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it's winter now I waken
rosy continues to make choices
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Since she can remember, she's been dreaming of another life.

She wrote her other name down once, and then, on consideration, burned it.

The dreams come in no particular order, not even following any plot. They don't confine themselves to ages she's already experienced. She keeps a coded dream journal, putting down indirect ciphered reminders. Her dream self is emphatic enough about magic being unsafe to try if you don't know what you're doing that she never in fact tries it, but she greedily collects tidbits of information on how rituals work and what they can do. Her paranoia about recording any of it in any remotely readable form is partly out of generalized caution, and partly because the penalties for masquerade-breaking in magical society seem, from her waking perspective, uncomfortably harsh. Safer to just never let on to anyone that any of this is happening.

She occasionally, very carefully, looks up information from her dreams. The town her dream self lives in does not exist, and neither does the bigger town nearby—but the lakes they were attached to do both exist, and her waking self has never been to either, never even seen them on a map before she ventured onto the internet in search of them. None of the companies or websites directly connected to magic in her dream life seem to exist in any recognizable form in the waking world. Her dream self never remembers her waking life at all, nor thinks of herself as dreaming. She confines all speculation about the metaphysics of this situation to indirect statements in coded journals. The really indisputable evidence turns out to be, of all things, math homework: she wakes up one day from the middle of a calculus problem set, and looks up what calculus consists of, and concludes that she cannot possibly have reinvented that in her sleep. Then the same thing happens again a month later with trigonometry. And several more times with literature, on the rare occasion when she dreams about a book she hasn't already read while awake.

Her dream self has a family. Two sisters, two parents, an aunt and some cousins, a grandmother. None of them particularly resemble anyone her waking self has met. She tries not to let the comparison colour her impressions of her actual family, but it's hard to avoid. Her family is... fine? Normal? But the rules and expectations and exertion of authority can feel stifling next to her dream family's automatic camaraderie. She at least succeeds in never uttering the words "you're not my real mom", and tries not to think them too often, either.

In her random scatter of dream memories she is never older than sixteen: she's been a baby, a toddler, a child, a tween, a teen, but never graduated high school, never gone to college. This leaves her a little superstitious about her seventeenth birthday, so she arranges to spend it by herself, in case of unforeseen events. The day begins bright and early with a walk in the park, rays of sunrise shining golden through the fog between the trees. She admires the beauty of nature and tries to remember last night's dream, which she thinks was about learning a spell for washing her hair really well.

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She finds herself for a moment alone in a pleasant glade, and as she does so, a hole will open up in the world. Only perhaps the size of a dime, but a hole in the world nonetheless, burning white and quite unlike anything else, even unlike the magic from her dreams. Words stream out of it. 

"Hello. I am the representative and chairman of an Alliance between the peoples of many worlds. However, I am crippled and recovering, and due to a war with an enemy whose evil is beyond your comprehension, our resources are immensely stretched. As such, we're recruiting new members. For various reasons, you are an optimal recruit." 

After a moment's pause, further words arrive. 

"The basic outline is simple - in exchange for your service in this war, we will empower you, and when the war is over - and I expect it to be irrevocably won or lost within the decade, you will be free to do as you wish the magic and power you have thus obtained. The details are, however, dangerous to know - I am not without enemies who would kill to learn how I empower my allies, and would require you to sign a NDA before I can spirit you away." 

In a flash of light and pink smoke, a contract appears before her, along with a quill pen. It has an aura of solemnity about it; it is obvious, to her, that this is the sort of contract which one does not have the option to break, enforced by magic rather than something as mundane as civil law. 

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She is going to read every word of that thing. Twice.

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It's a well-written, narrowly defined, NDA, obliging her to keep the military and occult secrets of the following parties of the Alliance secret unless the need is incredibly dire or the party in question explicitly releases her. She can see no loopholes or other matters of concern. 

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Well, yes, of course she can't necessarily see them on first glance. That's why she's going to think hard about it for a minute to find out what she missed.

 

Okay, maybe, just possibly, this thing might actually be on the level.

Rather than sign anything immediately, though, she says, "And this service you're talking about—I don't get to come back? Until the war is over?"

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"Agreeing to the NDA does not constitute agreement to serve, and if you reject that service you will be returned immediately, but if you do choose to join us you will be given generous leave - a season out of every year." 

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...well, that would be very reassuring if she could trust this person's reassurance, but...

The thing is, saying no to this doesn't actually make it stop being her problem. If one side is trying to recruit her, the other side might take notice. Presumably these guys don't want that to happen but presumably they're not omnipotent or they wouldn't be at war nor recruiting for that war, now would they. So if she walks away all she's doing is turning down the relatively polite ones, whose opponents might be less polite about making their own pitch later.

Also, if there really is a shadow war going on unseen in the world around her and one side really is describable as "evil beyond your comprehension" (do these guys normally speak to people with worse imaginations than her?), it seems like a good idea to get into a position where she has some kind of leverage on the situation, even if she has to make some sketchy deals to achieve that.

A season out of every year would be fine for her dream family. Her actual family is going to have objections to a plan where she disappears on them for three-quarters of the year and won't explain why. She's not sure there's even a lie that would save her, and anyway she hates lying to her family, it always makes the comparison much more salient.

 

She reads through the contract a third time.

"Do I have to worry about how to correctly sign a magical contract or can I just put my initials like normal?"

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"Even an X would suffice." 

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She puts her initials. Her regular real initials that she puts on normal documents.

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Once she has done so, the portal rapidly expands from the size of a coin to encompass the entire world around her, before disappearing just as rapidly to leave her in an office, one clearly furnished at great expense but with zero personality to create a comfortable and well-appointed space for generic use. If she looks out the window, she can see a view as though from space of a world which is not Earth, where green continents are interlocked with those covered in vast scars of ash and still-burning fire. 

Before her stands a wizard; there is truly nothing else such a man could be, with his robe and his pointed hat and his staff and his amulet of solid ruby, glowing with a strange light. One eye is missing and his throat is a burned-out void. He gestures for her to take a seat in one of the comfortable chairs and smiles the gentle smile of one who has total control of his facial expressions, and then, instead of speaking, he conjures more words akin to the other ones.

"I am Orden Losthane. We have much to discuss, prior to your Ordination." 

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"I can see that," she says. "I have many questions, several of them probably rude."

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"I'm sure. Ask away." 

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"What brought me to your attention as a candidate? How much difference can I expect to make if I sign up? How likely am I to end up missing body parts? What evidence can you offer me that the other side of this war is actually an unfathomable evil?"

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"Routine scans of the populace searching for people with magical or spiritual potential found you to be at the upper end of potential along dozens of parameters relavent to our normal empowerment methods, and you were determined to have a personality amiable to our goals and unlikely to, say, wander off and become a serial killer after your tour of duty was over. You have, while not the most power of anyone I've ever recruited, probably the most potential for empowerment of anyone we have ever recruited. While it's unlikely that you will be personally decisive, you will likely be in the top 50 members of the Alliance, with room for further growth and development. It's not absurd to say that in the long term you could come to equal our Patrons - the five people, including me, who are among the strongest of the Alliance and who will be responsible for empowering you, though it's not certain. Depending on the options you choose during your empowerment and where you end up deployed, you might have a 0% or a 100% chance of ending up with missing body parts. The odds of you losing parts the way I did is small; if you end up facing the foe I was facing, you will most likely die." 

"As for verification. I am capable of Truthspeaking, but paranoid people with no familiarity with the magic seem largely unable to distinguish it from hypothetical alternative methods of using magic to cause them to believe my words are true. Our foe is the Pit, who seek to see the entire multiverse - we call it the Hierarchy - damned to the most agonising tortures they can devise. If you will not believe the extensive documentation of the war that I can provide, I have often found talking to survivors to be an effective method of convincing people of the importance of the war." 

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"...do you have any idea why I in particular have so much potential? 'You could be one of the most powerful people in the multiverse' is not something most people can expect to hear. Sort of by definition. I guess maybe your organization is tiny, but it hasn't been sounding like it."

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"There is nothing surface-level about you which could not have been the product of plausible one in a hundred billion good fortune, and I have not yet attempted any deep scans." 

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"One in a hundred billion is not a normal amount of good fortune! It's a really really abnormal amount! But okay, moving on. What does this empowerment consist of?"

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"Once one surveys a sufficient number of candidates, one in a hundred billion chances become unsurprising. It's a big multiverse." 

"There are a long list of potential forms of empowerment available. By default, everyone recieves Ordination, which is a holsitic repair and empowerment bringing you in line with your ideal self and improving you to a small extent along most parameters thereby. To represent the tradeoffs assosiated with us expending resources on empowering you, you have been allocated 64 Ordinal Coins. Additionally, you may select a single Venerable Remittance, one of the near-unique forms of empowerment that we can only perform due to your potential. Finally, you should select one of the five Patrons of the Alliance to be your mentor and commanding officer; since they will be spending considerably more time and attention on you, empowerment by them will be at half the usual cost." 

He reaches below the desk and pulls out an exotic device - it appears to be an ipad, but an ipad designed to the skeuomorphic sensibilities of someone who was used to scrying pools rather than books. It's circular in shape and inlaid with warm tan crystal and has a scrollable field of text on it. The user interface is surprisingly intuitive - supernaturally so, even, as though some cosmic force is preventing her from fumbling her fingers. 

"The documentation on this device contains the comprehensive list of possible forms of empowerment, and various related matters. There might also be other, more unique forms of empowerment unique to the specifics of your soul that we discover upon deeper scans." 

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[The Ordinator] Once, a man arrived in our reality with the cobblestones of a certain Street, and beholding a multiverse full of evil and discord, he decided to craft a new world order, extracting kindness and prosperity out of the cosmos like a man wringing a disobedient dishrag.

Since then, he's won and lost a hundred battles in a slow effort to carve a kinder face into the world, and for this ideal, he's bled many times: an eye sundered forever to save an already-ruined garden and its fearful citizens; throat and lungs sacrificed on a pyre to pull doomed innocents out of a damning Fire, and many lesser wounds that we shall not mention. His name, chosen after so many travels, is Orden Losthane, and his titles on the Hierarchy's many worlds are so countless it'd be a waste of time to list them all.

As a Favored Patron, he'll look at you with the paternal expectations of a wizard master teaching an apprentice, making each of your meetings a lesson. He'll expect a degree of diligence, but is charitable with rewards and will always attempt to understand your feelings. For a truly diligent apprentice, he's willing to invest time and provide initiation into the many magics under his belt, making him potentially the most powerful long-term selection. From the Patrons, he's also among the kindest and most willing to compromise: it was his accommodating character, after all, that formed the Alliance and pulled its disparate wills and characters into one shining order amongst the stars…

…or as he'd call it, 'a New World Orden.'

[ ] Bestowal, Least [-1 Coin] - An efficient choice. Baseline Bestowal costs almost nothing to confer: indeed, the cost of one Ordinal Coin is almost a formality.

You develop the comprehensive superpowers of a street-level superhero. You can choose the form of this development within reason, although a package containing enhanced attributes, senses, or classic forms of dynakinesis and energy manipulation are the most common. Theoretically, you could also specialize in the likes of analysis, detective work, intelligence enhancements, and other more esoteric options, but your leeway is limited and won't ever exceed the overall level of empowerment expected of a street-level character.

Although versatile, the abilities bestowed on you often lack developmental potential of their own, aside from extremely unreliable or difficult methods. If you wish to push their remit beyond their starting limits, you'll need an external means of fueling that advancement.

As a corollary benefit, you also gain the ability to Practice - as this Bestowal is a side ability of an Authority - but without any preexisting powers.

[ ] A Choice [-7 Coin] - "In the beginning God created the heavens and the earth.

And the earth was without form, and void; and darkness was upon the face of the deep.

