Ascent: Fiendish Redemption Quest

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Will you overcome your nature? Or will you die trying?
Ascent Begins
Location
Somewhere nearby.
A great and hideous forge surrounded by malformed and broken bodies, the screams of the damned echo over the roar of sickly green flame. The souls of men fall and are remade, reforged into the image of their tormentors, thus is the fate of all who are condemned. The birthplace of Devilkind

Your first memory is of this place, the day of your birth...

At that time you were weak, bearly formed, a Lemure, the least of your kind. Consumed by pain and hatred, you managed to perform some task that allowed you to be promoted, even if you still rank amongst the Lesser Devil. You are not unique, there are several just like you, any personality you possess a mere remnant of the soul used to create you. Even then you do possess some distinction from the rest of devil kind.

What are you?


All choices provided possess inherent strengths and weaknesses, some will not be stated.

Unless otherwise stated all choices possess the following, abilities may be upgraded.


Forged of Fire: As the fires of Hell gave you life, no lesser flame can harm you. Only the green fires of Hell and the Abyss or the Golden flames of High Heaven and the other good realms may burn you.

The Deal: You may form a binding contract with a willing mortal, it does not need to be with their soul. Both sides must fulfill their end of the bargain.

Mortal Guise: You may shift into a weaker form that resembles a mortal, allowing you to walk amongst them for a time. You cannot perform certain actions or use certain powers while disguised.



[ ] Leveloch (Warmonger Devil)
- Forged pure and simply for combat, the Ashen forest of Malebolge was your home for much of your memory. A towering fusion of knight and rider the segmented bottom half of your metallic body resembles a beetle with large bladed legs. Wielding a barbed net and wicked trident, you rode forth and slaughtered the enemies of Hell with no remorse. Your master was Moloch, the Ashen Bull and General of Hell's armies.

Construct Form: Although you are a True Devil your body is molded after a construct, greatly improving your endurance and combat ability, not available while disguised. (+ 10 to combat rolls)

Hellstrider: Your legs are made of stronger metal than the rest of your body. They're immune to all damage and grant immunity to ground-based environmental hazards, not available while disguised.

Trophy Taker: Upon slaying a powerful enemy you may attempt to take a trophy from its body, these trophies will grant various bonuses when displayed in your lair.

Restricted Mind: You were not crafted for things outside of war, research is more difficult and requires twice as many successes.

[ ] Mnemor (Memory Devil)
- Keeper of secrets and thief of memories, the Library of Hell, the great swamp known as Stygia was where you dwelled. Thin, pale, and deformed, your tall form easily strikes fear with long claws and a proboscis-like tongue snaking out from your descended jaw. Your milky-white eyes and ghastly appearance belies a cunning intellect and powerful mastery of the mind. When some memories are too much to bear you can be found to ease their pain, for a price. Your master is Geryon, the Source of Lies and the Betrayer.

Easily Forgotten: You are difficult for others to hold in their mind; when you leave someone's sight, they have a 50% chance to forget ever seeing you, all details are forgotten and they will possess only vague memories of something happening at all. This ability can be turned on and off.

Memory Siphon: Your tongue is your most powerful weapon, anyone struck by it will forget the last minute and you have an opportunity to view their memories, and consume or modify one, helpless and willing individuals may have multiple memories affected, not available when disguised.

Eidetic Memory: You possess perfect memory, able to recall all information and memories you've seen with perfect clarity. Research is easier and requires half as many successes.

Fleeting Visage: Your true form is harder to conceal than most, your disguise can only hold up for 20 minutes before is requires 2 hours to recharge.

[ ] Hesperian (Accomplice Devil)
- A schemer and corruptor through and through, the sprawling prison of Dis was your dwelling. Tall and handsome, you could easily pass for a human were it not for the red coloration of your skin, your horns, and snake like eyes. Your serpentine tongue works for your benefit as you weave a web of lies and deceit to corrupt the powerful, bringing them to the threshold of heal through their actions. Your master is Dispater, Asmodeus's Eye, and Master of the Tower.

Truthful Deceiver: You lie as easily as you breathe, and are quite good at using the truth to wave the strongest of lies. (+15 to attempts to trick others)

Serpent Form: When troubled you may enter the form of a two-headed serpent, granting you an advantage in combat at the cost of your other abilities. (+5 to combat while in Serpent Form, and gain poison)

Charm Person: Once a day, you may attempt to make one person think of you as a close ally for 6 hours. They will be friendly towards and interpret all you do in the best possible way unless you do something outright malicious.

