Green Flame Rising (Exalted vs Dresden Files)

Arc 14 Post 61: Charting a Path Fantastic
Charting a Path Fantastic

20th of February 2007 A.D.

A god dies, a gate shudders and in that instant a trio of spirits such had never been seen under the sunless skies of Sanctuary find themselves transmuted. A god thence is reborn and in the far off Andes it is the mountains that shake. Can they fear it? You wonder, the Red Court? Are they listening? Birds uncounted flock into the air, mimicking patterns of fliers sporting four wings and eight and none, surfers upon magnetic winds. A god dies and is born again, a guardian for a gate open into the lands of the sun, but the mortals, the wizards, they stay dead, ethereal observers and troubling conundrums all at once. The wheel does not touch them whom it had not known in life, who had not died upon its soil, nor lived to breathe its air.

Ghost Wizards are not Reborn Automatically

Ancient God Reborn and cured of his torrment, though still greately weakened

Essence and Willpower Restored to Full


"What aren't we doing right?" you shake your head. On the one hand you had promised to tell the council, but asking for their help in this might raise more questions, stuff like: Why did you build a Star Gate to Brazil and are you planning to invade?

The fact that Ancient Luc at least would be more than happy to make that a yes after learning the sort of practices the Red Court has made commonplace probably wouldn't make them feel better.

"Well you're not asking anything of them, not even separation from their past lives," Lydia volunteers. "Afterlives are meant to change those who pass through them, that is what separates them from the grey stasis that is existence as one of the Higher Dead. I figured maybe the death of a god would tip the scales by proximity, but even so great a change as this can't make up for the lack of... choice it seems."

"Choice of what?" Half of your mind is on the gate complex itself. True the land is wild and sparsely populated and the spirits positively welcome any 'intrusion' that isn't the Red Court's defilement.

"Sanctuary, they have to choose to be here, not just be carried along by your promises," your friend explains. "You can't just reap souls by swaying them or else the land would be empty of ghosts and hell would be full... that is more than it already is. They, you need to go out there and experience the world, find something that moves you, that becomes you."

"Darkness becomes me," the shy young warden quips, earning a smile from you. A middle school Molly Carpenter might have said that in front of a mirror a time or two, but you didn't record it so there's no proof outside your head.

"Whatever works for you..." After making sure Regina knows who the visitors are and what they are looking for you return to Earth, though not to Paris, not even to Edinburgh for once.

You are back in Chicago, the rain on your face, it's too warm for snow finally. Who knows spring might be just around the corner. Certainly change is.

Over the last two days Harry has gotten very popular with the Merlin, from showing leadership and initiative under fire to the mastery of purest and most fundamental magic he demonstrated after resolving the Labyrinth. 'Stuff to do and wizards to train,' is apparently the line that finally got him the chance to return to the city according to Tiffany, who had also drawn questions, though not quite as insistent. Having decided you are going to put all your cards reform-wise the question now is how to go about it?

[] An Old Hand: Ebeneezer McCoy isn't the most enthusiastic politician in the world, but he would not have risen so high without some hard earned skill, present your ideas to him so that he can make use of his friendship with the rest of the senior council to have them considered at the highest levels. This has the virtue of discretion and being able to walk things back, but if any member of the Senior Council takes it into their head to organize resistance to your 'modest' sugestions they will have all the time they might need for it

[] A New Movement: The younger Wardens who came into their power during the war like Carlos would be the most open to radical reform and if they idea can catch in a full Council meeting Senior wizards may have to swallow their objections and go full steam ahead. You could even convince Harry to do something political for once rather than having politics be something that happens to him.

[] Write in

OOC: We have had a lot of tense minute by minute gamelpay, but now it's time to get time unstuck again. Also wizard politics, fun (not for Harry, but at least Lash's going to enjoy it).
 
Ghost Wizards are not Reborn Automatically

"Sanctuary, they have to choose to be here, not just be carried along by your promises," your friend explains. "You can't just reap souls by swaying them or else the land would be empty of ghosts and hell would be full... that is more than it already is. They, you need to go out there and experience the world, find something that moves you, that becomes you."

"Darkness becomes me," the shy young warden quips, earning a smile from you. A middle school Molly Carpenter might have said that in front of a mirror a time or two, but you didn't record it so there's no proof outside your head.

"Whatever works for you..." After making sure Regina knows who the visitors are and what they are looking for you return to Earth, though not to Paris, not even to Edinburgh for once.
I am terribly sorry, but I'm not sure I understand. On one hand I seem to understand that we failed in resurrecting the wizards. On the other, if I am reading it right, if they make a choice and commit to it, they get reborn?
 
I am terribly sorry, but I'm not sure I understand. On one hand I seem to understand that we failed in resurrecting the wizards. On the other, if I am reading it right, if they make a choice and commit to it, they get reborn?

Yes, they either find something to bond with organically, or they allow someone to do soul-binding on them which is it's own kind of sacrifice in the form of risk.

