- Pronouns
- He/Him
[X] Vengeance
Took me a while to remember that it was threadmarked, but there's an MYC index in the Media threadmarks tab.
Anything you can share?If I were to do this myself, I'd probably experiment with essences immediately and abuse some of my metaknowledge to reach attainments that probably not even Bath Kol knows are possible
You keep saying that word, so I looked it up. I was introduced to it as part of an orbital fortress name in Schlock Mercenary, and presumed it meant 'not trod upon'. Instead the etymology is closer to 'untrawled', in that it has not been caught by a fishing net.
I don't know how much I'm allowed to tell you, but according to what I've learned, to give the short version, the essential aspects are deprecated divisions of a far more ancient ontologically fundamental 'substance' (not called essence) which can have incredibly vast and powerful effects beyond what even mastered essentialism can achieve. I've theorized (but never had it confirmed) that an essentialist of truly inhuman talent and reserves could combine all the aspects to craft small quantities of it.
Ah, I'm afraid Untrammeled in this context means unconstrained and limitless. The Authority grants you incredible power... without any guarantees of control. It requires training to access the reservoir without accidentally destroying the world. The Estates haven't ended yet because there are inbuilt safeties on them to mitigate the foolishness of Untrammeled Power's mantle-bearers. It's not simply explosive power; Untrammeled Power can generate virtually any domain from narrative significance to essence to even information. A Litanist with it could signal-boost their Litanies to remove ontological dependence on the Dominion.You keep saying that word, so I looked it up. I was introduced to it as part of an orbital fortress name in Schlock Mercenary, and presumed it meant 'not trod upon'. Instead the etymology is closer to 'untrawled', in that it has not been caught by a fishing net.
[ ] The SystemSo, vali made a CYOA, and then so did my eternal rival, Bard, so did Rihaku, and finally, even Orm. It seems imperative now, that I do the same, being this thread's premier Arete Miner…
So here's a CYOA from a universe I've been writing since I was ten years old.
It would actually be more accurate to say that I had incepted it when I was ten years old, and then it underwent constant refinement as I aged, with the hopes of one day releasing a novel. It's basically the magnum opus that will never see the light of day, except in some limited release forms, such as this CYOA. It may strike you as odd to have this notion disabused, but if you think it's too bloated as a result, I'll say to the contrary, I believe it actually holds nicely: the aforementioned "refinement" included cutting out unnecessary parts.
So, here we are. The Games In Silver CYOA.
Wordcount is 10,301.The Games In Silver CYOA
"It ascends from earth to heaven, and descends again to the earth, and receives the power of the higher and lower things. By this means you shall have the glory of the whole world and thereby all obscurity shall fly from you. Its force is above all force, for it vanquishes every subtle thing and penetrates every solid thing." - Hermes Trismegistus, Tabula Smaragdina
Once, there was a Game in Silver.
There were the ancestors of man.
Once, there was a Song in Gold.
There were the beginnings of time.
Once, there was an Idol in Platinum.
There was an ancient rhyme.
Once, there was a Mind in Void.
And it was awareness sublime.
In abiding the fall, it rose high.
And for creation, it did cry.
---
Oh, dear- is, is that, is that what I think it is? It can't- it has to be! Right, it is!
Hahahahahaha, hahahahahahaha! AHA HA HA HA, HOO HOO, HAA, HAA, HAA, HAA, HAH! You- Ha, you, actually- Oh, no, I can't- uh- hu-hu-ACK!
Bleckhg. Ekhe-he-hem.
Ahe-hem. Almost choked on my spit there, he-he-he~! I keep wondering if perhaps you humans keep coming back just to torture me… Ahem, anyway...
Hello! Hello! Hello!
Oh sweetest dreams, most exalted golden hues of the source! A human wanders into the domain of Silver, what frabjous day, come here my beamish boy or girl and let me kiss you upon both cheeks! Mwah, mwah, ha-ha!
Now. Have you ever dreamt of wonder or adventure? Or perhaps of peace and quiet? The universe can provide anything to he who tries, but if you want peace and quiet, perhaps it'd be best to turn back? Why else immerse yourself in such impassable vistas if not to dive straight into the sublime pool of infinity? Oh, but you can go for coziness too, if you want!
Oh, but I'm rambling, aren't I? Fine, fine, I'll get to the point: welcome to the Games in Silver!
I am the gracious hostess and showrunner of the Games since before the universe began, and though I have been known by many names such as Sirr al-Asrar, the Qyeez, and Goddess Pride, for our purposes, please, call me… hm… call me...
Arcadia!
Underwhelmed yet? You should be! I'm nowhere near as impressive as I seem to be! I am in the end but the humble interlocutor of our noble little corner of existence, and but a mere servant to the laws that govern us all.
So, before we go on, I feel I should explain a couple of things. The Games in Silver have several rules, else, they would not be silvery at all!
First, know that death is a possibility, but so is greatness!
Second, the winner of the Games in Silver takes all! Losers get nothing but dust~!
Third, there is no method for deciding the winner, because there are no rules to the game of life. This is the most important rule! Verrry important!
And lastly, because you icky little humans won the first Games in Silver - though, we called them the Games in Gold back then - that started off the universe and everything, I am dutybound to remind you of the fourth rule: humanity rules. Don't get so full of yourself as your ancestors did, though, I am sure the elves have a good shot this time around, since there's so many of them~! Or perhaps, you want to win? Tee-hee, good luck...
Anyway, I shouldn't be keeping you too long - here are three Silver Orbs to start you off. On a pure technicality, these orbs never existed within the Games until I decided they did, but that doesn't matter! I'm the hostess, damn it!
Go, wreak havoc, and most importantly... enjoy yourself.
After all, what's the point… if not to have... "jolly good fun?"
Insertion Point
[ ] The Silvered World - Out in the depths of cosmic space, between the dimensions of space and the lines of time, there lies a mystical lunar plane called the Silvered World. It is a floating cloud of purest silver-white, glinting, reflecting, and encompassing existence within each particle of its make. As the Loom of Fate is to Creation; as the Matrix is to the Simulation, so is the Silvered World to everything that has been, is, and will be.
Those who cross its streets and walk its paths alter the very fate of the universe with their tread; entry is not granted to anyone unworthy, but through a showing of grace, the Lord of Seasons has decided to offer you to come with him on a one-time walk across the Silvered World.
The passage of time does not operate in the Silvered World in the same way as it does in ours; space is also not the same. Although the Lord of Seasons invites you for a single walk, this walk could last anywhere from a single heartbeat to the total lifespan of the universe and everything beyond it until the Silvered Isle itself ends. It is imperative to decide when this walk ends, and that decision is yours.
Where you emerge cannot be known. It could be one of the places below, or maybe someplace unknown and stranger yet? Some of the most likely places your soul will be drawn to are the Kingdom of Albion, Asgard, Jicol, the Celestial Orrery, and the Star-Made Forge.