Physically Frail: You are weak, even amongst the Lesser. (-15 to combat outside of Serpent Form, physical buffs are half as effective)

[ ] Magadaz (Gambling Devil)
- A master of coin and chance, the endless vault of Erebus was your domain. A horned man crafted from the finest gold, if slightly warped from proximity to the flames of hell, few can match your skill at games of chance or your 'creative' bookkeeping. Devoted yet easily distracted, you are far more cunning and intelligent than even other Devils give you credit for, until even they wander into your carefully laid traps. Your master is Mammon, the Twice Fallen, and Treasurer of Hell.

Double Down: You are a master of probability, to the point your luck seems unnatural. On any action, you mad give yourself a penalty up to -25 and grant yourself a bonus equal to the penalty on another action that turn.

Risk Aura: Few can resist your offers to play, even if they don't know it. All enemies within 50 feet of you have a 25% chance of being affected by your aura, those under your aura's influence must roll twice and take the worse result on all actions.

The Gamble: Instead of binding contracts a Magadaz offers a gamble in exchange for their services, each side offers up something or gives conditions and engage in a game, the loser must pay up, the winner is not required to do anything.

Easily Distracted: You grow bord far too easily, certain actions will be blocked for a turn at random intervals.

[ ] Maagav (Host Devil)
- The relentless pursuit of the swarm on blackened wings, the uppermost realm of Hell, the judgment place known as Avernus, was your home. You are a hunter of souls, seeking and retrieving those who attempt to escape their punishment in the realms below. With wicked talons and diseased breath, all who eluded your masters were dragged back unto perdition. Your master is Barbatos, the Wiseman of the Wilds and keeper of the key to Hell's gate.

On Tattered Wings: Four large vulture-like wings grant you the ability of flight, not available while disguised.

Noxious Breath: The pure corruption in your breath sickens most beings, giving all who breathes it in a -10 penalty on all actions, not available while disguised.

Master of Capture: You specialize in bringing your targets in kicking and screaming. (+10 on all attempts to capture an enemy)

Shared Swarm: You are meant to work with others of your kind. (-10 When fighting alone unless capturing, Host Devils will have an easier time finding you.)


That is the only designation you've truly known, no name or identity of your own, you see nothing wrong or abnormal about this, it is natural for Devils. A few scant years ago you never would have even thought about your lack of identity, ever since you've come to this realm things have changed so quickly. A foolish mage summoned you for a service, you took advantage of his foolishness and now he spends eternity within Hell. Since then you've wandered this realm to do Hell's work.

What kind of realm have you been summoned to?

[ ] A kingdom on the brink of civil war
- The king is nearing death, and the moment he does his sons will tear the kingdom apart to claim it for themselves.

[ ] One ruled with an iron fist
- A powerful tyrant controls this land and the people live in fear.

[ ] A land in recovery.
- A great disaster shook the foundations of this land, and it is still rebuilding.

[ ] A land of steam and gears
- Strange machines and bizarre technology rule the day here.

[ ] Write-in
- Or perhaps something even stranger?


It was in the time that it happened, that you were changed forever...

The day a spark of goodness was awakened, and you liked it.

What caused this change?

[ ] Accidentally saving someone
- During your wandering, you met a man who attempted to rob your disguised form. After killing him and raiding his hideout you found some people being held for ransom, you never intended to rescue them, but it felt good all the same...

[ ] Unintended charity
- At one point you made a mistake, loathe as you are to admit it, and some coin you came across wound up in the hands of some starving people. Thanks to that they managed to get the food they needed, soon after a strange sensation began to enter your chest...

[ ] Wise words
- The sermon wasn't intended for you you doubt the man even knew you were there, but the words he spoke brought forth something from deep within you. You must understand...

[ ] Write-in
- Or was it something else?


Since then things have never been the same, new thoughts and desires completely alien to you have wormed there way inside like some form of wholesome corruption, and you find yourself not wanting to resist, in fact, you want to further it along...

You wish to become good...

