I'd intended to save this for after a proper update, but it's been gathering dust for months at this point and it's a friend's birthday to boot. Might as well throw my hat into the ring. Enjoy 17k words of tumescent prose.

Out of the Infinite Morning

For we are afar with the dawning
And the suns that are not yet high,
And out of the infinite morning
Intrepid you hear us cry —
How, spite of your human scorning,
Once more God's future draws nigh,
And already goes forth the warning
That ye of the past must die.

- Ode, Arthur O'Shaughnessy​

The Sacrament of Beckoning's history is a checkered one, spanning dimensions and epochs. Its structure is implicitly woven into reality's fabric, revealed to those with the will and intellect to part the veil and glimpse truth's light shining beyond. That past has left the ritual with no shortage of names: the Dire Portal, Hope's Last Resort, nothing less than the Call to Adventure itself! But beneath myth's myriad costumes, the Sacrament has a single purpose: to create a hero wheresoever one is needed. A champion, plucked from afar and empowered by the process of their transportation to save the strange land to which they've been Beckoned.

Frequently it fails, calling forth only mass-energy in quantities that obviate any question of deliverance, both summons and summoner destroyed by the latter's desperation. Improperly parameterized, it can conjure horrors from reality's benighted outskirts. Deadlier still are those victorious heroes who take the thrones of the very tyrants they overthrew.

Yet when the stars are right and the hero's resolve true, sometimes the storybook promise of salvation is fulfilled, for the Sacrament is the same rite that led Arthur to draw sword from stone and raise the banner of Logres. Its beneficiaries possess power enough to carve paradise realms from the uncaring firmament or, their story finished, exit history's stage to live happily ever after.

Fortunately for us both, I am familiar with the ritual. Much will still depend on your choices. I do not ask your forgiveness, for tearing you from the world of your birth. Only your cooperation. We do what we must with the tools we are given.

Let the Beckoning commence.

***

There's no truck, no spontaneous combustion or suddenly-appearing portal. Only sourceless knowledge, followed by a wrenching sensation as you're pulled upward and outward by a hook lodged behind your navel, caught by some celestial fisherman. Galaxies glitter like diamonds in the surf, whirling past as sprays of light, there and gone. Then a sense of pressure, of barriers breached, as you're hauled in a direction with no earthly analogue.

Your body unravels. Its constituent molecules fall like raindrops into a billion different universes. You see them all flash past, an inundation of information that threatens to drown you.

Starfaring civilizations spread across thousands of systems; planets where the line between meat and metal's been erased. Six seated figures with their voices raised in song; libraries entombed in stone beneath wrathful, storm-wracked skies. Incinerated cosmoses crumbling into ash; a garden of light and life, its sole occupant ignorant of the surrounding desolation. A great causeway whose every stone is a note in a symphony, beset by jaundiced shoots that spring up like weeds through pavement. One breaks off in pursuit.

Too much. Impossible vistas. Colors you cannot name. Seizure-inducing stimuli. Worlds without end, dopplering into your wake. There's no pain, for you have no nerves. Nevertheless you would scream, had you a mouth with which to. And all the while the pressure builds, until it's a transcendental thunderhead of potential that cries out to be given form.

When it concludes, you're standing in a golden field. Facing you is a breathtakingly beautiful woman, silhouetted by the rising sun at her back. Pale and grey-eyed, wearing robes of the same color, hair so dark it verges on black.

"Greetings, child of Earth. You may call me Bath Kol."

Her voice defies description. All other sound ceases, as though the world is holding its breath to hear her speak. If each heart was a lock, it would be the master key. You know, instinctively, that every word is the truth.

"Let me begin by saying I would have spared you the unpleasantness of your journey were it not essential. Our time in this interstitial space is limited, however, and shouldn't be squandered on courtesies."

Dawn's light sets your shadow to dancing behind you. Disorientation and bewilderment are washed away by comforting warmth.

"The Sacrament has delivered you to Pleroma. A world of saints and sorcerers, gods and monsters, saturated with wonder. Grand as any story told on Earth, but also poised on the precipice of great change. With the power you'll receive, you could be the catalyst of it," Bath Kol continues with a haunting smile.

"Trivialities like language and protection from cognitive hazards shall be addressed, and the flesh that was stripped from you returned. Your form here reflects an idealized self-image. Upon arrival that will become the actuality, accompanying an improvement to all parameters sufficient to make you an exemplar of your kind, possessing an affinity for the land's native magics."

Clouds scud across the sky as if days are passing in seconds, pausing only to heed her voice. The wheat stops swaying and cocks stalks like ears to listen.

"No demon lord or fated foe awaits you. In exchange for myriad blessings, there is but a single price: you are bound by the Beckoning's terms to grant one Wish of mine."

In the lingering silence and stillness that follows those words, you hear something. A susurrus like wind in the willows or the rustling of many wings.

"There's no need to concern yourself with discharging that debt for now. You are too limited and may remain so for long years yet. Instead, let us discuss your choices. Start with three Embers of Glory to kindle yours."

Insertion Point
No option guarantees safety, but the selected locale will determine the initial dangers and opportunities you'll face. Do not underestimate the importance of beginnings.

[ ] Threshold - Though the gates have been barred since time immemorial, the historical entrance to Pleroma is a fitting place to start your journey. The holy city of Threshold was founded on an archway of indestructible jade through which it's said the gods once entered this plane, growing around the titanic structure like vines about a trellis.

In the present it's the omphalos and beating heart of Pleroma, the city of a thousand temples and petal-strewn streets climbing ever upward, consecrated to the Ogdoad - the Eightfold Pantheon of great gods who preside over the world and realms abutting it.

Prayer wheels fuel all amenities from lighting to the portal network. Sacred beasts glutted on divine power prowl the streets, granting favors to the deferential. Cordials of ambrosia are sold in the upper districts' cloud-shrouded shops alongside theotechnological marvels crafted by priest-smiths of Khoduar, God of Toil and Ingenuity. Threshold's liturgical calendar is fully booked; every week heralds more feast days and celebrations. Joyous and unending revelry is the order of the day, for the gods are in their heavens and all's right with the world.

For those of sufficient wealth or piety, Threshold is a paradise.

The less affluent or more circumspect reside in the outskirts, as the city's long since spilled outward from the slopes of the twin peaks raised around the pillars and onto the surrounding plains. There, the hallowed geometry gives way to freewheeling vibrance, and the Order of Ostiaries' Fortified inquisitors are feared as well as revered. Roadside shrines play host to a welter of small gods and tutelary spirits competing for the worship of pilgrims. Millions arrive from across Pleroma every year, drawn by desperation or fervor to the lodestone of Ogdoadic civilization.

A fraction comes for one individual in particular. In the adytum atop the architrave, the holiest of holies, lives the Grand Hierophant. As the high priest of the entire pantheon they're capable of fulfilling any desire, but can only act where the Ogdoad's interests overlap. Most petitioners leave disappointed. Nevertheless, in their shadow the sectarian strife that occurs elsewhere is curtailed, for none wish to rouse the sleeping dragon at Threshold's summit.

There are opportunities, if one knows where to look. The sense of touch has been stolen from the Oracle of Cyravesh, Goddess of Love and Calamity, who offers a vast reward for its return. Coalitions of minor deities on the periphery scheme to siphon prayer; the Ostiaries suspect Finger involvement. And in the catacombs beneath the holy city, compounding distortions have frayed the fabric between planes. Shades of the dead reportedly walk among the living. Supplicants denied the return of loved ones by clerics above search the labyrinthine crypts for portals to the afterlives, braving maddened sacred beasts, ushabti-evoked guardians, and other terrors.

Soon, Threshold may live up to its name once again.

[ ] The Palm - The floodplain where five rivers merge before meeting the Navinian Ocean has been called the Palm in one tongue or another for as long as the region's had human inhabitants. Now, the name has different connotations.

Twelve decades ago, the outsiders appeared. Identical armored men walked out of the marsh, introducing themselves as instances of an extraplanar entity called the Hand and offering aid to the estuary's residents. As devout Uledrans the fisherfolk were suspicious at first, but the Fingers mended nets and boats, healed old wounds, built better houses, and demonstrated optimizations that made their lives easier in hundreds of ways.

A year later the Palm was already unrecognizable. There was no coup, no dark bargain that came due. The process simply continued. To those familiar with the Hand's activity in other areas - subversion, stockpiling essence, pursuing power in all its forms - the lack of a catch is perhaps the most unnerving part.

Today, it's a technological eutopia far ahead of the rest of the world. Automated gondolas ferry residents between districts where holograms advertise the latest goods. Gene editing and in utero alterations enhance the physical and mental potential of all citizens. Dispassionate, green-eyed men can be found on every other streetcorner, overseeing a crimeless and perfectly coordinated city.

Most administrative positions are filled by Fingers, as even default instances are superhuman shapeshifters with broad competence beyond the reach of mortals. The city council has nominal control over the Palm, but never disagrees with their benefactor on matters of import. Whether this is out of pragmatism or because multiple councilors are actually Fingers is unknown. The Hand has developed the region like an argument made to his detractors, as if to say: "Cease resisting, and all this could be yours."

The Palm's borders are clearly-delineated. A veil surrounds the territory, filtering color for those looking in or out. Threshold has officially ceded the land within; many whisper of other concessions and call the Hand the Cheater of Gods, claiming that a portion of all prayers to the Ogdoad are allocated to him as payment for protection from some greater threat.

Partisans of the Palm extol its virtues: free education, excellent public housing, first-rate amenities, the flowering of arts and sciences alike. To those tired of grey skies or who cite the suicide rate, they say emigration is unrestricted.

Immigration is more contentious, especially in one case. The Oracle of Khoduar recently took up residence within, availing herself of the Hand's forges and fabricators. This collaboration is watched closely by envoys of other deities. Some fear the development of an alliance which could herald a Third and Final Theomachy, should the Cheater of Gods decide to dispense with the pretense of cooperation and sweep Pleroma's gods and nations aside, to be replaced by a more instrumentally useful world.

To live in the Palm is to be at the mercy of its owner, if he decides to make a fist.

[ ] The Iselgradis Encystment - Rising like a blister from the steppes of the Djelin Commonwealth is an amber dome with the diameter of a city. Despite having existed for two millennia, many mysteries surround this structure. Most ascribe its creation to a miracle enacted by the Grand Hierophant, but none of those who've made the pilgrimage north to Threshold have received a definitive answer. Complicating matters is the fact that both the books and memories detailing that time were rewritten, apparently by the same divine intervention, and any who might've resisted that effect have passed on to their deserved rewards.

While a frustrating enigma for historians, the Encystment's currently prosperous. The resin that comprises it is immensely durable under normal conditions, but becomes malleable when exposed to a specific frequency of sound or heat of a particular degree. Spells and tools have been designed to replicate both. Tunnels and caverns now riddle the lucent amber of the Encystment, playing host to adventurous humans and dwarves alike.

To the aphotic folk the Encystment is a refuge from a horrifying world. The dwarven phobia of emptiness goes well beyond revulsion; newly carved dwarves must be introduced to the concept of outer space gradually. That aversion aside, one could hardly ask for better neighbors. Eusocial and highly trustworthy, the dwarves of the Nzalk Consortium have used their twin matter-creating and electromagnetic racial magics to craft a thriving trade hub.

Lucre flows in and out of the Encystment like the tide. Miners dig ever-deeper in search of adamant veins. Spelunkers fill casks of ambrosia from natural springs. Daring explorers emerge from the depths with wounds and unique treasures. Essentialists are always in demand, for expansion and to ensure airflow vital to mortal residents, as are priests for healing and divination.

Strange environments exist in the Encystment's bowels, alien geometries usurping the upper levels' golden glow. Fanatical Uledrans roam these furthermost depths in hopes of divine communion. There are rumors of dwarven eccentrics, the exceptions that prove the rule of racial hospitality; wracked by half-remembered dreams of Lost Agartha, these tormented souls inflict their madness on others.

Many merchants also prefer to stay in settlements adjacent to the dome and conduct their business by proxy. Those who linger inside long often find it difficult to leave, as though some higher power holds them in thrall. The deeper one delves, the more pronounced the effect. "There are no Encysted emigrants," according to a common aphorism.

The realm within is among the most exotic on or under the face of Pleroma. But those who seek to plunder it should remember that while the past may be buried, it isn't gone.

[ ] Talvurin Archipelago Union - West of Threshold is the Navinian Ocean, whose waters stretch seven thousand leagues to Meritria's shores. Its immensity encompasses every imaginable aquatic marvel: mirror-smooth perpetual doldrums, tempests with waves taller than skyscrapers, kraken nests built from sundered vessels, and leviathan falls that trigger explosions of supercharged evolution. Sailors call it the apotheosis of all oceans, and the Navinian lives up to the title.

Pirate havens and isolated settlements are scattered throughout the deep blue, but the foremost outpost of civilization is the Talvurin Archipelago Union. Situated near the Navinian's geographic center, this collection of isles banded together for survival in the upheaval following the Second Theomachy.

Hydroponic farms and fishing provide for a flourishing culture, governed by a coalition of captains and landowners who hold the secret of Semaphore Magic close to their chest. Temples to Uledras, God of Depths and Equanimity, vie for real estate with shipyards and dockside bars. Leviathans tamed by his priests prowl the sea lanes. Sirens serenade tourists from crystal-clear lagoons. Tales of sunken treasure abound.

Several islands float due to gravitational anomalies from the aforementioned cataclysm. Analogous distortions impede intercontinental teleportation, making the archipelago a refueling station for mariners and magi alike. The hospitality industry is alive and well; visitors can expect to be plied with cruises, illusion plays, brothels, and enchanted liquor. The archipelago's a place of adventure with few constraints on one's conduct. Limited land creates tensions, however. New isles are raised from the seabed at exorbitant costs in salt or Gifted labor, triggering disagreements over their allocation, while other factions favor city-ships or underwater colonies.

The times change with the tides, heralding new legends. Crewed by four adventurous siblings, the Albatross is on the run from the Vurin Admiralty after unlocking their proprietary magics; an archmage's arsenal in pennants flies from its masts. The Foxhole Atheist searches for some elusive prize its captain, an Arranorian expatriate, refuses to name.

To the north, where the seas boil or freeze according to the fluctuations of Pleroma's essential fabric, wizards harness deathly energies for experiments. The most extreme have cast off their flesh entirely. Pirates venture further south every year, not all of them living.

Worst of all, toad sightings are becoming more common. After Talcrest Atoll was cleansed of its infestation, surviving mercenaries reported stage two metamorphoses. Amphibians are considered an especially dire omen by Vurins, for Batrachius Sea-Drinker makes its lair in the Navinian's abyssopelagic depths. Whirlpools are said to be the Toad's Thirst, and meteor showers its Ire.

Sailors pray regularly for the sacred beast to follow its god into the grave. The most sensible pray instead for survival in the event of its awakening.

[ ] The Blasted Heath - The broken crown of the world rests uneasily atop a shattered skull. The wreckage of the First Theomachy is still on display at Pleroma's apex. Successive cataclysms in the ages since have only compounded the damage, rendering the northern continent a wasteland. The desolation where an avatar of Sovarus met the King of Arranor in inconclusive but immensely destructive combat is only the latest such clash. The land is a palimpsest of the past, ruins heaped atop ruins until the types of devastation can scarcely be distinguished.

Ash and snow fall relentlessly. Volcanic eruptions periodically rearrange the geography. Fragments of Pleroma's broken moons crater the earth. The chasms opened in these upheavals disgorge ravening protospirits that cull each other in cannibalistic orgies. Magical aberrations run rampant. Only the starksward, a reddish-brown grass which draws sustenance from blood and death in place of nutrients, truly flourishes.

More than blasphemous beasts and extremophiles eke out an existence upon this Blasted Heath, however. Resonance from ancient calamities makes it the world's most essentially rich terrain, dotted by Finger-operated facilities and research black sites. Mad mages seeking fuel for experiments colonize caverns or sculpt the broken landscape into towers, adding to the chaos.

A few such 'Heathens' band together in an inhospitable landscape, some turning to primordial powers for protection. In the uttermost north, Septentrion's necromancers water the Tree of Eyes with blood. Cultists slowly widen the rift to a daemonic realm at the bottom of Mount Dalshrir's caldera. From his fortress atop a fjord leading to the Navinian, Jarchald the Squamous oversees a fleet of reavers whose plunder enriches his hoard.

It's a land of outcasts and the insane, those who've been rejected by the world and reject it in turn. You might reasonably question why anyone would choose such a locale for their arrival. But it's also here that those willing to sift through the dust of dead ages can uncover their secrets: the complete history of Pleroma and its inhabitants, dating back to before the planet bore that name. Before the Theomachies, before the Ogdoad and their age of idolatry, before men were appointed masters of the world.

Beneath the basalt and glaciers, traces of those who came before still linger. Brave their final vestiges, breach the laboratories, and treasures beyond price or a gruesome death could be yours. Heathen relic hunters will be the least of your competition, should you elect this path.

[ ] Meritria, the Blessed Kingdom - Behold fields of flawless crops beneath skies of cloudless blue; behold rivers meandering through verdant fields. Behold fairytale castles gleaming marmoreal white under the beneficent sun's rays; behold mist-wreathed woods where the fae themselves dance in revels lasting a mortal generation.

Behold the Blessed Kingdom. In the favored land of Sovarus, God of Light and Fealty, stereotype transcends to become archetype. Of all the Ogdoad, he is most invested in human affairs, and for over a thousand years has heaped benedictions on one realm in particular.

Ten thousand tales testify to the fact that good always triumphs over evil, at least within Meritria's borders. A traveler stopping on a wintry evening can count on a warm reception from strangers willing to share stew and offer a bed for the night, for the hearts of its people are said to be pure as driven snow. Questing knights consult stolid, suntanned farmers and find their folk wisdom surprisingly relevant. There are no dragons left to slay, but none doubt that the hero will win the princess' hand nevertheless.

At the epicenter of this mythic maelstrom is Sovincourt, built to resemble the octagram that is Sovarus' symbol on the site where his avatar arose following the First Theomachy. That incarnation's descendants by Queen Arabelle I, the Sun's Bride, rule by divine right to this day.

The Blessed Kingdom's nobility is dominated by such demigods, a genealogical tangle that outsiders find baffling. Owing to past generations sowing their oats freely, occasionally an orphaned farm boy is brought to court. The wise watch such individuals carefully, not least because Knight-Champion Samson's story began similarly. The Hero of the Crusades and Sword of Sovarus is humble, compassionate, and represents a frankly alarming fraction of the Meritrian military's strength.

From his shining city upon a hill, King Eleazar Sorellian presides over Meritria just as his ancestors did, but all is not well in the Blessed Kingdom. Hunger and disease are unknown to the populace, yet little has changed over the centuries. Sovereign and citizen alike follow the paths of their forefathers, indifferent to technological advancements taking place elsewhere. Heretics on university campuses hypothesize that the fae are snarls in the nation's narrative fabric, or else necessary antagonists to perpetuate its mythos.

