A CYOA that I'd shared a while ago with friends and on Patreon.
Decided to make it public for fun now.
Prince of Vindication
One morning, you awaken and realize the cosmos isn't as it should be; a truth so poignant you cannot help but shiver. From within comes a dross of inner potential. Sometime long ago, you were a warrior or ranger on a mission to repair the world; then you died. Now you awaken again.
You are bestowed orbs numbering
three (3), to represent the power inside. You must also choose somewhere to begin your crusade, from amongst a number of places that are, in one way or another, doomed. Some of these fates may be more difficult to forestall than others.
Location
Choose a starting location. Depending on where you pick, leaving may present a challenge, so be careful.
[ ] Auditorium - Once, the citizens of this somber nightmare saw only death: havoc running rampant as avenging monsters came to whittle down children in their cradle. However, all is right now, as the world stands whole and united: the collective of Auditors conducts the affairs of a cooperative universe. And it's truly a vast universe out there. The Auditorium's colonized worlds chime with crystalline Resonance like a celestial chorus. Legions of Oneirodynes explore the outer reaches and eliminate threats. Conclaves of Oneirists harvest and manifest people's hopes and dreams, to ensure prosperity and stability. No souls are lost, for in this strange aeon, even death has died.
The Auditorium settles new worlds constantly and its population is swelling vigorously. Inventions of biomedicine, xenogenetics, and Dreamcraft proliferate and deliver the citizens into the embrace of a world in which all basic and esoteric needs are fulfilled. Alien, divine, and human beings stand side by side, hand in tentacle. Tolerance of race and religion has skyrocketed over the decades since the end of the war. The Auditorium now seeks multiversal treadways and diplomacy with others beyond its own humble borders. You could enter that frontier, or settle down into its policy-making echelons. There are other threads or avenues of adventure to pursue. Military service offers captivating rewards and power, although more intrepid adventurers always search for the Echo.
[ ] Tribornia - Unlearn swiftly the even-handed probity and isonomy of Earth. On Tribornia, you'll see only a sharp divide. There are those with the necessary power to enact their hegemony and those without it, and therefore powerless to stop the empowered. Here, even nations can be slaves to individual masters, and the masses can do naught but hope to survive unmolested. More often, however, the powerful collect into coteries, colloquially named Clans. History's timeline is drenched in violence, blood, and stories of those who defied this order. In moments of crisis, even the most ardent and embittered rivals shall close ranks and come together to annihilate the arrogant masses, if they should need such a reminder.
The world's living through a revival. Following the most recent invasion of Hell, and the even more recent Sinking of Teiivan, the recently ephemeral lines in the sand have settled once more. The fellowships are now readying for yet another War of the Clans, the victors of which shall collect the artifacts, lands, and secret arts of the losers. The Pillars of the Sect scheme internal strife as their master, a man known only as Splinter, is occupied pondering the best way to conduct the wars ahead. The Immortals who've partaken of the Devouring Elixir are sharpening their fangs and seek to sate their hunger. However, unknown to most, the world's about to experience massive change as a small Clan of ambitious new players named the Brotherhood of the Sword arrive on the stage.
[ ] Thematic Earth - With the Educator's arrival came a change on every conceivable level, a reordering of the Architecture of the World. Reason's been kicked to the curb and beaten over its head with a blunt instrument, as countless Themes vie for supremacy and relevance, overwriting mundane causality as floodwaters may consume a helpless valley. The myriad Enrolled in the Educator's Academy are the celebrities and paragons that media outlets follow and tabloids expound upon, excited to see what comes next. The stability of this planetary order is upheld by Archetype, a collection of students who've assembled to counteract malicious Enrolled and help each other in times of need.
This Earth is reaching its culmination. The shocking disappearance of the brilliant yet terrifying Metaphysicist has left a number of his followers rudderless and resulted in the regular occurrence of dimensional imbrication events, which appear to steadily become worse, causing upheaval and destruction across the globe. Enrollment experts are starting to question how far the Educator may push his agenda before the Thematic well has run dry or starts to draw on iterative Themes. The world is more chaotic and uncontrollable with every year, leading some to believe it is only a matter of time before the end. They are correct, albeit for the wrong reasons: the apocalypse does loom on the horizon but with a different, unkinder face.
[ ] Yoria - You'll see few worlds more candid than Yoria, the ultimate destiny of which is writ across its constellations. This is a world without a twist: a land of simple and pure fantasy, ill-tempered wizards and honorable knights; storybook tales of drakes slain and princesses rescued, with adventurers fearlessly scaling the walls of ancient dungeons or acting as hired mercenaries for dukes. This sun's rays have caught the faces of entire generations of noble kings and dark lords. Glories and wars freckle the arrow of time; wealth and riches are yours to claim if you are brave and bold. The ruins of ancient civilizations lie scattered and unexplored, ready for claiming and awakening, along with the ancient magitech within.
There are dangers and calamities ahead, near and far. Hundreds of recorded prophecies, old and neoteric alike, speak of their inevitability. Apocalypses have occurred before, and each time the world's recovered and experienced golden ages in the interim. Most worryingly, across the centuries, the weave of magic has started to unravel and lose its potency, and few contemporary workings can reliably repair it on any scale beyond the local, and never permanently. It seems the world's marching towards a slow ruin, a decay of all that makes it so unique and fantastic, and the sages and oracles offer no succor or way out. You may fear not, however, as that day is still far beyond the horizon.
[ ] The Leviathan Isles - An archipelago of secret magics, wreathed in mists of brume, its many people schismatic and warlike. The citizens of the Isles are divided into three central paradigms: the faithful of the Benthic, the adherents of the Monolith, and the worried fence-sitters who hope not to be involved in their zealous affairs. Tarcan and their Duri fellows look with hate and unease as the Lasarian Tsardom swells to the north with new converts; the Brotherhood of the Golden Hook is rumored to wield inhuman powers beyond that usually conferred by oils. Meanwhile, the minds in Yechod and Yothestein invent new machines that run on steam, rather than sacred oils or salt, further cementing their independence.
Your hands certainly won't be idle. There is always an island to colonize, a settlement to raid, a naval battle to wage, or an adventure in forbidden ruins to be found. From the Benthic Vast to the north, eldritch monstrosities and pelagic eidolons assault the center. Meanwhile, from the alien Monolith in Pangaea's center, chiseled Slabs and other stone-made creatures take to the sky and rove over the land. Each type of creature is sacred to some faction or another, worshipped as either demigods or angels and demons; you'll find no end of heretics to either order. Around the map's corners, you'll find even stranger forces at work.