[ ] Alheria - A world of dreams, miracles, and fantasies. Alheria is the birthplace and fighting ground of some of the largest names, like Father Wolf, the Archlich Turenval, the Great Loki, and the residence of countless heroes and hero-kings: the apex of them being the Shining God-Emperor Tyrmillion, and his three demigod children: Henrietta, Dominique, and Regis, who gleam and bask in royal power.
Alheria is a classic fantasy world, but at the same time, it is so much more. Alheria is the distilled star-essence of a young child's wonderland dream, made to breathe anew in a world that doesn't conform to the tedium of expectedness: a world made through a wish, and if that wish is literal or metaphorical matters not because Alheria turns metaphor into reality as easily as a candle turns wick into flame.
As you enter its gilded plains, forsake all notion of logic, as while logic has a pervading and true role in it, Alheria at its heart, is a world of insurmountable wonder: here is a dragon-valley where the cruel winged serpent tolls the villagers with a monthly bounty of sheep, there is a river which runs backward from the sea and into the mountains before sinking into someplace unknown, and far over yonder is a deposit of indestructible metal that can be shaped like putty when sung to. Over there are numinous celestial spires that float around violet gravitonic rings keeping them aloft and hold within them inscribed emerald tablets of angelic magic, and over here is the Crevasse of Anatole the Bannerlord in which is a thousand floating mirrors that reflect or show various things, from thought, emotion, truth, to death, future, and heart's desire.
Make no mistake. Alheria is a dangerous place - it is a spelunker's dream, a place where adventure pours forth without surcease and calls for you - but it is as dangerous as it is wondrous.
The Blessed Tyrmillion rules the Flagland Empire with a mailed fist, and the cold in his mind seeks to claim everything he's built. With countless regulations, he limits the fonts of wonder and refines them into security, safety, and order, claiming the necessity and maturity of such things; but even he cannot fully escape wonder's call. How could he, having started his journey as but a humble adventurer?
[ ] Melicau - Melicau is the dark twin of Alheria, residing within the same universe and yet so woefully separate. Where Alheria is a place of wonder and adventure, Melicau is a place of seeking and questing. Alheria is wonder and adventure; Melicau is muted wonder, adventure with a suppressor on the barrel.
Unlike the people of Alheria, the ones on Melicau aren't so tightly bound with the fate of wonder, and the cumbersome dictates of its sister world. As a result, Melicau's golden age is never a certainty, and its life is more bound to the balancing rules of the game hierarchy.
Melicau is a world stuck in the past. Although a lucky traveler may encounter magitech inventions, like a manafluid-powered spaceship, it is primarily a world of knights, dragons, heraldries, and castles. It operates on simpler, more quantifiable rules than Alheria. It's a static world that resists change, but a sufficiently mighty and powerful being may be able to change that.
One of the most interesting aspects of Melicau is that it is largely centralized and convenient: unlike on Alheria, every country speaks the same language. Even if architecture, culture, landspace, and cuisine differ, there are certain commonalities between all of Melicau's nations. For example, every city and town has its own team of adventurers, who are often looked at in the same light as professional sports teams and compete in various tournaments or challenges, whilst simultaneously doing actual adventuring work. Migratory teams exist as well, but are more uncommon.
[ ] The Nexus - The extraplanar super-dimension called the Nexus is essentially a sector of trans-universal space, with portals connecting the different planets, and was once completely ruled by a magnificent Crimson Empire. It is divided into the Inner Nexus and the Outer Nexus.
The Inner Nexus is an extremely advanced beacon and anchoring facility maintained by a species of autonomous droid servants, powered with a singularity core, and it is almost idyllic. Nobody in the Inner Nexus needs to pay for things such as food, living, or entertainment. Only the most luxurious items: arcships, luxury housing, or unique services are traded in, and these exchanges are usually made through Astral Coins. Astral Coins are exceptionally easy to spend, as they can be consumed to achieve great things: heal yourself fully over a week, summon a large portal to transport materials, enhance your weapon with magical properties. Each Astral Coin has a functional value in addition to the monetary one.
The Inner Nexus has other wonders: gene-laboratories, cyber-forges, or thaumic reactors that, when fed sufficient Astral Coins, can bring a slovenly wretch into a level of virtual godhood. Curiously, many of the Inner Nexus systems refer to sentient beings as 'aristocracy.'
The Outer Nexus is not quite so idyllic. As opposed to the black marble sigma-bonded halls of the Inner Nexus, the Outer Nexus is an urban high fantasy jungle constructed around it, like a vast metallic tumor imitating its glory. Here live the impoverished who are not allowed access to the Inner Nexus, as the cost of passage is one Astral Coin. The Outer Nexus has its own currency called shins, chits, or shiqs, which are small bits and ends of various materials and currencies from the Otherworlds. Beyond the Outer Nexus is nothing but jungles and deserted wastelands, with the occasional ruined building.
[ ] Bastion of Lost Souls - The Bastion is the fortress of the Monkhood of the Pale Serpent. The servants of Nidhogg, despite being inhuman necromancers, are surprisingly friendly, kind, and tolerant of visitors. So long as you are not rude towards them and do not insult their storied traditions, the Pale Serpents welcome you in their Bastion.
Grandmaster Shinan is particularly interested in travelers and would be interesting to hear the delightful details of your life's story over tea and crumpets.
The Bastion is an island-sized city located on a remote, habitable moon that floats between the dual orbs of Alheria and Melicau. Its durium-forged halls could resist nuclear bombardment without oscillating, and its phased-arcanium dome can protect from the onslaught of the concentrated bombardment of several magic gods. It has done so multiple times in the past.
The Pale Serpents believe in achieving the Great Work. The Great Work is to necromancers as the Philosopher's Stone is to alchemists: not mere lichdom, not even exalted arch lichdom, but something far past that: true, unending immortality in a shell. They believe in the Great Work and desire not only to create it, but to share it with all sentient beings.
Although the Monkhood researches magic and develops necromancy, they are nonetheless a Monkhood, and act with compassionate principles. They often wander down to nearby worlds in order to expel wraiths from their haunts, bottle the souls of the violently dead and fulfill their parting wishes, resurrect those who can be resurrected, and take care of those who need such help.
The Serpents are always on the lookout for new members or agents willing to aid them. Since they do not require food or water, most of their hired servants are akin to laboratory assistants. If you desire to join them, help them, or are merely passing through… welcome to the Bastion.
[ ] The Crimson Expanse - Somewhere in the universe, there is a vast plain of roiling crimson-hued fields. From its barren earth rise scarlet crystal stalagmites reaching out to pierce the red sky. This is the legendary Crimson Expanse, the homeworld of the Crimson Empire, of which there are only ruins.
