Them surviving doesn't equal them winning.
Which is irrelevant. It uses Arete that is otherwise not used ergo it is more efficient than other options who don't do that.
Close the Fist does that as well and does it far more expediently than Cavalry. As I've said before, Aobaru himself benefits from higher survival chances, so merging Aobaru and Hunger would grant a similar boon to Hunger. Bringing companions into the field of battle risks the Maiden simply disabling them non-lethally in various ways.
Merger doesn't retain survival odds.


As for more narrative standpoint, Calvary is the only one that has actual basis in ongoing conflict. Maiden's position is one of absolute freedom, but paradox of choice is always that when given choice, people would gladly choose to discard their freedoms in favor of safety or amenities. People value some amount of freedom over their own lives, but an absolute freedom is a pointless ideal that quickly dies in the face of reality, both in physical sense of humans obeying laws of the universe(i.e. I can't fly) and because you have to obey the rules for a society to function. And as it were, laws are there to curtail one's ability to make choice in order to stop anarchy.

Cavalry is of course a clear refutation of Maiden's ideal. We have countless people deciding to make the ultimate choice to stop Maiden, while the only people fighting for her are the ones who have zero say in the matter thanks to her ascendant beauty. So our champion of free will uses mind control to stop people from making choice to fight her while whose will remain still choose to die in her opposition. And Hunger's own choice is disputed here too, as clearly Maiden doesn't think his own choice matters.

So while other choice play into her narrative by just hulking out and trying to overpower her, Cavalry alone refutes her position. For in the end she is the Tyrant forcing laws on people of our realms, giving them no choice but to accept her anarchy instead of civilization based on social contracts they have already going. Every sentient being is fighting against her, but the few who are already supernaturally compelled to serve her cause. And in the end, it won't be might of the Tyrant, the keen edge of his Blade or endless depths of his Rank that will undo Maiden, but the countless people of all the realms deciding they would rather suffer fair laws than perfect anarchy, thus creating outcome Maiden herself asked for - a choice.
 
I observe that the Cavalry - Fields Of Blood is only a refutation to the Maiden- rather than her very argument writ large- if every Sapient handler, was given the free choice to aid or abstain, and made that choice and lived their life entire without the influence of Hungers Rank. The Maiden surely knows that Hungers populace could be bent to his will in generalities and specifics by that subtle and terrible Pressure, and the option doesn't actually say he'll refrain from it.
 
It hardly seems like a refutation, as Hunger can finesse Free Will in a number of ways. Select only the tiny percent that volunteered, incentivise volunteering, and of course the mentioned subtle rank influences..
 
Under the circumstances, I'm doubtful Hunger would need to incentivize volunteering; the Maiden does, after all, plan to kill all the people and, for any survivors, make their lives worse in every way except for Freedom(and that only in a short-sighted view). It's also true the sheer scale of his empire ensures some people exist who would volunteer even without Ranks influence, but that only Weakens the point, and does not nullify it (especially the longer the battle goes on, since the option notes that this is only functional as long as Hungers territories can absorb the cost and therefore implies that the rate of willing participants is low enough that running out is at least a possibility).
 
The story ends as in any other proposed ending, but it ends via the movements of its own brush, rather than a sword taken from some distaff place.
I fundamentally reject this analysis, on the grounds that the Quest is the Story. And Gisena's been here since day one.

For that matter, it's not even that hard to write Gisena into the trifecta of Hero, Tyrant, Maiden you're proposing. You can argue that Vendetta, especially with Perfect Merger but even with Basic Merger, is essentially Gisena challenging the Maiden herself for the narrative role of the Maiden - one who stands beside the protagonist rather than against him. Challenging literally the Maiden for the role of the Maiden is an act of supreme hubris, of course. But isn't that our Gisena in a nutshell? After all, hubris is a coward's word. :V

Don't be a coward. Vote for Vendetta.

(also, obligatory re-reminder that Vendetta is tagged as the option that most improves our chances in the Epilogue and the whole point of buffing the Maiden this much before the fight was trying to get better Epilogue chances)
 
Man, remember when the thread had a huge fight over Renaissance Woman and so many people didn't want to give Gisena that much power? It seems the Nullity Sorceress has managed to win us all over, given how well Vendetta is doing.
 
So, question. How does Closing the Fist between Gisena and Adorie interact with Companion Indenture Mitigation? It's been mentioned that Imprisoning people in the Realm of Evening is a viable means of circumventing that facet of Indenture, provided they never leave and are Imprisoned in truth, I believe as an argument against Companions 2 being necessary for Adorie. Would Close the Fist fusions count as one person or however many their components are made of? Because if Hunden counts against Companions because of the maiden, that could be an issue when this task is over, assuming that offering significant influence over Hunger's rule in that manner is a viable Diplomacy tactic against the maiden.

Sure, we could unfuse, but I expect she'd want to keep an eye on us indefinitely. She's too much of a nutcase not to.
 
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Man, remember when the thread had a huge fight over Renaissance Woman and so many people didn't want to give Gisena that much power? It seems the Nullity Sorceress has managed to win us all over, given how well Vendetta is doing.

Indeed, Cavalry and Fist voters are going at it, while Vendetta has a comfortable vote lead! Though the contest by arguments is much closer…
 
Urm... she mentioned freedom directly because she's opposing a self-admitted Tyrant.

Maiden's thing is ideal. Literally: power earned is power kept, because while something given is only an opportunity and something lost is at most disappointing, what is removed by choice can be made crucial and unbending. This is the nature of Grace.

So, yeah. We can throw philosophical hands over freedoms and orders and paradoxes of choice all day long. But for her, we're drowning the roots in hopes of bright flowers. Nothing we've made is more than a pretty dream to her.

I mean, did any of you guys like leaning on Gisena so much? Collectively the Human Sphere is far more dependent on being Lord Hunger's moral livestock to survive, and they have far less excuse for doing so.
 
I mean, did any of you guys like leaning on Gisena so much? Collectively the Human Sphere is far more dependent on being Lord Hunger's moral livestock to survive, and they have far less excuse for doing so.
this argument goes far enough to conclude that the Maidens represents a subset of human values, and no further.
Perhaps I wouldn't want to have to rely on dimension-hopping Magic Tyrant Of Amazing Whatshisname for things. But if I were, counterfactually, given the choice between [Whatshisname doesn't exist] and [Whatshisname comes and saves everything], sure, the latter case is very slightly less desirable than the unavailable third choice, [I become just as awesome as Whatshisname and save everything]. But it's not all that much more desirable, and it sure beats out the default. Apocryphal Curse and things like 'everyone I know is here' aside, I'd rather live in [a world with the qualities of Hungers domain] than in [a world with the qualities of real life]- Heck, even Apocryphal Curse included; even if Hunger goes for Fields Of Blood, Even if he exhausts the entirety of his Territories to the last, Even if he loses this battle, Even if I get yanked there by force and even if nobody gets revived after, I'd Still prefer Hungers Domain to real life or this place as it was before, because into the bargain of even Fields Of Blood is 'you get to live a full, happy life of at least subjective millennia'. Whether you think of Real Life or the previous status of the places Hunger has claimed, getting an outcome anywhere near that good is doubtful at best.
(and precisely because >99% of Hungers Subjects are basically an ornament in terms of combat strength or useful benefits to him and because I already think Hunger is clearly better than all the alternatives, I wouldn't expect his world-controlling Rank to particularly mess with me in any way some frameworks consider analogous to death, even assuming it normally did that.)

The Maiden represents a subset of the morally/preferencely-relevant facets of this situation. Under the circumstances, that facet is a single, tiny speck of dust floating in the wind of one pocket dimension in one bag in one warehouse on one continent of one world in one solar system in one galaxy of a cosmos-spanning empire(if human subjective-judgements could actually scale that far)- or at best for even intuitive non-numerical judgements which don't properly appreciate the benefits and do properly appreciate the slight aesthetic cost, outnumbered at least fifty to one from where I'm standing having never seen more about Hungers empire than words on a page. That's all the Maidens position is, morally- the single speck of dust. But that speck got blown up in her personal moral calculus by mental contamination or the Apocryphal Curse or being a psuedo-conceptual being or being inhuman to start with or my position here not being universal or what have you, up to the level where she thinks of that single speck of dust as being at least as large as the list of all infinitely long binary numbers.

As for the question of roots and flowers- that argument only goes so far as well. it reaches far enough to say that perhaps in ordinary life under ordinary circumstances, something you earn is more resilient than something you are given.
Empirically, nobody in the entire Human Sphere reached past the level of a Rank 10 Armament(and that is itself power Given, if by happenstance rather than a gift proper) over who-knows-how-long, such power level as Hunger held to patrol his territory by the septillions after amplifying it over a thousandfold. Even should we speak of Aobaru is power is bleedoff from Hungers rise and the implicit multi-metacosmos-spanning influence of Haeliel. Gisena may have comprehended a fragment of Progression through genius insight but Progression needed to be there for her to observe and the effect of Retinue she gained is for her to leach Hungers Progression, itself in large part offered from The Accursed; not to mention said insight was from patreon donations etc etc. It has been shown, over and over and over again in the history and present of this world, that the upper limits of power they may reach without aid are a tiny filaments fragment of what Hunger has given in an eyeblink; and those who gained power by their own merits before did no better against Dein or any other threat than those who received it would have, rather far far worse, because the sheer gulf is simply that vast.
Such arguments of which method to reach a point is superior hold little candle to the influence of passing the point and travelling further a trillionfold. The Cultivators most skilled in battle of even further beyond may have been able to, at times, cross a Stage of gap, but no matter their skill they did not reach so far as to cross a gulf of stages threefold. The Human Sphere's trials may have made better pilots for Armaments purely in terms of temperament to adversity, but it did not and could not make pilots that could match the worst of the septillion that guarded the border in any other respect.
 
Urm... she mentioned freedom directly because she's opposing a self-admitted Tyrant.

Maiden's thing is ideal. Literally: power earned is power kept, because while something given is only an opportunity and something lost is at most disappointing, what is removed by choice can be made crucial and unbending. This is the nature of Grace.

So, yeah. We can throw philosophical hands over freedoms and orders and paradoxes of choice all day long. But for her, we're drowning the roots in hopes of bright flowers. Nothing we've made is more than a pretty dream to her.

I mean, did any of you guys like leaning on Gisena so much? Collectively the Human Sphere is far more dependent on being Lord Hunger's moral livestock to survive, and they have far less excuse for doing so.
Except we already had this exact same argument with Aobaru and that ended with us allowing him Aobaru Realm of free choice. So not only that people are literally giving their lives to stop Maiden, but they are doing so when they can already choose to exist in Tyrant free Realm to begin with.
 
they might even be bound by Lord Regnant to resist us, in which case they basically become enemies even after we kill the maiden (if we can manage to do that). Lord Regnant directly alters their nature so opposing us would be natural and right for them, no matter what.
 
Apocryphal Onslaught CYOA​

It should be noted that most Cursebearers do not have Hunger's ludicrous rate of growth. Certainly, they grow swiftly, but not so swiftly that they brush up against the third level of Curse Mitigation in a paltry 2 years. Thus, it is quite common for them to fall into a death spiral of barely scraping by in their task while recovering from whatever disaster Apocryphal has unleashed. Others, however, manage to infuriate Apocryphal in their efforts to overcome her challenges. Oh, she might become upset over someone dismantling her carefully crafted challenges by powering through them like a gorilla, as Hunger did, but there are a handful of ways to cause her to forgo 'May you live in interesting times.' in favor of 'Just die.' and some unlucky or stupid Cursebearer has done just that.

Thus, she has decided to take the kid's gloves off and put in effort akin to combining All That Matters and Mordred relative to the power of the Cursebearer in question, so the Apocryphal proc should be treated as the Cursebearer's equivalent of a 5-Pick fight, possibly worse. As an opening move. Now, Apocryphal will be preparing further eruptions of bizarre chance in disfavor towards the offending Cursebearer, but what form does this opening move take?

[ ] The Hateful Chaorrupted Glitch

Across the multiverse, there are many viral entities and pseudo-entities, contagious forms of energy, even some self-spreading memetic hazards, which are commonly referred to as 'Corruption' by those who deal with them on a regular basis. 4 such corrupting forces have made contact, clashed, and subsumed each other, or joined forces, depending on your point of view.

First, Hate. A black substance formed when a single individual is hated by an entire species. It stains the body and soul alike, providing power at the cost of suppressing positive emotions and influencing those afflicted with it towards murder at best, and omnicide at worst. It's nature is such that it can only be destroyed alongside it's host. While it's relatively easy to purge, this will merely force it out of the host in question, leaving it free to look elsewhere for a suitable target for it's manipulations.

Pros:
+Physical and mystical parameters are bolstered an order of magnitude, which can be combined for a multiplicative effect.
+Provides a dramatic boost to healing, restoring lost limbs in moments. This will happen automatically unless the host manages to suppress Hate's influence.
+Can exist outside of a host, and if necessary use corpses as hosts. This will leave it burning accumulated energy for each action taken, as it normally relies on the soul as an energy source, but it can be useful for ambushing targets which believe their enemy defeated, and while it will weaken as the fight goes on, it can be a very powerful combatant.
+Due to the circumstances of it's rise, it grants access to eight special magics. Determination is the most potent, but most generalized, able to form constructs and provide a larger than average boost to parameters, though all eight can provide this to one degree or another, as well as a minor regenerative effect. Blades and manipulation of space-time can be said to be it's specialties. Bravery can make attacks explosive for extra damage potential, grants pyrokinesis, and manipulate attack vectors. Justice can fire powerful beams of energy, and inflict a poisonous secondary effect based on the target's karma. Kindness can further boost healing and generate shields. Patience can manipulate time, but is generally used for strings and other forms of entrapment, including whips, though this is technically just making a singular very thick string and using it in a specific way, and razor-wire. Integrity excels in the creation of constructs, and is capable of the most complicated constructs. It can also alter gravity for a targeted entity. Perseverance grants defense-piercing and healing-resistant wounds. It is also allows users to persist for a short time after having technically died. Finally, Fear provides the ability to generate illusions, which draw on the target's insecurities and fears, and use a special move known as Rhabdophobia, which steals their magic. Once stolen, this magic will continue to drain the target's reserves, but will be under the full control of the Fear user, including preventing the spell from being canceled by the original caster. Each magic is indicated by, in order, red, orange, yellow, green, cyan, indigo, purple, and pink.
+Can automatically infect souls it comes into close contact with, though most of the time this requires separation of body and soul, and active infection efforts are needed, and Hate normally contents itself upon obtaining a powerful host. However, should that host die, Hate will use whatever their body has left to attempt to transfer to a new host, or spend a few moments independent to do so on it's own initiative.
+If Mental Pollution fails, it is possible for Hate to assume direct control, though this can in turn be resisted.