[ ] The Backroads - Abandon the restraints of a domesticated universe and embrace freewheeling adventure. Instead of a sensible world, travelers of the Backroads find only anarchic wilderness - whether as sprawling evergreens or merciless deserts - and the solitary roads that connect its flickers of civilization, like dim fireflies in a void. Although you'll always find the eponymous roads, the distance between locations is ontological, crossable via effort and time rather than spatial intervals; you'll arrive once you're meant to arrive. The roads have dangers as well, often in the form of other travelers and creatures.
Certain locations are more or less dangerous than others, and the sections of land vary in civilized sophistication and population counts. On average, however, you'll seldom be more than a day away from a settlement at least the size of a one-stoplight town. Everywhere you travel, misadventures and oddities seem to follow like a pack of mischievous brats. A trained driver or hitchhiker may find methods of expediting their travels in a particular direction, skipping past entire localities to arrive directly at a particular spot across the world, or even perform the metaphysically resonant act of driving off into the sunset; to greener pastures and new worlds.
Magic
Here are the available magical arts, ranging from common to fully dead arts, delivered back into the world via your intercession.
[ ] Inner Magic (1 orb) - The Inner art specializes in channeling, refining, and manipulating spiritual energy - a multifaceted and pluripotent dross - to fulfill a variety of ends. Training is the foundation of strength, but innovation and tutoring are a more decisive factor in attaining strength: even rudimentary self-suffusion can enhance the exerted force and attenuate incoming harm, but true and impactful power comes from employing techniques.
Techniques are countless, an umbrella that covers the vast fields of one's imagination. All skills can be made supernal: mundane prediction sharpened into true precognition; a sword stroke made so brilliant it can cut an archer's string before the arrow is nocked, or if aimed lethally, to sever their neck from afar. With the self extruded into the world, one can learn to manipulate the elements, reinforce matter, or conjure spirit guardians, and more. There are many paths to follow, each replete with its own shortcuts and secret tricks. Instead of a warrior's route, one could instead aim to become the ultimate demolitionist or even a baker.
It all culminates in an Invocation, the expression of a practitioner's self - the inner made outer. These Invocations can range from direct, straightforward and impactful to more esoteric and conceptual: each Invocation is often complex enough to quibble over details. Rarely does an Invoker wield a 'simple' power such as pyromancy; instead, he may call forth a flame that feeds off the souls of the conquered and can summon them back to an unseemly form of existence as wraithly 'burning men.'
To start with, you'll possess an innate sense of your reserves - which are of an appreciable, but not titanic size - and moderate control: self-reinforcement will allow you to deform steel and outrun cars, at moderate expenditure. Your talent in developing and mastering techniques is unusual; you can even translate a master's Invocation into a technique, even if the result is merely a shadowy reflection of their shining truth. Your Invocation is assured to be top-tier once you attain it, conforming with expectations and wishes.
[ ] The Pattern (1 orb) - A human soul's development is stochastic, as vulnerable to discord's unraveling as the drifting tides are to a blowing wind's uncaring caress. Emotions are spiritual hazards, as much a venom to autarky over the self as a viper's venom to a colony of cells: enfettering an otherwise indomitable spirit to the mindless hands of chaos. The Pattern is precisely what its name implies: a Pattern that once spread from soul to soul, stabilizing the influence of chaos and forevermore dispelling its disorder.
The Paladins of the Pattern once stripped the souls of their initiates naked and bound them in circles alongside demons of fear, revealing horrors beyond comprehension, with the Pattern's stabilizing influence cauterizing cleanly the sectors that surrendered to such fear. Once an initiate was fearless, other flaws were struck from the palimpsest: temptation, irrationality, weakness, cowardice. Once an initiate was utterly faultless, they were inducted into the brotherhood as White Knights: named not so for the color of their armor, but the color of their soul, as perfect as the Pattern dictated.
You'll become a Paladin of the Pattern, a mere initiate still. With an effort of will, you're able to infuse yourself with the Pattern, assuming rightful wholeness; restoring limbs or maintaining perfect emotional equilibrium. Perennial maintenance of this Pattern with your sustained effort causes it to eventually become self-maintaining: removing or attenuating emotions you consider undesirable, and providing constant healing. This can be pushed out beyond your body's constraints as Patterned light, conferring healing onto the worthy, or smiting foes. Its constant exaltation of your self's every approved facet improves you holistically as well: physical enhancements, clarity of thought, improved magical control. This focuses on preventing degradation more than anything, ensuring the long periods between training sessions are lossless. Eventually, you'll be able to infuse others with the Pattern to spread it.
Be careful not to allow your emotional surgeries to result in excessive value drift, especially over long periods. All you consider antithetical is struck down, but what a future version of you may consider antithetical could be different from your current definition. Once you've attained an acceptable level of detachment or courage, it may be wise to cease further descent.
[ ] Inbetweener (1 orb) - The dichotomy of essence and form. The economy of the Leviathan Isles runs on the salts and oils that come fresh from the Monolith and Benthic; each worshipped as a font of endless power or ruthlessly exploited by miners and barons.
Aside from being essential resources in driving industrial advancement, bodily absorption of either salts or oils transforms the individual into a superhuman. Often, the consumption of salts bestows arcane and elemental abilities, while oils bestow organic and eldritch powers, although such stable trends can sometimes break down, especially in the case of rare samples of either substance, and the combination of both substances may yield even stranger powers.
You're one of the uncommon Inbetweeners, able to absorb both salts and oils at once, without the usual symptoms of madness, mutation, and the rejection potentially caused by incompatibility. You'll receive a bushel of salts and a gallon of oils, both of them of supernal quality, more or less equal to each other in terms of potential empowerment offered.
Here are samples of what you could achieve with those amounts:
Salt - Moderately superhuman attributes. Creation of crystallized drones under your control, capable of deploying cantrip-like magics. The ability to make oneself nigh-invulnerable for short periods or permanently with a crippling weak spot.
Oil - Moderately superhuman attributes. Humanoid shapeshifting precise and fast enough to assume the form of any observed human almost instantly, or with mild positive adaptations such as webbed feet. Mild psychic powers, mostly empathy and mind-reading.
If Leviathan Isles, you instead receive double the amount of salts and oils.
[ ] Ideogrammer (2 orbs) - This art's authors are fallen and forgotten, their statues pulled down, their obelisks abandoned. Their clenched grip over reality is banished like an illusion before a butterfly's wings. The nation is now an egalitarian endeavor and shall remain so. You can claim the spoils if you wish, or else they shall rest among the ashes forever.