And the Spirit of God moved upon the face of the waters.

And God said, Let there be Light: and there was Light.

And God saw the Light, that it was good: and God divided the Light from the Darkness.

And God called the Light Day, and the Darkness he called Night.

And the Evening and the Morning were the first day."


On Icarel, one may find Towers brimming with ineffable Light. You can Choose one of them, and their benediction shall impart one of several blessings on you. Beware, as once Chosen, no unearthly force short of an uttermost exertion from the Ordinator or an even higher entity may undo your Choice, and you can only make it once.

The Ordinator shall teleport you to Icarel and provide a means of locomotion, for however much it takes you to make that Choice.

The benefits of your Choice are static and shall not develop on their own. However, their strength increases with your willpower and stamina at the moment of making the Choice, as it requires you to metaphorically scale the Tower in question; a task more abstract than it sounds. Described below are the baseline benefits, something a non-Exemplar civilian may expect; yours will be mildly better to start with than what is stated:

Choice of Day - Daylight's benediction clarifies the contents of your mind. Gain eidetic memory, a perfect recall of facts you struggle to conjure even now. Effortlessly remember how many times you spoke a particular word. Recall what shirt you wore to work ten years ago on a specific date. At higher attainment levels, can offer moderate intellect improvements and potentially even a partial recall of past lives.

Choice of Zenith - As the coalescence of Day, the Tower of Zenith offers physical buffs and improvements. To start with, become a decent showing of Captain America, with concomitant agility, durability, and coordination. At higher attainment levels, this bodily power can scale even further beyond: a calm MCU Hulk should be attainable if you possess tenfold human stamina, and eventually, even your blood will start to shine with Zenith light.

Choice of Dawn - A Day begins with Dawn. Grants you immense vocal range and control, a singer's voice sufficiently beautiful that on Earth you could make a living off of released albums or ASMR content on Youtube. Furthermore, you benefit from mildly increased charisma, focused on inspiration. At higher attainment levels, expect a supernaturally enriched voice that enhances vocal magics and supernal charisma to match.

Choice of Night - The Tower of Night shows what could've been. Become a lucid dreamer, capable of traversing the dreamscape. This deceptively 'worthless' power is much more impressive than it sounds: as an oneironaut, you can communicate over vast distances with other sleepers. Your logistical utility alone makes you extremely worthwhile. And certain dreams are visions of other places and times, even strange and esoteric worlds. At higher attainment levels, expect much better control over your dreams.

Choice of Midnight - Midnight, as the coalescence of Night, allows you to see what exists outside of what is. Grants a clarified sensorium, enhancing each of your five senses. To start with, you should be able to hear a hushed whisper from across a house. If desirable, you may also suppress your need to sleep, allowing you to stay awake for longer. At higher attainment levels, your senses expand to esoteric levels.

Choice of Dusk - As the conclusion of a Day, Dusk explores finality and closure. You receive a comprehensive boost of fortune in all endeavors, including boosting your odds of survival to a late age, and ensuring your death is a more palatable one: a common saying on Icarel states that Choosing Dusk ensures you'll die with a smile on your face. At higher attainment levels, you simply become more fortunate.

There are many other Towers you can choose, although the astrological circumstances involved with entering them are uncommon - each Tower is only accessible at its associated, eponymous event - and none of the uncommon Towers are set or expected to rise anytime soon. If you wish, you may hold off on entering a Tower if you wish to secure one of these 'superior' Choices. Abilities of these 'rare' Towers include pyrokinesis, cryokinesis, enhanced stealth, enhanced travel and superspeed, boosted luck and metamagic boons, and more.

[ ] Hallowed [-40 Coin] - Among the Ordinator's countless abilities is an entire host of Authorities. This includes the Authority of Hallowed Lore, the ability to proliferate stories and make them real, forcing the universe into compliance with the story created. Through Hallowed Lore, a custom-fitted narrative of moderate puissance shall be created for you.

The effects of Hallowed Lore are varied. Choose one of two:

Hallowed Gift - A customized supernatural capability. It can be a magic system created specifically for you, a metaphysical benefit, or some other medium of empowerment.

There must be some form of 'narrative reasoning' for your possession of such a trait, but Orden's finesse with Hallowed Lore is exalted, so it may be minimal, a blanket-thin alibi or excuse. For instance, because 'you were summoned by Orden Losthane,' it'd be easy to initiate you into the System, and impart you with an isekai hero's cheat ability, or because 'you are purchasing abilities with Coin,' you may develop a supernatural acuity for all forms of business and increasing attributes matching your wealth. If you worked as a lawyer, you could do the same for legal work, and so on. A superior narrative reasoning, as a rule, provides a moderately higher amount of power for effort spent.

Alternatively, you can receive an artifact or set of artifacts created with Hallowed artifice; absurdly sharp katanas are merely the peak of the storyberg. With a story such as this, you could wield nothing less than your own variant of the Forebear's Blade; a weapon of a hypothetical exalted version of your future or past self that'll help you attain that entity's capabilities as you bond with each other and explore your narrative.

The Hallowed Gift's remit is capable of a certain amount of independent development, and it can build off your other capabilities. For example, you could enhance your superhero abilities from Least Bestowal to double their level, and make them capable of incremental, independent progression over time as you use them. Alternatively, you could expand the astrological benedictions of the Towers if they are narratively excusable.

A Prophecy, True - A forceful wrenching of the future into righteous alignment with an ideal. Craft the exact wording of a prophecy that Orden shall make real, with moderate allowance for errors, mistakes, or inefficiencies which he'll automatically correct, while still continuously aiming as close to fulfilling the spirit of your desired future as possible.

Hallowed prophecies are a powerful tool, but not infinitely mighty in scope. It'll be some time before the dominoes of circumstance are shoved into the desired alignment, and you may need to work and offer destiny a way to fulfill its mandate. Nonetheless, it can accomplish much within its allotment: render you the rightful and beloved king of a nation on a world such as Pleroma or the Estates, ensure you'll find your way back home someday via a certain Street (something the Alliance is willing to accommodate, using you as a diplomat to contact new worlds), or even find you nothing less than a palatable form of true love.

Indistinct fates are more adaptable and flexible, and therefore likelier to come to pass, while clear-cut and detailed prophecies have better assurances of giving you exactly what you want at the expense of more waiting and potentially worse results. For instance, an especially and overly grandiose prophecy may only be fulfilled momentarily and on a strict technicality if the world can find no other way to accommodate it.

Beware lofty wishes. Some prophecies may never arrive due to your premature death or being grievously crippled or otherwise waylaid, as narrative and moirological powers much more powerful than the Authority of Hallowed Lore exist and constantly intervene with the future's tapestry on their own.

[ ] Bestowal, Greater [-1 Remittance] - Become a chosen hero out of incandescent myth, a deity within the pantheon: a select member of the Ordinator's personal retinue. This is the vaunted coordinate at which some of the other Patrons started; across entire worlds, some'd slay their brother for such an opportunity.

A rare honor, issued only on a handful of occasions before your arrival, as it costs much of the Ordinator to bestow. With this, you purchase not only the frivolity of personal might, but also influence and a mote of the Ordinator's attention. He'll expect illustrious accomplishments and great deeds from you, but also reward diligence twofold.

Receive the effects of Least Bestowal, but massively and comprehensively amplified. Not only do you start as a potentially country-level threat, a character on the level of a world-class superhero or villain, but your conferred abilities can now develop over time. As with Least Bestowal, you can decide the exact form of the abilities you'll possess.

Furthermore, you receive an entire host of Hallowed and Divine augmentations, increasing your compatibility with magical and martial affairs, allowing you to absorb new systems of magic more easily and without as many worries about inherent compatibility, and nearly tripling all your efforts to train and Practice combat-related skills. If your superheroic capabilities adhere to a cohesive theme, the Hallowed artifice enhances them even more if at all possible.

Lastly, you become an anointed cleric of the divine aspect of the Ordinator, who is considered and worshipped as a deity on many worlds, allowing you to pray for succor and the rewards of your labor, as well as instantly contacting him from any distance. You are also granted certain elements of his Mortal Order, a personal mythology, deriving a smattering of minor boons and lesser abilities that mirror his own. Countless other abilities may be attained in time, as rewards of your efforts.

Of all the boons of the Patrons, this one carries the most strings attached: Do not become a tyrant, and avoid slothful waste, for an honor so Bestowed may also be revoked. You'll be expected to work hard in the Alliance's name: harder than any other member, if you are to truly earn your place. The Ordinator's favor and attention are incredible offerings, and he's loath to waste them on the unworthy.

[ ] Drawback: Martyr's Doom [+30 Coin] - Offer succor from the Ordinator's afflictions by taking on a fraction's fraction's fraction of them on yourself, the equivalent of repairing one cell's worth of damage on his body, and receive a modest reward in return.

Be mindful before you embark on the martyr's path, as nothing short of an extremely effortful convocation by the Lady Reinforcement and Lord Repulsor can ever hope to repair the wounds you'll suffer, and not even Orden with his uttermost exertions can undo oblivion's touch. You'd need to divide your own affliction amongst hundreds of thousands of souls to earn even a mildly noticeable relief; such is the stupendous depth of the wounds he's suffered, and the depravity of the enemy you'll be helping him fight.

'I do not ask you to choose this,' he writes in runes. 'No one should have to bear to suffer in such a manner, and I can offer you no salvation from such a fate.'

Choose one of three:

Sense - A permanent sundering of one of the five senses. If touch is chosen, you'll never be able to feel anything. If hearing, you won't be able to hear, and so on. If you choose sight as your sense, you'll instead only miss a single eye and cannot replace it, but you'll only receive half the Coin for this drawback. This affects magics and actions to a certain extent; if touch is chosen, your crafting may suffer, and you won't be able to practice magics reliant on it as efficiently, and so on.

'I battled an Extrusion to protect the world of the Grovetenders. If you think it's so bad to lose an eye, you should see the Extrusion.'

Cord - You cannot vocalize. Even magical forms of vocalization fail invariably, such as employing a sonic manipulation to create a facsimile of speech or using telepathy. To render communication easier, you're immediately bestowed expert-level knowledge of sign language and an excellent instinct for methods of bypassing this affliction. Naturally, the Litanies, the Strain, and other similar sound or speech-based magics are forbidden to you.

'She struck exactly where it'd hurt the most. I Chose Dawn, you see.'

Breath - You cannot respire, breathe, or otherwise intake anything external into your body. A magical working shall sustain you and ensure you do not die. Cripples your advancement in arts that require intake of substances; Fruit of the Grove and similar advancements unaffected, as they can be taken before this drawback. You receive mild magic resistance.

'To make sure I could never rise again. Fortunately, in defiance of them, I was Acknowledged as the Authority of Expunging Wickedness, and so no longer need to draw breath to survive. To think the Authority with the most stringent criteria would reach out in such a moment... That, alone, saved my life.'

[The Heroine]A Heroine was once Beckoned forth with an ancient Sacrament, a woman possessing a surfeit of excellence and beauty of heart and countenance both. She feared and raged for a time, disbelieving she'd been pulled into a world such as this, but in due time, she evolved beyond that. Instead of fearing the evils of this world, she decided to rise above them on a sunset tide, and someday, strike them down.

In a most ironic turn of fate, she ended up as one of Orden's most loyal companions, following him down the Street's procession of ontologies since before he even bore that name, since before even his loss of an eye. She watched his incremental degradation at the enemy's hands with concern and she uneasily anticipates what may come next, what other sacrifices he'll make in the name of saving the Hierarchy and defeating the sworn enemy.

As a Favored Patron, she'll refuse to coddle you and will be swift to impart you with countless duties; more resembling of an efficient tyrant than a classical heroine, a fact often jokingly remarked and lamented upon by some of those under her auspices. She'll not offer you much of any power of her own will, instead offering you the opportunities and tools to claim it on your own, reforging your fundamental character as a blacksmith does a blade, and making you more independent.

