The Royal Praxis doesn't really have a cap. From the discord:

R' — 07/10/2020 4:45 AM
the Royal is
[4:45 AM]
capable of scaling to levels that are relevant to the Accursed

R' — 07/10/2020 5:30 AM
the royal is as a Celestial Exaltation to the imperial's Solar
[5:31 AM]
so would only be 'capped' if one considers an E10 Sidereal to be 'capped' compared to an E10 Solar
Fair, I might be remembering the comparison between noble and royal with regards to the cap. But I still think Rihaku has mentioned before that the jump from royal to imperial is not necessarily world-shaking at early levels especially.
 
I think Haliel's is more a demonstration that to shatter heaven can allow anything to work to an extent, it's just probably slower than systems that can natively reach that level without needing a special breakthrough for each limit encountered.
Hit the nail on the head there. Giving her a prosaic magic system would be like giving the Buddha a self-help booklet.
 
But I still think Rihaku has mentioned before that the jump from royal to imperial is not necessarily world-shaking at early levels especially.
That is indeed true:
I don't think the gap between Royal and Imperial is as impactful as you guys seem to believe. As mentioned before, it's similar to the difference between a Celestial and Solaroid Exaltation! Sure, it may pay out dividends in the long term, but the long term could be measured in multiple Geas tasks! And what's to stop you from upgrading your existing Praxis techniques with additional effort afterwards?
Which is why I fought against investing 7 praxis picks into getting Imperial Refinement, back in the day. It seemed to me to make very little sense to invest so much ressources into something that wouldn't pay off for multiple Geas tasks when the quest probably wasn't going to last that long (and it indeed didn't).

In the end, we only got Imperial Refinement because Orm used the dark magic of p2w to get it for us.
 
I don't know whether shelling out over $2000 USD was a wise financial decision, but I did really enjoy this quest, and I suspect that, even ignoring the possibility of Hunger dying, the quest itself probably would have petered out long before now if Rihaku didn't have the bonus motivation that the patreon provided.

Unrelated, I've been working on another CYOA because this is a CYOA thread now. I'll probably either post it tomorrow or the day after.
 
First and Final King

[ ] Talvurin Archipelago Union
[ ] Engine of Eld
(3 embers)
[ ] Chosen One (2 embers) - Engine of Eld
[ ] Keter (3 embers)
[ ] Three Wishes (+1 ember)
[ ] Hamartia (+1 ember) - Pride
[ ] Ark's Golden Gloom (+2 embers)
[ ] Power Word: Bird (+1 Embar)

Look to Windward, at those who came before,
And look to me, the Crown and scion cast ashore;
Here, I could find no salvation, no terrestrial Grace;
Only a memory held bright, cast in Day's embrace.


Here, you see Hubris, a level of conceit so deep it bestrides and overwhelms every Aspect of existence, one sufficient to shake the Hierarchy; such levels of pride and egotism to make the men of Númenor appear humble, and to cow Gilgamesh and Vegeta with sheer astonishment. And in the end, not even this Hubris shall be enough.

Under most circumstances, Chosen One accelerates and improves the magic: here, Chosen One acts as a solvent, directed in an empyrean sweep to thoroughly wipe away the scrawlings on the palimpsest left behind by the Solar Republic and its self-proclaimed 'Engineers.' This delivers even closer the workings of those who came before them.

Once emergent upon Pleroma, the King shall find an island to incubate upon: a lone rock amidst the calm waters. He'll craft armor and armament, find a location to place a Beacon, and then enter Aleph's innards.

After that comes reformatting: a period of twenty-two days to align the Realm's contents with lenses, mirrors, prisms, and refraction mechanisms. And at its center, a numinous King, and Keter shining with ineffable Light on his brow, filling every chamber and artery of Aleph with its munificent glory.

Once the reformatting is complete, a brief calibration. And from there, efforts and sciences once struck down into nothingness amongst the waters may continue from the moment ruin befell them. All their knowledge accessed within moments, all glories passed onto the hapless scion.

De-occlusion of the central reactor will occupy some of his time, but once completed, more of the Light can be accessed.

And from there, he'll look to Windward, and realizing even a fraction of the truth at the core of this and every world, set out to correct the grave error of his predecessors.

Positioned at the center of the Navinian Ocean, the King shall emerge from the proverbial cave in armaments of celestial eminence: armor shining resplendent. He'll be a callow youth, still; untempered and running wild, compared to the wise ancients of yore: wielding only a barebones influence over the highest and lowest emanations, capable of granting only the simplest blessings of Day and Night; clueless and stumbling, bumptious to even claim a connection with them. Nonetheless, he is a King, and not a fool. An anemometer shall be his earliest investment: not to measure the wind, but to measure the Wind, and know when the ire of those on high is drawn.