An Ideogrammer crafts memes. These memes are woven into complex ideations, which can then be 'installed' into a medium. Applied to a human being, this manifests as a firm but subtle mental influence. Installing the ideation of cigarettes into a man spawns a compulsive interest, which leads to addiction after the first taste of nicotine. It can instead be made with negative valence, compelling a smoker to quit their addiction, or with any other number of subtle nuances to tweak the effects.
A novice's ideations cause minor symbolic ideograms - miniature symbols, characters, and other sigils - representative of their component memes to saturate the area or target, invisible to a non-sorcerous gaze, earning the art its name. Advanced Ideogrammers can conceal these to deter detection via magical scrutiny, or enhance the effect by stamping the symbols physically. A picture of a water bottle can instill thirst, an Aramaic phrase that means 'death' can inflict sudden cardiac arrest upon being viewed, and so on. An expert Ideogrammer can make even humans into walking Ideograms. Installed memes are transmitted upon eye contact with others; allowing a careful Ideogrammer to potentially create armies of semi-zombified servants overnight, or rewrite societies.
An Ideogrammer's naturally immune to their own created ideations, and can inoculate others, or render filters on each meme to prevent infection from occurring on undesired targets based on preprogrammed parameters; no others are left alive who can still wield this art, but in theory, you could install a strong resistance to enemy ideations in yourself if you wished.
Advancement is an incremental process; the road from novice to master is one of decades, if not whole centuries, containing both a slew of experiments and countless refinements of the ideation process. However, a master of Ideogrammation does not at all resemble a novice. His ideations are so potent as to casually overwrite reality: the concept of speed itself applied to a car makes it abnormally fast or transforms it into a supercar. An entire police department may be portrayed as villainous cowards or heroic super-cops; a portrayal which'll make itself real over time, if it weren't already at least partially. Over time, the Ideogrammer can carve out entire chunks of the collective subconscious and alter worlds, on both a mental and physical level, within days or weeks.
Be careful not to fall to the same corrupt incentives the originators of this art fell to. Tyranny and benevolence are two sides of a coin.
[ ] Enrollment (2 orbs) - The Architecture of the world casts deep shadows, as ideals are struck with infinite radiance. An enlightened soul can harness these chimeric silhouettes, and through doing so, enforce a Theme on reality that incrementally converts the world's operations away from physical mundanity and causality, and more into attunement with itself.
In common parlance, a conduit of a given Theme is called Enrolled; an individual bearing a Role that resonates with the Theme and possesses traits and aspects that reflect its namesake. The Olympian of the Superhero Theme embodies the strength and indomitability of a caped hero; the Once and Future King incorporates the mythical archetype of a perfect, virtuous king from Arthurian Legends. There are countless other examples; as many Themes as there are potential areas of stereotype and archetype, and as many Roles as one is capable of rationally demarcating out of them.
Choose a Theme, and develop a chosen Role within. Given you're the only Enrolled within your Theme to start with, attunement and benefits can be derived from having a central Role within it. Areas and existential contexts you operate and perform deeds in become saturated with your Theme, forcing the Architecture of the world to retune in accordance with the Theme's ethos. Doing this can slowly inculcate the populace with Thematic superpowers, change the environment, and even shift causality and probability.
To start with, you're a fully matured Enrolled, perhaps capable of devastating a mundane city protected by a small military garrison on your own within half an hour, if unopposed and if your Role is mostly focused on combat or destruction. Given your Theme's lack of exploration, it'll induct new Enrolled over time on its own, to a set number of about twenty equals. By proactively seeking out acceptable targets, you can induct them on your own with a bit of effort and time, earning you capable allies who'll swiftly attain your level. Your powers improve by playing your Role, as well as spreading and reinforcing your Theme; the mightiest Enrolled could shatter continents easily after only several decades of productive profusion.
Choosing Thematic Earth discounts Enrollment by one orb, but you're instead integrated into one of the already existing local Themes as a new Role therein.
[ ] Chosen (2 orbs) - You are a Chosen One, destined to fulfill an ancient prophecy.
Its manifestation matters not, but rather, its terrifying effect.
Coincidence multiplied by chance is your shield and sword. You're protected from all forms of misfortune to an absurd level, capable of standing in the eye of the storm unharmed, turning the tables on a villain who's captured you, or simply walking into a den of scum and walking out unharmed and unnoticed; as if divine providence itself were your cheerfully adoring fan. Your proactive luck is also a minor force acting in your favor. You'll live without a single worry about finances or health and other mundane frivolity.
In a scenario where you're otherwise equal to a foe, your true odds of winning are about six in ten or better; in a scenario where a foe has a decisive advantage against you and by all reasonable metrics you should die for the temerity of having drawn such attention, you have at least a coin flip's odds of escaping unscathed, but no better.
Furthermore, you'll wield threefold boons to complete your destiny:
Sword - An implement by which you carve your destiny out, some form of unique tool. It need not be a weapon or physical device, and can instead be a rare boon or magical art. Its forms are as myriad as the Hero with a Thousand Faces himself. Arthur's Excalibur, Harry Potter's invisibility cloak, Achilles' immortality, Odin's runes, Anakin Skywalker's connection to the Force, and more of that vein; every manner of asserting one's will is valid.
Shield - An implement by which destiny can guide you and provide aid; rarely something that is 'owned' unlike the Sword. This can manifest as a magical artifact that whispers advice, a wise bearded mentor, a familial group of companions who'll never leave your side, or even a strange instinct for simply doing what's right. This is the medium through which destiny ensures you remain on the correct path to make the most of your boons.
Trial - The reason this choice is so cheap. Ahead of you is a quest, a harrowing journey that'll take everything you have in you to complete; there'll be challenges and enemies, riddles and difficulties. You can refuse the call, if you wish, and in doing so seal away most of your fortune. However, completing your trial means a subsequent return with the elixir; a hero triumphant, the cycle complete. Power is merely a medium of making oneself known, and yours shall be incomparable afterward; the might of your Sword and Shield shall be at least doubled, elevating their worth transcendentally. However, the completion of your Trial may take a long time; even decades. It's rare for one so Chosen to be signed on for a mere dalliance of a season.
[ ] Titan (3 orbs) - A primordial maker. A Titan does not ever quibble over the details, he simply chisels bedrock truth into reality's skeleton. Woe to any who stand in opposition.
Yours is an existence of metaphysical immortality, as indestructible as the mountains are to human hands; no more capable of experiencing death than that which is already dead. Instead, when your consciousness aborts its central processes, you simply enter a torpid dream-filled slumber and slowly restore yourself; if not chipped away, you'll eventually attain wholeness once again. The most viable method of slowing you down is imprisonment, but even that is unreliable; after all, prisons decay, and you do not.
