so what I need is something that works with an unfocused build with many types of magic - son of a bitch.

The hero who's song I resonate with is... Me. Specifically, the version of me from the Winter Dynasty CYOA, and more specifically the one with Prismatic Hummingbird. I'm not sure how he managed to die with how many advantages and method of immortality he had access to - actually, no, I know what could have done it. He was headed to Hyraeatan according to my post on the subject, and as much as I love the City of Seven Seraphs as a setting and story, there's some stuff there that I would consider absolutely morally unacceptable. And Prismatic Hummingbird, as wonderful as it is, is a Seraph Sword with everything that entails. He probably stumbled across the Church of Coin or Blackswords doing something heinous, stepped in, and started a train of escalating conflicts that eventually caught up with him. It would have had to be a pretty extreme situation to get through the protection of the Genius though, and I'm not dumb. That build was chosen because it had very high chances of succeeding even with the heroism being a thing. That leaves us back at "How did this guy die though".

Perhaps then he sacrificed himself to prevent some major calamity - maybe even one he caused. See, one of the core conceits of the City of Seven Seraphs is that the raging energies running through the multi-planar nexus require the city to remain relatively balanced in terms of which organizations and alignments have power, or the entire city might be destroyed by the Occlusion. It's entirely possible that my other self could have successfully wiped out one or more of the evil Parities, and found his preparations for dealing with the resulting imbalance were not sufficient. Complex interactions of the fundamental forces of reality are a difficult field even for a superintelligent magical genius, maybe. Heroism would then have demanded that he take any method to prevent the innocent populace from suffering from his mistake, even a self-sacrificial one, and if it was enough of a longshot then even the Genius might have hit limits. This seems more feasible then my first thought.

So, I'm off to Hyraeatan, which is mostly likely radically different from the established campaign setting because of my predecessor's actions. If the "sacrifice to prevent the place being eaten by the Occlusion" theory is correct, maybe it's all converted into a dream-like pseudo-reality, that would make some amount of sense from how the Occlusion and the All-Color Dream work.

...And somewhere along the way, this turned into a massive CYOA crossover fanfic. That I am writing at 1:40 in the morning. I should stop.

A lot of the Winter options (and also Heaven's Raft) are there to help instigate crossovers, so I'm glad to see that work out! Terribly appropriate that you end up resonating with yourself, given that my inspiration for that option was Hunger and the Forebear.

Given you upgraded the vessel, I assume you're thinking of picking up a party. Any idea who you'll be looking to recruit?
 
Last edited:
[A] Spring
-[A] Feast with Thunder and Sea in the Immortals' Longhouse
- [A] A dose of reality venom from the Green Dragon

Summer
-[A] A flask of Perfecting Elixir
-[A] Have your potential unlocked at the Ministry of Possibility

Fall
-[A] Dine on miracles and blessings with knights of the High King's court
-[A] Find a tutor and achieve superskill in a field of your choice (CQC)

Winter
- [A] Resonate with the song of a fallen hero
-[A] Learn to navigate the Star Ocean by eye and ear and hand

P U N C H

G O O D

More seriously, for all that it's beautiful, it's clear that the wider multiverse is a wild and wacky place, filled with extremely dangerous things in which survival is not at all guaranteed. That being the case, if you do want to wander around and pursue greater, more glorious things, you'd be best served at least being able to defend yourself from hostile entities, even if it makes the resultant travel relatively slow. This build grants comprehensive power on multiple fronts, from basic physical strength to beyond transcendental skill to sheer elevation, along with some avenues to pursue further growth in the primary relevant field. From there, selecting a sufficiently powerful CYOA and pursuing the leads involved pave a road to proper ascension.
 
Last edited:
[A] Spring
-[A] Feast with Thunder and Sea in the Immortals' Longhouse
- [A] A dose of reality venom from the Green Dragon

Summer
-[A] A flask of Perfecting Elixir
-[A] Have your potential unlocked at the Ministry of Possibility

Fall
-[A] Dine on miracles and blessings with knights of the High King's court
-[A] Find a tutor and achieve superskill in a field of your choice (CQC)

Winter
- [A] Resonate with the song of a fallen hero
-[A] Learn to navigate the Star Ocean by eye and ear and hand

P U N C H

G O O D

More seriously, for all that it's beautiful, it's clear that the wider multiverse is a wild and wacky place, filled with extremely dangerous things in which survival is not at all guaranteed. That being the case, if you do want to wander around and pursue greater, more glorious things, you'd be best served at least being able to defend yourself from hostile entities, even if it makes the resultant travel relatively slow. This build grants comprehensive power on multiple fronts, from basic physical strength to beyond transcendental skill to sheer elevation, along with some avenues to pursue further growth in the primary relevant field. From there, selecting a sufficiently powerful CYOA and pursuing the leads involved pave a road to proper ascension.
Wonderful! Even without resonance advancements, you're starting off as a fearsome close-combat fighter! What sort of hero do you think you resonated with?
 