From there, expansion and reclamation: he'll begin the process of dissecting the secrets of Fortification and essence, to enhance the self and his allies, and explore the capabilities of Light. A perfect memory and sharpened clarion intellect. His voice, a tenor like a melodic heavenly harp, shall command unquestioning obedience. His senses honed to an impossible finesse, and capable of lucid exploration of the oneiric. Soon, fortunes and companions shall accumulate. Standing alongside him, the foundational paragons of a new Kingdom amidst the seas. If the King deems it necessary or undemanding, the Sacrament of Cloistering may be employed in order to protect this paradise.

It'll be much less of an adventure across Pleroma and more of a nation-building game. An alliance of mutual convenience and ideal with Arranor is a prime pursuit, and the Hand can make for an optimal trade partner, with the secrets and capabilities he wields.

The most prominent early threat is the Ogdoad and its Hierophant. The King wields a divine Light that can smite a nation, leaving only Shadows of its residents but not damaging infrastructure. Not even the spirits of the Ogdoad are so mighty as to resist the myriad dark fates he can impose. Hopefully, the threat of mutual annihilation can put the pretender-gods in their proper place. If not, an Anthropomachy is inevitable, and it can result in destruction on a scale that makes the Blasted Heath appear fertile.

Assuming this doesn't happen, the King shall prevail and flourish: expanding the depths of his knowledge, reconstructing miracles, and carefully keeping his eyes on the Wind and its velocity. Once Sulevast arrives, he'll act as the first experiment of the King's strength, a test of spirit, virtue, and effort expended hitherto.

From there, expansion and networking. Bath Kol and the Hand can benefit from a competent intermediary to strike a diplomatic agreement. Their ultimate goals aren't wholly in an ideological clash with each other until the very final end, so cooperation may be enabled until then. Some of Kol's Wishes can likely be fulfilled at this stage, aiding her in restoration or other needs. The King stands alone and, due to his excessive Pride, has his own plots in mind. He'll be eager to dispose himself of the Sacrament's chains on his Aspect.

If forced to collaborate with either side, he'd rather see the Hand's ideal world come to Light than the Morningstar's: both views are valid, yet the failure of the past does not render the sheer potential of the future something to abandon. Preferably, he'd attain a lone autarchy over the cosmos.

---

Another build made with metaknowledge.
 
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Weighing in at just over 4.4k words, here's the promised CYOA! Those of you who were on the discord a few months ago might find this familiar, though it's not identical to its mini-CYOA predecessor. Color theory provided by the always beautiful and generous Lealope!


A Magical Dream​

All who respond in this thread will exist together, in the same world, having awoken in their beds on the morning of Friday, October 13, into a world almost exactly like our own, except each of you will be equipped with the magics you select here and an intuition for what's possible to do with them. Those who choose the magic of Shadow Blend in particular will remember a dream which foretells the presence of other magi, including their approximate number, and the other magics that you have not chosen. Otherwise, the only remnant of the dream that clings to you in the waking world will be its magic.

Choose two of the following:

[ ] Earthbound - The magic of your dream binds you to the land, and the people who live on it, and through them, a great and growing power. You gain a Territory, a metaphysical claim on a parcel of land, generally starting at around 2,000 square kilometers, which expands out from your location upon waking, growing to fill the nearest geographical boundaries and political borders. Within your Territory, your rule is as natural a law as gravity, bound to reality regardless of whether you choose to lead in public or allow for another to be your figurehead, a force of nature whose strength is proportional to the inhabited area of your Territory. Astral Rank serves as a useful, if imperfect, analogy for the power afforded to you by this. Initially, you will benefit from effects comparable in power and character to having Rank 2, though its effect will stretch across your entire Territory rather than just your immediate presence. Additionally, your Rank will naturally empower the functions of your other magic, and if combined with Necromancy or Wyrmling, the necromantic or draconic power you accrue will contribute to your Rank in a manner similar to Territory, though it will also bend the nature of your Rank to suit its own nature. When you travel outside your territory, you bring a cloak of power with you, granting you the benefits of your Rank even outside your Territory and which you can allow to soak into the places and people you visit, permeating them in proportion to the degree which they 'recognize' you as their rightful leader (political, economical, or otherwise), allowing you to expand your Territory over time. On its own, the speed of this process is harshly limited, requiring you to become personally familiar with the land and known to its inhabitants, but can be hastened significantly by your other magic, depending on how you develop it.