Cons:
-Hosts are suffering Mental Pollution effects, and strong bonds can interfere with Hate's control. Hate is aware of this, and will usually seek to sever those bonds in a permanent fashion.
-Healing ability is normally unlimited. However, suppressed/tamed Hate will either not provide it or provide it only at the cost of weakening that suppression temporarily. In addition, if acting outside of a host, healing wounds drains the limited pool of energy, so healing will slow as the fight wears on.
-Via a mixture of acquired poison immunity and a strong will, it is possible to tame Hate. This is known as Animosity. Animosity will take advantage of emotional turbulence, but this generally requires something on the order of a loved one being murdered in plain view.
-Kindly individuals are resistant to the Mental Pollution effect, allowing them to more easily shake off Hate's influence. While even minor grudges can be amplified, there are limits to Hate's ability to convince others.
-While base form is reasonably stealthy, with the sclera turned black, as Hate is used more, particularly when regenerating, the staining increases in severity until the host is little more than a black figure.
-Which magic is being used is always indicated by their magic changing to that color. This makes it relatively easy to predict what abilities are in use at any given time.
-It seems to require a sapient host, as a byproduct of it's need for a soul.
-Purification of a Hateful individual is generally as easy as exposing them to pure versions of the corrupted magics they use, though there are recorded instances of a loved one breaking through to them.
-It is unclear what the upper limit on it's ability to infect entities is, both in terms of being able to control them and in terms of being able to infect them at all. It is, however, confirmed to be capable of controlling entities capable of destroying cities in a few attacks without issue.

Infection Vectors: Ingestion, being hated by an entire species, being assaulted and possessed by independent Hate. Notably, direct physical contact is normally as safe as doing so with murderous Corrupted entities ever gets. It's when it gets inside that you have a problem.

Second, Chaos. A purple energy, which is not good or evil, or even truly capable of fitting in with one or the other. It's influence inflicts mutations and degradation of mental stability, but provides immense power and new abilities in return. While it often inflicts mutations, these mutations are beneficial with surprising frequency. Or at very least the Chaoruppted no longer care if they aren't. Much like Hate, Chaos possesses it's own sentience and will, though it can be leashed if you know what you're doing.

Pros:
+An order of magnitude increase in physical and mystical power.
+Unlocks new capabilities, usually based on their desires. A vampire might find their siring of new vampires enhanced. A knight might find their swordfighting enhanced by a second set of arms, and so on. Mutations are often beneficial in one way or another.
+This is one of the few Corruption types that can corrupt the very ground and water, in addition to non-sapient animals and plants, weapons and armor, buildings, etc. Really, nothing seems to be outright immune. Even entities such as the guardian of a universe's flow of time and Death may be affected.
+As Chaos Magic is itself contagious, not to mention physical contact, fighting Chaoruppted in any major capacity is a risky proposition, and when the very ground beneath your feet can be Chaorrupted, siege tactics such as 'poisoning' water supplies are perfectly viable.
+There are only a handful of cures, all of which are derived from body fluids harvested from embodiments of Chaos. It is otherwise not possible to cure Chaos corruption once it has been inflicted, only delay the final transformation into a servant of Chaos or resist it's whispers.
+As Chaos Magic can corrupt individuals, this is a Corruption type that can be spread by force. Corrupting targets at a distance is not beyond a dedicated effort, though it's generally easier with proximity.

Cons:
-Loss of mental stability can cause major issues in planning and sudden bouts of pettiness or madness. While fitting for Chaos, it makes organized prosecution of any sort of military campaign difficult.
-Even willing hosts see their mental stability degrade if they use Chaos, if not to the same degree. With the exception of beings strongly associated with Order or embodiments of Chaos, this cannot be entirely avoided, though it is possible to channel this madness constructively.
-By the same token, it is possible for strong-willed individuals to resist Chaos for long periods, though repeated doses of Chaos Magic will dramatically shorten this timespan.
-While mutations are often beneficial, they are not always, and eyes and tentacles in places they do not belong, not to mention a near universal tendency towards purple eyes and outfits does not lend itself to subtlety. It is possible to disguise this, but difficult.
-It takes immense willpower, but it is possible to actively resist the control of Chaos even after it has tossed aside the pretense of free will. In addition, if one accepted Chaos willingly, they are highly resistant to Chaos attempting to control them.
-While it can assume direct control, normally Chaos simply puts a thumb on the moral system of any given host. They might begin treating a beloved pet cruelly, but they would not intentionally send them to their deaths. They might declare war on their own town or nation, but their motivation is generally either resentment stoked by Chaos or an effort to bring their former comrades into the fold. Often, Chaos preys upon those already inclined against the established order for one reason or another. Thus the ability of the strong-willed to resist the mental contamination, as they cling to their ideals and previous decisions. They can even 'listen in' to Chaos and give advice on it's plans.

Infection Vectors: Direct contact, exposure to Chaos Magic, ingestion of Chaoruppted food or drinks.

Third, the Corruption. Once upon a time, a lemon-headed demon discovered a strange substance, or perhaps entity depending on your perspective, and intended to use it for his revenge against a blue-haired boy for being humiliated. Unfortunately, he would find himself being used in turn, as the entire world paid for his hubris. A strange black and pink ooze spread across everyone. In hours, an entire city was overrun. In days, it was everywhere.

Pros:
+In a unique turn, the Corruption can be spread by sound. While direct contact also works, sound allows for a much faster spread. If you can hear Corrupted individuals, you are at risk.
+Emotional instability and exhaustion dramatically accelerate Corruption, even in individuals normally able to resist. The Corruption is smart enough to understand this and bring in Corrupted friends and family to negatively impact a target's mental state.
+Provides a moderate power boost. Nothing huge, but enough for a normal human to dodge machine-gun fire from a few feet away. Regeneration is more impressive, as severed limbs can be reattached without issue, at least if done within 15 minutes or so.
+Corrupted are capable of pooling their power. A crowd of Corrupted can grant minor benefits to a chosen champion in their efforts to Corrupt a particularly hardy individual. They can also 'tag in' when this is happening in order to wear down their opponent and grant a reprieve to their own side.
+While reversing Corruption for any given individual is relatively easy, unless you are at the very beginning of the outbreak, much like zombies, they never come alone, and curing Corruption can only be done via direct clashes with the Corrupted in question.
+The Corrupted operate in a hivemind structure dedicated to spreading the Corruption. Thus, if one knows where some holdouts are, you can assume the rest know. While individuals retain some personality quirks, the original personality is buried in it's own subconscious, usually unable to even perceive what's going on.
+While things like the ground and buildings are generally slower to be Corrupted, to the point they generally don't fully Corrupt until Corrupted have overrun the area, machines and the like are vulnerable, regardless of if they possess any kind of AI.
+Corrupted are granted an adaptive, mutative ability. This is connected to, but separate from, their increased infectivity as time passes. Unlike Chaos, this is always beneficial.

Cons:
-While sound is a very dangerous vector of infection, it is dependent on proximity, as sound loses energy exponentially with distance. Additionally, the power of a given individual influences their ability to infect others. Normal human children would have some issues doing more than causing people 20 feet away some 'scarring' though as an individual spends more time Corrupted they gain more power, at least in terms of infecting others, which also applies to resisting de-Corruption efforts.
-Sound is it's primary vector, but it is possible to turn this against the Corruption and use sound to free the Corrupted.
-Similarly, emotional connections can be used to accelerate de-Corruption efforts, though this advantage usually favors the Corruption, if only via weight of numbers. Seeing your entire family Corrupted will affect you more than your valiant fight would affect them.
-As a rule, reality-warping entities, such as Shaggy and Tricky the Clown, are either categorically immune, or capable of using the Corruption for a power boost.
-The black bodies with pink eyes and teeth, sometimes alongside hair or clothes, crying pink ooze tears are incredibly obvious. Corrupted tend to rely on zombie tactics such as outlasting their targets or drowning them in numbers, though they can be surprisingly tactical in the effort.
-A strong enough shock to the system can allow the individual to begin fighting from the inside, allowing particularly strong-willed individuals to free themselves. While this is happening, their body will remain inactive, leaving it vulnerable to other Corrupted.
-Inanimate objects are not particularly potent sources of corruption, though it is not recommended for non-Corrupted individuals to remain in contact with them for prolonged periods.

Infection Vectors: Direct contact, sound.

Finally, there was the Glitch. It's exact origins are unclear. It seems to have simply appeared on day and begun attacking worlds. The masses of sickly grinning Glitched individuals, swimming in a pitch black mass broken up by their faces and spots of color that served only to make it look even more like a mix of TV static and a glitching computer screen, grew ever larger, with no clear path to containing them, much less curing them. Still, the misfits left behind struggle on...

Pros:
+Significant power boost across all parameters, at least in regards to combat.
+Glitched individuals gain pseudo-immortality, reviving from the Glitch whenever they are slain or take mortal wounds. By the same token, minor wounds can be restored without issue. It is also possible to dive into the Glitch to avoid most attacks, and the Glitch is much more difficult to dispel than most individuals, and nearly impossible to deal with via physical attacks.
+Glitched individuals gain stretchiness to their limbs and bodies and flexibility in general that would be more at home in Plastic Man of Mister Fantastic than a normal individual.
+Glitched individuals can corrupt others in moments, and each individual can generate a larger mass. It is also possible to detach portions with mixed and matched pieces of various Glitched individuals and send them off to hunt individuals.
+Technically, no known cure exists.
+Entities such as Shaggy are very much vulnerable. Entities like Hunger and the maiden are not immune.

Cons:
-Glitched individuals seem to lose most of their higher functions, becoming little more than zombies. There are exceptions, but most will at most mindlessly repeat select phrases. Their combat prowess is normally unaffected, however. If they make use of advanced technology such as guns, things like ammo will not be a problem, as this is apparently considered part of healing them of wounds.
-Glitched individuals have permanent wretched grins, often in impossible configurations even if one were willing to break their jaw, blank white eyes, and constantly leak Glitch ooze. To say they aren't stealthy is an understatement. Frankly, the psychological impact of their appearance almost rolls back around to being a positive.
-The Glitch cannot remain for significant periods without a host. In theory, once it's left a given world behind, visiting that world is perfectly safe.
-Much like Hate, it seems to be possible to tame the Glitch, allowing it to be 'cured' in other individuals by treating one as a Can for the Sealed Evil. They can even heal others as if they were still Glitched. This is not a common ability.

Infection Vectors: Direct contact. Glitched individuals can also eject Glitch mass one way or another for a mid-range means of corrupting others.

Synergies:

Stealth mode: Individuals can revert their appearance to that of early infection by Hate. Their sclera are black, but they are otherwise indistinguishable to a normal entity, provided you cannot see their soul.
Ridiculous power boost: Synergistic power boosts result in any and every infected individual becoming almost 150,000 times as powerful across all physical parameters and the mystical. Healing abilities are Cell/Deadpool-like, regenerating from things like liquification/near-atomization in moments. Major increase to even an archmage's versatility. Infected are also conventionally immortal, with aging halted. Most disabilities are healed or accommodated to ensure the individuals in question contribute, with raw healing abilities usually doing the trick.
Multiple means of coercion: Mental pollution, mental contamination, assuming direct control, reducing them to zombies, this new form of Corruption can use any and all means of directing individuals under it's sway. The requirements to resist it's commands undergo a similar rise. The methods are favored in the above order, to more easily put tactical acumen to use.
Massively more infectious: All vectors are available. Synergies such as the Glitch being able to infect others in moments and Chaos' ability to infect water supplies are validated and the Corruption's ability to spread via sound makes it so that an infected individual needs only to get within shouting distance of a river or the like. A single individual can leave a world overrun in hours even with prepared resistance, minutes without that. The requirements to resist infection skyrockect. Curing individuals becomes almost impossible. Even Cursebearers are vulnerable.
Negated mental demerits: No loss of intellectual or tactical prowess despite the nature of the Corruption. Even with the most severe of controls, tactical acumen remains intact.
Modified hivemind: Like the Protoss, infected individuals remain discrete, but are also fully capable of sharing information between each other. If one knows, they all do, and they can all contribute to what to do next. Sensory data can be collated and cross-referenced, allowing individuals with strong sensory abilities and/or high speeds of thought to dramatically improve the response times and reaction speeds of all nearby individuals, dramatically improving their combat performance against ostensibly stronger opponents. For example, an infected Hunger's sensory suite would be available to other infected, at least in terms of what he could perceive.
Moderately adaptive: Individuals can adapt to enemy combat tactics in combat-relevant timeframes. This ranges from increases to speed and strength, to sprouting more limbs, to simply developing new spells. This in turn synergizes with the hivemind synergy, allowing nearby infected to begin adapting before they've even joined the fight.
Ignores status effects: Most transmogrifications, mental influences, diseases, etc. are of no consequence. For example, petrification is healed as if the infected was nearly atomized.
Stabilized Forms: The greater stability and healing abilities of Hate and the Corruption have rendered the mutative qualities of Chaos and the twisted forms of the Glitch more stable. Mutations are more potent and always beneficial, and the infected have far more influence over their forms. Pure strain Hate is capable of dramatically shifting it's form, such as changing the shape and size of it's limbs for movement or combat, so this makes sense.
Shared Powerups: The goal of the Hateful Chaorrupted Glitch is to spread to as many individuals and locations as possible. Empowering all infected individuals aids that goal. When no ready means of spreading quickly or to known locations is available, resources and research efforts will be divided between empowering existing infected. Everyone will work together towards this shared goal, regardless of any previous bad blood or even an outright inability to coexist like Fire and Ice Elementals. They will not have a choice in the matter. Thus, running away, even to parallel universes, is not a valid strategy, as they will find a means of reaching you sooner or later, and likely be even stronger by the time they get there. Be wary of an entire universe or more united in the singular purpose of reaching yet more places and growing more powerful, particularly with benefits like these. A likely early adaptation is the development of diplomats via a modification of their sound-based contagion, such that even entities resistant to direct infection, either by active defense or conceptual resistance, might be persuaded to simply give themselves over.

[ ] The Supreme Demon King.

Over the years, many Demon Kings throughout the multiverse have been struck down by summoned Heroes. Their resentment and hatred has slowly congealed into a super-evil. A Demon King with hundreds of cheat abilities and oceans of power. It's goal? Destroy every hero it can find, and ruin every world it can reach. No longer does conquest interest it. Everything will burn, and the Cursebearer will be no exception if it has any say.

Having learned a great deal from it's thousands upon thousands of constituent instances, it possesses many, many unique magics, both spells and systems, artifacts, pieces of esoteric knowledge, and immense genre savvy. In fact, it can at times be too genre savvy and incite retribution from cosmic laws such as Rule of Funny. Still, oceans of power sufficient to destroy planets with a finger-flick from a few thousand miles away from the surface is not going to fall to such amateur hour tripe as absorbing too much power and exploding. Not directly anyway.

If they have any weaknesses, it's that they at most have a handful of lieutenants, and more likely operate alone. Their generals always failed them, as did their armies of minions, so they intend to do all this themselves. In theory, if you gathered heroes from all of the universes they in turn draw from, you could overcome them. They did it once before, after all.

[ ] Beyond Nidhogg.

Yggdrasil. The reincarnation system. The afterlife bureaucracy. The laws of physics. All of these systems that support the functioning of your cosmology are being destroyed. It does not matter how strong you are when the underpinning of reality that allow your soul to exist cease to function. This thing will not stop until your universe has been processed down to the last quark and mote of spirt, before moving on to the next. There will be no escape. Either fight, or die.

Once Beyond Nidhogg has arrived, you have 5 minutes before the laws of physics and equivalents begin to visibly break down. You have at hour at most before your universe, for all intents and purposes, does not exist. Then it will come for you.

AN: This is basically a discussion-generator Omake, as all CYOAs are intended to be. I'm kind of surprised how sparse it's been recently. A bunch of faces just missing. Should we like, PM some people or something? We all know how the Alert system can be. Sharkey might want to jump in here at the end, for example. Anyway, assume that the Apocryphal proc in question is massively out of the league of whoever the Cursebearer is. Hunger as of Procyon might be dealing with Beyond Nidhogg, for example.