Rolls
Wizard connection
 
Yes, they either find something to bond with organically, or they allow someone to do soul-binding on them which is it's own kind of sacrifice in the form of risk.

Rolls
Wizard connection
So if Im reading correctly they need to be part of the world or at least be alive before dying the first time, whicch means it can ressurect those about to die but not those who are already dead unless they become part of it
 
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So if Im reading correctly they need to be part of the world or at least be alive before dying the first time, whicch means it can ressurect those about to die but not those who are already unless they become part of it

Yes, another way to look at it is they have to sell their souls do you and that takes more than saying they want to. If someone were to say die under the effects to Mercy in Servitude that might well do it.
 
Over the last two days Harry has gotten very popular with the Merlin, from showing leadership and initiative under fire to the mastery of purest and most fundamental magic he demonstrated after resolving the Labyrinth. 'Stuff to do and wizards to train,' is apparently the line that finally got him the chance to return to the city according to Tiffany,
This is mildly hilarious considering their canonical relationship
 
Yes, another way to look at it is they have to sell their souls do you and that takes more than saying they want to. If someone were to say die under the effects to Mercy in Servitude that might well do it.
Oh... That is interesting. Can we take this as tentative evidence that at least gurvel who are all racially under MiS effect will return to Sanctuary if they die on Earth?

Also, would VEE work? If they make a wish with us in their current state, I mean.

Finally, if you don't mind, what does Molly know about White Council's political structure?

EDIT: Would calling MIchael or Sanya as a mediator work? It's somewhat of an internal issue, but they can at least sooth some of the tensions maybe.
 
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Oh... That is interesting. Can we take this as tentative evidence that at least gurvel who are all racially under MiS effect will return to Sanctuary if they die on Earth?

Also, would VEE work? If they make a wish with us in their current state, I mean.

Finally, if you don't mind, what does Molly know about White Council's political structure?

EDIT: Would calling MIchael or Sanya as a mediator work? It's somewhat of an internal issue, but they can at least sooth some of the tensions maybe.
  1. Yes, that seems reasonable to assume
  2. Molly does not have the charm so she can't guess unfortunately
  3. Not much, you know the Senior Council takes executive action while deferring to the Wider Council in a form of direct democracy for wider policy. This being a time of war the powers of the Senior Council get used more often than usually
  4. Not Michael, the conflict of interest would look bad, Molly isn't sure about Sanya, though it seems likely his age and relative lack of experience would work against him
 
  1. Yes, that seems reasonable to assume
  2. Molly does not have the charm so she can't guess unfortunately
  3. Not much, you know the Senior Council takes executive action while deferring to the Wider Council in a form of direct democracy for wider policy. This being a time of war the powers of the Senior Council get used more often than usually
  4. Not Michael, the conflict of interest would look bad, Molly isn't sure about Sanya, though it seems likely his age and relative lack of experience would work against him
Ok, I shall torment you a little bit more, if you don't mind. Does Molly know how politically significant the Warden position is? I.e. if Harry having it essentially forces him into a political role with the Council, same as Blackstuff or Gatekeeper roles do?

Merlin seeing Harry in a positive light is good. Very good in fact. The issue is that by using Harry as a spokesperson for this, we burn his political capital, and burn it badly. It can backfire.

I am tentatively inclined to go with young generation, but that has a lot of potential to blow up. Ideally I'd want to at least talk to Ebeneezer first. Gauge his opinion, as the person who wrote the introduction to magic textbook (if I recall correctly) and is thus interested in wizard education.
 
Ok, I shall torment you a little bit more, if you don't mind. Does Molly know how politically significant the Warden position is? I.e. if Harry having it essentially forces him into a political role with the Council, same as Blackstuff or Gatekeeper roles do?

Merlin seeing Harry in a positive light is good. Very good in fact. The issue is that by using Harry as a spokesperson for this, we burn his political capital, and burn it badly. It can backfire.

I am tentatively inclined to go with young generation, but that has a lot of potential to blow up. Ideally I'd want to at least talk to Ebeneezer first. Gauge his opinion, as the person who wrote the introduction to magic textbook (if I recall correctly) and is thus interested in wizard education.

Being a Warden is not anymore political than normal for a member of the White Council, it is a military position and thus answerable to the Senior Council, but only in the exercise of their duties. Inside the Council Chamber you are Wizard Dresden.

That said Wardens are the guys who go out and fight, together in life and death circumstances, that tends to build bonds which are very useful in politics when compared to the usually pretty isolated average wizard.
 
Being a Warden is not anymore political than normal for a member of the White Council, it is a military position and thus answerable to the Senior Council, but only in the exercise of their duties. Inside the Council Chamber you are Wizard Dresden.

That said Wardens are the guys who go out and fight, together in life and death circumstances, that tends to build bonds which are very useful in politics when compared to the usually pretty isolated average wizard.
I didn't mean White Council Warden. I meant Warden of Demonreach. Because Harry still hasn't told them about it.
 