At an area of 5,500 square kilometers (approximately equal to the developed land area of the Washington DC-Baltimore metropolitan zone), your Territory will grant you just shy of Rank 3. At 32,000 square kilometers (approximately equal to the land area of the state of Maryland) it will grant you a little under Rank 4. At 600,000 square kilometers (a bit less than the combined land area of California and Oregon) it will grant you just over Rank 5. At 70,000,000 square kilometers (approximately equal to the area of all human-occupied land in the modern day) it will grant you just under Rank 6.

Getting to the equivalent to Rank 7 would require controlling an area of human-inhabited land roughly equal to three times the surface area of Jupiter, and thus will require a significant undertaking to achieve. If you do manage it, however, one of the other major differences from conventional Rank will manifest, as your Rank will begin to develop its own subordinate magic system whose parameters are defined by the culture and mythos of your nation, and which can be accessed by any loyal citizen (though your own skill with it will always be the pinnacle, raised up by the progress of each other practitioner). Conversely, if you somehow reach Rank 9, you will be disappointed to find no Shroud forming, though your magic system does grow in scope as your Rank increases, so it may be able to achieve some similar effects at that point.

[ ] The Weave - The magic of your dream reveals the hidden structure of human thought and society, the cognitive threads which connect people to each other, and to the places and things around them, as well as instilling within you the power to pull on and rearrange the eponymous Weave. This power can be used to alter interpersonal relationships and social constructs, but also to directly influence the minds of others, or even to tinker with the structure of a magus's magic, all by carefully reweaving the threads which form them. The Weave is extremely difficult for most other magic systems to detect or affect directly, though all of the ones on offer here can potentially overcome individual weaves you craft if there is a great enough power discrepancy between you and your target.

Initially, your intuition for navigating and manipulating the Weave will allow you an incredible understanding and mastery over yourself, as the nature of your own cognition (and your other magic) unfolds before your weave-sight as effortlessly as a blossoming flower, as well as a similar understanding and mastery over those who are near to you in the Weave, including both those you have close social ties to as well as those you are physically close to (so long as you or they are aware of the other's presence). As you continue to explore the Weave and practice making alterations to it, your capacity to traverse it will grow, allowing you to observe parts of it that are only connected to your indirectly, by about one degree of separation for each week of dedicated practice, letting you reach the vast majority of humanity after about a month. Your capacity to form complex structures in the weave will also improve as you practice and research, rising from simple and basic manipulations like stoking or suppressing emotions, directing people's attention, and subtly altering the expression of your other magic, to manipulations that are both much further reaching and much more nuanced, such as transplanting memories, skills, or personality traits between people, creating dynamic illusions that fool all of the target's senses (possibly even including new, unfamiliar senses gained by other magi), tinkering with the cultural memeplex of an entire community, significantly reworking the functionality of your other magic, tying someone else into your magic to grant them limited access, or striking out at another magi's magic to hamper or disable it. In the long run, even greater feats are possible, such as reshaping society on a global level or analyzing the magical weaves of several magi to synthesize all of your magics together into something grander than the sum of its parts.

[ ] Necromancy - The magic of your dream infuses your breath and blood, allowing you to animate human corpses with blood sacrifice and conjure loyal ghosts with dread incantations, as well as creating the opportunity to grow your power further by digesting the lifeforce of others. These undead will be fairly limited in nature, initially at least, with the corpses slow and shambling and the ghosts capable of little more than whispering in your ear, but as your pool of necromantic power grows, you will be able to expand their capabilities in an incredible variety of ways, as well adding new, grotesque abilities and attributes to your other magic. Combined with Earthbound for example, your necromantic power will naturally also contribute to your Rank, and combined with Wyrmling, your necromantic and draconic powers will naturally unify into a single pool usable for either purpose and through either means. Growing your power will take considerable time, given that it initially can only be cultivated by consuming living flesh (though not necessarily of living humans, though human flesh does provide roughly ten times as much power per pound than most animals, with only other great apes being anywhere near as efficient) and is slow to digest, but just like with your undead minions, your own capacity to feed is subject to evolution under the influence of your necromantic power, and can be further accelerated with the help of your other magic. Your sense of taste will also be adjusted to make this process more palatable than it might otherwise be.