Soon after that revolution hit you you noticed them, the changes, small but present. You can no longer feel your connection to your master, or Hell at all. There is no choice for you now...

You're becoming something... new...

In the intervening time, you've managed to find a place your yourself away from prying eyes, a place you can hopefully be safe, it isn't much, but it will do...

Where did you establish your lair?

Lairs are locations you've turned into your base of operations, the specific benefits, and upgrades of a lair will be revealed in time. The specific nature of a lair will be determined by the setting you decide on. You can gain a new lair later if you wish.

[ ] An abandoned home
- The original owners are long dead or gone, and the locals avoid it for fear of ghosts.

[ ] An abandoned tower
- A central location with an excellent view of the surrounding area.

[ ] A cave
- Outside of town, only animals will bother you here.

[ ] A sewer cistern
- Beneath the city, and you can turn your sense of smell off.

[ ] Write-in
- There are many suitable locations, perhaps another can be found?

From here your seeming impossible mission begins, you only hope you're able to make some progress before your master sends something to see what happened and learn of your betrayal.

You were born in the deepest depths...

But now, your ascension begins.​


This is a reboot of my previous quest, I hope this one goes better. Please use plans when voting, and if you have any suggestions please let me know.
 
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Character Sheet
Mnemor (Memory Devil) Character Sheet
Appearance: Slightly over six feet tall and extremely gaunt wearing the tattered robes of a holy man or wise scholar. Two ridge-like protrusions erupt from your ghoulish skull, seemingly sightless milk-white eyes watch with a calculating gaze over a descended jaw and lolling, probing tongue that can reach several feet in length. Withered, long arms ending in sharpened points ready to eviscerate whatever encounters your hideous form, and remembers such an encounter.

Appearance Disguised: An old, blind man in worn black robes, despite is advanced age and poor seeming health moves with a strange strength and grace almost unnatural.


Forged of Fire: As the fires of Hell gave you life, no lesser flame can harm you. Only the green fires of Hell and the Abyss or the Golden flames of High Heaven and the other good realms may burn you.

The Deal: You may form a binding contract with a willing mortal, it does not need to be for their soul. Both sides must fulfill their end of the bargain.

Easily Forgotten: You are difficult for others to hold in their mind; when you leave someone's sight, they have a 51% chance to forget ever seeing you, all details are forgotten and they will possess only vague memories of something happening at all. This ability can be turned on and off.

Memory Siphon: Your tongue is your most powerful weapon, anyone struck by it will forget the last minute and you have an opportunity to view their memories, and consume or modify one, helpless and willing individuals may have multiple memories affected, not available when disguised.

Eidetic Memory: You possess perfect memory, able to recall all information and memories you've seen with perfect clarity. Research is easier and requires half as many successes.

Fleeting Visage: Your true form is harder to conceal than most, your disguise can only hold up for 25 minutes before it requires 1 hour and 50 Minutes to recharge.

Lay on Hands: You now wish to help, and your touch now beings aid where once was harm, you can magically heal one person on your turn, lowering their injuries by one level of severity.

Punishment Made Flesh: Devils are made to punish, and to be punished. You gain a proporsional boost to actions taken against someone whose sins you are familiar with.

Basic Construction: You have learned the basics of construction, no more flaming stones. +10 to Construction actions.

Greenstone's Bane: As a result of your expert knowledge on the inner workings of the Greenstone Mining Company all non-combat actions in opposition to them have a +10.

Way of the Broken Gaze: A combat style developed by a rouge Mnemor Devil, a hit and hit and assassination style. +10 to sneak attacks and attempting to disengage from combat.

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Lair (The Spire)

A ruined tower in the center of the slum, apparently it was once the home of a powerful wizard named Arnas who was killed during the invasion, perhaps there could be secrets you could find...


Sightline: This lair has a good view of the city, +10 to searches within the city.

Secrets Within: Can search this lair for special projects, can backfire.

Bad History: People tend to avoid this place, you rarely need to deal with unwanted visitors.

Library: You've added a library, +5 to all research actions.

Supply Room: You've added a supply room, +5 to all construction actions.
 
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Highmount
Highmount


The once-great city of Highmount was officially founded two hundred years ago when the enigmatic Bowers family formally laid claim to a large series of ruins carved into the Covenstone Mountains, citing the value of its deposits of both gems and jade. In the years since great strides have been taken to try and restore the once great Halls.