Being a Warden is not anymore political than normal for a member of the White Council, it is a military position and thus answerable to the Senior Council, but only in the exercise of their duties. Inside the Council Chamber you are Wizard Dresden.

That said Wardens are the guys who go out and fight, together in life and death circumstances, that tends to build bonds which are very useful in politics when compared to the usually pretty isolated average wizard.
I think Yog mean Warden as in the one who controls Demonreach DP. Besides, since Harry is in charge of half of the most powerful country in the world today and in theory is responsible for all the other Wardens within that territory, he would have a more weighty opinion even in times of peace.

Apart from that, DragonParadox you said that we would have a report on everything after the fight that could better explain the many and continuous complaints of WC incompetence that have been made during this crisis, when will that happen?
 
@DragonParadox does this look okay?

Ring of Will ●●●

This ring appears as a band of polished, metallic green encircling the wearer's finger, their surfaces sleek and unblemished, as though carved from a single piece of celestial ore that pulses faintly with an emerald light, almost as if it's alive, responding to the strength of the wearer's inner resolve.

The glow of the Ring of Will is unmistakable: a vivid, ethereal green that radiates in soft waves, casting an otherworldly light across the wearer's hand. This light seems to shift and intensify, reflecting the emotions and focus of its bearer. When in use, the ring hums with energy, and the green aura grows brighter, sometimes sparking or flickering like charged plasma. The ring is bound to its owner's very spirit, responding only to the strong-hearted and to those unyielding in their commitment.

System: Creation of projections of Conviction objects vary due to the cerebral nature of the medium. Easily comprehensible constructs are fast & easy ranging from Difficulty 3 rough spheres, sticks, Cubes, Rectangular prisms, Pyramids, Cylinders, Sheets to difficulty 5 brick walls, slides, sledgehammer, anvils, swords, Spears, gloves clothes everything in that range can be made reflexively. Complex and/or Articulated forms require a turn to shape and range from additional sets of functional arms (difficulty 6) to a Jet (difficulty 9)

Constructs that are meant to increase speed increase the characters movement speed double with every two successes ( starting at 30 meters per round 45 M with one success, 60 with two, 90 with three, 120 with four and so on).

By default Conviction constructs deal Bashing and Lethal as form dictates even fire made from Conviction is lethal. Aggravated damage requires an additional allocated success on the Willpower roll.

Conviction constructs that use ammunition(Guns, Bows) or are directly munitions (Grenades, Dynamite) must make a Willpower roll as damage when they are used.

Additional successes on craft rolls can be allocated in different ways from blast area, Fire intensity, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), Speed the construct grants, to the amount of Health levels a construct (1 success per Two health levels) possesses.

Building confidence in a construct is an Intelligence + Empathy roll; this roll's base difficulty starts at 5 but rises higher if you're trying to make a large or ridiculous construct (A crane or Robot/Tyrannosaur shell) and can be lowered by creating familiar constructs or things the character already has confidence in, in relation to their abilities (Cars for drive, Spears for Melee, Ak's for Firearms) successes on this roll may reduce the difficulty to hold forge Conviction by up to -3 difficulty.

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a spell rolled with Willpower dice at difficulty 6, duration can't go above a scene. Static constructs and Armor count damage as soak. Constructs that accentuate attributes (Overlaid muscles, exosuit Actuators) add one per success on the Willpower roll.

● (Optional) Confidence (Intelligence + Empathy)(1 action)
● Forge Conviction (Wits + Craft) (1 Action)
● Manifestation (Willpower Difficulty 6)(Reflexive)
Form of Dreams and Nightmares (1 pt. Form Element)
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the power of the Dreaming. Other Elements may draw upon this fact.

The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with purely mundane senses. Even when presented with compelling evidence that there's something weird about the object, anyone who hasn't made a magical survey of the Splendor must make a Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.

As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one. As the basis for a Fascination, it may have one minor impossible feature such as floating in defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.

Form of the Hero's Shadow (2 pt. Form Element)
The Splendor manifests in the world as an enchantment embedded in a specific person present at the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's possession, and will always return to them at the beginning of each scene even if thrown away, left behind, or given away. If its physical Form is something immobile like a tree, then the targeted individual is going to find that tree wherever they go for the duration of the Splendor's manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even if they're not Exalted at all.

Sacred Protection (3 pt. Root Element)(Dreams)
This Splendor defines that which cannot threaten those within its influence, according to the Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.

Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things
 
@DragonParadox does this look okay?

Ring of Will ●●●

This ring appears as a band of polished, metallic green encircling the wearer's finger, their surfaces sleek and unblemished, as though carved from a single piece of celestial ore that pulses faintly with an emerald light, almost as if it's alive, responding to the strength of the wearer's inner resolve.

The glow of the Ring of Will is unmistakable: a vivid, ethereal green that radiates in soft waves, casting an otherworldly light across the wearer's hand. This light seems to shift and intensify, reflecting the emotions and focus of its bearer. When in use, the ring hums with energy, and the green aura grows brighter, sometimes sparking or flickering like charged plasma. The ring is bound to its owner's very spirit, responding only to the strong-hearted and to those unyielding in their commitment.