[ ] Clarity, Lesser [-9 Coin] - Instead of wasting your Ordinal Coin on a boon as evanescent and wasteful as power, become someone who'll always seek it out and find it on their own. Greater than any single boon of might is an attitude that engenders it pursuit.

A mental and spiritual working, it'll vanquish your indolence, cowardice, and hesitation. Having destroyed your faults, every capability relevant to successful endeavor can soar in return: determination, motivation, capacity for hard work, even reasoning and intellect.

In effect, you become a faultless self-determinator, an individual motivated by their own strength of character to rise beyond the murk of their origins. On a fundamental level, you're still the same person, but the zeal and temperament you'll possess shall be heroically transcendent, more comparable to the likes of Sesus Ulyssian.

As a side effect, your mind and soul will become an indomitable fortress, almost impossible to read or penetrate with magic, let alone control with such impositions. No malady of the spirit shall fatigue you, nor parasite clamp onto you like a remora.

[ ] Sublime Fusion [-14 Coin] - The Heroine's infamous on many worlds, as she stole the secrets of Demarcation from the Hand, and improved its remit tenfold with her own touch, attaining the wholly unique benefaction of inversion - now, instead of merely using the Hand's art for severing, she can attach and even unify aspects of existence.

Select a maximum of two other abilities or artifacts and recombine them on a most sublime level, creating one, unified paradigm. The unification thereby achieved has myriad benefits, and is fundamentally capable of more than the mere sum of its parts. This'll absolutely never produce an effect lesser than any of its components.

For instance, you could make a union of a Choice of Dawn and King of the World, making yourself into a ruler over an entire world of heroic souls, capable of inspiring its whole population to reach insane, new heights: every child a paragon, every man and woman a master magus or erudite technologist. Or you could choose Clarity and Least Bestowal to allow your abilities to flourish and expand on them with sessions of effortful training at a moderate pace, enhanced explosively during moments of crisis and stress.

If you wish, you can also recombine them with an otherwise mundane or unremarkable item. Combine a Choice of Zenith with a well-crafted sword to create a blade that strikes with furious bursts of sunlight, or a chainsaw with yourself to attain a transformative state where you become a superhuman monster of roaring blades.

[ ] Essential [-48 Coin] - Receive an Essential Gift, a miraculously renewable reservoir of a quiddity called essence. Not a naturally occurring phenomenon on most of the Hierarchy's worlds, especially not in wild abundance, essence is capable of being reified into any number of phenomena that match its aspectation. As a Gifted essentialist, you'll have an innate sense for essence, and your reserves shall broaden with effort and experience.

Essentialists are able to combine and and apply the aforementioned aspects to achieve results that often resemble classical wizardry: elemental blasts, scrying, transmutation, telepathy, and teleportation. Essentialism's weakness is its lack of structure. No scaffolding or guardrails exist when working with the world's fundamental essence. Each effect must be shaped by the Essentialist and has no more complexity than what the caster imparts.

You'll receive access to libraries and study materials needed to learn your new craft in a safe manner. As a wizard, you can also channel the essence you produce into your body in a discipline known as Self-Fortification, slowly developing a superhuman physique and coming into possession of passive abilities related to the aspect you chose.

Unlike a standard Pleromian essentialist, you also have access to the otherwise unavailable aspect of Life, an element considered forbidden to Pleroma's citizens.

Here's a short list of sample spells:

Reify (Any Element) - Exchange essence for the actuality. The most common spell, a backbone of modern utilities. Typically used to create heat, light, potable water, or air.

Lise's Touch (Air, Mind) - Guidelines that give rise to basic aerokinesis. Lise's Touch can be gentle or destructive; its inventor spurned the creativity-stifling rules of spellcraft. Whether it's passing whispered messages and plucking items off of high shelves or sending enemies flying, there's a use for everyone.

Creation-as-Clay (Form, Water) - Temporarily render an object pliable and ripe for reshaping. Despite its name, the household version of this spell doesn't incorporate Earth. Water's used to represent malleability, though industrial-grade construction rituals add Earth & Order for material influence and structure.

Transference (Air, Form, Order) - Atmospherically constrained short-range teleportation. Air stands in for distance, leading some to call this Lise's Step. Popular in and out of combat. Portals and unbounded teleportation operate similarly, but typically require Space - a more suitable but much rarer aspect.

Penelope's Evanescence (Mind, Death, Order) - A spell employed chiefly for the purposes of espionage, although it is also utilized for the occasional therapy session of the few poor souls saved from the enemy's clutches. It surgically targets a memory of the caster's choosing and destroys it irreversibly. A second spell is often needed to fill the gap, not to mention a spell to perceive the memories themselves. Multiple sessions may be necessary to destroy large swathes of memory, but a single scene is fast to be deleted.

Orden's Resurrection (Life, Mind, Order) - A miraculous invention, the spell performs its namesake deed of resurrecting a single dead target. Its cost of Life essence scales with the extent of the wounds and time elapsed from the target's demise; a Resurrection from as little as a severed finger or even a drop of blood is possible, although would require industrial quantities of essence to power it. A dash of Mind and Order is necessary to direct the effect down a desirable route and avoid adding more flesh to a corpse.

Health Elixir (Water, Life) - Creates a metastable healing salve or liquid; a quintessential 'medigel' capable of healing wounds and restoring vitality to a body. Can be imbued with Order to selectively avoid affecting bacteria and microbes, allowing for the elimination of a disease by enhancing only the immune system. Created for humanitarian aid.

The Ordination (Form, Mind, Spirit, Order, Life) - Bestows the effect of Exemplar to a target, enhancing their attributes comprehensively and improving compatibility with magical arts. As a side effect, improves a target's longevity. Orden knows of a more advanced, multimagic variant that can affect an entire world at a time and initiate all targets into the Practice, but he's the only known individual who can cast it.

Orden's Create Chair (Form) - Creates, ex nihilo, The Chair; a Chair made of nothing but the sheer Platonic ideal of 'a chair.' Aside from complete material inviolability, it serves as a transcendentally comfortable Chair, and automatically capitalizes itself in people's internal narration, drawing notice to the fact it is The Chair, rather than any random chair. Seldom utilized frivolously, created for the purposes of intimidating political opponents during negotiations. It costs herculean amounts of Form essence to cast; you'll need either truly massives reserves of salt or decades of training and practice with your Gift.

Orden's Mute Button (Air, Form, Mind, Chaos) - Disrupts all attempts at communication by reducing them to meaningless static. While the spell persists, no semantic content can be conveyed through speech or telepathy; all those affected are on equal footing with the caster.

[ ] Sever the Limit [-1 Remittance] - Choose one boon from any Patron. Its limits are severed, allowing you to move past them, and its overall capabilities are tremendously escalated. Exponentially more effective on cheaper boons; applying to a Remittance-value boon has minimal effects.

For instance, if you Sever the Limits on a Choice of Dusk, you could acquire the ability to shift destiny's vast tapestry underneath an evening sky, acquiring a vast sense of fate and conclusions, and capable of altering them as you wish. If applied to Least Bestowal, it'd instead rapidly rocket you to a level moderately beyond Greater Bestowal, although without Hallowed and Divine improvements and the Ordinator's personal attention.

Can be applied to any effect or phenomenon created with Sublime Fusion, regardless of its component elements. For instance, if applied to a fusion of yourself and a chainsaw, the transformed state would have sufficiently superhuman attributes to fight on even footing with a baseline Greater Bestowed, and you'd develop other, chainsaw-like powers over time. Alternatively, you can apply it to Sublime Fusion itself to broaden its number of components.

[ ] Drawback: Geassa [+3 Coin] - 'I suppose you could call it... intellectual property theft. Take up a portion of my debt, and receive a fraction of my attention.'

In a future, once you've come into your own and become stronger - perhaps even detached yourself from the Alliance's affairs or participated in the victorious final battle of the war with its enemy - a favor will be asked of you. It won't be more than you can afford to pay, and won't be significantly more dangerous than anything you'll face either way, but it'll be a duty you otherwise could've avoided. You'll be compelled to answer.

Uniquely as a drawback, Geassa can be taken a maximum of nine times. A multitude of expended orders at once can allow the Heroine to force linearly more arduous or dangerous duties on you, although she's thankfully unlikely to have a compelling reason to do this.

[The Ouroboros] An entity of unknown origin, even the Patrons of the alliance aren't certain where the Ouroboros came from. If any of the stories are to be believed, then Orden and the Heroine once ventured out into the Hierarchy's furthermost reaches, and returned with a man in tow, a lord who'd truly mastered the Ring of Envy, and who swiftly went on to become one of the Alliance's foremost members. He seems to accumulate power and influence with a fervor that matches the Ordinator's own.

As a Favored Patron, he's mysterious, smiling at the heavens with sardonic impatience, and offering cryptic allusions to some greater, secret plots. His Ring's outer shell is Demarcated from sight, a gray blur surrounding its band, to prevent arising mental contamination from stoking aspirations of claiming his own position.

[ ] Secrets Worth Keeping [-3 Coin] - Once your choices are finished, you'll receive a secret, whispered into your ear. The Ouroboros shall divulge one he believes most beneficial to you, accounting for all elements of your build.

By dint of its very nature, this choice's effectiveness is highly unpredictable - a secret, once divulged, is much less a secret, so offering you examples would be ill-advised.

However, the Ouroboros has an incredibly vast knowledge of the Hierarchy's metaphysics and affairs, a level of discernment near-comparable to omniscience, unrivaled across the multiverse even by the likes of the Traveler. He's a living trove of such information, and therefore, it's extremely unlikely he won't be able to find something suitable for you. You are the one who's tasked with capitalizing on the information you'll receive, but if you do it successfully, this option can yield boons worth an order of magnitude more than the attached price tag.

[ ] Ten Fetters [-12 Coin] - Humans aren't born free, as each of us is thrust into chains from the moment we have desires of our own. Ten Fetters bind man to the cycle of rebirth. Attachment is the root of all suffering, the chief obstacle standing on the path to transcendence. And yet, if you are to transcend and abandon this world and its myriad plights, how are you meant to save it? The answer, according to the gurus, is simple enough: to believe you can save it is conceit, and conceit is a Fetter.

Embrace your Fetters, then. Choose one of three Fetters to start with, developing arts related to their domain. On the world from which this practice originates, the sin of attaching yourself even deeper to your Fetters is considered nothing less than a demonic heresy. As a Tetherer, rather than Severer, you can meditate on the associated Fetter to develop new powers over time. It'll also cause you to become more deeply adherent to the Fetter in question. You can stop your ascension at any point you wish.

Here are the Fetters you can start with:

Conceit (Pride) - Arts manifest primarily as extrasensory perception, enhanced senses, and a variety of telepathic abilities.

Jealousy (Envy) - Arts here often revolve around florakinesis, manipulating or enhancing plant life, and similar.

Habit (Sloth) - Arts revolve around invincibility, enhancing your own durability, and increasing inertia, although brief temporal recursion and similar are also achievable.

Over a period of one month, you'll Tether a second Fetter of your choice. After a year, you'll receive the third. From then on, you can start Tethering the remaining seven of the ten on your own. These are: Sensual Lust, Anger, Views, Doubt, Lust for Existence, Greed, and Ignorance.

No matter which Fetter you select, you also receive minor improvements and increased longevity for each Tethering. Two Tethers suffice to keep pace with a moving train and punch holes in a boulder; four Tethers to become immune to small-arms fire, run along a thread of silk, and develop minor resistance to mental effects. These scale exponentially; at eight Tethers, you can easily destroy whole mountains, although attaining that level may be the effort of a mortal lifetime even if you are talented.

