Fanwork: How it Really Went Down (600 Words)

The Hero, for the umpteenth time, stood across from the Tyrant. A gentle breeze flowed across the courtyard, and pleasant white clouds soared over head. There was nothing particularly special about this courtyard, truly, except that it was held within the palace of the Tyrant's latest conquest.

"So, you've come for me again, impudent Hero. What does that make this, the twentieth, thirtieth time? Do you truly believe you can beat me when you have failed all those times before?"

The Tyrant loomed, larger than life. The air near his body seemed to writhe invisibly, as if the world itself was struggling to contain the power wrapped up in his form. His black boots crushed the grass beneath his heel as readily as the Tyrant had crushed the lives out of those who had opposed him. A pitch black cape was attached to a shoulder of the Tyrant's armor, containing meticulous threaded remnants of dozens of torn flags.

"I'll fight you as many times as it takes, Tyrant! So long as the people whisper of Freedom, so long as they hold Truth and justice in their hearts, I will defy you!"

The Hero stood near the entryway, stance firm. Though his armor was pockmarked and worn, his one good eye stared with unyielding defiance at the hated foe across from him. He marched forth towards the enemy of all that was good within the world, balancing on a sturdily made prosthetic that had been reinforced to the absolute limit with Seals.

Without a word more, the Hero and Tyrant readied their gauntlets. Marvelous inventions of a Kingdom that had since been destroyed, each served as a mechanism to easily carry and deploy Seals that the wielder possessed, drastically streamlining their deployment in battle. There had only been two prototypes created, one stolen by the Tyrant in his conquest and one freely given to the Hero on the eve of the inventor's death.

Each stood across from the other, ready to speak the ceremonial words that would begin their battle.

"It's time to Duel!"

Quick as a flash, each combatant had drawn 5 Seals from their gauntlet-storage, ready to be used.

This time, he would win! Thought the Hero, as he surveyed the seal-cards he had produced.

---

The Hero was losing. Monsters of all kind had been summoned, magic called forth through exertions of will, the courtyard now ruined from traps set by the two fighters. Even with everything he had gone through, all manner of Seals added to his repository, it still wasn't enough. Ever since the Tyrant had shattered his Destiny Draw, it seemed there was no hope of victory for the Hero.

Looking at what Seals he had left, the Hero grit his teeth. He didn't want to have to do this, to run away another time and tell all those still alive that he had failed once again, but the Hero had no choice. If he didn't cut his loses now, he'd die. Selecting a Seal from his hand, he placed it on the Gauntlet and spoke aloud.

"I activate the Seal of Revealing Light!"

This wouldn't hold the Tyrant long, the Hero knew. Maybe five minutes at most. But it'd be enough time to flee this place and go to ground again, so it'd have to be enough.

The Tyrant glared impotently from the pillar of light that he had been trapped in. That damn brat didn't even have the nerve to finish what he had started, as usual. What kind of man runs away from a Duel of Seals?

--------------------------------------------------

In which the universe where the dominant magic system is Seven Seals actually runs off children's card game logic.

It's come to my attention that the options I'm voting for don't posses word count superiority any more, so here's some more thrown on to the pile.

Plus, this should help get us that 2nd lesser Remittance, if we haven't earned it already. Hopefully. Hey, it's before Rihaku officially posts that vote, so it probably counts!
 
Lesser Remittances
The winning vote is Vendetta. Given the nature of Vendetta, please choose a Vendetta subvote alongside your votes below.

[ ] The Sword That Ends the World - Access to the Praxis, the fearsome supernal art of the Accursed himself. Only access, no immediate power. Given the obstacles arrayed before you, even if you choose optimally at each juncture, there is a between 1/3rd and 2/3rds chance you will die within the first few fights. Thread participation will not be able to change this, but you are free to take this risk. No one can say I have not repeatedly warned you.

[ ] The King's Scepter - The Accursed will grant you some degree of immediate power, which can be leveraged into further growth and which will provide substantial safety in the early stages of your journey.

