Surprise MYC attack! Again! Surely no one thought this thread was
actually dead, right? Not while I still have more textual epinephrine to inject to keep it's heart beating every few months!
This one had quite a bit of conceptual help from
@Archon during the brainstorming process, and naturally the invincible
@Lealope did the color theory.
You died. It was a while ago now, long enough you don't remember exactly how, other than that it wasn't terribly surprising.
You remember your first moments after death much more clearly. Time is strange. The world sort of shrank away from you, like you were floating up into the sky, except the sky was getting further away too. It all shrank down to a point in front of you. You don't know if it's actually gone, or is just invisibly small to you now, but you've been cut off from it regardless.
Despite yourself, you didn't panic. You didn't really feel much of anything, physically or emotionally. Part of you thought that just made sense, being dead and all. It wasn't exactly Heaven, but it beat reincarnating or being obliterated, to say nothing of worse alternatives.
So you just chilled. You didn't exactly do a lot thinking, but you were still processing stuff, coming to terms with your life. Right when you were starting to feel like you didn't have anything left to process, you felt something new and unfamiliar.
Then, with nary so much as a jerking sensation or stomach drop, you are
somewhere, rather than nowhere. It feels a bit like a cross between the bridge of the Enterprise and a factory control room, empty of any people, but whenever you try to look more closely at anything, you just keep finding more and more finer and finer detail, like some kind of fractal zoom. It makes your head hurt, so instead you focus on the currently dark screen ahead of you.
In the next instant the screen activates, a beautiful face appearing on it and beginning to speak, an equally beautiful voice emanating from all around you. Despite their beauty, the face's eyes seem unfocused and the voice robotically consistent in its pacing. If you attempt to interrupt, the voice will pause, but it doesn't respond to any comments or questions you might make, simply returning to what it was saying before your interruption.
"Welcome Hero, to the world of Sceptiron. The direst of exigencies has once again arisen, and our world's great leaders have summoned you to aid them in overcoming its challenges. Worry not if you find yourself unprepared, you will be granted the power and resources you need. The sacrifices made by your summoner have been rendered into pure uranydra, the heavenly lubrication necessary to implement your heroic metamorphosis. Instead, what guided your summoning was something deeper, a rare and valuable element which lies at the basest level of your ontological foundation, something fostered but left quiescent by your homeworld and which the summoning will properly awaken. It might be either one of:"
Pick one Desideratum
[ ] Palimpsest - "Which when awakened provides
genius-level holistic cognitive enhancement and a
metaphysical pluripotency, the latter allowing you to initiate into nearly all local magic systems given the opportunity, even ones normally limited by bloodline, birth location, or other circumstantial prerequisites, while the former virtually guarantees you'll excel with in whatever intellectual endeavors you engage in, including any arcane research and development which finds your interest;"
"or alternatively"
[ ] Pure Pearl - "Which when awakened provides
a blessing of good fortune and great destiny and an
incorruptible purity, the latter perfectly shielding you from the most insidious forms of death-dealing or domination which you might encounter at the hands of your summoner's foes, whether magical or mundane, while the former will ensure that neither machination nor misadventure will interrupt your projects and pursuits, untrammeled by risk and presented with a surfeit of opportunity as you will be."
"Either way, it will become unmistakable which you possess once the summoning is complete, but until then your own intuition will be the best estimate."
The face's eyes seem to become clearer and more focused, its expression changing from placid to something between distressed and annoyed, and the voice's tone and prosody more organic as it continues to speak.
"Unfortunately, there's been an irregularity in the conditions of your summoning, due to the interference of outside powers, originating from another paracosmic locality, identifiable as the Black City despite some discrepancies between its current appearance and what the records indicate, resulting in an excess of conversion of ambient astricone into key-shards. Normally this would be handled by the Wardens or Architects, but in their absence, there is little to be done other than to warn you of its consequences. The most pressing is that it's allowed
three distinct summoning rituals to be completed, nearly simultaneously, but some others include—"
Pick at least one Interference
[ ] The Stirred Pot -
Uncontrolled chaos. "—key-shards that weren't successfully assembled into a Skeleton Key remain present on Sceptiron, scattered across the world and weighing on its of web of cause and effect, creating possibilities unpredictably, opening paths that were closed and bringing parts of the world together that were previously alien to one another, increasing the 'temperature' of the world's narrative 'climate' significantly."
[ ] The Director's Cut (+1 drop) -
A meddlesome auteur. "—an elevated being from the Black City has taken a personal interest in the stories of you and the other Heroes who will be summoned, and has broadcast intentions to sculpt those stories to suit a grander narrative of their own design. This direct attention will likely bring you considerable trouble, and may bring you into conflict with the other Heroes more often and more intensely than might be ideal, but they've at least provided an extra drop of pure uranydra to help set you and the other two apart from previous Heroes."
[ ] The Recruitment Drive (+1 drop) -
Petty villains and thrill-seekers. "—a small group of powerful and violent people from the Black City have entered Sceptiron physically and begun to wreak havoc, seeming to seek only two things: entertainment and to acquire new potential members for their band of mercenaries from among this world's 'worthiest' people. As a Hero, you will likely be among those to be judged for worthiness, and thus subject to their sadistic 'tests', which will no doubt be a dangerous and exhausting prospect. Since the group's arrival, those who have passed their tests and joined them have also grown massively more dangerous thanks to the group's aid and access to their exotic resources. Fortunately, their entrance into the world precipitated astral currents that have allowed for the refinement of surplus uranydra, affording you an extra drop to fuel your metamorphosis."