They are of decidedly Non-Human origin, however, beyond that, it is difficult to ascertain their origin. The architecture contains elements of ancient Dwarf, Gnome, and Drow influence; with strange runes in an as of yet untranslated language. During the invasion, Highmount was hit hard and much of the remaining runes were destroyed, leading many to fear that the city's origins will never be discovered.

In the time since the invasion and the dissolution of the Empire, several factions have arisen to claim power.


The Bowers Family is still present within Highmount, albeit at a fraction of their former power, Lord Arin Bowers, the young head of the family, maintains his power base from the Bowers family home in the Peak. Commanding the remaining loyal guards and nobles to secure his power once more.

The Bowers are particularly interested in the origins of the city.


The Merchants Guild within the Jade Quarter was always more independent than the Bowers were comfortable with, after the invasion they took their chance to become truly independent. The Chamber of Artisans make all formal decisions for the guild and have been bringing in mercenaries to secure their claim.

The guild's main concern is the maintaining of commerce and trade.

Several Members of the Chamber of Artisans have been corrupted.


General Rosser became convinced of the Bowers's inability to lead the city during the invasion and has since taken his forces on a full military coup, they maintain control of the Snow Quarter where they make plans to take control.

The rebel's main concern is and has always been safety.

The rebels are beginning to have supply problems, without a new source food they'll need to take desperate measures before long.


The Union is a ruthless criminal cartel that aims for control of the city, they have a stranglehold on the city's crime and have a base somewhere within the Pit.

The Union's main concern is their own power, everything else comes second.

The Union leadership is the Champion of Wrath

The Union has some power over rats, using them as spies


The Greenstone Mining Company is the largest business in the entirety of Highmount, their owner Kaitlin Morrow holds considerable power in Highmount's economy and political structure.

The Greenstone Mining company is concerned with profits and maintaining a hold on the Pits.

The Greenstone Mining Company is holding their workers under horrying conditions under threat of death or torture.

Kaitlin Morrow is the Champion of Greed


The Escaped Miners are a group of workers that were freed from the Greenstone Mining Company by you, they are currently disorganized but could improve.

The Escaped Miners are concerned with protecting their freedom and destroying the Greenstone Mining Company.

They know of your existence, but not what you are, they call you The Pale Man.

Their current leaders are a man named Will, who is organizing them, and Big Bill, who is leading raiding parties.

There could easily be more factions you don't know about yet, best to keep an eye out.


These are the areas you know about within Highmount.

The Pit is where your lair currently resides, the lowest and least restored area of the city. The majority of the mines are located within this massive slum. Some of these tunnels go down for miles, and several haven't been fully explored.

The Spire (Lair)
-An old tower in the center of the Pit, formerly owned by a Wizard named Arnas, several disturbing rumors surrounded Arnas before his death during the Invasion. Most avoid spending time around it, and it is considered bad luck to step within the Spire's shadow.

The Laughing Cup
- A local tavern/community center run by a dwarf named Tigi. It serves as a gathering point and neutral ground for various groups in the Pit and is the place to go for news.

Greenstone Mine
- The largest jade mine in Highmount, a good amount of the Pit works for this mine in some way, vicious rumors surround its owner, a woman named Kaitlin Morrow.

Union's Hollow
- The most crime ridden area of Highmount, and center of control for the Union.

The Snow Quarter is located on the mountain surface and can only be accessed by a series of tunnels or by scaling the mountain's face. With its excellent vantage point and sightlines around the mountain, it is considered of particular military importance.

The Beacon
- A massive tower meant to serve as a warning system to the city of approaching enemies, should a fire be seen on the top all surrounding people are to flee to Highmount to hide as the military mobilizes. Serving as the rebel's base of operations.

The Jade Quarter is the first area that visitors to Highmount enter as they walk through the gates. This massive marketplace serves as the main economic center for the city and is known for its shrewd merchants and gifted artisans.

The Burrowing Bazar
- This open-air market is one of the main attractions for visitors and locals alike, merchants from Highmount or beyond are free to set up a stall and sell their wares after checking in with the Merchants Guild.

The Peak is the highest point in the city and serves as the center of government, or it was. Now the Peak serves as the ground for Bowers loyalists to gather in mass to express support for the Bowers Family. Many nobles and researchers also call this area home.