Your form, mind, and spirit are amplified to a realm of utter glory. Furthermore, you can alter them: shapeshifting into eldritch or pleasant forms and increasing your size to even that of a skyscraper, dividing and compartmentalizing your mind freely and attaining almost unmatched quantitative acceleration, and setting automatic spiritual processes to run in the background. This is shapeshifting, although capable of esoteric alterations; you can become a Titan made of raw magic or one made of stillness.
Even in your standard 'mortal' and bridled form, you have the strength to crush steel into dust without any effort, cogitation to compress days of thought into a moment, and metaphysical magnitude to drown entire nations in stunning radiance.
You're capable of asserting titanic truth over material reality. This allows for reshaping the terrain, either in general or 'in tune' with your themes and domains as a primordial being. Focused applications allow you to create special workings over time; servant creatures, domiciles that project special effects, or massive constructs to anchor reality to your will.
There are greater powers that can permanently and asymptomatically slay a Titan, denying them even sleep's repose, but they are starkly uncommon. Still, you should be cautious: eternity is ever a titan's ally, but it will eventually deliver you to meet such powers. You're not the last of your kind around, but there used to be more of you...
[ ] Auditor (3 orbs) - The Auditorium's Oneirists are tasked with one simple mission: the making of dreams into reality.
Their Dreamcraft is what allows otherwise silly-looking spaceships made of mundane steel and powered by earthly fuels to move at star-crossing velocities and for solar-spawned Resonance to generate a flux that banishes the concept of death on galactic scales.
You're an Auditor, a master of masters among Oneirists.
With Dreamcraft, the enhancement and suppression of 'absurdity' comes easiest. This murky term refers to most supernatural powers. With an Auditor's Resonance, this allows you to escalate magics or to diminish them to nullity with a moment's attention; a summoning ritual so empowered calls forth embodiments of nature in place of lowly spirits. Likewise, a deity struck with your defiance will find its powers not answering as keenly and falling between their fingertips; a god realizing mortality.
With time and experimentation, you'll realize other echoes. Auditors are no mere Oneirists, stumbling and struggling with drawing forth fundamental resonances. Your mastery of Dreamcraft suffices to generate almost arbitrary effects, if you are given time to prepare, and can draw out the correct vibes from within. Sample techniques on Auditor-level include interworld travel, metamagic based on nominative substitution, attacks that erase swathes of reality irreversibly, and fear auras that cause heart attacks in gods.
[ ] Architect (4 orbs) - The Architecture is a record of all we are, and everything we have the potential to become.
You stand as a True Architect, a purveyor and a viewer of the world's most secret diagram. From it extends all else. Understand the source and you understand where the river flows: an Architect's foremost benefit is total apprehension of the universe, which on a novice's level can be likened to localized nigh-omniscience. Their predictions come true, and with effort, they can alter what'll happen by affecting certain parts of the Architecture, causing knock-on effects; the basis of all Architectural Ritualism.
The Architecture doesn't conceal a single fact. There is no escape from its sharp clarifying light. Even the motivations of so-called deities can be splayed out on a worktable, disassembled, analyzed, and methods of changing their mind researched. As the Architect's prowess increases, so does their success rate with such actions. Sufficient iteration of predictive power is indistinguishable from an unending path to victory; constant awareness of what must be done to realize the image of one's personal success.
In practice, many are driven mad; even more refuse to take more than a few tentative steps into the truth, predicting and fearing their own downfall. You do not hold any advantages over your peers, for the truth is unsparing.
No advantages save one: if you should dare to keep looking forwards and inwards, if you should continue to step on the road of gold, if you should read its sigils and comprehend the wisdom of the ancients... then your eyes will eventually shine like diamonds.
From then on, not even the Architecture will comprehend you: after all, how can it comprehend something vaster than itself?
Benefits
Here is a variety of benefits. These are not arts, but vary from alterations in circumstance to useful artifacts.
[ ] Excellence (1 orb) - Golden transmutation; a spark of brilliance that illuminates the corridors of a being. Your heart is an elder thing, uncompromising in the face of mediocrity.
Choose one aspect of yourself to exalt as such: if a magic is chosen, its immediate limits are shattered and your talents heightened; an Inbetweener's consumption-derived abilities evolve slowly with training and time; an Ideogrammer's memes could affect reality directly from the start. If a benefit is chosen, its variables scale higher and provide a higher advantage; the Baneful Blade is already a Sword as you receive it, or the Rainbow Shard's powers are doubled. This is stronger on cheaper options.
Instead, Excellence may encompass the totality of yourself. This'll boost relevant aptitudes: strength, agility, appearance, intellect, charisma, and offer a minor buff to natural talent and power exerted with most magics.
[ ] Maritime (1 orb, requires Leviathan Isles) - A sea cannot be sailed without a vessel, and a vessel is worthless without its captain. Fortunately, serendipity smiles upon your issue, as where you have a problem, chance sees a solution.
You'll appear in a safe port with a fresh deed of ownership for a competently built and newly christened ship, a full stock of ammunition and supplies, and a loyal crew sufficient to staff the ship and conduct whatever manner of operations you have in mind. The demographics, religious denominations, and skills of the crew, as well as the exact parameters of the ship, are yours to decide, although you cannot provide specifications on individual sailors, except the quartermaster. You'll also have sufficient money to pay everyone's wages for at least three months of sailing, allowing you to skip that particular worry.
Furthermore, you can optionally design a reputation for yourself among the Leviathan Isles, whether as a completely bloodthirsty pirate well-liked by others of his ilk, or a neutral mercenary and privateer willing to rub elbows with either worshippers of the Benthic or the Monolith as money dictates. You can ascribe yourself any set of deeds appropriate to your seeming level of competence and power that might've been reasonably accomplished over the last decade, accounting for development within that time, but cannot invent wholly wild stories unless you accept others will disbelieve them, or at least take them with a generous grain of salt.
If you are also an Inbetweener, this even further doubles your starting stock of oils and salts.
[ ] Ideal Education (1 orb, requires Thematic Earth) - You're back to school! Congratulations or condolences as appropriate. However, unlike most forms of education, this one teaches you magical superpowers. Choose a Theme and you'll be retroactively insinuated into the world's history as one of the illustrious Educator's students, a member of his Academy, starting your first day of school. If this Theme existed 'canonically,' you'll replace one of its members; otherwise, an extra Class will have been Enrolled on a random year.
This carries all of the natural advantages of Enrollment, as well as having the Educator's direct help and oversight in shaping your Role. You can also enter your Thematic World in search of artifacts, allies, and other potential benefits.