The Crimson Expanse takes up a full hemisphere of a planet at least thrice the size of Earth. The other half of the planet is occupied by every color of the rainbow, which the Crimson Empire conquered in its time. Now that its hegemony is over, the other colors are starting to expand and flourish once again.
The Crimson Expanse is a desolate wasteland for the most part, but an enterprising traveler may be able to locate a number of interesting artifacts or descendant civilizations. The Akha'thurr who live in the local tribes are the descendants of the Crimson People, and they are a simple humanoid race with yellow-gray eyes, three-fingered hands, and four arms. They are no strangers to travelers, some of whom originate from a massive gate at the northern pole of the world, and others who arrive by ship.
This place has its own dangers, however: the Crimson Empire did not fall to infighting, civil wars, or an archaeo-thaumaturgical ritual. It was due to an outside context problem. Beware the Mirage Demon of the Crimson Expanse. If you encounter the Mirage Demon, your story ends.
Magic
The offers here are the most interesting, ancient, and potent magics available in the Silver Games. Commoners won't have encountered them, relying on lesser, simple thaumaturgies and sorceries, and finding them once you set out to partake in the Games will be difficult. Even if you select none of them, you'll probably have a chance to become some kind of arch-wizard sooner or later nonetheless.
Regardless, pick carefully.
[ ] The Eight Divisions (1 orb) - Although it should be infinite, certain… agents have ensured the world is divided, both in our minds and in the metaphysics that the multiverse is comprised of, as unfortunate or fortunate as that may be.
The Eight Divisions are compressed domains, with each domain owned to a corresponding color. A Magus of the Colors is not a mediocre magus, but an inspired painter of worlds. Let each color be the divine guidance you need to repaint the universe into a kinder one.
After purchasing the Eight Divisions, pick a single color to gain arch-mastery level proficiency in, alongside up to ten expressions (spells) of that color. As an arch-master Magus of the Colors, you can make additional expressions for the chosen color near-effortlessly with only a day's worth of meditation.
Learning to use additional colors won't be as easy, however: it will be the work of numerous years to learn one, and numerous decades if not centuries to gain arch-mastery over it. Arch-mastery of a color grants it the potential to slightly crossover with other colors, even ones the user doesn't know.
The average expression holds decent power and flexibility. As an example for Violet, a starting expression for arch-mastery would be the ability to stop time for ten seconds once a minute, lock oneself in a time loop that spans a three-second period and repeats four times before terminating and letting you choose your favorite outcome, shooting a chrono-energy blast that ages things fifteen years per shot, or opening a large wormhole that leads to another country.
Unfortunately, the Eight Divisions are highly limited. Even if an expression is trained to its uppermost limit, without an outside influence, these spells will never extend past a certain scale; offense will never be beyond the power of what a nuclear weapon might achieve, for example. The Lord of Seasons wants to make the world a better place, but at the same time, he hypocritically fears change.
The colors and their domains are listed below.
*Green: Life. Manifests as biokinesis, animal control, biological mutation, accelerated evolution, etc.
*Blue: Information. Manifests as clairvoyance, precognition, artifice, super-intelligence, etc.
*Violet: Spacetime. Manifests as temporal manipulation, spatial translocation, universe-hopping, plane creation, etc.
*Red: Energy. Manifests as energy manipulation, telekinesis, photokinesis, thaumakinesis, etc.
*Orange: Matter. Manifests as geokinesis, building manifestation, material sublimation, phasing, etc.
*Yellow: Abstract. Manifests as love inducement, justice manipulation, divine fire generation, creating warm ice, etc.
*White: Meta-power. Manifests as granting abilities, reducing abilities, shuffling abilities, improving them, etc.
*Black: Nullification. Manifests as kinetic negation, telepathic chaff, weakness inducement, anti-magic, etc.
[ ] The System (1 orb) - Although it used to be abundant to the point where oxygen was rare in comparison, there are not many users of the System left. As a matter of fact, granting the System requires administrative privileges over it, and there was not a single being who had them after the Big Bang went off, and as a result, there never will be any more. You will be one of the few left, should you choose to pick it up.
The System is a platform of data, order, quantification, and ascension. It acts as an internal ontological networking device that is used to simulate a higher, more complete form of essentialism; not too dissimilar to archaic soul magic, but far more eloquent and grandiose. It has many other functions beside that, however.
For starters, the System allows its user to review their own physical, mental, and spiritual parameters freely and outlines potential growth function opportunities within the user's close vicinity. The System draws on the experience (wisdom and substrate) of these events and massively streamlines, optimizes, and compartmentalizes it based on the user's need and preference. In the case of modern humans, this can be understood in an analogy of the System giving quests or tasks and then assigning attribute points, ability points, or perks based on the user's performance; this analogy isn't wholly correct, but it's close enough.
The System has several minor sub-functions that are likewise useful. It lets the user store a limited number of physical - and with enough expansion - mental, spiritual, conceptual, or metaphysical objects within a concept-space. It lets the user trade items, services, or information remotely with other users of the System in the networking range. It can also be used in order to analyze the environments, objects, and creatures the user encounters with stark reliability.
The System should never be underestimated. It is meditation, ascension, and power in a formatted body, and turns progression into expression. It's what allowed humankind to win the first Games. There exist systems more powerful, more exponential, and more synergistic, but only the System is truly reliable. At the same time, it lacks the comprehensive oomph that many other options have: theoretically limitless, but sluggish in practice.
The System can materialize under different forms to match the user. The most common expression - as it is the most efficient - is a game HUD, but it can be anything. For a being that has less human psychology, it could be fully abstract and subconscious, integrating seamlessly with their being.
[ ] Hundred Mirror Shattered (1 orb) - It's often said those who take a chance to see their own reflection in the mirrors of the Bannerlord never come out the same. Their own reflection of themselves shatters and leaves them changed. But is a shattering so tragic, if it was through one such shattering that our very universe came about?
Become Shattered. This dramatically alters your personality in some way, usually positively, such as making you more determined, more attentive, or more friendly. This also confers an impressive quickness of wit and slight propensity for whimsical and eccentric behavior, as well as a deep-seated subconscious desire to experience life to the fullest. Most people who get to know you will consider you strange if not outright insane; eldritch beings have the wisdom to know you're actually the only normal person alive.
Obtain a Splintered Reflection. Entering this form is onerous and maddening, intensifying the alterations to your psyche a hundredfold. The more you do it, the more natural it becomes, and the more those alterations carry over back to your mundane self. The Splintered Reflection is a version of you that's slightly better in every way: slightly faster, slightly smarter, slightly stronger, more charismatic, etc. In addition, the Splintered Reflection has a single unique ability called a Refraction. Pick one from those below:
Hundred Elementalist - Gain access to initiate-level elementalism of the following elements: acid, base, blood, bone, chitin, clay, earth, electricity, fire, flesh, glass, gold, ice, iron, lava, light, magnetism, mist, rust, salt, sand, shadow, smoke, steam, stone, water, and wood. You can only focus on a single element at the same time, and while manipulating them is easy, creating them from nothing is tiring and diminishes your physical self. Can eventually learn to use them outside of the bounds of the Refraction, and even improve upon them and learn additional elements.
