Graces were pretty exponential in power, and some of Curse mitigation options we were getting implied a lot of potency too.

Of course, there is nothing like Progression Cursebearer if you want assured infinite(endless escalations of endless escalations etc) scaling.
Yeah they were adding 30 levels - but from the bits and bobs we have about levels I think it'd still take dozens of them to be strong enough for a second round of mitigations - though it probably depends on the particular way you want to mitigate a particular curse. Slumber down to 12 hours is the example I'm working off of.
Coalescences are a big deal, but Curses get absurd fast.
 
Yeah they were adding 30 levels - but from the bits and bobs we have about levels I think it'd still take dozens of them to be strong enough for a second round of mitigations - though it probably depends on the particular way you want to mitigate a particular curse. Slumber down to 12 hours is the example I'm working off of.
Coalescences are a big deal, but Curses get absurd fast.
I mean abilities themselves seem to scale hilariously well. Remember how that Fifth Grace was "can defeat anything fallible as long as she has enough juice"? What kind of bullshit is that, even?

Now, I'm not gonna lie, taking both Retinue and Accretion to double dip on that Gisena boost is my new favorite. As I've said earlier, Gisena has good synergy with Retinue as she can a) CHA people into walking to talk with us and joining us b) offer Cursebearer a reason to join us and, most importantly c) Mitigate Geas of Indenture so we can actually bring people along. Playing around as power couple sounds pretty interesting and it does some like a viable playstyle.
 
Slumber down to 12 hours is the example I'm working off of.

It could be you don't need to be universe killing to be able to do less drastic changes after the first 2 hour mitigation though. Things like being able to front load some sleep to get a longer operational time on a critical day would still be useful but might be cheaper than trying to brute force another general 2 hour reduction after the first.

We never really did a huge amount of mitigation last quest (Rather than mitigating it, Seram was even converting people to the lifestyle) so it's hard to know exactly the limits.
 
It could be you don't need to be universe killing to be able to do less drastic changes after the first 2 hour mitigation though. Things like being able to front load some sleep to get a longer operational time on a critical day would still be useful but might be cheaper than trying to brute force another general 2 hour reduction after the first.

We never really did a huge amount of mitigation last quest (Rather than mitigating it, Seram was even converting people to the lifestyle) so it's hard to know exactly the limits.
Even so, I want to pursue two big, dramatic mitigations
 
So remember when I decided to try and forge a Broken Kaleidoscope of my own last quest? I succeeded and miraculously didn't die in the attempt. Given the major timeline split that just happened, I decided to dust it off and try to console those disappointed we didn't go with EFB 2. I won't lie to you, there was some serious data corruption in the process of stealing updates from Earth-17. I've tried to fix them up the best I could but I make no promises as to the quality or authenticity of what I've found. Without further ado, welcome to:

RIhaKu?-17 said:
-ODDLY FATHER BEYONDER-

An Age of the World draws to a close. The hearts of humanity have been leashed and tamed by the efforts of their masters. The kingdoms of the land are stagnant, their people disillusioned by their endless, suffocating prosperity. Their kings look ever to the past and smother dissent neath infinitely reasonable words, disdaining action as the recourse of barbarians. This is the end of history they say, an eternity of progress into the golden tomorrow. Shamed, weary, bound by the chains of civilisation and modernity, the masses of the world call for a hero.

Their call is heard. From the Lazulite Halls of Heaven, a god will descend and wreath himself in mortal flesh. His mandate grants him fortune beyond measure, success as inevitable as the turning of the seasons. His divinity provides unparalleled genius; skills freed from physical law through the weight of his mythos. His victory means nothing less than a tabula rasa for the cycle entire, the tattered scraps of past ages erased as evidence of empyrean folly. Through this, the Wheel may be restored to its former glory.

He must be stopped, no matter the cost.


---

The Divinities are scrupulously honest liars. Their dishonesty is the dishonesty of a playwright, smoke and mirrors concealing the thumb on the scales. All the world's a stage and the Overlord is nothing more than a prop. You've been selected as a standee for the Hero to wrestle with and lay low. They will present a facade of equality but make no mistake, the two of you are not equals.

He has witnessed eons of this conflict, presided over thousands of Cycles, lived more mortal lives than you've taken breaths. Moreover, the world itself bows to him, his fateful triumph intertwined in the karma of all things. Every blade of grass, every drop of dew, the wretched beggar and the righteous king. All will provide succor to your enemy or else pave the way to his ascension with their corpse. Your karma is tied to the Age. Should its pillars fall, your life is forfeit.

Then your suffering will truly begin. Defer that time for as long as you are able.

Soon you will be shown the options from which you will build your panoply; the gifts of the Overlord that make you a "worthy" adversary, all sciences and sorceries that your home had lacked. Do not be dazzled by their fantastical nature; imprudent choices made here will make your failure a forgone conclusion. They would happily let you damn yourself from the very outset; the pretence of fairness a sufficient fig-leaf to justify their inaction.

Choose carefully. Choose well. For all of us that have come before.

---

Enough.

I
apologise for our servant's unprofessional behavior. Even now he remains embittered from his defeat, though my brother's baiting hardly helps. Should his resentful screed have failed to enlighten you, I will distill the key points.

1) You are in a match with my brother to decide the destiny of our world. You must defend the current world order while he works to overturn it. Succeed and you may make a single wish that we shall fulfill to the best of our ability. Fail and your fate is ours to determine.

2) For the sake of balance you shall be lent three Celestial Orbs with which you may arm yourself. More are available if you are willing to pay due recompense.

3) Upon finalising your decisions you will be sent down to the mortal world to do as you please. There is no strict deadline to the contest; it will not end until one of you emerges the victor.

4) The Age ends once all the institutions that shaped it have fallen or mutated beyond recognition. You will have an intuitive grasp of what does and does not qualify for this criterion.

Understood? Excellent.

As an addendum, don't expect my brother to be grateful should you choose to despair and die. He reserves the worst of his punishments for those who refused to entertain him.

- You have three (3) Celestial Orbs -


Special
S
hould you take these and still lose, our brother will be insufferable. Expect no quarter from any of us.

{ } Legacy (1 orb) - To be alone in the world is a terrible thing. You need not be so. The world is littered with caches and remnants of your predecessors, the vast majority of whom were peerless warriors or unrivalled sages. We may induce an affinity for one such individual in your soul, allowing you to discover and utilise their legacy in a productive fashion. This effect disregards any incompatibility in your magics.