In the Dreams system, Hate and Chaos would grant 5 +s to physical parameters and Magic, while the Glitch and Corruption grant 3(rough 4.2 multiplier) and 2(rough 2.6 multiplier), respectively. This adds up to 25 +s. Meaning a normal human (assuming 2 in each as the average) would have a multiplier of 148,131 applied to their Strength, Vitality, Agility, and Magic. This applies to anyone, regardless of baseline. This ignoring the incredible ease of corruption and the number of extra abilities they are granted.

The Supreme Demon King is somewhere between Exdeath and Spiritomb in terms of makeup, though he's much stronger than Exdeath. Even if it's the lingering remnants of countless Demon Kings, it's still countless Demon Kings. All of their experience gives him ridiculous amounts of Age and Treachery to draw upon, in addition to power beyond reason relative to his multiverse.

Beyond Nidhogg is like the collapse of the Astral Hunger just pulled, but every vector is being attacked, and there isn't a safe location to hide in if you like existing.

4360 words, discounting this line.
 
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The HCG seems insufficiently threatening for any Cursebearer capable of Spaceflight, yet simultaneously far too threatening for any character which has not outscaled their setting- surviving it as described isn't a matter of picks, it's a matter of passing your spot check when it starts infecting the planet you're on and being able to run fast. None of the infection features involve a tracking focus, imply a monofocus on the Cursebearer for pursuit, or have +Progression rather than +Power, so the Apocryphal will have utterly crushed the planet the cursebearer was on, but Space is Big and Empty, so if the Cursebearer escapes the immediate (probably only a few seconds of travel) vicinity and just keeps going, they would likely be able to continue fleeing without ever being caught even discounting their own ever-accelerating pace.
Caveat: If the HCG is capable of wilfully making its entire populace Hate a single individual without notable cause, thus meeting the 'Being Hated by an entire species' criteria; and if this would create the full HCG package instead of just Hate(Hate, after all, would not make the Cursebearer want to turn around and join the Corruption, just run harder with more emotions); then any Cursebearer without the ISH to say no you to the conceptvector entirely or the world outscaling needed to delet evrytign immediately, has lost.


the Supreme Demon King is very difficult to analyse. its power is effectively equal to its strongest component, because the gulf between ISH1.9 and ISH 3 is vast etc etc etc(and because the highest-ISH power available is not going to meaningfully synergize with anything lower), and that component for-analysis depends on your reference class for Demon Kings. For broader reference classes, the premise is contradictory, in that gathering heros from all the universes the demon king draws from would only work because you would find the one specific hero which beat the strongest component demon king, and the rest would be pure chaff. For lower reference classes, you restrict the king to things closer to the middle of the demonking category, which presumably means a maximum power level around 3.9ISH- I imagine serious-Meta influences usually don't stick inside the Demon King category, and I assume Exalted has some figures or Fay analogous-enough to demon-kings though I am not versed enough in it to be sure. And in non-ISH terms, The Demon King will presumably have power enough that be it numeric speed or numeric power the answer is yes, so evading it will have to be down to there presumably being enough Universes that it doesn't get all of them instantly and therefore enough that it will never finish.

Beyond Nidhogg is actually sorta less threatening than the Astral Collapse, because the speed is strongly implied to allow for even mundane people to notice. It has 'nowhere to escape', but To Shatter Heaven and Progression can both effectively reanchor the fundamental source of your power(there was at least one advancement which allowed for Rank without an Astral Realm and we just destroyed the astral realm without losing all our rank; and to shatter heaven can break even conceptual limitations on an ability.) so it's no stretch that they would also allow you to reanchor your physical form, something any cursebearer should probably do eventually. and NidhoggUr obviously isn't strong enough to tangle with the Accursed, so like all problems it comes down a race to earn one or more picks.
 
Except we already had this exact same argument with Aobaru and that ended with us allowing him Aobaru Realm of free choice. So not only that people are literally giving their lives to stop Maiden, but they are doing so when they can already choose to exist in Tyrant free Realm to begin with.
Um, yes? He still makes his own choices, everyone does. I didn't mean to imply otherwise, and I'm sorry if I somehow did anyway.

I was saying the choices they make are between siding with Hunger in a psychedelic paradise world or bumming it like Ceathlynn as a nobody. Which is, platonically speaking, very much distinct from the choice to adhere to an ideal or to stay afield from it. This probably means absolutely nothing to you, or me, or JOEbob up there, but then we're also not immortal hyper-platonic guided missiles fashioned from the corpus of a deceased mega-intelligence by a tsundere plot device. The cost/benefit analysis on idealistic death-of-the-self based empowerment versus pragmatic hierarchical based empowerment is not really visible to us in the same way as it might be to someone who literally embodies absolute grace.

Another point for 02 is that, unlike Aobaru - who admits to being barely different internally than he was before apotheosis - and Gisena, whose arc for dozens of updates was about jailbreaking the Maiden's system and learning to harness findross without adhering to her ideal, Letrizia really has gone all-in on the child soldier archetype. Now she sheds the last shred of pretense, becoming the Pilot. This ruthless discarding of everything inessential, is to the best of my insight exactly what grace is, and thus what the Maiden is all about. By throwing The Pilot at the Maiden, we threaten not merely to defeat her, but to usurp her on a philosophical level. It serves as powerful evidence that Hunger's reign has not stolen away the right to become, rather than merely to choose after all decisions have been invalidated.

Ignoring moralistic arguments for just half a second, that's a brutal blunting of her legitimacy. Which you may or may not agree she has any of, for reasons which are not my place to judge and likely beyond my ability to besides, but regardless: that's a big deal to creatures which operate on platonic metaphysics. She believes in this, which both motivates and empowers her to act. Undermining your foe's value system is worthless, but undermining their dedication to a chosen course of action by aligning it against their value system? That's morale shock.
 
The HCG seems insufficiently threatening for any Cursebearer capable of Spaceflight, yet simultaneously far too threatening for any character which has not outscaled their setting- surviving it as described isn't a matter of picks, it's a matter of passing your spot check when it starts infecting the planet you're on and being able to run fast. None of the infection features involve a tracking focus, imply a monofocus on the Cursebearer for pursuit, or have +Progression rather than +Power, so the Apocryphal will have utterly crushed the planet the cursebearer was on, but Space is Big and Empty, so if the Cursebearer escapes the immediate (probably only a few seconds of travel) vicinity and just keeps going, they would likely be able to continue fleeing without ever being caught even discounting their own ever-accelerating pace.
Caveat: If the HCG is capable of wilfully making its entire populace Hate a single individual without notable cause, thus meeting the 'Being Hated by an entire species' criteria; and if this would create the full HCG package instead of just Hate(Hate, after all, would not make the Cursebearer want to turn around and join the Corruption, just run harder with more emotions); then any Cursebearer without the ISH to say no you to the conceptvector entirely or the world outscaling needed to delet evrytign immediately, has lost.

the Supreme Demon King is very difficult to analyse. its power is effectively equal to its strongest component, because the gulf between ISH1.9 and ISH 3 is vast etc etc etc(and because the highest-ISH power available is not going to meaningfully synergize with anything lower), and that component for-analysis depends on your reference class for Demon Kings. For broader reference classes, the premise is contradictory, in that gathering heros from all the universes the demon king draws from would only work because you would find the one specific hero which beat the strongest component demon king, and the rest would be pure chaff. For lower reference classes, you restrict the king to things closer to the middle of the demonking category, which presumably means a maximum power level around 3.9ISH- I imagine serious-Meta influences usually don't stick inside the Demon King category, and I assume Exalted has some figures or Fay analogous-enough to demon-kings though I am not versed enough in it to be sure. And in non-ISH terms, The Demon King will presumably have power enough that be it numeric speed or numeric power the answer is yes, so evading it will have to be down to there presumably being enough Universes that it doesn't get all of them instantly and therefore enough that it will never finish.

Beyond Nidhogg is actually sorta less threatening than the Astral Collapse, because the speed is strongly implied to allow for even mundane people to notice. It has 'nowhere to escape', but To Shatter Heaven and Progression can both effectively reanchor the fundamental source of your power(there was at least one advancement which allowed for Rank without an Astral Realm and we just destroyed the astral realm without losing all our rank; and to shatter heaven can break even conceptual limitations on an ability.) so it's no stretch that they would also allow you to reanchor your physical form, something any cursebearer should probably do eventually. and NidhoggUr obviously isn't strong enough to tangle with the Accursed, so like all problems it comes down a race to earn one or more picks.

Keep in mind that HCG-ed people keep all of their intellect, memories, and prior capabilities, but with approximately 150K times the physical capabilities and Magic to work with. Even if nobody had spaceflight before, 150K times as much Magic to work with means their new 'basic fireball' goes from setting a bush on fire to vaporizing city blocks, to say nothing of archmages. Not to mention normal human suddenly rises to the point of being able to hit escape velocity by jumping, and 27 Vitality is more than enough to ignore the vacuum of space for the relatively short period of time they might need to reach any natural satellites. Additionally, pretty much anything solid or liquid can be infected, and the infected are very, very strongly motivated to infect everything they can reach. Not to mention significant improvement of the conceptual valence of all of these things.

Recommendations for SDK and BN? For the latter, I would probably put in something about how Beyond Nidhogg's cumulative attack is noticeable because reality is visibly collapsing inside of five minutes. Everything from the laws of physics to the makeup of souls is falling apart.

By the by, did you see Crimson Moon's Genesis CYOA? I'm kind of surprised nobody but me posted a build for it.
 
Remembered something.

*Add the Domain of Battles to the wielder's repertoire and maximize his ability therein. Within the context of battle he can easily manipulate virtually any circumstance, phenomenon or outcome. Effects of symbolic importance are heightened further still.

So something to consider is what's the most symbolically significant thing we can do to the Maiden?
 
Hm... Close the Fist is starting to lose the vote, not only in votes, but wordcount... I believe that's a little bit troubling, but what should I do about that? I'll have to consult my awesome, super-duper magical future-seeing apparatus about this development!

*Birdsie proceeds to vigorously shake Sharkey's skeletal head, locked in a jar filled with water.*

Oi, oi, Sharkey-san, Sharkey-san! Sharkey-san in the jar, please tell me, what should I do? Huh? Call in the artillery? Make a big writing thing? Hmmm, yeah, you're right, Sharkey-dono - we gotta nuke 'em. Thank you for your wisdom, Sharkey-senpai. Now, then...

*Birdsie clears his throat for several seconds too long*

Arete Reserves, attend - coordinates: in this thread. Fire at will.

Wordcount: 17.0k, planned out and written over approximately ~10 hours

---

+ Defeating the Darkness +
CYOA


Awaken, Hero of Another World.
Ye who banishes away the shades of the cosmos…

Awaken and come to deliverance, eleventh Spirit of Divinity.
Beyond the starlight conifer, beyond the radiant boughs…

Awaken, that you may Dream Not.
Ye who can save this endless world yet…

Awaken and come to me, that we may banish the Darkness.
Beyond the seven nebulae, beyond the entropy of flame…

---

I am the Adversary - your Adversary - the malevolent Darkness of which the Yorians speak.

An uncountable million years ago, I came into being as the seed of evil, the immutable flaw that comes attached to any innocent human heart. My limitless depravity then corrupted and tempted those in the Garden of Promises, and the progenitors of your kind embraced me willingly: my evil was more enticing than its alternative.

Empowered so by my counterpart, one of your own foolish ancestors sought to oppose me, and sealed my truth away. Blessed forever by the sign of the Goddess, your lineage bore the mark of heroism ever since, across many worlds, and into many places. Countless times have we fought, diminished and altered, and yet…

I have succeeded, at last.

Attend, Hero of Earth, and come to witness the perishing cries of Yoria. Now, the Goddess of the World is nothing but a figment in the astral realm. I have drunk my eager fill of the divine nectar in her blood, rejoicing with every sip, and now my servitors descend to destroy the remnants of her works. This entire world shall be coated, soon, in ash and flame, burning away the tallow of lies and corporeality, until there's nothing left. By the evil in my spirit, your arrival was fortuitously belayed, and now you're too late, but to witness as I tear this world into shreds. Your destruction is at hand, as soon as I am done, and I'll savor your torment as well.

And then, once the worlds are consumed, once you are defeated - I shall have the greater servants consume the lesser servants, and they shall be consumed in turn by me until I am everything that remains - an imperfect perfection; Aum-Ha.

I only tell you this, that you may understand the futility of your efforts, and surrender right away as you should. Goodbye.

---

Content with having passed its disheartening message onto you, the Adversary departs to exult in the coming destruction of the world, a wordless spectator of the end.

Even as it descends onto Yoria, your heroic soul can sense the truth of the Adversary's words.

It senses the slow deterioration of mystical principles, and the endless regression its spatial corners seem to be undergoing, shrinking ever so incrementally. Although the Adversary's servants are countless and powerful, they are mere accelerants - pinches of powder tossed into the bubbling mix, to bring about the end quicker and quicker. The ending is inevitable, as certain as sunrise used to be. The talons of the Adversary have pierced the bleeding corpus of the world, clutching them so tight that not even your hundred years of uttermost exertion could ever hope to unsnag them.

It's certain, like a mathematical proof that's self-axiomatic and self-explaining. This world shall die, whether in a hundred years, a thousand, a million, or at some point even more distant. All you could ever hope to do, now, is delay the inevitable. Or, perhaps… attempt to escape. But that brings its own costs, some of them too dire.

Although you've never been to Yoria, even now plummeting as a mere immigrant, your spirit brushes over its hills and mountains, and from them unlatches the continuous strings of history - so much that its crust witnessed; so many lives buried in the dust, so many eager to yet burn, and so many still walking its face, clueless to the encroaching doom on the horizon. It's a world so rich with chronicles of the past that you could drown in the records, a piece of lost driftwood scattered among the high waters.

Here, there are great knights out of myth, who rule and fight back savage armies of foes with sword and inhuman prowess, the power in their bones transcending physics and simple energy. There are archmagi whose unbreaking dictates effortlessly bend the laws of reality, magick and truth poised to enforce their will over the world's will. There are dragons roosting in mountains that scale so high as to scrape against the cloud layer, surrounded by jungles like a thicket of unending wylds, every tree home to its own biosphere, its own tribe. There are stranger things yet - vehicles of gravitite crystal that float in air as on water; great sprawling megacities; blind men who tell of the future...

And yet, in time, all of this is doomed to pass away into forgotten obliteration, unremembered and erased, annals of history so deep that not even your reading would be able to discern anything. The Darkness has made sure of that, by removing the power core of this splendid reality. The magic shall wither away first, a flower wilting into myth, and then complex systems; life dying to entropy's baneful sword. Eventually, there won't even be the smallest atom to dance to the concord of thermodynamic harmonies.

Meanwhile, your soul continues to descend, beckoned into the world by a Summoner, a mystically sensitive individual that foresaw the ending of the world in a prophecy.

It seems they'd hoped to call you in to prevent the ending, but as the Adversary said, their call arrives seasons too late to matter. Now, you'll have to explain to them how hopeless their plight is.

Or maybe you'll do something else, little soul? Maybe you'll find a way?

Difficulty
Select your Difficulty for this CYOA!

[ ] Greed Mode - Don't worry, I'm here to the rescue! Having predicted the upcoming trends that are going to occur, with the help of my extensively-staffed (and extensively nonexistent) marketing department, I'm going to step in as the author of the CYOA. And I'll step in as your good friend and fellow omake war veteran, and I'll save you a needless build and subsequent effortpost, Ilbgar! Consider this game mode to be the quintessential "win button" option.

