[X] Mercy
[X] Crimson King
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Choice of Fealty
You've acquired new Pawns! Adopting these Lions as Pawns - on top of Linneas and Japhris - has caused you to reach the ceiling of your capacity to maintain and induct Pawns, although this'll be even further expanded with time. Your choice of King's Attainment will help you choose a method of further advancement.
To start, choose the abilities of your newly inducted Pawns. You can choose a different ability for each, but there'll be a minor symmetry effect bonus if the same abilities are chosen for both of them.
[ ] Beast Incarnadine - Grants auto-biokinesis to the Lion, about half as powerful and one-fourths as fast as Dorian's current Visceral refinement. Immediately increases strength and durability and heals some of the inflicted wounds. Grants the Lion a fiery-red mane and crimson fur, although biokinesis permits change from this baseline.
[ ] Savannah Prowler - Ancestral might and predator's instincts; the Lion develops a Hunting Skill of near-supernal potency. It does not develop beyond that on its own, unless further Ranks as a Pawn are attained. This is still a tremendously helpful faculty to have; decades of training condensed into one power package.
[ ] Lionized - Increases all of the Lion's natural abilities evenly, including a minor investment of Barakah. Allows the Lion to eventually attain a Heterodox Promotion into a Lion Piece, similar to a Knight Piece, albeit with the addition of powerful stealth, awe, and explosive strength boons.
[ ] Write-in (no stronger than at most eight-tenths of either of the above)
And secondly, choose your First Attainment of the King:
[ ] King Crimson - Whose hands shape wonders.
Grants the ability to channel Viscerality through your Pieces as if you were physically present inside of them. As long as you aren't separated by more than a city's worth of distance, your tissues are one. The uses are obvious: via emotional examination and emanation, receive information and deliver orders. Heal and enhance subjects who require aid. Enhance those you most care about without necessitating physical presence. There is also offensive potential: attacking with Visceral pathokinesis counts as if several Visceralists were working in tandem, allowing for psychic onslaught of potentially mind-crushing strength. However, such actions still require passion and the ability to focus on the task: doing three different things at once is not viable. The potential of such a power is awesome, as is its potential for abuse.
Your Kingship is henceforth expanded with acts of incredible, world-transforming creation or change; no amount of minor crafts or acts will contribute to your growth, but instead, you must create marvels that astonish the world, even if the nature or value of these marvels is mostly metaphorical, such as turning around the life of a great hero.
[ ] King Scarlet - Whose words conjoin blood.
Makes Pieceship hereditary with no additional costs to yourself or your faculties. If one parent is a Pawn, the odds of a child being a Pawn are about those of a successful coin toss. If both of the parents are Pawns, the child shall always be a Pawn. Any Piece higher than a Pawn increases the odds of Pawnship at birth even more; sufficiently powerful pairings could even spawn children with several starting Ranks. The abilities of such a 'child Pawn' are nebulous, undecided and fully mutable until no earlier than a minimum level of maturity is attained; for most species, this'd be puberty, or about the time of the tenth birthday for an average human being.
Ridiculously potent in theory - near the apex of a starting King's powers, as you could eventually rule over an entire Kingdom of nothing but paranatural Pawns rather than baseline mortals - yet so very unlikely to find use in a short-term.
Your Kingship is henceforth expanded with official acknowledgment and the formation of a prosperous and orderly society. This cannot be a mere village or a township, although it can certainly begin as one, but rather a true nation capable of standing on its own merits and earning the recognition of its neighbors.
[ ] King Carmine - Whose blade is cold strife.
Alters the abilities of your Pieces, forevermore and retroactively: all Pieces and their abilities are significantly better at - and more versatile in - combat, and slightly although not monumentally worse at all tasks unrelated. Conquest of other nations and the slaying or enslavement of their 'hero units' can pool the defeated's excellence and might in your own hands; your fields become more fertile as theirs are made fallow with salt and fire, and your court enchanter's wisdom and sagacity show a redoubtable magnification when the enemy kingdom's sorcerer is ritualistically burned at the stake.
Furthermore, should a person ideologically aligned with you, who knows of you, and genuinely believes in your ethos - advance your cause in any of the manners described above, or a manner which'd naturally expand your Kingship, they'll be automatically inducted and Promoted to a Knight, at no further cost to yourself. Strife is power.
Your Kingship is henceforth expanded with meaningful conflict, defeat of adversaries, subjugation of monsters, and conquest.
Other configurations of Attainment are not, at present, possible.
Your new mask:
[a color-soon-to-be-determined] King [100 Potential]
Hunter-King [100]
*Elevation of all corporeal Attributes as well as one's Charisma and force of personality. +50 Strength, Constitution, and Agility when donned, as well as +25% to their worth. +20 Wits and +15 Charisma. +15% to their worth as well.
*Instead of a dull brute hemokinesis, the dominion of the King is more conceptual and indirect, wielding power over genomes and life-force, but it synergizes well with the fleshcrafting aspect of Viscerality. It can even raise the parameters of others to a moderate degree in a limited but permanent fashion.
*Grants enhanced healing when in proximity of those who've sworn loyalty or friendship to you. Number of companions, as well as salience of the bond, accelerates recovery. This effect is stronger and more conceptual than casual Visceral healing or hemokinetic absorption, and can even aid you from recovering from various Conditions.
*Grants, while worn, supernal skill: Taming [7.2]. No supernal techniques developed yet, but you can develop them yourself.
*As long as the Mask is donned, your Viscerality's an effective tier higher in execution [2.0 - Apprentice -> 3.0 - Journeyman, etc]. Your Viscerality also improves noticeably faster, as if you were practicing the craft or pursuing interests an extra hour for each two mundane hours spent doing so.
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Although sentient, the Lions are poor at communication (unlike some of their elders, these ones can't casually produce speech.) However, given your visible confusion over the forces at their commands, they'll still convey some very rudimentary information about the native magic system of this world.
The commonly accepted name of that force which saved the Lion from your blood-bolts is Barakah, and its nature is nothing less than a form of heroic providence - not heroic in moral sensibility, so much as in the narrativistic sense of how certain creatures have an excellence or greatness, an inherent and characteristic larger-than-life quality, that allows them to stand heads and shoulders above others. For this reason, an individual's Barakah is most often measured by how many men's worth of destiny one bears. Apparently it can either be an inborn quality - conferred via random kismet, or because one's ancestors were also great - or acquired through worthy deeds.
It seems there's a lot more to Barakah than what is described above, but that's about as much as your Lion servants can communicate via crude pantomime, Barakah-laden impressions, and Visceral empathy. To receive more data, you'll have to ask someone more educated and, potentially, human-like.
Coincidentally, you've acquired about eighty men's worth of Barakah, hued with concepts such as rulership, mastery, and hunting - in that rough order of priority, enhancing actions taken appropriately. However, it should be noted and accounted that Dorian isn't aware of this or its value beyond the most instinctive sense of having gained some kind of favor or protection, and won't have any idea how much Barakah he wields until he's actually been looked at with a moirometer.
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After this is all over, you'll return to camp and finally confront Japhris about the entire Arcanist business (finding her miserable but surprisingly not as angry as you'd expected), so what's your approach there?
[ ] Follow the Plan - Just allow the Mask Without Name to do the brunt of the talking and impromptu therapy and only intervene when necessary. You were skeptical at first, but your new companion hasn't failed in any of its endeavors yet. Distancing yourself temporarily might even be preferable.
[ ] Moral Appeal - Assuming you're in a somewhat more gambling mood, you could also spin your mercy towards the Lions in a more benevolent fashion.
[ ] Write-in