[ ] Ring of Power [-50 Coin] - Choose a domain. Any conceivable aspect of reality is applicable, such as Blood, Magic, Fire, Water, Life, Death, Mind, Form, Space, or Time. Then, receive a magical Ring, an artifact of inviolable craft, imbued with dominion over the selected aspect of reality.

Through the Ring's mystical connection to you, its chosen bearer, a collection of powers and enhancements can unfurl. Most often, these advancements are dictated via active interpretation of the Ring's domain; a process not unlike a dialogue among mortals, informing the Ring's understanding of its domain with your own human ideas, and it, in turn, bestowing you with the ability to wield said domain in the manner 'discussed.' No matter what your domain, the interpretation process is spiritually invigorating and the resultant spillage from your soul enhances your physique as well.

There are risks of considerable mental contamination, most often manifesting as monomaniacal obsession with your Ring's domain, or other psychological afflictions, although this malady is easily avoided if you attempt to maintain a temperate and unhurried pace of advancement; meditation on its domain and natural progression with wise and composed interpretation, rather than greedily drinking of the Ring's well and ceaselessly demanding more and more.

In a distant eon from now, you may master the Ring's domain, achieving not a simple union of man and ring, but a true domination of the aspect through which it is channeled. You'll become a world-transcending paragon of its magic; a lesser form of Ringlord, a liminal shadow of what your domain embodies impressed on reality like a scar.

As a Ring made with a collection of lesser magics instead of the peerless Shedim-Craft that made the Seven, your domain cannot have connection to a Sin or Virtue. Yours is a copycat Ring, made with only a misty glimpse of the principles that govern true Ringcraft. You'll never match the Architect's Wrath, the Ishvara's Pride, or the Hand's Diligence.

[ ] King of the World [-1 Remittance] - For someone who doesn't know much of the Hierarchy, it can be a strange and terrifying nightmare of an ontology: a kaleidoscope of worlds unfurling to match the principles of some confidential truth or bewildering fundamental essence. The Ouroboros smiles at this confusion, and offers you a way through it.

Instantiate a world of your own, a crowning apex of all you ever stood for, cast from your innermost dreams and desires. All elements and underlying metaphysical principles of this world are a reflection of yourself. Even if you wish otherwise, for good or ill, it will represent everything you are and believe in. Across this world's vistas, you'll most likely find a proliferation of inhabitants, civilizations, and even novel magics; unless these are truly, deeply antithetical to your being.

Receive a crown, an artifact shining with an investment of ineffable Light. This crown forevermore enfetters you to your soul's creation. All the citizens who perceive it shall understand on an instinctive level you are their ruler, the master of reality, the highest authority to which they all must answer. This supernatural property has little effect on outsiders, dissidents, or those who simply hate the world itself. As a consequence of bearing the crown, you'll also have a natural talent for the use of any magics of this new reality, an ascendant erudite and mastermind of these arts.

At will, you can make the crown disappear utterly from all forms of sight, including the esoteric: it shall continue to lay atop your head, its weight unmistakable, but the aura of majesty won't flare as long as none can perceive it. It cannot be stolen from you, nor its powers used by anyone other than yourself. The crown may be dismissed and summoned back at will, likewise disabling and returning the powers it conveys.

[ ] Drawback: Name of the Wind [+1 Remittance] - 'You who serves those defiant of the Hierarchy's natural order, look to Windward.'

In moments which are otherwise silent, you can hear its approach, like a scream on the horizon, torn from a bloodied throat. A susurration within the spiritual realm. An invisible momentum like a fallen star on a descent from the heavens. Face the sound of ruin with stalwart confidence or submissive contrition, it makes no difference. Once called to task, it never returns to heaven empty-handed.

The Prevailing Wind shall follow your every footstep. It promises destruction to all your endeavors, a force synthesizing apocalypses out of nothing to crush you underfoot. It'll manifest rivals and overlords, each one twice over your superior. It'll manipulate all circumstance to ensure your demise. It'll break the bulwark of impossible, divine strength you once believed made you unassailable with no more effort than a child snaps a twig. It'll destroy you like it has every other hero and civilization in history. If you are wise, surrender reliance on prophecies and other ephemeral powers, as they'll offer you no succor, no escape. This is no mere Apocryphal Curse of interesting times; it's a death sentence, a Prevailing edict, delayed for moments at best, and only through the effort of your own hands.

Even as you overcome the adverse trials, they'll increase in strength and magnitude; not so much intent on keeping up with your advancement, but racing to exceed you rapidly with the fury of a wraith, a hound attempting to rip out your throat. With sufficient strength, resourcefulness, and competence, you can prevail in turn - expending your uttermost effort each time to purchase but a precious second of survival - but these trials shall not end for a very long time. There is no force currently within the Hierarchy that can reliably mitigate this.

This drawback doesn't activate immediately, and most likely won't for as long as the Alliance's mission of successfully ending the war with its enemy is ongoing. You'll be invested with an anemometer to keep constant track of the Wind's heading and forcefulness. No matter what, do not lose it: even forewarning may not suffice to save you.

[The Originator] Once, there was a beautiful Garden, a world out of an arboreal dream: elder trees as wide and higher than skyscrapers, sprawling edifices of brown and green containing entire populations, and the Tenders who took care of its people, all exultant among the fantastic fruits of labor grown by the Originator and those appointed by him.

Then that beautiful Garden burned down in a Fire.

Once upon a distant time, Alara Tar-Inshir was considered the last hope of the Grovetenders. Now, returned after millennia of sleep, she's realized their dream and so much more, an Originator Resurgent in every fashion, a star of brilliance shining viridescent among the treetops. Her Patronage forms the oak-solid backbone of the Alliance's logistics, and she desires dire vengeance on the enemy who destroyed her people's works.

As a Favored Patron, she's tempestuous, immature, and somewhat flighty; the attitude of a child, yet with the determination and vision to regrow her nascent Garden into an empire worthy of challenging those who'd once burned it down. She'll spare you little time and focus, but likewise, her demands shall be minimal, requiring only that you do whatever duties you are assigned. If you manage to excel in an epic fashion, you may receive proportionately more attention as you draw the Originator's curiosity.

[ ] Lifeblood [-3 Coin] - A single drop of Alara's own blood diluted in water, held in a crystalline vial; a shining viridescence having intruded on its natural red color. For three Coin, you receive five such vials.

The Originator's blood has a multitude of uses, enhanced beyond a Fortified's wildest dream. As an emergency medicine, it can bring a recently dead man back to life and revert a year's worth of aging, or completely and flawlessly cure stage-four cancer. If imbibed by the already healthy, it'll grant them modestly superior attributes, health, and longevity.

If the blood is infused or consumed alongside a fruit, its abilities shall undergo a minor fundamental enhancement, worth about a ten percent enhancement of its starting power and progression speed of its training; infusion of multiple droplets improves this linearly.

[ ] Fruit of the Grove [-20 Coin] - From the amassed storehouses of the Grovetenders, you receive a single fruit, ripe and ready for your consumption. Eating it, you'll develop a superhuman power. The powers granted can be improved with training. Select one of the following five:

Essential Entawak - Within a sinewy multicolored husk, you'll find edible flesh and salty-sweet seeds. On consumption, a self-replenishing wellspring of essence fills you, conferring the classical abilities of a wizard. Unlike the Pleromian Gift, you wield all aspects, including Life, although your essential stores are much lesser to start with: only sufficient to empower a small handful of rotes before requiring rest. Additionally, it bestows the standard essential perceptions that come with a Gift.

Myriad Mulberry - A fist-sized cluster of rich red-dark mulberries, their number seeming to multiply each glance. Initially, you can manifest a solitary duplicate of yourself. While both exist within the same realm, a bond intertwines you, allowing you to share a fraction of your respective capabilities and communicate remotely. Gradually, you can cultivate further duplicates of yourself, limited by the maturation of this power. Should one be vanquished, substantial time and effort are required to regenerate a replacement.

Iridescent Eyefruit - Once consumed, this disconcertingly eye-shaped morsel of sweet flesh bestows you with incredible ocular abilities: in moments of danger or attentive focus, your perception of time slows down to a fraction, allowing you to perform insane and well-coordinated stunts, or overwhelm the enemy. Furthermore, you acquire a talent for all forms of physical mimicry and kinesthetic learning, and can visually perceive emotional auras and read out the magical abilities of others.

Providential Fruit - A single berry as resplendent and bright as bullion. On consumption, you assume the fate of about two dozen men, and are blessed with a mildly heroic destiny. All circumstances of chance shall favor you moderately, and you'll find yourself developing a narrative over time, one that'll confer a host of supernatural abilities on you. Think Astral Rank or Practical Guide to Evil's Named.

Green Dragonfruit - A fruit with a hard, spiked shell, the flesh concealed within the rind is soft and tastes like lime. The Green Dragonfruit allows you to heal at a massively accelerated rate, recovering a lost finger within minutes, and a lost arm within half an hour. Furthermore, you can shapeshift to any standard human form over a period of several hours. Its physical augmentation is moderately better than that of other, standard fruit, making you as physically capable as someone who's eaten an additional fruit.

Alternatively, you can lodge a more specific and customized request, although you'll need to wait at least a month before your fruit is prepared, and it's more difficult to predict if the eaten fruit bestows you a power with the exact parameters you desired.

All options entail comparable levels of physical enhancement, rendering the consumer superhuman.

[ ] Chivalry's Zeal [-33 Coin] - An investment of virtuous purity, flesh exalted beyond mortal measure, mind and spirit cultivated into sharp instruments.

Attain superhuman attributes; muscular strength to annihilate a mountain in a single focused attack, outpace sound at least sevenfold, and endure a battleship's bombardment as if merely assaulted with thrown pebbles. All actions you undertake become invested with a level of fundamental, artistic grace, enhanced and smoothed out: as beautiful and inspiring as a dance performed by a terpsichorean master, while still retaining the standard effectiveness such flourishes would normally cost.

Furthermore, a knight's full panoply shall be forged for you, the floral sciences of the Grovetenders applied to the fullest extent, and integrated with foreign technologies and any other options you possess. You receive organic armor and armament. These will scale with your own attributes and can mimick and enhance some of your capabilities. A photokinetic's sword may emit bursts of slashing luminescence fractionally stronger than their wielder's own native exhalations, and a master engineer will find their helmet providing a connection to local networks and gauntlets capable of printing out circuits and technologies.

These armaments are alive, no less than you: the armor is connected to your spinal cord via symbiotic tendrils, not restricting movement in the least even if superheavy, and your weapons have feedback ports on the hilt or grip, allowing you to guide the flight paths of munitions or quickly reshape melee implements to suit your needs.

[ ] Crown of Thorns [-1 Remittance] - If Orden's constant onslaught of self-sacrificing actions, a slow withering of someone she believed invincible, can be said to have ever managed to teach Alara Tar-Inshir anything; it is that for success to come, sacrifices must be made. A deed of apostasy may be excused if the result is salvation.

Sometimes, no cost is too great - an irony borne of cruelty for the Originator to believe such words and practice the resultant philosophy.

Become a royal-blooded arborist. Your blood overflows with vital essence. Your natural attributes are enhanced, making you slightly superhuman. You recover rapidly and flawlessly from all wounds, even a severed arm restored within less than a day. This geometrically enhances other forms of regeneration and increased physical attributes: each distinct attainment from a different magic is worth solidly more than before, offering tremendous synergies with all options of such a nature.

You're able to consume more than one fruit, a feat impossible for mortals with no relation to the Grovetenders, and your fruit-derived abilities start off twice as strong and develop faster. To start with, you can consume three fruits; over the long decades, you'll be able to consume as many as six. If you selected Fruit of the Grove alongside this option, you receive three fruits of your choice instead of one, and as you develop space for new ones, you'll be allowed to select whatever else you wish to consume. If you didn't select Fruit of the Grove, you'll receive one fruit, and have the opportunity to obtain more in the future.