[ ] The River-Damming Stone (+1 drop) -
The world's ending, slowly. "—an individual of singular strength and titanic stature from the Black City has blocked the primary uranydra intake conduit of Sceptiron's underlying ontological infrastructure, the main input into the first stage of the world's uranydra and astricone processing systems, redirecting the flow to fuel their own ascension to a higher state of being. This won't have any immediately disastrous impact, as there are significant reserves of both pure uranydra and astricone in all its most common variations, but as time passes, the lack of new raw elements entering the system will cause the steady break down of various natural processes, starting with the most magically intensive fading away in a matter of years, progressing through the less magical ones after a few decades, and eventually the mundane world beginning to slowly die off after about a century, eventually leaving Sceptiron a barren, lifeless husk.
"That fate is not inevitable however, as information received from Warden-aligned paracosmic agents indicates the intruder is extremely cautious, even cowardly. While genuinely forcing them out of the conduit is not feasibly within reach without gathering further outside assistance, it may be possible for you to scare them off by managing to inflict some small injury. Regardless of how you handle the situation, though, the intruder's push into the primary intake conduit briefly forced more uranydra through the purification matrix, resulting in enough of a surplus to make an extra drop of pure uranydra available for your use."
The face on the screen's expression sharpens and focuses again, now seeming to properly register your presence in specific, tracking you as you move around the bridge-slash-control room you've been pulled into.
"That said, it's time to inform of you of the conditions of your summoner. However, the exceptional nature of the situation makes this more complicated. As previously stated, there have been three summoning rituals completed since the summoning process began, and while all three summonings will eventually be fulfilled, as the first of the three Heroes to arrive, you have a choice unique in the entire history of Sceptiron: to select your own summoner. This occurrence is, in addition to being unprecedented, unknown to the summoners as yet, and so they have not provided any additional information to try and sway your decision, likely expecting to inform you of the details after your arrival. Thus, only the information whose presence is inherent to the ritual's completion can be provided."
Pick one Summoner
[ ] The Chief Thaumaturge -
Provides the Hero's Regalia for free, with a purchasable upgrade. An ancient and holy country, blessed and ordained by the gods in a previous era, its holy men grown corrupt and complacent, its hegemony now under threat by anathema within and without. "Aulus Vindicius Claustario, the director of the department of miraculous works in the Magisterium of the Divine Mandate, summons you at the command of his Pontiff to aid in the defense of the Mandate, from the great coalition of neighboring states and rebellious provinces that have broken free in these godless latter days, from the growing unrest of the lay masses and displeasure of the secular leadership in the territories still under the Magisterium's control, and in his heart, perhaps even from his own Pontiff."
[ ] The Undead Emperor -
Provides the companionship and aid of Berya Mendyetko, an apprentice of the Undead Emperor and terrifyingly talented sorceress, fascinated by the nature of Heroes, and discounts Worldly Powers by 1 drop as long as you do not choose the Worldly Impression sub-option. A new nation, born from the refuse of the world, struggles to survive. "Ekabod Ambaqshi, an ancient lich, grand strategist, and reluctant leader of the coalition to destroy the Mandate, summons you to help prosecute the war, whether as a vanguard or figurehead, and for your counsel in how to rule the throngs of scattered and disorganized undead ex-slaves that have declared him their emperor."
[ ] The Heathen Haruspex -
Provides access to an Earthblood Codicil, which once absorbed will attune you to the primordial essences sealed within the land and the life that springs from it, and discounts Blood Anointment by 1 drop. The lone priestess of an old and dead-slumbering god, just trying to protect the world her god became. "Irxnóm, elder half-dragon and the last living devotee of the Earthblood Wyrm, summons you to aid in her mission to forestall the world's death, whether from the thoughtless wars and waste of its other inhabitants or, perhaps more pressingly, from the otherworldly interference that has arrived from the Black City."
The face on the screen remains focused on you as they finish explaining the summoners whose calls you might answer, a subtle smile creeping onto their lips as they moves on to the next topic.
"Regardless of which summoner you select, all have paid the full price of the summoning, and thus you have access to a full allotment of
three drops of pure uranydra."
As well as any that your choice of interference might have garnered.
The image of several teardrop-shaped beads of black liquid appear on the screen, the face zooming out slightly and moving to the side to make room for them. The background of the image also changes from the black of earlier to a lighter sky blue, making the black drops easier to make out.
"Given that, it may be wise to consider the options on how these drops can be used alongside which summoner to choose, since what might be a mere convenience in one scenario may be a great boon in another."
"There are two potential ways these drops of pure uranydra may be utilized: imbuements, which manifest as direct alterations to your body and soul; and accessories, which manifest external to and independent of your person, and which are generally much more vulnerable to being separated from you than imbuements. Given their relative fixity, the available imbuements will be described first."