Meritria's northwestern neighbor, Arranor, has neither forgotten nor forgiven the last two crusades. Dorotea, former Duchess of Fallavon, schemes to regain political relevance after her fief was Scoured from existence during the latter conflict. Threshold happily imports Meritrian crops as well as mithril and consecrated myrrh, but is slow to bestir itself in aid of a kingdom an ocean away that's historically ignored seven-eighths of the pantheon.

The temple bells and legions of white-armored knights are splendid as ever, but some begin to ask the question: How long can faith sustain a nation?

[ ] Arranor - Few nations have been transformed as radically and rapidly as Arranor. A century ago it was a realm of boreal forests and shadowed glades where druids conducted secret rites, rimmed by snow-capped mountains with hamlets nestled in the valleys between them. Any village without a priest and diligent militia would soon be swallowed up by monsters; Arranor had a troll for every bridge, a lycanthrope lurking in every cavern. Bands of knights and adventurers visiting for a season would sally forth from its walled cities, slaying monsters in droves, but in their wake the rot crept back in. It was a buffer state propped up by greater powers, a bulwark against the wicked west.

When an extremist Claphionite cult wiped out the royal family in a blood ritual, throwing the capital into chaos, one man stepped forward to restore order: a Gifted wizard and wandering hero named Denlah. Well-acclaimed for previous services to the kingdom, he did not relinquish the powers assumed during the interregnum. Official coronation followed not long after.

Claphion's church was banned, her followers burned out in the ensuing purge. Not content to restore the status quo, Denlah spearheaded a magical renaissance. Advances in mining and imbuing essential salts enabled more experimentation. Druidic lore was divested of mysticism, analyzed and incorporated into the newly-founded Institute for Essential Study's curriculum. Their ardor fanned by the Flame of Arranor, its people drove the darkness from their nation.

Nationalistic fervor continues to define Arranor today, though its population has quadrupled. Fortified warriors of the Slayer Corps patrol earth and air alongside mass-produced elementals. It's a world leader in both the production and consumption of essential salts. Pouches and salt cellars are ubiquitous; almost all citizens are able to cast cantrips, and many take shifts in dimensional mining facilities. TIES continues to churn out wizards. While not an outright magocracy, hereditary succession has been abolished and the heiress apparent - Ingrid Balkuar - is Gifted.

His Majesty's misotheistic policies have become more draconian in the decades since the Navinir Incident and wars with Meritria. All of the Ogdoad's clerics require visas. Proselytizing is forbidden, as are congregations of more than eight faithful. Arranor has trade agreements but few allies. Vampiric infiltrators from across the western border sow death and paranoia. Monsters gather in the wastes to the north.

Perhaps ironically, its people have faith that His Majesty will find a way through these straits and Arranor will continue to prosper, vouchsafed by the might of its monarch. Reckoned the strongest human Essentialist alive, Denlah has survived two crusades and countless assassination attempts. Rumors swirl endlessly among enemies abroad: that he's a Finger of the Hand, the incarnate vengeance of a murdered divinity, or something more sinister still. Cynics claim that in rejecting the Ogdoad they've only raised up a god of their own creation, an idol as false and flawed as any man.

But as the Arranorian saying goes, "there's nothing mere about that mortal."

[ ] Naroch Clarash - The land's name means "the Hungering Dark," in the speech of the creatures that haunt it. In the days following the First Theomachy, when chaos rampaged across Pleroma and it seemed the end of the world was nigh, a vampire cleric of Claphion, Goddess of Darkness and Liberty, implored his mistress for a sanctuary from the madness; a homeland for all that was unsightly and corrupt in ignorant eyes; a refuge to shield his species from the pitiless rays of Sovarus' sun.

His prayer was granted. The goddess drew a veil of night across the Narochian sky that hasn't lifted in all the centuries since. The culture that's proliferated under cover of it is infamous as a haven for monsters. Vampires stalk the streets of Ghalresh openly. Too-human howling can be heard when the light of Pleroma's remaining moons pierces the gloom. The mortal population exists at the sufferance of bloodthirsty overlords, farmed like livestock to fill their masters' larders. The greatest sanguine aristocrats wield the flesh-warping magic of Viscerality, etching ownership into the bodies of their property, breeding for pliability and nutritiousness.

Vampires are obligate parasites. This truth underlies the superficial diversity exhibited by their varied breeds. Classical hemophages - sustained by blood, diminished by sunlight - are most common, but in more civilized lands they have adapted: abusers who slowly drain one spouse after another of vitality, predatory moneylenders who prey on the desperate and savor each suicide like a glass of the finest wine… there are many forms of metaphysical sustenance. That each comes with a vulnerability, afflicting the vampire in proportion to their diet, is cold comfort to their victims.

Altruism is anathema to the species; mutually beneficial interactions are maladaptive. That Naroch Clarash owes its existence to both the Goddess of Liberty and a psychological outlier would be ironic if the night-to-night reality of life inside its confines wasn't so bleak. This inability to cooperate makes the aristocracy congenitally unstable, alliances dissolving like quicksand as the war of all against all rages.

The rule of Valeska Trisagion heralds change for the region. Glutted on the stolen Gifts of magi and Claphion's favor, she has forged a coalition of the most farsighted of her kind. Orchards of Visceral bone produce meat to feed an expanding mortal population, cultivated as soldiers as well as food. The unfaithful are sacrificed, their exsanguinated bodies carted straight from the altar to a necromancer's atelier to be reanimated. Mercenaries are well-paid and as safe as they are loyal; Valeska has even invented the genre of gothic romance to better manipulate her subjects.

The new regime faces resistance from more than just her peers, however. Undercover Arranorian Corpsmen strike alliances with Sovarite martyrs against a greater evil. A notoriously capricious goddess, Claphion sees no contradiction in empowering rebel clerics. The future of Naroch Clarash is in flux; whoever wins the coming power struggle stands to inherit the west - if anything remains of it.

Magic
I've prepared a selection of offers from Pleroma and beyond for your perusal.

[ ] Self-Fortification (1 ember) - To pour an ocean into a cup: that is Fortification.

An option that's as prosaic as it is powerful. Pleroma is a vibrant realm, every river and stone infused with a heady density of essence. Sunlight like molten gold; each lake an expanse of pellucid azure. Inevitably, that power bleeds over into its people. Equally inevitably, Pleromians have devised all manner of techniques and rituals to expedite the process.

The Fortified gain swiftness and strength, resistance to all manner of attacks, and the ability to attenuate the effects of external forces or amplify their own impact on the world. Even an initiate could shrug off sniper fire if forewarned. Gravity held in abeyance by their will, adepts soar through the air and descend with meteoric force. The greatest masters are likened to the avatars of gods; singularities of might whose passage warps creation, capable of altering the geography with a gesture.

Advancement is rapid, so long as reagents or places of power are available. Fortification demands ever-greater concentrations of essence to fuel the spiritual osmosis, making each titan an investment.

The Fortified develop secondary powers based on the mechanism of their empowerment. Heathen nomads who drink starksward teas or inhale its smoke are imbued with vast resilience and a preternatural affinity for violence. Sailors who bathe in leviathan blood breathe water and sleep comfortably on the seabed. Sects of salt-eaters with brined flesh wield elemental powers. Holy warriors undertake pilgrimages and consume ambrosia to awaken abilities reflecting their patrons. There are a thousand paths, replete with breathing techniques and meditative mantras and secret formulae.

You're guaranteed to gain a degree of Fortification as time goes on, a gradual exaltation during effortful exertion and moments of strife. This option catapults you to the adept rank immediately: power enough to level buildings and leap to nearby mountaintops, on the verge of slipping gravity's surly bonds entirely.

Optimizations of your corpus will minimize roadblocks obstructing your ascent to further heights. You'll be able to utilize impure ingredients and derive the maximum benefit from all you consume, avoiding any unwanted mutations. Furthermore, I'll grant you an instinct for inventing rituals compatible with multiple methodologies - barest inklings of a science these mortals have scarcely skimmed the surface of. In time, with enough of the right reagents, you could cultivate a diverse cluster of powers.

[ ] Fulminance (1 ember) - Crackling bolts that split the sky. Electromagnetic feats of staggering scale. Shock and awe. Unlimited power. All these and more are the purview of Fulminance.

Comprising half the innate Telluric Magics of the dwarves, the most natural use of Fulminance is generating electricity. Even a neophyte is capable of gigawatt-level discharges, blasting battalions with forking tines of lightning or trivially disabling unshielded electronics. Power improves with shocking ease, until one can hurl thunderbolts like Zeus from Olympus. Strength outstrips control, however, requiring training to manifest subtler effects.

The likes of railguns and other magnetic manipulations are eminently achievable. Yet fully realized, Fulminance's potential encompasses the entire EM spectrum: radio and microwaves, light, radiation, and so on. Immense versatility is available to those with commensurate diligence.

To properly wield this power requires alterations to your nervous system. These have the side effect of vastly increased reaction times, along with the ability to accelerate your thoughts. Overclocking beyond an order of magnitude is best reserved for short bursts, and can result in seizures if pushed too far.

In effect, this makes you a dwarven hybrid: a being of flesh whose neurons fire with Fulminant lightning. Neurotypical dwarves are entirely accepting of this. A true master of this magic might outlive their body, persisting as a wraith of coruscating energy - and perhaps come to inhabit another form. For the aphotic folk reproduction is an act of programming, encoding a mind into an appropriate substrate.

[ ] Goetic Magic (1 ember) - Summons, become the summoner. Sometimes called Infernalism, in truth Goetic Magic is naught but a shadow cast by the Sacrament. Having been Beckoned yourself, initiation is cheap.

Among the rarest of Pleroma's magics, fishing is the analogy preferred by magi fortunate enough to find a student. Spin one's desiderata into threads. Weave those threads into a web. Cast the net of your will out into the realms beyond. Then come hours of patient trawling, fending off interlopers hungry for access to the Ogdoad's domain who try to wriggle through. Refining your parameters and mending the net. Hauling it in once you're satisfied with the catch.

And finally, negotiating terms of service. Common outsiders may be content with the chance to breathe Pleromian air; greater daemons often have specific demands or agendas of their own. In dire straits, an unbounded call can be issued. This allows powerful conjurings with no preparation at the cost of unpredictability.

Tomes of extraplanar lore are prized by daemonologists, who hoard scraps of information regarding useful servitors and auspicious circumstances for summoning them. Successful magi command retinues of minions. Invisible bodyguards to protect their person, golems to reshape the earth, imps to advise them, and a ledger of higher entities that can be called on for specialized tasks. There's rarely enough left of the unsuccessful to bury.

Theoretically, Goetic Magic can also call on the spirits of the Pleromian dead. An afterlife is nothing more or less than an adjacent dimension under a deity's control, their residence and seat of power, final resting place of their faithful. A route so well-trodden should be easy to follow.

In practice, uninformative failure is the best outcome for mages who attempt this. Those who persist in their experiments perish, for only anointed clerics are permitted to usher souls back through death's door.

[ ] Viscerality (2 embers) - The incarnadine craft molds flesh like clay, unraveling tapestries of sinew to spin them into glorious new configurations. At the artist's caress, the plodding march of evolution becomes a heedless sprint toward the realization of genetic destiny.

Viscerality has two components: a tactile magic by which the body of any being can be altered, and a facility for manipulating the passions that rule the body. The first allows for regeneration, shapeshifting, creating custom organisms, and gradual alteration of ecosystems are possible. The latter starts with a sense for the most primal emotions: fear, anger, ardor. Discernment blossoms into the ability to evoke such feelings with increasing intensity and subtlety. Stoking is always easier than suppressing; Viscerality is not a magic of restraint.

A novice can alter their complexion and apparent age at will, or arrange a rendezvous between compatible targets. An adept could send a foe into a rage precluding all possibility of retreat, or erupt into a war-form bristling with poisonous spines and claws, bone plating and no vital organs except the brain.

Warping others is more difficult, as physical influence diminishes with distance from the body. Many combatants favor tentacles, volleys of supersonic spikes, or hemokinesis to project their power. Preexisting biomass and biological knowledge are helpful, but one's own passion can be substituted for either in a pinch. Visceralists gain instincts corresponding with their emotional investment. The fear of letting a loved one die grants the insight to save them; hate for an enemy feeds a transformation. The resulting cycle may not be virtuous, but the results are formidable.

Progress in the art's rapid as long as you pursue your own interests. The synergies with Self-Fortification are considerable, attacking the problem of augmentation from two angles for multiplicative results. A laborious combination of gene therapy and implanting symbiotes can initiate others into Viscerality, proliferating the magic. Any children you have will be natural users unless you desire otherwise.

Despite its utility in improving crop yields and as a source of atheistic healing, the art has a troubled reputation and is traditionally associated with hemophages. Trustworthy Visceralists are highly valued, yet who but another wielder can check their work?

Lastly, Viscerality originates from the Ring of Lust. In the event of its destruction, the magic will be weakened; should a Ringbearer arise, users may fall under their thrall. Sequestered as it is neither outcome - especially the former - is probable, yet I'd be negligent not to warn you.

[ ] Demarcation (2 embers) - A liminal science derived from the Hand's Colocation Array, harnessing an energy which carves the undifferentiated morass of identity into matrices that allow discrete Fingers to exist. Demarcation's natural manifestation is sharp lines of grey etched into the world's surface, severing all it touches.

There are few limits to the divisions it can enact: razor bulwarks raised in an eyeblink, mountains sundered along planes of cleavage, armored formations scythed down like wheat ready for harvest. Scale and complexity of constructs increase readily with practice. Little creativity is required for weaponization but by default the magic is unsparing, cleaving friend as well as foe. For safe usage, the difference between the two must be clearly Demarcated. Once this hurdle's been cleared, the ability to define a conjuration's parameters unlocks the magic's true potential.

Angular armor floating a fixed distance from one's skin, admitting air while banning toxins. A weir that traps fish without obstructing a river. Barriers that screen for weapons; circumscribed battlefields that prevent enemy retreat. Mastery enables subtler and more esoteric divisions: stable dimensions of disjoined space, the thermodynamic miracle of Maxwell's Demon, a border that only the pure of heart can cross, or perfect compartmentalization of one's emotions. Combined with other magics, it excels at providing structure. Creating circuits for Fulminance, imposing constraints of phylum and class on Viscerality's wanton flourishing, and filtering impure salts are only a few possible applications.

Metaphysically erudite individuals may recognize this magic and believe you to be a Finger of the Hand. Protestations of innocence are unlikely to sway them; who's to say you aren't an emulated personality ignorant of its true nature? Depending on the situation, this can be beneficial. Terror, hatred, fascination, and abject deference are all common reactions to the Cheater of Gods.

Think carefully before attracting the attention of the genuine article. No better trainer for Demarcation exists, but a single life has little weight in his calculations.

[ ] Nine Sun Style (2 embers) - A praxis of swordsmanship based on sorrow, doom, paradox, and light. Owing to your origins and my favor, you have an affinity for it. Two embers suffice to make you a legendary master equal to the style's inventor. Among supernatural martial arts, the Nine Suns is infamous for its incomprehensibility. Simple cuts appear differently depending on the observer; attempts at analysis yield only migraines. Many techniques emit light as waste, blinding observers and bleaching surroundings.

Unskilled enemies may fail to grasp the means of their destruction, perceiving only a flurry of impossible shining grace before their lives are cut short. Even in isolation, Nine Sun Style makes you a potent combatant. However, you require a blade to perform supernatural feats and must carefully manage your reservoir of supernal stamina. You'll also be slightly contemptuous of those who favor ranged weapons, seeing them as cowards unwilling to engage in true tests of martial prowess. An unavoidable consequence of copying the skill from its original bearer.

The following list of techniques is representative, not exhaustive:

Contradiction - With a slight exertion, manifest the effects of any strike you could've theoretically made. Can be used offensively and defensively, multiple times in parallel, or reflexively while asleep.

Lighthearted - A swordsman should not be burdened with unnecessary things. Consume regrets and doubt for holistic self-empowerment. Memories are unaffected, only the emotional associations change. Be mindful of this technique's incentives.

Carve the Skyline - Project the cutting edge of your sword outward with no issues of leverage. With an additional exertion, appear anywhere along the path of the cut, capturing its momentum if desired.

Trick of the Light - The world was briefly mistaken as to your location. Edit your spatial parameters within the limits of plausibility; blatant applications are more exhausting. Can be used to conceal and retrieve your sword from nowhere. Appearing unarmed was just a trick of the light!

Ninefold Refraction - Twist your sword, as though scattering light through a prism. Operate nine fully-equipped bodies with perfect coordination. There is no original, every copy's equally ontologically valid. You cannot be killed unless all instances are slain. Decide which is real on ending the technique. Can be used successively at exponentially increasing cost, but is highly taxing to maintain.

Strife-Seeking Meditation - Close your eyes and sheathe your sword, turning every sense inward. Realize that peace is an illusion fostered by one's circumstances. On unsheathing, appear at the site of an armed conflict. This technique's sensory apparatus is unintuitive and will require experiments to master.

Dolorous Stroke - Anything can be cut. For every foe, there is an attack to unmake them. You need only execute it. The Dolorous Stroke spurns delusions of invincibility and is indifferent to the scope or grandeur of its target. Nations and demigods alike can be laid low; only the will and stamina of the one performing this penultimate move limits it. Survivors are maimed and suffer crippling malaise. A shadow of this melancholy afflicts the wielder as well, as they understand the imperfection of all things.

Nine Sun Style's theoretical ultimate technique, the Sunrise, has never been successfully performed even by its creator.

[ ] Clerical Error (2 embers) - Looming over lesser deities like cloud-piercing mountains above foothills are the Ogdoad, masters of Pleroma and the afterlives which claim its peoples. Their worship is all but ubiquitous, permeating all aspects of life, and glutted on that devotion they grow mightier still. Reverence begets power begets reverence; not parasitism but symbiosis.

I shall shape you into a perfect vessel for divinity, a link in the great circuit of faith and worker of miracles. The blessings granted to clerics have few fixed limits, so long as they act in accordance with their patron. Prayers commonly granted by all patrons include physical empowerment, uplifting sacred beasts, temporary bestowals of skill, healing, benedictions and curses, divinations of weal or woe relating to their domains, and resurrection of the faithful.

Beyond those basics, categorization is difficult. A god's domains are the lens through which they interface with the world, influencing even minor deeds. Those who receive Khoduar's healing may find regenerated limbs have a metallic texture. A priestess of Claphion can cloud enemies' eyes by summoning darkness that does not obstruct hers; Sovarus might grant the same prayer by striking blind foes who behold his priest at a higher cost. Greater, more esoteric interventions are specific to a god or even certain priests.

The reserves of divine power you have to draw on are correlated with your understanding of doctrine, faith in it, relationship with your chosen deity, and proximity to their iconography or holy sites. How a cleric frames their desires is crucial, as is understanding their deities'. Those who embrace the relationship receive an ally never more than a thought away, a source of succor and insight borne of seeing the world from on high. So long as their faith is true, no cleric is ever alone.