I'm going to eliminate Battle Mastery of the three systems, but Accretion and Seven Seals are really close in terms of thread participation. As we build momentum, I hope we will be able to decisively close out these votes in a more timely fashion. Either way, this initial period of character creation is coming to a close. Please choose one of:

[ ] Accretion
[ ] Seven Seals

---


Cursebearer, Select 3 Lesser Remittances

Companion:

[ ] Gisena Allria, the Nullity Sorceress


Physical **
Social ****
Mental ****

On the brink of her execution by a mighty foe, the Nullity Sorceress employed a novel and highly risky application of her powers to tear a hole between realms. Nihilistic, cunning, and disarmingly vivacious, she is an exceptionally talented technologist and socialite. Beautiful, and fond of using her charms to tease, manipulate, and frustrate friend & foe alike.

Modestly superhuman strength, speed, constitution, appearance, and quickness of thought. Her Sorcerous Graces allow her to nullify, negate, or weaken a very broad range of supernatural effects, or, in theory, aspects of reality. Well-suited to Curse mitigation. Can continue to advance by attaining Coalescences.

[ ] Ceathlynn "Catherine" of Amarlt

Physical *****
Social * / ***
Mental **

Considered a failed prototype in the Amarlt family's disavowed eugenic super-soldier program, Catherine was relegated to the role of a lab assistant in the Astral Exploratory of her nominal House. A high-energy rift experiment gone wrong displaced her in space and time. Hurled centuries into the future, she is now the sole pureblooded inheritor of the Amarlt lineage, the main branch having long consumed itself in a fiery internecine war.

Though she possesses peak human reflexes, agility, kinesthetic sense, bodily coordination and melee combat skills, lacking any supernatural abilities she is little more effective than most humans against soldiers armed with guns. However, virtually any form of supernatural augmentation or equipment would act as powerful force multipliers for her. For example, she has an astonishing talent for piloting advanced weapons systems. Reserved and timid, she has not yet found her self-confidence in social situations, though she displays implacable will in the pursuit of any mission assigned.

[ ] Prolessarch [2 Remittances]

Physical **
Social ***
Mental *******

A lich who studied under a legendary Great Sage, the easy-going and adventurous Prolessarch completed a powerful spell which allowed him to traverse the void between dimensions. Though he has lost the vast majority of his magics in the process of powering his immortality, he still possesses a keen analytical intellect capable of insights well into the superhuman range. A human supremacist and somewhat set in his views; the topic of elves is one of the few issues that can rouse him to anger.

A masterful researcher into all forms of supernatural power, his prodigious intuition allows him to grasp foundational insights with startling frequency. Though this is perhaps less relevant for abstract systems such as Accretion, it will certainly be a boon for other systems you encounter. Though his undead frame is no faster than a well-trained human, it possess a corpselike resilience and the ability to drain the life essence of sapient beings. Possesses functional immortality; he cannot be killed until all trace of his memetic legacy is erased from the universe. Able, convivial, a fiercely loyal friend, a monstrous and unwavering foe.

Unconcerned with the vast array of magical powers he has lost; confident in his ability to acquire temporal power when needed, though it bores him.

"Easy come, easy go, hm? Now tell me more about this 'Astral' Exploratory of yours!"

Artifact:

[ ] Hunger


A ring of power, two thin bands of black surrounding a band of blood-red. When worn, it merges onto the finger, unable to be removed. The user's appetite for all the visceral pleasures of life is notably sharpened, increasing motivation and drive but with the obvious side effects. Indestructible as far as you can tell.

Dramatically reduces the benefits of training, but explosively increases rate of progression during active conflict. An active Cursebearer would progress many times faster in total. You don't have to wear it yourself.

[ ] Talon

A long, raking talon of yellowed ivory, stained with blood on its lower side and warm to the touch. Upon slaying an enemy of notable strength, the body can be processed to yield an amount of wealth, resources, or relevant equipment commensurate to the power of the foe. If the bearer is in particular need of food, water, or shelter, slain foes become more likely to provide an appropriate resource. Can break, but can repair itself from a sliver by feeding on a notable foe's blood. Intimidating if worn.

[ ] Forebear's Blade

Reforged shall be blade that was broken.

Accretion
- Infused with a spark of Accursed power, the blade slowly repairs itself as you progress, assuming a new form well-suited to the character and strengths of its master. As your power grows, so too shall its form be refined, become ever sharper and mightier without limit.