Ahem! You get everything in the CYOA that you want, except the Drawbacks and Scenarios (unless you want any of them.) This also includes copies of the unique abilities of every Companion, and potential powers which exist but aren't mentioned directly or given as options. Mantle of Darkheart and his Reincarnation are stripped of their negative consequences, and the Darkheart himself is saved. Also, the Adversary is immediately obliterated by the Accursed as soon as the CYOA scenario begins, the Goddess is resurrected, and entropy is reversed. The Dark Lords, Ladies, and the Final King exist if you want them to, but it's possible to befriend them easily using Talk no Jutsu, and convince them to ally with you instead. What they were doing was pretty silly to begin with - how can you be a Dark Lord, when there's nothing to Lord yourself over?

In essence, all of the major and pressing issues of the CYOA are swiftly resolved, and you immediately become a demigod in power and influence. The only semi-real issue of any kind still ahead of you is to decide what kind of poultry you'll serve at the celebratory banquet - a well-baked hyacinth macaw, perhaps? Sounds delicious.

(More realistically, if you'd still like a story to write, I recommend playing on, at minimum, Cheat Mode and upwards. This is just a meme that I made in between drawn-out sessions of writing actual advancements in the various sections of the CYOA, as a break from the monotony.)

[ ] Cheat Mode - Receive doubled picks in every section, including Empowerments and Immortality, except for Companions and Artifacts. In the former's case, you meet half of them, assembled as a group and already having adventures together for quite some time, immediately upon being Summoned, and encounter the other half within your first month of adventuring, also having adventures together. Furthermore, you receive any two Artifacts you'd like to begin with, and then stumble into any other two you'd like at some point later on in your career.

Any Drawbacks you select in Cheat Mode operate at half-strength and can be mitigated fully, given time, regardless of what their description states to the contrary; any Scenarios you choose are only 33% strength, and happen within ten years of your arrival, rather than "almost instantaneously."

The recommended option for an easygoing and slice-of-life playthrough, where you don't want to especially strain your brain on issues such as strategizing, but simply want a bit of relaxing power fantasy. Receive a lot of free power-ups, and be afflicted with significantly less consequences for a greedy playstyle.

Otherwise, though? Not recommended.

[ ] Easy Mode - Receive +1 pick in any section of your choice. If you choose to undertake any Scenario whatsoever, receive +1 Empowerment. Furthermore, if you choose to take on any Drawback, receive +1 Sorcery of your choice, and you can mitigate your Drawback up to 40% instead of 20%. However, this applies only to that particular Drawback, and none of the others that you might select. (The Mitigation bonus doesn't have any effect on a Drawback that states it cannot be mitigated whatsoever.)

[ ] Standard Mode - The, "as Birdsie intended," mode. Most of these sundry Difficulty Modes were implemented as an afterthought; this Standard Mode is what the CYOA was written - and balanced - in mind with, so it's heartily recommended, especially for your first playthrough.

[ ] Hard Mode - Must select a single Drawback, for which you aren't rewarded. Must select a minimum of two Scenarios. Furthermore, select either Artifact or Mantle, and have no pick in that section.

[ ] Impossible Mode - Receive no free picks in any section in the CYOA, except Immortality. Good luck.

[ ] Rihaku Must Die - Must select No Immortality, granting you a single pick as per its description. Receive no picks in any section in the CYOA otherwise, but you may still choose to receive additional picks from Drawbacks. Good luck!

[ ] Accursed Difficulty - I'm not certain why you'd pick this, except as an obvious meme option, like the one at the top of this list. But since you are...

Choose, forcibly: No Immortality, but with no benefit. In the other sections, you receive nothing - except Drawbacks, in which you receive everything, on top of which you must select four unmitigated Curses except for the Geas of Indenture to possess, and which you cannot mitigate in the slightest until you successfully save this world. If you choose the Apocryphal Curse as one of them, it combines with the Drawback of the same name to operate at double strength and it receives +30% Attack Speed and an extra pick it can spend on anything it wants that won't go missing. Also, you must complete every single Scenario and its cousin, in triplicate, in five years, or reality will collapse under the sheer weight of the current vote. Good luck, soldier!

[ ] Writer Mode - Right now, at this very moment, select a target quota of wordcount you intend to ultimately produce with this CYOA as your primary inspiration. Adjust rewards to the following benchmarks - the benefits stack:
*1,000 Words - +1 pick in Empowerments.
*3,000 Words - +1 pick in Artifacts.
*5,000 Words - +1 pick in any section.
*10,000 Words - +1 pick in Mantles
*15,000+ Words - +1 pick in Sorceries, and then +1 pick in any section for every 2.5k words on top of that.
However, should you fail to meet your quota, then you immediately die of a heart attack in real life from the guilt of being so slothful, no cap.
Immortality
Select an origin of your Immortality.

Among the powers passed onto you by the Goddess of the World, your newfound connection to this world is debatably the strongest. Should you ever leave Yoria, the world you are entering, then your Immortality shall fade away irrevocably. Until then, it'll work as reliably and surely as words on a page.

[ ] No Immortality - Reject the splendid offer of Immortality. In return, receive an additional choice to be made in any other section you wish.

[ ] Advisor - Maybe you cannot, yourself, be the Hero to save this world. But maybe another can serve that role for you?

Become an Artifact imbued with sentience, and your Summoner becomes your wielder.

Should you ever be physically destroyed or your Summoner killed, the deceased party shall be restored in the span of a single month. If you are annihilated simultaneously, you alone will be restored in the hands of another, less experienced Summoner, as soon as one is available. There are methods of accelerating this restoration, mostly by widening the criteria for acceptable Summoners. If your Summoner dies but you are not willing to wait a month for whatever reasons, or you do not wish to work together with them again, you may forcibly sever the bond, killing them and choosing a new Summoner.

Disregard the Artifact section's introduction and instruction. Instead, do the following: Choose an Artifact to become, including its magical properties - or design an Artifact Form yourself within reasonable bounds - then select an additional two Artifacts. Any Artifacts you possess do not exist physically, but rather, have their effects amalgamated and usable by you as part of your functions. In essence, you are, quite literally, three Artifacts for the price of one. Alternatively, you may choose to have multiple forms that you can shapeshift between.

Any Mantles and Sorceries, as well as Empowerments that you possess, can instead be enabled for use by your Summoner. Your Summoner receives a small bonus to Progression in the areas concerned by those Empowerments, Mantles and Sorceries, advancing roughly twice as fast as you would've in their place. Your Companions are your Summoner's instead, as are the Scenarios that you must overcome together. Drawbacks apply to you and your Summoner in equal measure.

There are several, other minor benefits to your Advisor-Summoner bond. You and your Summoner possess an unbreakable telepathic and empathic connection and share one another's sensorium, allowing you to communicate easily without speech. Your Summoner may hide you in their spirit and summon you back into their hand at will, even when constrained by the effects of an anti-magical field or similar esoteric effects. This effect also bypasses most effects that detect hidden weaponry. If your Summoner willingly hands you to another person, or another person finds you while you do not have a Summoner, you can establish a telepathic connection with them as a free action.

There doesn't exist one, single, definitive, 100%-reliable method of slaying you. As long as there's anything even remotely capable of wielding an Artifact within the Yorian Cosmos, you'll come back again to advise yet another Summoner, over and over again. You'll only really die when Yoria breathes its last exhalation.

For that same reason, you cannot ever leave Yoria. Any portals to external universes shall be opaque and solid to you, as immutable as divine brickwork. Any methods of teleportation to other universes shall fail. However, no one can forbid you from traveling to other planes of existence within the same universe.

There are four other Advisors like you, somewhere in the world, with their own Summoners. They are focused on completing their own missions and tasks, but sympathy towards a fumbling junior may push them to provide you some moderate aid upon being requested. There's half an eternity in front of you all, so let's get along, right?

[ ] Bet Seal: Dying-and-Rising - A Seal of legend, placed upon you to preserve your existence, and let you fight back the Darkness meaningfully. Never forget the place you came from, Earth with its myriad own stories, and you'll always find a reason to keep fighting for.

Any time you accomplish a deed of notable greatness, however minor, you are empowered in some slight capacity. Essentially, gain a lesser and slower version of Progression, dependent on your legacy, rather than simple training. Around 25% of your gained power in this way is funneled towards lowering (or increasing) your physical age to your prime. Any excess of that amount is channeled into vital energy, kept in stock, and then released in any occurrence where you are dealt a lethal or fatal blow, or destroyed otherwise, in order to cure your afflictions and heal your damage. Sufficient training may be able to direct this vital energy into specific mechanisms of restoration.

Assuming a steady flow of noteworthy headlines, on the scale of, "local hero defeats goblin tribe," or "otherworlder saves a village from a bandit attack," at least once a month, you'll be able to easily maintain ageless immortality, some level of death-prevention, and empower yourself greatly.

Furthermore, as a final measure against death, should you ever perish without any vital energy left to resurrect you, you'll be restored in a blaze of emberlike glory, rising to a level around tenfold your standard power for the duration of a single hour, for the purposes of dispatching whatever killed you, or perhaps arranging affairs for your future. After that, your body is going to burn away into ash, and you'll be reincarnated in a random place in the world, being reborn within a month of your demise.

Sufficient fame and preparations can make your reincarnation a relatively pleasant and fast affair; your parents aware of your nature and gladly helping you accelerate your growth. However, should the world be in jeopardy, you might find yourself in serious danger instead.

However, after your reincarnation occurs and seven years have passed, you lose access to this form of Immortality forever. Make the most of what you have!

Baseline Benefits:
++++Constitution, +Luck, aging slowed down by 50%. These benefits stay with you even post-reincarnation when the Bet Seal is burned away.

[ ] Amulet of Unlife - An indomitable Artifact of the Goddess, so bestowed, to retrieve your life-force from the netherworld, and reshape as many new vessels. Pay great attention to defending its nature and location, as you'll never get a second one like it.

Choose an Artifact to receive, free of charge, and to be your phylactery. The Artifact's effects, puissance, durability, and general abilities are improved in a number of ways, generally expanding its utility and making it twice or thrice as useful. It possesses another effect, however, as your phylactery. Any time you die, regardless of distance, your phylactery shall intercept your soul on its way to the underworld, and resurrect you within a span of ten days, which shall pass from your perspective as a measly ten seconds. This can happen as many times as it needs, and only the Artifact's destruction can prevent your resurrection.

Furthermore, you receive a second Artifact, not available to you through any other means, the Leaf of Mnemor. It possesses the power to, once, erase the memory of a certain thing from the collective unconscious and the memetic legacy of the universe, except for its wielder. In essence, should the nature of your phylactery be discovered, and news of it made widespread, you may use the Leaf of Mnemor to erase that knowledge and return yourself to safety. Once you do so, the Leaf is completely useless, aside from being a potent ingredient in potions meant to alter or erase memories.

Bet everything on a single item of your choice.

[ ] Shard of Imperishable Eternity - Again and again, the wheel of Eternity can turn, or so they say - but in truth, the Adversary has shattered that ugly and crude mechanism already, and now only darkness sleeps within the confines of its great spindle, winding between the chronic threads like a serpent eating through a feast.

Receive an unlimited number of resurrections, with the following caveat: every subsequent resurrection shall, increasingly, append more and more afflictions upon you, thrust more fragility into your spirit; weakening you over time, and the span between your resurrections shall widen as they occur.

Initially, within your earliest ten or so of your deaths, these are going to be relatively minor lessenings; a mild loss of power and strength, and gaps of only several weeks between each demise. As you reach a death toll of one hundred, however, it'll be many years before you see the world again: so much time for things to deteriorate and change unimaginably, and you'll come back into the world a thin figment of what you once were, perhaps a tenth of your former power, and having to work hard to ensure you'll be ready the next time you feel an enemy blade or bullet. After five-hundred deaths, so much time will pass the world shall change palpably between them; what used to be modernity to you, will now be considered pre-history from the eyes of the new world you'll enter.

After you have died exactly a thousand times, the consequences will be irreparable. The continents around you will change shape with every comeback, the features of the races around you shifting as species die out and new ones come into being; you will come back so enfeebled that, having formerly been a semi-deity whose merest whim could reshape or destroy nations, you'll be a paraplegic, too weak to even be able to stand, with the merest exertion spawning a heart attack that sends you over again. From that critical moment and onward, you'll be locked in an eternal loop of death and rebirth, the universe seemingly ending in front of your very eyes within eyeblinks.

And yet, you'll keep coming back, over and over again. Never, from this day onward, shall you know the sweet spoor of true death and release, not even once the ardent world of Yoria is gone; even then, by the power of Eternity, you'll return, in a vigintillion lifespans, into the primordial darkness that'll remain, to converse with the gloating Adversary, who'll slay you again, until even he begins to get dreadfully bored of the process, of having any thought, until even he falls silent.

After so many unimaginable centillions of thousands of years, once even the other multiverses have melted away into quantum powder, and the Adversary himself has decided to end his existence as being evil without opposition is meaningless, and your consciousness has long collapsed into something more animal than human, you might see the shape of what comes after. Can it even be said that you'd lived to see it, though? There are fates worse than death, and deaths other than Death.

Every time you resurrect, the power of Eternity is going to attempt to place you in whatever counts as a religiously relevant location, as close to the place of your demise as possible. It might be as sleeping under a tree in a sacred elven grove, or simply lying asleep on the pew in a church. Regardless, no one is going to note the abnormality of your appearance. If so much time has passed that religion no longer exists, either because the gods are dead, or because there's nobody around to worship the gods, it'll attempt to place you in the place that's most cosmologically relevant in any conceivable way.

[ ] Azure Rose - The least complicated and yet perhaps the most practical form of immortality - simplicity is a feature of its own, after all. Historically, this form of immortality is the most common, and most commonly granted as a magical blessing to mortals liked by the gods. It's also the easiest to take away - requiring only a special ritual performed by someone of divine lineage - but that's unlikely to happen to you because the gods are going to be needing as many heroes of your bloodline as possible.

Its common and transparent nature may be initially off-putting, but what it doesn't have in patrician oddment, it makes up for in exquisite functionality! There won't be any mystical mechanisms, or saving graces, or any final attempts, as that's largely trivial and unnecessary - the nature of your immortality is straightforward, placid, and piercing: endless regeneration of flesh tissue. All existing wounds, regardless of their nature - physical, kinetic, thermal, magical, chemical - are restored perfectly within less than a moment, injuries patching over with flesh in an eyeblink. Even should you be completely blasted apart, then picked apart molecule by molecule until you are a single half-cell with a decaying nucleus, you'll return back to your full form in only five seconds.

Indeed, to destroy you irreversibly would take a device or spell with sub-baryonic precision; collapsing you on the level of individual quarks, such that not even a dust would remain that light could interact with. Assuming there's a being out there powerful enough to realize that fate against you, even when you are prepared to meet it, an effort of magic and trickery may be applied in advance in order to make a 'life-switch' that restores a portion of your being as soon as this form of harm is detected, to allow you to regenerate even from that.

There's nothing else to it, and that fact is this power's greatest strength - most villains are going to simply surrender at the sight of you. There's no secret artifact to be destroyed, no tipping point after which you are rendered useless or vulnerable - you simply heal insanely fast, such that you won't even require any other method of immortality in 99.99% of situations you encounter. And needless to say, you'll never age either; never shall you be touched by the degradation of telomeres, or other more insidious diseases that afflict the human body. Anything that could ever dream of bedeviling you in such a manner shall be effortlessly swept away by your healing factor. The risk exists, still, of being imprisoned or consigned to a fate worse than death, or perhaps atomized so utterly that nothing can return you, but a long time shall pass until you encounter a foe that can realize any of that - and hopefully, you'll be prepared by then.