*Gives up to 3 orbs of benefit over time, the form of which varies depending on your other choices but none provide an immediate benefit.
*Even with your affinity guiding you, obtaining and mastering their legacy requires an investment of time, effort and resources.

{ } Scion (2 orbs) - As you must be acutely aware you were born of no especial provenance. Fortunately for you, we may remedy that.

*In lieu of being thrown into the world as you are, you may instead reincarnate in the body of a newborn scion to a compatible family while retaining your memories. Your life will begin peacefully, tended and taught by a host of servants until your age of majority. Your body shall be in the top percentile of all physical and mental attributes. You will gain an unnatural gift when learning from your family, advancing in their lessons at a terrifying speed. Furthermore, consistently fulfilling your duties as an heir will grant access to the full resources, connections and knowledge that they have available to them.
*A steep price in both orbs and time that nonetheless have a cornucopia of benefits should you prove capable of taking advantage.

{ } Heartless Might (2 orbs) - My brother believes that a Dark Lord should be worthy of the name. Feel free to prove him right.

*Unlocks the ability to supplement any suitable action with the power of your mantle.
*Doing so provides a general improvement to the execution and results of the action while raising your Heartlessness score.
*Raising Heartless makes the Overlord more competent and ruthless as he grows into his role. The higher levels of Heartless confer a number of additional benefits.
*Raising Heartless above 10 may have unpleasant results.


Magic
I
'm certain you've been eagerly anticipating this. Unfortunately, I have matters to attend to. I'll leave it to the servant to elaborate.


Certainly… sir. I have been authorised to offer you enhancements to three mutually exclusive types of magic. You may take only one, unless you choose Inheritor.

{ } Archival Magic - To an Archivist, intimate knowledge of a process grants mastery over that process. So long as you approach the world with a curious intellect and humble spirit, you may use this magic. Spending an orb here grants an eidetic memory and a natural instinct for scholarship.

*This magic allows the user to summon temporary projections of objects, creatures and spells with the most erudite users being able to summon phantasmal versions of sentient beings from Ages past.
*This results in a level of versatility and potency of effect largely unmatched in the present era, with an answer to almost any circumstance potentially available.
*The process of projection is very taxing, leaving the user enerverated if maintained for even moderate periods of time. Overuse may cause permanent diminishment.
*Both the strength and efficiency of your projections scale with the user's understanding of the specifics of a projection and the general knowledge of the Age they seek to summon from.

{ } Cultivation (1 orb) - A supremely selfish magic that once allowed the individual to subjugate the world; now it's the exclusive province of kept scholars and barbarian warlords. Oh how the mighty have fallen. While theoretically anyone may engage in Cultivation, spending an orb here grants an affinity for the art equal to some of the greatest masters in history. You'll likely be the most talented practitioner alive.

*A science that focuses on the alteration of the physical and metaphysical corpus in pursuit of temporal power and immortality. There are 3 Stages of Cultivation extant in the world: Seperation, Transformation and Evolution. Further attainments are rumoured to exist but only the Lost Tribes genuinely believe in them.
*Cultivation offers the potential for shocking physical might and significant resistance to esoteric effects, though the known stages cannot come close to the utility offered by Binary or Archive Magic.
*To even begin the process of Cultivation requires access to the almost extinct Thiresis flower, found only in the forsaken edges of the world and the vaults of those precious few rulers of the realm considered experts on the Labyrinth Empire. Any real attainment requires prodigious aptitude and either decades of toil or wealth beyond avarice.

{ } Binary Magic (1 orb) - The all but forgotten magic of the Elves are fickle at the best of times. More than any of the options here, these are an art and not a science.

Artificers are those that invest their Essence into discrete objects, hollowing themselves out to craft dweomers of terrible power. Naturalists choose to instead merge their Essence with their demesne, allowing them to shape and define lands they claim as their own. Both are vanishingly rare, with only the handful of Half-Elven atavisms in the world still capable of invoking their heritage. How very tragic.

*Significant skill in one branch inevitably leads to incompetence in the other.
*Both are unreliable but advanced practitioners are capable of feats of scope and scale equal to the greatest workings of the mightiest Archivists, without decades of study required.
*This option grants a well of "virtual" Essence sufficient to begin practice in either art should the user have the necessary resources.

{ } Inheritor (3 orbs) - To an Archivist, intimate knowledge of a process grants mastery over that process. It stands then to reason that perfect knowledge grants perfected mastery. And what greater expression of mastery exists than the power to synthesise new information through analysis of the old? Through extensive research and experimentation, the user may create novel projections based on the systems that came before. Projections created through this process possess power and efficiency comparable to their antecedents, equal or superior to the specialities of the greatest Archivists.

After all, those who do not learn from the past are doomed to repeat it.

*This must be taken with the Archival Magic option.
*Enormous growth potential, zero immediate power
*Likely to die without a guarantee of short term safety.


- Sign -
The stars have ever had a connection to the earth and they can alter the arc of the world in their arrangement.
You may select one constellation to shape the path you walk.

{ } The Bird (1 orb) - The Sign of the Bird clouds your vision with the Red Mist. During combat, you will gain the ability to enter a berserk state in which you can no longer distinguish between friend and foe. This state drastically heightens your instinct for bloodshed to a superhuman degree, allowing you to more effectively leverage all of your capabilities towards violence.

*State can be partially controlled through extreme mental effort
*Exiting the state leaves you weakened for a moderate period of time

{ } The Tiger (2 orbs) - The Sign of the Tiger crowns you with the White Hairs. Like a beast of myth, you will find all of your characteristics very gradually improving as time passes without limit, defying the frailty and senility of age. Any supernatural abilities you possess will be particularly affected by this, bolstered in a way that stacks with all other variables.

*Does not extend your lifespan by itself
*Effect requires decades before becoming pronounced and centuries to arrive at its apex.

{ } The Tortoise (2 orbs) - The Sign of the Tortoise replaces your stomach with the Black Belly. You may absorb a portion of the knowledge and skills of others by physically consuming their brains. This immediately grants the ability to utilise those skills and call upon that knowledge. The more intact the brain is upon your consumption and the more of it you consume, the more information you will be able to assimilate.