[ ] Heroic Stature (1 drop) -
Idealization and beyond. "One of the cheapest and simplest imbuements to apply to a Hero, despite its relative rarity among Sceptiron natives. Its benefits are two fold in nature, one immediate and one ongoing: the immediate is a comprehensive and complete overhaul of your physical form, providing a body as close to your personal ideal as possible within the remit of humanity, including the heightened body-control to fully utilize the improvements; the ongoing is an alteration and expansion of your semiosoma, interweaving its fibers with your new material body, allowing your physical prowess and other augmentations to grow alongside the scope of your story. Your story will especially gain from conflicts with others of similar Stature, and given the soon-coming arrival of two more Heroes, either or both of whom may choose this as well, and who you will likely come into at least occasional conflict with given the summoners at hand, the growth potential here is quite high."
[ ] Induction (1-5 drops) -
Manifold magics. Choose one for each drop spent. "Sceptiron's people practice numerous forms of magic, but the vast majority fall into one of the following five broad categories, all of which spring from a common source, a single particularly robust and versatile component of the world's infrastructure which monitors and manages the production and distribution of spiritual constructs. Each of these five arts taps into this functionality through different means and wields it towards different ends, and each of these options provides both a deep intuition for the selected art and thorough training in its best practices, but even more than that, the fundamental relationship between them ensures that syncretizing multiple forms together will exponentially expand the reach of what your personal magical research can uncover."
-[ ] Augury -
Birds tell and birds toil. "The most straight-forward form of divination available, relying on a combination of dedicated training to work with birds and a peculiar but not incredibly rare innate ability to link their minds to one's own. This allows for the sharing of senses and limited telepathic control over birds so bound, greatly enhancing the complexity of tasks they can be entrusted with. Perhaps more important, it also grants the user access to the bird's own oracular senses, which while individually weak, can be combined with other birds in a flock to great effect, particularly for detecting events on the largest scale, such as the movements of weather systems or the coming and going of natural disasters."
-[ ] Fighting Spirit -
You are a living ritual. Perform it well. "Techniques to alter, intensify, and modulate the natural magical auras and fluctuations generated by and reinforcing your living body. Selecting this provides appropriately heroic talent and a small repertoire of high-quality techniques matching your desired criteria appended to your muscle memory. Common uses are to amplify the power of strikes, to enhance one's mobility, and to strengthen the body and soul's natural defenses, but stranger abilities are possible at a higher level, such as to camouflage oneself against the perception of others, to project ranged blasts of modified aura to widely varying effect, and to carefully channel your aura to empower the results of other magic."
-[ ] Necromancy -
Soul rules body, and magic rules the soul. "A younger art than any other here, invented a mere ten lifetimes ago by the teacher of
the Undead Emperor. Intended to be a tool for shepherding the souls of the departed to the afterlife in the absence of the Warden of Death, its power to compel and contort the souls of the dead, and even the living when wielded with sufficient subtlety or force, has unfortunately led to its terrible and wide-spread abuse, with the souls of the dead cruelly bound to their own rotting corpses, often without even an attempt at embalming, or even worse to crude effigies of wood and clay, and compelled to painfully animate them to serve as slaves. However, there are some ethical uses for this magic, the ability to overcome death at the deceased's own prior request notably among them, if you have the strength of will to resist the temptation that so many other necromancers have fallen to."
-[ ] Patternwork -
Beseech heaven into the weld. "A widespread art, taking the form of imbuing spiritual power into carefully forged and pattern-welded metal, granting it supernatural quality and often some magical extension or expansion of its mundane function. Unlike the myriad forms of Fighting Spirit, this is not because
Patternwork is intuitive, quite the contrary in fact, but rather because of the inherently portable and reliably identifiable nature of its products. An item of patternwrought metal will do what it does no matter who is wielding or wearing it, affording for differences in mundane skill. Patternwrought items diminish with time and use if not well-maintained, but never fail in an explosive or unpredictable manner, and while not necessarily obvious to a complete layman, its function can almost always be identified with a trained eye and perhaps a jeweler's loop, as the patterns in the weld that encode its magic are the very same which form the beautiful shapes on its surface."
-[ ] The Touch -
The hands of a healer. "The most ancient magic among these five, itself an emulation of even more primeval power.
The Touch is an in-born ability to provoke a healing transmutation in subjects possessed of sufficient vitality, the spiritual quality of self-sustenance and self-repair, via skin contact, or more commonly with tools capable of conducting
the Touch, such as one wrought with an appropriate pattern or infused with your own aura. The strength of this ability varies significantly between healers, but even with at its maximum strength, which you will possess should you choose this, its feats will still be limited by the subject's innate healing ability, and thus it is almost always combined with mundane medicine and perhaps other, less common forms of magical healing, using
the Touch to amplify their efficacy."