Every mouthful of flesh is worth something, and as you eat, your health and physical condition will steadily improve. By the time you've eaten twice your bodyweight in flesh, your entire body will have been remodeled to more in line with your ideal, and will count as one of your animated corpses for the purposes of further necromantic developments. In addition to that, here are a couple general benchmarks to get an idea of what sort of developments will be within reach at different levels: after you've eaten half a ton of flesh, you'll have enough power let your corpses repair themselves from damage, including from grave-rot and decay, by consuming living flesh (though this doesn't add to your own power the way eating it yourself does), as well as to break them apart into smaller to corpse-parts, meld them (back) together into corpse-constructs, and to give your ghosts a bit more substance and autonomy, becoming pale shadows (still invisible to mundane humans except for when they choose to manifest visibly) rather than bodiless whispers, and able to sense the world around them, mostly through hearing but also through a sort of life-sense, allowing them to serve as scouts to a degree; after you've eaten fifty tons of flesh (which might plausibly take over a year of dedicated eating), your capacity to animate corpses will have expanded to include almost all life-forms, even most microbes, and your command over their biology will have deepened to match, allowing your horde to be something more akin to necromorphs than simple zombies, and your ghosts will have gained much greater ability to affect the physical world, being able to apply force to objects with similar strength to what they possessed in life, as well as the ability to possess living things (aside from other magi). With even greater consumption, higher heights are possible, including the eventual ability to resurrect other magi as loyal minions who retain access to their magic, or to 'reanimate' things that were never truly alive, such as restoring a ruined building, broken machine, or even a deleted digital file to its prime condition.

[ ] Skinchanger - The magic of your dream frees you from the shackles of physical form, giving you the ability to change your shape. The more different the initial and final forms of a given change are, the longer it will take to complete it, including potentially extended periods of awkward intermediate forms, though as you gain more experience with a specific transformation (with a particular starting and ending point), the faster it will be, with potentially even massive changes becoming near-instant, slowed only by fundamental limitations of your underlying spacetime, such as the speed of light. Generally, when you are still far from reaching this underlying limit, a week of dedicated practice will be enough to cut the time it takes to complete a transformation in half. Different forms also possess differing levels of initial difficulty to learn: changing to mimic the form of something familiar, such as a close friend, beloved pet, or cherished object will always be easy and intuitive, as well taking on forms that are simple variations thereof; combinations of familiar forms are more tricky, but still doable, as is mimicking the form of unfamiliar things which can still be related to familiar forms through some sequence of minor alterations and combinations, a remixing process that is ultimately only limited by your experience and mental agility; entirely novel forms are possible, though they will likely require extensive (and potentially painful) testing to discover the necessary underlying physical (or magical) structures to make them work. With access to relevant academic resources and a couple years of research, you can even achieve forms that exist at the very limit of humanity's science (and, consequently, push that science forward considerably, assuming you're willing to share your results and work with a team of professionals).

The process of changing itself also greatly aids in the healing of physical, mental, and spiritual trauma, including ones that would normally be permanent or fatal. Even total annihilation on all levels is potentially recoverable, as the nature of a Skinchanger lies both beyond and behind mere reality. Relatedly, you possess a sort of store of energy and mass that is likewise irreal, and which both grows sourcelessly at a slow trickle and can be freely used to withdraw or deposit motive energy and body mass to or from your real existence, and which naturally and passively encodes an impression of your essential character. The nature of this irrealis peri-existence also allows you to detect whenever your mind or magic are being influenced from the outside, such as by a weave or umbral emanation, and to subtly shift your shape on an esoteric level, 'retracting' relevant portions of yourself into irreality and avoiding the undesired portions of the influence.

Finally, the fluidity of your skinchanging will naturally spread to include the facets and functions of your other magic. With Earthbound, your capacity to change will naturally expand out into your Territory, allowing you to alter it in the same way you alter your own form. With The Weave, in addition to your capacity for both mental and spiritual regeneration making self-modification much less risky, the weaves you tie will be both more responsive to your touch and more stable, shifting and changing as easily as your body at your direction but being much more resistant to perturbation, whether from natural wear and tear on the social fabric or from the interference of other magi. With Necromancy, the boundaries of 'living' and 'dead' will be blurred significantly, allowing you to enhance the bodies or summon avatars of the living as easily as you animated corpses and conjure ghosts, as well as allowing you to derive necromantic power by eating dead flesh (though the power it provides will still be more and more degraded the further from 'alive' it is). With Wyrmling, the necessity to carefully and cautiously melt down your treasures in order to reclaim the draconic power stored within is no longer necessary, as your changing allows you to transform your draconic power and its vessels as easily as you transform your body. With Shadow Blend, you can bring umbral matter into your peri-existential store, and in so doing shield it from the harshness of the waking world, allowing you to sustain functional umbral duplicates that would normally degrade into useless lumps, or even to transform into fantastical shapes that could never be borne by mere mundanity alone, though doing either steadily burns through your stores of umbral matter for as long you maintain them and in proportion to the volume of umbral matter you deploy.