If chosen alongside Enrollment, you'll wield a Role of special prominence and influence in your Class and Theme; assured to rise to a height of unusual competency. At minimum, you'll be the strongest person in your Theme, and among the strongest Enrolled, but you stand decent odds of standing shoulder-to-shoulder with the likes of the Olympian or Metaphysician, as long as you apply yourself.
[ ] Chaos Code (1 orb) - A metal-cool tablet of navy and cobalt stone inscribed with azure runes; if tapped with a finger, it'll light up with a holographic display showing you, for a lack of a better term, job listings.
These are extremely varied in nature, as are the clients, but they are most often cosmic and conceptually abstract in scope; under rare circumstances, an overdeity or other similarly mighty entity might post a request, although this is much less common. Availability of contracts is wildly unpredictable, dependent on time, location, and metaphysical circumstances beyond mortal understanding, comprehension, or prediction; one season might see you drowning in hundreds of requests, and then for another year you might at most receive one shoddy contract a month. Moving to a neighboring universe is usually a decent way to find new work.
As an example: the idea of death might decide that to preserve existential balance, a certain individual must face the eternal silence; if the hit is carried out, it might reward you with an artifact cloak that annuls curses of instant death and is extraordinarily good at protecting its wearer from harm. The idea of love itself might be dissatisfied with the downturn of true love scenarios, and demand the successful matching of at least seven ideal partners to each other, offering payment via increased fortune in amorous endeavors.
If you have accumulated a reputation, you'll be afforded some leeway to negotiate the nature of these rewards. ("Instead of a cloak, could I have a death scythe?" "Can you just get me a girlfriend instead?") Your clients' willingness to humor these requests will often be much greater if you managed to fulfill the requests swiftly or with special attention to detail or otherwise somehow gone above and beyond in the name of your task. Minor adjustments to your rewards are easier for them to accept than full-on replacements.
Whether your mercenary activities comprise of being a hitman of death, or a cupid of love, if you
completely don't like the rewards attached, you can instead ask to receive in-store credit. This credit can be spent to purchase rewards other users of Chaos Codes have rejected, most often from a varied list, but you should note the rates of exchange are extremely unfavorable; on average, you should only do this if you completely despise a reward.
There are at least seven others like you across the multiverse, although a Chaos Code doesn't have any inherent messaging or communication function, so you're unlikely to ever meet them.
[ ] The Drive (1 orb, requires Backroads) - After your arrival, a car will pick you up; its driver is a young woman with sunglasses and a cool attitude. You'll soon embark on a drive across the Backroads, its details moderately bending to suit your wishes; it can be an epic and significant mission with countless opponents whose blades will temper you, or a simple road trip with comfy diners and whacky humorous side characters concluding in a somber send-off.
You can stay on the Drive for as long as you like, or ask to be driven off into the sunset, experiencing a happy ending.
The benefits this provides are minor, and accumulated over time, but they'll always at least somewhat match your desires. You can make a stop to scavenge for technology in a wrecked UFO in the middle of the desert or discover an abandoned wizard's tower full of books in the middle of a rocky canyon, and more of that nature. There may be other passengers, either to start with, or along the way; some will eventually depart, having arrived at their destination, and others may be convinced to stay around as companions.
[ ] Clanborn (1 orb, requires Tribornia) - Undergo rebirth as a scion of a Great Clan, one of the ruling powers of Tribornia; each one a continental behemoth, dominating multiple nations. You'll accrue status, influence, wealth, and secrets; most importantly, your position shall be one of import. A highly favored Pillar of the Sect, a Lord of the Riders of the Wind, and so on: a position one step underneath the leader, but still of sufficient authority as to influence their own decisions and actions.
Naturally, you'll have access to the expected resources. Your Clan's secret techniques are yours to claim: combined with your high position, you'll wield some unparalleled abilities and may possess idiosyncratic methods of self-empowerment. You'll have natural access to and training in Inner Magic, and if you already possess it, your natural talent is bolstered slightly beyond the described norm.
Here are some of the Great Clans, as a demonstration:
*Riders of the Wind - Have control over the area geopolitically corresponding to Earth's South and Central America. Career criminals evolved into a Clan; recruit from organized thieves and lesser criminal gangs and cartels. Also poach members from other Clans. Mildly disorganized; three Lords at the top rule over their own autonomous territories under the leader, Lern. In battle, the Riders favor loose and adaptable techniques, especially aeromantic elementalism: they are magnified via concord and group use. One Rider is problematic; an entire pack can wreck cities with hurricanes.
*The Sect - Have vast influence, but do not directly control, most of the area geopolitically corresponding to Earth's South and East Asia, as well as some of Australia and the coastal areas of the Americas. The Sect was created by its master, Splinter, over two hundred years ago, and professes a mission of salvation and equality. Eight Pillars uphold the Sect, each with its own assigned 'lands' to save. This number never changes, and is a part of 'organizational feng shui' which is somehow related to Splinter's Invocation, called the Path of Inner Divinity. Each member practices a form of exceptional inner energy cultivation descending from this Invocation.
[ ] The Sheriff's Gun (1 orb) - Act with honor, and it'll serve. The Sheriff's Gun resembles a nondescript six-shooter revolver. A skilled and honorable user can force a change of shape; it can assume the form of any firearm, preferably a handgun.
Each of its bullets is a conceptual delivery mechanism for the ideal of deserved retribution. The Gun was meant to rest within the cold hand of justice at the long arm of the law. Therefore, if wielded for a righteous cause, it never requires manual reloading, has infinite ammunition, and its rounds impact with disproportionate striking power; often with enough force to penetrate a tank's armor.
The Gun possesses a discernment akin to human sapience, with a frightening intellect and insight. It rewards good behavior with supernal life advice and the occasional hint to success at whatever tasks you are pursuing, even ones unrelated to the pursuit of justice. This encompasses most benevolence, but it especially likes hunting down criminals. It does not, at all, like being used for petty ends. It understands and tolerates killing. It's a Gun after all, but one that was made to stop evil, rather than encourage it.
Over time, if you earn the Gun's approval and become worthy of it, the Gun can inculcate elements of the Sheriff's Role in you. This'll cause you to develop some of the Aspects of the Sheriff and it can happen even if you are already Enrolled.
The Sheriff's Aspects are:
*Justice - Above all, enforcement thereof. Enhanced attributes, especially speed and constitution. Immunity to corruption.
*Law - Grants boosts dependent on one's legal authority. Can deputize others to grant them minor superpowers.
*Gun - Can develop the Gun's abilities, mostly as special shooting techniques. Increases power and penetration, as well.