[ ] Heavenskin (2 drops) -
Subjugate the spirits, seize the sky. "Of course, you can also choose to take up the legacy of the creators of the greater machine which those five arts are merely applications of. This grants you the form of a juvenile Architect, making you kin to the creators of the system which you are now interfacing with, and whose hands built the heaven in whose uppermost vaults you now stand. If taken up, their legacy will paint your skin, hair, and eyes with the same numinous and impossible sky-hue as theirs, the sapphire-clear blue of the open daylit sky, the star-speckled black of night, the roiling greys and flashing lightning of storm-tossed clouds, and more besides, all at once, neither shifting nor muddled but simply the all-encompassing color of the sky. Aside from this aesthetic change, the Architect's legacy also brings a number of practical benefits:
"A naturally void-adapted body, without need for air, water, food, or sleep, immune to the dangers of extremes in heat, pressure, and radiation, and durable enough to make a lightning bolt feel like a static shock, a gigawatt laser like summer sunlight, and a hail of high-caliber bullets like little more than warm rain;
"The ability to briefly conjure silver-gleaming winged armor, covering you like a second skin woven from the inviolable fabric of spacetime itself, for when your baseline durability proves insufficient, and which allows you to fly through the sky or void with incredible speed, with both the conjuration itself and the flight it grants tapping into a pool of stamina which, while initially small, will grow naturally over time and more rapidly with strenuous use;
"And perhaps most importantly, a meta-physiology perfectly formed to master the world, allowing you to naturally see and touch the flows and shapes of magic underpinning Sceptiron or most any other world you might someday visit, and capable of perfectly rejecting deleterious magic while allowing what is beneficial to permeate you to even greater effect, your spirit respiring blessings as easily and automatically as a human respires oxygen, serving as the engine driving your maturation as an Architect.
[ ] Metalmind (2 drops) -
The mind, materialized. "The Architects' legacy isn't the only one which you may elect to receive. The Overmind, the greatest ally and oldest friend of the Architects, designed a seed of its own essence to be offered alongside theirs. Expending the drops to synthesize this seed and plant it within you will prompt a transubstantiation of your body and soul both.
"Your new body will look much the same as it would otherwise, initially at least, the only immediately noticeable change being a subtle prismatic sheen to your hair. Internally however, the changes will be stark. It will be composed of noometal, a unique substance found nowhere else in Sceptiron, which is malleable and reactive to your mind, naturally generating a telekinetic force at the direction of your thoughts which in turn allows your body to move and feel just the same as before despite its new composition, or even to float weightlessly when dedicated entirely to fighting Sceptiron's gravity. That same malleability also allows you to freely reshape your body, taking on any form you have sufficient noometal to construct, heedless of biology and only marginally concerned for mechanical dynamics. Noometal is, however, much denser than human flesh and bone, and your new body will still only have the same mass as it would otherwise, and thus your initial human form will be a hollow shell, mere millimeters thick, though the intuitive application of your force will ensure your body doesn't collapse under its own weight.
"Your soul's evolution is just as stunning, as it becomes able to imbue psychic programs of a sort into your noometal, allowing you to automate the application of its force, following its programming even if you disconnect the programmed noometal from the rest of your body, though the more complex a program is, the more mass will be needed to store it. You can even replicate your entire mind, which occupies 12 kilograms of noometal at a minimum, allowing you to quite effectively multiply yourself, and with your soul spanning every mind you spin off, you needn't ever worry of divergence. Additionally, each mind you possess, including the first, generates a sourceless trickle of additional noometal whenever it's at rest, neither mentally overtaxed nor exerting its full telekinetic force, with a maximum growth rate of approximately 2.74 grams of noometal per day if your mind is completely empty and your force totally relaxed. Your soul can even serve to store your noometal, allowing you to stow it away or redeploy it with a thought, with even stowing noometal from one body and deploying it to another far away being possible. Noometal stowed this way still contributes to your overall force, but is erased of any programming it had, including a mind, and thus also cannot contribute to your accrual of more noometal. Notably, as your stores of noometal and the number of your minds grow, your soul's own capacities will never become overburdened, and instead grow to match, setting you down the long, long path which the Overmind has trod before you."
[ ] Blood Anointment (4 drops) -
The sanction, status, and shape due to a scion of the Wyrm. "There is an even older legacy than either the Architects' or the Overmind's, in the last imbuement prepared for Heroes such as yourself. Deep beneath the earth, a dragon sleeps within the heart of the world, and with this, you may be christened with its primordial blood, bringing with it three main benefits:
"Access to the magical properties present in everything which grows up from the earth, from the humblest patch of moss to the grandest mountain, gained from the dragon's dreams emanating from deep beneath, which are normally sealed by the weight of heaven for all but those anointed with the earth's blood, or who have touched the blood through some lesser means such as the Earthblood Codicils once used by the ancient haruspices to induct new members into their order, which in turn transforms them into the basis for a mighty and versatile alchemy, as well as massively expanding the remit of any other magics which utilize them as a medium;
"A verdant aura of draconic majesty, making it impossibly clear to all that you are kin to the Wyrm, of one blood with the world itself, and thus worthy of reverence and submission. Outsiders to Sceptiron will be minimally affected, including the other Heroes, but native humans or other sophonts will be powerfully inclined to at least deeply respect you, whether as friend or foe, requiring a display of truly incredible willpower from them to do more than either follow or flee from you in the face of your aura when flared to its fullest extent, while lesser lifeforms can only bend to your will without resistance, with plants and even the earth and stone itself shifting and changing to accommodate you, and though the heavens and the magic which descends from them are not strictly bound by your aura, you can still consider yourself to have a general resistance to that magic thanks certain protocols that will soften the blow whenever they're used against you;
"And finally, a bodily tie to the slumbering Wyrm themself, providing enormously enhanced strength, agility, endurance, and perception, a body enough to make you an apex predator among any of Sceptiron's magically augmented ecosystems on its own, even without considering your aura or the power offered by earthblood alchemy, and what's more, you can rouse even greater power from the slumbering blood, temporarily transforming yourself into a true dragon, drawing in the earthblood of everything around you to catalyze the metamorphosis and coloring your draconic form with the dreaming essences hidden within the environs whose earthblood you respire, a form which in turn crumbles away into fertile black soil when the transformation runs its course and you return to your human shape.