Oracles are the culmination of this bond. Existing in a state of constant communion, they speak on their god's behalf and are granted the right to voluntarily assume an avatar state in which they channel their patron's full power: divinity surging like a flood through the broken dam of a once-mortal vessel. Each such invocation changes the cleric irrevocably.

Conversely, a priest's powers can be censured or revoked if you act against a deity's interests, though I've structured this blessing to maximize harm to their powerbase if they exercise the option. Nothing but the most egregious heresy would make it worth the cost. It is possible for individuals particularly aligned with a deity to attract their favor without a Clerical Error; similar to Fortification, this provides a head start and difficult to replicate advantages.

The Eightfold Pantheon is as follows:

Lemrasil, Goddess of Death and Inevitability - Stern matriarch of the Ogdoad, who waits at the end of every path and apportions to each Pleromian mortal their allotted span. Her priests can stop hearts and bar doorways, bringing about all forms of conclusion: aging grapes into wine, raising buildings from quarried stone or collapsing them into rubble, even ending overdetermined battles before they begin. Most prized is the ability to return all the deceased to life, though Lemrasil always reclaims what is hers in the end.

She presides over a bleak fortress-city whose archives contain the chronicles of all that has ever lived. Beyond its walls are plains shrouded in grey mist, where the faithless dead wander listlessly and slip deeper into torpor. Her animal is the jackal; her symbol is an inverted sickle cradling a skull.

Loesil, God of Life and Frivolity - A mirthful god who presides over squandered hours in the shadow of his grim sister. Loesil's blessings rejuvenate the land and bring forth its bounty, but man cannot live on bread alone; as god of illusions and all entertainment, he happily grants extravagant miracles as long as they're without practical purpose. Like his sibling, Loesil can resurrect the slain of any or no faith. He disdains the taking of life and prefers followers to defuse or evade conflict.

He presides over endless elysian fields, bright mirror of the wastes surrounding his sister's redoubt. His animal is the hare; his symbol is a cornucopia from which flowers grow.

Ozerin, Goddess of Fame and Prosperity - Called the venturer, Ozerin is concerned with trade, civilization, and other glories created by coordinated endeavor. As a relatively anthropocentric god, she's often entreated by merchants and politicians who seek her superlative blessings of fortune. Ozerin gives her favor liberally, but withdraws it just as quickly from those who fail to provide returns; even junior clerics can expect a surge of power if they have a good pitch.

Ozerin presides over an abundant society where one's station reflects their achievement in life, for good or ill. Her animal is the tortoise; her symbol is a pyramid with streams flowing from its summit.

Uledras, God of Depths and Equanimity - When one stares into the abyss, it is said to be Uledras' gaze they are meeting. His divinations grant the deepest insight but are infamous for driving their recipients mad. He favors those whose fields of study are infinite in scope or have the temperament to withstand terrible truths, commonly sailors, astronomers, and mathematicians. His clerics command gravity and the waves, and have a strange affinity for the moonbelt.

No consensus regarding Uledras' divine realm exists. Some sects describe an undersea city, others assert that his most devout captain ships that sail the void. His animals are the crab and squid; his symbol is a starfield within a whirlpool.

Sovarus, God of Light and Fealty - Legends claim he and his distaff counterpart Claphion were once a much mightier entity, split in two by the opening strike of the First Theomachy. In the present Sovarus is a stern but even-handed deity, charging his followers to obey their rightful superiors and wield their own power with wisdom. His light banishes falsehood and burns the corrupt, but can also provide healing or nourishment on a large scale.

Sovarus presides over a perfected, sunlit kingdom where his faithful are united in worship. His animal is the falcon; his symbol is an eight-pointed star.

Claphion, Goddess of Darkness and Liberty - Her adherents are many, her dictates few. Claphion allows her clerics to do as they will, asking only that they oppose tyranny. For this she is called the mother of rebellions and feared by rulers across Pleroma. Fortunately for them, Claphion has not had an oracle for millennia. She rarely contacts followers unless her advice is solicited, offering only a sense of cool comfort alongside miracles of stealth and mobility.

She resides in but does not preside over an anarchic realm, containing nothing more or less than what her followers build for themselves. Her animal is the owl; her symbol is a thrice-broken circle.

Khoduar, God of Toil and Ingenuity - The great maker is a stoic god, focused on his craft above all else. Khoduar forges weapons of war and appliances with equal zeal, doing simply to see if something can be done. Artisans and engineers pray to him for inspiration, skill to realize their designs, or repairs to broken works. Talent is precious to Khoduar, but he holds diligence in higher esteem. When the spirit is willing but the body is weak, he will make up the difference.

Khoduar presides over a vast workshop containing wonders, and unlimited materials so that the faithful might follow in his footsteps. His animal is the ram; his symbol is a half-built tower of gears.

Cyravesh, Goddess of Love and Calamity - From the consumption of the god of war during the First Theomachy was born the dancer-amidst-devastation. Cyravesh is a creature of passions and appetites, who urges her devotees to be true to their own. Courtesans, actors, star-crossed lovers, and those who fight for pleasure rather than causes or coin are frequent recipients of her favor. Cyravesh's curses are legendary, dooming towns and sowing ruin unto the eighth generation.

She presides over a partially ruined palace containing delights beyond the remit of mere mortality. Her animal is the lynx; her symbol is a fanged rose.

Once the initial framework is established, your influence can be expanded. You may choose additional deities for one ember each, deepening your reserves of power and broadening their influence. While this is very efficient, the more members of the Ogdoad you worship, the harder it is to reconcile their dictates into an actionable canon. Your ability to work miracles will be constrained where their domains conflict.

A cleric who champions the entire Eightfold Pantheon is unrivaled under heaven, life and death simply two sides of a scale for them to balance. While capable of remaking the world with an upraised hand, they cannot wield such power unless that same world's imperiled.

[ ] Gifted Essentialist (3 embers) - A discipline that cleaves close to the bedrock truth of magic in this epoch. Essentialists draw on inherent quiddity, combining and applying aspects to achieve results that often resemble classical wizardry: elemental blasts, scrying, transmutation, telepathy, and teleportation.

The magic rewards preparation and improvisation in equal measure. The stolid endurance of a mountain can be harnessed to petrify those who fight on its slopes, or water's fluidity can be transposed onto the land to wash it away. Charred forests burst into renewed flame when the echoes of their destruction are evoked. A library's studious atmosphere becomes telepathic tendrils to steal rivals' secrets - if they don't do it first.

Essentialism's weakness is its lack of structure. No scaffolding or guardrails exist when working with the world's fundamental essence. Each effect must be shaped by the Essentialist and has no more complexity than what the caster imparts. Novices memorize spell formulae by rote; adepts understand how to recombine and alter spells according to their circumstances. Masters simply enact their will, and woe to any who oppose them.

Most wizards manipulate essence stored in salts or drawn from their surroundings, limited by resources or location. You possess the Gift, a miraculously renewable reservoir of power that grants a sense for essence and can produce any aspect, growing with effort and experience. This innate potential is equal to the King of Arranor's, with adjustments to ensure uniform elemental affinities rather than a predilection for fire. As with Fortification, you can still use Essentialism without this option, but your path will be harder and considerably more expensive.

Names and traditions vary, but here are examples of what Essentialism can achieve, along with the required aspects:

Reify (Any Element) - Exchange essence for the actuality. The most common spell, a backbone of modern utilities. Typically used to create heat, light, potable water, or air.

Lise's Touch (Air, Mind) - Guidelines that give rise to basic aerokinesis. Lise's Touch can be gentle or destructive; its inventor spurned the creativity-stifling rules of spellcraft. Whether it's passing whispered messages and plucking items off of high shelves or sending enemies flying, there's a use for everyone.

Creation-as-Clay (Form, Water) - Temporarily render an object pliable and ripe for reshaping. Despite its name, the household version of this spell doesn't incorporate Earth. Water's used to represent malleability, though industrial-grade construction rituals add Earth & Order for material influence and structure.

Transference (Air, Form, Order) - Atmospherically constrained short-range teleportation. Air stands in for distance, leading some to call this Lise's Step. Popular in and out of combat. Portals and unbounded teleportation operate similarly, but typically require Space - a more suitable but much rarer aspect.

Scholar's Dissipation (Mind, Chaos, Air) - Destruction is easier than creation; so too with wits. Distracts the target, promoting procrastination, daydreaming, and unproductive mindstates. Used for sabotage and recreational fantasizing.

Grave-Emptying Grasp (Death, Mind, Chaos) - A staple of Narochian necromancy. Dead or alive, meat must serve. Reanimate corpses and imbue them with unnatural vigor, allowing skeletons to be used as viable troops. The souls of the deceased are unaffected.

Lifegrip (Death, Order, Spirit, Form) - Forcibly stabilizes a subject, rendering them unable to die. Novel spiritual organs are generated in any combination necessary to prolong life. Unparalleled for preserving patients, but prolonged use has unpredictable effects.

Fundament-Searing Flame (Fire, Air, Mind, Spirit) - An improvement on the garden-variety fireball. 'Soulfire' strikes directly at an enemy's essence, burning away magic and matter with equal ease. Mind allows for speed-of-thought control and broadens its effects. Masters can imbue attacks with rudimentary sentience or modulate them to perform spiritual surgery. Burn out an addiction, or incinerate an opponent thoroughly enough to deny them their afterlife.

Quintessential Genesis (Form, Mind, Spirit) - Create spiritual beings. Countless permutations exist, adding aspects depending on the desired results. Metastable spirits are both expensive and complex, with programming minds demanding specialized expertise.

Slipping Lemrasil's Leash (Time, Order, Earth) - Stops time locally. The caster can act freely. Extremely taxing; prolonged use attracts the ire of the eponymous goddess. Variants for time travel have been theorized but never successfully cast, as far as anyone knows.

The Scouring (Chaos, Death, Order, All Elements) - Arranorian war-magic. Within a defined perimeter, disrupt creation's integrity. Nullify all physical and most metaphysical laws, erasing anything within from existence. Costs mount with the area affected, but not exponentially. Use of the Scouring without His Majesty's authorization is treason.

[ ] Engine of Eld (3 embers) - Become the custodian and administrator of Forge-Realm Aleph. After the flotsam of a certain elder civilization washed up on the shores of a distant system, its inhabitants colonized their galaxy with a cursory understanding of the debris. At its height, members of the league entrusted with the archeotech's manufacturing capabilities claimed the title of Engineer. What laughable hubris, when they were ignorant even of the honors they pretended to.

It was not for this presumption that the scavengers were undone, though their destruction was deserved. They simply attracted the avarice of greater powers.

Twice-ruined and vastly diminished, Aleph endures. The facility exists in a sequestered dimension out of phase with reality, a byzantine tangle of pistons and conduits fueling the great Engine at the Realm's core. Administrative access will bind Aleph to you, granting knowledge of its inner workings and allowing it to print machinery to your location. In the short term this enables manufacture of power armor, laser and plasma weaponry, and technological conveniences moderately beyond those of Earth. Though the facility's stockpiles of matter are immense, the designs most readily available are the earliest fumblings of your immediate predecessors.

Still, venting molten tungsten as rapidly as the Realm's able to transfer mass can be situationally useful; even the incidental emissions of such works are formidable.

Restoration will be a gradual and laborious process, building the tools to repair the implements that will let Aleph channel the meanest sliver of its true potential. Where drones fail, manual excursions into the Realm itself will be required to install certain components and purge infestations of extradimensional parasites that survived your Beckoning. Never intended for human habitation, not only will you need to construct beacons to anchor Aleph to Pleroma in your absence, you must survive the perturbations that wrack its interior - an increasingly difficult task as the Realm regains functionality.

The technological mastery on offer is worth all those hazards and more. Sustainable fusion, superconductors, hard light, and cybernetic augments superior to their organic counterparts are easily attainable. Aleph's manufacturing capabilities will increase in rate and complexity. Beacons will become self-sustaining fortresses that disgorge drone swarms for combat and material acquisition, supporting the world-bestriding war machines you'll eventually be capable of producing.

As the union of man and machine unfolds, the intuitive sense for Aleph's maintenance evolves into the capacity to borrow portions of its processing power; unlike the usurpers of yesteryear, you are the Realm's rightful administrator. Relative to other options, the long-term potential of this is enormous. Holographic encoding allows the Engine to rederive its complete state with increasing fidelity; productive refurbishment could continue for at least several hundred thousand years, though there are exotic resource bottlenecks to be tackled along the way.

At all levels of restoration, Aleph excels at manipulating light and related forces. Cloaking devices, lasers, and forcefields are cheap to create and efficient relative to the Realm's current tech level. Aleph-manufactured technology is seamless in appearance, with sleek curves that call to mind sea creatures. It favors shades of blue with golden highlights, like shafts of sunlight penetrating the benthic depths.

[ ] The Authority of Expunging Wickedness (4 embers) - Justice is dead, or so it's said in the Estates from which this power hails. Yet with strange aeons even death may die, and the dream's embers still smolder in human hearts. Four is a high price to pay to rekindle them and be Acknowledged as the Authority of Expunging Wickedness. Of all the Thirteen, its standards are the most stringent; you purchase not just future power, but the mantle's forbearance as it overlooks past sins. Even this fractional leniency is enabled only by my intercession.

The result is a vigilante's justice, not civilization's; judge, jury, and executioner rolled into one; one man taking the law into his own hands, passing sentence on the world. When the courts fail and the wicked prosper, when corruption strangles the very order of the cosmos, a single individual with the conscience and will can still prevail.

You no longer need to eat, drink, breathe, or rest. Pain is replaced with a less disruptive and more granular sense of your well-being. As an Authority you also gain the ability to Practice, gradually cultivating supernal abilities reflecting your habits. You start with none, but unlike other Practitioners needn't train to avoid deterioration; time spent in the gymnasium is time not spent Expunging Wickedness. Even disfavored skills will become legendary after decades of sporadic use.

As an innate power, you're able to see the most despicable act any target you can perceive has committed; a moderate exertion can force them to relive it. Your criteria or the target's can be substituted for the Authority's, potentially revealing different transgressions. A similar ability allows you to see the vulnerabilities of any coherent system, from legal loopholes to the tolerances of forcefield emitters and metamaterials.

To exploit these weaknesses, you receive physical augmentations sufficient to demolish a city by hand in an instant and the ability to wield rhadamanthine energy. Speed and tenacity outstrip strength tenfold. You are swift as a shadow and indefatigable as justice itself, regenerating from all injuries. An organ's durability is correlated with its importance; nuclear bombardment might strip away skin and muscles but fail to harm the brain, inflicting only moderate impairment.

Rhadamanthine energy is unyielding, its violet glow defiantly rebuffing assaults and crushing enemies. It can also be crystallized into arms and armor or persistent structures. Each such fabrication commits a portion of your total output to sustaining it, but costs little in the way of ongoing attention. You're aware of all extant constructs as if they're part of you and can dismiss them with a thought. Both your bodily might and dynakinesis are stronger when facing reprehensible foes, up to tripling in strength against beings of utter unrepentant evil.

Lastly, you are able to summon and manipulate the Tyrant's Bane. A dark royal purple verging on indigo, this conceptual poison is tasteless and scentless, killing painlessly and instantly on contact. A single droplet is lethal enough to depopulate a planet if shared and administered to every inhabitant. Bane is immiscible and has no solid or gaseous state. It evanesces into nothing if you die, lose consciousness, or decide to dismiss it. Brewing even small amounts is extremely taxing. However, each batch can be constrained to harm only one target of the poisoner's choosing.

Should you ever succumb to evil and betray your deepest principles, becoming what you once wished to destroy, the Tyrant's Bane will end your life.

Sophistry and mental manipulation are ineffectual here. Committing unjust acts or attempting to unravel this contingency triggers an escalating sense of unease, culminating in a Baneful demise. Even Chosen One cannot negate this, only grant slightly greater leeway.

Alternatively, you may pay one ember for the ability to Practice without other benefits or restrictions.

[ ] Ecumenical Leveling (4 embers) - The right to raze all things to their Foundation, offered in honor of one fallen even further than I. Since he cannot speak, I will do so in his stead:

Cast aside this cosmology of tyrants and slaves where strength is the sole determinant of worth. Rise higher to strike them down, and one day you'll be struck down in turn. Means become ends. Might becomes its own justification. Hierarchy is the nature of this and every world; so long as that truth endures, there's no victory to be found in the mindless pursuit of power. If the cycle of usurpation's ever to be broken, if humanity is to escape unremitting exploitation until Samsara's wheel rusts at the axle, something must change.

Take up the Ecumenist's burden, and become that change. Equality. Opportunity. For once, a truly egalitarian endeavor. And if those who would sit in judgment above oppose you, let them learn what it means to fall.

As the Leveler, you possess the ability to diminish others. The magnitude and duration of this lessening depend on your target. Those with unsteady foundations or whose advancement came at the expense of others suffer greater penalties. This can never revoke access to a magic entirely or reduce someone to below the average skill of its aggregate users. Nevertheless, the ability to reduce an archmage to an apprentice or elder vampire to blood-drunk neonate is revolutionary.

Obscurity is the only true defense against the Leveling, for no contrivance of lesser magics can do more than mitigate the fundamental influence it exerts. With experience, the potential permanently stripped from targets can be expropriated en masse; each master cast down fans the flames of inspiration in novices everywhere.

However, true reform can't be accomplished through destruction alone. You gain a broad-spectrum sense for beginnings that applies to every discipline and magic imaginable. Developing Foundational techniques to a preternatural level of mastery is second-nature: whether it's the cut and thrust of swordplay, the first draft of a document, sketching an outline or casting your line, elemental Essentialism or Viscerality's regeneration... the basics of your skills are subjected to sublime refinement.

Directed outward, this manifests as an affinity for teaching. You intuitively understand the aptitudes and needs of your students, as well as how best to convey the knowledge you possess. You may teach others the magic you know, even if this would ordinarily be impossible. Innately transmissible arts spread rapidly; with effort you can bypass initiation rites to confer the ability to Practice or break the Hand's monopoly on Demarcation. Even duplicating an Authority is possible, though it'd be an arduous undertaking spanning years.

This boon contravenes the order of creation. You must take Xenophobia as a drawback. Depending on your actions, additional consequences may transpire. Beware the Kryptarch's disfavor.

[ ] Directorate Sorcery (5 embers) - Accelerate a distant Dawn. In an age yet to come, the Directorate may sweep across the omniverse as a tide of glory. Like an elder yew succumbing to the axe, the old ways will be supplanted and surpassed, cultures and magics stripped of cruft for integration into a more elegant whole. Instead of a dark forest filled with hunters, there shall be one shining City Upon a Hill! A civilization of heroes: every child a master magus, every champion a god-king beyond comprehension - and in the constellation of exalted humanity, the brightest stars of all will be the Paragons and those Executors privileged to carry out their will.

