Green Flame Rising (Exalted vs Dresden Files)

Proving that we aren't affected by the Laws, or that we are no longer Human enough to be subject to them, while possible, seems unlikely to me. I'd give us better odds of signing onto the Accords somehow.

I don't know what the normal growth curve is for Exalts, but I'm assuming we can't get powerful quickly enough to be a sufficient threat that the Wardens just leave us alone before they come for our heads, if Harry reports recent events to them.

Could we instead become too valuable to kill? There is a war going on with the Red Court (if I'm remembering the timeline correctly), so certain services might buy us an amount of leeway that wouldn't otherwise be available. What are our options for gaining the ability to heal others, facilitate magical travel, impede magical travel, etc?
 
Proving that we aren't affected by the Laws, or that we are no longer Human enough to be subject to them, while possible, seems unlikely to me. I'd give us better odds of signing onto the Accords somehow.

I don't know what the normal growth curve is for Exalts, but I'm assuming we can't get powerful quickly enough to be a sufficient threat that the Wardens just leave us alone before they come for our heads, if Harry reports recent events to them.

Could we instead become too valuable to kill? There is a war going on with the Red Court (if I'm remembering the timeline correctly), so certain services might buy us an amount of leeway that wouldn't otherwise be available. What are our options for gaining the ability to heal others, facilitate magical travel, impede magical travel, etc?
We could also pick up False spring Beckons and Torpedo this whole debate :V
 
Proving that we aren't affected by the Laws, or that we are no longer Human enough to be subject to them, while possible, seems unlikely to me. I'd give us better odds of signing onto the Accords somehow.

I don't know what the normal growth curve is for Exalts, but I'm assuming we can't get powerful quickly enough to be a sufficient threat that the Wardens just leave us alone before they come for our heads, if Harry reports recent events to them.

Could we instead become too valuable to kill? There is a war going on with the Red Court (if I'm remembering the timeline correctly), so certain services might buy us an amount of leeway that wouldn't otherwise be available. What are our options for gaining the ability to heal others, facilitate magical travel, impede magical travel, etc?

We're strong enough to take individual Wardens, we're not strong enough to take a kill team backed by Senior Councilmembers.

The problem is "Kill Warlocks" is an act of faith for them, it simply cannot be turned aside, because their entire legitimacy boils down to "We are the only ones keeping magic from being a menace to the world". Because they're not wrong, every act against the Laws of Magic meaningfully makes the world Worse.

The problem is that they don't have the capacity to make reform their initial approach, because it's just too hard to avoid backsliding once you've done something against the Laws--even relatively minor violations. Because the biggest problem with the White Council is that their standards are too high.

Literally, they represent an absolute minority of Practitioners in the world, the only difference is scope and growth capacity. Yet they claim authority over every human Practitioner, which means the majority of Warlocks are just people who had no way of finding out what they were doing was Literal Evil.

It's telling that one of the biggest steps against Warlockery taken in the recent days was the Paranet becoming a Thing, which meant that minor practitioners could actually police themselves and know what the Bad Juju is. The other problem though is that in some ways, knowledge of what the Laws are makes you more prone to Breaking them. Like the one about the Outer Gates. The Oblivion War for instance is all about removing Outsider tainted knowledge from the world, because knowing certain things can draw Outsider Attention, after all, especially with Nemesis running around as a sapient meme-virus.

At the end of the day, unless we can put our heads together and figure out a path forward. "Doom of Damocles" really is the only way to get wiggle room. Because the White Council won't stop as long as they think Molly is a Warlock. The more valuable we are, the more important it becomes for them to stop her, not the other way around.

And the Doom of Damocles in this case was bad for Dresden even in canon, with a Molly who's powers were nowhere near this controversial. This version?

At the end of the day, we need to find a path forward before we commit, and you do that by asking questions, not just taking the first viable approach offered.
 
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The problem is that they don't have the capacity to make reform their initial approach, because it's just too hard to avoid backsliding once you've done something against the Laws--even relatively minor violations. Because the biggest problem with the White Council is that their standards are too high.
Not for nothing is simply proving we can "cure" warlocks my preferred path forward.

Would let us help our friend as well. And some minions when we get em.
 
Not for nothing is simply proving we can "cure" warlocks my preferred path forward.
This would not necessarily look good. Think about it from their perspective.

A practioner, a wizard hopeful even, broke someone's mind, runs around with the power of multiple Hells, lots of power and is saying she can "cure" Warlocks?