Hundred Dangers - Gain access to an active simulation of the world in one's vicinity which tracks and assesses potential danger sources then counters them autonomously using telekinesis to interpose matter between the user and the danger. This snapshot of the universe used for this simulation is limited and unable to detect sources of danger that are too far or come from sources too far beyond the user's power level.
Hundred Seeds - Within your reflection dreams a cauldron of blue essence that constantly helps refine the fluid that makes up your being. The rate at which you learn new things or train your body spikes impressively. Instead of becoming an expert martial artist in twenty years, become one in five years of using this Refraction on a daily basis.
With sufficient time and effort, it's possible to Shatter oneself even further, refining and improving the effects of Shattering as well as gaining new Splintered Reflections.
[ ] Rufescent Magic (2 orbs) - Once upon a time, there was an Empire that expanded across the stars and covered them in blood, before transubstantiating that spilled blood into an age of glory that all could revel in. This magic was abandoned once their hegemony was achieved, but now it returns into your waiting hands.
Rufescent Magic is the quintessential spirit of a warrior. Become quick-witted and supernaturally durable and strong, capable of personally slaying armed, peak-human knights in articulated plate with your bare fists. The rate of learning martial skills is tripled for you, including tactics and stratagems.
In addition, become capable of three particular Disciplines:
The First Discipline is the Forge Encarmine. Any blood that falls on you is absorbed and then poured into an internal Spirit Forge. You must then eat an appropriate quantity of raw iron that will also enter the Spirit Forge and bond with the blood to create a mystical compound called Carmine Steel, which you may then withdraw, deposit, or shape as you please. Carmine Steel is a metal imbued with the very essence of augmentation and blood power: made into a sword it cleaves brutally through flesh and bone, made into an armor it conceptually reinforces and augments the wearer, and more.
The Second Discipline is the Blood-Breath. The Blood-Breath is an ability similar to a dragon's breath, but instead of expelling an element, the user releases a torrent of blood-red energy that embodies pure destruction and harm. The strength, cooldown, range, control, and other parameters scale with number and power of foes slain. Against the breath of someone who killed entire armies of angelic warriors, not even the god-created barriers of Heaven will prevail.
The Third Discipline is the War Recruitment. First, the Rufescent Mage sacrifices a sentient being at least on par with a human in physical and psychological qualities in a minute-long ritual and then declares war on a certain person, nation, or concept. The slain being's soul rises as a crimson wraith, armed with a spear, sword, or bow and arrow of Carmine Steel. These wraiths are supernaturally ferocious and disciplined soldiers, highly intelligent and nearly as strong in battle as a baseline, initiate Rufescent Mage. They are going to assault the person, nation, or concept the user declared war on when using this Discipline. If the user is planning to form multiple wraiths that fight the same thing, a created wraith is going to follow the user and aid them in this task: wraiths prefer to fight together when possible. The power of the wraiths scales with experience.
[ ] Sphere Magic (2 orbs) - Become a spellcaster of Sphere Magic. The first thing that happens is the opening of your final dantian, permitting you to look upon the Tellurian with a new-formed Third Eye.
Within the Tellurian are hundreds, perhaps thousands of individual Spheres, floating as colored plasmatic stars in various patterns, both geometric and random. Each Sphere represents a minor, disjointed and (usually) abstract concept such as justice, hearing, music, revelry, etc.
Sphere Magic has two applications: Connection and Emulation. Although Connection is the end goal of any Sphere Mage, Emulation is far more immediately useful.
Emulation allows the user to track a Sphere's progress across the Tellurian and then emulate an infinitesimal spark of its glory. Emulating the Sphere of Love, for example, would allow the user of Sphere Magic to make people fall in love with each other, destabilize marriages, or shoot coherent beams of pure love that are either empowered by love to destroy, or infuse beings with love to spread it. The emulation of this Sphere would, however, make the user more likely to fall in love. The Emulation of the Sphere is imperfect; sufficiently mighty beings may be outright immune to being forced to fall in love, and the supernatural part of this effect is going to wear off even for mundane people eventually, although the second-order effects might not.
Emulation's powers also wane and wax with the proximity of a given Sphere to the physical world. This can make this power somewhat unreliable without preparation time.
Connection is far more scientific and mathematical in nature, and requires a keen intellect and some measure of talent to approach correctly. Even a highly talented user would require hundreds of hours worth of observation and meditation of the Spheres' movements, and then hundreds more on research and calculation. It often necessitates the creation of blueprints prior to any given casting. Once the Sphere Mage has researched a correct approximation of when a given Sphere will be closest to the Tellurian's edges, he must wait until that moment (often weeks at least,) and then enact a complicated magical ritual with a number of occult ingredients and reagents.
Once the ritual is completed, the Sphere Mage's Third Eye opens wide and uses the ritual as a catalyst to drink from the pure stratified energies of the given Sphere. A disk-shaped mark of the Sphere blazes upon her brow like a coruscant diadem, enabling those who look to recognize the user as a wielder of the Sphere in question: this effect is easy to conceal to physical senses, but difficult to conceal to mystical ones.
The user gains a far more poignant version of the emulated powers a given Sphere would confer, at least on the level of a deity. Following the earlier analogy, the user would be able to play matchmaker with superhuman archmages, fire blasts of love that end wars entirely, or make the entire world love her. Eventually, however, the fuel charge from the ritual is going to be spent and the user will need to prepare for another connection. This charge is usually spent in less than a week, although a very conservative user may be able to retain it for as long as a year.
It's theoretically possible to form several connections, or stack one atop another, but this would require extreme intellect, calculations, and talent, as well as some degree of luck.
[ ] Reine Magd (2 orbs) - The Lotus Maiden is known for training countless knights of mythological power on many worlds. You become a steadfast champion of Reine Magd.
At will, you're able to assume the mantle of one of the Lotus Maiden's Knight-Champions, and embody their living glory. The ones who came before you were mighty indeed. This imbues you with a fraction of their power, but also a fraction of their responsibilities. Assuming a mantle shouldn't be done nilly-willy: once assumed, the user must bear the mantle's full weight until they have done a sufficiently fitting deed matching the duty of the Knight-Champion said mantle belongs to. You can assume several mantles at once.
One day, perhaps, you too shall become a Knight-Champion of your own. And on that day, perhaps, you shall join them in their Star-Made Hall.
Arturion, the Prowess Champion - Double all martial skills and physical statistics, gain an inspiring aura of charismatic royalty that cows or amazes most people. Must defend the weak from the strong, and quest on the behalf of those who cannot.