Seven Seals - The Soul Evocation of the chosen hero was Imprisonment, the power to seal. This blade extends, reinforces and magnifies the power of the soul, vastly enhancing the unique affinity of its wielder. Those struck by its edge can be sealed with far less resistance, while energies striking its flat are easily imprisoned. Seals draw by its point hearken as if cut into the primordial clay, becoming easier to comprehend and more potent in function. Increases effectiveness of Imprisonment on Curses.

Upgrade:

[ ] Retinue
- You may designate up to five members of your Retinue. Each reduces your rate of Progression by 25% multiplicatively. Each advances in their primary area of specialization with Progression one-fourth the potency of your own. Needless to say this is an outrageous and irreplaceable boon. Retinue companions are easy to add, costly to remove.

Your Retinue companions may with a short ceremony voluntarily pledge loyalty to any member of your retinue or yourself. This axiomatically prevents that character from betraying the one to whom they have so pledged. Breaking a pledge is possible but is always time-consuming, obvious over any distance, extremely onerous and afflicts the forsworn with a particularly ironic flavor of the Apocryphal Curse centered upon themselves. Pledges can be voluntarily released by mutual agreement in a less time-consuming process.

You may pledge loyalty to Retinue companions as well. Pledges may be mutual or not, mutual pledges may be simultaneous or not. You must add a character to the Retinue before pledges (from or to) can be made.

[ ] Intensify - Sharpens and narrows the domain of your Primary Remittance.

*The King's Scepter - Substantially increases power level at the cost of non-combat versatility. Better fulfills its function of initial security and leverage, but scope of action is less broad.
*The Sword - Substantially increases rate of progress and overall effectiveness of the Praxis, but prevents you from ever employing any other supernatural arts. The jack of all trades cannot overcome the master of one.

[ ] Relinquishment - For each decade of service as a Cursebearer, gain one week of freedom from your Curses. Your burdens will be transferred to volunteering Cursebearers for that time. You are free to travel even with the Geas but must be back before the week is over. You may improve the term and frequency of Relinquishment by mitigating your Curses more.

[ ] Accursed Favor

Forgo a Lesser Remittance. Causes the Accursed to like you slightly more. Benefits uncertain, can be taken multiple times.
 
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[ ] Relinquishment - For each decade of service as a Cursebearer, gain one week of freedom from your Curses. Your burdens will be transferred to volunteering Cursebearers for that time. You are free to travel even with the Geas but must be back before the week is over. You may improve the term and frequency of Relinquishment by mitigating your Curses more.
Oh my god. While this is unlikely to be chosen since it doesn't have practical benefits in quest, out of quest this is the sort of thing that a Cursebearer would kill for. It gives a respite from an otherwise eternity living with your Curses, which is otherwise essentially an impossible dream, since complete Mitigation would only occur in scientific scales of time forward.

I'm personally going to vote for it as one of our Lesser Remittances specifically for that narrative reason.

EDIT: Nvm, going to choose Seals synergies instead.
 
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[X] The King's Scepter
[X] Accretion
[X] Gisena Allria, the Nullity Sorceress
[X] Forebear's Blade
[X] Retinue
 
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[X] The Sword That Ends the World
[X] Seven Seals
[X] Gisena Allria, the Nullity Sorceress
[X] Hunger

[X] Intensify

If we're going all in we might as well go all the way. Super hyper focus on praxis growth with intensify and hunger with Gisena for curse mitigation and because I like her character.
 
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By the way, there are some synergy bonuses! For example, if you get both Gisena and Prolessarch, they will commiserate about how much they both hate elves, increasing group morale!
 
[X] The Sword That Ends the World
[X] Gisena Allria, the Nullity Sorceress
[X] Hunger
[X] Intensify

If we went with The King's Scepter I'd want the Forebear's Blade. While I'm quite keen on Praxis, I'm tempted by something like:
[ ] The King's Scepter
[ ] Accretion
[ ] Hunger
[ ] Forebear's Blade
[ ] Intensify
 
[X] The Sword That Ends the World
[X] Seven Seals
[X] Gisena Allria, the Nullity Sorceress
[X] Hunger
[X] Intensify


If we're going all in we might as well go all the way. Super hyper focus on praxis growth with intensify and hunger with Gisena for curse mitigation and because I like her character.