It's not a good look. Sounds more like using hellish mindfuck powers to build an army of maybe sleeper agents maybe thralls.

Edit: And they'd be right in thinking so, because False Spring Beckons stops working the moment you don't do absolutely everything the Infernal says, so even a soulgaze or Sight thing wouldnt prove their view wrong.
Would we use it so? No. Can we prove it? No.
 
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Not for nothing is simply proving we can "cure" warlocks my preferred path forward.

Would let us help our friend as well. And some minions when we get em.

Again.

"Curing Warlocks just means you have sane Warlocks"

That's a bad thing as far as they're concerned. That whole "Act of Faith" thing.

It's not entirely about "Maintaining Control" like Lash claimed to be, there's an element of that. But the truth is that wielding Black Magic requires someone to be willing to turn Magic to dark ends, and once you've done it once, it's easier to convince yourself of doing it again. Just because someone doesn't go mad doesn't mean they're not the sort of person to pervert magic for their own desires. It just makes it harder to put them down because you can't easily bait them into a killbox.

And whoops, the more you disseminate knowledge across a community to avoid accidentally crossing that line, the easier it becomes for Nemesis to twist some of it and turn it into an Outsider Underground Railway. It's quite literally being stuck between a rock and a hard place.
 
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This would not necessarily look good. Think about it from their perspective.

A practioner, a wizard hopeful even, broke someone's mind, runs around with the power of multiple Hells, lots of power and is saying she can "cure" Warlocks?

It's not a good look. Sounds more like using hellish mindfuck powers to build an army of maybe sleeper agents maybe thralls.
Whats our "good look" here then?
 
Whats our "good look" here then?
We don't have one. Get powerful enough they can't fuck with us, get good enough connections they can't do so, or submit to the Doom.

Edit: Two facts are inevitable. We broke the Laws, our powers are of Hell and grafted to our souls. Making deals with demons to be an even worse warlock isn't unheard of most likely. And we can't prove its not that.
 
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Whats our "good look" here then?

There is no "Good Look", the point is making it clear that Molly isn't in their jurisdiction, in which case they can mald about it as much as they want, but if they want to kill her, it requires them to murder the child of a Knight of the Cross simply out of spite. They're not that stupid. They'd have an argument if she was still a Practitioner, but if we can prove that she's not, they don't have a leg to stand on. The Unseelie Accords are a good option, but we still need to ask questions to figure out what the best one is.
 
Whats our "good look" here then?
To come back to this. Even IF they accepted (for some hypothetical reason) that we are an Infernal Exalt, and not a human wizard and aren't under their laws...

We're left with the position Lash's shadow is in, where even speaking or listening to us may be dangerous, and people may want to do the opposite of what we want, just because we may be plotting as a power of Hell.

And we aren't so unkillable that its not a very strong consideration.
 
It's worth remembering that Molly (roughly) fits into a category of empowered individual that the White Council is aware of. She resembles an Emissary of Power.

They're humans who wield non-human supernatural power and aren't in the scope of the Laws, or subject to the metaphysical twisting that makes them necessary.
 
For whatever reason, I got the urge to blurbize the options for if Molly gets a hellworld to work with if people want to theorycraft. I took a couple of liberties like removing options that seem blatantly incompatible with Molly's values and split some of the population stuff into an ecosystem category.

You have 5 points to spend, with a theoretical Maximum of 14 through drawbacks(Tiny, Unsurvivable, Overpopulated, Deadly Flora, Hostile, but that only makes sense if you're optimizing the dimension as a place to throw people into to kill them)

Size(Choose 1, or substitute appropriate drawback):

[]Average - Welcome to the Demon City, the Realm is about the size of a major city
[]Large(1 Point) - Your own Private Idaho. The Realm is about the size of a mid-sized American state or European nation
[]Huge(2 Points) - Your own Demon Empire. The Realm is about the size of Australia
[]Vast(3 points) - Welcome to Hell World. The Realm is its own small world, complete with biosphere, diverse regions, seasons, and so on.


Geography(Choose 1)

[]Difficult Terrain - The Realm is dominated by some manner of imposing and dangerous terrain that makes travel difficult, such as jagged moun
tains, poisonous swamps, lakes of fire, and so on. On average, the terrain is far harsher than that of Earth.

[]Mundane - The Hell mostly has an Earthlike, albeit exotic, landscape.