Your blood's vitality can be used to massively enhance or fuel sacrificial arts, making you an unparalleled wielder of such magics, or else distilled as a healing cordial of considerable quality. If spilled on the earth, your blood shall accelerate the growth of all living things on that patch of land, grass blades sprouting within moments on the ichor-wetted soil. If fed directly from a vein to a living being, it'll become temporarily flush with a fraction of your own vitality and sprightly awesomeness.

Furthermore, you're filled with the refined energy of purification, a shining white dross as pure as the driven snow. As a consequence, no amount of supernatural herbicide or wyvern venom can slay or weaken you. Your charisma and appearance skyrocket to seemingly unattainable levels, an ethereal and elfish sort of beauty, as unreachable as it is appealing. Directed outwards, this purifying energy can be sent forth as colorless beams of light which purify all they touch: materials made sturdier in form, allies' wounds anesthetized and antiseptized, and enemies cleansed wholesale from creation's palimpsest.

[ ] Drawback: Arborification [+15 Coin] - All cultivators develop an urge to eventually take root and bear fruit themselves. Take on a portion of the Originator's share of the sylvan burden and be rewarded with more Coin. This'll have little immediate effect, and can be eventually mitigated with the methods at the Alliance's disposal: as long as the war against the enemy proceeds at a reasonable pace, resources can be assigned to ensure mitigation.

If left unmitigated, over time, you'll develop a lethargic stillness and your body will shift into a treelike form. At first, your skin will resemble bark, and flowers and leaves will start to sprout among your hairs, while your feet twist into rootlike spurs. If unaddressed even longer than that, you'll begin to stay in one place for long stretches of time; eventually, you'll close your eyes and become a tree. If you reach this point, priority of your mitigation will be elevated to ensure you at least remain conscious until more resources can be assigned to revert you.

Still, you may one day have to spend some time stuck in place as an ent.

[The Traveler] The wanderer whose smile conceals secrets, a stranger met by moonlight at the crossroads; the renegade protocol, a wild card slipped into the deck. Who can fathom the Traveler? Among the Alliance's Patrons, he's the most avoidant of responsibility and duty. A former rival to the Ordinator, he's since then thrown his hat in with the Alliance, as the enemy they fight concerns him as well.

As a Favored Patron, the Traveler rather openly doesn't care about you: he'll say as much to your face once you have a chance to meet, most likely some months down the line. You're free to do as you like, essentially divorced from the vast majority of duties you'd otherwise have on you. Likewise, he considers himself free and absolved from providing any aid to you beyond the foundational discounts you can acquire from his Patronage. He'll do his thing, you do your thing.

[ ] Minor Bullshit Magic Catalogue [-8 Coin] - Having seen countless of the Hierarchy's worlds, a thousand realms each replete with their own cultures and peoples, the Traveler's accumulated magics much like a collector accumulates postage stamps. He'll share one of his truly countless lesser arts with you, asking you what kind of magic you want to learn and swiftly teaching you that one.

You acquire a semi-random supernatural capability of minor puissance; nothing on the level of the Practice or Labyrinth Magic, let alone something like a fruit or access to the Litanies. Nonetheless, it can be a useful screwdriver in your arsenal, one of the tools you'll learn to rely upon. Given the massive breadth of the Hierarchy and worlds the Traveler may have visited, feel equally semi-free to invent a magic to suit these parameters.

Furthermore, as an optional and completely free addition, he'll throw in a magical wolf or raven familiar, magically tied to you and capable of sharing your senses, and imbued with Zenith and Primal Fury to enhance their attributes and give them supernatural powers.

[ ] The Traveler's Intercession [-16 Coin] - Receive a shining coin with a swirl design. Thrice, you may speak to the Coin to contact the Traveler, and he shall appear in your vicinity within no more than ten seconds; often less than one. You can use this either as a way to evacuate from an unpleasant or dangerous situation, or in order to travel to virtually any location or coordinate within the Hierarchy short of the Transcendent Pit. All travel done with his aid is instantaneous.

No road back home, save via another use of the Coin or utilizing your own means. If you're on one of the central worlds of the Alliance, securing a passage to another world shouldn't be difficult, as the Ordinator has constructed a series of corridors between them.

[ ] Geometric Investment [-38 Coin] - Gain a minor, accessible fraction of the Traveler's own Expression via Reciprocal connection.

Once an hour, you and a maximum of five additional passengers can travel to any location within the universe you're in, appearing at the desired location in an instant. This won't ever transport you to a location that's unsafe, instead moving you to the closest adjacent space.

Once a fortnight, you can perform the same feat, but instead travel to anywhere you've ever been before, or any universe in ontological proximity to the one you're currently in. Ontological distances may be difficult to understand for the uninitiated travelers, reliant mostly on conceptual connection. For instance, moving 'in the direction of apocalypse,' steadily brings you closer and closer to worlds which underwent or are undergoing an apocalypse. If one of those is a world that froze over into a snowball, you'd also be close to other cold worlds, and so on. You can move away from an idea as well.

If you're interested in visiting, the Dominion's ontologically closest to universes attuned with the principles of song, music, and prosperity. However, you should never enter the Dominion yourself, as several layers of artificial universes immediately surrounding it are a minefield full of destructive traps scattered around to deter the General.

[ ] Litanal Accession [-1 Remittance] - A war's needs are dire, and Orden is charitable even to ex-rivals. On the Traveler's behalf and wish, he acquired the Litanies, and passed them onto him. An irony, as the Ordinator's missing voice means he cannot himself utilize this miraculous system, having led another to a treasure he cannot possess.

Once more then, may the torch be passed on. The Traveler shall use the Litanies to bind his own Litanal access to you, a surprisingly unimaginative yet effective process.

Grants you access to the Litanies, one of the most potent, versatile systems of magic in the multiverse. The Litanies grant you the ability to reshape reality with words alone. However, you lack talent, and theoretical ability alone does not confer relevance. The Traveler won't stay around to train you beyond the simplest of basics needed to use each of the Six Litanies. Training manuals and teachers are difficult to acquire, even in the Alliance.

The power of the Litanies is correlated with ontological proximity to the Dominion. Most of the time, you'll be far away, making your powers fleeting, even if you have great potential. If you're willing to petition a Favored Patron that isn't the Traveler, they may be able to secure a teacher for you, or even teach you themselves if they aren't Orden, but this may take time.

[ ] Drawback: Beast of Principality (+38 Coin) - "Right… Listen, kid, I'll make this sweet and simple, no backstory blurbs or other shit. There's a huge kaiju after me. I'm talking huge. A colossal mechanoid squid that you could see as a shadow on the sun. And it's really strong. Strong enough Orden and me can't beat it yet.

"I travel around so I can escape from it. Someday from now, I'll get strong enough to beat its ass, hopefully before it beats me. So basically, if you wanna do me a favor and get money for it, I'll, ah… pull some strings, let's say, and attach some of its pursuit of me to you, so you draw some of the heat off me and give me more leeway. If I beat it before it happens to find you or myself, great. If not, well… it was nice knowing ya?"

From now on, you effectively roll 1d100 every day. On the day you roll snake eyes, you and everything in your vicinity dies as 'the giant fucking death squid kaiju' descends and utterly annihilates you before anything can be done to escape. Fortune and luck-based options can boost your odds of avoiding the squid's attention beyond this level.

If the Traveler happens to defeat the mechanical squid, you'll survive instead and this drawback may be considered resolved. It's estimated it'll take the Traveler and Ordinator at least half a year more to defeat it. You're in serious luck that Orden assigned you to a decent afterlife, otherwise this could've been a dealbreaker.

[Lesser Powers] The Alliance is not a mere collection of singular hegemons reigning over apportioned empires, but a vast tapestry of worlds. A myriad collection of the rulers of these other worlds may also be willing to offer you their own Patronage and respective powers.

[ ] Celebrant Cadfael: Training Arc [-8 Coin] - The man who simply calls himself Cadfael was once the Authority of Unbridled Valor, a warrior who repelled the Hand's assassination attempt and pushed aside a dozen Fingers as if they were buzzing flies. Since then, in an otherwise impossible feat, he relinquished that Authority to Orden Losthane. For the courage of placing such trust on another, he was Acknowledged for the feat.

Still, a shadow of his warrior's talents remain: a sword on an old veteran's mantelpiece, rather than a well-maintained rifle ready for warfare. Even a show piece has its uses.

As the officer responsible for instructing promising rookies in combat drills, Cadfael shall be assigned to oversee your own training. His methods are supernaturally effective: even the mere three months you'll spend under him shall elevate your skills to a master soldier; the equivalent of a veteran of a world conflict who'd then moved on to a successful mercenary career for over a decade. Even better if you have the Practice.

[ ] King of Arranor: Flame of Apprenticeship [-10 Coin] - The Pleromian nation of Arranor has excelled in Essentialism for most of its recent history, as a result of the massive changes instituted by its King, a former nomadic wizard by the name of Denlah. Arranor has been one of the Alliance's constituents from the earliest days. As rumors and histories will inform you, the Ordinator himself apprenticed under the King of Arranor.

His Majesty invites you to partake in a season of study over in his domain. His watchful eye, or that of one of his other skilled court wizards, shall ensure you become a master essentialist in a short time indeed. You don't theoretically require a Gift to study essentialism, and with advances made using Orden's Mortal Order, a lesser Gift may be inculcated in you on its own, but it's definitely recommended.

[ ] The Undying King: Deathless [-20 Coin] - An investment of mortal essence from the ascendant Authority of Unsung Heroes shall create a profundity of methods to cheat death.

You have an innate sense for death, a proprioception and instinct both; capable of sensing an oncoming demise minutes ahead of time, as well as calculating its approximate strength, nature, and vector. The overall precision and radius of this sense improves with time and training, and can eventually be used proactively and offensively; creating death with your actions by sensing which of those actions are most likely to result in a fatality. In combat, this most often translates as an incredible killing impulse and faultless danger sense; a warrior that's undying and delivers death without skipping a heartbeat.

If you should encounter a foe you cannot escape or kill, and you subsequently perish, you'll be immediately reborn in one of several clones on a central Alliance world, safe and with your abilities mostly preserved. If you aren't in range to do this, your soul will instead seek out an acceptable body and be reborn into a Naturalized, adult vessel - or else enter a mode of concealment and await the approach of a collection team. Depending on the nature of the foe or attack that slew you, it may prove that your soul is unrecoverable.

[ ] The Ishvara: Arrant Shadow [-1 Remittance] - A shadow like a thousand faces extends over the cosmos. A lone, near-sapient tendril of this beneficent shadow follows loyally after you, resting within your own like a bodyguard's spear. Thrice, when you call for its opening, it'll act as a window through which its maker can look.

If at that moment of connection, he finds something he deems displeasing - such as an active threat to you or an entity contrary to his values - it'll be axiomatically obliterated, a Lantern of pure Light yawning open to reveal its luminescence to the world. This is destruction on a pure and metaphysical level, so deep that if it were to strike a mortal, it'd leave behind a permanent impression on the universe; like the blast-shadow of a nuclear warhead. Even an entity on the General's level would experience mutilation forcing a recall.

Alongside the Ishvara's protection, a fraction of the strength of his armies. Until you've expended the shadow's dross on this calling, it'll work alongside you like a symbiotic entity: reaching out to intercept attacks and swat them aside, piercing through the hearts and brains of enemies with faster-than-sound fury and peerless intellect, coiling around you as supernaturally durable armor capable of conferring magical resistance, or leashing foes in a similar manner while disabling their powers. It can also act as a superb lasso or rope, or simply thread itself through your tissues to provide all-encompassing enhancement. Each call for the Ishvara's aid renders this shadow progressively weaker.