I wouldn't suggest taking Hunger with Sword, especially not also with Intensify. You'd have almost no way of surviving your first battle.
 
If we went with The King's Scepter I'd want the Forebear's Blade. While I'm quite keen on Praxis, I'm tempted by something like:
[ ] The King's Scepter
[ ] Accretion
[ ] Hunger
[ ] Forebear's Blade
[ ] Intensify
My scepter build is similar to this, but if we're going with Scepter/Accretion, we're going to be relatively strap for versatility, which Intensify would hamper us even further with. Retinue meanwhile lets us expand the abilities of our overall party if not ourself (without having to entangle us with the remnants of any former quests).
 
Oh my god. While this is unlikely to be chosen since it doesn't have practical benefits in quest, out of quest this is the sort of thing that a Cursebearer would kill for. It gives a respite from an otherwise eternity living with your Curses, which is otherwise essentially an impossible dream, since complete Mitigation would only occur in scientific scales of time forward.

I'm personally going to vote for it as one of our Lesser Remittances specifically for that narrative reason.

EDIT: Nvm, going to choose Retinue instead.

It's also quite useful on a tactical level, like, if your enemies think a particular Curse is your weakness, or if you REALLY need to conduct diplomacy to stop your empire from disintegrating around you, etc. Or want to visit another world for some quick-to-acquire power up.
 
Explaining further on what Rihaku says, Intensify literally nullifies one of our tools of early game survival with The Sword that Ends the World. We're an old heavily injured veteran with no development in ANY magic system if sword+intensify wins. We gave up our youthful vigor, lost an arm, an eye, and part of our lung.
 

A goddamn Diagram Lich, I'm guessing that there's nothing stopping him from redeveloping his spells or is it that it's his Diagrams that he lost or both? Boosted by Progression he'll become a extremely formidable, and versatile companion, plus he has his own form of immortality so his safety at a incredible height compared to other companions and is if we don't pick the Scepter.
 
[X] Seven Seals for the Scarlet King v2
-[X] The King's Scepter
-[X] Seven Seals
-[X] Prolessarch [2 Remittances]
-[X] Forebear's Blade


So, my rationale is that Prolessarch's intelligence and skill with researching magic systems has massive synergy potential with the Seven Seals which is primarily difficult due to the research required. The King's Scepter is to further empower the Seven Seals as a system as well as our own skill with using it. Forbear's Blade is to take into account the synergy between it and Seven Seals which boosts its ability at Curse Mitigati

EDIT: Took out Retinue and put in Forbear's Blade because it makes Seven Seals better at Mitigation than Accretion by Word of Rihaku.

Yes, the plan name is an SCP reference.
 
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I wouldn't suggest taking Hunger with Sword, especially not also with Intensify. You'd have almost no way of surviving your first battle.
[X] The Sword That Ends the World
[X] Seven Seals
[X] Gisena Allria, the Nullity Sorceress
[X] Retinue

[X] Intensify

Whoops misread the bit where it becomes unremovable once you wear it. Yeah that'd be bad. Retinue instead so we can get party members to fill in gaps in our specialization and to make Gisena stronk so she can remove more curse.
 
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[X] Plan Safety in Numbers
-[X] The Sword That Ends the World
-[X] Gisena Allria, the Nullity Sorceress
-[X] Ceathlynn "Catherine" of Amarlt
-[X] Retinue
[X] Accretion

Get the most people with superhuman strength as possible, and gives them the benefit of Progression. Hopefully that gets us out of the hotzone quicker. Intensify is bad for Sword, we don't need to progress even faster. Hunger is also bad, we want to avoid fights in the early game.
 