[ ] Oneirodyne (2 orbs) - An Oneirodyne is a machine that runs on personalized eldritch Resonance, the unrefined stuff that Dreamcraft orders into discrete reactions. Often, in cleaving to the human standard, it takes the form of a humanoid machine many stories tall, with a hull tough enough to resist concentrated tank fire. Without Resonance, an Oneirodyne loses most of its steam. Fortunately, you now output a natural brand of Resonance when in contact with your machine: sufficient to sustain its growth.
An Oneirodyne is 'alive' much as any being, but is reliant on its partner to develop meaningfully. Like most Oneirodynes, yours draws its essence from a particular elder being or source. This decides the nature of its abilities. The number of Elder Gods to proliferate essence has increased vastly since the Auditorium's early days, allowing for splicing and hybridization of strains. Below are some examples of strains, and what powers they can net an Oneirodyne in about a year of calm development, but feel free to invent:
*The Archcleric - Increased durability over most other Oneirodynes, casually weathering attacks that'd instantly destroy most of its peers. Psionic powers, chiefly consisting of macroscale telekinesis and telepathy; semi-automatically reform the environment to one's advantage and brainwash enemies. Eventually, develops psychically reactive thrusters for flight and evasion, as well as a psychic breath weapon that can dissipate most forms of non-Resonant matter on contact.
*The Shepherd - Can manifest constructs of golden cosmic energy; constructs draw from an inner reserve and cost upkeep, but are exceptionally easy to automate; can form rings of reactive shields that intercept strikes or auto-attack smart-fire orbs. Extension of conceptually sharp claws; capable of cleaving even an Archcleric-type in half with a single well-aimed strike. Precognition drawing on cosmic energy, sufficient to foresee minutes into the future if exerted to its maximum.
*The Mist - Mach 1.2 movement and attack speed, with concomitant reactions (most Oneirodynes don't exceed the sound barrier until veterancy; a decade or so into being piloted.) Innate flight at movement speed and accompanying material intangibility; can transform into a noxious white mist that acts as a mixture of neurotoxin and reactive acid, or selectively as harmless fog. Can cover entire battlefields like this within an eyeblink. A scanner array that detects living beings within a hundred kilometers. Low durability and strength, as a drawback.
On the Auditorium, the cost of this option is reduced to one orb.
[ ] Born of the End (2 orbs) - Since times immemorial, men have rightly feared the fury of ruin and the vindictive gods who dispensed death with mere offense. That cycle carries on today, as we live through yet another season in a war without end. You instead shall become an incarnation of one who's already won, the achiever of spring after that long, merciless winter. Gloria in excelsis Deo.
As Grailbound, you're axiomatically immortal and unaging, swiftly recovering from all harm. Even if you're whittled down to nothing and thoroughly shattered on the most essential protospiritual level, you'll fail to lose consciousness and recover flawlessly within at most what'd be a subjective hour, as the world itself conspires to reverse your experience of death; a world cannot exist where you are slain forever. The metaphysical wire mesh foundation of the multiverse will sooner break forever than you truly die for even a day.
This effect is intelligent and discerning; if the site of your corpse is harmful and will break you down instantly, such as finding yourself in the center of a black hole, you'll instead be restored in the closest safe space where this would make sense; continuous cycles of orchestrated suicide can allow you to somewhat force the effect into a manner of grisly teleportation and, on the extreme end, even interworld travel if you are willing to stomach such means of locomotion.
Discounted by one orb on Tribornia, although as a side effect, you'll be magically compelled in an unbreakable contract to cooperate with your fellow Grailbound in maintaining the Grail's secrecy, continued existence, and other activities willed by the Grail. On average, this shouldn't occupy more than about a fifth of your total time even when the global pressures and cooperation are intensely pointed against you; during most decades, you'll be free to do as you wish, without a bother in the world.
Taken alongside Clanborn, you are made a full-fledged member of an elusive ancient organization, nowadays rebranded to the rather simple and deceptive name of Team Apocalypse, privy to its secrets and techniques.
Cannot be taken alongside Enforcement of Ruin on Tribornia.
[ ] The Baneful Blade (2 orbs) - Declare war on reality. Take up the Ruinarch's own Blade. If you should embark on this path, cast aside the hopeless and ignorant elegance of peace, and abandon the foolish halcyon dream of rest. These are falsehoods, as you'll soon discover.
The Blade provides its bearer with all they need to enforce Ruin: motivation, rest, stamina, breath, and sustenance. It confers axiomatic defiance and durability that scales with one's capabilities and spite, a pondersome immunity that can shield a mortal man as though dressed in tenfold plate; or make a hero of the world into an indestructible bulwark, on whose skin galaxies splatter with no more significance than snowflakes in winter's dark. After all, Ruin shall not touch its scion and champion.
For every forestalled fate, an eventual Ruination.
The Blade's wicked edge is the Bane of all things. It's a cloud of botulinum neurotoxin and a nuclear reactor for a mortal man; a sacred exorcism for a demon; Kryptonite for a Kryptonian. It strikes them as much as what they are most vulnerable to. Wielded against celestial entities made of pure abstraction, it dissolves them with their antipodes; against wondrous ideas, it renders them into silent chaos. Against inanimate matter, it cuts as a sun or a supercool void made into an inviolable and micron-sharp horizon, whichever is superior. You have a level of discernment and control over this effect; it can be attenuated and suppressed, such that the Blade's mere presence doesn't wither forests or set cities ablaze. Anything that has a weakness shall face swift destruction.
The Ruination of things and meditations on the Blade can slowly unlock new capabilities or improve existing ones. Eventually, Blade may evolve into Sword: not the mere matter of Ruin made into an item, but an artful implement of Ruinous technique.
[ ] Rainbow Shard (2 orbs) - This Sevenfold Benediction is a ring, its seal a crystal flower, cracked in the middle like a shattered gemstone or a blossom dividing into petals. The seams demarcate zones of color, each petal like its own world.
Each sunrise, one of the zones fills with beautiful luminescence. This grants you access to a minor supernatural ability. These are vast in expression, ranging from the mobility-oriented such as nation-range teleportation once every hour; to rare yet costly boons such as once-a-month resurrection and complete healing of a single individual, dead for no longer than half a year through violent or unnatural means. After each section is filled in with light, the ring will begin to shift the abilities into new ones. More often than not, you'll find the ring trying to grant you abilities that are useful in resolving the dilemmas you face at the moment.
You can choose to consciously lock in a power to prevent this shift from occurring, instead, causing the petal of the ring to furl inwards and taper off to a point; if all petals are so furled, it'll come to resemble a skewer made of lambent crystal.
Thrust the Rainbow Shard so arrayed into your heart, and you'll become imbued with the stored light. The artifact itself shall lose any further power, becoming at most a decorative piece.