[]Accessible Terrain - The Realm has easily navigable geography, and moving about is convenient thanks to features such as teleportation networks, magical cyclones that carry people from place to place safely, high-speed automated rail systems, and the like.


Climate(Choose 1, or substitute appropriate drawback)

[]Harsh Wilderness - As the Harsh Climate drawback, but the Realm has large regions of comparable safety, such as tamed cities or large fortified outposts. Only the wilderness is dangerous.

[]Earthly Climate - The Hell has a fairly unthreatening and earthlike (if strange) climate. The clouds may be utterly bizarre in color and shape, but they don't regularly pour down rains of flesh-eating spiders.

[]Heavenly(2 Points) - The Kingdom is utopian, with abundant pleasures to be enjoyed simply for
being there. The trees are heavy with sweet fruits, and the air revivifies those who breathe it.


Ecosystem(Choose 1, or substitute appropriate drawback)

[]Barren - What little life the Realm
possesses is sparsely scattered across its surface.

[]Balanced Ecosystem - The Realm has
a reasonable balance of space, population, and resources.


Population(Choose as many as your wish, drawbacks are included here)

[]Deadly Flora(Gain 1 Point) - The Realm has plant life, most of which is very dangerous
to interact with – carnivorous, poisonous, both of the above, or even worse things are all possible and likely.

[]Earthly Fauna - The Realm has animals, which may or may not be rather different than
Earthly beasts. A few may be dangerous, but most aren't.

[]Earthly Flora - The Realm has plant life, which may or may not be rather different than
Earthly flora, but which are generally no more dangerous than mundane plants – that is to say, it may not
always be safe to eat them, but the flowers won't generally explode like a land mine if you step on them.

[]Human Populace - The Realm has a native human population, with their own culture and
a history that, strangely, significantly predates the creation of the Kingdom.

[]Deadly Beasts(1 Point) - The Realm has animals, most of which are extremely deadly.

[]Resident Devils(1 Point) - The Realm has a
significant population of superhuman beings such as
bakemono and wicked spirits.


Social Structures(Not applicable if the realm has no sapient inhabitants, Choose 1)

[]Chaos - The Realm's operates by the
"law" of might makes right.

[]Archaic - The Realm's inhabitants have
simple laws, social taboos, and rudimentary politics.

[]Modern - The Realm's inhabitants
have a highly developed social system, with intricate
politics and a robust body of law.

[]Advanced - The inhabitants of the King-
dom have highly intricate and well-developed art, philoso-
phy, social infrastructure, and possibly also technology

Loyalty(Not applicable if the realm has no sapient inhabitants, Choose 1, or suitable drawback to substitute. Spending points here unlocks the Resistance Movement drawback to be added onto whatever option you spent points on)

[]Indifferent - The inhabitants of your
Realm don't recognize you as anyone special, and will
treat you as circumstances dictate.

[]Loyal(1 Point) - The majority of the inhab-
itants of the Realm recognize you as their ruler and
serve you as they would any sovereign – that is to say,
dutifully but without any particular enthusiasm for
the most part, in the hopes of avoiding censure.

[]Committed(2 Points) - The inhabitants of
the Realm treat you as an object of worship and will
endure great hardship on your behalf.

[]Fanatical(3 Points) - The inhabitants of the
Realm will die for you.

Tech level (Choose 1)

[]Savage - The Realm is entirely wild
and untamed. At most, there may be simple tools of
stone and bone.

[]Archaic - The Realm is pre-mod-
ern, which might mean it occupies anything from the
Bronze Age to the early Renaissance, or perhaps an
anachronistic mix of various time periods.

[]Modern(1 Point) - The Realm may or may
not have any industry to speak of, but its general devel-
opment level is roughly Earth-contemporary.

[]Advanced(2 Points) - The Realm runs on
either advanced technology or highly-developed magic.
It's possible for a Hell to be both heavily technological
and uninhabited, in the case of machine-Realms.

Features(Choose as many as you wish, I have not included ones that seem blatantly incompatible with Molly's values or translate questionably into the Dresdenverse)

[]Dangerously Alien - The Hell has cer-
tain earthly features, but it definitely isn't Earth. Visitors
without a guide will need to make Survival rolls to avoid
endangering themselves in some way. Those familiar
with the Realm have no such difficulties.

[]Indoors - The entire Hell is located un-
der one roof. There's no weather or cycle of day and night.