*Neither talents nor intrinsic attributes may be acquired in this manner. This also does not permit the use of multiple schools of magic.
*Don't worry about prion disease.
*Holy shit dude, calm down, please.

{ } The Dragon (3 orbs) - The Sign of the Dragon fills your body with Blue Blood. This provides a holistic enhancement to all attributes sufficient to make a human equal one of the Elven Lords of old. This effect is particularly pronounced on your charisma. You shine with such inner radiance that only mortal enemies would do you serious harm unprovoked and even those may be befriended over time.

*Charisma does not prevent retaliation for hostile actions or against the truly determined, though makes peace substantially easier to negotiate
*Any children you have will inherit a portion of these effects.
*Minimal impact on your adversary.


Blessings
While much of the civilised world is relatively safe, it is unlikely the heavens will leave you in one such area. You would do well to ensure your immediate survivability.

{ } Citizen (1 orb) - Upon incarnation, you will be provided with documents and memories corresponding to an average life lived in one of the city states. These are all real in that your existence will be retroactively woven into the history of this world. The benefits of being a citizen are manifold, with safety, security, food, water, shelter and opportunity for advancement all provided for by the state.

*The temporal benefits may be lost depending on your actions
*With careful play, can make it significantly harder for your opponent to distinguish you from the masses

{ } Guardian Angel (2 orbs) - A benevolent spirit watches over you, represented by a marking somewhere on your body. This spirit will steer you away from danger through subtle hints and signs, manipulating fate to find you the safest path. In most circumstances, the angel has little temporal power but in a time of true desperation, you may call upon it to resolve a situation in your favour through direct alteration of destiny. After this, it will disperse, its energies expended.

If you beget or adopt a child, you may transfer the protection of the Guardian Angel to them.

*Guidance fails should you insist on your course of action
*Can only delay your true nemesis

{ } Invulnerablity (3 orbs) - Of all the methods that exist to ensure your security, this ranks among the very finest. Choosing this guarantees an immunity to physical harm from famine, drought, plague, pestilence, war, age, vacuum and all other threats of the physical universe. This effect does nothing to protect your mind or soul from magical effects and the terms of the contest remain. Should the Age end, you will be struck dead regardless.

*Does nothing against imprisonment or other forms of indirect defeat


Drawbacks
Here lies the key to your victory or defeat. Each will give you an additional orb, up to maximum of seven.
Deliberate thoroughly before finalising your selection.

{ } Waterproof - By default, your opponent will only begin to reclaim their memories and powers beginning at adolescence, leaving you years to gather power or make allies.

Selecting this ensures he retains his memories from birth and may optimise his time spent before the contest with the full measure of his experience and knowledge. Connections, resources, allies, all advantages will be available to him to accelerate the growth of his power.

*Regardless of their memories, until your opponent reaches their age of majority or begins adventuring, destiny will shield them from your gaze.

{ } An Age of War - That which is long united must divide. Across the world, a handful of great men and women will arise as your opponent's contemporaries, each possessing singular talents and blessings. Their differences are irreconcilable and will almost certainly lead the factions of this world into an era of endless war and suffering. You may make peace with one or two but they will most likely ignore your overtures entirely.

*4-5 other legendary figures will surface during this time. Without taking Zenith, they will be difficult to distinguish from your true opponent.

{ } Mazed - The Lost Tribes are fully aware they are the dying remnants of a great civilization and they despise it. In their hunger for glory, they turned to more ancient powers. Answer their summoning and you will be granted an additional Celestial Orb but be compelled to champion their cause. No chief has the power to coerce you but without your aid, they will surely perish.

*Rather than being defeated after all the institutions of the age perish, you will die should the Lost Tribes fall. Their hatred of the philosopher-kings is irreconcilable; convincing them to end their grievances will count as the end of their civilization for the purposes of the contest. Their position is significantly weaker than the city-states, Cultivators growing fewer and fewer as time goes by, diminished by compulsive internecine strife and scheming.
*My Isekai Life as Ghenghis Khan is Not as Expected!?

{ } Fatal Flaw - By anchoring your soul in a single, calcified defect, you may safely implant an additional Celestial Orb. However, this flaw will become entirely immutable, as much a part of you as your soul itself. No amount of introspection, meditation or experience will be able to change this. Think Hamlet's indecisiveness or Faust's ambition

*Unimpactful in times of peace but should your enemy learn of this weakness, it will likely prove your undoing.

{ } Pacifist - You are helplessly incompetent at all forms of confrontation. Verbal, physical, magical, mental, so long as there is direct opposition against you will find yourself destined for failure.

*Your allies may still fight in your place and you are capable of providing indirect aid to them.
*If you are unable to perceive your opposition, this effect does not trigger.

{ } Zenith (+2 orbs) - Your opponent will be provided access to the full measure of his blessings at the moment of his descent. This will cause the following to occur:

The eddies of Fate will guide him on a gauntlet of trials bitter enough to break even the most resolute of mortals and his victory cry will resound like worldshaking thunder. These ordeals will cause him to ascend in might at a dizzying speed before your contest even begins, arriving at a level of strength comparable to the greatest figures of this Age by the time of his awakening. Once he reclaims his memories you will face the hero in his hour of glory.

-ODDLY FATHER BEYONDER-

An Age of the World draws to a close. The hearts of humanity have been leashed and tamed by the efforts of their masters. The kingdoms of the land are stagnant, their people disillusioned by their endless, suffocating prosperity. Their kings look ever to the past and smother dissent neath infinitely reasonable words, disdaining action as the recourse of barbarians. This is the end of history they say, an eternity of progress into the golden tomorrow. Shamed, weary, bound by the chains of civilisation and modernity, the masses of the world call for a hero.

Their call is heard. From the Lazulite Halls of Heaven, a god will descend and wreath himself in mortal flesh. His mandate grants him fortune beyond measure, success as inevitable as the turning of the seasons. His divinity provides unparalleled genius; skills freed from physical law through the weight of his mythos. His victory means nothing less than a tabula rasa for the cycle entire, the tattered scraps of past ages erased as evidence of empyrean folly. Through this, the Wheel may be restored to its former glory.

He must be stopped, no matter the cost.