Bem, the Flower Champion - Grow a pair of gossamer wings that enable relatively fast, maneuverable flight. All ranged attacks, no matter their nature, gain a homing trait and far greater stopping power. Must ensure the natural order is intact in all situations.
Heltkaiser, the Ascending Champion - Manipulation and creation of hellfire, in sufficient quantities to sunder small armies. Immunity to demonic possession, curses, and unholy powers. Must play the devil's advocate and redeem opponents whenever possible.
Eusebio, the Peasant Champion - A supernatural crafting ability, can make artifacts with modest effort. Must help those of lower stations achieve their dreams if they ask, no matter how lofty or strange; unless those dreams are immoral. You're the fairy godmother.
Pyldret, the Dragon Champion - Gain a dragon's breath of any element the user desires, a pair of draconic wings, and supernaturally resilient skin. Must battle the seven deadly sins wherever they are encountered.
Aergundias, the Magic Champion - Gain an incredible aptitude and skill in a dozen, common magical arts, primarily those of evocation, conjuration, and illusion. Must ensure that knowledge is preserved and properly safeguarded, must battle evil mages.
[ ] Fire of the Divine (3 orbs) - Unlock a Divine Spark. The Divine Spark takes some time to gestate accordingly with your own self once embedded; most often a fortnight, but possibly as long as a month. Once this process is completed, you are considered to be physically and spiritually a far descendant of the Iron Bloodline, the original workers of the Celestial Orrery, among the first exalted gods in the multiverse.
To begin with, your body changes to suit an idealized version of yourself: all blemishes, flaws, inadequacies, imperfections, crippling wounds, or scars are purged unless you consider them to be a vital part of your being. The transformation as a demigod of the Iron Bloodline leaves your physique supernal: lift boulders or castle gates, smash through brick, run faster than a speeding arrow with reactions to match, possess keen eyesight sharper than an eagle, the nose of a bloodhound, and the acute hearing of a zen master. Physicality is not the only part of you that improves: mental power grows, letting you solve math equations you once thought unconquerable with ease, or fire six arrows from a bow simultaneously while hitting all targets exactly where intended.
Your natural healing is accelerated twentyfold and can eventually recover even from amputation, and you become far tougher and more resistant to pain and injury overall; being impaled through the heart is more of a modest inconvenience than a debilitating fatality. Your flesh is as hard as iron, and your skeleton becomes slightly more flexible to avoid fractures.
In addition, during the gestation, the Divine Spark will draw on information from your spirit and mind in order to forge a single portfolio that suits your personality and nature. This portfolio can be anything from "archery" to "computers," to "acting boldly and recklessly," and it will supernaturally enhance any actions taken that are resonant with the portfolio many times over.
Being the God of Computers, you'd be able to make a basic calculator with scrap materials on an abandoned jungle world and enhance its functions with your mere presence to the level of a super-computer, while being the God of Blades would let you make yours sharp enough to cleave through love, spirit and space, and dull the opponent's to the point where it works more as a club.
This power does not grow naturally. Gods are static beings, and those of the Iron Bloodline particularly so.
One last benefit is that if you ever manage to find the Celestial Orrery, its autonomous systems will recognize you as the rightful heir to its function. The Celestial Orrery is an enormous astrological device capable of performing foundation-shattering calculations: enter a query into its star-abacus and it shall answer no matter what manner of question it is and how impossible finding an answer will be. However, the more complex the question, the longer the Celestial Orrery will have to recharge and calibrate afterwards. In some cases, it has taken tens of thousands of years to return to functionality: time dilation is only slightly effective at removing this side effect.
[ ] Suzerain of a Thousand Orisons (3 orbs) - The immortal menace known as the Archstar of a Thousand Orisons has been vanquished by the combined forces of Ellis, Drui, Cyrus, Veth, Bem, Kit, and countless other heroes. But even when the Archstar was eliminated, a naked sliver of that terrifying, universe-transforming power he used to wield stayed behind.
Becoming the Suzerain encodes a certain understanding of the universe within the wielder. He understands the nature of the Games slightly more, and begins to comprehend the original form of the universe. The Suzerain manipulates the Aspects of Reality with the same adroitness a writer makes a poem.
In order to do so, however, the Suzerain must first study and understand the Akashic Calyx: a record of universal, cosmic truth. Progression in the Akashic Calyx demands enlightenment, sacrifice, and meditation, but also a kind of life wisdom that cannot be obtained by sitting on a rock for thousands of years.
Select up to four Aspects to start with. As you progress, you can choose to either unlock new Aspects or improve ones you have. They start off as better than street level and can gain army-shattering power with four steps of Calyx Progression. Aspects are listed below.
Anima: Enforces the migration of souls to the afterworld. Allows users to sense souls, burn at them with soul fire, steal them, drain them and otherwise interact with them.
Light: Enforces the universal speed limit. Allows users to manipulate light, including bending it, stopping it, collecting it, shifting its frequency and more.
Space: Enforces the barriers between dimensions. Allows users to manipulate space. Bending, expansion, shrinking, shearing, twisting and more. Teleportation and wormholes come under this.
Time: Enforces the flow of time. Allows users to slow, speed up and even stop time. Allows them to speed up their personal timelines.
Gravity: Enforces the law of gravity. Allows users to create gravitational anomalies, from gravity wells to zones where gravity is just in a different direction.
Form: Enforces the structure of the universe. Allows the user to manipulate their own body without regard for mass or composition, and do the same to objects.
Fate: Enforces the path to the future. Allows the user to see possible futures from the current set of parameters. Dedicated users can alter the fate of current beings, essentially copy pasting a different future over the current one.
Existence: Ensures the existence of the universe. Allows the user to tie the effects of other Aspects to objects and otherwise mess with the very essence of their existence. Dedicated users can simply dismiss people from existence.
Life: Encourages life's creation. Allows the user to manipulate biology, create life, or improve upon it in some way, grant sentience or vitalism, and more.
Knowledge: Ensures that there are things to be known. Allows the user access to the knowledge of others and of archives of various types (books, computers, pictures, etc.) Dedicated users can learn entire histories from a single pebble.
Death: Ensures that all souls enter the afterworld. Allows the user to temporarily summon the souls of the dead and command them. The extinguishing of life is easily within their abilities.
Matter: Encourages matter's formation from energy. Allows the user to reshape matter at will, crafting great works from dust. Dedicated users can alter the composition of materials to anything that they can imagine.
[ ] Blue Entropy (4 orbs) - "Breathe in, then release."
There are hundreds of magic systems, and there are millions of methods for hurting trespassers. But I assure you none of them are quite as powerful as the Vaal Mithea. It is a power that defies stasis and dynamism. It is beyond the call of even the dark beings who gave birth to the world.