[ ] Wyrmling - The magic of your dream instigates a dramatic metamorphosis of your body and soul. When you awaken, your skin will be covered with a coat of shining armor scales as strong as steel, your strength, endurance, durability, and agility all raised beyond peak human by over an order of magnitude, the flex of a new muscle will allow you to exhale a gout of fire comparable to an oxyacetylene torch in terms of temperature and flow but producing a much larger and longer flame, immense wings (with a span of at least 30 feet, and possibly as much as double that depending on your height) which in combination with your newly enhanced strength are sufficient to fly with grace and speed, as well as numerous and less obvious alterations to your organs and tissues to optimize your biology, especially with an eye towards synergizing with your other magic. These abilities are only the beginning of a much grander long-term draconic evolution, the steady accrual of draconic power which flows into you, a natural and inevitable consequence of the passage of time which has supplanted any kind of senescence you might have previously been subject to. Without direction, this power will naturally reinforce and expand your bodily transformation, heightening your physical enhancements even further and allowing for mutational developments such as increased size or density, blade-like fangs and claws, or new varieties of breath weapon (potentially even outright supernatural ones, with enough power), as well feeding into your other magic (including contributing to your Rank if paired with Earthbound or fusing with your necromantic power if paired with Necromancy). With an exertion of will and an exhalation of glittering gold pneuma, you can take this power from your body and invest it into a mass of solid gold to create a magical treasure, capable of expressing a virtually infinite variety of supernatural effects once a sufficient investment of power is made. The purity of the gold limits how much of your power it can hold per volume before melting, releasing the power invested and returning it to your body, though even atomically pure gold can still only hold so much, and thus as your pool of draconic power grows, the most powerful effects your treasures are capable of manifesting at a given time will demand greater and greater quantities of gold. Melting down the gold is also the process by which draconic power can be reclaimed from treasures you no longer wish to maintain, and which if done too quickly causes the power to become permanently incorporated into your flesh, no longer available to be reinvested. There is also an element of skill to shaping the effect of a magical treasure, but it's still a primarily intuitive process, guided by your new draconic nature, with even extremely complex effects only taking a few hours to figure out the first time, and afterwards recreating them will be no harder than implementing the simplest enchantments (those beings magical treasures whose effect is merely to alter the physical properties of the treasure's substance, especially to improve its durability and resistance to change along various vectors).

After about a month of accruing draconic power, if you keep all of it in your body, your strength and agility will be sufficient to fly with top speeds comparable to modern civilian airplanes and your exhalation capable of taking on the characteristics of essentially any modern fluid- or dust-blasting tool, while if you invest all of your power into a magical treasure, its effect will be on par with a 2nd level D&D spell (though, as your power grows and comparisons are made to higher spell levels, treasures with effects that depend on spacetime manipulation, such as teleportation, will generally be much more harshly limited than spells at that level, while effects involving interdimensional travel, like planeshift, will not be possible at all).

After about a year of accruing draconic power, if you keep all of it in your body, your strength and agility will be sufficient to fly from Earth to Mars in a matter of days (accounting for how the vacuum of space both limits the utility of wings but also eliminates the concerns of air resistance, and with your durability and endurance likewise sufficient to manage such extreme conditions) and your exhalation capable of manifesting outright magical effects similar to those of 3rd level D&D spells (though always with an offensive bent, and with the same proviso as magical treasures regarding spatiotemporal and interdimensional effects), while if you invest all of your power into a magical treasure, its effect will be superior to a 9th level spell, comparable to the lower end of epic magic. Alternatively, you could divide your power between as many as eight treasures each with an effect comparable in strength to a 9th level spell, while still retaining a single month's worth of draconic power in your body.

[ ] Shadow Blend - The magic of your dream, unique among the six magics, brings you into alignment with its source...or at least, with the pathway it followed from its source to find you here, in your bed. So aligned, you gain the ability to phase into and out of the Umbral Plane (or simply the Umbra), the great dreaming darkness which enshrouds your universe, hiding it from (most) outside attention and shielding it from (most) outside influence. Internally, the structure of the Umbra is psychical in nature, shaped in spaces and flows by the perceptions, thoughts, dreams, and collective unconscious of all beings in your universe which possess even a cursory awareness. Realms of perception are closest to the 'surface' that is the waking world, just beneath the skin of the Umbra, while realms of thought, imagination, and dream lie deeper below, requiring further navigation to reach. Just stepping into the perceptual layer allows you to disappear from the view of anything other than the 'owner' of the perceptual space you entered (which can even be you, if you don't want to be visible to anyone else). Navigating the Umbra is different from navigating the waking world, since there are always at least three extra dimensions to navigate through (and sometimes more, as you descend into the deeper Umbra and travel to realms unbound by conventional spacetime) but your magic provides a powerful intuition for it that makes it nearly as easy as navigating a familiar place in the waking world. When returning from the Umbra to the waking world, depending on the specific route back 'up' that you take, you might appear in the same location that you left, a nearby place that you could perceive from your initial vantage point, or in the presence of an entity whose perceptual space you resurface through.