[]Bottleneck(1 Point) - Your Hell doesn't have
natural boundaries which can be used to leave the
Realm. Perhaps it's a sphere, or perhaps it is an island
floating in a sea of infinite flames. The Realm has only
one exit, in the form of a fairly obvious and prominent
portal of some sort.

[]Endless Suffering(1 Point) - Those who
meet their ends according to certain criteria (such as
being devoured by the Realm's native devils, or being
melted in its acid seas, or even perishing for any reason
at all – very simple and very complicated rules are both
possible) are eventually reconstituted by the Realm
that they might be tormented to destruction again.

[]Eternal Night(1 Point) - The Hell has no
sun, and is near-lightless. Any being that needs light to
see by must bring or create its own.

[]Exclusive Transportation(1 Point) - The
Realm contains speedy transportation of some kind, such
as high-speed vehicles or magical portals, and these are
only accessible by you and your most favored servants.

[]Gaols(1 Point) - The Hell contains prison fa-
cilities whose wardens (or whose very architecture) are
cooperative with your wishes, or otherwise has daunt-
ing Hell-wide security.

[]Grand Grimoire(1 Point) - The Hell con-
tains a great repository of mystical lore, as well as exten-
sive ritual spaces. The difficulty of all ancient sorcery
rolls within these spaces is reduced by two, and the
Essence cost by 1. Other ritual magic (or magick) in
line with the style and theme of the Hell also enjoys a
–1 difficulty reduction.

[]Lord of the Land(1 Point) - The Hell's nat-
ural phenomena obey your will. You can make the
winds blow as you wish, calm boiling seas or bid them
part, and call down lightning during a raging storm.

[]Non-Euclidean(1 Point) - The Hell doesn't
conform to the normal rules of three-dimensional
space. It may be structured like a vast Escher painting,
or may be even more confusing yet. Newcomers must
make an extended Intelligence + Occult roll against
difficulty 8 each day they spend trying to navigate the
Realm. Once they accumulate 20 successes, they have
acclimated to the Hell's strange laws. Until then, all at-
tempts at getting much of anything done are hopeless
without a guide.

[]Time Differential(2 Points) - Time passes at
a different rate within the Realm than outside – up to
either twice as quickly or at half speed.

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

Size Drawbacks

[]Tiny(Gain 2 Points) - Welcome to Hell
House. The Hell is no larger than a rambling manor house.

[]Small(Gain 1 Point) - The farmstead
from Hell. The Realm covers a mere handful of acres.


Climate Drawbacks

[]Unsurvivable(Gain 3 Points) - The Realm
will kill anyone not adapted to it or protected against it in
short order. It could be a barren icy wasteland, or entirely
underwater, or it might have a toxic atmosphere.

[]Pockets of Safety(Gain 2 Points) - As Un-
survivable, but with certain limited areas (such as domed
cities, seabases, or warded buildings) which offer protection
from the Realm's otherwise hostile environment.

[]Harsh Climate(Gain 1 Point) - Fre-
quent Survival rolls are necessary to avoid the Hell's
dangerous climate. There might be ever-present and
incredibly violent storms, roving swarms of flesh-de-
vouring locusts, or eyes which periodically open in the
clouds and burn whatever they happen to glimpse.

Ecosystem Drawbacks

[]Uninhabited(Gain 1 Point) - The Realm is lifeless.

[]Overpopulated(Gain 1 Point) - The
Hell has too many inhabitants for its ecosystem to sup-
port. Space is at a premium, privacy is nonexistent,
and violence is probably common.

Loyalty Drawbacks

[]Resistance Movement(Gain 1 Point, Requires spending points on Loyalty) - A minority of the Realm's inhabitants fervently hate
and resent you, and seek your overthrow or demise.
You may only select this option if your Hell is Loyal,
Committed, or Fanatical.

[]Hostile(Gain 2 points) - The inhab-
itants of your Hell despise you, and would strike you
down if they could
 
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I'm skeptical of our ability to convince anyone we're meaningfully different from a wizard.

Not because Molly isn't a different sort of being, but because she's basically an outside of context problem that interacts poorly with their laws.

As far as DF is concerned if you still ping as mortal and throw around supernatural power you're some sort of practitioner. They don't allow for the distinction we want because it basically didn't exist before.

That said, checking what the options are isn't necessarily a bad idea even if I think the Doom will end up being the answer.