Vaal Mithea, also known as Blue Entropy, is the most destructive power in the universe. It is the very definition of unstoppable. Even modest quantities of Vaal Mithea can turn the tide of cosmic battles: it was among the deadliest known forces during the first Games in Silver.
A single thin ray-beam of pure blue entropy will pierce through a defending knight's shield, penetrate through his chest and heart, go out his back, penetrate and kill the six men behind him, effortlessly rip through the magical barrier erected by a wizard and kill him, then continue flying out of the planet's atmosphere and into deep space, where it will go right through celestial god-barriers and pierce the "invulnerable" flesh of the King of the Iron Bloodline, then keep going until eventually it reaches the edge of the universe and keeps going through. It will keep going and going until finally it moves outside of reality, after which it keeps going and reaches some place unknown to man nor darkling.
Worth mentioning is that by default, manifestations of Vaal Mithea have a large degree of homing capability, moving towards or avoiding targets as the user wishes - it's possible to kill a person and order the beam to slip into another dimension before moving forward so it doesn't destroy anything else, for example. The velocity at which blue entropy moves is adjustable, but usually it's not slower than the speed of light. It can be made into a solid, gaseous, or liquid substance at the user's call.
It's also possible to manifest other effects: blasts, orbs, balls, or shields of Vaal Mithea. It wouldn't be prudent to toss them without considering twice.
You are now a beginner-level user of Vaal Mithea. Even this power is enough to dominate worlds and kill gods, if you are smart enough about it: great arch-wizards and sorcerer-kings have performed life-long rituals to receive one-time access to lesser manifestations of this power. Be careful with it.
[ ] The Diamond Perfection (4 orbs) - The Knower of Names is a whimsical demon. He might not be the Six-Hearted Revolver, or the Despiser, or the First and Foremost, but the Knower of Names is whimsical nonetheless, because he understands one basic fact: a demon isn't perfect, but rather, a demon is defined by his flaws.
You become the opposite of a demon. The power of Diamond Perfection suffuses you and inexorably cycles your spirit to the same frequency as the Source of Creation. The most blatant and noticeable effect is that you can achieve what the Diamondfly couldn't: a glimpse of perfection. Actions undertaken by the user are within one percentile error margin of being 'perfect,' no matter how difficult they are: this is an ability that isn't, but borders, nigh-omnicompetence.
When the user of the Diamond Perfection sets his mind on a certain goal, the universe bends over backwards to deliver them to that goal: this is equal parts fate imposition and retroactive alteration.
Both of these effects are cumulative and incredibly useful when it comes to acquiring power and learning more. It should be theoretically possible for the user of Diamond Perfection to eventually gain true omnipotence.
However, although the user may be perfect, they should be careful. The Diamondfly is said to have been perfect as well, and yet, it no longer exists.
Benefits
Orbs can also be used to improve or create opportunities for yourself.
[ ] Immaculate (1 orb) - Become someone better. Expending an orb on this option is going to reconstruct your mind and body, breaking it apart like clay only to remold it again. All physical defects and health problems are addressed, and you are holistically peak-human in every respect. Grants a low form of celestial fate, ensuring you will be slightly luckier and more talented in whatever you attempt.
[ ] Vampirism (1 orb) - Become an Originator Vampire. As a result of this status, you obtain several useful powers: the ability to shapeshift, fly at high speeds, hypnotize mortal beings, and you gain a level of superhuman resilience and speed. In exchange for this, you must feed on blood and vital essence; sufficient experience with this power lets you become a psychic vampire and feed on emotions and memories instead. Exposure to sunlight weakens you.
In addition, as the Originator Vampire, you are able to sire lesser vampires. Your second-generation offspring develop weaker versions of your abilities, as well as up to three unique abilities of their own. Their vampiric weaknesses are more potent. They have the ability to pass the curse on even further.
Vampires are inherently connected; killing the "father vampire" will kill all of his descendants. If you are ever slain, all vampires you ever produced will die as well, giving them incentive to protect you, even if the transformation was unwilling. This is a well-known phenomenon.
[ ] Drui's Blessing (1 orb) - The Goddess of Bards is free-spirited, wild, and often likes to copulate with random people. As a result of her blessing, you gain an aura of vivacious cheer that tends to demolish conflicts and build lifelong friendships in their stead. You gain appreciation and talent in various artistic pursuits, including storytelling, poetry, music, painting, and writing. This can be synergistic with many systems of magic: the Eight Divisions are notably augmented.
On top of that, the Goddess Drui herself will come down from her errands to help you once, upon being requested. She is mighty enough to perhaps distract someone on the level of Turenval for a short period of time. This doesn't prevent her from coming to help on her own if she feels like it.
[ ] Satan Shrugged (1 orb) - You become a conceptual "Adversary" to some kind of established system or group. This adversarial status compels you to seek the ending of the system or group in question and empowers you for acting in accordance with that urge. This empowerment is usually physical, but can also be in the form of new powers that suit whatever manner of 'problem of the week' issue you threw at the thing you're opposing.
This slightly lowers your ability to care about other things, unless you first completely destroy the system or group in question. One could say that you shrug at everything else.
[ ] The Crimson Riot (1 orb) - The Crimson Riot is far enough from being the most powerful magic sword in existence, but it has an incredibly loaded history of wielders and is close to the creator's heart. That alone makes it worth taking.
The Crimson Riot is a mastercrafted relic longsword, with a blade of polished ruby, meant to be wielded alongside its sister blade, Blue Rose. You might find it one day, as the swords are drawn to one another. If the user of Blue Rose is compatible, you are certain to become friends in time, and if not, then you are doomed to fight for ownership.
Even standing alone, the Crimson Riot is potent indeed. It cuts through boulders like scissors through paper. With a minor channeling of will, the user can unleash the Crimson Rebellion, in which they swing the longsword and fire out a pillar of crimson-streaked energy that annihilates whatever it hits. With a major channeling of will, the user can activate Crimson Revolution in which their strength, power, armor-piercing, and damage potential are quadrupled for a short period.
[ ] The Lucky Devil (1 orb) - Once upon a time, in a land far, far away, Seven Clever Devils walked the earth.
The First Devil carried a mouse in his pocket that squeaked many interesting things into his ear, the Second Devil always smiled and laughed at everything, the Third Devil stood at the end of an arrow's flight, the Fourth Devil had his beloved hound on a leash, the Fifth Devil wore five silver rings from his five sisters, and the Sixth Devil enjoyed crafting paintings that spoke to the heart.
And they lived happily ever after.
As a result of this blessing, you become a mythological spirit of minor power. As a half-spiritual being, you're far more resistant to common injury and weapons, but recovering from those supernatural attacks that manage to target you effectively is made far more difficult. On top of that, you become significantly luckier in all ways, and gain a mote of deceptive talent that matches that of the greatest actors and spies.