Spring

[ ] The House of Angels
-[ ] Souvenir: A treasure map hidden by a previous guest - Perfecting Elixir

[ ] Goldenvale
-[ ] Activity: Feast with Thunder and Sea in the Immortals' Longhouse

Summer

[ ] Three Circles
-[ ] Activity: Study the Three Arts under the tutelage of the First Master
-[ ] Souvenir: A flask of Perfecting Elixir (via Treasure Map)

[ ] The Shining City
-[ ] Activity: Have your potential unlocked at the Ministry of Possibility

Fall

[ ] Sunsleep
-[ ] Activity: Gain the Spirit Tongue and become a Spirit-Talker
-[ ] Activity: Find a tutor and achieve superskill in a field of your choice (Three Arts)
-[ ] Activity: Get a souvenir upgraded by an elder supercraftsman
--[ ] Treasure Map - Restore its shimmer. The map now illustrates the ways to new and unknown treasures, revealing endless secret corners and crevices and corridors. What you find might not be useful, but the hiding place you find it in might be instead.

Winter

[ ] Star-on-Horizon
-[ ] Activity: Help guard the World's Edge
-[ ] Activity: Learn to navigate the Star Ocean by eye and ear and hand
-[ ] Souvenir: A Lost Treasure retrieved from the Abyss

---

Not a very 'optimal' build, but what I would probably go for. Aside from an initial detour to get an excellent treasure map from the House of Angels before having a celebratory feast at the Jolly Immortal Longhouse, the remainder of the cruise is crammed with memorable activities. By the end of it, I'll be a wandering mythical explorer with magic and a magical treasure map, plus a treasure already gained from the Abyss, with more to come. The exact powers of my Mythos would probably be relatively broad, and the exact Treasure from the Abyss is unclear, but it would presumably be something that would work well with the rest of the build.
 
Spring

[ ] The House of Angels
-[ ] Souvenir: A treasure map hidden by a previous guest - Perfecting Elixir

[ ] Goldenvale
-[ ] Activity: Feast with Thunder and Sea in the Immortals' Longhouse

Summer

[ ] Three Circles
-[ ] Activity: Study the Three Arts under the tutelage of the First Master
-[ ] Souvenir: A flask of Perfecting Elixir (via Treasure Map)

[ ] The Shining City
-[ ] Activity: Have your potential unlocked at the Ministry of Possibility

Fall

[ ] Sunsleep
-[ ] Activity: Gain the Spirit Tongue and become a Spirit-Talker
-[ ] Activity: Find a tutor and achieve superskill in a field of your choice (Three Arts)
-[ ] Activity: Get a souvenir upgraded by an elder supercraftsman
--[ ] Treasure Map - Restore its shimmer. The map now illustrates the ways to new and unknown treasures, revealing endless secret corners and crevices and corridors. What you find might not be useful, but the hiding place you find it in might be instead.

Winter

[ ] Star-on-Horizon
-[ ] Activity: Help guard the World's Edge
-[ ] Activity: Learn to navigate the Star Ocean by eye and ear and hand
-[ ] Souvenir: A Lost Treasure retrieved from the Abyss

---

Not a very 'optimal' build, but what I would probably go for. Aside from an initial detour to get an excellent treasure map from the House of Angels before having a celebratory feast at the Jolly Immortal Longhouse, the remainder of the cruise is crammed with memorable activities. By the end of it, I'll be a wandering mythical explorer with magic and a magical treasure map, plus a treasure already gained from the Abyss, with more to come. The exact powers of my Mythos would probably be relatively broad, and the exact Treasure from the Abyss is unclear, but it would presumably be something that would work well with the rest of the build.
The Lost Treasure is yours to define! It doesn't even need to be something that already exists, you could invent something entirely new, so long as you remember that the Abyss will warp it in proportion to its power.
 
The Lost Treasure is yours to define! It doesn't even need to be something that already exists, you could invent something entirely new, so long as you remember that the Abyss will warp it in proportion to its power.
Probably one that isn't warped too much? Idk, probably something whose main power is being valuable I guess.

'The Dragon's Jewel': Not exactly owned by a dragon, nor exactly a jewel, placed within a suitable location for a treasure hoard, will populate it with generic valuables. As a tool for barter and trade, it's exactly as valuable as whatever you're bargaining for - once, after which it's value is forever fixed.
 
Back
Top