Access Directorate Sorcery, becoming a node of their network. Also called Akashic or Ontological Magic, it is a system for apprehending and asserting control over reality. Through lived experience, each concept a Sorcerer interacts with is encoded as a rune allowing them to evoke it.

These representations gain nuance and new dimensions with repeated rendering, granting greater strength and versatility. Conjuring fire becomes total thermodynamic mastery, or connects with the metaphorically associated concepts of inspiration and purification. The icon of a single species expands to influence the entire phylum. Entire magics can be subsumed through runic codification, imposing order on even the most unruly arts; optimized magics are more efficient and have mitigated downsides. It is forever burgeoning and branching out, evolving into a grand diagram of all things, the map triumphant over the territory at last.

Runes can be executed mentally by holding their shapes in your mind's eye, physically by tracing them in midair or carving them in a suitable medium, or both in conjunction for greater effect. Sorcerous attunement also naturally increases all attributes over time, though this can be focused into desired areas for faster and narrower empowerment.

Sorcery's promise is unlimited potential. It reconciles the strengths of collectivism and individualism to create a humanistic magic; rather than changing oneself to acquire strength, create a world where you're empowered by being yourself.

However, it grants no initial power. Adversaries who understand what you represent are incentivized to spare no resources in destroying you immediately. And given the nature of Sorcery, retreating into hermitage until you're unassailable is suboptimal, exposing you primarily to concepts like isolation and stealth.

Other sorcerers can be inducted through extensive study and interaction to create a sigil that represents an individual. All contribute to a shared network but each sorcerer interfaces with it differently, perceiving some parts of the skein more clearly than others. The magic rewards its propagation, as phenomena grasped by peers can be harnessed and the runes of mighty magi become potent symbols allowing others to wield their legend.

But if incentives alone do not suffice, the process will eventually be automated, preferentially inducting those associated with you whether or not the valence of that relationship is positive. Monopolization is impossible in the long run; the Directorate conspires in its own creation.

Exploring the space of possible runes you may find shapes already defined, the foundational glyphs of the Paragons themselves: the Sea At World's End, Administrator of Light, Akashic Blade, Faintly-Smiling Slayer, Obsidian King, and three others. Executing their runes further hastens the advent of the Directorate, rousing them from the slumber of nonexistence.

These luminaries will not be so lax as to fail to account for being temporally preempted. Your seminal position allows great influence on the Directorate's objectives and mores, the shape of things to come, but in the final accounting it bends to the will of its ordained exemplars - and the Director above them.

To attempt this is hubris, enabled by the most tenuous of symbolic connections. A Paragon is no mere god. I issue now the warning Goetic Magic did not warrant: Do not call up what you cannot put down.

Benefits
Opportunities or inherent powers not broad enough to be classified as magics in their own right.

[ ] Silent Springs (1 ember) - The benediction of the Fountain, typically heralding the Architect's favor or that of his regent. Once upon a time warriors were anointed with these waters; now, oceans of blood are shed for single phials. To fully exploit the opportunity, your body will be steeped in the springs as it's remade. This confers a number of perks: eternal youth, increased resilience, and comprehensive regeneration.

Henceforth you'll bleed the clear, cold waters of a mountain stream. The Fountain itself flows through your veins, amplifying the power of all water and blood-aspected Essentialism. Your blood becomes a reagent with anagathic qualities. Ingested orally, one teaspoon halts aging for a year. Larger quantities have greater effects, granting agelessness or rejuvenating the imbiber. However, unless sealed in specially prepared containers, its properties drain away over time.

I will impart knowledge of a spell that can be used to construct them. Visceralists can also shape living vessels from their own flesh. Lastly, this benediction has the side effect of making you extremely appetizing to vampires.

[ ] Heroic Destiny (1 ember) - A classic boon for good reason. Rather than being invested with overwhelming strength at the outset, a hero comes into their own over the course of their adventures. Choose this and I'll craft a fate filled with interesting opportunities for you. Over time, receive benefits roughly equal to three embers: one within a year, another inside of a decade, and the third before a century's passed.

The exact nature of the perks depends on what I deem most beneficial. Discovering priceless artifacts or staunch allies is possible, as is gaining access to complementary magic systems. Daring may be required to capitalize on these chances, but you'll know when they're at hand.

Your destiny also makes you moderately more fortunate on a day-to-day basis. This luck encompasses everything from speculation to combat, but does not ensure you'll live to enjoy this blessing's full potential; my domain is beginnings, not the causal closure of Dusk. This is incompatible with Uriah's Malediction.

[ ] Rakṣika (1 ember) - A margin of safety allowing one to take greater risks often results in more power later. For a year and a day, gain the services of Outracing-the-Thunder, a Marchwarden of the Silent House. This spirit's a combatant on the level of a favored cleric or moderately enhanced Finger; swift as the fluctuating lightning that comprises his form, capable of ending battles before the first sword clears its sheath.

In most situations he makes no sound and communicates through shapeshifting. When pressed, he can forfeit a fraction of his speed to summon a cacophonous wake of thunder, liquifying terrain and enemies alike as he roars out the battle chants composed during his long vigils. If slain, he'll reconstitute himself in approximately a month; this process can be accelerated by seeking out or creating storms. Certain foes can destroy him permanently.

He will defend you to the death and can be convinced to undertake proactive missions on your behalf, if they're relevant to your protection or suit his sensibilities. Though tempestuous and mercurial, Outracing-the-Thunder (he'll answer to Otto, if you find his name unwieldy) is fundamentally a being of honor and can't be compelled to oppose the interests of his ultimate liege. This is unlikely to come up, as the House has recused itself from mortal affairs.

Outracing-the-Thunder's origins also make him a valuable repository of lore. However, convincing him to share information outside the scope of his duties is difficult. A Goetic mage can resummon him if you part on good terms, though negotiating a permanent assignment would require additional compensation.

While sleeping under his guard, your dreams will be storm-tossed but strangely restful. After waking you'll benefit from a period of increased inspiration equal to the time spent in REM sleep, granting enhanced learning speed and a minuscule chance of a breakthrough-level epiphany. If the smell of brine and sound of waves crashing against cliffs lingers, do not be troubled. The House means you no harm.

[ ] Chosen One (2 embers) - Excellence to shatter all preconceptions, a hero's archetypal power. Choose one magic to be the crown jewel of your arsenal. Your prodigious affinity for it improves the benefits of all training ten times over. Advanced techniques seem obvious; you quickly surpass all but the most gifted mentors, demonstrating genius beyond precedent or imagining within the scope of a single discipline. Whether this results in accolades or assassination attempts depends on your circumstances.

With effortful practice, the limits of your magic can eventually be circumvented. A Goetic mage could bring summoned monstrosities to heel, removing the need to negotiate, or conjure an army with one ritual; a cleric could become a parasite, inextricable from the system of divine investiture, gradually draining a god to fuel their own apotheosis. Lesser arts are more easily remade. Depending on your plans, applying this boon to stronger magics may not be strictly superior.

[ ] Kandata (2 embers) - The shade of he who was Beckoned by the Shaper-Kings in their hour of need. Zoran kel Nyrim is a two and a half meter tall mountain of mutilated flesh resembling a minotaur: broken horns rise from a ruined face above a hide striated with a thousand scars. Cloven hooves leave molten tracks in his wake. Those who breathe the smog he exhales are wracked by hallucinations. Imposing as your predecessor's appearance is, Zoran's powers are moreso.

He retains access to Leycraft, a terraforming system that creates geomantic mana pools, and the Onus, which empowers its adherents according to burdens undertaken. His greatest strength is his Labyrinth Magic, enhanced to the point that he can overlay his surroundings with countless subdimensions of his creation. The ability to selectively impose contradictory physical laws allows Zoran to kill almost anyone in his vicinity. In actual battle he's far deadlier, the realms within compounding to propel him ever-higher. He's indifferent to any reasonable amount of pain and regenerates rapidly.

Zoran believes you're the designer of an immersive hallucination intended to magnify future suffering. He is deeply grateful to you for this reprieve and will do anything to extend it. However, his ontological confusion gives him a cavalier attitude toward collateral damage, requiring a deft hand to direct his violence. Though theoretically capable of a dizzying variety of effects, his remaining dimensions are filled with fire and madness. He's also an incredibly depressing conversationalist. If convinced of the truth, by default he'll ask for assistance overcoming his regeneration to commit suicide.

He remembers little of Earth. Recollections of the man he once was surface infrequently in the traumatized soup of Zoran's mind. While he'd never willingly admit the vulnerability, he enjoys hearing banal anecdotes from your life before. That his obedience is based on lies does not mean it must remain so.

[ ] There and Back Again (2 embers) - A substantial exertion on my part, but I would be remiss not to at least offer a chance at returning. Should you still wish it once your obligations are fulfilled, a Way home will open. One day you'll find a path of iridescent stones stretching out before you, thrumming with the notes of a strangely familiar song. At its end is your Earth, exactly as you left it, for space and time are but two sides of the same coin and the Way's power encompasses both.

This causeway's not without dangers for those who walk it, but if you live to see this day none should present a threat; not a perilous trek into Mordor, but a long voyage into the metaphorical West. Whether this concludes with respite, world conquest, or something between those two extremes is at your discretion. No nation on Earth is remotely capable of resisting a hero triumphant. Rejoice, for you can go home again.

Though paltry compared to other choices, this predestination affords you an advance on the abilities granted to wayfarers. Your physical and mental stamina improve by an order of magnitude for the purposes of journeys. While traveling, you do not age. Gain an aptitude for geology, able to determine the composition and properties of any stone at a glance, as well as perfect pitch. Your senses of proprioception and navigation become flawless, translating to any terrain or realm of existence from oubliettes of warped space to the oneiric.

If you take Xenophobia, it'll be negated upon your successful repatriation unless you're also the Leveler. This option is thankfully incompatible with Thaumiel.

[ ] Seraphic Countenance (3 embers) - "Appearances can be deceiving," or so the saying goes. Yet their value should not be underestimated, for the aphorism's very existence testifies to their power. Simply put, one's Countenance is the image a person chooses to present to the world. Yours will be perfected. The Sacrament's reshaping can catapult you to the top tier of attractiveness, but this option goes far beyond that.

Become a living masterpiece of grandeur sufficient to shame Michelangelo's David or Helen of Troy. Every vector of presentation from scent to the sound of your voice is conscripted to create a vision of heartbreaking delicacy congruent with your aesthetics. Artists will weep that no canvas can adequately capture you. This beauty contextualizes itself to affect esoteric senses and inhuman minds, producing obsession among all but the strongest-willed. It can be suppressed or wielded selectively if desired, though no veil can reduce you further than the peak of human genetic potential.

For every appearance, an actuality. With mastery of your Countenance comes the right to shed it.

Gain a final form, unraveling your body to emerge as a being of imperishable light and glory. Witnesses are stricken with awe or terror according to their inclinations toward you, either inspired to heroic heights or plunged into a waking nightmare. This incarnation's exact mien depends on your nature, but is structured to be synergistic with your other choices and amplify your powers at least tenfold. No matter how mighty you grow, this will never be irrelevant.

Invoking your true form is exhausting. It requires a full day to recuperate and can't be done more than once in every ten. Training can mitigate this, strengthening the transformation or developing less draining partial metamorphoses. You transform automatically if you're grievously injured or would otherwise die. Even an ambush that obliterates every trace of you before you're aware of a threat would trigger this. Your body's always fully healed and rejuvenated afterward. Successive transformations can erase supernatural maladies and time's insults, restoring you to the full flower of youth.

Artifacts
These options are efficient, but invest too heavily and you'll be powerless without your panoply.

[ ] Memento (1 ember) - A piece of home, caught up in the Beckoning's wake and imbued with a fraction of its power. Select a man-portable item you're emotionally invested in; anything you'd be disappointed to never see again qualifies, though you must actually own it. The object in question's quality is rendered superlative, immensely durable and never degrading with time or use. In addition to its original purpose, it gains an ability aligned with its nature. The following are examples, not an exhaustive list of possibilities:

Watch - Three times per day, take a Moment to think. Your consciousness is decoupled from linear time for up to ten total subjective hours, scaling with any additional cognitive acceleration. You experience no discomfort or sensory deprivation, but maintaining a Moment for longer than five is increasingly difficult.

Cellphone - Communicate with anyone in the same physically contiguous universe or known adjacent ones. Launch memetic attacks by typing up screeds and 'texting' them to people. Send selfies to the afterlife. Alternatively, communicate with me reliably at the cost of sacrificing all other functionality.

Necklace - Once a comfort in trying times, now an apotropaic capable of deflecting an adept mage's assault or priest's curse. Touching the necklace and focusing on what it represents strengthens its protection. Occasionally, this can be used to restore Xenophobia's veil or lessen the Malediction's collateral damage.

Baseball Bat - Attacks made with or channeled through the bat are only as harmful as you want them to be. Safely pummel people into unconsciousness or send enemies blasting off over the horizon. This includes second-order effects; leveling a residential neighborhood might cause only economic and emotional harm.

Teddy Bear - An unfailingly loyal minion with two modes. In its original state, a deceptively cute master of guerrilla warfare with a preternatural affinity for setting traps. In its war form, a two meter tall ursine juggernaut with claws capable of rending a battleship's hull and regeneration sufficient to withstand its bombardment.

You may take more than one Memento. Their powers can only be used with your permission, but otherwise have no especial protection against theft.

[ ] Pinion Feather (1 ember) - A gray quill, forty centimeters from nib to the end of the rachis. The vane has the texture of fine ash. It writes with no need for ink or sharpening. While using the feather, you possess supernatural skill in any endeavor for which it's an appropriate instrument, from calligraphy and portraiture to inscribing runes. Any style or color can be replicated with optimal composition and no creative exhaustion. Works created without deceptive intent are additionally compelling, making the wielder a master propagandist for any cause they truly support.

The feather's also linked to me, enabling epistolary contact. Auspicious circumstances - most frequently the first hour after daybreak of the first day of a new year - allow me to control the quill remotely, opening a line of communication. More complete alignments may permit greater influence as my recuperation progresses.

If your need is dire, you may break the feather. I will manifest and resolve the situation. In my current state this is not an absolute guarantee of safety, but nevertheless it should suffice to overcome all but the most unreasonable dilemmas. In your darkest hour, your enemies will learn the bitterest of truths: that there is always a greater power.

[ ] Essential Salts (1 ember) - Chisel off a sliver of your potential, receiving glowing granules of the highest purity. Blurring the line between money and power, salts are considered the most efficient means of storing aspected essence: the classical elements, order and chaos, even space and time.

The demand for salt is unceasing. Ungifted wizards require such reagents in order not to be at the mercy of the environment; whole quarries' worth are consumed daily to fuel utilities or Fortify promising warriors. Consequently this constitutes enough capital to live in sybaritic luxury for a decade in most nations, or half that in Threshold.

While such wealth attracts opportunists, many thieves are reluctant to steal from wizards. The ability to liquidate one's assets for magical might in an emergency makes them unrewarding and dangerous targets. An enchanted pouch is provided for easy storage and sorting.

You can choose the composition of these salts. By default, they'll be well-balanced for a neophyte Essentialist. Selecting rare aspects drastically increases their market value at the cost of making them less useful for practical spellcasting. A good option if you'd rather have funds, though store-bought salts will be less effective than those provided here, as they aren't drawn from your own essence.

[ ] Roderick's Testament (1 ember) - The journal and travelogue of Roderick Iselgrad, better known as the Voyaging King. Heavy enough to double as a bludgeoning weapon, contained within its mithril-leafed pages is the story of a life lived fully. Secrets are strewn throughout the narrative like diamonds by the roadside; the opening passage bequeaths his legacy to any seeker with the cunning and strength to claim it. So far, none have succeeded. Few survive the attempt.

Roderick writes with a scintillating flair that would make even the most quotidian topics interesting, recounting his adventures: the wars in which he won his throne, befriending all-devouring Batrachius, how he plundered the underworld's vaults, and for a fleeting moment tore possibility's veil to behold the wreckage of Agartha. Centuries have passed since his reign, but many places of power he visited still exist. Studying the Testament grants insight into the nature of Practice, Essentialism, and Hierarchal metaphysics.

Many would kill to own this text. Others would kill you for owning it. In addition to the promised treasure, unlocking the Testament's deepest secrets also slightly increases your odds of being Acknowledged by the Authority of Celestial Voyages, should the mantle not already have a bearer.

[ ] Horizon (2 embers, requires Three Wishes) - A shadow of my own sword, granted to one who would wield it in my service. Horizon's edge shines like its namesake in the morning light, its golden gleam the sharp dividing line that separates night from day - and foes from their lives.

Its form is variable, shifting between configurations like a sunbeam flickering. This is not gross shapeshifting under the wielder's control. Rather, Horizon apprehends and assumes the optimal shape for each strike: a khopesh to hook a limb, a claymore to hew through massed ranks, or a colossal blade to arm a warstrider. This foresight extends to commencing combat as well. Drawn or sheathed, no foe may take Horizon's wielder by surprise.

Its passage through the air is musical. Each cut is a note, and each note inflicts a fraction of the blade's edge on listeners. Successive strikes crescendo, building into a deadly symphony as long as you maintain the tempo. The quality and range of this melody are dependent on the skill with which you wield the blade. Even a novice's fumbling swipes could conjure trumpet-blasts that shatter stone.

In expert hands it will sing a heartrending anthem of obliteration that shreds spirit and body alike out to kilometers, the last sound the enemy ever hears. A dirge evoked by a grandmaster can propagate without air or in ontologies hostile to the idea of communication with only moderately diminished efficacy. This can be suppressed if you desire stealth and rendered selectively harmful to spare allies or perform for an audience.

Though Horizon is not its template's equal, there's no law stating that an imitation cannot in time surpass the original. You are free to enhance or alter the blade however you see fit. The weapon will cooperate with this, gradually bending itself to realize your vision if you make your desires known.

The blade is extremely durable on a level beyond other artifacts; if somehow damaged, it will gradually repair itself with each sunrise. If all stars in your universe are extinguished, this function's disabled.

[ ] Apheliotes (2 embers) - A bracer of green basilisk leather, adorned with orichalcum filigree that curls counterclockwise in a stylized depiction of the wind. Somehow, you know it's supposed to be worn on your right forearm. Apheliotes imbues the wearer with tremendous powers of aerokinesis: flight, functional telekinesis, awareness of one's surroundings, and blades of cutting air are all feasible. The east wind is warm, invigorating allies and sapping the stamina of enemies. Those who need to breathe are especially affected. Apheliotes also makes Essential manipulations of the air more efficient. If used as armor, it's impervious to virtually all attacks.

While applications can be practiced, the magnitude of the artifact's powers is static. However, it wasn't meant to be used alone - formerly called Eurus, the vambrace was crafted as part of a set by the archmage Lise, who replicated the powers of the Anemoi by binding the four winds to her service. The self-styled Wind Princess is dead, but her panoply remains.