System: Creation of projections of Conviction objects vary due to the cerebral nature of the medium. Easily comprehensible constructs are fast & easy ranging from Difficulty 3 rough spheres, sticks, Cubes, Rectangular prisms, Pyramids, Cylinders, Sheets to difficulty 5 brick walls, slides, sledgehammer, anvils, swords, Spears, gloves clothes everything in that range can be made reflexively. Complex and/or Articulated forms require a turn to shape and range from additional sets of functional arms (difficulty 6) to a Jet (difficulty 9)

Constructs that are meant to increase speed increase the characters movement speed double with every two successes ( starting at 30 meters per round 45 M with one success, 60 with two, 90 with three, 120 with four and so on).

By default Conviction constructs deal Bashing and Lethal as form dictates even fire made from Conviction is lethal. Aggravated damage requires an additional allocated success on the Willpower roll.

Conviction constructs that use ammunition(Guns, Bows) or are directly munitions (Grenades, Dynamite) must make a Willpower roll as damage when they are used.

Additional successes on craft rolls can be allocated in different ways from blast area, Fire intensity, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), Speed the construct grants, to the amount of Health levels a construct (1 success per Two health levels) possesses.

Building confidence in a construct is an Intelligence + Empathy roll; this roll's base difficulty starts at 5 but rises higher if you're trying to make a large or ridiculous construct (A crane or Robot/Tyrannosaur shell) and can be lowered by creating familiar constructs or things the character already has confidence in, in relation to their abilities (Cars for drive, Spears for Melee, Ak's for Firearms) successes on this roll may reduce the difficulty to hold forge Conviction by up to -3 difficulty.

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a spell rolled with Willpower dice at difficulty 6, duration can't go above a scene. Static constructs and Armor count damage as soak. Constructs that accentuate attributes (Overlaid muscles, exosuit Actuators) add one per success on the Willpower roll.

● (Optional) Confidence (Intelligence + Empathy)(1 action)
● Forge Conviction (Wits + Craft) (1 Action)
● Manifestation (Willpower Difficulty 6)(Reflexive)
Form of Dreams and Nightmares (1 pt. Form Element)
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the power of the Dreaming. Other Elements may draw upon this fact.

The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with purely mundane senses. Even when presented with compelling evidence that there's something weird about the object, anyone who hasn't made a magical survey of the Splendor must make a Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.

As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one. As the basis for a Fascination, it may have one minor impossible feature such as floating in defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.

Form of the Hero's Shadow (2 pt. Form Element)
The Splendor manifests in the world as an enchantment embedded in a specific person present at the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's possession, and will always return to them at the beginning of each scene even if thrown away, left behind, or given away. If its physical Form is something immobile like a tree, then the targeted individual is going to find that tree wherever they go for the duration of the Splendor's manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even if they're not Exalted at all.

Sacred Protection (3 pt. Root Element)(Dreams)
This Splendor defines that which cannot threaten those within its influence, according to the Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.

Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things

That looks balanced, no issues.
 
[X] A New Movement: The younger Wardens who came into their power during the war like Carlos would be the most open to radical reform and if they idea can catch in a full Council meeting Senior wizards may have to swallow their objections and go full steam ahead. You could even convince Harry to do something political for once rather than having politics be something that happens to him.

As someone who regularly has to convince people to give them money to do radical new stuff (I am a scientist, and the one who gets the money in our laboratory), I would rather try and do a fair proposal, rather than backroom channel. It is a bit idealistic, but I want to believe it can work. And I think it fits Molly a bit better.
 
No reason we can't use our new rep with the younger WC members to good effect, but for now I think we'll get more mileage with the movers and shakers if we lean on Ebenezer.

[X] An Old Hand
 
I doubt it only because whatever they want to accept from us, the official diplomat will have a lot of weight in the decision and we've already seen that she prefers to keep evaluating things even when she's actively on fire rather than accepting quickly. And since our power seems to have Asian connotations she will have another weight as the one who is most accustomed to it.

(Yes, I'm still very upset about Ancient Mai, how did you find out?)

[X] A New Movement: The younger Wardens who came into their power during the war like Carlos would be the most open to radical reform and if they idea can catch in a full Council meeting Senior wizards may have to swallow their objections and go full steam ahead. You could even convince Harry to do something political for once rather than having politics be something that happens to him.

We have to support ourselves where we are strong to put pressure from the outside and make life easier for our allies within the Senior Council.
 
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Ok, you know what? You are right.

The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time
The Splendor manifests in the world as an enchantment embedded in a specific person present at
the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears
as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too
goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's
possession, and will always return to them at the beginning of each scene even if thrown away,
left behind, or given away. If its physical Form is something immobile like a tree, then the
targeted individual is going to find that tree wherever they go for the duration of the Splendor's
manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the
person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even
if they're not Exalted at all.
This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that
it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the
difficulty. No matter what, she always generates at least one success. If this roll is opposed by
another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it
falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence,
and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.