You can bring umbral artifacts with you back into the waking world, but they're often 'hollow', filled with undifferentiated umbral matter that simply emulates their 'expected' behavior, and which transmutes into unsophisticated base matter in accordance with the material of the object's outer shell when exposed to the harsh reality of the waking world, unless specifically taken from an umbral realm borne by real knowledge of the make-up of the object in question. For example: a smartphone taken from a random person's perceptual space might be functional while in the Umbra (though it'll be connecting to strange, dreamlike psychic replicas of the internet and phone networks rather than the real thing), but will become a useless brick of glass, metal, and plastic once taken into the waking world, while a smartphone taken from the collective human understanding of electronics manufacturing might still be perfectly usable after resurfacing. However, acquiring such a prototypical smartphone in the first place might be significantly more difficult, and risky, than the mere perceptual replica, on account of how much more vast the deeper layers of the Umbra are in comparison to the perceptual layer, and how its umbral terrain (and even inhabitants, in some cases) can be significantly more hostile. Delving deep enough can even allow you to find artifacts that appear magical or like the products of science-fiction, but once removed to the waking world these will all be reduced to mere mundanity.

Just like how your appearance in an entity's perceptual realm produces an illusion of your continued physical presence, interacting with the Umbra on deeper layers can also have impacts on the minds of people in the waking world. Stealing the prototype of a given object doesn't have a large effect, since there's often numerous virtually identical conceptions of the same thing that can easily backfill the gap (just like how stealing a duplicate from someone's perceptual space just causes it be to be instantly replaced when their physical eyes observe the physical object again, overwriting the absence of the stolen copy with a new instance), but doing something more symbolic, like killing the conceptual identity of a particular person, can have wide-reaching (and traumatic) effects on the minds of real people, which you can even eventually learn to wield with surgical precision (as long as you're willing to practice on potentially unwitting subjects). Additionally, while you don't possess any ability to independently detect the influence of weaves, diving into the Umbra does protect you from being caught up in them, and more so the deeper you dive.

Notably, your capacity to stay in the Umbra is not infinite. The analogy of diving is appropriate, as you need to periodically resurface to the waking world for 'air' before diving back down, though the frequency of resurfacing, and the consequences for persisting despite the need, are more like missing sleep than drowning: irritability, difficulty maintaining trains of thought, failures of memory, physical weakness, and eventually death (though all of these can be potentially ameliorated to varying degrees by your other magic, depending on what magic that is). Likewise, when returning to the waking world, sleeping is the best means of recovery, and when you do, you'll find your dreams are naturally lucid, and that you can even take control of the umbral realm in which your dreams play out and pilot it around the broader Umbra like a submarine through the ocean's depths. Doing so doesn't allow you to teleport or create duplicates the way that bodily entering the Umbra does, but grants a much safer means of exploring the deep without risking bodily harm, and a much larger platform with which to influence the Umbra to try and sculpt people's minds and society's memetic structure.

Finally, just as there is an upper skin between the waking world and the Umbra, there is a lower skin as well, the outermost limit of the Umbra. It's no more impermeable than the upper skin is to your magic, but on the far side lies realms of true inconceivability. The nearest portions of that far realm might not instantly annihilate an unprepared traveler, but are nonetheless much more dangerous than even the deepest layers of the Umbra proper. However, should you decide to brave this Abyss, and avoid the destruction it promises, worlds strange and terrifying and wonderful might be found. Beware, though, for your emergence from the cocoon of dreaming darkness might likewise draw attention to the world you left behind, and doubly so if you try and return to it from across the Abyss's yawning expanse with the plundered miracles and magic of the worlds you found. Undead timelines, bullet worlds, gray wanderers, and worse things all lurk somewhere out there, though fortunately not all equally close.
 
Hm. Intriguing. I think the best way forward is to use this combination to spread Territory faster and make more precise and powerful alterations, but there's quite a bit happening here.