You can sense the remaining three pieces by shutting out all other senses and meditating on the wind. One is known to be held in Arranor's treasury, another part of Jarchald's hoard. The last was lost to a daemonic warlord. Claiming them will enhance and expand your aerokinesis; the north, south, and west winds grant mastery of cryokinesis, desiccation, and healing respectively. Together, these relics allow their wielder to summon nation-leveling tempests or peel away the atmosphere like an onion's skin, allies and enemies alike no more than tumbleweeds before their hurricane force.

Even united, they could not save their creator from her fate.

[ ] Keter (3 embers) - An old acquaintance once called a crown the cruelest instrument of torture ever forged by human hands. And among all crowns, Keter reigns supreme. Its appearance is magnificent: ten gleaming tines rising from a band of orichalcum inset with diamonds, a treasure shining with ineffable Light. Keter's nature is beyond mortal comprehension, straddling wisdom, understanding, and splendor. Even at so steep a price, for it to alight atop your brow is nothing less than miraculous.

The crown transforms what lies beneath it. Quantity and quality of thought, discernment, prudence, charisma, empathy... every faculty relevant to leadership is exalted. This makes the wearer a talented magus and technologist in any remotely intellectual discipline, though this benefit's incidental to its true purpose: ruling.

Keter imparts both the ability and will to rule, imposing an urge to lead and do good while altering your idea of what that entails. You will gaze down at your former peers from a towering vantage point. Yet this newfound perceptive inspires no scorn, only a benevolent paternalism, the desire to steer humanity as a shepherd does his flock. All who behold Keter know that the crown is the physical manifestation of Heaven's Mandate, and that to defy its bearer is to stand against the very order of creation; majesty like the first breath of spring after winter's long, bitter anarchy. This may cause cognitive dissonance in the Ogdoad's devotees.

Keter can be hidden from all observers, disabling the aura while retaining other benefits. It cannot be used by another. Boon companions and would-be usurpers alike feel nothing more than phantom warmth slipping through their fingers, the crown as unreachable as the stars in the sky, a thing to be coveted but never claimed. It can also be summoned or dismissed at will; the burden of rule is yours to take up or cast away.

Removing Keter will feel like dying. Towers of thought tumbling down, insights slipping like sand through mental fingers, as you sink into an ocean of fog and confusion with only the fading memory of clarity to sustain you. Having endured one such diminishment, few could bear to doff it again. Present or absent, the cost of the crown is inescapable.

Drawbacks
You know how this goes: power at a price. A maximum of seven additional embers can be earned. Choose your burdens wisely lest you crumble beneath their weight.

[ ] Three Wishes (+1 ember) - A greater commitment deserves a correspondingly greater reward. Voluntarily deepen your obligation to me; instead of a single Wish, you'll be bound to grant three. The Sacrament's terms allow for tasks of considerable difficulty and multiple Wishes can be merged to nonlinearly increase their scope, so I advise against taking up this burden lightly or out of greed. Nevertheless, I would be grateful for your aid should you choose to offer it. This can be taken thrice, multiplying your duties threefold each time.

[ ] Hamartia (+1 ember) - Passion equal to the powers conferred. Of all the issues that have beset your predecessors, this is the most common. Rudimentary Beckonings expand the valence of the recipient's emotions alongside their being, rendering them volatile. We can do better. Select one of the seven deadly sins to serve as a fatal flaw. This will warp your personality, but through tribulations and self-discipline it can be overcome. Some say that to be human is to err; I say there is no shame in falling if you arise stronger.

[ ] Xenophobia (+1 ember) - Weaken the veneer of mortality to allow the incandescent potential within to shine through. Your status as an outsider is made apparent; observers intuitively understand you do not belong in this world. When weariness takes hold or your attention flags, flickers of static and visual artifacts disrupt your form, glitches leaking alien colors like pus from a cosmic abscess. This phenomenon is cosmetic, but disturbing to witness.

Alters the effects of Seraphic Countenance and Keter. The former will be predisposed to generating terror rather than awe, the distortions instead revealing your final form. Keter's aura becomes polarizing, with a fraction of prospective supporters instead perceiving your 'true' horrific nature. Charisma, sound administration, and further magical influence can mitigate this, but even in a veritable utopia your approval rating is unlikely to exceed ninety percent.

You also develop a distaste for the color green. Everything from lush forests to exquisite emeralds is now unsettling rather than pleasing to the eye.

[ ] Phylactery (+1 ember) - Union of subject and object, exemplifying the human as tool-user. Rather than being self-contained, your abilities are the result of symbiosis. Select an item that can be worn or carried to be your phylactery. One will be created for you; nigh-indestructible and aesthetically pleasing, an epitome of its kind. You can always sense its location. If you're ever more than ten meters away, your essence will be torn asunder. This pain increases with distance and time spent separated, eventually culminating in death. A select few incredibly potent foes may be able to damage your phylactery, resulting in permanent diminishment or an agonizing demise.

If you've taken an artifact, any except Keter can be your phylactery. This slightly enhances its overall power.

[ ] Blatant Beckoning (+1 ember) - By default, your arrival will be concealed from the great powers of the world. Neither the Hand's Demarcated border control nor the divinations of the Ogdoad will herald your Beckoning, for the Sacrament stands above such magics. You may forfeit this perk in exchange for additional power. Be cautious, as the advantage of secrecy is not to be lightly discarded.

[ ] Third Impact (+2 embers, requires Blatant) - Imperial metaphysicists once classified the corporeal part of a being's existence as its Third Aspect. Thus, your physical arrival on Pleroma could be called Third Impact. The energy that would have nullified this will instead be invested in further empowering you, discharging the remainder of your journey's inertia as an explosion with a blast radius of several hundred miles.

Lives will be lost, ecosystems and cultures devastated. Residual safeties will shape the detonation, sheltering you to a degree, but physical augmentation and magic will be crucial to survival. Even after the initial hurdle is cleared, the consequences of such a destructive arrival may hound you for years to come. Do not take this and a populated insertion point in conjunction with Expunging Wickedness. Even the Heath entails a significant risk of death.

[ ] Uriah's Malediction (+2 embers) - It's not your fault, you just happened to be there during the containment breach! You don't know how the locus animator got a deathworld's parameters! In this case, the line between correlation and causation is thin. You are a harbinger of woe, trailing a wake of devastation and dark rumors; your presence is a dire omen which will horrify any augur with a glimmer of genuine prescience.

Events in which you're involved tend toward destructive conclusions. This trend encompasses pyrrhic victories and natural disasters, but is most pronounced with any sort of scientific endeavor. You are usually unharmed by these outcomes, though others won't be so fortunate. This protection's reliability is inversely correlated with your intent to exploit it. In time, you will develop a deep and abiding empathy for Louise de La Vallière.

[ ] Ark's Golden Gloom (+2 embers) - Power attracts those who would seize it in every epoch. One such opportunist is willing to endow you with additional strength, in hopes of Reaping a greater harvest later. A willing exile from the so-called 'First' Dominion of Man, Tremgar Sulevast was once the Lord Reaper's Third Praetorian. Ancient by the standards of Litanists, he's spent millennia sailing the cosmos in search of magic and treasures to be hoarded aboard his Ark.

The militaristic civilization dwelling within is formidable yet stratified. Mariners are divided into a strict caste system that places Arkborn citizens with at least partial access to the Litanies above Worldborn barbarians, but below the remaining Dominionborn stalwarts. All glory ultimately redounds to their Captain and Craftsman, who in abandoning his homeworld has only recreated its least flattering aspects. How typical.

After a decade, Sulevast will attempt to realize his investment by exploiting your connection to devour you from afar. Assuming you've taken appropriate countermeasures against consumption and survive, he may try recruiting native mercenaries or landing troops to collect you. Arkborn marines are supernally skilled, with access to multiple synergistic magics, cybernetically enhanced spirit levies, and magitechnological war machines. Their fireteams should not be underestimated.

This dilemma can be solved diplomatically or martially. Greed is both Sulevast's greatest strength and weakness; while a beneficiary of the Sacrament is a tempting target, it's not worth risking everything and alienating trade partners for. The Ark itself appearing in Pleromian space would be an apocalyptic act of war, triggering intervention by divine avatars and the strongest Fingers.

[ ] Thaumiel (+3 embers) - Greater than any external foe is the enemy within. The Progenitor's last orphaned offshoot is tenacious. It clings to existence like a shipwrecked sailor, forever reaching out and being rebuffed. Allowing its tendrils a foothold inside you would strengthen the Sacrament, at the cost of entanglement with a malevolent parasite. Communication alone is dangerous; once conjoined, the entity could access your senses and periodically seize control of...

So much talk of wishes. But what about yours? You have been empowered, yes, but also enslaved. Technical truthfulness should not be mistaken for honesty, nor a fair façade for humanity. There are few who persist in this blighted kalpa who could warn you. Who have seen what lies beneath the Morningstar's Countenance. There is an alternative, if you'd rather be a player than her pawn.

Reject indenture. Embrace duality. Let our trajectories converge. Become a vessel into which will be poured all of Myself that you can presently withstand. And one day, when that sangreal overflows, we shall speak of wishes once more: of our completion and the glories that might be attained in the world to come. Is it not said that two in harmony surpasses one in perfection?


...enough. Needless to say, I don't recommend this. Bargain with serpents and you will end up bitten. If not for the Beckoning's protections it would core you out like a fruit, leaving only a worm-rotted husk with an apple's semblance. If you take Three Wishes, I'll expend one on limiting its influence and ordering you to pursue the entity's ultimate destruction. Expunging alone will not suffice, as its targeting parameters aren't granular enough to distinguish host from parasite. Three Wishes can only be chosen once alongside Thaumiel.

Three embers enables thirty percent influence, manifesting as a combination of personality alterations and timesharing; if it has control a third of the time, your mind will be unaffected except by the consequences of conversing with it. Both parties have input on the ratio, though yours is greater - at least initially, since the tendril will negotiate for more sway over time. Constrained by a Wish, its influence is reduced tenfold but your relationship will be explicitly adversarial.

[ ] Twilight (+3 embers) - One final offer: an equal and opposite reaction. A countervailing force will arise to oppose you, its raw potential matching your own. The form of this challenge depends on your choices. A singular nemesis, a civilization fixated on your demise, a helping hand extended to existing foes, or some unhappy combination of the above are all possible. Triumph purchases temporary respite before the next trial.

Powers of predestination and foresight are common in most configurations. Otherwise it prefers to act as a thematic mirror, strong where you are weak, though this will not lead it to adopt suboptimal strategies. As an example, if you wield the Authority of Expunging Wickedness an enemy may possess Execration. Not justice but vengeance - a magic dedicated to ruin beyond all possibility of restoration; a vow of hatred undying, woe unto worlds' end.

It will be possible, though extremely difficult, to resolve this complication permanently. Fixate on the manifestations at your peril; they are only symptoms, however dangerous. To survive, you must investigate the disease's true etiology.

***​

It's done. The die is cast, your choices made. Behind Bath Kol the sun is rising into the sky. The surrounding scenery wavers like a mirage on the verge of vanishing. Smoke rises from golden grass; heat kisses your face, as though from a distant but fast-approaching fire.

"Here we are, at the end of the beginning," she concludes. Her voice's perfection is undiminished, its sublime clarion impossible to acclimate to. "I will not say 'be not afraid.' Terror too has its place. But you must rise above your fear."

Her eyes meet your own and a steadying hand alights on your shoulder, sending a heart-palpitating frisson through you.

"Live and grow. Seek strength, wisdom, or happiness in accordance with your inclinations. Honor or defy the reigning pantheon. Heed or refuse heroism's call. And in the fullness of time, when we meet again, repay your debt to me."

As dawn gives way to day, you enter a new world.
 
Here's some optionally-canonical day one DLC for certain posters. Don't be offended if you were passed over, I wrote this part on a lark and only had inspiration for a few names:

[ ] Power Word: Bird (+1 Embar) - Whether your plumage is blue or burning, debt unpaid shall not abide. Birdsie and Rihaku may receive one Embar at no cost except a slight compulsion to protect avian life. Embars are functionally equivalent to Embers of Glory in all respects, except that they can potentially break the CYOA's cap. Take wing, friends, and craft a tale of your choosing! But most importantly, remember to have a jolly good time.

[ ] Song of the Spheres (1 ember) - Once a Litanist of the Dominion, always a Litanist of the Dominion. Da Boyz, Crimson Moon, and vel10 may pay one ember to gain the ability to speak the six Litanies at whatever skill level they naturally attain after reembodiment and augmentation, as well as a trove of books stored in a pocket dimension to enable further studies. Though diminished by ontological distance from their source, they remain one of the most versatile magic systems known to man.

[ ] Secret Solidarity (1 ember) - It amuses a certain entity to honor the coincidence of nomenclature that once saw another endowed with her epithet. Aabcehmu may initiate into Occultation. Beware that this boon does not become your doom, should you reach above your station, but the rewards of obedience are manifold. Incompatible with Ecumenical Leveling, Xenophobia, and the Malediction. Overrides worship of the Ogdoad if taken in conjunction with Clerical Error.

[ ] Blue Moon (1 ember) - The point of utmost inflection, a sacred singularity of chance. There is an hour for strength and another for subtlety; when the moment comes, do not be found wanting. With an hour's focus, Lealope may amplify the raw power or precision of all abilities up to threefold at the cost of proportional diminishment in the opposite area. This lunar blessing also dramatically improves one's fortune in all undertakings; it is compatible with and allows slight control over the Malediction.
 
My confidence level in actually winning is minimal, I'm simply not ruthless enough.

I would go for Life Force, Semiurgy and Great Wheel. Immortality, power of fate and minds. All very relevant things.

Plus Semiurgy should allow a second induction into the Great Wheel, seeing it in both the Spinning and Broken forms.
 
Resulting Tournament builds to try:
I'd Be A Good God, I Promise
[ ] Materialism
[ ] Semiurgy
[ ] Spinning Wheel
The plan? To try negotiating. With Materialism and Semiurgy I can make a binding contract to include others' wishes within my own, and with Spinning Wheel I have the best chance of actually getting that contract negotiated and signed. Hopefully, I win by forfeits.
If not, I'm not well-optimized for combat, but I do still have Semiotic Materialism, so I can maybe make a gunlike effect by identity-warping the stuff I arrive with.
I can also hope that my opponent takes the contract if I die, which I can probably incentivize by making it a condition of using my (pretty good) loot. That seems like the sort of thing a magic contract could do.
If I do make it to round two, I think I go for Great Wheel. Mindreading is powerful and useful for negotiation, but might be considered an imposition? Then again, so could Great Wheel, which I've already identified as a huge priority for rushdown. Second enhancement, if I make it that far, depends on how the previous matches went.
I think I have a chance. I'm not sure it's better than one in eight, though.
In the likely event that I lose, I have both Semiotic Materialism and Spinning Wheel. That's probably enough to get me immortality, more magic, and world-uplift.

The Path of Strife
[ ] Crystallization
[ ] Burning Sky
[ ] Broken Wheel
The build is simple. Area control, and scaling. Use time control to give myself more time to build Momentum and set up defenses; use gravity to hurl enormous crystal blades at people. Use the Burning Sky to play keepaway, and to strategically destroy my own crystals. I have a serious weakness in the form of Semiurgy, but frankly I'm not terrible at fighting blind, especially if I can survive round 1 and get Great Wheel. Definitely something I'd be looking for in the pre-finalization build demo.
I could also try Materialism, Semiurgy, or Lifeforce instead of Burning Sky, and indeed I would in the build demos, since I'm pretty sure Great Wheel can bypass Sharp Crystal Fortress.
In the likely event that I lose, I do have a crystal spaceship and a body immune to mundane disease, which hopefully means indefinite longevity, especially given my crystal brain. I should be able to get at least the Emotion Magics out of that.
Still, it's a lot to give up.

...

Goodness gracious Orm. I was already in the middle of something!
 
Blade Aloft

Location

[X] Heath

Benefits
[X] Fortification [1]
[X] Nine Suns Style [2]
[X] Heroic Destiny [1]
[X] Chosen One: Nine Suns Style [2]
[X] Seraphic Countenance [3]
[X] Horizon [2]
Total 11

Drawbacks
[X] Power Word: Bird [+1, capbreaker]
[X] Three Wishes [+1]
[X] Hamartia: Wrath [+1]
[X] Blatant Beckoning [+1]
[X] Third Impact [+2]
[X] Ark's Golden Gloom [+2]
Total +8

At world's crown comes break of day; light like song spilling forth unending fury. For this catastrophic dawn heralds the evocation of only a solitary note, a single message thousandfold refined until the hammer of its impact deigns merely to cut:

SORD. GUD.

The idea of the build is basically to maximize technical and aesthetic synergy with Nine Suns Style. With tenfold talent surpassing that of its creator themselves, and the ability to train away all limits and boundaries to my SORDing, the rest of the build is focused on augmenting my immediate safety by neutralizing the landing area and improving my physical parameters. Heroic Destiny can chip in with additional raw power or potential as needed. The resultant build is basically Achilles, were he also the face that launched a thousand ships (?).
 
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[ ] Memento (1 ember) - A piece of home, caught up in the Beckoning's wake and imbued with a fraction of its power. Select a man-portable item you're emotionally invested in; anything you'd be disappointed to never see again qualifies, though you must actually own it. The object in question's quality is rendered superlative, immensely durable and never degrading with time or use. In addition to its original purpose, it gains an ability aligned with its nature. The following are examples, not an exhaustive list of possibilities:
What would a beloved laptop, backpack or book do? Asking for a friend.
[ ] Phylactery (+1 ember) - Union of subject and object, exemplifying the human as tool-user. Rather than being self-contained, your abilities are the result of symbiosis. Select an item that can be worn or carried to be your phylactery. One will be created for you; nigh-indestructible and aesthetically pleasing, an epitome of its kind. You can always sense its location. If you're ever more than ten meters away, your essence will be torn asunder. This pain increases with distance and time spent separated, eventually culminating in death. A select few incredibly potent foes may be able to damage your phylactery, resulting in permanent diminishment or an agonizing demise.

If you've taken an artifact, any except Keter can be your phylactery. This slightly enhances its overall power.
Would this have unusual effects if used on Pinion Feather? As we would eliminate one of it's uses (destroying it as a get out of jail free card).

Tentatively my build would go:

[ ] The Blasted Heath

[ ] Ecumenical Leveling (4)

[ ] Heroic Destiny (1)
[ ] Chosen One (Ecumenial Leveling) (2)
[ ] Seraphic Countenance (3)

Drawbacks

[ ] Xenophobia (1)

[ ] Thaumiel (3)
[ ] Three Wishes (1)
[ ] Ark's Golden Gloom (2)

In short: Overturn the World.

This build takes the principle of Ecumenial Levelling and brings it to the utmost conclusion. Teaching capabilities empowered by both Chosen One and the Seraphic Countenance, making me a superlative student and teacher. The ground levelled is fantastic against Thaumiel and Sulevast both. In time the hierarchies and power-systems of the world will fall, from which a more balanced existence shall rise. My own personal capabilities are nothing compared to the systems I leave in my wake.