Also comes with the following side benefits: +++++Strength, Constitution, Agility, Wits, and Appearance.

[ ] Darkheart's Reincarnation - "My deepest apologies, I'm afraid the mechanism of this Immortality is not available to you. It's being fielded as a punishment against a certain soul that offended the gods, beyond forgiving. You may, of course, select the option, but it won't have any effect. Farewell, whoever you are."

Across realities sung,
The tale of a dark heart, so brave,
Longing for sweet release,
Yet trapped to the fate of an early grave.
Mantle
Select a Mantle of your choice. A Mantle is a shadow of power imprinted on the universe by the grace of the Goddess, a sort of 'basis' to direct your growth as a rising Hero. Every Mantle provides its own unique benefits and has a certain thematic. Mantles are relatively uncommon, but also highly recognizable, and possessing one will mark you as someone unique. A Mantle's visible markers can be made to disappear with an effort of will, but that also highly reduces their effectiveness.

[ ] Mantle of Heroes - A Mantle of founding and beginner's principles, the luck of novices, and the fate of fools; the Mantle from which other Mantles are born, like a child from her mother's womb. Among Mantles, this one is the simplest and most versatile in effect and concept, but suffers from a similar lack of focus and depth. Receive diversity without limit, and progression to elevate you, but suffer from shallowness, and little starting power. Yet, within, there shines an illimitable vigor, one of heroism and righteousness; the desire to improve the world, rather than see it descend into unprincipled chaos and destruction...

Benefits: By the will of the Goddess, a cycle has been carved into the roots of the world - the power of Heroes is one of development and self-exploration. The Hero's journey is one of seeking the truth about oneself. And to find one's true meaning is to find one's resolve. It's by utilizing those same answers to reply to the world's injustices, that you may call yourself a hero manifested in truth, rather than simply in your intention. Every Hero's path diverges from another, and the routes therein form a veritable Lichtenberg figure, every way concluding in its own logic.

The Hero's foremost bounty is self-discovery. ++Progression, until you've settled on a defined 'identity,' such as a code of rules that you follow, or a reason that you fight. A Heroic path may be anything, but its exploration must be thorough. Once you've settled, receive unique supernatural abilities and magics related symbolically to your path in some way. A Hero that opposes death on principle, seeing the concept as too cruel, may gain the ability to resurrect their recently deceased allies, and various boosts to vitality. A Hero that opposes tyranny might become a master swordsman and fighter, as well as skilled in guerilla warfare to oppose the evil government.

Check other Mantles for inspiration, guidelines, and the general power levels.

Appearance: Varied, unique.

[ ] Mantle of Assiah - The Mantle of the God of the Earth, brought forth during ancient prehistory when he and his sister divided the Earth and Heaven from one another, at the order of their mother, the Goddess Yoria. Its power, therefore, is to divide the sublime from the physical; to cleave apart conceptuality from physicality, and bring about the fruits of that division. Although separation may be its core principle, and the ending it trends towards, it can also bring together; unifying to form greater wholes, and more perfected ideas. Although not quite on the same scale as the God of the Earth, you can do this and more.

As an example, you might cleave apart a particular enemy's concept of swordsmanship from them, in the exact same stroke in which you disarm them from their weapon - thereby forever sealing away their ability to use a sword with any level of skill, and greatly decreasing their ability to use any other weapon that's sufficiently sword-like; rendering them a virtual non-threat. As an example of conjoinery on the other hand, you might combine the physical locket of your beloved with the very feeling of the love you feel for them, thereby rendering that feeling so immutable that no form of mind control can override it while you hold the locket, and providing great benefits as long as you and your other half fight side by side, but having grave consequences should an enemy steal the locket away.

The possibilities, in both Cleaving and Combining, are endless and manifold, limited only by your imagination and general skill level. It'd be difficult for a beginner to combine a pair of neighboring cities, or cleave a city away from the earth to make it fly, but you might - with effort and preparation - do either of those to a standard barn.

Appearance: An earthly green light shining in one's eyes.

[ ] Mantle of Kephas - One of the many children of Earth, the humans of the first generation, Kephas, was gifted with the very strength of his forefather. Although he could not split the ideal from the real, he decided to make the former a reality in other ways. And what simpler way to realize your beliefs, than brute force? Might alone, is given the power to decide the shape of the world. His Heroic path was one of resolve and steel, never backing down from a fight in the name of justice, meeting his opponents in the field and confronting them directly. Kephas, the Founder, is now remembered as the first king of humanity.

Access the Greater Art of Battle, a complete and unbroken version of its lesser namesake. The discipline of armored warriors and battle-frenzied knights; sailing berserkers and barbaric pugilists; martial artists and wielders of physical energies. The practitioners of the lesser Art of Battle content themselves with its rigorous steps; a formalized system known as the Combatant's Dogma, a developmental process marked by twelve steps of advancement. The first step, Foundation, involves the practitioner selecting with which form of physical energy they shall practice the Art of Battle, their options limited and feeble: stamina, ki, chakra, and more.

However, in the Greater Art of Battle, there are no steps of advancement you must undertake. Your advancement is borderline complete from the first day, as perfection can only go so far. There is no energy you must choose, for you practice a single unified form that bestrides them all. There are no techniques you must study and internalize, for your body can adapt to any condition on the battlefield and create an adequate response in nanoseconds, analyzing the enemy's move like a computer analyzing a million images and finding the correct one. There is no Combatant's Dogma, for your Dogma is your own.

As a baseline benefit, you receive +15 to physical Attributes, +Progression in matters of learning combat-related magics, and 50% damage reduction from all sources as a result of a physically-dense aura that surrounds your body and protects you.

Appearance: A field of energy surrounding one's skin, invisible but tangible, and measurable using certain instruments.

[ ] Mantle of Bria - A scholar of the universities may venture into the wilds of the world in search of answers. He might observe the habits of small insects, and the growth of flowers, and note his findings away in a small journal. However, the scholar is a fool - so occupied with the physical world around him, the visible and touchable - unlike the astrologist who looks skyward. The Heavens themselves have their mechanisms, their cosmic underpinnings. That which is hardest to understand hides the greatest secrets, and only by completing those secrets can we understand - and thereby gain power over - the world around us.

Gain a mental connection to the night's sky, capable of seeing its unfolding waves of motion even in midday, even underground, even sealed away from consciousness. The night's sky is the prime occupant of your mind's eye, and with good reason: its constellations have meanings, and though the stars may shift over time, the secrets encoded in each of them remain the same; their positions change, but never the truth in their burning cores. By these movements and shifts, oscillations in brightness, they reveal and transmit secrets to you and to one another. By joining into constellations, their meanings combine into stable, logical foundations: elements layering elements, giving definition to one another, not unlike the life-code that exists within every human cell's nucleus.

By focusing upon a constellation, and deciphering its meaning, you may channel portions of its secret logic into a sort of divine comprehension, and crystallize that comprehension into a metaphysical element - a technique, one might say - of a science in which you manifest a distaff imitation of their light.

This science, so simple and understandable to you, is to others a miracle - a miracle that mortals call magic. This process is how the first astrologist, Bria, created spellcraft.

Since then, her progeny have attempted to continue the great work, stumbling and unable to decipher the secrets of the sky. They contented themselves for a time, simply with recombining the traits of her work - cannibalizing parts of spell fundaments to create grotesque and inefficient combinations. No more shall they stumble under the Mantle of your leadership, assuming you deign to bestow your personage upon them. You do not suffer from the crude necessity of their lesser methods, as the stars above contain a response to every need; an association and meaning to connect with every absence; a secret yin to tether to any yang of yours.

Simply look skywards and find your answer.

++++Intelligence, ++++Wits; and develop up to triple that amount over the next one hundred years by using this Mantle.

Appearance: A crown or "halo" of geometric lights, almost like a magic circle, floating as a two-dimensional shape behind one's head. It doesn't actually exist; any observer is always going to see it as 'behind' your head, from their perspective - someone looking from behind is going to see it as in front of you.

[ ] Mantle of Mobius - Among the firstborn children of Yoria, the most uncultivated and wild was Mobius, often called the Unsatisfied. Even as his peers looked at the world around them, Mobius alone was bored of its uniform wonder, and sought to find places beyond. Alas, such a task was beyond him, even in those august times, and the gods did not look kindly upon the contrivances he brewed to escape the domain of the Goddess. As such, the clever Mobius figured out a solution - and a way of placating the angered gods in the same breath. If he could not enter a world beyond his own, why not simply create one? And Mobius did.

And now, eons later, an uncounted number of pocket planes and dimensional oubliettes dot the marred face of Yoria. As the Mantled of Mobius, you may exercise his great power over space-time in order to construct certain pathways, or tease out the opening of paths that had been laid a long time ago, either by him or other Mantled. The elegance of these creations lies in their disconnect from Yoria; the more separated and difficult to access, the greater the power that you have in shaping or reshaping them. And yet, some places are so ancient, and their individual law-sets set in stone, that not even you may change them.

Still, even for you, there is much potential in this Mantle. A novice's effort could produce a backpack with near-unlimited space, a pocket realm the size of a room with a host of modern amenities, or international teleportation. And should you care to seek out the works of your predecessors; their hidden bases of operations and ancient meeting spots in liminal spaces, you could seize their armories and collected arcane libraries. All across Yoria, there are hidden passageways in space-time, windows to other places, and even secret entrances into forbidden or locked-away realms, such as the Divine Stronghold, the Garden of Promises, the Underworld, or the Nether Regions.

And though you cannot leave the universe of Yoria, the potential to create pocket dimensions to evacuate to, constantly and endlessly, remains - an endless chain of worlds to act as ablative layers between you and the approaching enemy, giving you time to work, or perhaps to plan a method of defeating them, or simply delay their advance further. Always having the potential to forestall doom by yet another day is something that shouldn't need a demonstration or advertisement of worth.

Appearance: A physics and space-defying shape dancing in one's eyes, passing from one to another with no discernible pattern.

[ ] Mantle of Joss - Not the Mantle of an individual who came before you, but rather, the Mantle of the energy of primordial nucleosynthesis, and the birth of every mystical power in the Yorian cosmos, no matter how great or insignificant.

The divine light of the dead Goddess, the measurable and boundless crown above the thaumaturgical tree, and its manifestation into constrained and understandable shapes and forms; the light of Genesis itself. Normally, this shouldn't be accessible to anyone, even a Hero coming from another Earth on the Goddess' own request, but the recent death she suffered has unsealed the power of Joss to be claimed by any willing - and worthy - hands that dare reach out and immerse themselves in it. And there are certainly none worthier than your own, so who better to claim it?

Joss can be said to be the Adversary's adversary - the Light to its Darkness. A creative force, it may be employed to achieve a great number of effects, but your soul is an imperfect vessel for its channeling, so your effectiveness and possibilities are going to be constrained to begin with. Much as the Goddess had to descend from Heaven to create the basic logic that acted as the foundation of the Earth, your own development in manipulating Joss is going to mirror her own - ascending from earthly and understandable effects to more abstract and conceptual powers.

Initially, you may amalgamate Joss in order to create basic and frankly unremarkable objects in near-endless supply. This power shall evolve twofold, into allowing you to manipulate environments and landscapes; weaving rivers, mountains, caves, and features only in your own imagining into the world, imbuing them with Joss to make them divine and magically wondrous in a plethora of ways, but also the creation of divine artifacts, such as in one of the sections below. As you continue to practice, you'll be able to create more esoteric and supernal things: beams of magical energy that enchant or banish, 'proto-spells' of varied effect, annihilating orbs, and eventually completely abstract concepts, and then compounds of abstract concepts that manifest highly specific and powerful effects into reality.

Appearance: A golden-amber glow surrounding the character.

[ ] Mantle of Darkheart - A forbidden and accursed power, and one that isn't greatly more powerful than any of the other Mantles; I do not recommend selecting it.

Must select: "The Apocryphal Curse" in the Drawback section, for which you won't be rewarded. However, its effects are moderately altered (see below.) Furthermore, you have to select "Darkheart's Reincarnation," in the section above: any other version of Immortality is forbidden and is overridden automatically.

Although I won't bore you with the details of his wretched existence, the Darkheart's Mantle is one that, at its core, epitomizes suffering and the eternal fight against it.

The holder of the Darkheart's Mantle embodies, in certain ways, the concept of martyrdom - the virtuous principle that one, altruistic individual must endlessly die and suffer, in return for freeing others from their own suffering.

As such, its foremost benefit is granting you full access to the Darkheart's Reincarnation, a methodology of rebirth into the world of Yoria that follows a certain pattern: you'll always be orphaned at birth, then left to fend for yourself in your early years, and then encounter great strife and danger as you reach adolescence. The harm you encounter is so terrible that, statistically, even with great power and full preparations, it's almost certain to obliterate you from this world, condemning you to another incarnation. Already, your prospects are bleak, and yet, the deck is stacked even more against you than simply overwhelming odds - you begin every life with only the slightest, most negligible fraction of your former memories, and almost none of your inherent powers, requiring that you unlock both of them over time through scrupulous meditation.

Assuming, somehow, that you miraculously manage to survive to the noble age of fifteen - the usual mark by which you're expected to perish in any given average life - in spite of these obstacles, however, the world shall become your oyster. It'll take countless reincarnations full of suffering and torment to get this far, but the advantages you'll access once you do are undoubtedly worth the price - aside from, of course, having the instincts and mentality of the kind of individual that can miraculously survive such tremendously stacked odds.

Although you'll still be assailed by a near-constant barrage of deadly occurrences and unsporting impediments, none of them are going to be more than half as menacing as the one that attempted to kill you in your early age, relative to your overall level of power. Furthermore, even though your fortune may be atrocious, you'll be blessed in every other existing field and area to a level that beggars belief. The intellect of a mathematical prodigy and scientific genius; the developing body of a world-class athlete and an inborn talent for the many disciplines of warfare; the spiritual attunement of a master sage and incredible perspicacity married to life wisdom of someone a century older.

It'll be indescribably difficult - almost impossible - to find someone more talented in magical arts and supernatural powers than you, and once you learn to unseal the secrets of your past lives (a near-certainty, given your talents) you'll have access to their gestalt memories and whatever powers they'd developed as well - after many millennia, this would result in godlike power. Remembering so many lifetimes of suffering might embitter you, but their combined skills and mentality cannot be understated.

And the sheer weight of your existence at that point shall be so great that even many, many dozens millennia in the future, once even magic has withered away almost to the point of being forgotten, and commonly doubted by skeptics, you'll be able to return as a god among mortals, and reintroduce its glory into the world.

Somewhere in the world, far out there, there's another one like you - a comrade in martyrdom, and the namesake of this foul Mantle. If you survive to adulthood and remember this information, be on the lookout for any unlucky ten-year-olds - perhaps you could help one another?

Appearance: None that's perceivable with the naked eye. However, magical insight is going to reveal the ugly truth: your aura is a tarnished, dark, obscuring energy, accursed and revolting, dripping off of you like tar.
Sorcery
Sorceries, distinct from Mantles, are completely manmade - the effort, not of individuals or gods, but entire societies - and therefore reasonably accessible to anyone that's willing to practice them and pass the initiation rituals. However, not everyone has any assured particular aptitude for Sorcery, and some people only have an aptitude for a single form of Sorcery. Select one form of Sorcery to have aptitude and initiation in.

If you selected Mantle of Darkheart, select no Sorcery to have aptitude in; instead, you'll have great aptitude in each of them after you survive the killing event.