Bowers Manor
- Bowers Manor is the home and fortress of the Bowers family, it is by far the largest and more immaculate location in the entirety of Highmount and serves as the primary seat of government within the city.

The Temple District is one of the only places in Highmount left relatively unaffected by the trouble facing the city, it serves as the religious and cultural hub for the entire city.

The Temple
- The central towering building for which the district gets its name, it serves as the place of worship for several gods, you can practically feel the divine power contained within.

The tunnels that run beneath the mountain go much further down than most can safely explore. Many of these are natural but others show clear signs of stonework and construction. Exploratory expeditions are sent every so often, not all of them make it back.

Snake Den
- An almost ridiculously large snake den consisting of hundreds of cave snakes, all of which are poisonous and potentially deadly to mortals.
 
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Highmount
The city of Highmount, the only major settlement for miles around, once part of a great empire that has long since fallen. Several decades ago a Demonic invasion began, killing hundreds and destroying several cities and towns as it progressed, Highmount managed to survive but was nevertheless devastated...

What makes this city so special? (Select 2, can only pick 1 Special)

[ ] Abundant Resources
- This city was founded on a treasure trove of natural resources, leading to a large population of laborers and merchants.

[ ] Luxury Resources
- This city was founded on or near a large source of some luxury resource, artisans and merchants abound due to that.

[ ] Logging
- Ample and strong wood leads to an equally strong logging industry.

[ ] Strategic Location
- This city is perfectly placed to have military importance, the better guards and a stronger military presence are the results.

[ ] Visually Stunning
- Despite the damage, the architecture of this place is still breathtaking to many, higher artisans and tourism.

[ ] (Special) Hero's Origin
- One of the heroes who ended the invasion lived here before their death.

[ ] (Special) Oasis
- This city is one of the only sources of drinkable water for miles.

[ ] (Special) Lay Line
- This city is located on a magical lay line.

[ ] (Special) Sky Island
- The city floats above the surface of the land.

[ ] Write-in
- Feel free to come up with something else


You've found a home in an old wizard's tower in the center of an area that has become a slum after the devastation. It has its fair share of problems but one stands out above others.

What is causing problems in the slum?

[ ] Gang Warfare
- Local gangs have decided to take advantage and claim territory, the people of the slum are caught in the middle.

[ ] Nocturnal Monsters
- Something is wandering the streets at night attacking people, nobody knows quite what.

[ ] Cultist Holdouts
- Some Demonic cultists managed to survive and are hiding out somewhere in the slum.

[ ] Write-in
- Or there is another problem.

Then there is the matter of government after the Empire fell things were thrown into disarray, how is the local government looking?

[ ] Single Leader
- The lord who ruled the city still does but is troubled by the surrounding lords making a move.

[ ] Theological Rule
- In the absence of other leaders, the local church has taken over for the time being.

[ ] Factions
- Two or more factions are vying for control of the city, the winner will determine the people's fate.


As before please use plans.
 
Turn 1
[X] Mining Deep
-[X] Write-In: (Special) Underground - This city has been built into the side of a mountain. It is of [Non-human] origins but humans have since claimed and restored a part of its vast halls.
-[X] Luxury Resources - This city was founded on or near a large source of some luxury resource, artisans and merchants abound due to that.
-[X] Write-In: Creeping Madness - An unusual amount of people have gone mad, locking themselves in, raving nonsense, or hurting themselves or others.
-[X] Factions - Two or more factions are vying for control of the city, the winner will determine the people's fate.

You stand in a room that may have once served as a bedroom, watching from an ornate window while doing so. Glowing stones provide light for the mortals below, and you wonder how so many of them are there running around. A year ago you'd be plotting a way to lure them into corruption but now you simply watch as they avoid looking up towards the tower you've claimed as your own and wonder what they're thinking...

So much is different now, and you've never felt so lost, yet so alive.

You have so much to do, so much to understand...

A pale monster looks pack at you from your reflection...

You can't wait.


You have two actions. Please use plans.


[ ] What is a Devil?
- You must first know that you are before you can learn what you could be.

[ ] What is good?
- A simple question, yet so complex.

[ ] What is evil?
- Your instincts must be understood.

[ ] Explore the Pit
- Find what the Slums hide.