In addition, you can emulate each of the Seven Devils to some degree at will. How you do this is entirely up to you - stories are meant to be open-ended after all - but do not expect to receive earth-shattering might. This power is highly conceptual in nature but unlikely to grow on its own.
[ ] Golden Largesse (2 orbs) - You receive a silver chalice made from the heart of a star. Within it flows a proto-divine liquid: a fluid substance remarkably similar to pure unmolten gold. The surface of this gold eternally burns with a bright, azure flame that does not emit more heat than a pleasant warmth. The chalice cannot be spilled no matter how hard one tries, as its contents simply refuse to leave unless it is to enter the throat of a drinker.
After being drank, the golden liquid imbues the drinker with the very essence of life. The drinker becomes immortal: capable of resurrecting from even a mote of atomic dust with all their memories intact in only a couple of seconds. They are immune to even divine toxins and venoms. Their mind is protected by an indomitable psychic shield that dulls the valence of torture and suffering to ensure they cannot be driven mad even through bindings that keep them burning within the heart of a sun.
This immortality, however, wears off as time passes. If the user is consistently annihilated each second for around two decades, the protection will start to wear off and it will lose half of its potence. After another decade, it will lose its hold entirely and the user will be mortal once more. If the user is hurt any less than that, it does not wear off.
Once drunk, the chalice needs a hundred years to regenerate its munificent liquid.
This is not true immortality. A sufficiently almighty or intelligent being can still destroy the user permanently, and the chalice may be stolen from them if left unprotected, as it had been stolen from its original owners.
[ ] Arcadia's Heart (2 orbs) - The hostess of the Games in Silver, Arcadia, will ensure that you have a jolly good time while playing: that's our company motto. This is a comprehensive and streamlined fate alteration that cannot be surmounted by the usual meat-and-potatoes anti-fate or anti-magic means.
Make no mistake, Arcadia's Heart does not ensure you survive: that would be against the first rule of the Games. It does increase your survivability, however, by directly leading you into auspicious, interesting, and heroic tracks of events. It essentially turns your life into a fantasy story: the protagonist may die in the end, but he would have lived the life of a protagonist.
Arcadia's Heart also boosts progress in learning natural disciplines and magics of all kinds, in order to give you a slight edge in the Games. This boost is small, but cumulative with anything else you might've picked.
This grants some ontological resistance to splintering effects.
[ ] Word of God (2 orbs) - In exchange for two orbs, you are permitted to ask four questions of the creator of the Games in Silver. These questions renew every hour, allowing you to learn new facts on a universal, cosmic, and rarely sub-national relevance. Knowing Tyrmillion's weakness would be one hell of a bargaining chip.
[ ] The Intimation of the Pompadour (3 orbs) - The Games in Silver are rich in histories and heroic legends. One such legend tells of a brave man with a crimson pompadour who could send men running with a smile, for it was the smile of true heroism. This man died and sacrificed himself for his friends, but he died with a smile on his lips.
And now, his legacy continues to live on in you, because though a hero may die, heroism never does.
You are directly empowered through heroic deeds, and so long as there is even a single heroic person in the universe - yourself included - you possess effectively infinite willpower and determination. There is no force in the universe that can shatter true heroism.
You possess resistance two orders of magnitude higher when it comes to mind control, personality alteration, fate alteration, and even the creator's fiat: there is no force that sways true heroism, not even reason or logic.
You have the ability to "stunt," performing ridiculous deeds, such as cutting so fast with your sword that your arm blurs below the elbow and concludes in a fencer's stance, only for the pants of your enemies to fall off a second later to reveal heart-patterned underwear. There is nothing more impressive than true heroism at work.
Drawbacks
As tradition demands, you are permitted to bind yourself with certain malignancies in exchange for more power. A maximum of five additional orbs can be earned.
[ ] The Unspoken Rule (+0 orbs, gameplay change) - There is an unspoken rule to the Games in Silver: "If you focus too much on the fact there's a game being played, you'll forget to play it."
Needless to say, it's considered bad sport to gather infinite power for the sake of infinite power. As a result of taking this drawback, you are unable to ever cross a certain limit of strength and potential. Progressing to a universal level is highly unlikely, and your development will probably arrest before then. You become a facet of the static universe.
However, in exchange, the abilities you have already bought are brought to their maximum. For example, in the case of the Eight Divisions, you obtain instantaneous arch-mastery of every domain. This drawback surpasses Diamond Perfection.
[ ] Immersive Mode (+1 orb) - What point is there to playing a game, if you realize there's a game being played? Games are supposed to be distracting.
The moment your decisions are finalized, all memories of everything you've read or heard about the Games in Silver are scrubbed away. There is no effect that can restore them, not even the Diamond Perfection.
[ ] Alice In Wonderland (+1 orb, alternate insertion point) - "Have you ever read Alice in Wonderland?" That was the question the masked individual asked, before spiriting you away to some ineffable adventure. It was the last time you saw Earth.
If you select this, disregard the Insertion Point section. You are instead marked with the Brand of the Masked God and then placed in the Airship Sangreal during the Seventh Incursion on Alheria, also known as the Darkest Hour.
This is a very tumultuous period in time, roughly a century prior to Tyrmillion's Ascension and one of the catalysts for his life decisions, where users of cosmic powers comparable to the most expensive options in the Magic section are decidedly common. Many of them are active threats with the intent of destroying the universe, and some of them are perilously close to winning the Games. The fabric of the universe is decidedly unstable. If you do nothing, the situation will eventually resolve itself, but that doesn't change the fact it's a dangerous time to be alive in.
[ ] Stonesnout's Condemnation (+1 orb) - An angry dwarf is what you need to have a serious problem, but what if that dwarf is also a dragon? That complicates things, does it not? This dragon in particular has decided to levy its mightiest curse upon you.
The bearer of Stonesnout's Condemnation suffers from a particularly high-spirit version of the Thief's Curse and the Dust of Greed; the kind of curses that a pharaoh would place on his tomb. Adventurers commonly deal with both of these, but Stonesnout's Condemnation is incredibly resilient to dispellation, if not outright immune in fact.
The Thief's Curse causes the victim to puke a number of coins equal to their current net worth in valuables, such as currency, gems, or similar objects, every couple of hours. This can be incredibly deadly or unpleasant in many ways, especially if one of the coins gets lodged somewhere, pierces the trachea, or falls back into the digestive tract and doesn't get fully processed. The Dust of Greed, on the other hand, causes a one-in-ten chance that upon touching any kind of even slightly valuable object - even one not meant typically for sale - it will poof into a cloud of white dust.
This effect can be terminated by slaying Stonesnout himself. This would be a quest of epic proportions, as Stonesnout is an Elder Dragon of the Earth, and represents the deadly vice of greed. Even for someone like the God of Trickery, Stonesnout proved far too treacherous to outmaneuver.