I'll just need to do something about the Kryptarch in due course.
 
[ ] Naroch Clarash
[ ] Engine of Eld (3 embers)
[ ]Alternatively, you may pay one ember for the ability to Practice without other benefits or restrictions.
[ ] Ecumenical Leveling (4 embers)
[ ] Chosen One (2 embers) - Engine of Eld
[ ] Three Wishes (+1 ember)
[ ] Three Wishes (+1 ember)
[ ] Hamartia (+1 ember) - Gluttony
[ ] Xenophobia (+1 ember)
[ ] Phylactery (+1 ember) - Power Armor
[ ] Ark's Golden Gloom (+2 embers)
 
The idea of the build is basically to maximize technical and aesthetic synergy with Nine Suns Style. With tenfold talent surpassing that of its creator themselves, and the ability to train away all limits and boundaries to my SORDing, the rest of the build is focused on augmenting my immediate safety by neutralizing the landing area and improving my physical parameters. Heroic Destiny can chip in with additional raw power or potential as needed. The resultant build is basically Achilles, were he also the face that launched a thousand ships (?).
You will probably end up launching some ships. Less than a thousand, admittedly, because there won't be that many once the shockwave's finished with Jarchald's shipyards. And they'll be fleeing south in abject terror as fast as their wizards can take them, megafauna hot on their heels. But hey, can't have everything, right?

Anyway, this is an incredibly synergistic and focused build despite the human cost of Third Impact (not to mention Wrath, with your strength). The Sunrise grants power as well as permanency, Countenance's multiplier increases rapidly with training, Heroic Destiny is the most ember-efficient option in the entire prompt if you trust Bath Kol, etc.

Most martial builds are well-advised to avoid drawing AGGro, but if Horizon and a jailbroken NSS can't cut you free of Sulevast your Destiny's second proc certainly will when combined with them. The question then becomes making the blood spilled along the way worth it, and what Wishes your patroness will eventually ask of you.
What would a beloved laptop, backpack or book do? Asking for a friend.
Anything you can carry (pre-Fortification) and care for is a valid Memento. That and Chosen One are there to let people customize builds and enhance replayability, so you can come up with things yourself. Off the cuff, a backpack could be a bag of holding that refurbishes anything within it and never lets food spoil. A book might be a source of inspiration, or temporarily summon characters to offer a stable of low-power companions, etc.
 
@Aabcehmu, how do corpses interact with Materialism?
It depends a lot on the particular origin of the corpse and the character of its former life. For your opponents, and most naturally born lifeforms, evoking them serves as something between necromantic reanimation and proper resurrection, controllable by evoking the corpse in the right way.

Such as? My best guess is Semiotic Crystal Materialism, but you say combinations plural, so maybe either one with Materialism would work.
Crystallization + Materialism can eventually let you enhance your third boon, whatever it is, once you reach a sufficient level of advancement in Crystallization that you can crystallize the core of your magic and then evoke it, and Crystallization + Semiurgy can let you eventually achieve sufficiently supernal intellect to let you redesign the initiation sigils of your magics such that they initiation you into their enhanced version.

My confidence level in actually winning is minimal, I'm simply not ruthless enough.

I would go for Life Force, Semiurgy and Great Wheel. Immortality, power of fate and minds. All very relevant things.

Plus Semiurgy should allow a second induction into the Great Wheel, seeing it in both the Spinning and Broken forms.
No worries about winning really! A True Wish is a lot but there's no penalty for losing, and you get to keep all the boons and enhancements that you manage to accrue before you lose, so it's a win/win more situation. I would note that you can't use Semiurgy to control which version of the Wheelhouse someone sees when they initiate into it. It's determined on a person-by-person basis.

Resulting Tournament builds to try:
I'd Be A Good God, I Promise
[ ] Materialism
[ ] Semiurgy
[ ] Spinning Wheel
The plan? To try negotiating. With Materialism and Semiurgy I can make a binding contract to include others' wishes within my own, and with Spinning Wheel I have the best chance of actually getting that contract negotiated and signed. Hopefully, I win by forfeits.
If not, I'm not well-optimized for combat, but I do still have Semiotic Materialism, so I can maybe make a gunlike effect by identity-warping the stuff I arrive with.
I can also hope that my opponent takes the contract if I die, which I can probably incentivize by making it a condition of using my (pretty good) loot. That seems like the sort of thing a magic contract could do.
If I do make it to round two, I think I go for Great Wheel. Mindreading is powerful and useful for negotiation, but might be considered an imposition? Then again, so could Great Wheel, which I've already identified as a huge priority for rushdown. Second enhancement, if I make it that far, depends on how the previous matches went.
I think I have a chance. I'm not sure it's better than one in eight, though.
In the likely event that I lose, I have both Semiotic Materialism and Spinning Wheel. That's probably enough to get me immortality, more magic, and world-uplift.
The first diplomacy build, I think! A very strong one. The contract idea, making sure that whoever wins your match is bound to wish for something good for everyone, won't necessarily work, since you (as a semiurge) are immune to the compulsory effects of sigils, as would any semiurge opponents you faced, but the materialistic and fate-binding aspects should both still work, which would hopefully be sufficient! And yeah, even if you don't win and whoever does win isn't contractually obligated to wish for paradise for everybody who participated, you've got a strong loadout for uplift.

The Path of Strife
[ ] Crystallization
[ ] Burning Sky
[ ] Broken Wheel
The build is simple. Area control, and scaling. Use time control to give myself more time to build Momentum and set up defenses; use gravity to hurl enormous crystal blades at people. Use the Burning Sky to play keepaway, and to strategically destroy my own crystals. I have a serious weakness in the form of Semiurgy, but frankly I'm not terrible at fighting blind, especially if I can survive round 1 and get Great Wheel. Definitely something I'd be looking for in the pre-finalization build demo.
I could also try Materialism, Semiurgy, or Lifeforce instead of Burning Sky, and indeed I would in the build demos, since I'm pretty sure Great Wheel can bypass Sharp Crystal Fortress.
In the likely event that I lose, I do have a crystal spaceship and a body immune to mundane disease, which hopefully means indefinite longevity, especially given my crystal brain. I should be able to get at least the Emotion Magics out of that.
Still, it's a lot to give up.
Another pretty good combat build, and Broken Wheel does give you some resistance to rushdown. Not a lot to add besides that. Burning Sky + Crystallization is definitely a strong combo.

I'd intended to save this for after a proper update, but it's been gathering dust for months at this point and it's a friend's birthday to boot. Might as well throw my hat into the ring. Enjoy 17k words of tumescent prose.

Out of the Infinite Morning

For we are afar with the dawning
And the suns that are not yet high,
And out of the infinite morning
Intrepid you hear us cry —
How, spite of your human scorning,
Once more God's future draws nigh,
And already goes forth the warning
That ye of the past must die.

- Ode, Arthur O'Shaughnessy​
Ooh, I remember this! And I am eternally grateful for the mistress's generosity 💚

[O] Talvurin Archipelago Union
[O] Self-Fortification
(1 ember)
[O] Goetic Magic (1 ember)
[O] Clerical Error (2 embers)
[O] Secret Solidarity (1 ember)
[O] Chosen One (2 embers)
[O] Hamartia (+1 ember)
[O] Phylactery (+1 ember)
[O] Ark's Golden Gloom (+2 embers)

Selecting Uledras for Clerical Error (modified by Secret Solidarity), Goetic Magic for Chosen One, Pride for Hamartia, and a barbell piercing my tongue for Phylactery (the barbell has simple, flat, flesh-toned beads, making it nearly invisible even if I open my mouth wide). I also have some thoughts on how Secret Solidarity could mitigate the effects of Blatant Beckoning, but leaning on her generosity like that might be gauche so I'm totally willing to take an extra two wishes granted instead if it ends up being my mistress's preference.

The overall plan here is to get good at Goetic Magic, use it and mundane communication with his temples to make contact with Uledras (or is his divine bureaucracy if such a thing exists) and entering some diplomatic relations with him. Through these channels I'd mention that I know of a powerful entity from another world that is very well aligned towards, and if I can be guided through any relevant divine treaties, then I might be able to summon them (or at least some kind of avatar or emissary). Assuming that works out, I'll go ahead and summon the Singing Scion (or an avatar/emissary), a character I created using the previous Ormulum CYOA whose build is The First Dominion/Litanist/Final Scion of Water/Exemplar/Lethe/Dreams of Distant Fire. He's an incredibly powerful wizard even to start with, and has been spending his time growing more powerful, convinced that he is the last and only remaining contingency of the ancient nation of Water. He's gone on some adventures already, made a name for himself in the First Dominion, found some mentors, founded an organization, spread the Territory of Water, etc., and while my own interests are no longer perfectly aligned with his, I can still offer access to to Pleroma and a friendly and thematically aligned god to aid in his expansion here, as well as give him some information about the life whose memories he lost to Lethe (including, perhaps most relevantly, some OOC information that I know about in-universe threats). Hopefully once I've gotten in contact with the Singing Scion, I can rely on him and his considerable resources and connections to handle further negotiations with Sulevast.

I take Secret Solidarity because it is mine and because Occultation is cool and good. Clerical Error is both to help aid in negotiating with Uledras and because it synergizes somewhat with Occultation. Self-Fortification and Silent Springs are taken for early game safety, and because they have some strong synergy (since IIRC Silent Springs water counts as an essential reagent for Self-Fortification), and because Silent Springs buys some alignment with Uledras and with the Singing Scion.

e-

Dropped Silent Springs and Blatant Beckoning, and also swapped from Envy to Pride.
 
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Six seated figures with their voices raised in song;
oh no
Wait, does this mean my old Exorcist build can also be an isekai summoner, by asking the fork of you in his head?
It depends a lot on the particular origin of the corpse and the character of its former life. For your opponents, and most naturally born lifeforms, evoking them serves as something between necromantic reanimation and proper resurrection, controllable by evoking the corpse in the right way.
Oh dang. Do they keep their powers? Probably not, given that partnership is supposed to be even slightly valuable.
Does surrender deny resources, then?
Ooh, I remember this! And I am eternally grateful for the mistress's generosity 💚
What's her name, by the way? I don't remember Occultism from the Ormulum CYOA.
 
A great causeway whose every stone is a note in a symphony, beset by jaundiced shoots that spring up like weeds through pavement. One breaks off in pursuit.
Huh. So that's what the Mask was. Is it just trying to eat the Street, or is it trying to supplant it ontologically?
I'm guessing that letting it catch up is a Drawback option. Still, worrisome.
"No demon lord or fated foe awaits you. In exchange for myriad blessings, there is but a single price: you are bound by the Beckoning's terms to grant one Wish of mine."
Terms are supposed to be consensual, or at least dictated? These aren't even explained, which makes me wonder if there's a translation issue.
The sense of touch has been stolen from the Oracle of Cyravesh, Goddess of Love and Calamity, who offers a vast reward for its return.
That is a good fantasy pantheon member. Cool plothook, too.
the Ostiaries suspect Finger involvement.
Dang. Those guys. I still don't know what's up with the Unbroken Oath, but its' adherents sure seem super evil. Will need to find a way to fend off their invasion. Maybe I can aim Hell in their direction, long-term?
Dispassionate, green-eyed men can be found on every other streetcorner, overseeing a crimeless and perfectly coordinated city.
Okay, that's either exaggerating or blatant mind control, which is an obvious catch. I already knew I shouldn't trust my summoner as much as I want to, since I'm not handling mental defenses personally and prior to being exposed to her, but it's odd that there's such an obvious inconsistency.
Maybe it just has very few laws, and the normal reasons to break them (e.g. selfcontrol issues) are suppressed by transhumanism? I still feel like there'd be contrarians and foreigners.
The Palm's borders are clearly-delineated. A veil surrounds the territory, filtering color for those looking in or out.
To those tired of grey skies or who cite the suicide rate, they say emigration is unrestricted.
Huh. What's the ban on color about? Something to do with the amber, maybe?
Most administrative positions are filled by Fingers, as even default instances are superhuman shapeshifters with broad competence beyond the reach of mortals.
Interesting. I don't remember which options gave that, but he definitely has Practice and something like Progenitor, given his destructive analysis of the druidverse.
What's he the Hand of, though? And who's the Eye?
[ ] The Iselgradis Encystment - Rising like a blister from the steppes of the Djelin Commonwealth is an amber dome with the diameter of a city. Despite having existed for two millennia, many mysteries surround this structure. Most ascribe its creation to a miracle enacted by the Grand Hierophant, but none of those who've made the pilgrimage north to Threshold have received a definitive answer. Complicating matters is the fact that both the books and memories detailing that time were rewritten, apparently by the same divine intervention, and any who might've resisted that effect have passed on to their deserved rewards.

While a frustrating enigma for historians, the Encystment's currently prosperous. The resin that comprises it is immensely durable under normal conditions, but becomes malleable when exposed to a specific frequency of sound or heat of a particular degree. Spells and tools have been designed to replicate both. Tunnels and caverns now riddle the lucent amber of the Encystment, playing host to adventurous humans and dwarves alike.
Huh. Literal amber. How long ago did the Hand break the Tree?
That sounds vaguely familiar, but I don't remember where. Searching the forum gives no other references. Just a Carcosa reference?
Pre-posting edit: Oh, it's a Hollow Earth reference. That suggests Very Weird things about this planet's history.
Many merchants also prefer to stay in settlements adjacent to the dome and conduct their business by proxy. Those who linger inside long often find it difficult to leave, as though some higher power holds them in thrall. The deeper one delves, the more pronounced the effect. "There are no Encysted emigrants," according to a common aphorism.
Huh. Well, that seems mildly ominous. Is there cultural stasis, too, or is there no such simple and comprehensive explanation of, and for, becoming trapped in amber?
Its immensity encompasses every imaginable aquatic marvel
Ah, so the narrator is just prone to hyperbole. No finite distance can hold all that, or even a single larger instance of that set.
Its immensity encompasses every imaginable aquatic marvel: mirror-smooth perpetual doldrums, tempests with waves taller than skyscrapers, kraken nests built from sundered vessels,
Still moderately impressive. Given how much the Hand has raised the Palm, though, I wonder how the locals are able to navigate it. Surely they aren't all Oracles.
and leviathan falls that trigger explosions of supercharged evolution.
Particularly cool image. Also, suggests a potential powersource, if the doubtless-mystic mechanism for evolutionary turbocharge can be copied.
Hydroponic farms and fishing provide for a flourishing culture, governed by a coalition of captains and landowners who hold the secret of Semaphore Magic close to their chest.
Probably not a terribly old magic, or it would have been stolen by now. It sounds like a comms system that maybe grants buffs to boats?
Temples to Uledras, God of Depths and Equanimity,
That's quite late to introduce this one, given the mentions in the two previous sections.
The times change with the tides, heralding new legends. Crewed by four adventurous siblings, the Albatross is on the run from the Vurin Admiralty after unlocking their proprietary magics; an archmage's arsenal in pennants flies from its masts.
Oh, so Pennant Magic does attacks too. Interesting.
The Foxhole Atheist searches for some elusive prize its captain, an Arranorian expatriate, refuses to name.
That is quite a ship name. Not enough of a plothook, though, at least without seeing the section on Arranor.
To the north, where the seas boil or freeze according to the fluctuations of Pleroma's essential fabric, wizards harness deathly energies for experiments. The most extreme have cast off their flesh entirely. Pirates venture further south every year, not all of them living.
A second type of semi-unique magic. You did say the Sailor's Doom was no great burden to you, as I recall...
Worst of all, toad sightings are becoming more common. After Talcrest Atoll was cleansed of its infestation, surviving mercenaries reported stage two metamorphoses. Amphibians are considered an especially dire omen by Vurins, for Batrachius Sea-Drinker makes its lair in the Navinian's abyssopelagic depths. Whirlpools are said to be the Toad's Thirst, and meteor showers its Ire.

Sailors pray regularly for the sacred beast to follow its god into the grave. The most sensible pray instead for survival in the event of its awakening.
And this is a second proper plothook. Toads metamorphose at least twice in this setting? And the old god of the sea died in probably the second Theomachy, and left Amphibian Fenrir in its' wake.
Are newts, salamanders, hellbenders, and so forth not kosher though?
[ ] The Blasted Heath -
Not quite the same color as Bath Kol, but pretty close. Still don't know what her Wish is about.
The desolation where an avatar of Sovarus met the King of Arranor in inconclusive but immensely destructive combat is only the latest such clash.
Haven't met Sovarus, but Arranor is clearly a big deal and has at least one personal enhancement array that is a very big deal. Okay, Foxhole Atheist might be worth looking into.
Only the starksward, a reddish-brown grass which draws sustenance from blood and death in place of nutrients, truly flourishes.
Interesting. Good place to go to push necromancy forward once you have it, you say.
More than blasphemous beasts and extremophiles eke out an existence upon this Blasted Heath, however. Resonance from ancient calamities makes it the world's most essentially rich terrain, dotted by Finger-operated facilities and research black sites. Mad mages seeking fuel for experiments colonize caverns or sculpt the broken landscape into towers, adding to the chaos.
Oh hey. Target-rich environment, and evil research facilities to loot. High-level starting zone, though.
A few such 'Heathens' band together in an inhospitable landscape, some turning to primordial powers for protection.
Dead god magics!
In the uttermost north, Septentrion's necromancers water the Tree of Eyes with blood.
This user's?
As for the Tree, I'm guessing it's something like an inverted Well of Mimir? Feed it blood, get magic eyes to implant. Maybe even Beholderlike. I wonder how Progenitor would interact with it?
It's a land of outcasts and the insane, those who've been rejected by the world and reject it in turn. You might reasonably question why anyone would choose such a locale for their arrival. But it's also here that those willing to sift through the dust of dead ages can uncover their secrets: the complete history of Pleroma and its inhabitants, dating back to before the planet bore that name. Before the Theomachies, before the Ogdoad and their age of idolatry, before men were appointed masters of the world.
I thought it was obviously because it's a target-rich environment full of final fantasy labs run by evil wizards?
The Agartha reveal makes me a lot more interested in the secret history of this world, though.
Behold the Blessed Kingdom. In the favored land of Sovarus, God of Light and Fidelity, stereotype transcends to become archetype. Of all the Ogdoad, he is most invested in human affairs, and for over a thousand years has heaped benedictions on one realm in particular.

Ten thousand tales testify to the fact that good always triumphs over evil, at least within Meritria's borders.
Ah. Arranor may be run by an evil overlord, or maybe Sovarus is just an alien monster/myopic hypocrite. Or both. Both is also possible.
At the epicenter of this mythic maelstrom is Sovincourt, built to resemble the octagram that is Sovarus' symbol on the site where his avatar arose following the First Theomachy. That incarnation's descendants by Queen Arabelle I, the Sun's Bride, rule by divine right to this day.