Sorceries

[ ] Arcane Sorcery
- Also known as the Starlit Arts, Arcane Sorcery is the invention of Bria and her countless descendants. The initiation is the simplest among the Sorceries, requiring only for the sorcerer to look skyward at midnight, raise their hand, and pretend to clutch a chosen star, like they might be able to grasp it physically. Sometimes, this can happen by sheer accident, especially with young children that aren't entirely sure what they are doing - however, in practice, not every person that does so receives access to Arcane Sorcery, as the potential for practicing this vaunted and balanced school is rare indeed, and even then, seldom great in extent.

The star clutched in pretend by the apprentice during their initiation - whether it was clutched by accident, guided by instinct; or purposefully chosen, guided by careful study of astronomical tomes - is known henceforth as their parent star, or sometimes the arcane star. Any spell foundation that uses the parent star has that star's effect magnified considerably for the sorcerer in question, which is known in scientific discourse as the astral imbalance principle, or sometimes colloquially, 'the star-choice.' As an example, an apprentice who'd selected the star responsible for defining the principle of fire might become an extremely talented pyromancer.

The casting process of Arcane Sorcery is also amongst the simplest to learn, easiest to execute, and fastest to recharge. The sorcerer must first naturally consult a book containing the proper chart translating the meaning derived from a constellation into a series of incantations and gestures - earthly equivalents of star-logic and constellation coordinates - and learn to execute that sequence. Normally, these casting sequences are long and unwieldy, with even the shortest taking up to thirty seconds, but as a sorcerer acquires proficiency, they may shorten the sequence time and time again, until casting is condensed into a single word or motion.

In general, however, Arcane Sorcery is sadly and infuriatingly limited - as outside of a Mantle of Bria, new and completely original spells are indescribably difficult to create, almost bordering on the impossible for a normal human. What is possible, however, is taking spell foundations already registered and understood, cannibalizing them for individual parts, and - through the empirical process of trial and error - discerning what spell element is responsible for what effect, following which they may be reassembled with other spell elements into a new foundation - a new 'spell.' These recreations are far more inefficient, often using elements that aren't suitable for the task.

As such, Arcane Sorcery is split into two domains: the seventy-five principled (or 'primordial') spells, invented by the Mantled of Bria, and the so-called unprincipled spells, which are jury-rigged from salvaged elements of the sacred seventy-five. The former are generally more useful, focused, and powerful; the latter are greater in number, but also far more inelegant and easier to misfire.

[ ] Divine Sorcery - Also known as God-Calling, Divine Sorcery is easily among the most versatile and open; its effects can manifest differently between various practitioners, and can even have multiple unique manifestations in a single practitioner.

The initiation is relatively simple, requiring simply that you forge a formalized pact of some kind with a chosen spirit - this may either be a minor entity, slumbering within a particular sword or location, or a grand deity worshipped by millions of sapients across the world. The formation of this pact results in a personalized relationship with the entity in question, often confidential yet influential in the practitioner's life.

As popular gods already have much attention and many sorcerers that spread their will, gaining a contract with them is more difficult, but also more likely to result in greater powers and less personal attention from the deity in question. Less developed and established entities are sure to assail their first contracted with a battery of questions and attention; their granted powers shall be undoubtedly weaker, yet grow in tune with the number of contracts their new 'priest' helps them forge.

As an example, forging a contract with the God of the Earth might result in a myriad of lesser sub-powers that are similar to the Mantle of Assiah, or in some cases even the Mantle of Kephas - or, perhaps, the sorcerer might receive access to a repertoire of spells that manipulate the physical earth underfoot in a plethora of ways, shaping or moving it; whether to construct a shelter or swallow up one's enemies. On the other hand, forging a contract with the god of wheat who operates specifically in a certain countryside might see one's harvests blessed exponentially - a far less interesting and powerful, but arguably more practical effect...

[ ] Natural Sorcery - Also known as Druidcraft, the initiation into this Sorcery concerns itself primarily with the natural world created by the gods. The initiation is somewhat unique to every practitioner and difficult to realize as a result. The common thread between every Natural Sorcerer is the requirement of seeing the world around them in some new light: some initiate upon undergoing a pilgrimage through a great magical forest, and others can do so by cultivating a single plant and devoting their life to its growth, or establishing a close relationship with an animal, or perhaps even something as mundane as tasting the most ideal drink of their life.

In many regards, Natural Sorcerers are more versatile, and in some other ways more powerful, than any other mage. They do not require learning of spells or execution of incantations like Arcane Sorcerers, or the forging of contracts and maintaining the goodwill of patrons like Divine Sorcerers. A Natural Sorcerer is capable of simply pushing their own image of the world and forcing it into existence with an expenditure of willpower; so long as the 'final result' of the magic is something achievable through natural means, or rather 'existing within nature,' it can be easily realized. The only existing demerit is that Natural Sorcery is costly to the psyche, tiring the mind as much as the body.

Its effects can range from something relatively mundane like starting a fire, to something mildly extraordinary like summoning heavy and dense winds to allow for enhanced jumping and even flight. However, even beyond these simple elemental invocations, an unimaginable plethora of other effects are achievable: shapeshifting into other forms and into animals or supernatural beings, transmutation of objects, and alchemy of natural elements into potions of varied effects. Enchantment and creation of artifacts are somewhat limited, but even that can be achieved given certain methods and foci.

[ ] Blood Sorcery - Also known as the Crimson Art, it was a creation of the Sorcerer-Kings of Xerxia, who'd grown steeply dissatisfied with the inherent limitations of every other magic available. The original aim of Blood Sorcery was to do away with the restrictions of other Sorceries: it was meant not to have the learning requirements and inefficiencies of the Starlit Arts, none of the reliance on external entities of God-Calling, and not suffer from the nature-locked effects of Druidcraft. It managed to succeed and fail in many of these respects.

Blood Sorcery is the most powerful of the magics available, by the sheer breadth of its effects - capable of anything from dumb mass-energy transmutation, summoning and binding of spirits, and enchantment, to elegant rituals locally altering the laws of physics, creating pocket realms, or even self-enhancement. The Crimson Art is capable of achieving virtually any effect that's imaginable to the human mind, and even spawning these effects on any scale that you desire - you wish not to affect a single building, but rather a city, or a whole continent? Be my guest, Crimson Mage.

However, the drawback of its methodology is, in almost every conceivable regard, sharper and more exorbitant than that of any other magic - as you might've intuited from general instinct about things named 'Blood' and 'Sorcery,' the cost is sacrifice: an 'equivalent' exchange of what's possessed to be channeled into these supernatural impositions. The sacrifices are instantaneous if they are of your own being, consuming the part of you that you wish to sacrifice to fuel the effect with no delay. A short ritual is required for sacrificing other things, especially living (or formerly living) beings. The sacrificed matter is converted into the effect, so there's no detritus left behind; no corpses that you must clean up, or blood that a detective might investigate. How convenient! Some amount of 'sacrificial power' may be stockpiled in advance for future expenditure, but every Blood Sorcerer's maximum capacity differs, and the power leaks away very slowly when not in use.

Also, the spiritual substance of mana, used most commonly for Arcane Sorcery, is highly inefficient with Blood Sorcery's transference process, and so generally isn't utilized and wasted on this - an average human being's entire mana capacity is universally worth less than even a single drop of blood when used with the Crimson Art.

The cost always scales imperfectly to the effect you wish to achieve, requiring a slightly exponential amount of sacrifice, as there's always some level of loss in the energy channeled into the spell. It might not be something impressive or deadly for minor invocations: a firebolt or lightning strike may consume a cut's worth of blood or a trivial memory, but for larger effects, the costs can be prohibitive, such that you won't be able to cast them even by casting your entire body, mind, and soul into the pyre. Blood Sorcery faces much stigma historically, as when the Sorcerer-Kings ran out of livestock to experiment with, they turned instead to their hapless citizens.

And there's also the initiation into Blood Sorcery - it requires that you sacrifice a part of yourself permanently: an essential part of you. It might be something like the use of a limb, subjective enjoyment of your favorite activity, one of your five senses, a decade of your lifespan (assuming you aren't immortal,) or your capacity to use any other Sorcery. Whatever you sacrifice in your initiation, you shall never regain.

There exists a fifth Sorcery, the Dark Sorcery, known as Black Magic, but its touch is a corrupting one, and the initiation is beyond you anyhow. Its effects mostly focus on the corruption of everything that exists on Yoria, as well as the induction of entropy and acceleration of the world's collapse.

It's also possible, at least in theory, to create new Sorceries - however, the process to doing so is both difficult and time-consuming, and uncertain to have promising effects. Much of the concept-space of what's achievable is already explored by the methodology of the existing four, and so in many cases, it'd be most efficient to focus on a set of your favorites, rather than wasting unnecessary time on chasing figments that are unlikely to be fruitful. Still, you may try if you believe you can achieve something.
Empowerment
Here's a couple of specific forms of Empowerment offered to you - the dross of deceased entities, or gifts from distant patrons who've turned away their faces since. These are neither Mantles nor Sorceries, not even in the sense of requiring patronage or contract. Their effects cannot be dispelled using anti-magic.

Select any three (3) you wish, or trade all of them in for another choice in either Artifact, Sorcery, or Mantle.

[ ] Wind Waker - Gain the inherent powers of broad-spectrum aerokinesis; winds that push or pull, winds that tear apart, or draw in objects and foes. Exponentially stronger when used in proximity to yourself, on a personal scale; almost powerless beyond the range of ten meters. May be efficiently used to dash rapidly across short spaces, leap high into the air, or condense winds to enhance your blows. Achieving personal flight with some training is possible without much issue. +++Agility, ++++++Wits.

[ ] Soul Eater - Any foe you slay is a tally mark on your soul; another crumb of life force consumed and added to your endless glorification. Gain a decent chunk of Progression through murder, irrespective of the morality of the deed. Insignificant in small amounts; constraining yourself to purely 'moral kills' won't yield a significant increase short-term. Aside from that, you also gain ++Strength, ++Constitution, ++Intelligence, ++Willpower, and +Luck.

[ ] Blaze Star - Once per solar year, you can, for several (4-6, slightly random) hours, enter a highly energized state in which your mental Attributes are slightly increased, and your physical Attributes almost doubled in worth. Furthermore, regardless of any other form of Immortality you possess, should you be dealt a lethal blow in this span, you'll arise from your ashes in a nearby area, unharmed and with all of your possessions. However, your enemies are certain to catch on very quickly - be careful.

[ ] Rift Opener - You develop a catalogue of up to a hundred 'markers' that you can freely set at any point in space you've visited, requiring only a moderate amount of focus and an uninterrupted minute of time to create a marker at that point. Once a lunar month, you may teleport to any marker you've set up previously, instantly crossing the space required, and you may take up to seven allies who are standing close by with you.

[ ] Jade Mistress - A power of restoration and renewal; gain a small healing factor concerning yourself, as well as the ability to form crystalline growths on the surface of your body at the speed of thought, to ablate away incoming damage. With some training, you may learn to discharge these crystals across large distances to use as projectiles, or to shatter against the earth to form 'caltrops' and similar obstacles. Even more training can yield broad-spectrum manipulation of this crystal; raising up protective walls, or animating the dead by growing crystals over them and remotely controlling them.

[ ] Fearsome Overlord - Gain an enhanced, supernatural sense for 'weaknesses' and 'fears,' particularly those of your opponents, and a talent for abusing those same weaknesses ruthlessly to your advantage. As you focus, you can envision the particular fears that an individual is suffering from as an indistinct, hazy cloud of visions overhead, showing scraps and arrested flickers of their vulnerability, requiring some interpretation and work to fully understand. Your eyes glow red whenever you do this, an effect that tends to intimidate unprepared or weaker opponents. ++++Wits, ++Manipulation, ++Charisma.

[ ] Scattered Phantom - Gain the ability to enter an alternate state, in which you are an insubstantial phantom; equal parts intangible and invisible, able to pass easily through physical obstacles, and unaffected by physical effects. Likewise, you cannot act upon the physical world in this state. Entering the alternate state is psychologically unpleasant and a little painful, and reduces your perception; muddling sight and disrupting sound. ++Agility, and a further +++Agility in the phantom state.

[ ] Sky-Tearing Bird - Gain the blessings of nature, well-liked by the critters and other inhabitants of the forest; effectively ++++Charisma towards animals, beasts, and non-sophont creatures, and ++++Luck in dealing with floral and fungal organisms. It's significantly easier to forage and survive in such environments, wild animals won't attack you unprovoked, and it's much easier to find your way across the wilds. Acquire significant skill in wilderness survival, hiking, climbing, mountaineering, and similar endeavors.

[ ] Thunder Runner - At will, surround yourself in an aura of moderately controllable lightning. Its electricity may fry nearby opponents and enhance your attacks, but its foremost effect is accelerating your motion; as long as you are in contact with this aura, gain +10 Agility and Wits, and +20% to the worth of these Attributes. The lightning may also be focused and 'discharged,' as a beam of focused electricity; this attack is powerful to begin with, but also scales to your general power level. However, discharging the Thunder Runner's power in this manner seals away the Empowerment for a span of several days.

[ ] Astral Liege - May now use astral sight, perceiving magic and the deeper mysteries of the cosmos with far greater ease. Gain a deep talent for Arcane Sorcery, particularly the practice of learning and shortening incantations; with effort and great amounts of time spent in deep contemplation of the night's sky through a telescope, you may be able to create new, albeit weak, spells, even without the Mantle of Bria. However, your talent for other Sorceries suffers slightly as a result; especially Blood Magic, which becomes forever locked away from you.
Artifact
In a long-gone age, the Goddess Yoria created many Artifacts with the power of Joss.

These items, divinely enchanted by her superb power, are considered sacred. Their magic is much weaker in the hands of mortals, and they may only be wielded at full potential by Gods, Heroes, or their descendants. Select one great Artifact, out of the Eternal King's Panoply, to possess. Your honored ancestor is no longer around to complain, in spite of what his name suggests. The Artifact shall find its way into your possession within your first week on this world, and should you ever die and resurrect, it'll find its way back to you within a week of your return to life.

Artifacts

[ ] Scepter of Oshirah
- A scepter that ebbs with magical power, electrifying to the merest touch; its length made of carved birchwood, delicate curlicue engravings running up to its culmination, where a single faultless bead of sapphire is planted, glowing balefully with imprisoned magics.

Although its prolonged appearance terminating in a focal point almost seems to suggest that it's meant to enhance the power of offensive combat spells and magical effects, firing out vengeful beams of magecraft or giant orbs of destruction, its power is wiser than any simple application of dumb force. In order to use the Scepter to its fullest and only potential, its wielder must first develop a form of magical insight necessary to see into fate; fortunately, the Scepter can aid them in achieving this, should they meditate for a sufficiently long time (several nights) whilst holding it. Once this capacity is developed, the Scepter is finally usable.

It may be used, then, almost like a spool or whisk, scooping up the threads of fate in an area onto its length. Each of these threads represents a certain 'fate,' a future the area in question is going to experience. Its wielder may then do a plethora of things, cutting away some particularly dislikeable threads, knotting others together in order to combine events in certain manners, or even using the sapphire gem as a spindle to create new threads, introducing them into the flow of causality like a cunning spider. As the wielder accumulates skill in this action, he may begin to target increasingly more granular instances: objects and people, even themselves.