[] Earthbound
[]The Weave

After the first week I should be able to use the weave to spread my control out through people's connections across it's borders, increasing the power available for using it as metamagic to block attempts to harm me. I should be able to overcome any other combination with the weave itself, growing faster than Wyrmlings and matching the more stable and fluid weaves of Skinchangers through the greater power derived from Rank. Skinchangers with Earthbound shouldn't be able to grow their territory by moving it, and the metamagic on my territory should keep them from damaging or piercing it while allowing me to grow it through connections not fully bound by the three dimensional space they can surround me in. Skinchanger and Shadow Blend probably offers the most immediate power by shapeshifting into impossible forms, but while they can dodge my weaves focusing on enhancing my powers instead of actually showing myself to be in charge until I reach Rank 5 or so should prevent them from killing me specifically, and I don't need to know anyone else has magic to want to keep mine quiet until I have most of the world contributing.
 
Earthbound is great but rule is fragile, especially in the face of opposing magi with the Weave and Umbral, and Rank 2 does not suffice to shield one against determined supernatural opposition.

Skinchanger is excellent for immediate safety and has decent long-term potential.

Shadow Blend is very tempting for its meta-knowledge and good safety, but any single friendly Shadow Blender will get the info out there rapidly.

I'd like to take Skinchanger + the best scaling magic, which is probably Earthbound, but the requisite for its scaling is so easily destructible that it becomes a very all-or-nothing propostion: either you somehow snowball into enough Rank to actually maintain your huge territories (very difficult given the amount of territory and people needed to get even Rank 5) or you get constantly sabatoged by even a single hostile Weave or Shadow Blend user, which also death spirals your ability to actually fight back.

I suppose Skinchanger + Shadow Blend has good enough scaling given that Shadow Blend allows one to trade risk for power and Skinchanger has the ultimate defense of irreality, plus there don't seem to be any limits on the amount of umbral matter you can cram into the store. Is the store a measure of the amount of irreal matter itself, or a volume of space? In the former case umbral matter isn't limited by that, in the latter you can simply use hyperdense umbral matter.

I guess I would go Skinchanger + Shadow Blend in this case, relying on Skinchanger's super safety to brave the deeper Umbra and eventually, after much prep and accumulation of allies with Woven metamagic augmentation, the Abyss. Of course this will all be easier if we pre-commit to allying; as a Shadow Blend user I can also dispense the information to everyone in question. But such coordination breaks down very easily with even a single defector.
 
In the absence of other players, I would probably pick Earthbound + The Weave, but with potentially massive number of other players, Earthbound would seem suicidal just due to the sheer competition inherent to it. With other players, probably have to optimize for a more interactive playstyle, which is somewhat problematic.

Giving up one of the two magic slots in exchange for the ability to make a binding cooperative agreement would honestly be a trade that should be worth considering.

Call it something like

[ ] Oathbound - The Curseboon of Certitude. Only pick one magic option, but you can, prior to the start of the game, make true binding oaths with other players (who have also selected this option) to ensure genuine cooperation.
 
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A single determined attacker with Skinchanger + Shadow Blend can day 1 gank almost anyone except another Skinchanger. You don't need magic, stealing conventional explosives suffices and the Umbra even provides info gathering as well, plus you can strike from across the planet with Umbral teleportation. But this is a good check against super greedy builds that seek to dominate the world, so I guess it's fine?

There will probably be bloodshed unless Weave and Rank users can self-modify in credibly non-defecting forms or else everyone without auto-Weave defenses will be super paranoid about removing them. There's a reason everyone takes Master / Stranger immunity in Worm CYOAs - no one wants to be Mastered. It's a concern with Wyrmling and Shadow Blend too tbh, some kind of Woven compact to avoid Mastering each other will likely be necessary to avoid the war of all against all. Weave, Rank and Shadow Blend are merely the most immediately threatening given their rapid range scaling. Shadow Blend in particular is super dangerous since a lucky Shadow Blend user could kill the 'idea there are other mages' in the collective unconsciousness and then wipe out the other magi one by one from a position of ontological imperviousness - a global-scale Imp. Though I suppose this wouldn't beat Skinchanger's essence-deep defense.
 
Honestly it's a part of a problem for multiplayer CYOAs generally when you can't be sure of the attitudes of other players. If even a tiny fraction of players decide to kill everyone.. or mind control everyone..
 