"All of these abilities emerge within you through your connection to the dragon on whose sleeping, bleeding body Sceptiron was grown, and so they will experience commensurate improvements as the Wyrm continues to heal from the killing blow which initially put them to sleep. This process is geologically slow, such is the magnitude of the wound suffered, but there are means available to you to hasten it, as one who has been anointed by the blood. The details cannot be shared here, but if you search for them, the blood will show you the way in time, so long as you survive."
"Now, the accessories available to you will be described. As stated previously, these accessories are less deeply intertwined with your person, and to varying degrees are more liable to become unavailable, whether through misfortune or malfeasance. However, should it become separated from you, each accessory has its own method of finding its way back to you in time."
[ ] Impression (1 drop) -
An ally in the shape of your passing. "A sort of familiar spirit, generally manifesting in the form of a diminutive winged humanoid of one variety or another, fully capable of agile flight and possessing a variety of minor magical abilities that will be naturally be parallel and complementary to your own. Perhaps the hardest of the accessories to lose in any long-term sense, as the
Impression can freely dispel themself and simply manifest once more in your presence, though certain forms of magical suppression can prevent them from entering the suppressed area, even by way of manifestation.
"In terms of their origin, they are unique among the accessories in being neither native nor naturalized to Sceptiron, but rather are an innate consequence of the particular mechanisms utilized by the Architects when implementing the Summoning. As a soul is sought out which possesses one of the two desiderata, a sort of complementary soul is simultaneously constructed, autonomously composed from alternatives and corollaries encountered 'along the way' to finding a Hero, and whose existence remains as a latent potential borne by your own, easily realizable with a single drop of uranydra.
"
Impressions have been relatively common among previous Heroes, and are often well-appreciated for their companionship and unbreakable loyalty, as well as for their innate magical abilities."
[ ] Hero's Regalia (1 drop) -
Beyond trivialities. "A silver-gleaming signet ring whose sign is arcane and unmistakable, allowing you to easily prove your status as a Hero if you wish to, and which a simple exertion of intent can cause to deploy a wide variety of attire for your wearing, replacing whatever clothing you're currently dressed in with articles of crisp black with accents of the same silvery substance as the ring, the available range of outfits being suitable for nearly any occasion, ignoring the lack of diverse colors.
"The ring itself is virtually indestructible, as impenetrable as the conjured armor of
Heavenskin, and the clothing produced is always clean and comfortable, and perhaps most importantly, offers durable protection which grows alongside your abilities, ensuring that not only will they survive your exertions no matter what heights of power you reach, but that they will always be strong enough to give you at least a bit of protection against your peers, and to shield you entirely from the attacks of those your strength has utterly surpassed.
"Additionally, deep in the vaults of the Magisterium lies the original
Hero's Regalia, the type from whose mold yours is cast, and which can be freely attuned to you through a secret ritual. Should you attune to it whilst possessing your own regalia at the same time, they are capable of acting in concert to achieve a greater result, forming a suit of armor composed of the same sacrosanct silvery substance as the ring, which is nearly weightless and well-articulated to allow for your full range of unencumbered movement, though this mobility unfortunately also necessitates thin openings around your joints which can in turn be exploited by a sufficiently dexterous attacker.
"In contrast to the
Impression, the ring can be quite slow to come back if separated from you, though it will do so eventually, its weight on the narrative fabric of Sceptiron ensuring that, as long as it's not being actively guarded by those with the knowledge and power to counteract its fateful return, a long sequence of accidents and coincidences will bring it back to your hand. Still, it may save you quite a bit of annoyance to be careful in not letting it get away from you."
[ ] Storied Hazel (1 drop) -
The wisdom of ages, in your hands. "A sturdy cane of hazelwood, with the top end carved into a comfortable handle, delicately woven knotwork etched into its full length. Tracing the knotwork with your hands will generate a sort of psychic key inside your mind, which you can in turn use to unlock the staff's hidden repositories of ancient knowledge. The staff is, fortunately, also much more durable than its construction would normally allow, and even if it's destroyed or lost to some other fate, recalling previous keys you've generated can guide you to an appropriate limb of hazelwood and let you carve it anew.
"Each of these keys accesses a portion of the staff's knowledge, related to a query, subject matter, or even simple curiosity which you mentally direct towards the staff while generating the key. This will be a considerable quantity of information for anything but the most specific of questions, and potentially the entire, multimillenial history of the staff if you desire it, in a package that is quite densely compressed, informationally speaking. Your mind will need time to 'digest' the information, to unpack and process it in a way which is organized and accessible to your consciousness, during which time its contents will filter first through the subconscious regions of your mind, arising as unfamiliar instincts, muscle memory, or even dreams, before becoming accessible in the same manner as your own skills and memories once fully integrated.