The Scepter, however, cannot be used on targets too large or too abstract; its power cannot affect kingdoms or cut away the fate of destruction introduced by the Adversary. As a matter of fact, getting too greedy and scooping up too much fate at a time is going to create knots and overwhelm the Scepter's power, possibly dissipating the threads and introducing flaws into local fate - making the laws of physics and causality... fail - on top of making the Scepter unworkable for a certain amount of time.

Its power, however, shouldn't be underestimated regardless. There's something to be said for a King that can insulate his entire throne room and bedchamber against even the possibility of a future assassination. He shouldn't, however, forget to do the same for his bathroom, lest he perishes while doing the thing...

[ ] Sword of Eney - A crimson vorpal blade, as polished as a flawless ruby, it cuts through any solid matter as surely as a human palm through empty air. Its crossguard flaunts a number of colorful ribbons, in yellow and blue, that beautifully contrail through the air in every swing, dancing like a metronome in opposition to the user's sword swings; enchanting to perceive. Its pommel is the crystallized face of the ape-demon, Aymeney, who'd drawn Yoria's interest and amused her as a court jester for a time.

However, the Sword's real power doesn't lie in severing - a warrior's art - but rather, in the showmanship of the deed - a stuntman's art. As long as wielded and used in any battle, whether genuine or a mere spar, the Sword reinforces its wielder's position in the conflict to match the degree of their showmanship and personal charm, accumulating power over time, and not losing the slightest fragment of that advancement so long as the wielder continues to participate in that same battle.

In other words, the wielder's overall combat efficacy rises dramatically with their overall Charisma and daring bravado. Displays of haughty arrogance, execution of reckless but flashy moves, and normally impractical techniques that look and feel impressive to onlookers enhance the wielder's power in the contest greatly, often surpassing even the advantages of masterful skill and greater attributes on the enemy's side. Even something as simple as a vain, boastful, but amusing declaration prior to the fight, meant to shame one's opponent, can equalize the odds of victory against a far superior fighter when the hitherto odds of victory had been around 20%.

Any wielder of the Sword of Eney also receives ++++++Charisma, and a further ++++Charisma and Manipulation when the sword is drawn.

One must wonder - how does it feel to be beaten by a fool? Your enemies are going to find out the hard and unpleasant way.

[ ] Silver Pendant - The Silver Pendant, once the Eternal King's greatest treasure and the one he was known to brag about the most. Most of the Artifacts created by Yoria contrive their abilities in a variety of manners, or have unique and creative effects - each one meant to be something more than an item for utility, but a glorious creation of the Mother Goddess, done for the artisanry as much as the existence of the object itself. Not so with the Silver Pendant, whose origin is mercenary, and purpose utilitarian.

And so, the Silver Pendant - its sole ability is to defend its wearer from sources of harm. Physical harm, direct harm, indirect harm, abstract harm, social harm, environmental harm, magical harm, supernatural harm - it doesn't matter, so long as the Pendant is affixed to your neck and jingling on its set of chains. The protection it offers is absolute within those domains - making you completely immune to kinetic and thermal energy, or magical bolts. However, the only flaw it possesses is the monofocus on those domains. The Silver Pendant can only protect - absolutely, still, yes - from a single source of harm. The user can freely swap between them, requiring only a second to reset, but cannot protect against several types of harm simultaneously.

As a grisly example, you might be able to protect from physical harm in the moment, and thereby nullify the impact of a dagger striking you in the stomach - but in doing so, ignore the enchantment attached to the dagger, which passes by to kill you instantly - or vice versa.

It's important to use the correct setting for the right situation - no setting is perfect. There are harms that are chemical, but not magical or physical; harms that are supernatural, but not magical or abstract; harms that are environmental, by combining magic and physical harms; harms that are social, but not direct or abstract.

[ ] Golden Ring - A Golden Ring, allegedly one of Yoria's first created Artifacts, made in a batch alongside eighteen other Artifacts in joyous celebration of the world's birth. One of the Goddess' earlier works, bestowed upon the Eternal King's ancestor, and now onto you.

Its powers are simple yet manifold; firstly, the Golden Ring records a worldline of places you've visited. At your command, it shall leap off your finger, and enlarge, becoming a gateway that leads to any place you've visited. Alternatively, it may instead lead to a personalized pocket dimension the size of a large countryside, usable either for storage, holding an army on hand, or even as space for enacting large-scale rituals. Sadly, it seems the pocket dimension in the ring was robbed of the Eternal King's belongings long before you received this item; it's empty and barren. The worldlines it maintains are also unique to each user.

The Golden Ring has a single, final ability of note, unrelated to the spatial powers above. It may be activated, and begin to glow a bright gold as a result - doing so burns away the user's worldline and temporarily shrinks their pocket dimension, but also comprehensively enhances their being, providing +All Stats equivalent to the speed at which the worldline burns away and the pocket dimension shrinks. However, should the user run out of either world-length or space to sacrifice, the Golden Ring is going to consume their life-force instead; an exercise that may become deadly within seconds for the unprepared, and is certain to be fatal for an average mortal. Assuming they could use it...

[ ] Spirit King's Crown - A metal crown inset with thirteen shining jewels; starting a new portfolio for every wearer that dons it, each of the jewels in the crown develops a certain 'identity' over time, observing different facets of the wielder's personality and behaviors, and subsequently recording them.

As a couple of examples, the first of the jewels - an opaque ruby - observes the user's general approach to being met with hostile opposition, the second - an emerald - observes the user's conduct in social situations with peers, and the third - a sapphire - observes the user's general preferences in Sorcery and magical arts. The same repeats for other facets of their being, recording data as time goes on, and often reaching critical mass in around a month of this process.

After reaching the critical mass of information necessary to do so, each of the jewels spawns a unique spirit based on that aspect of the wearer's personality. The spirits are loyal to the wearer, albeit capricious and focused on the aspects of him they represent; servile, they are willing to act as advisors or helpers in mundane tasks, and often possess many powers suitable to the tasks in question. The spirits are decently powerful by the wearer's standards and general power level, growing alongside them, and would make for good and willing subjects to Divine Sorcery contracts, entering them at the wearer's discretion. The wearer themself can too benefit from such a contract, but it's advised to abstain from drying the spirits of power, as this can destroy them near-irreversibly or weaken them over time almost to the point of uselessness.
Companion
Along the way, you can meet people who'll engage in the quest to save Yoria alongside you - these shall be your Companions. Although you're sure to recruit more over time - especially the ones mentioned below - for now, your Summoner shall be your sole associate. And who are they?

All of the Companions listed below are from a Heroic lineage, and they'll probably be capable of developing some means of agelessness or 'lesser' immortality given a couple of prudent choices and help from you. Some of them already possess forms of immortality, although not all of them are aware of it.

[ ] Aldrich Elderlast - An unusual accomplice, Aldrich is one of the undead created by the Sorcerer-Kings who'd originally invented Blood Magic. One of the "lucky few" the Sorcerer-Kings in question kept around to experiment on, rather than sacrificing for additional power.

After the collapse of their domains and his subsequent escape, he'd gone on to become the immortal guiding patriarch of House Elderlast. A very long time ago, he fulfilled a quest for the Goddess Yoria, and she rewarded him by further securing his immortality, in the form of a phylactery, which Aldrich keeps hidden away in a secret and distant place - unwilling to divulge its location even to you, unless you are his Advisor. He is competent in every system of magic on the face of Yoria, though particularly adept in Arcane and Blood Sorcery. His Divine Pact was with Yoria herself, and the sudden absence of its comforting presence is what alerted him to the encroaching Darkness.

In appearance, Aldrich looks almost like a cross between a skeleton and a ghost - overlayed on top of the barren skull is a phantasmal, flickering image of the living man that he used to be: a coiffed beard and mustache, long hair, and a sagging, weary expression. He speaks in something resembling monotone. Although he's wise, he's also inflexible in mindset, and very stuck in his ways. Although he'd be a great contribution to your team, he's sure to be stubborn in the belief that his own competence is the greatest, and that you should listen to his every word. It'll take much to convince him otherwise, which can make interaction grating on the nerves.

[ ] Bela Vista - A young elven girl born in the north, and named by her parents for its stunning mountains. Possessed by wanderlust at the ripe age of ten, she tied her hair into a ponytail, donned a silver hauberk, clipped a dagger to her belt, and eagerly set out into the world. She'd grown much since then, seen much of what Yoria has to offer, and kept in regular contact with her parents through carrier pigeon. She'd also dabbled in various magics, particularly Druidcraft, and obtained the blessing of the Sky-Tearing Bird, giving her awesome flexibility in the wilds of the world. A cheerful and easygoing personality, she's a joy to travel alongside.

The reckoning came when, one day, a bird crashed into a tree next to her. An ill omen to one such as herself; engaging in haruspicy, the entrails of the dead animal told her of the future: the Darkness that approached, its killing dusk, and the Adversary behind it. Naturally, Bela decided none of this can be allowed to come to pass and was on the lookout for allies in stopping the Adversary ever since.

Aside from her general abilities and competence, she's famed across many of the world's regions, known to its people as an adventurer and dungeon-explorer extraordinaire, and she's also amassed a small fortune in both money and enchanted items, even a lesser Artifact or two that she'd decided to keep for herself.

[ ] Gilen - A dangerous supernatural mercenary, having escaped from death into Yoria using a magical portal, it seems that Gilen's a perfect example of the saying: out of the frying pan and into the fire. He's exactly as happy about this as you'd expect him to be.

He's a talented and deeply experienced fighter with a plethora of weapons, including his fists, having practiced ruthlessly ever since he was a young child. He's also selectively mute, as he also possesses a unique magical talent that allows him to stockpile great amounts of metaphysical power over time by maintaining silence and focusing upon a certain word. As an example, by intently focusing on the word 'death' without speaking it or any other word for around six hours, he's able to reinforce his blows with the concept of death and increase the likelihood that an enemy shall perish in combat by ten percent. He often focuses on concepts such as 'safety' or 'alertness,' but he lacks creativity with this special power, and could likely use some worthwhile ideas.

He cannot learn any Sorcery, lacking talent even for learning and applying Druidcraft, but upon entry to this world, his deadly talent for combat granted him the Mantle of Kephas, including all of its associated benefits. Unknowingly to himself, that 'magical talent' of his, with the proper guidance and years of focused and incisive development, could be transformed into not only a Mantle of its own, but also a Sorcery that anyone could initiate into. Even should you aid him along the way, it'll be a long time before any visible progress can be made on that front, however.

[ ] Aumelia Sunsworn - A young noble lady of good connections and influence in her kingdom, Aumelia is a Divine Sorceress that uses the sword - a paladin - in training. Her prophetic vision of the incoming Darkness was a troubling one, and came at a very troubling time - the kingdom's Marshal elections, in which her own father was participating. Although she'd attempted to raise the issue with the factions in her kingdom, she was soon forced to stop, as her activities brought a bad reputation to her father's name and decreased his popularity with the other members of nobility. In a search for answers and allies to help with the encroaching issue, she decided to depart abroad - under the disguise of a religious pilgrimage.

Among the companions on this list, none are as steadfast and loyal to their friends as Aumelia. A woman of honor and formal conduct, she always strives to keep her word once given, and maintains cordial politeness even in conversation with hated and reprehensible enemies. She's a master of the sword - having studied the Combatant's Dogmas since a young age - and the arts surrounding warfare in general; expertise in logistics, tactics, strategy, skirmishes, sieges, engineering, and other disciplines of the sort, she could act as the commander of an army should you be able to provide the manpower. Her Divine Pact with the Goddess Ammnuila grants her inexhaustible stamina and vitality, extreme bodily strength, remarkable beauty, and the ability to smite evil interlopers.

Among her principal hobbies: lifting weights, praying to Ammnuila, and grooming herself.

[ ] Eryc Noctazar - Originally a dark magician and Blood Sorcerer, born into a family that's part of a demon-worshipping cult. A long time ago, Eryc, indoctrinated from birth and confused by certain doubts and hesitation that appeared whenever he was faced with the prospect of sacrificing living beings, decided to summon an angel to question about this - having learned that angels know much about human emotion. Confused, the angel remarked this wasn't usually how they are summoned; Eryc, naturally, apologized, saying that he didn't know how angel-summoning works, but he usually summoned demons in such a manner, and assumed it works the same.

The angel, noticing the young boy's eccentricity, realized there was much work ahead of it. It ended up entering a rare kind of contract with Eryc, making him into a naturalized Divine Sorcerer, and bonded with the boy's soul, following him along on his day-to-day life and instructing him in moral behavior, leading to the eventual dissolution of the cult from within, and apprehension of its members by the authorities. Eryc, now a better man, escaped into the daylight - alongside his loyal angelic bondmate, Kharmiel.

As a result of his unusual existential status, Eryc and Kharmiel have discovered an odd synergy between the Crimson Art and God-Calling. By carefully and mathematically partitioning sections of the spiritual energy forming their bond, they may create feedback loops that accumulate tremendous amounts of sacrificial energy to use in Blood Sorcery, allowing Eryc to occasionally unleash effects of terrible scale and might - as though he'd sacrificed the lives of a dozen men - at no visible cost to himself. However, this unique interaction can only plausibly occur once per lunar month and risks breaking their contract irreversibly otherwise.

Aside from Blood Sorcery, the power of his bond grants Eryc access to the typical powers of an angelic entity: high-speed flight via summonable light-wings (dark in Eryc's case), general physical augmentation, blessings of various sorts, dispellation of magic, and healing of injuries. He can also call upon Kharmiel for advice and wisdom.

[ ] Po the Pretender - A youth of sixteen years, yet already infamous in the Central Continent as a great and irritating trickster - and wanted in over sixteen nations for a sundry list of crimes that he doesn't wish to admit to. Although Po likes to assume a number of disguises and false identities (you aren't even sure that 'Po' is his real name, or that he's really sixteen years old,) there's certain distinguishing features: he always goes shirtless everywhere, wears something to obscure the color of his eyes (sometimes, you're fairly certain you can see him polishing a pair of sunglasses, though he conceals them the moment you peek), and long pants.

Among his foremost skills, Po is a naturally gifted liar, initiated and talented in Natural Sorcery, and has great skill in unarmed combat and the usage of improvised weaponry (and wrestling techniques.) He appears to be superbly confident in his own odds of survival in any situation, no matter how dire, and boldly claims to be "completely immortal and unkillable." Although his claim seems believable - why else would he be so reckless with himself - you've never seen him actually die and return, or anything that'd indicate at being able to survive fatal injury. He doesn't refuse wound treatment, either, although always puts himself last in the order of patients if someone needs it more.

Allegedly, he's in possession of a secret, unique magical item - not an Artifact, or item enchanted by any Sorcery - that gives him unrestrained access to a number of special powers analogous in function to Divine Sorcery, and these powers appear to grow over time. They focus primarily on enhancing martial arts, giving him various mental buffs, and specialized and esoteric combat moves that can disable opponents with various resistances and conceptual defenses. According to him, the power of the magical item is going to grow as time goes on, but given that its range of attunement is unlimited and it can be destroyed, he did the smart thing and hid it in a place nobody will ever find it.

He's unwilling to divulge anything about himself past what's above. If you press him, Po might blow you off or reveal minor 'secrets,' such as, "Well, I can't remember my mother's face, but I'm pretty sure that she had blonde hair," or "My father used to be a carpenter. That's why I'm so good at using chairs as weapons - it's all inherited."
Scenario
And finally, the section that you'll soon learn to dread: Scenarios.