---

The Divinities are scrupulously honest liars. Their dishonesty is the dishonesty of a playwright, smoke and mirrors concealing the thumb on the scales. All the world's a stage and the Overlord is nothing more than a prop. You've been selected as a standee for the Hero to wrestle with and lay low. They will present a facade of equality but make no mistake, the two of you are not equals.

He has witnessed eons of this conflict, presided over thousands of Cycles, lived more mortal lives than you've taken breaths. Moreover, the world itself bows to him, his fateful triumph intertwined in the karma of all things. Every blade of grass, every drop of dew, the wretched beggar and the righteous king. All will provide succor to your enemy or else pave the way to his ascension with their corpse. Your karma is tied to the Age. Should its pillars fall, your life is forfeit.

Then your suffering will truly begin. Defer that time for as long as you are able.

Soon you will be shown the options from which you will build your panoply; the gifts of the Overlord that make you a "worthy" adversary, all sciences and sorceries that your home had lacked. Do not be dazzled by their fantastical nature; imprudent choices made here will make your failure a forgone conclusion. They would happily let you damn yourself from the very outset; the pretence of fairness a sufficient fig-leaf to justify their inaction.

Choose carefully. Choose well. For all of us that have come before.

---

Enough.

I
apologise for our servant's unprofessional behavior. Even now he remains embittered from his defeat, though my brother's baiting hardly helps. Should his resentful screed have failed to enlighten you, I will distill the key points.

1) You are in a match with my brother to decide the destiny of our world. You must defend the current world order while he works to overturn it. Succeed and you may make a single wish that we shall fulfill to the best of our ability. Fail and your fate is ours to determine.

2) For the sake of balance you shall be lent three Celestial Orbs with which you may arm yourself. More are available if you are willing to pay due recompense.

3) Upon finalising your decisions you will be sent down to the mortal world to do as you please. There is no strict deadline to the contest; it will not end until one of you emerges the victor.

4) The Age ends once all the institutions that shaped it have fallen or mutated beyond recognition. You will have an intuitive grasp of what does and does not qualify for this criterion.

Understood? Excellent.

As an addendum, don't expect my brother to be grateful should you choose to despair and die. He reserves the worst of his punishments for those who refused to entertain him.

- You have three (3) Celestial Orbs -


Special
S
hould you take these and still lose, our brother will be insufferable. Expect no quarter from any of us.

{ } Legacy (1 orb) - To be alone in the world is a terrible thing. You need not be so. The world is littered with caches and remnants of your predecessors, the vast majority of whom were peerless warriors or unrivalled sages. We may induce an affinity for one such individual in your soul, allowing you to discover and utilise their legacy in a productive fashion. This effect disregards any incompatibility in your magics.

*Gives up to 3 orbs of benefit over time, the form of which varies depending on your other choices but none provide an immediate benefit.
*Even with your affinity guiding you, obtaining and mastering their legacy requires an investment of time, effort and resources.

{ } Scion (2 orbs) - As you must be acutely aware you were born of no especial provenance. Fortunately for you, we may remedy that.

*In lieu of being thrown into the world as you are, you may instead reincarnate in the body of a newborn scion to a compatible family while retaining your memories. Your life will begin peacefully, tended and taught by a host of servants until your age of majority. Your body shall be in the top percentile of all physical and mental attributes. You will gain an unnatural gift when learning from your family, advancing in their lessons at a terrifying speed. Furthermore, consistently fulfilling your duties as an heir will grant access to the full resources, connections and knowledge that they have available to them.
*A steep price in both orbs and time that nonetheless have a cornucopia of benefits should you prove capable of taking advantage.

{ } Heartless Might (2 orbs) - My brother believes that a Dark Lord should be worthy of the name. Feel free to prove him right.

*Unlocks the ability to supplement any suitable action with the power of your mantle.
*Doing so provides a general improvement to the execution and results of the action while raising your Heartlessness score.
*Raising Heartless makes the Overlord more competent and ruthless as he grows into his role. The higher levels of Heartless confer a number of additional benefits.
*Raising Heartless above 10 may have unpleasant results.


Magic
I
'm certain you've been eagerly anticipating this. Unfortunately, I have matters to attend to. I'll leave it to the servant to elaborate.


Certainly… sir. I have been authorised to offer you enhancements to three mutually exclusive types of magic. You may take only one, unless you choose Inheritor.

{ } Archival Magic - To an Archivist, intimate knowledge of a process grants mastery over that process. So long as you approach the world with a curious intellect and humble spirit, you may use this magic. Spending an orb here grants an eidetic memory and a natural instinct for scholarship.

*This magic allows the user to summon temporary projections of objects, creatures and spells with the most erudite users being able to summon phantasmal versions of sentient beings from Ages past.
*This results in a level of versatility and potency of effect largely unmatched in the present era, with an answer to almost any circumstance potentially available.
*The process of projection is very taxing, leaving the user enerverated if maintained for even moderate periods of time. Overuse may cause permanent diminishment.
*Both the strength and efficiency of your projections scale with the user's understanding of the specifics of a projection and the general knowledge of the Age they seek to summon from.

{ } Cultivation (1 orb) - A supremely selfish magic that once allowed the individual to subjugate the world; now it's the exclusive province of kept scholars and barbarian warlords. Oh how the mighty have fallen. While theoretically anyone may engage in Cultivation, spending an orb here grants an affinity for the art equal to some of the greatest masters in history. You'll likely be the most talented practitioner alive.

*A science that focuses on the alteration of the physical and metaphysical corpus in pursuit of temporal power and immortality. There are 3 Stages of Cultivation extant in the world: Seperation, Transformation and Evolution. Further attainments are rumoured to exist but only the Lost Tribes genuinely believe in them.

*Cultivation offers the potential for shocking physical might and significant resistance to esoteric effects, though the known stages cannot come close to the utility offered by Binary or Archive Magic.
*To even begin the process of Cultivation requires access to the almost extinct Thiresis flower, found only in the forsaken edges of the world and the vaults of those precious few rulers of the realm considered experts on the Labyrinth Empire. Any real attainment requires prodigious aptitude and either decades of toil or wealth beyond avarice.

{ } Binary Magic (1 orb) - The all but forgotten magic of the Elves are fickle at the best of times. More than any of the options here, these are an art and not a science.