"The repository itself contains a collection of memories donated by the staff's other wielders, including many previous Heroes but also members various druidic sects, the ancient haruspices among their number, as well as by the wise men and women of the Gardeners, stretching to even before the foundation of Sceptiron and into the deep past of their history. This includes an appropriately vast amount of experience, covering an incredible diversity of skills, including numerous magical styles, even some which are not native to Sceptiron, as well as mundane crafts and trades, interpersonal communication and relationship management skills, group leadership and organization from the smallest band to imperial statesmanship, military affairs from the highest of grand strategy to battlefield tactics to individual martial-arts, and even more besides, as well as many,
many lifetimes worth of sheer life-experience."
[ ] Fallen Angel (2 drops) -
Still ready to fly. "Another ancient artifact of the Gardeners, though unlike the
Storied Hazel, the
Fallen Angel is unique in it construction, with even the Overmind left baffled by the arts employed by its creators. Consequently, if you choose to take it, it will not be available to the other Heroes until it is relinquished from your care for one reason or another. Its smooth, sleek deltoid external form may be somewhat familiar to you, like something between a trimaran, a jet, and a rocket.
"The
Fallen Angel was the vessel which first ferried the Gardeners to the body of the Wyrm, carrying them safely across the harsh expanse of the Agrydata. It has survived many devastating blows during and after that journey, and while it has lost many functionalities to the damage it's suffered, it remains fully capable of silent supersonic flight, agile maneuvering at speed, hovering with perfect stillness, other feats of similar aerobatics, bearing enormous loads without tossing or tumbling them, traversing through the many vaults of heaven, and even brief dips into the nearest portions of the Agrydata surrounding Sceptiron, all with the aid of its embedded piloting and navigation intelligence, which will always make sure to bring the
Fallen Angel back to you, so long as not ordered to do otherwise and the vessel is still capable of finding and reaching you. Fortunately, it also needs no material fuel to utilize its present capabilities, or at least won't require refueling on any human time-scale.
"The Fallen Angel's physical form is also thoroughly interwoven with its semiosoma, in a similar manner as
Heroic Stature provides, though more comprehensively and deeply, so helping to buoy its narrative's strength with your story may prompt some manner of regeneration that the Architects couldn't manage to provoke, or at least chose not to. Its difficult to predict what precisely those functions are, or what order they may return in, but the strength to fight off the dangers of the Agrydata's wildest reaches and reach the far-flung worlds beyond certainly is certain to appear at some point."
[ ] Sword of the Seal (2 drops) -
A weapon, and a way forward. "Uniquely, this particular accessory was added to the Summoning after its completion, designed as it was by the first Hero. Physically, it will be a sword, generally one-handed in terms of size, but the specifics of its shape are relatively variable, given that the sword's design must accommodate your choice of seal.
"The nature of the sword is to be a vessel for an imbuement. Select one of yours to be sealed, and it will enter into the sword's design, becoming a part of it. The nature of such an inclusion means that you will not be able to access the imbuement's benefits when you do not wield the sword, or at least have it on your person, but in return, the imbuement's benefits are themselves massively amplified and its limits are diminished to an equal degree. In terms of uranydra, it is as if an additional drop were devoted to increasing the imbuement's immediate benefits, and a further drop devoted to elevating its long-term potential. The exact form of these augmentations will take has many degrees of freedom, which you may use to sculpt the result, but the nature of the blade means that it will always be bent towards battle in some shade or shape.
"The sword also grants its wielder an echo of its inventor's own prowess with blades, both as an art unto themselves and in combination with the sealed imbuement. Not the impossible world-cleaving sword-might of the first Hero's final showing before his departure from Sceptiron, but still greater than what
Fighting Spirit or the
Storied Hazel might offer, at least without the former itself being augmented by the sword's seal. This echo is also the sword's primary method of returning to you, as its wielders will always find themselves delivering the sword back to you eventually, their actions subtly influenced by the echo's intent."
[ ] Worldly Powers (3 drops) -
A boon companion. "The Summoning, when performed properly, contains a provision to help incentivize Heroes to tie themselves to the summoner. A willing volunteer in the ritual, which may or may not be the ritual's central performer, offers themself as a vessel in which to plant a seed of your essence, drawn harmlessly from your own soul. This seed will naturally sprout within them under your care, and the flourishing of which will inspire a deep understanding of and kinship with you in them, bringing with it what loyalty such a thing always does, as well inspiring enormous growth in their skills and abilities, possibly matching or even exceeding your own depending on how dedicated you are in pursuing advancement. Naturally, as a loyal and autonomous persons in their own right, the recipient of
Worldly Powers will naturally take whatever actions they deem necessary to find their way back to you if an unanticipated separation occurs.
"The particular circumstances regarding your summoning mean that, unlike normal, you have a choice of summoner, and thus a choice of
Worldly Powers as well. As with the summoners, the information provided regarding the recipients was limited, but what is available will be shared with you.
"If you choose to answer the
Chief Thaumaturge's summoning, then Ioachimus of Hafemuntia will be the recipient of
Worldly Powers. A young man and prodigy among the Enses Mandatini, the warrior-monks who guard the physical texts of the Divine Mandate. He possesses extensive knowledge of the Mandate, its laws and history, its religion and culture, and despite his youth, is also a battle-hardened warrior, having earned his place defending the Mandate after showing exemplary skill and bravery on battlefields further afield. In terms of magic, he possesses the Touch, has excellent fighting spirit though not many techniques, and is trained in several of the Magisterium's god-given rituals, centering mostly on purification and sanctification, capable of cleansing and protecting against a wide variety of malicious magic and spiritual attacks.