[ ] Explore the Jade Quarter
- What secrets do the merchants hold?

[ ] Explore the Snow Quarter
- What does the surface hide?

[ ] Explore the Peak
- The high-class area, what will you find?

[ ] Explore the tunnels
- What might you find in the depths?

[ ] Explore Highmount
- What new areas could you find?

[ ] Train Easily Forgotten
- Atampt to improve your Easily Forgotten trait, how?

[ ] Train Fleeting Visage
- Attempt to improve your Fleeting Visage, how?

[ ] Train combat prowess
- Attempt to gain a new fighting style, what kind?

[ ] Write-in
- Or train in another way.

[ ] Repair the Spire (Currently at rank 1/10)
- Attempt to improve the condition of your lair.

[ ] Add a general improvement (Lair can hold 1 at this time)
- Ad an addition to your lair, witch one?

[ ] Search the Spire
- What did Arnas do here?

Library
- A place to hold and categorize knowledge, of many forms. (Aids Research)

Training Room
- Seclusion and supplies are needed to truly improve. (Aids Training)

Map Room
- Perfect memory or not, this helps keep things straight. (Aids Exploration)

Write-in
- Feel free to come up with ideas.

More can be unlocked.


Let me know what you think of the setting so far, I need the feedback to improve after all. As stated above, please use plans.
 
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Turn 1 Results
[X] Plan No Need For A Tree
-[X] What is good?
-[X] What is evil?


Rolled 45 (Success)


You've found attempting to understand the nature of good to be easier than you thought it would be, or perhaps you shouldn't be so surprised, you were crafted to be its opposite after all and as such recognize it easier than others...

You found yourself contemplating this question as you reviewed the trove of memories you possessed, analyzing them, and attempting to further understand what you're attempting to do in detail.

Good is a complicated issue, each memory providing a different perspective on them, each being you stole these memories from rarely if ever viewed themselves as evil, even when committing truly evil acts. Is good then a justification? No, it can't be.

If good were a meer justification, then there would be no purpose for Hell. Therefore, good must be something more tangible, something more real then meer thoughts...

It will take more time to finish this.

What is good? 1/2 finished

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Rolled 17 (Failure)

Evil, on the other hand, is much harder for you to define...

You suppose it's fitting that you have so much trouble with the nature of Evil. You were not made to question your nature, only to follow it without thought. The memories prove no help either, only justifications and excuses can be found.

Perhaps later...


You only succeded in the first one because you're a Mnenmor.
 
Turn 2
Your failure at understanding your own nature stings, failure is not something you're accustomed to, and your pride will not allow it to simply pass...


You have two actions. Please use plans.


[ ] What is a Devil?
- You must first know that you are before you can learn what you could be.

[ ] What is good? 1/2
- A simple question, yet so complex.

[ ] What is evil?
- Your instincts must be understood.

[ ] Explore the Pit
- Find what the Slums hide.

[ ] Explore the Jade Quarter
- What secrets do the merchants hold?

[ ] Explore the Snow Quarter
- What does the surface hide?

[ ] Explore the Peak
- The high-class area, what will you find?

[ ] Explore the tunnels
- What might you find in the depths?

[ ] Explore Highmount
- What new areas could you find?

[ ] Train Easily Forgotten
- Atampt to improve your Easily Forgotten trait, how?

[ ] Train Fleeting Visage
- Attempt to improve your Fleeting Visage, how?

[ ] Train combat prowess
- Attempt to gain a new fighting style, what kind?

[ ] Write-in
- Or train in another way.

[ ] Repair the Spire (Currently at rank 1/10)
- Attempt to improve the condition of your lair.

[ ] Add a general improvement (Lair can hold 1 at this time)
- Ad an addition to your lair, witch one?

[ ] Search the Spire
- What did Arnas do here?

Library
- A place to hold and categorize knowledge, of many forms. (Aids Research)

Training Room
- Seclusion and supplies are needed to truly improve. (Aids Training)

Map Room
- Perfect memory or not, this helps keep things straight. (Aids Exploration)

Write-in
- Feel free to come up with ideas.

More can be unlocked.
 