[ ] Drawback: Charitable Works [+20 Coin] - Normally, under your contract's terms, you receive a liberal allotment of free days and vacations from duties to the Alliance. Now, you'll no longer have any such free time, as you consign the remnant to charitable volunteer work. In moments you'd otherwise not be doing anything else productive, you'll travel the lesser worlds of the Alliance and work on uplifting them, aiding the citizens, and slaying evils.

Depending on your original intentions, this drawback may essentially be free Coin.

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She settles in to read through the whole thing, absently asking as she looks over the first few lines, "What does this 'deeper scan' of yours entail? Should I be worried about privacy? Side effects?"

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"I won't get any access to the contents of your mind, but deep analysis of your soul does imply a lot about your life history and personal charecter in a way many people consider to be an issue of privacy. It's also more effortful on my part. There should be no side effects in normal cases."

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"Hmm." She's made it as far as the list of 'A Choice's. This document has some very specific vibes to it. "I guess that's fair. I'm definitely reading through all this before I make any decisions, either way. ...what happens in an abnormal case?"

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"That depends greatly about the cause of the abnormality. The situation I am personally most worried about is the possibility that you are an the false personality of an infiltrator and that on close examination of your soul, I will determine this and will trigger some sort of mechanism for responding to this hypothetical entity's cover being blown. This is unlikely; the guy who liked to do that has either moved to more sophisticated infiltration mechanisms or has stopped wasting his resources. But it's... memorable. And unpleasant for everyone involved." 

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"Well, I can tell my personality is real because I'm experiencing it, but that's cold comfort to you. And doesn't even mean I'm not rigged to explode. What a comforting thought." She reads further. "What is Practice with a capital P? It's mentioned but not explained."

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"It is a magical property common to the inhabitants of a world called 'The Estates', and to those empowered by the various magical titles of that world. It allows one to take practice of mundane human skills to a superhuman extent, accumulating ability far beyond where a mundane person's capability would level out, and granting outright supernatural abilities in reflection of your personally noteworthy achievements in that field."

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"Mm," she acknowledges, continuing to read.

"...so if I'm reading this right, 'The Name of the Wind' is just trading near-certain death later for more power now? Do people do that?"

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"In abstract? Yes, all the time. In this specific case? No, I've never seen anyone opt for that option. It is *theoretically* survivable, in the sense that there might be a few people in the multiverse with a workable plan for surviving. I still don't recommend it, unless the idea of having all your works and loves destroyed appeals." 

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"Hmm." Her eyes flick up to the previous entry. "...this doesn't really engage with the ethical implications of creating one's own universe."

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"It does not. Are they not fairly obvious?" 

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"Well I would've thought that the ethical implications of creating your own universe are terrifying enough that people mostly wouldn't... do it... or offer it so casually... maybe I'm mistaken about how casually it's being offered."

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"The stakes are very high, you are very unusual, and I do think you'd do a good job, and if you weren't going to do a good job, I'd encourage you to take the options which improve your personal charecter before we created a universe based on that personal charecter." 

"Also if it wasn't clear, each of the Patrons decided mostly on their own recognisance what options to offer you." 

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"...what evidence do you have about my personal character?"

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"I am very good at reading people." 

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"...if you say so." She goes back to reading.

"...are there people who object to being a tree?? Being rewarded for risking turning into a tree seems like free money."

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"It entails a nontrivial risk of both immobility and eventually cessation of consciousness if we cannot mitigate it,  a substantial risk of causing potentially undesirable changes to your physical form, and it reintroduces the threat of aging at a power level where lesser forms of immortality are trivial to come by. But it is mainly priced as it is because taking the deal provides slight mitigation to the Originator's own, more severe, version of the problem, and that's how much she's willing to pay for that." 

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"Hmm. Speaking of which, actually, I notice that there's at least two separate options to be paid to sacrifice something to help one of you out, and an option to become somehow metaphysically better at sacrificing things? Do those combine in the way my phrasing implies or are they totally unrelated?"

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"Crown of Thorns enhances the value and power of your blood specifically, rather than increasing the effect of sacrafice in general." 

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"Hmm, all right." She keeps reading.

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"So," she says as she reaches the end of the document and starts scrolling back to the beginning, "I notice that this whole conflict seems to be taking place at a power level so mind-boggling that I don't actually have a frame of reference for how useful any of these options are relative to each other or to anything I've ever encountered in my life. That makes it kind of hard to decide what to pick."

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"So, if your goal is to be immediately decisively useful to us - that would be extremely hard. I'm not sure it's not possible, but I don't have ideas for doing so. Realistically, your goal here should not, under any circumstances, be to try and fight the Heneral or the Pit directly yourself, at least in the short or medium term. We already have people willing and able to take those risks, and they are in fact extremely strong. If you do want to contribute as much as possible then there are, I think two ways to do it. The first is to come up with a specialised combo of powers which does something very useful for the alliance such that we can incorporate you directly into our broader strategy. We need to fight, but we also need resources and new magic and explorers and diplomats and people to fight all of the hundreds of smaller conflicts which wandering the multiverse saving worlds and toppling tyrants and learning magic has been known to involve. Making yourself into an extremely capable person for those goals would be extremely useful even if you're objectively an order of magnitude weaker than our patrons; even I can only be in nine places at once. The other angle to think about things is to take a "greedy" build. You have a lot of support from the alliance, a lot of protection and ability to be confident you'll be sent up against threats you can probably handle by a well-meaning management. So one sensible form of ten year plan is to design a build which isn't strong now, but which has a lot of potential, and spend nine years getting stronger, whatever that means to you, and then the final year of the war doing something really amazing. Both of these angles require a strong eye to synergy and compounding strength on strength; no single option alone is enough to achieve either of them. It's certainly worth remembering that nothing will prevent you from obtaining further magical enhancement or learning new magic the hard way, or obtaining them as rewards from your mentor later. Beyond those considerations, I think it's very important to remain true to yourself and choose a power and a role which you feel you are capable of performing in happily and sustainably. Burnout is a real problem our agents face and one to be headed off at the first pass, and moreover, many forms of magic genuinely care a lot about personal character, and you'll be limiting yourself if you try to be something you can't be with your whole heart. Better to be our hundredth greatest contributor in a manner that's strong and full of potential than our tenth strongest contributor in a way that will shatter under pressure, and with the Remittances on offer, it would be hard to not reach the power level of our top 100. Perhaps if you designed your build to be deliberately as anti-synergistic as possible? If you unlocked the Litanies and then refused to do anything to train them?" 

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"Hmm. All right. ...I think I'd like to know what a deep scan of my soul turns up before I try to make any big decisions."

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"Very well." Orden's remaining eye will glow with a warm golden light, and he will make a few arcane gestures. 

What is going on with Esmeralda's soul?" 

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So, on the surface level, there is nothing out of the ordinary with Esmeralda's soul. She's a thoughtful, diligent person, with a strong ethical core but definitely more ruthless than kind. She has had a reasonably pleasant life with little in the way of hardship. She's strong-willed, opinionated, and very intense about matters of aesthetics. Her soul is well-shaped for magical potential, but not so much so that you could glance at her and immediately see a one-in-a-hundred-billion talent.

It's only when you get down to the very deepest part of her soul, the oldest and most hidden part, that things start looking weird. Because right in those uttermost depths...

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...there is another entire soul, a whole extra person's worth of person, this one structured in a somewhat foreign way. It's the same person as the outer Esme, more or less, but shaped by slightly different experiences, bearing not just potential but real actual magic of a kind which Orden has never before encountered, though it's fairly faint and probably not a major power as he would tend to count things. The two of them are seamlessly conjoined, the alien soul hidden within Esme's like the speck of dirt at the center of a pearl.

But wait, it gets weirder!

The extra soul inside her soul is a bizarre situation involving novel magic but it's still, on some level, basically normal. It may never have happened before but it's the sort of thing you could imagine seeing under the right conditions. The more he examines her soul, though, the more he begins to notice something not remotely normal at all.

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"Well fuck. Are you aware that you have two souls? And some third thing ... I have no idea what the third thing is. I'm genuinely amazed that all this could pretend to look normal on the surface."

He starts pouring on the divination magic. What, in the name of the Authority of Hunters Triumphant and the Authority of Hallowed Lore, is going on here? The glow of his eye intensifies. 

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"I have what??" she says, sincerely baffled.

Meanwhile, the strangeness obligingly begins to come clear.

This person, chimeric soul and all, has gained the favour of something extremely distant and extremely powerful, something to which Orden's whole local multiverse is just one of countless multiverses that it can peer into and meddle with at will without the slightest fear of being so much as momentarily troubled by any local force—though this one might be especially far from its usual haunts, a bit of a stretch to reach.

Its greatest joy is found in the empowerment of people who resonate with its nature, to allow them to live the lives that are best for them by their own standards, and Esme/Rosy resonated with its nature particularly well and so was particularly well suited to such empowerment. Until this moment, her vast bounty of inviolable boons has been hidden, waiting until the time was right to reveal itself. These powers taken as a whole are almost more like a living thing than a list of abilities: they have the leeway to choose when, where, and how to act, and their single highest goal is to make sure that their bearer leads the right life for who she is as a person and what she wants, including by constraining themselves to never do anything on her behalf that she would find unethical or otherwise disendorse.

The bounty in question includes, but is not necessarily limited to:

  • A fairly comprehensive tendency to always have the right appearance, across most possible aspects of appearance. (This does have the downside of making her style very recognizable both straightforwardly and metaphysically, so that it is very hard for her to conceal her identity once she is perceived at all; and in moments of high emotion, she may find it hard to conceal reactions that are being highlighted by the very substance of her being.)
    • The power to instantly be wearing any clothes she's ever worn before or is reasonably familiar with, as long as the moment of transition is not directly observed.
      • And the ability to pull out of her pocket a copy of any object she's ever held, as long as it fits through the opening of the pocket.
    • Supernatural grace and agility, and the ability to step so lightly as to leave no trace, and to never be harmed by the impact of falling.
    • Total immunity to being harmed by name-based magic.
    • Immunity to illness, poison, starvation, asphyxiation, nutrient deficiencies, and similar.
    • Immunity to getting dirty.

  • A handful of useful tricks for combat:
    • Immunity to being injured more than superficially in battle, excepting injuries which are deeply aesthetically appropriate.
    • Deep insight into gaps in an opponent's defenses.
    • A guarantee that no matter who she's fighting, she will always be able to match them at least long enough to retreat to safety, even if they are vastly more skilled and powerful on every level.

  • A guarantee that wherever she goes, she will find opportunities there to generate enough value to legitimately afford to buy anything for sale in the local economy. In context, this power applies more to the local multiverse as a whole than any specific world within it.

  • A guarantee that no matter what happens to her, she will eventually recover from it to be okay again by her own standards as defined by her powers watching on her behalf.
    • And that when she treasures any item or ability so deeply that it seems like a part of herself, it will literally, metaphysically become so, subject to the same protections as the rest of her.

  • The power to be beloved of nearly all animals, and to tame any animal with kindness and gifts of food.
    • She can also tame houses if she lives in them for long enough.
    • The whole underlying nature of a world itself becomes slightly kinder in her presence, persistently and in ways that tend to ripple outward and quietly improve the lives of anyone causally downstream of her.

  • The ability to learn much faster than anyone should have any right to, and to learn things it should be impossible for her to learn.
    • Especially languages.
    • And magic.
    • Under some conditions, where appropriate, as decided by the same inviolable arbiter that governs where and how these powers activate, she actually just picks up useful attributes directly from people and situations she encounters, while leaving behind whatever aspects of those attributes she might find uncomfortable or inconvenient to have, and not interfering at all with the source even if the power in question should theoretically be singular and indivisible.
      • Speaking of which, she has the Authority of Hunters Triumphant now.