"If you choose to answer the
Undead Emperor's summoning, then Berya Mendyetko will be the recipient of
Worldly Powers. As previously stated, she is an apprentice of the
Undead Emperor, albeit primarily as a necromancer rather than an administrator, and is fascinated with Heroes, yourself naturally included. She's possessed immense magical talent from birth, the refinement of which she has pursued from a young age to the exclusion of almost everything else. Consequently, she possesses a diverse array of magical skills and techniques, including including all five magics within the remit of
Induction, as well as the numerous lesser traditions which litter the lands outside the Mandate, and even a handful of stolen magisterial rituals, including the Summoning itself, which she helped reverse engineer. Even if you don't choose to invest the seed of your soul into her, Berya will be remarkably devoted to helping you, a devotion which in turn actually makes the implantation process significantly cheaper to perform.
"If you choose to answer the
Heathen Haruspex's summoning, then Irxnóm herself will be the recipient of
Worldly Powers. The breadth of her skills is difficult to measure, whether mundane or magical, given that she has fully absorbed and integrated the contents of the
Storied Hazel, and even contributed a significant fraction of the memories it now contains. She has also been present to observe many key moments of Sceptiron's recent history, including being one of only a handful of people still alive who have personally witnessed the previous Summoning, and even before that, the final terrestrial appearance of the Wardens before their departure from Sceptiron nearly a millennium ago. As a half-dragon, she possesses enhanced physical abilities comparable to those granted by
Blood Anointment, and as an elder among her kind possesses a number of permanent draconic features, lesser forms of what the draconic transformation of
Blood Anointment grants, while as an experienced haruspex, she is also deeply familiar with the best practices of earthblood alchemy."
-[ ] Worldly Impression (requires Impression) -
Twin blossoms. "Alternatively, rather than investing this seed into a native of Sceptiron, you can instead infuse it into your
Impression to bring it more fully into reality, with remarkable results. In addition to the
Impression's basal form expanding from diminutive to a comparable size to yourself and its magical abilities growing from minor complements to yours to a full suite of powers comparable in strength to your own, you will now benefit from the boon of progression should the
Impression's growth ever outpace your own, and two new further facets of your relationship to the
Impression will emerge. First, in much the same way that the
Impression can choose to dispel themself in order to return to irreality and can freely reappear near you while so vanished, you too can now step into irreality so long as your
Impression remains in your stead, sensing the world through your bond to them, and manifesting yourself through them in turn. Secondly, and perhaps most importantly, whichever desideratum which you do not have, your
Impression will instead possess, and so long as the two of you both remain within reality, and in close physical proximity, both of you will benefit from both desiderata."
[ ] Skeleton Key (4 drops) -
A key to open many locks. "Strictly speaking, this is not an option that is
meant to be offered to new Heroes, and is in fact not usually even possible to offer at all, but the exceptional circumstances of your summoning allow for it, if only just. A
Skeleton Key is a powerful tool for a staggering variety of purposes, unified by the concept of 'opening'. Its physical form can be used as an ordinary key for any equally physical lock without any additional effort, regardless of the complexity or nuance of the lock it is opening, and with progressively more convoluted ritual, more protracted and abstruse forms of 'lock' can also be opened.
"Often, Heroes wish to move on to other worlds after accomplishing their missions here on Sceptiron, sometimes even to return to their world of origin for one reason or another, and for those that do so wish but lack the means to reach their destination, the Architects left this as a final resort. The construction of a
Skeleton Key, one of the greatest technological achievements they made during their occupation of Sceptiron and the crux of the Summoning as a whole, is not trivial, and as previously mentioned, requires the accumulation of the proper kinds and quantities of astricone. Sceptiron's heavens are a machine designed, in part, to automate this process, and for Heroes who wished to travel onward, once the materials to construct one were accrued, a
Skeleton Key would be offered to ease the Hero's passage.
"Simply from the stockpile already available, a
Skeleton Key could be constructed, and protocol allows for it to be offered even now. If you wish, it can be dispensed, albeit at great cost. The rituals of its more advanced usage will be obscure, though your summoner will be able to provide at least a modicum of guidance in its use, as will either desideratum. Perhaps most remarkably, given the circumstances, you could even direct the key to be used to perform a
fourth summoning, which as a Hero yourself, you would possess some additional freedom in determining the target of, such as aiming for a specific individual from your homeworld. It would be vanishingly improbable for such a target to possess either desideratum, but they may still possess a lesser spiritual trait of some value, and even if not, they will be allotted their own full portion of pure uranydra, so long as you are able to recruit the help of your own summoner in order to perform the Summoning correctly. Unlike virtually any other use of the
Skeleton Key, however, successfully completing a Summoning will consume the key entirely, its preontological substructure dispersed across the vast paracosmic gulfs between Sceptiron and the target's world."
The face's expression and voice's tone have been evolving slowly as it's described the imbuements and accessories on offer. The smile and relative cheer drain away now, replaced with what might be anxiety, with their brow furrowed and words reticent, as if they wish they could avoid saying what they say next.