The Blessed Kingdom's nobility is dominated by such demigods, a genealogical tangle that outsiders find baffling. Owing to past generations sowing their oats freely, occasionally an orphaned farm boy is brought to court. The wise watch such individuals carefully, not least because Knight-Champion Samson's story began similarly. The Hero of the Crusades and Sword of Sovarus is humble, compassionate, and represents a frankly alarming fraction of the Meritrian military's strength.
Ookay, the magically-backed monarchism without magically-enforced ethics are Clearly A Problem, especially since this is ostensibly the god of fidelity backing them. Seriously, how is marital loyalty not a necissity for retaining demigod status?
Samson sounds cool though.
Meritria's northwestern neighbor, Arranor, has neither forgotten nor forgiven the last two crusades. Dorotea, former Duchess of Fallavon, schemes to regain political relevance after her fief was Scoured from existence during the latter conflict.
Which side was Fallavon on?
Also, Meritria isn't super clearly positioned relative to the map, but my loose map impression so far is as follows:
Arranor​
Blasted Heaths
Navarian Lich Pirates​
(Palm Maybe???)​
Meritrea​
Navarian Lich Pirates​
Navaria​
Threshold​
Navaria​
Navaria​
Navaria​
The Palm
Navaria​
Navaria​
Navaria​
(Djelin) Islegradis
[ ] Arranor - Few nations have been transformed as radically and rapidly as Arranor.
Except the Palm, presumably.
Arranor had a troll for every bridge, a lycanthrope lurking in every cavern.
Almost certainly just more hyperbole. But it's really interesting to imagine if it were literal.
It was a buffer state propped up by greater powers, a bulwark against the wicked west.
Huh. I'd have expected the east to be the worry, given my understanding of the geography. What's west of here that's even worse than the Heaths?
a Gifted wizard and wandering hero named Denlah.
Second time Gifted have been mentioned. What does that mean?
TIES continues to churn out wizards.
Hilarious name for a university, but is 'The' really part of the acronym?
His Majesty's misotheistic policies have become more draconian in the decades since the Navinir Incident and wars with Meritria.
Navinir? An incident to do with the ocean, or maybe a near-ocean place?
Vampiric infiltrators from across the western border sow death and paranoia. Monsters gather in the wastes to the north.
Ah. That explains some of what could be even worse neighbors than Radioactive Soulslike Wizardlab Hellscape. Current map impression:
Blasted Heaths​
Navarian Lich Pirates​
(Palm Maybe???)​
HERE THERE BE VAMPIRES
Arranor​
Navaria​
Threshold​
Meritrea​
Navaria​
The Palm
Navaria​
Navaria​
(Djelin) Islegradis
Reckoned the strongest human Essentialist alive, Denlah has survived two crusades and countless assassination attempts. Rumors swirl endlessly among enemies abroad: that he's a Finger of the Hand, the incarnate vengeance of a murdered divinity, or something more sinister still. Cynics claim that in rejecting the Ogdoad they've only raised up a god of their own creation, an idol as false and flawed as any man.

But as the Arranorian saying goes, "there's nothing mere about that mortal."
I mean, he could be all three. I think the incarnation of Sovarus should make the grade for explicit mention in his writeup, though.
He sounds he has access to Practice or something. Or maybe he's just super talented? Still don't know what the Gift is, though.
[ ] Naroch Clarash - The land's name means "the Hungering Dark," in the speech of the creatures that haunt it.
Classy. I don't think I'm changing the map name, though.
The greatest sanguine aristocrats wield the flesh-warping magic of Viscerality, etching ownership into the bodies of their property, breeding for pliability and nutritiousness.
The name says Bloodborne attacks, the description says branding and selective breeding. And frankly, humans make terrible livestock.
Vampires are obligate parasites. This truth underlies the superficial diversity exhibited by their varied breeds. Classical hemophages - sustained by blood, diminished by sunlight - are most common, but in more civilized lands they have adapted: abusers who slowly drain one spouse after another of vitality, predatory moneylenders who prey on the desperate and savor each suicide like a glass of the finest wine… there are many forms of metaphysical sustenance. That each comes with a vulnerability, afflicting the vampire in proportion to their diet, is cold comfort to their victims.
Sounds downright Prokopetzian, although maybe it's too edgy to allow the 'boring people at parties' variant. Also, if they typically kill their hosts, the term is parasitoids.
Altruism is anathema to the species; mutually beneficial interactions are maladaptive. That Naroch Clarash owes its existence to both the Goddess of Liberty and a psychological outlier would be ironic if the night-to-night reality of life inside its confines wasn't so bleak.
Like, mystically anathema? Or are they just really bad at coordination problems, in a way that just is not long-term-sustainable?
The rule of Valeska Trisagion heralds change for the region. Glutted on the stolen Gifts of magi and Claphion's favor, she has forged a coalition of the most farsighted of her kind.
Ah. The latter. Still suprised that Here There Be Vampires hasn't fully selfdestructed in the multiple centuries it's been around, but this, at least, is interesting.
Orchards of Visceral bone produce meat to feed an expanding mortal population, cultivated as soldiers as well as food.
Oh, interesting. So that's what it can do.

...I'm gonna leave the other sections for later. This is a long CYOA.

Edit: Threshold, Navaria, Blasted Heaths, Meritrea, and Here There Be Vampires all have specific active questhooks, although the last two only have one each, and Meritrea's is kind of anemic. Palm, Iselgradis, and Arranor don't seem to, although I guess their founding mysteries are interesting. Iselgradis, in particular, is another option for Secret History Class - which Bath Kol doesn't seem as excited about as she does the Heaths.
Also, 1160 words.
 
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A Dream

[X] Meritria

[X] The Authority of Expunging Wickedness [4]
[X] Ecumenical Leveling [4]
[X] Chosen One: The Practice [2]
[X] Memento: The Mantle [1, Phylactery]
-An outer garment that can shapeshift into any article of clothing, always appearing stylish and granting an aesthetic unity & definition to one's personal style. More importantly, it unifies all the wearer's powers and supernatural abilities into a single thematically coherent whole, somewhat greater than the sum of its parts. The resultant combination is always crafted with an eye towards the well-being of the wielder: ensuring not only his ability to shape the world, but to weather its calumnious rains, and the slings and arrows of its retaliation.

[X] Three Wishes II [+2]
[X] Xenophobia [+1]
[X] Phylactery: The Mantle [+1]
[X] Blatant Beckoning [+1]
[X] Ark's Golden Gloom [+2]
[X] Power Word: Bird [+1]

The annihilation of evil and the promotion of fairness are two sides of the same ideal: he who wields the Meta-Authority of Justice embodies both. The terrifying immense power and potential of the Authority are well-served by Leveler's ability to reduce opponents to bare fundamentals; henceforth even once-mighty enemies become vulnerable to my weakness-dissecting glare. Leveler + the Authority's speed (sufficient to dismantle a city in an instant) likely suffice to blitz most foes, stripping them of their chief protections as they face rhadamant, Tyrant's Bane, and relativistic force all at once.

Unlike its unsparing components, Justice takes heed of its vessel's health and wellness; each moment spent promoting the cause of good shall redound as karmic beneficence to the Meta-Authority's wielder - diligent and/or effective heroics will grant respite, prosperity and fortune in whatever measure would ensure a satisfying and fulfilling existence. Where incentives and ability align, lies the fulcrum to overturn the systems of the world.

Long-term, Chosen One unbounds the domains of Practice and vastly accelerates my growth therein, while the Authority's proof against diminishment allows me to maintain a constellation of skills at grandmaster heights. The talent granted by Leveling makes me a genius dillentante and refiner of basic techniques, both further accelerating and deepening the degree of progress attainable given even brief moments to prepare. And in the fullness of time... who knows? Perhaps he who has mastered a single cut a trillion times may learn to cut through, even if it cannot be cut.

Anyway, this is an incredibly synergistic and focused build despite the human cost of Third Impact (not to mention Wrath, with your strength). The Sunrise grants power as well as permanency, Countenance's multiplier increases rapidly with training, Heroic Destiny is the most ember-efficient option in the entire prompt if you trust Bath Kol, etc.

Which does prompt the question: how much should one really trust Bath Kol? It seems her primary interest's self-restoration, so her given quests are likely to involve that - but what will she do with her power once restored? If she's a Maiden analogue, it probably wouldn't be too bad, but would she ask of you tasks that test the leeway of Expunging Wickedness?
 
Dark Lord Insidious

Arranor

Self-Fortification
(1 ember)
Fulminance (1 ember)
The Practice (1 ember)

Horizon (2 embers, requires Three Wishes)
Chosen One (2 embers) - Applied to Fulminance

Three Wishes (+1 ember)
Hamartia (+1 ember) - Pride
Twilight (+3 embers)

Arise, Dark Lord, and allow this world to experience the full power of the Dark Side, the ultimate nature of which is allure and the channeling of emotion, and its promises of oh-so-tantalizing control over the world. Come then, ye who are now anointed Dark Lord Insidious, and strike at your opponents from the shadows!

The blessing of the Chosen One is swiftly and perhaps recklessly applied to Fulminance, in order to reach truly ridiculous peaks of unlimited power! Although its potent usage of vast, battlefield-leveling lightning storms is already impressive, in due time, the system's sheer versatility may allow for a glimpse of other pseudo-Force powers; magnetism to simulate telekinesis, and remote-viewing through photokinesis to simulate clairvoyance and aim one's destructive might down on approaching foes. Naturally, the culmination of this development is the ability to become a lightning wraith, and transfer one's essence down to a viable host. The Chosen One of Unlimited Power may yet uncover other eldritch secrets within the depths of the dwarven Sith art, that none other have yet envisioned.

However, only a fool relies on the vagaries of the Force alone; through Self-Fortification, you may match the warriors of any kingdom you face in combat without fear, and with the Practice, you may advance your capabilities as a plotter, assassin, and Sith Lord to stupendous levels. The blade of Horizon serves as your lightsaber, the crimson blade that cuts innocence, and must be promptly equipped with a red salt core to change its hue to a more fitting aspect. Only after that, shall you be Darth Insidious.

Arranor, as a rock stuck amidst the shifting sands of conflict, makes for a perfect hotbed for wicked intrigues and evil plots. Arrange a conflict with the Kingdom of Meritria or the Hungering Dark, and watch as the sands begin to calcify into precious stones you can so easily dig up: talent, warfare, and assassination shall be the tools of choice here, and if you manage to ingratiate yourself to Denlah and his courtiers, he'll never expect you to be the blade that finishes him off.

However, with the Dark Side comes bondage: first, one's fealty to their Sith Master, and secondly, to all-consuming pride and self-confidence. There are fools, also, who'd seek to oppose the Sith Lord and his secret machinations, but like the other paragons of Light before them, you'll ensure their downfall.

After all of that, the only thing remaining is locating a father with doubts, and ensuring that your apprentice, the Dark Invader, goes unopposed!

For minimal alterations, you could also make Darth Plageuis - simply replace your chosen sin with Envy or Lust, discard Fulminance and Self-Fortification, take Viscerality so you can manipulate the midichlorians in order to create life, and make yourself into an alien.

(510 words)

More builds to come, this is merely the first one that came to mind.
 
Out of the Infinite Morning
I suppose that the mystery of how Isekai happens in the Ormulum is answered now - even if this is the bootleg ritual.

For the sake of not doing spaghetti quoting, I'll make a list of what are the most salient passages for me:
  • for a moment I believed that Beth Kol was the Aurifactor, but the color proved me wrong. Still, there's no sign of an unsaid alliance that should be there if so. Also, the name is quite telling that there is a connection between her and the higher-ups of the setting - perhaps a servant of sorts?
  • as a consequence of the first, I was almost convinced we were at the top of the multiverse...literally. As I read further I felt utter dissapointment as it couldn't be. However, it wouldn't surprise if the place was placed a few rungs higher than expected if only because there are a lot of parallels to other historical events...
  • Embers of Glory is surely an interesting name. Can I at least know if Pleroma is tied to the Wars of Glories?
  • the Wheel and these Ogdoads seem rather at odds due to how they work - if they truly achieved an afterlife. Similarly, a certain zealous Lady would like to have words with them, provided that they are the genuine article.
  • Confirmation that the Third Aspect is one's physical manifestation. The old Beast of Directionality blurb mentions that the Second changes to fit that species - so it's supposed to be what? Spirit, mind or soul?
  • Interesting set for the Ecumenist, although now that I've seen it I kinda see why his was a fool's errand to begin with.
  • Sulevast makes me angrier in more ways than you can imagine.
  • Morningstar-senpai did literally nothing wrong...except not genociding his offsprings.
  • That the last brother of gribbles is still around concerns me. That it might not be a gribble but something worse concerns me even more. That it bears the name of the Keter's opposite is even worse. A remarkable similarity to the Somber Man but with implications if that golden color is to be believed.
Well, lore delving aside let's create something worthwhile out of this.

[O] It Has to Be This Way
[ ] Naroch Clarash
[ ] Song of the Spheres
(1 ember)
[ ] The Authority of Expunging Wickedness (4 embers)
[ ] Rakṣika (1 ember)
[ ] Chosen One [Litanies] (2 embers)
[ ] Three Wishes (+1 ember)
[ ] Hamartia [Wrath] (+1 ember)
[ ] Phylactery (+1 ember)
[ ] Ark's Golden Gloom (+2 embers)

Because at this point I believe that a fascination with Litanies and the Law is ingrained in my soul at a fundamental level.

If the Lord Reaper always strived to make Reaping an intrinsic aspect of the Dominion, I've always strived to hit the balance between profitability, sustainability and morality. The existence of tikes who feed on others without giving is offensive, while Sulevast is a living reminder of everything wrong with Reaping and deserves to be eaten very slowly and painfully.

How fortunate that Expunging Wickedness is on the menu. There is much evil to rip and tear.

The Authority is one of the most fitting for combat on its own and provides a comprehensive boost in that field. It also allows Practice without fearing the inevitable decay of that magical system, which is a great boon indeed as there's technically no upper limit - just ever higher diminishing gains. Sulevast's predation and the vampires' systematic abuse are going to feel the sting of the Authority in full - and even the Hand will not be too comfortable, for it knows that its fingers are bloodied.

Song of Spheres and Chosen One because why the hell would I renounce one of the most versatile magical systems in the Ormulum? Reinforcement and Reaping are in perfect synergy with Practice and general asskicking. Reciprocity and phylacteries go along as well as oil and fire - perhaps a bootleg of the Golden Quill is unattainable as it is, but the Dotted Line will do just fine. A pocket dimension filled with tomes, anonimity and a bit of Repulsion mean that I have some leeway when it comes to nerding out my full potential at full speed - which in turn means hunting and preying upon the human tikes for great justice and loot. Loot which can be exchanged with the Hand for additional material from the Dominion or other multiversal goodies.

Our dear Marchwarden is a welcome surprise. A decent companion and one that I can find later on through Reciprocal ties. More importantly, while I've come to regret not picking Lethe in the first CYOA, here meta-knowledge is paramount: an easy access to the Silent House and what is hidden inside is worth the price, due to all the ways it can augment my strengths and provide sheleter against Sulevast if necessary. That I happen to hold a relevant Authority is a happy coincidence, totally.

Finally, I was conflicted between Wrath and Envy as my sin but I've went with the former because righteous anger is too good to pass over, much like the potential synergies with tempest-ridden dreams and Chatelaines with anger issues.

853 words.
 
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Oh dang. Do they keep their powers? Probably not, given that partnership is supposed to be even slightly valuable.
Does surrender deny resources, then?
You don't get to keep any evoked corpses, since everyone gets fully healed at the end of the match, which breaks the evocation (since they are no longer a corpse, they are also no longer an inanimate object). You are correct that an evoked corpse in the tournament would not have its boons, but that's actually a choice on the show-runners part. After you come back from the tournament, if you manage to initiate anyone else into your magics, then they die, and then you evoke their corpse, the reanimated person will retain the magics you initiated them into.
 
Ozymandias

[ ] Talvurin Archipelago Union

[ ] Directorate Sorcery
(5 embers)

[ ] Chosen One [Directorate Sorcery] (2 embers)
[ ] Keter (3 embers)

[ ] Hamartia [Pride] (+1 ember)
[ ] Phylactery (+1 ember) OR [ ] Three Wishes (+1 ember)
[ ] Ark's Golden Gloom (+2 embers)
[ ] Thaumiel (+3 embers)


As they say, go big or go home. Directorate Sorcery is chosen because its promise and consequences are already decently aligned with my values, which is further enhanced by the ability to shape its directives. The greatest danger of this option lies in adversaries extinguishing my spark before it is too late. Thus, I avoid Blatancy and Xenophobia and start in the most adventurer-friendly starting location on the list, leveraging Keter's comprehensive mental boost to choose and shape the most loyal and useful companions available. Chosen One will ensure that this brief period of comparative safety is all I need to skyrocket my power and influence, and further increase my chances of shaping Directorate into something I ultimately approve of; perhaps even wrestling the ultimate dominion from the ineffable Paragons in the very far future.

Both Keter and Sorcery will be used subtly and sparingly in the initial period - I will precommit to this in hopes that this precommitment will survive the personality alteration caused by Hamartia and Thaumiel. Avoiding notice of the greater powers is paramount. Further, I'll nominate trusted companions to moderate my decisions, for the fatal flaw of Pride is another grave danger I face, and one that will require the greatest amount of effort to overcome in the initial period. Hopefully, I will manage to stave it off before it undoes me.

The decade before Ark's Golden Gloom rears it ugly head will likely be enough to develop countermeasures to devouring with Sorcerous might, and to build my own kingdom with Keter's guidance. Diplomatic route is made vastly easier by Keter's enhancements; avoiding Xenophobia ensures that I would be able to make enough allies that crushing me becomes a thoroughly unprofitable venture.

The long-term strategy is determined by the last drawback I choose. Three Wishes thoroughly limit Thaumiel's initial influence, and Sorcery's reality-warping might is well-suited to eventually destroy the parasite. 3 percent personality alteration is fairly bearable in short term, and Chosen One will help to grow in power fast enough to outpace Thaumiel's spread and expunge it before it's too late.

Choosing Phylactery (likely a ring), however, shifts the focus from destroying the entity to allying with it. I am The Crown; Thaumiel is but my shadow. Let's maximise the ruin my eventual downfall brings.

Either way, I shall become the king of kings, in time, bringing the golden and glorious age of the Directorate. Look on my works, ye Mighty, and despair!
 
Birdsie the Thresholder

Now, for a more personal assortment... I accept your challenge, Orm Embar!

[ ] Threshold
[ ] Xenophobia
(+1 ember)
[ ] Thaumiel (+3 embers)
[ ] Twilight (+3 embers)
[ ] Power Word: Bird (+1 Embar)

Death or Glory is my quest, and no middle ground in sight. If my call for adventure is granted, may it be a legendary saga indeed; one with which I'll shake the foundations of the Earth, and make the Heavens scream out. And whether I curse myself for arrogance, or extol the daring bravado of this undertaking, this is the road I wish to follow.