The Splendor creates a mundane object which resonates with one or more of its characters, as
defined by Form Elements such as Form of Crackling Fire or Form of Ash and Dust. Conjured
objects can have a Resources value no higher than the Splendor's rating.
Incorporated into an Adornment, this Element allows the Exalt to spend a turn and to make a
Wits + Craft roll against difficulty (4 + object's Resources value) to summon whatever object
she likes to hand, so long as it resonates with the Splendor's character in some way, such as a
shovel for an earth-affiliated (or death-affiliated…) Splendor. Objects can be created no more
than once per scene.
Incorporated into a Fascination, this Element allows the Splendor to create particular objects in
response to certain stimuli and conditions which are in accord with its character — often, this
trigger is "when someone is cursed by the Splendor's Root Element." No more than (Splendor's
rating) objects can be created per scene.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.
The Splendor is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.
The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.
Taking a form of a heavy sigil ring, it is at once recognizable by any comic geek, and yet unlike any comic book paraphernalia out there. Semi-transparent, it looks as though it is carved from some manner of unearthly crystal, with an unreadable runic symbol on top, seemingly existing in more dimensions that can be perceived by a naked eye. If seen against the light, or from the corner of an eye, shadows of movement can be glimpsed inside of its structure, impossible forms of dreams and nightmares ready to come forth upon its master's command.

In its mobile form, the ring takes shape of a miniature eastern dragon around an arm long with jade-like scales.
Exactly what it says on the can, a green lantern ring. A ring that is capable of generating temporary constructs made out of solidified energy / stuff of dreams and nightmares. The constructs are physical, but not permanent. The ring is also capable of generating forcefields and operating them. In principle, this could be used to achieve flight.
(5 dot Emanation)

6 willpower (5 +1 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points)SOCIAL (secondary)MENTAL (primary + 2X superior mind)
Strength ●○○○○Charisma ●●●○○
Perception ●●●●●●●
Dexterity ●○○○○Manipulation ●●●●○Intelligence ●●●●○○○
Stamina ●○○○○Appearance ●○○○○Wits ●●●●●●●

Abilities

TALENTS (tetriary, points sacrificed for 5 freebie points)SKILLS (secondary, points sacrificed for 9 freebie points + 5 from expertise)KNOWLEDGES (primary)

Alertness ○○○○○
Animal Ken ○○○○○Academics ●●○○○
Athletics ○○○○○Crafts ●●●●●Computer ●●●●●
Awareness ○○○○○Drive ○○○○○Finance ○○○○○
Brawl ○○○○○Etiquette ○○○○○Investigation ○○○○○
Empathy ○○○○○
Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ●●○○○
Intimidation ○○○○○Melee ○○○○○Occult ●●○○○
Leadership ○○○○○Performance ○○○○○Politics ○○○○○
Streetwise ○○○○○Stealth ○○○○○Science ●●○○○
Subterfuge ○○○○○Survival ○○○○○Technology ●●○○○


Backgrounds
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
•••• May store a pool of/expend four Mana
••••• May store a pool of/expend five Mana
Emanations can soak lethal damage, but not aggravated. Select either the Umbra or the Underworld. This is the emanation's native home. It may roam freely in its native realm, where it enjoys the natural ability to converse with the other native denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The phantasm may manifest in the physical world only while within one hundred yards of its keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a scene. It may pay one Willpower to immediately teleport to its master's or keystone's location. If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be. If she commands the ephemera to attend her, it may teleport to her master's location and manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also destroyed. If the emanation is slain, it may reform one hundred years later within its keystone. Each point of Essence fed into the keystone by its master quickens this recovery by 10 years. If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell, the phantasm may treat its master's Hell as a keystone. Ephemera are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human.
The Arcana gains three additional dots of Mental Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.
The Arcana gains seven additional dots of Abilities, which may be used to raise them above three dots. Taking this Feature additional times provides only five bonus dots.
The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.
Unnatural Sense: The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.

In this specific case the arcana senses truth in the words spoken around it.
The Arcana has most likely has a machine-mind, though it might
also have some other quirk like a technological spirit having been bound into it during its
creation. Whatever the case, the difficulty of all the Arcana's Computer rolls are reduced by two.
The Arcana lacks the necessary anatomy for easy communication. It can still understand speech, and it could speak if it possessed the proper facilities to do so, but alas, it doesn't. It can still communicate effectively with its master through pantomime.
For most Psychics, the only Practice necessary is
Psionics and the only Instrument is thought-forms. For
you, however, you need something more. For the three
point version, that extra bit that you need is a simple
gesture or spoken phrase or incantation. At four points,
some specific physical focus is needed, often a crystal
or something that resonates with the power (a pocket
watch for Psychic Hypnosis, for instance). The five point
version only works with one specific object, rather than
a given type, so rather than "a pocket watch" you might
need "my grandfather's pocket watch" and you will have
serious trouble if that item is lost or stolen.
The Exalt has either already made extensive study
of the mystic arts prior to Exaltation, or has the po-
tential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path
costs 4 Freebie Points during character creation, while
rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating ×
4 for additional dots, while rituals cost their rating in
experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Mar-
row and Soil Aspects, and all Infernal Exalted pay cur-
rent rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the
Twilight, Daybreak, and No Moon Castes. It costs 4
points for Sidereals, Air Aspects, Marrow and Soil As-
pects, and Infernals.