Artificers are those that invest their Essence into discrete objects, hollowing themselves out to craft dweomers of terrible power. Naturalists choose to instead merge their Essence with their demesne, allowing them to shape and define lands they claim as their own. Both are vanishingly rare, with only the handful of Half-Elven atavisms in the world still capable of invoking their heritage. How very tragic.

*Significant skill in one branch inevitably leads to incompetence in the other.
*Both are unreliable but advanced practitioners are capable of feats of scope and scale equal to the greatest workings of the mightiest Archivists, without decades of study required.
*This option grants a well of "virtual" Essence sufficient to begin practice in either art should the user have the necessary resources.

{ } Inheritor (3 orbs) - To an Archivist, intimate knowledge of a process grants control over that process. It stands then to reason that perfect knowledge grants perfected mastery. And what greater expression of mastery exists than the power to synthesise new information through analysis of the old? Through extensive research and experimentation, the user may create novel projections based on the systems that came before. Projections created through this process possess power and efficiency comparable to their antecedents, equal or superior to the specialities of the greatest Archivists.

After all, those who do not learn from the past are doomed to repeat it.

*This must be taken with the Archival Magic option.
*Enormous growth potential, zero immediate power
*Likely to die without a guarantee of short term safety.


- Sign -
The stars have ever had a connection to the earth and they can alter the arc of the world in their arrangement.
You may select one constellation to shape the path you walk.


{ } The Bird (1 orb) - The Sign of the Bird clouds your vision with the Red Mist. During combat, you will gain the ability to enter a berserk state in which you can no longer distinguish between friend and foe. This state drastically heightens your instinct for bloodshed to a superhuman degree, allowing you to more effectively leverage all of your capabilities towards violence.

*State can be partially controlled through extreme mental effort
*Exiting the state leaves you weakened for a moderate period of time

{ } The Tiger (2 orbs) - The Sign of the Tiger crowns you with the White Hairs. Like a beast of myth, you will find all of your characteristics very gradually improving as time passes without limit, defying the frailty and senility of age. Any supernatural abilities you possess will be particularly affected by this, bolstered in a way that stacks with all other variables.

*Does not extend your lifespan by itself
*Effect requires decades before becoming pronounced and centuries to arrive at its apex.

{ } The Tortoise (2 orbs) - The Sign of the Tortoise replaces your stomach with the Black Belly. You may absorb a portion of the knowledge and skills of others by physically consuming their brains. This immediately grants the ability to utilise those skills and call upon that knowledge. The more intact the brain is upon your consumption and the more of it you consume, the more information you will be able to assimilate.

*Neither talents nor intrinsic attributes may be acquired in this manner. This also does not permit the use of multiple schools of magic.
*Don't worry about prion disease.
*Holy shit dude, calm down, please.

{ } The Dragon (3 orbs) - The Sign of the Dragon fills your body with Blue Blood. This provides a holistic enhancement to all attributes sufficient to make a human equal one of the Elven Lords of old. This effect is particularly pronounced on your charisma. You shine with such inner radiance that only mortal enemies would do you serious harm unprovoked and even those may be befriended over time.

*Charisma does not prevent retaliation for hostile actions or against the truly determined, though makes peace substantially easier to negotiate
*Any children you have will inherit a portion of these effects.
*Minimal impact on your adversary.


Blessings
While much of the civilised world is relatively safe, it is unlikely the heavens will leave you in one such area. You would do well to ensure your immediate survivability.

{ } Citizen (1 orb) - Upon incarnation, you will be provided with documents and memories corresponding to an average life lived in one of the city states. These are all real in that your existence will be retroactively woven into the history of this world. The benefits of being a citizen are manifold, with safety, security, food, water, shelter and opportunity for advancement all provided for by the state.

*The temporal benefits may be lost depending on your actions
*With careful play, can make it significantly harder for your opponent to distinguish you from the masses

{ } Guardian Angel (2 orbs) - A benevolent spirit watches over you, represented by a marking somewhere on your body. This spirit will steer you away from danger through subtle hints and signs, manipulating fate to find you the safest path. In most circumstances, the angel has little temporal power but in a time of true desperation, you may call upon it to resolve a situation in your favour through direct alteration of destiny. After this, it will disperse, its energies expended.

If you beget or adopt a child, you may transfer the protection of the Guardian Angel to them.

*Guidance fails should you insist on your course of action
*Can only delay your true nemesis

{ } Invulnerablity (3 orbs) - Of all the methods that exist to ensure your security, this ranks among the very finest. Choosing this guarantees an immunity to physical harm from famine, drought, plague, pestilence, war, age, vacuum and all other threats of the physical universe. This effect does nothing to protect your mind or soul from magical effects and the terms of the contest remain. Should the Age end, you will be struck dead regardless.

*Does nothing against imprisonment or other forms of indirect defeat


Drawbacks
Here lies the key to your victory or defeat. Each will give you an additional orb, up to maximum of seven.
Deliberate thoroughly before finalising your selection.


{ } Waterproof - By default, your opponent will only begin to reclaim their memories and powers beginning at adolescence, leaving you years to gather power or make allies.

Selecting this ensures he retains his memories from birth and may optimise his time spent before the contest with the full measure of his experience and knowledge. Connections, resources, allies, all advantages will be available to him to accelerate the growth of his power.

*Regardless of their memories, until your opponent reaches their age of majority or begins adventuring, destiny will shield them from your gaze.

{ } An Age of War - That which is long united must divide. Across the world, a handful of great men and women will arise as your opponent's contemporaries, each possessing singular talents and blessings. Their differences are irreconcilable and will almost certainly lead the factions of this world into an era of endless war and suffering. You may make peace with one or two but they will most likely ignore your overtures entirely.

*4-5 other legendary figures will surface during this time. Without taking Zenith, they will be difficult to distinguish from your true opponent.

{ } Mazed - The Lost Tribes are fully aware they are the dying remnants of a great civilization and they despise it. In their hunger for glory, they turned to more ancient powers. Answer their summoning and you will be granted an additional Celestial Orb but be compelled to champion their cause. No chief has the power to coerce you but without your aid, they will surely perish.

*Rather than being defeated after all the institutions of the age perish, you will die should the Lost Tribes fall. Their hatred of the philosopher-kings is irreconcilable; convincing them to end their grievances will count as the end of their civilization for the purposes of the contest. Their position is significantly weaker than the city-states, Cultivators growing fewer and fewer as time goes by, diminished by compulsive internecine strife and scheming.
*My Isekai Life as Ghenghis Khan is Not as Expected!?