The abilities recorded within shall synthesize into a higher form congruent with your spirit. Each static and linear ability undergoes a dramatic evolution into a broader or more granular power. The hourly nation-range teleport develops into a stock of spatial energy that you can spend to alter your own positional coordinate within the universe, never inferior to its original. Instead of a monthly resurrection, you acquire a set of diverse bio-necromantic capabilities, sufficient to replicate that feat with few if any resources, and perhaps do it even more often if properly equipped, among other uses. These abilities, unlike the ring's static powers, are capable of development and the slow removal of limits via training, and will at least somewhat synergize with each other, if at all possible.
[ ] Blood of Saints (3 orbs) - The Saintblood, the Halo Sanguine, the Gift of Passion, the Mark of Lamentation. This makes you a scion of that most venerable and ancient of lineages, that from which every mystery originates, and whose bearers once decided the fate of the world. In most contemporary carriers, the Gift is content to slumber. However, three orbs suffice to attain its full ignition.
The Saintblood enhances your constitution drastically, causing health and energy to abound. These superlative blessings are focused, first and foremost, on keeping you alive. As a consequence, you are incredibly difficult to kill; even without any other supernatural powers, you could survive three consecutive car crashes with, at worst, a sprained wrist. Your great longevity assures that barring incidents of sudden violence, you'll live on to become a sprightly centenarian. Furthermore, in dangerous situations, fate itself seems to guide you through straits of circumstance, granting you supernal luck for avoiding harms that'd slay you even with your body.
You're a natural Somatomancer; if you don't already have Inner Magic, it'll become attainable eventually during your lifetime. If you're already a Somatomancer, you'll instead find yourself developing with inborn talent and unlikely alacrity; a prodigy among prodigies. This is a level of sophistication one step over what Excellence could provide. Your eventual Invocation shall take twice as long to form at minimum, but once you attain it, it'll be a world-shattering thing. Past Saints, although forgotten by history, had unified the world for the duration of their lifespans; singularities of might that crushed the Clans of Tribornia under their feet and birthed order.
Furthermore, determination and suffering can empower you, as either feeling causes your acquired powers to unfurl like fractal hyperstructures: basic footwork developed into frightful artistry, a simple cut made into a behemoth-slaying stroke, a cantrip lighting villages on fire, and more. These improvements, albeit somewhat absurd, only last for as long as you can channel determination or suffering; once a particular 'event' is concluded, most of the benefits disappear... but crucially, not all of them.
As a final side effect of the Saintblood's nature, life seems slightly more enjoyable to you across the board; food tastes sweeter, friendships are more fulfilling and meaningful, and even repetitive tasks do not become boring as fast - all without the associated mental changes one may expect. You'll still be able to view all situations with the usual clarity without falling into corrupting incentives of pleasure.
[ ] Thrice Great (3 orbs) - A many-faced hero such as you deserves an equally multifaceted brilliance, to reflect the multitudes of achievements you may attain.
Like cement still not set into a stable form, a reservoir of inchoate pluripotency now slumbers within your heart. Drawn forth and channeled through a vessel, it can form into a Facet.
This Facet can be virtually anything imaginable, but is meant to represent a road not undertaken, or a vast reinterpretation of something you already have a certain capability in. Otherwise, it is not gated or constrained by metaphysical or magical law.
As an example, a Facet made through Inner Magic could be called Outer Magic; an art predisposed to channeling extradimensional energies, external to one's corpus, with advancement and casting potential dependent on the nature of available energies, rather than its caster's advancement; making investment into sanctums and allies doubly worthwhile. A Faceted Pattern may instead become a Pandemonium; the ability to dissolve ordered and explicable phenomena into a primordial murk, with a variety of side applications.
A Facet needn't be diametrically set against its original concept, only sufficiently different. A Facet and its original version can be slotted in and out at will - or, if at least somewhat coterminous in application or usage, wielded at the same time. This is usually no more tiring than using two such similar magics would be. If Facets are opposed on a conceptual level (such as a demonic and angelic magic,) they may be incompatible, rendering simultaneous usage impossible without accompanying severe self-harm.
Instead, you can choose to channel a Facet's potential through your entire being. This crystallizes an entire alternate version of yourself that you might've taken. However, not only can you not hold both Facets of yourself at once, but switching between them is a metaphysically exhausting task, requiring several hours of rest once it's completed to fully access your alternate powers, leaving you exposed to harm for that duration. This can be mitigated with practice, but never entirely.
As one Thrice-Great, you can form three Facets; the First Facet develops immediately, a Second develops in around three years, and a final Third in around thirteen years from the moment you attain your First. This otherwise automatic process can be accelerated with meditation on the shape of the future Facets your capabilities might take on, speeding up the attainment of the Second and Third Facet around tenfold if you stick to the preordained shapes.
Attaining a Facet beyond one's Third is unprecedented, even for the original sage who devised this method. However, it may not be strictly impossible for a hero of sufficient wisdom and means.
[ ] Shattered Aeon (4 orbs) - Friendship and its vaunted power are well-known to adventurers on many worlds, cited in countless memes, and extolled as a high virtue. Almost none know the true story, the face behind the mask of friendship, that very concept of fellowship and confidence in another. Once, this enticing force had a chance to reforge reality forever, to make it better, and it failed its quest miserably, shattered over the rocks by a savage betrayal, as trust in one's fellows dissolved into wicks of darkness.
Give friendship a chance again, and maybe you'll swim to a brighter world. Even if reality's shores may be wicked, even if the tides are cruel, and even if the driftwood you cling onto is headed to Hell - at least it'll all be in good company.
Through sheer circumstance or outright absurdity, you'll come face to face with an ensemble of reliable companions numbering anywhere from two to eight, most of whom shall possess a solid reason to get involved in your affairs, and the eclectic set of competencies, knowledge, magics, and eccentricities needed to meaningfully aid you and each other in your quest. Even if you have deep-seated personality issues that'd make cooperation with most people a distant dream, you'll be able to work alongside them.
Never shall your companions' aptitude or overall potential fall beneath your own, even if your capabilities already appear preposterously strong, as if some cosmic game master were doing their level best to ensure the game is as fair and interesting for each participant as possible; sometimes, your friends might even exceed you on an individual level, if often only for short periods. You'll all incessantly push each other to excel and succeed, providing motivation and constant support if the need arises.
Likewise, you'll all have a nearly preternatural, deeper-than-subconscious awareness of each other's overall needs and intentions; even if separated by light-years of distance, you'll find your actions synchronizing as if orchestrated by some celestial puppet master who wishes to see you all collectively succeed. Should one of you secretly be experiencing some abuse or issue, the others will always instinctively know how to act to provide aid, sometimes without even fully understanding why their hunch tells them so.