[X] Alectai

For whatever reason, I got the urge to blurbize the options for if Molly gets a hellworld to work with if people want to theorycraft. I took a couple of liberties like removing options that seem blatantly incompatible with Molly's values and split some of the population stuff into an ecosystem category.

You have 5 points to spend, with a theoretical Maximum of 14 through drawbacks(Tiny, Unsurvivable, Overpopulated, Deadly Flora, Hostile, but that only makes sense if you're optimizing the dimension as a place to throw people into to kill them)

Size(Choose 1, or substitute appropriate drawback):

[]Average - Welcome to the Demon City, the Realm is about the size of a major city
[]Large(1 Point) - Your own Private Idaho. The Realm is about the size of a mid-sized American state or European nation
[]Huge(2 Points) - Your own Demon Empire. The Realm is about the size of Australia
[]Vast(3 points) - Welcome to Hell World. The Realm is its own small world, complete with biosphere, diverse regions, seasons, and so on.


Geography(Choose 1)

[]Difficult Terrain - The Realm is dominated by some manner of imposing and dangerous terrain that makes travel difficult, such as jagged moun
tains, poisonous swamps, lakes of fire, and so on. On average, the terrain is far harsher than that of Earth.

[]Mundane - The Hell mostly has an Earthlike, albeit exotic, landscape.

[]Accessible Terrain - The Realm has easily navigable geography, and moving about is convenient thanks to features such as teleportation networks, magical cyclones that carry people from place to place safely, high-speed automated rail systems, and the like.


Climate(Choose 1, or substitute appropriate drawback)

[]Harsh Wilderness - As the Harsh Climate drawback, but the Realm has large regions of comparable safety, such as tamed cities or large fortified outposts. Only the wilderness is dangerous.

[]Earthly Climate - The Hell has a fairly unthreatening and earthlike (if strange) climate. The clouds may be utterly bizarre in color and shape, but they don't regularly pour down rains of flesh-eating spiders.

[]Heavenly(2 Points) - The Kingdom is utopian, with abundant pleasures to be enjoyed simply for
being there. The trees are heavy with sweet fruits, and the air revivifies those who breathe it.


Ecosystem(Choose 1, or substitute appropriate drawback)

[]Barren - What little life the Realm
possesses is sparsely scattered across its surface.

[]Balanced Ecosystem - The Realm has
a reasonable balance of space, population, and resources.


Population(Choose as many as your wish, drawbacks are included here)

[]Deadly Flora(Gain 1 Point) - The Realm has plant life, most of which is very dangerous
to interact with – carnivorous, poisonous, both of the above, or even worse things are all possible and likely.

[]Earthly Fauna - The Realm has animals, which may or may not be rather different than
Earthly beasts. A few may be dangerous, but most aren't.

[]Earthly Flora - The Realm has plant life, which may or may not be rather different than
Earthly flora, but which are generally no more dangerous than mundane plants – that is to say, it may not
always be safe to eat them, but the flowers won't generally explode like a land mine if you step on them.

[]Human Populace - The Realm has a native human population, with their own culture and
a history that, strangely, significantly predates the creation of the Kingdom.

[]Deadly Beasts(1 Point) - The Realm has animals, most of which are extremely deadly.

[]Resident Devils(1 Point) - The Realm has a
significant population of superhuman beings such as
bakemono and wicked spirits.


Social Structures(Not applicable if the realm has no sapient inhabitants, Choose 1)

[]Chaos - The Realm's operates by the
"law" of might makes right.

[]Archaic - The Realm's inhabitants have
simple laws, social taboos, and rudimentary politics.

[]Modern - The Realm's inhabitants
have a highly developed social system, with intricate
politics and a robust body of law.

[]Advanced - The inhabitants of the King-
dom have highly intricate and well-developed art, philoso-
phy, social infrastructure, and possibly also technology

Loyalty(Not applicable if the realm has no sapient inhabitants, Choose 1, or suitable drawback to substitute. Spending points here unlocks the Resistance Movement drawback to be added onto whatever option you spent points on)

[]Indifferent - The inhabitants of your
Realm don't recognize you as anyone special, and will
treat you as circumstances dictate.

[]Loyal(1 Point) - The majority of the inhab-
itants of the Realm recognize you as their ruler and
serve you as they would any sovereign – that is to say,
dutifully but without any particular enthusiasm for
the most part, in the hopes of avoiding censure.

[]Committed(2 Points) - The inhabitants of
the Realm treat you as an object of worship and will
endure great hardship on your behalf.