{ } Fatal Flaw - By anchoring your soul in a single, calcified defect, you may safely implant an additional Celestial Orb. However, this flaw will become entirely immutable, as much a part of you as your soul itself. No amount of introspection, meditation or experience will be able to change this. Think Hamlet's indecisiveness or Faust's ambition

*Unimpactful in times of peace but should your enemy learn of this weakness, it will likely prove your undoing.

{ } Pacifist - You are helplessly incompetent at all forms of confrontation. Verbal, physical, magical, mental, so long as there is direct opposition against you will find yourself destined for failure.

*Your allies may still fight in your place and you are capable of providing indirect aid to them.
*If you are unable to perceive your opposition, this effect does not trigger.

{ } Zenith (+2 orbs) - Your opponent will be provided access to the full measure of his blessings at the moment of his descent. This will cause the following to occur:

The eddies of Fate will guide him on a gauntlet of trials bitter enough to break even the most resolute of mortals and his victory cry will resound like worldshaking thunder. These ordeals will cause him to ascend in might at a dizzying speed before your contest even begins, arriving at a level of strength comparable to the greatest figures of this Age by the time of his awakening. Once he reclaims his memories you will face the hero in his hour of glory.

A.N: Three concurrent build votes!?

EDIT: Genuinely the dumbest person in reality, that I can walk and chew gum simultaneously is a miracle of god. 3266 words.
 
Last edited:
Despite the risk and the chance of losing this vote, I'm still excited about seeing what the Praxis can finally do. After this, I don't know if we ever will have the chance to find out again. Remember all that cool teasing about Immortal Awakening and the Logos that ended nowhere? That sucked. It's time to finally seize the ultimate shiny we so far have been denied!
The thing is even if you win this vote you might not get any Praxis lore. I'm pretty sure that Rihaku will not provide any concrete information about the Praxis until we actually have the downtime necessary to actually start training it up. So if we die in the first or probably even the second fight, which has a high chance of happening with Sword, we will be down a Rihaku quest without you even getting the information you wanted about the Praxis, having given up on all the fun of a Rihaku quest for literally nothing.

The way I see it, the two alternatives are 100% chance of a Rihaku quest or about 50% chance of a Rihaku questn + some shiny. So you literally have to value Praxis lore above the enjoyment of an entire Rihaku quest, and I just don't understand valuing Rihaku's writing so little. I made a list of my favorite fictional works recently, and out of a list of about 60, seven were Rihaku's quests. This is how much I value reading Rihaku's quests, so seeing people willing to potentially give it all up just for a chance at some lore is just ridiculous to me.

And the worst thing is that it doesn't even make in character sense! Though the readers might value finding out more about the Praxis, our character has absolutely no reason whatsoever to value this above insuring his survival and maximizing his chance to eventually get his revenge. So even for story reason alone, I would prefer Scepter over Sword. Urgh...
 
Well, duh.

{X} Archival Magic
{X} Inheritor
{X} Scion
{X} An Age of War
{X} Fatal Flaw
{X} Mazed


Don't fix what's not broken. Would maybe even take the Tortoise in exchange for some additional Flaws, but it seems too risky for something with such a squick factor and thus unlikely to enjoy full use by the questers.
 
It's hard to guess where Rihaku will go with the characterization if The Sword That Ends the World wins, but I definitely see it as being suicidal. Like the protagonist wants to either die and be at peace, or kill his tormentors, and he's fine with both outcomes. The idea of calling his wife back and just leaving with her doesn't enter his thoughts because his mindset is one that can't even envision the possibility of happiness or success or peace, like these are things that happen to other people but never him. Even if he got her back someone stronger would come and take her again, because that's what happens, that's what always happens, that's just the way the world works. It's not very logical, but then depression/PTSD often aren't.

I think there's a good story here, and one I'd be interested in if it wasn't likely to end the story before it started, but I don't think most people are voting for the Sword out of a desire to explore the protagonist's emotional state.

Also, it would be kinda funny if right as the protagonist snatched a free moment to begin exploring the secrets of the Praxis he was immediately murdered.
 
The thing is even if you win this vote you might not get any Praxis lore. I'm pretty sure that Rihaku will not provide any concrete information about the Praxis until we actually have the downtime necessary to actually start training it up. So if we die in the first or probably even the second fight, which has a high chance of happening with Sword, we will be down a Rihaku quest without you even getting the information you wanted about the Praxis, having given up on all the fun of a Rihaku quest for literally nothing.

The way I see it, the two alternatives are 100% chance of a Rihaku quest or about 50% chance of a Rihaku questn + some shiny. So you literally have to value Praxis lore above the enjoyment of an entire Rihaku quest, and I just don't understand valuing Rihaku's writing so little. I made a list of my favorite fictional works recently, and out of a list of about 60, seven were Rihaku's quests. This is how much I value reading Rihaku's quests, so seeing people willing to potentially give it all up just for a chance at some lore is just ridiculous to me.

And the worst thing is that it doesn't even make in character sense! Though the readers might value finding out more about the Praxis, our character has absolutely no reason whatsoever to value this above insuring his survival and maximizing his chance to eventually get his revenge. So even for story reason alone, I would prefer Scepter over Sword. Urgh...
But like, why do you like a Rihaku quest? Good as he is, I don't think he possesses the inherent power to make anything he writes appealing. We'd know, considering the salt that can be generated by our choices. Th chance of learning about the Praxis and finally using it is valuable to me; because I'd prefer to read a quest with it. It is more than the expected value of a generic Rihaku quest for me even after "halving it", so to speak; so the gamble is worth it personally.

And you say it doesn't make IC sense, but it does make quite a thematic one. We are following in the footsteps of the Accursed; burdening ourselves to cast down the architects of our despair. Is it any wonder we'd be drawn to the Sword he wields? This extends IC too; this is the most powerful being he has ever seen; why wouldn't he want its signature power?

I can't force you to enjoy the results of the vote, but that's just how quests work.
I think there's a good story here, and one I'd be interested in if it wasn't likely to end the story before it started, but I don't think most people are voting for the Sword out of a desire to explore the protagonist's emotional state.
Yeah, I've agreed with this is in the past. It's not the main drive for my choice; I admit, but I agree it's something interesting to explore.
 