Mostly used by sorcerers with the Martial Arts Practice,
this merit indicates a deep understanding of the flow of
magical and life energy. A sorcerer with this merit has
prowess beyond what mere skill can accomplish, and in-
stead has learned to use their Mana to enhance themselves
physically. A sorcerer with this merit can spend Mana to
decrease the difficulty on physical actions in addition to
sorcerous ones.
Most sorcery comes in the form of either psychic
phenomena or disciplined study. For you, however, there
is another option. You have a supernatural talent for social
interactions. You can spend Mana directly to reduce the
difficulty of social rolls, to a minimum difficulty of 3 and
a maximum change of -3.
Your mind is mystically empowered. So much so, that
instead of being restricted to use mana only on sorcery,
you can use it to reduce the difficulty of any mental task.
This has the same restrictions as spending mana to aid
sorcery. The specific form this takes depends on the task,
perhaps making the sorcerer more insightful, perceptive,
or quicker to solve puzzles.
While sorcerers are often able to work together
effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link
several together to allow them to accomplish things that
they never could on their own. The synergist is able to
link together two psychics per dot of Synergy, plus one
for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of
the group has a random Phenomenon activate uncon-
trollably, causing everyone to suffer the Cost of Failure
for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever
the psychic touches another psychic, they roll Perception
+ Awareness at difficulty 6. With success, they detect
that the person they are in contact with is a psychic
and with three successes they get a general idea of the
psychic's strength and the nature of their powers. This
only detects psychics, not other supernatural beings with
mental powers.
•• Share Will: Now, psychic links can be formed.
When linked, the group can use any power known to any
member of the link. The character with Synergy, however,
makes the roll. Each other member may spent a point
of Willpower to boost the effectiveness, however. For
any sensory power, the entire group receives the results.
••• Group Effect: The group of psychics become more
in synch. In addition to being able to spend Willpower
on the group's working, the highest Attribute and highest
Ability in the group is used for any Psychic Phenomenon.
•••• Share Powers: Now, the group can use multiple
powers at a time (though they are not combined in any
way). Each member can donate any two of the following
to an effect: an Attribute, an Ability, a Power.
••••• Power Gestalt: In addition to using multiple
powers, now the psychics can combine them. For example,
Clairvoyance will allow them to target things they see
from far away with other powers, such as Telepathy (or,
if they're in a more hostile mood, Pyrokinesis).
Associated Spheres: Mind
When in the form of a ring, the spirit takes a form of constantly shifting paradoxical geometric shapes, observable within the ring as a play of light and unnatural darkness. On the rare occasions it manifests a projection of itself outside, the substance of its body is brilliant emerald energy intervened with impossibly black darkness. Something in a lizard part of a human brain finds the constantly changing form unnatural, dangerous and disturbing. it would take a kind mind indeed to see hidden alien beauty and see past its appearance to connect to the deep and kind mind it houses.

Lacking perceivable mouth or equivalent, its ability to physically talk is limited to producing dazzling displays of music. It uses a form of telepathy to communicate, projecting a pleasant gender-neutral voice into the minds of those it talks to.

While it the surface of its body lacks lacks any recognizable sensory organs, its senses are beyond human, capable of perceving the world with perfect clarity. And what it sees, hears and senses, it translates to the master of the ring.

Its core goals are to be the guardian of the ring, ensuring the success of its wielders, and making sure that, should the unthinkable happen, the ring passes onto the next wielder. It serves as an archive of knowledge and skill, learning from the users of the ring, observing their magic, should they have any, and lending this knowledge and ability to the future users. Through it, every next Green Lantern is not just a hero, but a continuation of unbroken legacy that will one day span thousands of years and be known throughout the universe.

When in its dragon form, it looks like a minuscule dragon with jade-like scales, around an arm's length from head to the tip of its tail.
Its a ring guardian spirit. It allows the user to tap into its skills and, in the future, as it accumulates XP, to use various Sorcery Paths of the previous users. It also provides partial Blactstaff functions, as paths used through its synergy psychic phenomena should be shielded from the corruptive effects of mortal magic.
Freebie Point balance:
15 points from the start + 7 from trading in physical attribute points + 14 from trading in secondary and tertiary ability points + 7 from flaws - 1 from willpower - 12 from merits - 10 from background - 20 from Synergy Psychic phenomena =0

Ring of Will ●●●

This ring appears as a band of polished, metallic green encircling the wearer's finger, their surfaces sleek and unblemished, as though carved from a single piece of celestial ore that pulses faintly with an emerald light, almost as if it's alive, responding to the strength of the wearer's inner resolve.