[]Fanatical(3 Points) - The inhabitants of the
Realm will die for you.

Tech level (Choose 1)

[]Savage - The Realm is entirely wild
and untamed. At most, there may be simple tools of
stone and bone.

[]Archaic - The Realm is pre-mod-
ern, which might mean it occupies anything from the
Bronze Age to the early Renaissance, or perhaps an
anachronistic mix of various time periods.

[]Modern(1 Point) - The Realm may or may
not have any industry to speak of, but its general devel-
opment level is roughly Earth-contemporary.

[]Advanced(2 Points) - The Realm runs on
either advanced technology or highly-developed magic.
It's possible for a Hell to be both heavily technological
and uninhabited, in the case of machine-Realms.

Features(Choose as many as you wish, I have not included ones that seem blatantly incompatible with Molly's values or translate questionably into the Dresdenverse)

[]Dangerously Alien - The Hell has cer-
tain earthly features, but it definitely isn't Earth. Visitors
without a guide will need to make Survival rolls to avoid
endangering themselves in some way. Those familiar
with the Realm have no such difficulties.

[]Indoors - The entire Hell is located un-
der one roof. There's no weather or cycle of day and night.

[]Bottleneck(1 Point) - Your Hell doesn't have
natural boundaries which can be used to leave the
Realm. Perhaps it's a sphere, or perhaps it is an island
floating in a sea of infinite flames. The Realm has only
one exit, in the form of a fairly obvious and prominent
portal of some sort.

[]Endless Suffering(1 Point) - Those who
meet their ends according to certain criteria (such as
being devoured by the Realm's native devils, or being
melted in its acid seas, or even perishing for any reason
at all – very simple and very complicated rules are both
possible) are eventually reconstituted by the Realm
that they might be tormented to destruction again.

[]Eternal Night(1 Point) - The Hell has no
sun, and is near-lightless. Any being that needs light to
see by must bring or create its own.

[]Exclusive Transportation(1 Point) - The
Realm contains speedy transportation of some kind, such
as high-speed vehicles or magical portals, and these are
only accessible by you and your most favored servants.

[]Gaols(1 Point) - The Hell contains prison fa-
cilities whose wardens (or whose very architecture) are
cooperative with your wishes, or otherwise has daunt-
ing Hell-wide security.

[]Grand Grimoire(1 Point) - The Hell con-
tains a great repository of mystical lore, as well as exten-
sive ritual spaces. The difficulty of all ancient sorcery
rolls within these spaces is reduced by two, and the
Essence cost by 1. Other ritual magic (or magick) in
line with the style and theme of the Hell also enjoys a
–1 difficulty reduction.

[]Lord of the Land(1 Point) - The Hell's nat-
ural phenomena obey your will. You can make the
winds blow as you wish, calm boiling seas or bid them
part, and call down lightning during a raging storm.

[]Non-Euclidean(1 Point) - The Hell doesn't
conform to the normal rules of three-dimensional
space. It may be structured like a vast Escher painting,
or may be even more confusing yet. Newcomers must
make an extended Intelligence + Occult roll against
difficulty 8 each day they spend trying to navigate the
Realm. Once they accumulate 20 successes, they have
acclimated to the Hell's strange laws. Until then, all at-
tempts at getting much of anything done are hopeless
without a guide.

[]Time Differential(2 Points) - Time passes at
a different rate within the Realm than outside – up to
either twice as quickly or at half speed.

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

Size Drawbacks

[]Tiny(Gain 2 Points) - Welcome to Hell
House. The Hell is no larger than a rambling manor house.

[]Small(Gain 1 Point) - The farmstead
from Hell. The Realm covers a mere handful of acres.


Climate Drawbacks

[]Unsurvivable(Gain 3 Points) - The Realm
will kill anyone not adapted to it or protected against it in
short order. It could be a barren icy wasteland, or entirely
underwater, or it might have a toxic atmosphere.

[]Pockets of Safety(Gain 2 Points) - As Un-
survivable, but with certain limited areas (such as domed
cities, seabases, or warded buildings) which offer protection
from the Realm's otherwise hostile environment.

[]Harsh Climate(Gain 1 Point) - Fre-
quent Survival rolls are necessary to avoid the Hell's
dangerous climate. There might be ever-present and
incredibly violent storms, roving swarms of flesh-de-
vouring locusts, or eyes which periodically open in the
clouds and burn whatever they happen to glimpse.