Last edited:
Are any of you interested in a Scepter+Gisena build? I'd like to pursue that but none of the individual builds have much support. I'm flexible on the other two remittances and the magic system.
 
Are any of you interested in a Scepter+Gisena build? I'd like to pursue that but none of the individual builds have much support. I'm flexible on the other two remittances and the magic system.

Vote for my plan friend!

[X] Plan Hungry Synergy
-[X] The King's Scepter
-[X] Accretion
-[X] Gisena Allria, the Nullity Sorceress
-[X] Hunger
-[X] Retinue


It has what you want along with additional Synergy. Accretion + Gisena. Hunger + Retinue.

It has it all, let's push it to make it into the consolidated vote!
 
Are any of you interested in a Scepter+Gisena build? I'd like to pursue that but none of the individual builds have much support. I'm flexible on the other two remittances and the magic system.

Scepter+Gisena Builds are my second choice at the moment but I don't think I'd be too eaten up if one won. Also I realized she has a means of following an accretion user via reproducing the incident that got her isekaied in the first place, assuming we can communicate our location to her and she's developed sufficiently to make it reliable. I supported it before I switched to Catherine builds and wouldn't be too eaten up if it won.

Leading Scepter+Gisena Build Optimizes for immediate curse mitigation prospects using Seven Seals+Forebear's Blade+Retinue(Edit: @George evidently I should have checked before I said this this is no longer the case). I supported it before I switched to Catherine builds and wouldn't be too eaten up if it won as I said.

I still think somebody with the potential for relevance independent of their power level via Mechs is interesting though.
 
Last edited:
[X] The King's Scepter
[X] Accretion
[X] Prolessarch
[X] Retinue

I only now noticed that I forgot to vote. Huh.

Sad that there is no plan with the lich. If people are worried about our companions dying, why not get the immortal guy? Also, as seen by EFB, diagram is quite useful for utility, which is especially useful with our build that focuses on raw power. Especially when you take into consideration the fact that we can give a major boost with retinue...

Probably too late, but think about lich bro!
 
Interesting, Pacifist and Bird might interact hilariously if the red mist of rage counts as not being able to 'see' one's enemies. But it's a straight up 1 for 1 trade and Pacifist impedes social conflict as well, so not worth it.

{X} Legacy
{X} Citizen
{X} Archival Magic
{X} Inheritor
{X} An Age of War
{X} Fatal Flaw
{X} Mazed

Mazed (Planescape or Labyrinth Empire reference? Both?) is painful in conjunction with Archival/Inheritor, but I have to pay for my overweening greed somehow. Citizen'll provide initial safety if it adapts properly to Mazed, though with a lower standard of living. Could be cut if the Tribes' strategic position is dire enough that they're relying on me, dropping Fatal Flaw. Legacy disregards incompatibility, which is great. If you can pick your predecessor, even better, Might's Overlord has obvious synergies with the Tribes and I can hope the cache comes with Cultivation resources.
 
Last edited:
Fanwork#1195 Words

Poor Ceathlynn, getting so few votes despite her pivotal importance! Alas, I suppose we'll see you on the other side of the barricades, dear Catherine.

Omake: "The Astral Eye"

There was a sort of nervous excitement in the air, the sense of an impending storm brewing on the horizon. Despite the day having barely started, the Exploratory's metal corridors were buzzing with the hushed voices of its inhabitants as they sped through the walkways at a fast, almost eager pace.

Today was the day.

Even if most weren't aware of all the details, everyone knew that on this day almost a decade's work would culminate in an experiment of utmost importance. They would be making history, pushing the borders of science past what was considered possible and into the unknown beyond.

It was almost impossible to hide things of such magnitude on their little space station, so the high command didn't try, regulating who got access to the Astral Exploratory very heavily instead. Even the smallest clerks here were checked and double-checked for their loyalty to House Amarlt regularly.

For once, Ceathlynn didn't feel the weight of everyone's judging gazes as she hurried to the lab. A failure she might be, but on this day she was a part of something greater, something that made all her problems seem insignificant. Maybe she was not as important a part of this success as Professor Vydovic, but she'd made her contributions to the project as well and would be present for the grand reveal.

Ceathlynn stopped before the laboratory gates and went through all the required checks absentmindedly, trying to quiet the beat of her heart. She wanted to look at her best for this, to be worthy of the occasion.

The gates opened, guarding mechanisms powering down as she stepped through.

Her heart almost leapt out of her chest when she saw everyone standing around the activated installation, taking notes and conversing in whispers. Had she been too late? That was impossible! She'd made certain to wake up extra early... oh, she shouldn't have listened to the Professor and stayed in the lab through the night instead, she just knew it!

"Ceathlynn?" the Professor's deep baritone called out to her from somewhere near the Eye of Ra everyone was gathered around. "You're here early? What did I tell you about getting enough sleep if you want to stay in top shape?"

"Ah," she stammered, blushing against her will. "Early?"

She approached the Eye, basking in its warm yellow glow.

"Of course, we're just doing the pre-action preparations," Professor Vydovic rolled his eyes good-naturedly. "You didn't really think we would start without my most hard-working assistant?"

Her heart leapt into her throat and she felt almost like she was floating on air. The Professor rarely dealt out praise, too demanding and abrasive by far to reign in his impatience in regards to those possessed of lesser genius than him. It was one of the reasons he was all but banished here to the Astral Exploratory, offending too many enemies for his exemplary work in the field of dimensional physics to make up for.

He was also the only father figure she had, flawed as he was. He'd taught and guided her when she had arrived here, lost in the wake of the news that had shattered her world.

"I'm sorry," her creator spoke softly, contrite words piercing her brain like electrified spikes. "None of the Seven Holy Nymphs showed a reaction."

He'd built her up from the directionless husk she'd been and taught her pride in her skill and purpose if not her inferior blood. The Professor had been a harsh taskmaster, but Ceathlynn never gave up, all too aware that this was her final chance. She was no genius, that she knew, but there was a lot of supporting work to be done that didn't rely on impossible intuitive leaps - mere effort often sufficed, and effort she could pay in spades.

Time seemed to speed by as they made the final preparations at a fevered pace. Parts of the immensely complex mechanism of the Eye had been tested previously, so they roughly knew what to expect, but it would be the first time they unleashed the Eye of Ra in its full glory and pierce the opaque veil of time.