Turn 2 Results
[X] Plan starting a base to stand high and mighty upon 2.0
- [X] Add a general improvement (Lair can hold 1 at this time)
- [X] Library - A place to hold and categorize knowledge, of many forms. (Aids Research)
[X] What is good? 1/2
- A simple question, yet so complex


Add Library (Rolled 25) Failure


Finding a suitable location for a library was the easy part, however, you've come to a bit of an issue. Somehow, in all of your years stealing memories and hoarding information, none of your victims were architecturally inclined, in simpler terms...

You have no idea what you're doing...

You imagine it must be an amusing sight to see a fearsome Devil, a monster formed from the very sins of man to torment and corrupt all in its wake, struggle with a damned hammer and nail! You've been working without a break for what seems like days with no progress to show for it.

Hopefully, you figure this out soon because you don't know how much you can take of this- ASMODEUS DAMN IT THE NAIL BENT AGAIN!


No progress made towards adding an improvement

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

What is good? (Rolled 60) Success


At least you aren't failing at something! In your time breaking various tools you managed to figure out this complex question you've taken to tackle.

The more you've examined the nature of this elusive good you wish to achieve you've concluded that there is no simple or single answer to be found. With each mind, you find a different perspective and answer on what good is. A combination action, motivation, descriptor, and state of being, one mostly only known with the aid of hindsight.

You've at least begun to understand this, to achieve this, you must learn what good is to you...

And the only way to do that is to act.


What is good? Has been finished.
New actions unlocked.



At least you rolled better than I did.
 
Turn 3
You don't quite know how you managed to lodge a hammer into a stone wall, but it's stuck there...

Moving on...



You have two actions. Please use plans.


[ ] What is a Devil?
- You must first know that you are before you can learn what you could be.

[ ] What is evil?
- Your instincts must be understood.

[ ] Explore the Pit
- Find what the Slums hide.

[ ] Explore the Jade Quarter
- What secrets do the merchants hold?

[ ] Explore the Snow Quarter
- What does the surface hide?

[ ] Explore the Peak
- The high-class area, what will you find?

[ ] Explore the tunnels
- What might you find in the depths?

[ ] Explore Highmount
- What new areas could you find?

[ ] Train Easily Forgotten
- Atampt to improve your Easily Forgotten trait, how?

[ ] Train Fleeting Visage
- Attempt to improve your Fleeting Visage, how?

[ ] Train combat prowess
- Attempt to gain a new fighting style, what kind?

[ ] Write-in
- Or train in another way.

[ ] Repair the Spire (Currently at rank 1/10)
- Attempt to improve the condition of your lair.

[ ] Add a general improvement (Lair can hold 1 at this time)
- Ad an addition to your lair, witch one?

[ ] Search the Spire
- What did Arnas do here?

Library
- A place to hold and categorize knowledge, of many forms. (Aids Research)

Training Room
- Seclusion and supplies are needed to truly improve. (Aids Training)

Map Room
- Perfect memory or not, this helps keep things straight. (Aids Exploration)

Write-in
- Feel free to come up with ideas.

More can be unlocked.

[ ] Good in the Pit
- Attempt to find good to do in the slums, exploration will help.

[ ] Good in the Jade Quarter
- Attempt to find good to do in the market area, exploration will help.

[ ] Good in the Snow Quarter
- Attempt to find good to do in the barracks, exploration will help.

[ ] Good in the Peak
- Attempt to find good to do in the noble's area, exploration will help.
 
Turn 3 Results
[X] Plan Keep Trying
-[X] Add a general improvement
-- [X] Library
-[X] What is evil?


Add Library (Rolled 51) Success


You've managed to not destroy your tools this time and get to work on rebuilding the library. It's not much at the moment, some shelves you've managed to find that weren't too badly damaged and the beginnings of a door. You still need to brush up on your carpentry but perhaps you could find some help within the city itself...


Add Library (1/6)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


What is Evil (Rolled 52) Sucess


Now that you have an understanding of good you've finally been able to make some headway on evil. You've reexamined the mortals who've summoned you in the past and found a common thread within their minds...

They all made excuses for why they were doing evil, each one had justifications on why it was necessary and why they were doing a good thing. However, you know better than that, their souls are burning within perdition for those exact actions and no justification can spare them.

Their reasoning was little more than lies that they told themselves when they were too weak to face the truth about themselves. The effects their actions were having on the other mortals...

Perhaps this can help you more in the future...


What is evil? (1/2)
 
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