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The Authority of Hunters Triumphant: A tribe lives or dies by the efforts of its hunters. For civilization to grow, some must leave its walls and return with treasures. Makes Practice more efficient. Lowers the threshold for Acknowledgment and dramatically increases its rewards. Nullifies deleterious effects in the event of Descent. Notably, increases compatibility with other magic systems and can bypass restrictions that would otherwise render the bearer ineligible, e.g. not being born in the correct universe. Metamagic perks, but all gains are lost on death. Native powers are relatively modest, focusing on stealth and information-gathering.

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"Well, isn't that something." Orden will write out his impressions of Esme's powers for her. 

"With all this, you might really get somewhere. I wouldn't want to test those guarantees against the might of something like the General, but. It's really true what they say, isn't it? There's always a greater power."

"I should be able to help you get the most out of the Hunters Triumphant - you know it let me Choose two Towers? It was a bit of a pain, but I bet we can make that work again. It should have pretty good benefits for anything else you do." 

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"I need to. Process. Some things," she says, gazing into the middle distance.

 

"Right, okay, so, with a little more context the two souls thing isn't that surprising, I've been dreaming about the other me all my life. I have no idea what the fuck to think about the Third Thing. I... think I might half remember meeting it now, though? No details, just... The sense that I made friends with a cosmic being and got lots of neat stuff out of it. When I was the previous me, and possibly also dead."

For some reason it seems to her on an intuitive level that the mysterious source of her mysterious powers endorses Orden as basically legit about what he's offering and what he wants. She's not sure how she feels about this so she's reluctant to bring it up.

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Orden will sit and let her think. Or possibly leave an illusion of him sitting and letting her think while he quietly teleports out and spends the time doing subjective months of training in a hyperbolic time chamber until she's done processing. One of those. 

But first, he'll finish looking at her powers and transcribing them. Can't let a little thing like a previously unique power of tremendous potency being effortlessly duplicated distract you. 

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Continuing on, then...

  • The ability to teach supernaturally well, if she has a personal connection with her student.
    • And if she's having trouble communicating with someone she can focus for a moment and receive unassailably accurate intuitions about what they mean to say to her, how sincere they are about it, and how best to get across what she's trying to say in return.
    • Potentially unlimited time dilation while engaged in social bonding.
    • Accurate intuitions about how to fit in smoothly in any social milieu, allowing her to quickly achieve native-level cultural fluency anywhere she might travel.

  • If she forms a close relationship with someone they tend to become psychologically healthier in whatever ways are endorsed by both them and the benevolent force from beyond space and time that offered her these powers.
    • The power of True Love's Kiss, which can heal literally any malady.
    • A guarantee that if she truly cares for someone, they will never be permanently parted from her except by their own uncoerced choice; anything else that might come between them will eventually be resolved, including death.

  • A guarantee that if she deliberately invites the attention of dangerous entities, all resulting danger will be focused primarily on her and secondarily on anyone who deliberately chooses to involve themselves in the situation, eliminating collateral damage to uninvolved bystanders and loved ones. This does not prevent dangerous entities from unrelatedly harming bystanders in other contexts, just means that her personal choices in particular can't hurt anyone who doesn't opt in.

  • Powers that she isn't using or that aren't relevant to a situation can conceal themselves so fully as to be impenetrable to all possible divination, though powers she is actively using are impossible to fully conceal in the moment. Several powers she currently has are concealing themselves in this way, and there are many more that she could spontaneously acquire under appropriate conditions. Her powers are choosing to deliberately inform Orden about this because it's appropriate for him to know; most people wouldn't get even this much.

 

By the time he finishes writing, Esme has mostly recovered her composure. She scans through the list, then reads it through again more closely.

"Well, I would say it feels like it's missing something somehow, but I guess it explicitly states that it's missing several things. Wonder what they are. Anyway, am I correct in assuming that this changes the game as far as what choices it's reasonable for me to make?"

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Orden has actually spent more than a little of his time off grinding thinking about exploits. 

"Just a little, yes. By which I mean, it completely changes the game. If we can get your magic-copying power to work reliably then you are probably the single strongest person to have ever lived. And then the magic item copying - if we can copy the rings! And even if none of that works, your defences are unprecedented, if they're of sufficient magnitude to protect against the General, you'd be one of our best fighters by default. And if I can copy them, then that's it's own sort of game-changer. I can think of about a dozen other things." 

"I'm not sure it's safe to let any of this information leave this room. I'm not sure it's safe to let you leave this room. I'm not even sure it's safe to tell the rest of the Alliance. I'm not entirely convinced that I shouldn't just sacrifice my existence entirely here and now to empower you to the maximum extent possible, if in doing so you will become able to defeat hell." 

He is looking remarkably calm about it, all things considered. Having a subjective month to think about it helped. 

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"...I would really rather we not impulsively jump to solutions where I devour you for power. We've only just met."

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"Well, yes, I would need to verify your morality more comprehensively than I had done previously, there are probably order of operations issues to keep in mind. But the Pit exists, and this could change everything. It'd be worth it. I think I'd need Penelope's help to sacrifice myself in a way that actually gave you my Expression, so we'd need to bring her in on this. I'm not sure she'd go for it." 

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"How about, before settling on that one, we explore other possibilities."

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"Sure. You have a better intuition than me for your powers, I suspect. Do you think we can get the magic-copying working reliably? Or if not reliably, frequently?" 

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"I think that depends entirely on how many powers you have available that resonate with me on a personal level."

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"We have a lot of different magic. Even putting aside the diversity of contents in the list I provided you, we have many systems of magic which weren't on it, for various reasons - usually inefficiency or difficulty of transmission. Lots of systems just require training time and we only have genius tutors for some. Perhaps, if we relaxed infosec slightly, we could do a lineup of all of our members showing off their magic and see what resonates with you? But we'd have to agree that relaxing infosec is a good idea." 

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"Then for now let's hold off on that too. I also get the sense that, hmm... it might matter somewhat what context I'm encountering magic in, whether I'm getting the opportunity to appreciate it properly, so a talent show assembly line might not be the best way to go."

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"Under what circumstances do you feel like you'd be best able to appreciate magic?" 

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"...I swear I'm not trying to give you the runaround here, but it depends on the magic, doesn't it? Like... what I like about something, and whether I get the chance to see that side of it, are sort of inherently hard to predict, because my aesthetic preferences are complicated and it sounds like your repertoire of superpowers is too. I can definitely tell you what kinds of things I expect to be generally interested in, but there's always the chance that whatever summary I give you will be missing some nuance that would definitely apply to some specific case I don't know about."

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"The goal isn't the achieve comprehensiveness; I have no doubt that if we succeed in our goals, ten thousand years from now you'll still be randomly stumbling upon arts you consider worth having. The question is how, in the short term, it's most efficient to scale you up into someone capable of fighting the likes of the General and the Priestess on an equal footing. Assuming I am correct in my understanding that your defences would work on their powers, and that taking the fight directly to the Pit personally is something you're willing to do. But at some point it does become plausible that exposing you to random magic systems for the sake of seeing if they click with you aesthetically is less efficient than just teaching you the old standbys." 

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"I admit that 'taking the fight directly to the enemy personally' is generally not my first approach in any situation, but I'm not, like, categorically opposed to it. If I had to pick my favourite approach to the question of how to endow me with the best and most fantastic magical powers, it would be to sort through lists of descriptions of all the most powerful or versatile magic that's reasonably accessible and plan out which things seem like they work well together and which of those seem like I could plausibly pirate them with my mysterious mantle of copyright infringement, or get my hands on them otherwise, then work my way through the less powerful or more obscure stuff once I've hit the highlights."

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"If you have any other ideas for destroying Hell and freeing those within, I'm all ears." 

"As for lists of magic - well, there's the one we had prepared, but it's not remotely comprehensive. If nothing else, trying to get the Traveller to keep a useful record of everything he's got is an exercise in futility. A good enough starting point, though. I'll see what other documentation I can dredge up." 

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"To what extent should I be thinking of myself as resource-constrained when I go over the list again? Like, it sounds like I could get an advance on coins, but I'm much less sure about Remittances. Though if I wanted to take the high risk high reward route, I guess I could always get a second one the normal way. If I trust my ability to always be okay eventually, and I think I do... Though of course the bigger factor by far is the collateral damage, and I'm much more reluctant to risk other people than myself based on a feeling that the strange cosmic force I only half remember meeting was shaped like a friend."

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"We don't have a secret emergency cache of Remittances for you to use, no, so you still only get one, except for the Greater Bestowal, which I will provide as a matter of course. Some of them we ought to be able to manage to replicate later on - the litanies in particular. But not the fast way. Don't worry about Ordinal Coins. Please don't provoke the Wind. People whose losses are in abstract acceptable can provoke the wind for high risk and high reward. People who are essential should not. Even with your protections ... It's creative." 

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"It seems to me that either we trust the mysterious cosmic force to be on the level, and it doesn't matter how creative my enemies are, or we don't, and I'm not special enough to be irreplaceable. Right?"

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"When I say you should fear it's creativity, I am observing that it will in fact hurt you comprehensively in whatever ways it can, including going after your works, loved ones, and whichever civilizations you happen to be fond of. It's operative mechanisms are destiny and raising up foes perfectly designed to be your counter. I do not want to discover how many millennia you (and everyone else) can be tortured for before you end up okay. Also, you are ignoring a very important third scenario, where the mysterious cosmic force does exist and is helping you but is claiming to grant 'absolute effects' that, while very very strong, are not proof against other sufficiently elevated mysterious cosmic forces. This is a scenario I have seen many times, powers which appear absolute at first but in practice break down under sufficiently extreme conditions. I have no idea how we could test this in advance, against something as extreme as the Wind." 

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"To be clear I'm not immediately advocating this, I'm just noticing that it's an option if I trust the guarantee of no collateral damage from my poor life choices."

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"Fair. Though I don't think the no-collateral-damage clause applies against ongoing awfulness which will only be prevented if you and your allies succeed proactively." 

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"Well, sure, but it means I won't change how the ongoing awfulness is targeted except by bringing more of it on myself specifically, right? Again, granting the premise that this alarmingly broad guarantee somehow just works."

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"Yes, granting that alarmingly broad guarantee." 

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"So 'extra Remittance via poor life choices' is a viable conditional plan with a hard-to-meet condition because we don't know how to verify the no collateral damage power. Why do I get an extra Remittance for annoying the evil cosmic weather, anyway?"

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"It's more that most of the processes for fitting that much power into a single soul on short notice attract its notice. They're 'hubristic' apparently." 

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"See, that sounds like it might also be a problem with, say, the plan where I devour you for power. Which sounds pretty hubristic to me. Also, there's evil cosmic weather that's specifically offended by hubris??? Is someone going to fix that??"

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"It's opinions are complex and poorly documented. Also for the record, the existence of the Wind or discussion of it's existence is a lethal infohazard outside universes designed specifically for that purpose; your NDA is designed to protect you, by preventing the fact you know from being communicated in any way to the Wind. I will be having words with whichever of my apprentices prepared this documentation." 

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"...I know you know this, but this world has a lot of problems. Worlds. Local multiverse. The general state of nearby existence."

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"We are working on the most urgent problems. We can work on foes we can simply not antagonise afterwards."

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"Well, sure, potentially, but if we do manage to verify my collateral damage avoidance power, I can't help noticing that it seems like it would be really useful for all our other endeavors if there wasn't an evil cosmic wind that's offended by hubris." She's not sure quite when this became an 'our' situation.

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"It is unfortunately also still stronger than almost anything else that exists. There is always a higher power; the world is like this, return obvious derivation about the character of the higher powers." 