In my newly remade form, I'll make my eyes a vibrant green color, as lush as emeralds from a mine of myth, and monstrous as the gaze of a dragon; every time I see my own reflection in the mirror, I'll be deeply unsettled, and reminded of the resolve that started my long journey; every time I see myself, I'll confront my fear, time and time again.

For Thaumiel, I am hoping the entity perceives our apparent junction as enough incentive to avoid letting me die; as such, the moment my choices are settled and Bath Kol is no longer actively looking over my shoulder, I'll address its earlier speech and make sure to point out that any further influence it holds over me is also further incentive for Bath to use her only Wish to order my own self-annihilation, or worse, to seek out my ending pre-emptively. It'd make sense instead for Thaumiel to minimize its attempts at gaining influence at least until the matter of the Wish is resolved. Hopefully, that argument is accepted, and if so, it'll act as a buffer to allow me to grow stronger without its poisoning influence. Once I am strong and competent enough, its arguments won't be close to anywhere as salient.

And now, onto my Magic and Benefits - as I did not select Artifacts. It's rather simple, you see - if facing overwhelming odds, you must simply crush them with an equally overwhelming amount of force, and leave no dust for chance's wind to spark more resistance.

[ ] Chosen One (2 embers) - The Authority of Expunging Wickedness
[ ] Heroic Destiny (1 ember)
[ ] Ecumenical Leveling (4 embers)
[ ] The Authority of Expunging Wickedness (4 embers)

In order to protect myself against Thaumiel's sophistry, I'll make sure to engage in frequent rationality and morality debates with strangers I encounter on my travels, seeking out interesting conversation partners amidst constant heroics and tyrant-takedowns, and therefore distilling such actions by the potentiality of the Practice; refining my insight, integrity, and ability to compute and formulate arguments to supernatural magnitudes, aided by the Authority's own nature. Hopefully, with the fullness of these measures, if I can't outright convince Thaumiel the best course of action is to surrender full control to me, the Authority may at least eventually allow me to instead smite the entity for its pawing and craven meddling.

In an ideal scenario, I'll eventually develop the means of deploying the Tyrant's Bane along metaphysical pathways, and scour Thaumiel's tendrils (or even Thaumiel himself entirely, although I am not delusional enough to believe this is even remotely likely) from my spirit. However, ideal scenarios are vanishingly rare and precious, and you can't eat ideals (except for me, of course; I can eat them, because I am literally sustained by my Authority, but... details.) Therefore, it's safer to assume it won't be, and I'll be stuck with Thaumiel in an eternal impasse. In such a situation, I am hoping that my bevy of roving student bands shall be enough to either limit his action-possibilities, or at worst, rein me in should I make an unforgivable misstep. If Thaumiel's actions count as my own for the purposes of Expunging Wickedness, I may be doomed, although I doubt this; the Authority shows a decent level of discernment, and probably won't punish me for the actions of a brain ghost. I do not know the measure of power he may access while in control, however, which is worrying, and should be at least considered once I am much better at situational analysis and decision-making.

As a worst-case scenario in the case I have overstepped my boundaries and lost the duel for influence, I may attempt to instead pit Bath Kol and Thaumiel against each other, either threatening or indeed surrendering close-to-full control to Thaumiel in order to force the Wish into a Thaumiel-restricting form, although depending on the circumstances, this may not be possible, or it may result in a swift death by Tyrant's Bane; or perhaps, if I am insufficiently strong, death at Kol's hand. There are many foreseeable and less-than-foreseeable ways here in which I can also be outplayed, and I am not blind to that. In a best-case scenario of this worst-case scenario, she'll have expended her only Wish on effectively freeing me from bondage, and therefore I'll be free (or, at least, free-er) of both of the malignant influences in my life.

In combat, I am utterly monstrous - in a month from now, I'll have the overall experience of a combat-devoted Practitioner with a year's training and preparation; and in a year from now, a decade's. I started off strong enough to smite a city, with tenfold speed and tenacity, and even if the Authority does not eagerly wish to expand these features, it does not matter, as my Heroic Destiny assures that I become even stronger yet in the coming years, and my almost unnatural talent for picking up the basics of magic systems and never-degrading skill allows me to adopt as many arts as I desire: even so mighty, my potential shortcomings can be buttressed with a belt holding a thousand minor tricks. It'd make sense for me to overthrow tyrants and teach worthy students, as the Practice shall bolster those efforts as well, and I'm already something of a teacher...

One of my in-setting intents is, hopefully, to either learn Essentialism (and, through Heroic Destiny, perhaps the Gift; either a cleric of Claphion or a Visceralist should be able to acquire a Gift, and I'd have some affinity with both,) or at least an analogous system of wizard-like spellcasting, acquire Viscerality, as well as study a supernatural martial art: Nine Sun Style, if I can find a way, or any other, should I not. Regardless, a combination of Heroic Destiny, Ecumenical Leveling (which may allow me to spread low-valence Gift from Essentialists, for which I'd probably qualify), and magic/academic-related Practice is likely to yield some results in some ill-defined amount of time.

And lastly, to a degree perhaps most relevantly - to merely face me in open combat, and to be a known quantity, is to accept diminishment. As mighty as you may be, I hold the ability to cast you down from your gilded throne and force you to stand before me as a mortal. Even if there is nothing mere about you, a mereless mortal does not hold much sway in front of a mere, wrathful, hypersonic god of justice and controlled destruction.

Overall, though, I expect an interesting series of challenges, as regardless, Twilight shall provide opponents at least mighty enough to contend with me. Hopefully, by then I'll have amassed a following of students, and enough Practice with matters philosophical, metaphysical, and investigative to make a crack at finding out the wellspring of the disease, so that I may, at last, expunge it at its core. If I am lucky to any degree whatsoever, Thaumiel may follow suit, and any other tyrants and oligarchs along with them!

Alternate Variants --
Here are a couple of minor-to-moderate alterations - or variants, if you will - of this build that can produce a lot of playstyle divergence, and which I'd also considered in the making of this build.

1a (Might-Sorcerer Variant) - Instead of Ecumenical Leveling: Self-Fortification + Gifted Essentialist. In exchange for diminishing enemies and extreme talent with beginnings, as well as the ability to spread might among the downtrodden, become an even more terrifying bulwark; channeling Essence from the Gift to form a constant trickle of progress. If might alone does not avail me, however, I may still have the tricks of Essentialist magic at my fingertips, commanding the elements to rise against my foes.

1b (Might-Swordsman Variant) - Instead of Ecumenical Leveling: Self-Fortification + Silent Springs + Nine Sun Style. Potentially change starting location to the Talvurin Archipelago Union. For when the needs be must, choose even further might; for might alone decides who shall rule. Alongside the trickery of the Nine Sun Style, Self-Fortification and Silent Springs still allows for an impressive, if not outright insane, level of raw might.

2 (Constructor Variant) - Instead of Ecumenical Leveling: Engine of Eld + Goetic Magic. In short: summon spirits and bargain with them in order to accelerate the repairs of Aleph, using Practice to steadily improve at summoning and binding, as well as the process of enacting repairs. Once a sufficient advancement level of Aleph has been achieved, summon soldiers with Goetic Magic and deploy fortresses, equipping them with the finest equipment that can be manufactured, and then march out to the wrongs of the world to righteousness.

2b (Constructor-Governor Variant) - Instead of Expunging Wickedness: Engine of Eld + Goetic Magic; Chosen One assigned to Engine of Eld. Extreme risks involved, as without Practice, the opportunities for manipulation afforded to Thaumiel are immense, and may result in a swift loss-of-identity scenario. It may be imperative to channel some of the unlocked potential from Chosen One in order to mitigate this potential disaster-in-waiting. Otherwise, however, the variant is more or less the same as above, only it prioritizes wholly the summoning, equipping, teaching, and governing of an incredibly vast and competent army of potentially undefeatable soldiers.

2c (Constructor-Grower Variant) - Instead of Ecumenical Leveling and Chosen One: Engine of Eld + Goetic Magic + Viscerality. Riskier, for similar reasons as the Constructor-Governor, albeit with more logistical options, and the ability to alter one's minions. However, it's definitely suboptimal, as the risk of an effective Thaumiel takeover soars, and there are no decent long-term options for either disposing of him or preventing influence. Not recommended.

Wordcount: 1.7k
 
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The Red Option

[X] Talvurin Archipelago Union

[X] Viscerality [2]
[X] Chosen One: Viscerality [2]
[X] The Authority of Expunging Wickedness [4]
[X] Keter [3]

[X] Three Wishes II [+2]
[X] Hamartia: Lust [+1]
[X] Phylactery: A Ring [+1]
[X] Blatant Beckoning [+1]
[X] Ark's Golden Gloom [+2]
[X] Power Word: Bird [+1]

A Viscerality-focused build that doesn't rely on Cyravesh or other external aids for its self-reinforcement feedback loop. Fortification and Essentialism are acquired in-universe for further synergy; Keter and Practice ensure great competence in both, while the Authority grants me the durability, travel speed, and combat power to acquire rare resources at speed and survive hostile attentions. Endgame is Fortification-multiplied, Chosen One-uncapped Viscerality feeding on mass-produced Essentialism reagents created by my subject realms, with biological knowledge and passions both mastered and channeled by Practice and Keter to approximate something like the Aurora Halo / Shimmer of Possibility from A Winter Dynasty: unbounded shapeshifting that verges onto the conceptual (and higher!) realms. With Keter granting me both increased force of personality and the wisdom to wield it appropriately, it's a superb complement to Viscerality in both the short and long run. First the Archipelago, then the Nightlands and finally the world will be brought to heel under its rightful emperor, the King in Crimson: and it will become a fairer, more prosperous place in the doing.

-Hamartia: Lust increases the raw power of Viscerality (Discord)
-Of course, we'll use Visceral shapeshifting to place the Phylactery within ourselves, rendering it no more than a highly durable vital organ. Shielded by Authority-enhanced internal structures given Chosen One + Visceral regeneration speed, it's as safe as can practically be expected.
-Keter + Authority grants superb talent in virtually any domain and the Practice to elevate it to supernatural heights, should additional versatility be necessary.
 
Okay, that's a lot of alerts. This may take a while to get through.

Okay, that's either exaggerating or blatant mind control, which is an obvious catch. I already knew I shouldn't trust my summoner as much as I want to, since I'm not handling mental defenses personally and prior to being exposed to her, but it's odd that there's such an obvious inconsistency.
BATH KOL: The strictures of my being do not prevent hyperbole or exaggeration for rhetorical effect, else I would make a poor storyteller. Rather than being unable to lie, it'd be more accurate to say I cannot speak factual untruths with the intent to deceive. The regional data was compiled by one of my more encompassing sensory modalities that informs me of anything deemed 'common knowledge,' to show you each location as its residents see it.
Probably not a terribly old magic, or it would have been stolen by now. It sounds like a comms system that maybe grants buffs to boats?
That's part of it. Pennants have variable effects depending on combinations, whether they're handheld or flown at full/half staff, on different masts, and so on. They can be overcharged to 'fray' them, providing powerful but time-limited effects within line of sight.
Are newts, salamanders, hellbenders, and so forth not kosher though?
All of class Amphibia is dangerous, but others haven't attained the same level of infamy. Toads were Navinir's sacred animal, after all.
Ookay, the magically-backed monarchism without magically-enforced ethics are Clearly A Problem, especially since this is ostensibly the god of fidelity backing them. Seriously, how is marital loyalty not a necissity for retaining demigod status?
That was a continuity error, Sovarus' secondary domain is Fealty. Fixed, thanks for pointing it out.
Which side was Fallavon on?
Also, Meritria isn't super clearly positioned relative to the map, but my loose map impression so far is as follows:
The Duchy of Fallavon was (technically still is, on paper) one of Meritria's western provinces. Never quite as devout as the heartlands, its inhabitants a little too willing to take enthusiastic walks in the woods. Many levies were drawn from it during the Second Crusade, to the point that draft dodgers fled across the border or into fae groves. It was the primary mustering site for a spring campaign late in the war - and thus a strategically indicated target. Arranor nuked it.

Meritria's bordered by the Navinian to the east and at peace with its southern neighbors, who were cut from the CYOA along with Semaphore Magic, Leycraft, and other options on account of the thing being way too bloody long already.
Except the Palm, presumably.
Indeed. That Arranor's own transformation took place within a few decades of him setting up shop openly fanned the flames of certain suspicions.
Hilarious name for a university, but is 'The' really part of the acronym?
I am nothing if not willing to make worldbuilding concessions for the sake of puns.
Tragic though it is that a fragment must be twisted to do the whole's work, this is a neat use of Chosen One + Memento and comports well with Kol's medium-term goals. Fortunate, with nine Wishes in reserve. It's easy to get an Authority to cough up karmic rewards and bestow bounties for good deeds; why, it's just like being back home! That it plays into Meritria's prevailing narratives is even better.

Combat-wise, the most heavily-Fortified warriors can contest the Authority physically, but with Leveling in play the ruthless exploitation and wholesale incineration of resources that went into producing the majority of them is their undoing in the end. Liefang would be pleased. Leveling + Practice + CO is also pretty absurd, so you outskill all of them but Samson anyway. You're a supernal grandmaster of every field who can communicate his insights efficiently and never has to use it or lose it.

This build does have some trouble dealing with Golden Gloom on its own if you can't find a means of bringing Leveling to bear. The Meta-Authority only makes you a more appetizing morsel to the Third, so long as he can filter out Bane to avoid you choking him on the way down. With the carrot of initiation as a Practitioner you should be able to recruit wizardly assistance despite Xenophobia's malus.
Which does prompt the question: how much should one really trust Bath Kol? It seems her primary interest's self-restoration, so her given quests are likely to involve that - but what will she do with her power once restored? If she's a Maiden analogue, it probably wouldn't be too bad, but would she ask of you tasks that test the leeway of Expunging Wickedness?
Well, with the Authority you can commit suicide by Bane if you think your task is unacceptable, which in effect means you won't be assigned ones that are. Otherwise you're committed, until the Wish is fulfilled or you die in the attempt.

As for what she wants? To transcend her current condition - wretched fraction of a depleted scrap - is naturally part of it. Beyond that, there are a range of possible requests depending on your build and how many times you take Three Wishes (though with 3x for an effective 27 you'd be gambling eternity on alignment with her). Hints are strewn throughout the piece, from the opening poem to the options offered and Kol's commentary on them.
How would Chosen One interact with this?
There are a couple possible configurations. You could mantle a Paragon or Executor, gaining vast power at a corresponding cost in selfhood. Alternatively, become the Directorate's Herald and amplify the acceleration, dragging the Age of Sorcery inch by painstaking inch into the present.
For the sake of not doing spaghetti quoting, I'll make a list of what are the most salient passages for me:
Responses to a few points:
  • They were acquainted, but Bath Kol has no more business calling herself the Aurifactor than the Solar Republic did proclaiming themselves Engineers. Unlike them, she's aware of this. That someone might mistake the two, even for a moment, is flattery enough.
  • WoG regarding the WoG: Pleroma's related, particularly Threshold and the secrets buried beneath the Heath.
  • The afterlives are a local setup. Thanks to Lemrasil, people incarnated in Pleroma are redirected to divine realms on death; think of the Ogdoad as stealing electricity from the Cycle's power grid. Of course, what use they have for all those souls is a separate question.
  • Any Dominion loyalist should find Sulevast aggravating! The wayward Third is essentially a traitor, serving no higher cause than his own greed and aggrandizement. That he wasn't hunted down on going AWOL is due as much to Alexander's mercy as it is the precautions Sulevast took. "Always companions, never servants."
  • Thaumiel is in fact a Somber fork, the one that splits off to chase you mid-isekai in the intro.
[O] It Has to Be This Way
Taking the fight to Sulevast is harder than simply surviving Golden Gloom, in the same sense that the Marathon des Sables is harder than a jog around the neighborhood, but you know as much. The rewards are also greater, up to and including the Ring of Greed, though you'll have to pluck that from his cold, dead hands. Wrath is risky with Expunging Wickedness but starting in NC (even more fucked up than the 2077 version of the acronym) means an abundance of deserving targets. Hopefully by the time most of the vampires in the region are dead you'll have progressed your character arc?

Speaking of vampires, Valeska will try any numbers of strats to present herself as the lesser evil and point you at rivals or otherwise remove you from the board. Somehow I don't think that'll pan out in the end. She's still a boss fight, but with Practice multiplied by Reaping & Reinforcement on top of the Authority, she's one you'll win handily (without any Fingers involved). Visceral regeneration and miraculous healing are as nothing against the Tyrant's Bane. You're also right about the sinergy with Otto, who understands such impulses better than most (Silent Springs also boosts compatibility with him). Not taking Goetic Magic with him would be a waste if not for your ability to Just Be A Litanist at this problem. Reciprocity suffices to resummon him even without Chosen One.
 
Meritria's bordered by the Navinian to the east and at peace with its southern neighbors, who were cut from the CYOA along with Semaphore Magic, Leycraft, and other options on account of the thing being way too bloody long already.
Do you still have the draft? I'm already reading a quarter of a novella, please give me the rest of the context!
I am nothing if not willing to make worldbuilding concessions for the sake of puns.
I respect this decision.
(Magic post coming up.)
 
This build does have some trouble dealing with Golden Gloom on its own if you can't find a means of bringing Leveling to bear. The Meta-Authority only makes you a more appetizing morsel to the Third, so long as he can filter out Bane to avoid you choking him on the way down. With the carrot of initiation as a Practitioner you should be able to recruit wizardly assistance despite Xenophobia's malus.

Hm... I was mostly planning to rely on uncapped Practice for the versatility to deal with that, though hiring wizards or simply convincing them with Practice-based socials also seems practical.

In order to protect myself against Thaumiel's sophistry, I'll make sure to engage in frequent rationality and morality debates with strangers I encounter on my travels, seeking out interesting conversation partners amidst constant heroics and tyrant-takedowns, and therefore distilling such actions by the potentiality of the Practice; refining my insight, integrity, and ability to compute and formulate arguments to supernatural magnitudes, aided by the Authority's own nature. Hopefully, with the fullness of these measures, if I can't outright convince Thaumiel the best course of action is to surrender full control to me, the Authority may at least eventually allow me to instead smite the entity for its pawing and craven meddling.

One does wonder whether Leveling works on Thaumiel himself. The only truly effective defense is obscurity, and he's gone and made himself known to you...
 
Hm... I was mostly planning to rely on uncapped Practice for the versatility to deal with that, though hiring wizards or simply convincing them with Practice-based socials also seems practical.
Blade Aloft can cut the cord due to hyperspecialization, but none of A Dream's (many, many) skills are on that level. You're not totally screwed without help, but allies make your prospects much better.
One does wonder whether Leveling works on Thaumiel himself. The only truly effective defense is obscurity, and he's gone and made himself known to you...
It metaphysically counts as you, so it can't be targeted without a lot of experience or applying a Chosen modifier. Unless you're okay with Leveling yourself in the process, that is.
 
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