In the absence of other players, I would probably pick Earthbound + The Weave, but with potentially massive number of other players, Earthbound would seem suicidal just due to the sheer competition inherent to it. With other players, probably have to optimize for a more interactive playstyle, which is somewhat problematic.
Potentially massive, sure, but the planet can currently sustain 116 Rank 5 Earthbound users simultaneously, and only 303 people have ever replied to the thread. More than half the people who could get powers can all reach the second highest level of Earthbound possible without colonizing other planets without themselves ever coming into true competition. There shouldn't be that many people who chose that particular power, and most of us would be willing to team up against someone who is actually going for the next rank when they have to eliminate every competitor to reach it l.
 
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[ ] Wyrmling
[ ] Necromancy


Scaling and independence, what else could one want. Anyone who is escaping the universe, I can bribe you with magic items. In general, I'm happy to work with people. I guess "people in this thread" is a class of people who contains people who would rush straight into scry and dieing rivals, but that sounds like so much work. I just wanna eat cows and have shiny objects.

... actually can shadow weave scry and die on day one? That sounds like a technically difficult skill to learn, using it.
 
Potentially massive, sure, but the planet can currently sustain 116 Rank 5 Earthbound users simultaneously, and only 303 people have ever replied to the thread. More than half the people who could get powers can all reach the second highest level of Earthbound possible without colonizing other planets without themselves ever coming into true competition.
Competition would drive Earthbound users to kill each other, because cooperation isn't built into the Earthbound magic system. You want maximum territory for maximum power and safety, especially with magic users running around potentially killing everyone. Or other people with similar ambitions. If it was possible for multiple Earthbound users to cooperate to create joint territories or something then cooperation might be possible, but as it is the system will trend towards a single ruler.
 
Competition would drive Earthbound users to kill each other, because cooperation isn't built into the Earthbound magic system. You want maximum territory for maximum power and safety, especially with magic users running around potentially killing everyone. Or other people with similar ambitions. If it was possible for multiple Earthbound users to cooperate to create joint territories or something then cooperation might be possible, but as it is the system will trend towards a single ruler.

The magic for gaining power from statecraft has reinvented the security dilemma.
 
I suppose Skinchanger + Shadow Blend has good enough scaling given that Shadow Blend allows one to trade risk for power and Skinchanger has the ultimate defense of irreality, plus there don't seem to be any limits on the amount of umbral matter you can cram into the store. Is the store a measure of the amount of irreal matter itself, or a volume of space? In the former case umbral matter isn't limited by that, in the latter you can simply use hyperdense umbral matter.
The store doesn't have a capacity limit, and is measured by the mass it stores rather than volume.

... actually can shadow weave scry and die on day one? That sounds like a technically difficult skill to learn, using it.
It's possible, I think? But only on people that you're already either in the immediate physical presence of or already have close social ties with. In the former case you don't really need Shadow Blend to find and kill them, and in the latter case I'd imagine that there'd be some incentive to try and cooperate first.

If it was possible for multiple Earthbound users to cooperate to create joint territories or something then cooperation might be possible, but as it is the system will trend towards a single ruler.
Notable: a user of the Weave can, with research, figure out a way to make it so that multiple Earthbound can be co-rulers. It's a similar sort of weave to the one you'd use to tie a mundane into an Earthbound's Rank to make them into a sort of emissary or lieutenant, not identical but part of the same sort of tech-tree. Not something that's really viable day 1, but still a possibility.
 
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The magic for gaining power from statecraft has reinvented the security dilemma.
Earthbound's Rank is also exponential in effect with territory, because unlike rank it functions fully in a territory, and scales up for territory occupied. If players could have certainty of cooperation, it would be excellent. But in the absence of that, it is extremely hard to be sure that things won't go to shit.

Which is why I would propose something like 'give up 1 magic system in exchange for guaranteed cooperation'. If the majority of players selected it, it becomes self-dominant, and naturally you can (probably) eliminate all non-cooperating players (if they're defecting anyway* you need to get rid of them already anyhow) through sheer level of combinatorial magic system synergy-firepower.

*If they didn't select such an option they're clearly not willing to cooperate, or there exists a combo of systems that allow a singular person to have total dominance anyway, in which case CYOA is broken regardless.
 
That sounds tremendously wasteful honestly, compared to regular trust and maybe some weave use. A loose coalition of opposers would be able to beat such a coalition even if it was strong by sheer virtue of being able to scale harder.
 
i think that Shadow Dragon is a remarkably versatile build. Being able to traverse the shadow realm is much more valuable when you can also eat anything that looks at you funny.
 
I do also think it's valuable to remember that it's not, like, theoretical other people you don't know. It's you guys. Even if you don't have supernatural guarantees that the other person will hold to their word, you can still use your familiarity with each other to determine how much you believe each other. Naturally you'd want to be careful about those assumptions, especially with anyone taking the Weave, it's still more information than none.
 
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