The discoveries that awaited them! The secrets of the past and mysteries of the future would be laid bare before their gaze, further incredible breakthroughs waiting just around the corner.

They say the worst falls come after reaching the highest peaks. They'd made certain all calculations were correct and that there was no chance of sabotage, she'd poured over the dense formulas for countless nights and went through all their equipment repeatedly. She was sure as one could be that there were no mistakes.

Even so, standing at the precipice and watching as the Eye glowed ever brighter, Ceathlynn felt the honed instincts that lay dormant in her blood blaring in alarm. Though things looked fine and everything was going according to their expectations, her reptilian brain was telling her that something was wrong.

It was just nerves, she told herself. The measurements didn't show any abnormalities. Everything was fine.

She became even more certain of that as the Eye went fully online and nothing bad happened. It shone with the steady light of the sun, illuminating the dark corners of the laboratory and ready to accept their instructions.

Gradually discernible information emerged from the chaotic streams of data, programs sieving through and transforming the strange inputs over and over to give them something they could work with. It wasn't anything truly useful, they hadn't advanced to the point where they could actually look back into the past far enough back to be of significance. But it was still an enormous step forward, enough to prove that the Professor's theories were correct and draw new grants.

There was no warning in the data, nothing that suggested anything out of the ordinary.

Even so, Ceathlynn looked up from her tablet, her instincts practically screaming at her that it was already too late.

The Eye was glaring at them balefully, its yellow glow intensifying imperceptibly.

No, something was looking through the Eye of Ra at the scientists, incensed at the temerity of mere ants that dared to grasp for a divine right they didn't deserve. It despised and loathed them, not in the way one hated an enemy but rather as one thought of a pest that one couldn't be rid of no matter how often one tried.

All that and more she understood in a moment, rendered near catatonic by the flow of information the human brain wasn't built to process. Thus she didn't have the chance to react consciously, only her body curling up into a ball as an instinctive defense. It likely wouldn't have mattered what she did, there was too little time left.

Then there was light, and sound, and other perceptions she had no name for. She blissfully lost all awareness of her surroundings before she went mad from the experience, having fallen into a stable crevice through an impossible stroke of luck and adrift in the sea of time.

For now her story was over, to be continued centuries later as she woke up and found the world irrevocably changed.
 
[X] Plan Hungry Synergy
-[X] The King's Scepter
-[X] Accretion
-[X] Gisena Allria, the Nullity Sorceress
-[X] Hunger
-[X] Retinue


Alright then, my final vote change for this vote!
Retinue+Gisena will let her progress quickly, allowing her to help against tricky foes and mitigate our Curses extensively. Further, Accretion gives the easiest access to what she needs to level up her magic system and get access to overwhelmingly strong effects.
Hunger+Accretion+Scepter will let us plow through our enemies in our first Geas and progress at a breakneck pace while doing so.
Hunger's increase of motivation and drive is also critically important in the aftermath of our forbidden technique usage.
 
But like, why do you like a Rihaku quest?
Because I enjoy the kind of themes and characters that Rihaku put into his works, because his worldbuilding is top notch, because he writes the best, most interesting powers (seriously, I don't understand why so many people dislike Rihaku's build votes when the powers he writes are so incredibly interesting), because his fight scenes (when they aren't curbstomps) are some of the very best and because the way he writes interaction between characters is entertaining.

None of that is particularly dependent on the exact votes that end up winning (except for the fight scenes, EFB did suffer from not having any interesting fight scene until the very end, though the Kong fight is one of my favorite fight in all of fiction... Still despite lacking in interesting fight scenes EFB was still very very good.)
Good as he is, I don't think he possesses the inherent power to make anything he writes appealing. We'd know, considering the salt that can be generated by our choices.
I think most of that salt is greatly exaggerated. I believe people often get over invested in their preferred option, when in fact all the options are great. I, myself, have been guilty of this in the past: in EFB I got really salty about some choices when in the end it still ended up leading to a super good story. Ultimately Rihaku would not present an option if he didn't think it couldn't lead to an interesting story, and I do trust his judgement in the matter.

But of course, as good of a writer as Rihaku is, even he cannot make the absence of a story entertaining!
 
Further Synergies, so long as we keep Gisena strong and loyal she might be able to go against the rules currently set down!

Could she nullify Hunger so that the wearer can be changed? (Not sure why we would want to do this, but more options is better!)
Could she Nullify a Retinue connection if we make a bad choice? (Please ignore the possibility of her Nullify a loyalty oath to us)

Relinquish is good and a way to escape our Curses, but this build instead lightens the yoke on them all the time. As good as the Forebear's Blade is, I'm sure there will be other weapons we could combine with Accretion for good scaling, Curse Mitigation of such a broad scope is probably going to be difficult to find outside of Gisena!
 
[X] Plan Transcendent Shonen Murderhobo

Since there was no traction I'll revert, honestly relinquishment is pretty ridiculous if we get it online, it basically lets us change the quests genre for a week.

we'll see you on the other side of the barricades, dear Catherine.

I'm now imagining Les Miserables as a Rihaku quest. With Mentor figure Lamarque and MC Gavroche (Not enough omake power so we bad end)
 

Tally incoming
Adhoc vote count started by Conjured Blade on May 19, 2020 at 6:50 PM, finished with 445 posts and 55 votes.
 

Hm... does the Dragon + Heartless Might grant Amouthanos-level scheming? If so, then choice of magic system almost doesn't matter! Let Summer play waterproof if he likes, there is always a sky above the sky!

For any build other than this, though, the lack of Unnamed does make things difficult. Orb economy is a bit tougher when you have to take actual flaws! Also, what's the word count?

But of course, as good of a writer as Rihaku is, even he cannot make the absence of a story entertaining!

Is that a challenge?

Could she Nullify a Retinue connection if we make a bad choice? (Please ignore the possibility of her Nullify a loyalty oath to us)

Retinues are enforced with the power of the Accursed.

For now her story was over, to be continued centuries later as she woke up and found the world irrevocably changed.
Poor Ceathlynn! She's so wholesome, almost too good for this world...

You could save her, though! Just as the Accursed lent a hand during your hour of need, so too could this Cursebearer pay it forward!
 
Back
Top