"The budget of uranydra afforded to you so far, in accordance with the ritual and with the peculiarity of your summoning, is not the
final limit on what you resources you may call upon. For various reasons, the Architects allotted
six drops of pure uranydra to be held in reserve for summoned Heroes, with three provided at a baseline and the remaining three drops additionally available at the Hero's discretion, if the Architects found no reasons to prevent their expenditure. Generally, this was accompanied by the induction of one or two transformations in the Hero which on their own may seem to be drawbacks, will also bring you into closer alignment with the story of the first Hero, who the Architects found to be such a great success as to try and replicate with future summonings where possible. These transformations will now be listed and described."
Choose no more than three drops worth of Drawbacks.
[ ] First Person Perspective (+1 drop) -
You are the hero, after all. "The first Hero, in personality, held none as equal to himself, and never held to counsel from others which he did not first seek out. Even his acquiescence to the interests of the Architects was a matter of convenience and circumstantial alignment, the disintegration of which lead to his raising as the first Warden and the Architects' subsequent departure from Sceptiron.
"By accepting this drawback in return for one drop of uranydra, you too will find yourself all but incapable of accepting the authority or superiority of any other over yourself, even when such takes an entirely benign or outright helpful form."
[ ] Heavenly Tears (+1 drop) -
Let open the flood gates. "Upon his descent from the arrival platform where you now stand to the surface of Sceptiron, interactions between his unexpectedly expansive semiosoma, his instance of
Heroic Stature, and some of the weather-generating uranydrous systems of the lower heavens produced a truly massive storm, which was also intensely and chaotically magical due to being infused with significant amounts of incompletely synthesized uranydra and astricone. The storm was self-sustaining, and actually still exists in the present, though it was later shepherded away from inhabited areas by the Wardens.
"By accepting this drawback in return for one drop of uranydra, your descent will be modified to induce a similar, albeit significantly smaller, storm over the place of your summoning. It will not resolve itself naturally, and will cause significant damage to both property and nature while it rages, but it will not be impossible to withstand for the locals, at least for the near future, nor is it an intractable problem to solve if you choose to make an attempt."
[ ] Halved (+2 drops) -
It cost an arm and a leg. "A fairly simple transformation relative to the others. When the first Hero arrived, he was quite grievously wounded, missing his left eye, arm, and leg, as well as the left member of several internal organ pairs, the absences of which were anomalously resistant to healing even via the Architects and Overmind's most advanced means of reconstruction. He remained remarkably capable throughout his summoning despite this, though, and once methods of prosthetic implantation and control which evaded the healing-ban were discovered, he began a truly meteoric ascent, the results of which quite drastically altered the course of Sceptiron's history.
"By accepting this drawback in return for two drops of uranydra, your body will be subject to the same wounds as the first Hero, though yours will be sealed to limit blood loss to a manageable level and their resistance to healing will, naturally, only extend as far as the ontology of Sceptiron is able to support. Regardless, looking into quality prosthetics quickly upon your descent is recommended."
[ ] Unveiled Aura (+2 drops) -
Becoming a beacon. "The previously mentioned interactions between the first Hero's semiosoma and
Heroic Stature had an additional effect, which records indicate persisted through to his final departure. He possessed a unique and intensely powerful aura, which not only allowed for his position to be determined from virtually anywhere on Sceptiron by those with access to the correct methods, but also broadcasted a wide range of details regarding his characteristics and capabilities which could be interpreted through the same methods. While this didn't end up impairing him much, his actions and the actions of later Heroes has, unfortunately, prompted the formation of a long-running and well-hidden conspiracy to find, slay, and harvest the corpses of Heroes to acquire the remnants of their desiderata and uranydrous enhancements.
"By accepting this drawback in return for two drops of uranydra, your aura will be unveiled in a similar manner, an event which the aforementioned conspiracy is well-prepared to detect and well-motivated to exploit. You should expect them to cause trouble eventually regardless, but with your aura unveiled, expect it to begin
very soon."
[ ] Avarice (+1-3 drops) -
Why not just take it? When you think about it for a moment, and take another (brief, so as to avoid giving yourself another headache) look around, you notice that there doesn't actually seem to be anything
forcing you to take any of these drawbacks along with the other three drops. You
could just take three more drops' worth of imbuements and accessories, and you don't think anything would stop you. You don't know what sort of ramifications that might have afterwards, other than probably negatively influencing what this voice says about you to the other two Heroes who are on the way, but given what's on offer, and what sort of problems you'll be dealing with, the extra power may be worth it?
[ ] Red Eyes Alight (+3 drops, limit-breaking) -
You have Her interest, now. Good luck. The face's expression goes from merely anxious to outright worried, and the voice sighs before speaking once more. "There are…additional drops present in the reserves. There's no record of their harvesting, nor any other indication of their origin. Despite being, to all detailed analysis, entirely identical to any other quantity of pure uranydra in your allotted portion, visual inspection finds them to be inexplicably…red. This matches discrepancies in the Black City's appearance, which combined with reports about a potential cause or contributing factor to the discrepancy, indicates that the presence of these drops may be related. It's likely that the increased chaos in the Black City, a primary instigator of their present interference, was caused by this change, and utilizing these anomalous red drops may be inviting that chaos into your story. Thus, caution is likely wise, but…they are nonetheless available, if you deem their expenditure necessary."