Ecosystem Drawbacks

[]Uninhabited(Gain 1 Point) - The Realm is lifeless.

[]Overpopulated(Gain 1 Point) - The
Hell has too many inhabitants for its ecosystem to sup-
port. Space is at a premium, privacy is nonexistent,
and violence is probably common.

Loyalty Drawbacks

[]Resistance Movement(Gain 1 Point, Requires spending points on Loyalty) - A minority of the Realm's inhabitants fervently hate
and resent you, and seek your overthrow or demise.
You may only select this option if your Hell is Loyal,
Committed, or Fanatical.

[]Hostile(Gain 2 points) - The inhab-
itants of your Hell despise you, and would strike you
down if they could
Think we could get away with taking max size heavenly environment and a neutral population, then take the deadly plants drawback to get the points for lord of the land so we can use our godlike power to win their loyalty manually?

Some of the plants being really nasty isn't necessarily incompatible with it otherwise being a paradise after all.
 
I'm skeptical of our ability to convince anyone we're meaningfully different from a wizard.

Not because Molly isn't a different sort of being, but because she's basically an outside of context problem that interacts poorly with their laws.

As far as DF is concerned if you still ping as mortal and throw around supernatural power you're some sort of practitioner. They don't allow for the distinction we want because it basically didn't exist before.

That said, checking what the options are isn't necessarily a bad idea even if I think the Doom will end up being the answer.

That's simply not true. Emissaries of Power, the Knights of the Cross and the Knights of Winter and Summer are mortal humans who have supernatural powers and aren't practitioners.

Molly looks a lot like an Emissary of one of the various realms of the Nevernever.
 
Think we could get away with taking max size heavenly environment and a neutral population, then take the deadly plants drawback to get the points for lord of the land so we can use our godlike power to win their loyalty manually?

Some of the plants being really nasty isn't necessarily incompatible with it otherwise being a paradise after all.

I don't think it'd work like that. What meaningful benefit could we give them with Lord of the Land?
 
That's simply not true. Emissaries of Power, the Knights of the Cross and the Knights of Winter and Summer are mortal humans who have supernatural powers and aren't practitioners.

Molly looks a lot like an Emissary of one of the various realms of the Nevernever.
They're part of other factions and interact with their powers in obviously different ways.

Knights have no inherent supernatural power, it's all in the swords. The summer and winter knights have very limited persistent buffs unless they're already trained practitioners and can draw on the mantle for power.

That's why the other faerie knights we see on screen lean on the politics of their office and mortal tools way more than Harry did.

It's also why winter typically goes through knights like Kleenex.
 
Do Knights of the Cross take sidekicks?

Asking for a friend.

Typically, no, but that's more of a "Most people can't keep up" than anything else. It's a wild lifestyle, and the big issue is that not everything a Knight of the Cross needs to do involves hitting things with magic swords, and outside of the Swords, you don't get that whole instinctive knowledge of how to get the best chance for a good outcome for everyone involved setup.
 
Here's a build for spitballing.

Sealab 2021(7 Point Build)

Size: Vast(3 Points)
Geography: Accessible Terrain
Climate: Pockets of Safety(Gain 2 Points)
Ecosystem: Balanced Ecosystem
Population: Human Populace, Earthly Flora, Earthly Fauna
Social Structures: Modern
Loyalty: Loyal(Spend 1 Point)
Tech Level: Advanced(Spend 2 Points)
Features: Grand Grimoire(Spend 1 Point)


A Vast Waterworld full of magical sealabs with advanced technology, the inhabitants of which recognize Molly as their Sovereign

Edit: I might consider taking size down a point to add Endless Suffering, potentially even dropping Grand Grimoire too for the time dilation option.
 
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Looking at spells and thinking the Most Excellent Blessing of the Air Dragon. Would be most able to shift the ongoing war, if it could spread. Being able to wear armor able to stop rifle rounds, handle vampire claws.
 
Typically, no, but that's more of a "Most people can't keep up" than anything else. It's a wild lifestyle, and the big issue is that not everything a Knight of the Cross needs to do involves hitting things with magic swords, and outside of the Swords, you don't get that whole instinctive knowledge of how to get the best chance for a good outcome for everyone involved setup.
So what I'm hearing is that the potential option of Michael arranging a 'take your daughter to work' scheme for Molly isn't out of the question.

Although not without dangers, it's also a fairly solid way to include her in a supernatural faction that might cause the White Council to shy away.
 
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