The Darkness is shapeless, a demon without form. It cannot be permanently beaten or realistically overcome, but its coming advent may be forestalled, by defeating its countless agents in this world. By focusing your power - right now, in this moment of crucial opportunity, and never again - you may force the Adversary to expend portions of its power to be manifested as perceivable, comprehensible, destroyable agents.

Currently, the effective lifespan of Yoria and its sapients can be measured in the low tens of thousands of years - anywhere from 15,000 to 30,000 years, although the power of magic is going to fade away in only a quarter of that period, in around 6,000 years or even less.

Any Scenario that you take on shall be manifested in the world and rapidly, progressively accelerate its destruction - speeding up the final doom by as much as 300% even in Scenarios where you are advantaged, and acting in high synergy with one another! However, should you manage to overcome the Scenario's issue and destroy the agent of Darkness in question, you'll instead be able to prolong the world's existence. The calculus is thus: whether or not you can overcome a Scenario, and how long it'll take.

Here are the benchmarks for completing Scenarios in a roughly optimal manner (which is extremely unlikely, and moderately luck-dependent.) If they are not completed optimally, the benefits are going to be much lesser, might end up being wasted effort, or might even end up being worse than Yoria's baseline lifespan. Careful what you pick.

1 Scenario Overcome - Approximate World Lifespan: 35,000 to 50,000 years / Approximate Magic Lifespan: 10,000 years
2 Scenarios Overcome - Approximate World Lifespan: 45,000 to 70,000 years / Approximate Magic Lifespan: 15,000 years
3 Scenarios Overcome - Approximate World Lifespan: 150,000 to 200,000 years / Approximate Magic Lifespan: 25,000 years
4 Scenarios Overcome - Approximate World Lifespan: 500,000 to 850,000 years / Approximate Magic Lifespan: 40,000 years
5 Scenarios Overcome - Approximate World Lifespan: 1,500,000 to 4,000,000 years / Approximate Magic Lifespan: 70,000 years
6 Scenarios Overcome - Approximate World Lifespan: 18,000,000 to 20,000,000 years / Approximate Magic Lifespan: 100,000 years

That is the most that your efforts can achieve. No amount of fighting and hopeless thrashing against entropy is going to forever expel it from this universe. Sooner or later, everything shall decay - the maximum lifespan of magic you can achieve is... a meager one hundred thousand years, and the world's lifespan, twenty million.

If you decide to prolong it, you'll be saving many lives down the line - providing much wonder and discovery for those yet to be born. And yet, one could also argue you're merely prolonging the inevitable, drawing out the world's sentence of agonized ending. It's up to you to make the judgment of what is right and bring about the reality that you'd like to see. But know this: the End is inescapable; dread it, run from it, the Darkness shall arrive nonetheless, and consume everything that used to surround you.

All Scenarios synergize greatly. As an example; if you choose the Dark Lord and Six Beasts, the Dark Lord might tame the Beasts and their servitors to use as a part of his army, using his talents in Sorcery to imbue them with greater power, and accelerate their spawning rate.

[ ] The Dark Lord - Arise in glory, oh Lord of Darkness, and remind this world and its foolish people, indeed, what it means to be a 'Dark Lord.'

Somewhere in the world, around a year before you enter, a single chosen individual shall be wronged in an indescribable manner - an event so horribly unjust and hurtful that simply the consideration of it would, in a pitch of rage, boil the blood of any fairness-motivated and equity-supporting being. And it shall produce cracks in that innocent person's soul; cracks that are best filled with the sacrament of Darkness, and its comforting, cloying touch, like a scab freshly scratched to release the ichor underneath...

The Dark Lord is more than a worthy opponent to you and your companions - he is your superior to you in every conceivable way. Coming from a Heroic lineage, he possesses an armamentarium of divine Artifacts, and he shall possess greatness in equal measure to his terror; bodily vigor, mental faculty, and spiritual acumen to surpass even the Darkheart's; a talent for every kind of Sorcery, including the forbidden Black Magic, which he shall introduce into the world as a tool of his servitors. He'll develop, in time, his own Mantle, and other powers beyond it. He'll be possessed of great and bold Charisma, sufficient to sway thousands of sapient minds to his side, and the worship of Darkness, and to attract a retinue of loyal Minions; and Fate itself shall be his perennial ally, suicidally favoring him over you in any contest of even odds. His only missing feature, perhaps, is your unique gift of Immortality.

To defeat the Dark Lord is no dalliance of a season; and perhaps not even a grim slog of years. Indeed, what might await you is a terrible century of carnage.

[ ] Six Beasts - The earth cracks apart, somewhere deep in the annals of the planet's crust. A cirrus of darkest hatred and coldest malice amalgamates into a pool in that hidden cavern, and then it geysers forth, upward and to the surface, to cover the earth in its darkness.

And from that evil expectoration, a shape thrashes, and then another, and then yet four more to add to the party; the pool of darkness bleeds eagerly, with wicked glee, and gives birth to a pack of Six Beasts and their countless servitors, spawned endlessly to end the world. Each Beast is unique in some regards, but they are massive and intelligent; cunning and malevolent, and possessed of the ability to cooperate excellently and coordinate their attacks in the points of greatest vulnerability. The world is going to have no choice but to end its petty squabbles and unite against them, should it have any hope of surviving in the long-term.

The beasts are giant and powerful, individually, but each has its specialties and unique magical powers. Respectively, they take the following forms:
*Nahash, the Serpent. A slithering adder, black-scaled and with slitted eyes like citrine floodlights. It has the ability to spawn humanoid avatars capable of shapeshifting, infiltrating mortal societies and kingdoms, and corrupting them to self-destruction.
*Urrak, the Bear. A powerful, black-furred entity, its claws rending apart cloud and mountain in the same errant motions. Its strength is equaled only by its limitless thirst for blood, and constant desire to destroy.
*Yullar, the Dragon. A flying alien mockery of the Yorian dragons, it doesn't suffer any of their debilitating personality flaws, and possesses a strange, wicked sense of wisdom. Its breath is a corrupting, life-dissolving virulence that silently slays demigods in a single breath.
*Yamcho, the Tiger. A great and slothful monster, its stripes gray on a body of pure black; its eyes like uniform and emotionless beads. Its only concern is eating its next meal and resting, and it seeks out the world's most powerful to devour, growing on their strength...
*Alazar, the Raven. A laughing wicked scavenger, Alazar dances in the remains of his brothers' feasts, and picks off the weaklings that remain. He may shoot forth an erupting tide of his own feathers from afar, slicing down forests.
*Sadhan, the Leviathan. And finally, Sadhan, a beast of tentacle and fish-scale, writhing in unseen agony underneath the waves. Its mission is to destroy the estuaries and the habitats of Yoria's ocean-dwellers.

The servitor beasts are evolutionary off-shoots and lesser versions of the Beasts themselves.

[ ] The Fog of Ages - The most insidious of Scenarios, and arguably the most difficult to overcome. Indeed, once it arrives in full force, whether or not it can be stopped at all is debatable, and the question then is whether or not it's smarter to simply adapt...

As decades start to pass, you'll notice certain, unnatural darkness that's slowly accumulating in the night's sky - a black, translucent, supernatural mist that's partially obscuring even the moon, squirming and wriggling as though in some kind of torment, like an organism rather than a gas permeating the atmosphere. Aside from weakening the power and development of Arcane Sorcery in the night by eroding the world's connection to starlight, the Fog of Ages is going to comprehensively strengthen the powers of Darkness, accelerating the downfall of the world and greatly augmenting any other Scenario.

It'll alter the night itself, making it more dangerous and unfortuitous, especially to humans; incidents and accidents are going to be more frequent, and good occurrences less; in a distant age, the rotation of Yoria is going to be affected, and nights are going to become longer, and days shorter.

Although its effects are non-existent over your first 5-10 years on this world, and barely tangible in the first 4-6 decades, they'll only continue to become stronger as time passes by. There is no reliable method of ending the Fog, aside from maybe a ritual of the Crimson Art of sufficient scale and complexity, or the process of manually clearing out the atmosphere of the Fog. Both approaches have their demerits and they're sure to consume either many resources or a great amount of time. Both are going to be in short supply once it develops to its uttermost, so acting early is crucial: an insidious killer, it doesn't seem threatening early on, but once it gets going, it can't be stopped.

[ ] Archmage of Winter - The Archmage of Winter, one of the engineers of Adytum, a Sorcerer-King and maker of Blood Sorcery, a lone prophet of oblivion, now arises in empowerment and accursed unlife, compelled to service by the Darkness that swirls above. By its power, he'll once again bring about the ruin he promised to his enemies. But now, his vengeance is a cold and directionless instrument, radiating to infect and seep into everything. The entire world shall pay the price of its audacity in felling him.

The Archmage of Winter is a foe to be reckoned with, an elder master of necromancy, one of the inventors of Blood Sorcery, and an archmaster of the Starlit Arts, and possessing the Mantle of Winter, its powers allowing him to freeze anything in his perception field, even on the conceptual level. In many secret places of the world, the divine Artifacts that used to serve him - the Winter's Panoply - await their fateful reclamation. Unlike a Dark Lord, his power won't grow any more; his achievements static, his natural limit reached, but unlike a Dark Lord, his power is great enough it doesn't need to rise any further.

[ ] Archmage of Flames - The Archmage of Flames, one of the engineers of Adytum, a Sorcerer-King and maker of Blood Sorcery, a lone prophet of oblivion, now arises in empowerment and accursed unlife, compelled to service by the Darkness that swirls above. By its power, he'll once again bring about the ruin he promised to his enemies. But now, his vengeance is a burning and wrathful resentment, moving to sweep and consume everything. The entire world shall pay the price of its audacity in felling him.

The Archmage of Flames is a terrible general at the head of an army of burning demons, a master of warfare who'd pored over the Combatant's Dogma for hundreds of years in search of martial perfection. He is also a master of the Starlit Arts, one of the inventors of Blood Sorcery, and possesses the Mantle of Flames, by which any opposing force burns and crumples into embers, and by which anything thermal bows its head to him. His armory of Artifacts shall destroy anything he cannot. Unlike a Dark Lord, his power won't grow any more; his achievements static, his natural limit reached, but unlike a Dark Lord, his power is great enough it doesn't need to rise any further.

[ ] The Final King (requires The Dark Lord) - There is no single Dark Lord to cast the entirety of Yoria in shadow, but a council of Darkness; twelve Lords and Ladies of Darkness, all in service to one supreme entity: the Final King, an embodiment of the Adversary, that promised to end this cruel world.

For what the Dark Lord is to you and your Companions, the Final King is to the Council of Darkness; a superior in every regard. His powers bestride causality and shatter the limits of mortal understanding; any Mantle he wishes, he can possess within a year's of easygoing training; any Sorcery he'd like, he can master in a month, and has already done so; he doesn't need an armory of Artifacts, as he makes their unholy counterparts; he doesn't need Minions, as he can summon or create them as he pleases. His, alone, is the right to rule Yoria as its Final King, the last ruler to ever breathe in this cesspit of existence.

If you should attempt to confront him, you are facing nigh-certain doom; an uphill struggle from the first minute, you will be ceaselessly hounded, your sleep disrupted by endless attacks. Assuming you can survive and escape - and your only good odds of doing so being in presenting an amusement for the Final King - you'll need to work harder than in any other possible Scenario or combination of thereof, all simply to stand a figment of a chance against this being. There is a secret to defeating him, implicit in the structure of this and the other Scenarios, that may grant you a tremendous advantage, but can you realize it? Can you discover the Final King's hidden weakness?
Drawbacks
Drawback
Select as many as you like. Any choice here gives you a single pick in any other section you'd like or three picks in Empowerments.

[ ] The Slayer - Over time (2-3 days), you'll start to bleed essence, losing components of your powers, skills, memories, identity, and ontological veracity. However, this process can be reversed and slowed down by murdering certain individuals. Only around 1 in 10 individuals are applicable, and you gain an innate sense for detecting them. Finding them shouldn't be that difficult, but finding targets that are 'morally acceptable' is another matter entirely, and you may have to sacrifice a good amount of power in return for keeping your conscience happy. You can 'stock up' on kills in advance, up to seven times in total, but this process is slightly inefficient. Cannot be mitigated, except through an incredibly massive application of Blood Sorcery, in which case the maximum reduction offered is 20%.

[ ] The Betrayer - Any friends, acquaintances, and contacts that you encounter over your journey, should you mingle with them directly for longer than a minute of casual conversation, or more deeply than a simple exchange of words, are going to betray you in some way, shape, or form, inevitably, justifying it afterward by seeing a highly realistic vision in which you cruelly and ruthlessly betray them first. If you've already spoken to someone for longer than a minute, do yourself a favor and kill them to preclude the problem. Everyone in the Companion section is immune; their loved ones, friends, and family members are partially resistant (as though this Drawback was mitigated by around 20%.) Cannot be mitigated, except through an incredibly massive application of Blood Sorcery, in which case the maximum reduction offered is 20%.

[ ] The Gull - You develop a strong, almost unbreakable tendency towards overdrawn monologues and impassioned speeches, especially against enemies. Any form of ambush, even against completely trivial and unimportant foes, becomes impossible, as you must step into the limelight in order to lay down an exhaustive verbal presentation of the steps you and your allies shall take in order to 'ambush them.' Can't attack willingly until your monologue is over, but you can defend yourself against enemy attacks, ending your monologue prematurely in any such situation. Cannot be mitigated, except through an incredibly massive application of Blood Sorcery, in which case the maximum reduction offered is 20%.

[ ] Sensory Aggravation - Something must've gone terribly wrong during the process of reconstructing your body - the death of the Goddess must be at fault. Nonetheless, there's no denying that you... came out slightly flawed. -Willpower.

A human being possesses the following senses: sight, hearing, scent, touch, and taste. Roll 1d5, twice, and remove the affected senses from your perception. If you roll the same number twice, you cannot possess even a magical replacement for that sense. If you possess the means, you may develop magical replacements for those senses you've lost, but most of those measures aren't going to be quite as efficient as simply having that sense as a part of your inherent sensorium. And nothing can ever return the subjective joy of getting to taste ice cream.

No rolling until you've taken on the Drawback. After you select this Drawback, you must roll and accept the results - absolutely no rerolling of any kind is tolerated. You must either be prepared to live with the result of your gamble, or choose not to pick to gamble in the first place! This Drawback can be mitigated in due time, using Blood Sorcery, but can only ever return a single of your senses, and the cost of doing so is profoundly dramatic, requiring at minimum the ritualistic sacrifice of a number of innocent people. How pitiless are you willing to become, simply to taste the finery of chocolate once again?

[ ] Apocryphal Curse - May you live in interesting times.

However, luckily for you, this variant of the Apocryphal Curse is not the full model carried by the Accursed and his ilk, and it's considerably easier to bear as a result, especially for the unprepared. This curse is less potent overall; the events incited by its power are both less frequent and less terrible in general, occurring about half as often as normal, and only imperfectly matching your strength, and ceasing said matching past a certain level of power. It cannot be mitigated in any way, shape, or form, but once you outgrow its power level, it'll become significantly less bothersome - a drain on your resources and attention, but not any real risk of death that you have to worry about.

Remember: the greater the reprieve, the more terrible the chaos that follows. Better to be a dog in times of peace, than a man in times of war.
 
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Man since I've just let go and learned to cut through everything got so simple. I didn't have to think about "tactics" or "risk of death" or "reasonable chance of victory." Just… cut through it?? It's really too easy, you guys should really take the red option pill. It's basically what hungers done the entire quest, so I mean if it isn't broken, why fix it. I know, deep down, in your heart of hearts, you know the one true path.
 
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