The glow of the Ring of Will is unmistakable: a vivid, ethereal green that radiates in soft waves, casting an otherworldly light across the wearer's hand. This light seems to shift and intensify, reflecting the emotions and focus of its bearer. When in use, the ring hums with energy, and the green aura grows brighter, sometimes sparking or flickering like charged plasma. The ring is bound to its owner's very spirit, responding only to the strong-hearted and to those unyielding in their commitment.

System: Creation of projections of Conviction objects vary due to the cerebral nature of the medium. Easily comprehensible constructs are fast & easy ranging from Difficulty 3 rough spheres, sticks, Cubes, Rectangular prisms, Pyramids, Cylinders, Sheets to difficulty 5 brick walls, slides, sledgehammer, anvils, swords, Spears, gloves clothes everything in that range can be made reflexively. Complex and/or Articulated forms require a turn to shape and range from additional sets of functional arms (difficulty 6) to a Jet (difficulty 9)

Constructs that are meant to increase speed increase the characters movement speed double with every two successes ( starting at 30 meters per round 45 M with one success, 60 with two, 90 with three, 120 with four and so on).

By default Conviction constructs deal Bashing and Lethal as form dictates even fire made from Conviction is lethal. Aggravated damage requires an additional allocated success on the Willpower roll.

Conviction constructs that use ammunition(Guns, Bows) or are directly munitions (Grenades, Dynamite) must make a Willpower roll as damage when they are used.

Additional successes on craft rolls can be allocated in different ways from blast area, Fire intensity, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), Speed the construct grants, to the amount of Health levels a construct (1 success per Two health levels) possesses.

Building confidence in a construct is an Intelligence + Empathy roll; this roll's base difficulty starts at 5 but rises higher if you're trying to make a large or ridiculous construct (A crane or Robot/Tyrannosaur shell) and can be lowered by creating familiar constructs or things the character already has confidence in, in relation to their abilities (Cars for drive, Spears for Melee, Ak's for Firearms) successes on this roll may reduce the difficulty to hold forge Conviction by up to -3 difficulty.

How long lasting and how damaging a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a spell rolled with Willpower dice at difficulty 5, duration can't go above a scene. Static constructs and Armor count damage as soak. Constructs that accentuate attributes (Overlaid muscles, exosuit Actuators) add one per success on the Willpower roll.

● (Optional) Confidence (Intelligence + Empathy)(1 action)
● Forge Conviction (Wits + Craft) (1 Action)
● Manifestation (Willpower Difficulty 5)(Reflexive)
So a couple changes the ring is at least from my plan a three dot splendor but it does not have the Invincible assertions or the Mystic fortification of craft. I am unsure of what form of Primal nature is doing for your Green Lantern ring.

Also not entirely sure what Unthinkable ward is doing either considering form of hero Shadow essentially glues it to the soul of the person who has it. And the difficulty of specifically targeting the ring would be greater than literally shooting whoever is wearing the ring in the face.

Art of conjury very specifically reduces the ability to Forge things that are outside of the Paradigm of value and restricts what can be formed from it, while also restricting the objects to be created to only one per scene. I think you meant to use Mystic fortification to change that from once per scene to once per some interval of turns possibly to once per turn but that's not what you have there.

Also I love the spirit of the Ring it's very complimentary both with my build and yours and would help with regulating and strengthening the ring and its Bearer.

Any thoughts @Yog
 
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As someone who regularly has to convince people to give them money to do radical new stuff (I am a scientist, and the one who gets the money in our laboratory), I would rather try and do a fair proposal, rather than backroom channel. It is a bit idealistic, but I want to believe it can work. And I think it fits Molly a bit better.
Huh Yog, not that I disagree with your choice, but neither is idealistic, one is to use our contact inside of the Senior Council to know how to present our proposal with maximum impact and the other is to use peer pressure and the political capital of those who like us more to force them to accept our proposal regardless of whether they liked it more or not.

Both are fair, we are not doing any trickery, be it magic or normal, but neither is idealistic, because both are different ways of forcing them to agree to our proposal, which is simply how normal politics works.
 
Yes, another way to look at it is they have to sell their souls do you and that takes more than saying they want to. If someone were to say die under the effects to Mercy in Servitude that might well do it.
So, I'm guessing this is an SGI action for later. Also, this makes me think we should check what happened to Adam's soul. Because causality is fickle, and he definitely died under Mercy in Servitude.
So a couple changes the ring is at least from my plan a three dot splendor but it does not have the Invincible assertions or the Mystic fortification of craft. I am unsure of what form of Primal nature is doing for your Green Lantern ring.

Also not entirely sure what Unthinkable ward is doing either considering form of hero Shadow essentially glues it to the soul of the person who has it. And the difficulty of specifically targeting the ring would be greater than literally shooting whoever is wearing the ring in the face.