Above everything, this boon ensures one matter: certitude. You can always trust your friends, as even if you find some of their behaviors infuriating or vice versa, each downfall or argument is only a prelude to a more tempered, stronger bond. Even if forced into betrayal via mind control, the affected party shall only do the uttermost minimum on behalf of the controller. Even their spirit will fail, finding itself weaker than it should, when commanded to harm its allies, as if the player behind the character were only paying minor lip service to the effect, but still rooting for your inevitable aid in liberating themselves from this malign influence.
Being Usurpation's Chosen is mightier than Shattered Aeon. However, you may take a measure of cold comfort in knowing this one thing alone: your friends shall be spared the guilt, as you'll be the Judas to drive a dagger into their backs.
Drawbacks
As one who opposes this world's degeneration, you may afflict yourself with burdens. Your profits from this baneful section cannot exceed five orbs.
[ ] Unchained (+1 orb) - No chains, no limits. Harm follows every footstep.
Even if seemingly innocuous, your abilities tend towards destructive conclusions: a Chosen's fortune may chaotically reduce or modify that of others to amplify your own, a Somatomancer's Invocation may be unstable and explosive, and a Titan may overwrite the world into one uninhabitable for most beings. Even as an Architect, your insight will focus on destruction, and you'll struggle to undo calamitous fates: attempts will only multiply the amount of ruin awaiting.
True control over one's abilities acts as mitigation of this curse but is almost never attainable in the short-term. Broad Excellence may act as a partial form of mitigation but isn't reliable for the higher-order powers on display.
[ ] Usurpation's Chosen (+1 orb) - How can you ever believe in another heart, when a shadow is the truth of every being? You cannot trust. Trust will always confine and contain; trust will always weaken and betray. Enemies make war, but the wounds are clean and they will always heal. Trust alone will make you truly bleed. Trust alone can mutilate and maim - betrayal is the most brutal butcher.
As a consequence, you're doomed. Sometime in the future, you'll either betray someone else in a tremendously hurtful fashion they didn't deserve, or you shall be yourself betrayed similarly. You can choose, and you can proc this early on your own terms, but it'll always cause some form of strife at an inconvenient time; the party affected
will be hurt, and this
will cause some complications.
[ ] An End to Silver (+1 orb) - Your arrival on a world accelerates its apocalyptic fate; if one doesn't exist, it'll spawn a calamity to match your transgression. This acceleration cannot be prevented; the end of a given universe will arrive within seven years at most. However, through effort and ingenuity, you can overcome this calamity: slay its source, overcome entropy, or simply evacuate the people. Once this is done, the world experiences at minimum a decade of reprieve, before your presence calls down another calamity.
These fates moderately avoid harming you; if you step beneath a titan's foot, you'll be crushed, but if you do not proactively seek out death, and take at least mild precautions, you should be able to survive the apocalypse, along with whatever comes out on the other side. It'll be everyone else who is damned. With this appendix, the curse ensures its own preservation via your own.
Enhanced luck can mitigate the curse; pushing back the appointed time of the end, and offering more leeway in dealing with the threats. Eventually, it can start to weaken them altogether, but attaining even a halfway reduction is almost downright impossible. True freedom can be gained with the intervention of an Ensilvered Sorcerer, or something of a similar level of conceptual power.
[ ] Enforcement of Ruin (+2 orbs) - Wheresoever you walk, you are doomed to Death.
The closest individual or force to 'the concept of Death' in your local reality becomes aware of you within days of your arrival. Thereafter, they'll become obsessed with the idea of ending you. Given the breadth of this curse, it can manifest in a variety of ways: for Tribornia, you may draw the ire of the infamous Team Apocalypse, and on the Thematic Earth, the Rider of Death who serves the Lamb, and so on. However, aside from the information that you exist, and a strong compulsion to seek you out and destroy you, this bane does not provide any aid to your ruin's wellspring.
If a given reality doesn't have a matching individual or entity that can reasonably assume such a role, you'll instead simply have a vastly increased chance of fatal incident or death under other circumstances, which not even a Chosen's luck can reduce. In such a situation, it may be wiser to craft an embodiment to hunt you down: better face an immortal snail than a falling piano at every corner.
If you have the Ruinarch's Blade, you'll instead be the cause of your own eventual downfall. History repeats itself.
[ ] The One Principle (+2 orbs) - Get used to hatred, for it'll be one thing you shall experience in abundance wherever your feet tread.
All entities you encounter develop a dislike towards you, starting as a minor niggling at the back of their mind, and eventually developing into a tremendous hatred; over years, people will invent reasons to despise you, and civilizations might even wholesale turn into widescale witch hunts of your person, as you are branded the number one enemy of the public, a
hostis humani generis.
A single look is sufficient to gestate that incipient seed of hatred, although obsessive hatred rarely develops on its own from a single impression; most often, you'll need repeat and frequent interaction to make you appear as utterly loathsome to another being. Only then can distaste bloom into abhorrent detestation the likes of which men often reserve for parasites and cockroaches.
This can sometimes cause enemies to potentially set aside their differences to pursue your destruction - at this curse's fullest development, even ardent foes, once constantly at each other's throats and willing to do anything inclusive of murder to each other, might be willing to tolerate each other as long as it contributes to annihilating you. Whether you view this as a good or a bad thing is entirely up to you; cooperation isn't necessary to make it real.
Your comrades made via Shattered Aeon are fully immune to this.
[ ] Keter Theli (+3 orbs) - As soon as you select this drawback, the fabric of the entire multiverse ripples and frays apart in rebirth, as some distant and dead cosmic eye turns in your direction. Each timeline simultaneously bends, as the eye closes itself and calmly awaits the fulfillment of its ascension.
But you'll forget about that event, or dismiss its import out of hand as some 'background thing' of no relevance to your activities; the same will be done by every other being across the multiverse, from ancient liches to overdeities, as all return back to their business.
It won't be long after that you'll find a dragon's egg, and it'll hatch within a month of your encounter. From it, shall come a child unlike any other; a perfect son or daughter, surpassing any dream or conceptions you might've ever had of such a thing. They'll be adorable or starkly serious as needed, and absorb your teachings and instructions with a keen, obedient mind; almost starved for information. He or she will be a magus so excellent they'll surpass your own abilities within only a couple of years; absorbing them won't present them with an issue, and they'll be able to combine them or make better versions swiftly. Even boons such as Born of the End or being a True Architect may be copied and even improved upon.
Make sure you raise your dragon well.
After all, you're family.