[ ] The Drifter's Curse (+1 orb) - Once upon a time, there was a family of heroes. There was a son in the family, its black sheep. He alone was unsaved, and he sought vengeance.
The Drifter awakens in the Void Plane. His cold hand stirs to life and grasps the Blue Rose. Once he finds a path into the material universe, the Drifter will look for his father's other sword (unless you have it,) and then he will set out to kill you, believing you to be the source of his torment and suffering. It is highly unlikely that any argument of logical or emotional weight is going to sway him, but a sword to the heart might do nicely.
He is one of the many atrocities Turenval perpetrated on his enemies as a simple matter of course. It will be a form of mercy to blissfully end his consciousness. Don't feel too bad about it.
[ ] Last Breath of Adonis (+1 orb) - In the myths of Silver and Gold, the wind has often been associated with treachery and atrocity. Whether this is coincidental or true doesn't matter, because it applies to you in much the same way it applied to Adonis, the First Prince of Albion, when he attempted to negotiate for the Guild of Heroes' disbandment.
Every wind elemental in the world is hostile towards you and cannot be negotiated with. Wind-aspected creatures, such as those descended from wind elementals, feel an intense dislike towards you. The wind itself appears to oppose your movements and brings heat or cold whenever it would inconvenience you most. Any learning in wind-based elemental magic is slowed down considerably.
[ ] The Dreaming Forest (+2 orbs) - Once there was Archol, and then Salai Drathe, as there was Void Robe and then was God-King Tyrmillion. So to all forests is the Dreaming Forest.
The Dreaming Forest is a place where ages and places unfurl, spanning the infinites. Enter one of its treadways and you might emerge in a silver forest of crystals in the Elfworld, or move further west and find yourself in Earth's Amazon. The Dreaming Forest is a primordial dream of hunters and predators who slink between worlds, but its pull is irresistible: once you become a predator, the Dreaming Forest can't be left behind easily.
At the center of the Dreaming Forest lies the Fortress of Daa'Nazhd, where the Huntress-Queen Vedara rules over her domain with fire and crossbow, with grin and caprice. She is extolled by visitors for her great beauty: eyes playful and catlike, the color of water reflecting leaves.
Do not be enchanted by the pretty flowers, however, for they are most dangerous of all. The Dreaming Forest seeks you, and Vedara herself has marked you as either prey or mate: perhaps both at the same time. She will never stop hunting, and she is the most supreme predator in existence. Once you are caught, you become a decoration on her walls.
[ ] Anti-Citizen One (+2 orbs, requires Alheria) - You've either done or been accused of doing something particularly vile, and now you're wanted criminal by the Flagland Empire. The most wanted, in fact.
The Flagland Empire is going to assign increasingly more resources to catching you. This might begin with three or four trained kill-teams of martial arcanists with special dispensation to do anything it takes to arrest you dead or alive, but can eventually develop into one of Tyrmillion's own children being sent after you. If it gets to the point where Henrietta and Dominique attack you simultaneously, you might as well surrender. There's no winning it at that point unless you're able to crush stars in your fist.
[ ] A Twisted Experiment (+3 orbs, +4 if on Alheria) - Four is the number of death, so on the fourth year, fourth month, and fourth day counted from your arrival, the Archlich Turenval shall become aware of you. This includes the awareness that you originate from a locality outside of the scope of the Silvered Isle, and Turenval is endlessly curious of such things.
Although your survival may be negotiated and Turenval is willing to humor minor requests, if he catches you and brings you to his Ancient Tower, there will be no more escape. He will experiment and test to his heart's content, and that experimentation may well span eternity unless you are rescued by some outside agent.
Make no mistake about Archlich Turenval. Defeating him is not easy. His soul is bound to no specific phylactery, but a staggering four-hundred forty-four of them: some of them hidden in people's hearts, some of them only existing as particular events or songs, and a handful so well-hidden even he does not know where they are. He is as immune to soul magic as one can make themselves in this verse, cannot be affected by mentalism or petty illusion magic, and wields the destructive potential of an archmage over a thousand years old, who already possessed great talent for the Arcane Arts even as a child.
[ ] The Dark Ones (+5 orbs) - The world used to be infinite in scope. The vista of the multiverse as we understand it represented, collectively, the very idea of eternity and beauty. The War In Heaven was merely the prelude to a greater beginning, but in ages immemorial, there was no such thing as a "beginning." After all, what begins must end - and something that is infinite cannot end by definition.
Those who invented this definition are the Dark Ones. Many would rather choose to wander firmly into the depths of Hell than to cross their field of vision. And you have, through cosmic providence, drawn from them an emotion they have not felt prior: raw curiosity. Beware the Splintering their attention brings, for many would choose even the greatest curses over having the reality they live in tuned into a meaningless void and monument to hubris.
Rolled: 57 Insightful Inklings, 19 Informative Opinions, 2 Inherent Memories
Enhanced Splices: Pacific Breach, Glittering Albion (Defender of Camelot -1 Further Beyond), Wakanda Forever, The First Nations
I was rereading your short stories, @vali, because I realized they were good enough to add individually to my recs list, and I wanted to know why you cut off the last word instead of saying 'scent' or 'smell'.Then the body bent down to smell one of the black chrysanthemums and all his thoughts faded away as he savored the-
I welcome feedback with regards to EotFR and the general desireability of its attainments! Are there any attainments you feel are underpowered, overpowered or not getting a fair shake?
Who? DuckDuckGo isn't helping.
I am deeply confused as to how you imagine this working. I am deeply confused at how high stats work in this system at all, but I'm extra confused about this. Mostly because high stats don't have any real texture to them besides 'beats lower stats', but sort of seem to claim that they're about fundamental qualitative differences like 'intelligence, whatever that means'?*The general populace is roughly human-level to begin with, but may be uplifted with time and effort. Additionally, the civilization wields magic or technology sufficient to place them roughly on par with you in most fields of endeavour, should all its components work harmoniously.
Hm. The Arcanist's wisdom penalty means Plungers can't take anything of hers without committing to idiocy, The Gift, or maybe doing something with the Blade. And her good stuff is all really expensive, too, so Remainers are advised to pick more cost-effective things.I welcome feedback with regards to EotFR and the general desireability of its attainments! Are there any attainments you feel are underpowered, overpowered or not getting a fair shake?
An antagonist in Make a Contract With Me, Rihaku's PMMM quest.
Not an attainment, but poor Myriad is gated behind Falter, itself an unpopular drawback. Why does it exist? Is there a single build that's taken it? What does it feel like to be so unloved?I welcome feedback with regards to EotFR and the general desireability of its attainments! Are there any attainments you feel are underpowered, overpowered or not getting a fair shake?
Oh, him. I only really remember the visuals and lich names from that one.An antagonist in Make a Contract With Me, Rihaku's PMMM quest.