Art of conjury very specifically reduces the ability to Forge things that are outside of the Paradigm of value and restricts what can be formed from it, while also restricting the objects to be created to only one per scene. I think you meant to use Mystic fortification to change that from once per scene to once per some interval of turns possibly to once per turn but that's not what you have there.

Also I love the spirit of the Ring it's very complimentary both with my build and yours and would help with regulating and strengthening the ring and its Bearer.

Any thoughts @Yog
I'll do a more detailed response in the morning (it's 2 AM where I am), but a brief list:
1) Form of Primal Nature is me being too smart for my own good. It gives me a way to legally make a ring AI / spirit. Essentially, the ring is both a ring and a spirit (probably a miniature dragon?) or an elemental. The spirit provides assistance to the user, and can then go to select a new user. I am very committed to green lantern cosplay, down to "select a new bearer when the previous one dies".

2) The unthinkable ward is meant to protect the ring itself. Physical forms of splendors are only as tough as the objects they are made from. So, a protective ward seems like a reasonable precaution. Also protects against the ring's spirit being hacked / mind-controlled / beguiled.

3) Art of Conjury is how I am making constructs. It's the primary structural block of the ring. Together with Sovereign Elemental Sway it is meant to allow for creation of typical Green Lantern powers, including flight and shield construction via creation of forcefields.

Basically, the ring has all the Green Lantern ring functionality, including the AI support. Which acts like the familiar to the user. Which allows for lethal magic use. It also is capable of learning over time.

I also made a Green Lantern in the same post as you are quoting, if I recall correctly, though I'll probably correct that at least a bit. I
 
1) Form of Primal Nature is me being too smart for my own good. It gives me a way to legally make a ring AI / spirit. Essentially, the ring is both a ring and a spirit (probably a miniature dragon?) or an elemental. The spirit provides assistance to the user, and can then go to select a new user. I am very committed to green lantern cosplay, down to "select a new bearer when the previous one dies".
Okay that's really slick I didn't even think of that I thought the spirit of the Ring was anchored to the ring like a normal emanation or ephemera that is pretty cool.
2) The unthinkable ward is meant to protect the ring itself. Physical forms of splendors are only as tough as the objects they are made from. So, a protective ward seems like a reasonable precaution. Also protects against the ring's spirit being hacked / mind-controlled / beguiled.
This is fair enough but we have access to essentially super materials (Prima Metallum) and well they'll be even stronger after we make them a ring. It's a difficulty three increase just to shoot someone in the head directly and choose to do that. I can't imagine trying to shoot literally the the base of someones middle or index finger on someone's hand in comparison to just attempting to shoot them in the face or slash them in the face or attack them in general.
3) Art of Conjury is how I am making constructs. It's the primary structural block of the ring. Together with Sovereign Elemental Sway it is meant to allow for creation of typical Green Lantern powers, including flight and shield construction via creation of forcefields.
The reason I had anything to say on Art of conjury it's because art of conjury makes real objects not like light projections from Sovereign Elemental sway straight up actual objects that have a real value and are permanent.
Basically, the ring has all the Green Lantern ring functionality, including the AI support. Which acts like the familiar to the user. Which allows for lethal magic use. It also is capable of learning over time.

I also made a Green Lantern in the same post as you are quoting, if I recall correctly, though I'll probably correct that at least a bit
Yeah the spirit of the Ring especially in its Synergy functions really complements everything you were going for I really do mean that.

Yeah tried to keep this short have a good rest man.
 
I'm thorn on this one. To me the vote seems to be, do we play within the entrenched power structures of the White Council or do we subvert them. We'd probably get a lot more leverage out of the Wardens and I enjoy the idea of making Harry play politics (for truly politicians are in bed with demons). Long term we'd get an amazing foothold within Council politics.

On the other hand we just got trough cleansing the Council of traitors with sword and flame. I think we can basically trust the Senior Council to be well intentioned and competent and starting and oppositional activist movement would probably make their life harder. We'd definitely won't be able to get our claws in as deep by going trough the established players if no other reason than they've probably had the time to put some dots into their social skills. But it will probably be faster, rather than convincing the Warden to convince the Council, we can go straight to the people in power. And well, in an immediate sense we probably could get more value from having half a dozen archmages moderately positively inclined towards us than several dozen adepts fanatically loyal.

But this is a quest and the Warden option is definitely the fun option. Just letting a demon loose on a bunch of baby wizards while Harry "I haven't met a responsibility I didn't ignore" Dresden is trying to play lobbyist for the Queen of Hell and to make sure no one sells their soul to his girlfriend at the same time. "Not this devil! The other devil who's my close personal friend and confidant! Not him, that's my brother! Why would you even think I was talking about him? I'm talking about the teenage God-Queen of that rules over several billion devils. Shut up Carlos, we all know what you want to do with Molly. God, what have I done to deserve this?"

[X] A New Movement
 
[x] A New Movement

Should have voted for the tech transfer of having the wizards move to our kingdom.
 
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