[ ] Relinquishment - For each decade of service as a Cursebearer, gain one week of freedom from your Curses. Your burdens will be transferred to volunteering Cursebearers for that time. You are free to travel even with the Geas but must be back before the week is over. You may improve the term and frequency of Relinquishment by mitigating your Curses more.
I assume the weeks of freedom can be 'stored' up? Do they need to be used in discrete quantities, or in a continuous manner?
It's also quite useful on a tactical level, like, if your enemies think a particular Curse is your weakness, or if you REALLY need to conduct diplomacy to stop your empire from disintegrating around you, etc. Or want to visit another world for some quick-to-acquire power up.
I wonder if it's possible to speedrun EFB as a Progression class within 1 week.. Going through Rihaku's quest as a speedrunner? How crazy!
 
Explaining further on what Rihaku says, Intensify literally nullifies one of our tools of early game survival with The Sword that Ends the World. We're an old heavily injured veteran with no development in ANY magic system if sword+intensify wins. We gave up our youthful vigor, lost an arm, an eye, and part of our lung.
No intensify and hunger would be bad together because hunger basically means we only learn during battle which means we wouldn't know anything of the praxis until we were already fighting someone. I thought you could remove it because it mentioned you could give it to someone else but missed the line that says it can't be removed once you've worn it.
 
I'd like to call out
Seven Seals - The Soul Evocation of the chosen hero was Imprisonment, the power to seal. This blade extends, reinforces and magnifies the power of the soul, vastly enhancing the unique affinity of its wielder. Those struck by its edge can be sealed with far less resistance, while energies striking its flat are easily imprisoned. Seals draw by its point hearken as if cut into the primordial clay, becoming easier to comprehend and more potent in function. Increases effectiveness of Imprisonment on Curses.

Forbear's Blade and Seven Seals unlocks some measure of Curse Mitigation if I understand what it's saying correctly.
 
No intensify and hunger would be bad together because hunger basically means we only learn during battle which means we wouldn't know anything of the praxis until we were already fighting someone. I thought you could remove it because it mentioned you could give it to someone else but missed the line that says it can't be removed once you've worn it.
We could just not put Hunger on until our first battle. Get whatever foundational Praxis skills we can get and then get the battle boost.
 
[X] Plan Safety in Numbers
-[X] The Sword That Ends the World
-[X] Gisena Allria, the Nullity Sorceress
-[X] Ceathlynn "Catherine" of Amarlt
-[X] Retinue
[X] Accretion

Get the most people with superhuman strength as possible, and gives them the benefit of Progression. Hopefully that gets us out of the hotzone quicker. Intensify is bad for Sword, we don't need to progress even faster. Hunger is also bad, we want to avoid fights in the early game.
Intensify is actually great for sword because the Praxis can apparently do anything just at differing levels of difficultly.
 
[ ] The King's Scepter
[ ] Accretion
[ ] Hunger
[ ] Forebear's Blade
[ ] Intensify

Interesting synergy, though you can probably afford to drop Intensify for Talon/Retinue/Relinquishment or a Companion. Gisena's fast Curse mitigation attacks the same problem that Intensify does (early survival) if you target the Apocryphal Curse, and with less variance.

My scepter build is similar to this, but if we're going with Scepter/Accretion, we're going to be relatively strap for versatility, which Intensify would hamper us even further with. Retinue meanwhile lets us expand the abilities of our overall party if not ourself (without having to entangle us with the remnants of any former quests).

What if you don't find anyone suitable to include in your Retinue? Conversely, Gisena or Catherine + Retinue would both be incredibly strong! Extremely fast scaling of a power highly specialized in nullifcation of things like Curses, or of a soldier with masterful combat skills who just needs superhuman stats to excel!

Is this the same Gisena we knew in a simple transaction or an alternate universe version?

The latter, but her personality is pretty much the same.

I'd like to call out

Forbear's Blade and Seven Seals unlocks some measure of Curse Mitigation if I understand what it's saying correctly.

Both arts can be used for Curse Mitigation, but this would make Seven Seals noticeably better at it, yes.
 
We could just not put Hunger on until our first battle. Get whatever foundational Praxis skills we can get and then get the battle boost.
Might be that everyone is too strong to fight early on so we want to be avoiding battle for as long as possible and if we ever have to put the ring on it locks us into tons of fights we might not be ready for? Probably not worth the risk since Rihaku says it's basically an unwinnable combo and hunger isn't that much better than Retinue or Talon.
 
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