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"Hmm," she says, hubristically.

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"I suspect you are now approaching the logic which unites the senior leadership of the alliance, despite our other differences." 

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"Is the senior leadership by any chance united in the belief that this situation sucks and somebody had better fix it?"

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"Indeed it is. And by a painful awareness of the many problems involved in doing this in a more than haphazard manner." 

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"I find that a lot of problems can be solved with supportive allies, a can-do attitude, and meticulous planning. Ultimate cosmic power probably also helps."

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"You'll be glad to know that we have three of those things and are hard at work on the fourth." 

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"I very much am! All right. Let me have another, more avaricious look at this list..."

She pores over the text.

"You said you can offer me a Greater Bestowal for free? Which of the other Remittance-level gifts can be offered that way, and would I still be inviting punishment for hubris if I tried to claim more than one at once?"

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"We don't have anything on the level of the remittances but we have numerous other magic systems. Leaving aside the minor arts with little long-term impact - we might come back to them if there's a specific capacity you dearly want - there's Leycraft, Fortification, Viscerality, the Labyrinthian, and the Strains?" 

Permalink Mark Unread

[ ] Labyrinthian (1 orb) - The glory of this art is long gone. The palace-planes and stelae that listed the names of the sovereigns who resided within have crumbled beneath the weight of countless centuries. Gloom and ruin rule the fractally-nested warrens that once housed their citizenry; the ever-vernal fields that fed them lie fallow. Dunes of dust choke the Liminal Catacombs, those who fled from death into their depths delivered to the embrace of a darker eternity. Nevertheless, for the price of an orb the talent of the Shaper-Kings of old will arise within you.

Labyrinth magic deals with creating and configuring planes perpendicular to reality. Though it provides no immediate power, with dedication you can carve out a world of your own. At first, an airless space no larger than a closet that must be accessed from the spot where it was created; eventually, a paradisiacal pleasure-garden never more than a quiet moment and a few gestures away. Almost all attributes of the resulting realm are amenable to alteration, if the Shaper's skill and resolve are sufficient: size, habitability, splendor, safety, even physical laws and the passage of time.

Nor is there a limit on the number of planes that can be crafted save that imposed by your patience. Invest in improving one shining citadel or specialize, creating a training area that focuses its occupants, a restorative hot spring that amplifies the qualia of pleasure, and so on. Needless to say, the potential comfiness is immense. Realms can be arranged into networks; spatial moats and mires of decelerated time girding a fortress dimension where the Shaper prepares to greet uninvited guests. Contesting an adept in their sanctum is risky, as a realm that knows its master's touch can be compelled to rise in their defense.

This magic's weaknesses are twofold: the time and toil needed to mold worlds and the Labyrinthian's powerlessness beyond their domain. Months will be required to begin to realize its potential, and even a grandmaster would struggle to open portals at speeds relevant in superhuman combat.

Travel between worlds is possible by slowly kneading the fabric of space into a passage, but this function is inferior in all respects to the Voyager's Authority. The Shaper's Art lacks the strength to alter the metrics of full realities directly, but on entering other sequestered spaces you may attempt to bend them to your will. If you can locate the Labyrinth of your predecessors, what remains of their works will be yours for the taking. Be careful that you do not court the doom that befell them as well.

 

[ ] Self-Fortification (1 ember) - To pour an ocean into a cup: that is Fortification.

An option that's as prosaic as it is powerful. Pleroma is a vibrant realm, every river and stone infused with a heady density of essence. Sunlight like molten gold; each lake an expanse of pellucid azure. Inevitably, that power bleeds over into its people. Equally inevitably, Pleromians have devised all manner of techniques and rituals to expedite the process.

The Fortified gain swiftness and strength, resistance to all manner of attacks, and the ability to attenuate the effects of external forces or amplify their own impact on the world. Even an initiate could shrug off sniper fire if forewarned. Gravity held in abeyance by their will, adepts soar through the air and descend with meteoric force. The greatest masters are likened to the avatars of gods; singularities of might whose passage warps creation, capable of altering the geography with a gesture.

Advancement is rapid, so long as reagents or places of power are available. Fortification demands ever-greater concentrations of essence to fuel the spiritual osmosis, making each titan an investment.

The Fortified develop secondary powers based on the mechanism of their empowerment. Heathen nomads who drink starksward teas or inhale its smoke are imbued with vast resilience and a preternatural affinity for violence. Sailors who bathe in leviathan blood breathe water and sleep comfortably on the seabed. Sects of salt-eaters with brined flesh wield elemental powers. Holy warriors undertake pilgrimages and consume ambrosia to awaken abilities reflecting their patrons. There are a thousand paths, replete with breathing techniques and meditative mantras and secret formulae. 

 

[ ] Viscerality (2 embers) - The incarnadine craft molds flesh like clay, unraveling tapestries of sinew to spin them into glorious new configurations. At the artist's caress, the plodding march of evolution becomes a heedless sprint toward the realization of genetic destiny.

Viscerality has two components: a tactile magic by which the body of any being can be altered, and a facility for manipulating the passions that rule the body. The first allows for regeneration, shapeshifting, creating custom organisms, and gradual alteration of ecosystems are possible. The latter starts with a sense for the most primal emotions: fear, anger, ardor. Discernment blossoms into the ability to evoke such feelings with increasing intensity and subtlety. Stoking is always easier than suppressing; Viscerality is not a magic of restraint.

A novice can alter their complexion and apparent age at will, or arrange a rendezvous between compatible targets. An adept could send a foe into a rage precluding all possibility of retreat, or erupt into a war-form bristling with poisonous spines and claws, bone plating and no vital organs except the brain.

Warping others is more difficult, as physical influence diminishes with distance from the body. Many combatants favor tentacles, volleys of supersonic spikes, or hemokinesis to project their power. Preexisting biomass and biological knowledge are helpful, but one's own passion can be substituted for either in a pinch. Visceralists gain instincts corresponding with their emotional investment. The fear of letting a loved one die grants the insight to save them; hate for an enemy feeds a transformation. The resulting cycle may not be virtuous, but the results are formidable.

Progress in the art's rapid as long as you pursue your own interests. The synergies with Self-Fortification are considerable, attacking the problem of augmentation from two angles for multiplicative results. A laborious combination of gene therapy and implanting symbiotes can initiate others into Viscerality, proliferating the magic. Any children you have will be natural users unless you desire otherwise.

Despite its utility in improving crop yields and as a source of atheistic healing, the art has a troubled reputation and is traditionally associated with hemophages. Trustworthy Visceralists are highly valued, yet who but another wielder can check their work?

Lastly, Viscerality originates from the Ring of Lust. In the event of its destruction, the magic will be weakened; should a Ringbearer arise, users may fall under their thrall.

Permalink Mark Unread

"... while Leycraft is a relatively minor art of geomancy noteworty mainly for the way it allows us to convert natural forces in labyrinth-realms into fungible magical power suitable for Fortification and other purposes, and the Strains are a powerful magic I've heard described as, essentially, disney princess singing - it allows you to enforce a mood or a genre on the universe around you with strength proportional to the quality of your singing. The lack of it is one of the things I miss most about, you know." 

He gestures at his lack of a throat. 

Permalink Mark Unread

Absently, while reading over the new entries, she says, "If nothing else, after the dust settles on the major issues, I can grab a whole stack of dooms off of you, keel over, and then eventually be fine again."

She scans through the Labyrinthian. "I've been keeping that 'synergize two powers together' option in the back of my mind, and at a glance the Labyrinthian seems ripe for it, but maybe I'm missing something? What do you think?"

Permalink Mark Unread

"There is a throughput issue on my ability to pass my injuries off on someone - if I could just pass them all off on someone else the I'd have paid a civillian or something to endure them for me. As it stands, the damage is so deep that a fraction of a percent of the damage removed from me is enough to completely destroy someone else's equivalent faculty, and that's assuming they've been non-trivially enhanced above human baseline to begin with. We'll get there eventually, but finding willing candidates and compensating them appropriately is slow going." 

"I see no reason why you could not include the Labyrinthian in a fusion; what would you be fusing it with, and why?" 

Permalink Mark Unread

"Well, I mean, it's the ability to create arbitrary pocket dimensions. Lots of very cool things become cooler if you can create arbitrary pocket dimensions about them. —actually, another good question: how many fusions can I get? Just one? As many as the Patron involved will put up with?"

Permalink Mark Unread

"Fair enough. I suspect many things do not actually require Fusion to be effectively synergised with the Labyrinthian; I was able to create a dimension that constantly produced essential salts with which to fuel my Essentialism without such a fusion. Your limit on fusions is more like the latter than the former, but I'm not sure how many that will be, not having consulted with her about it." 

Permalink Mark Unread

"Okay, so I should be prioritizing pretty hard but not Literally Only Ever One Fusion hard. Next question, can you stack fusions? Fuse one thing with another, and then the result with a third thing?"

Permalink Mark Unread

"It's perfectly possible to fuse more than two things together, or to fuse a fused system, yes. I expect it might increase the expected rate of errors or anomalies, but by how much would depend on the complexity of what is being fused." 

Permalink Mark Unread

"Tell me more about errors and anomalies. What should I look out for to avoid running into those while I'm creating alarming edifices of interwoven magic systems?"

Permalink Mark Unread

"Minor effects or capabilities being lost, resources not being perfectly efficently interchangeable, synergies being missed. Small glitches, essentially, in the idealised synergy of the fusion, cause primarily by the fact that Penelope will be working with an increasing number of moving parts that need to be kept from interfering with each other. She does need to actually design the fusion framework herself; nobody else has been able to even comprehend what she's doing when she does it, Demarcation shouldn't work like that." 

Permalink Mark Unread

"Hmm. So I would need buy-in from my mysterious cosmic powers to fuse them with other things, since they'd have to let her rummage around in their details. But I pretty much knew that already."

Permalink Mark Unread

"That seems to be the case. At some point, I want to have a go at seeing if I can replicate your powers, in charecter if not force, and if we get that working, then we could try fusing those versions with something else?" 

Permalink Mark Unread

"...how involved is that process likely to be, do you want to try it right away?" She finds that she trusts her mysterious cosmic powers to take care of themselves in the face of attempted piracy. They'll let him have it if they think it's a good idea and not otherwise.

Permalink Mark Unread

"It's probably worth doing some preliminary divination to determine if it's possible or not, and if it's possible if it will be the work of minutes or decades to do so. Your defences would be game-changers if they could be distributed in a form effective against the General and the Priestess." 

Permalink Mark Unread

"Let's find out, then!"

Permalink Mark Unread

Orden will resume with the eye-glow and the calling on his divination-related Authorities and so forth. 

What would it take, for him to replicate her defences so that he can use them to take the fight to hell? 

Permalink Mark Unread

Her powers are inviolable and self-governing. What he needs, if he wants to copy them, is their permission.

As for the conditions under which they will grant that permission...

Fundamentally, their nature and purpose is to remove the constraints that stop someone from pursuing personal fulfillment, to widen horizons until there's plenty of room for fun. They want to be, not necessarily a thing to be celebrated in themselves (though that's also good), but the foundation on which to build a life that is worth celebrating. He cannot browse these powers with grim single-mindedness in search of impersonal tools that will allow him to better accomplish his goals. He must approach them as a potential friend, with his heart open to the possibility of joy.

Permalink Mark Unread

Nothing would fill him with a greater joy than the defeat of Hell and the subsequent possibility that he could do something with his life other than constantly run around putting out literal and metaphorical fires. But first, they must destroy the Pit.

Permalink Mark Unread

If he wants to use these powers to destroy the Pit, then he must think beyond the destruction of the Pit. If he can manage to come at this from a perspective that is genuinely concerned with what will be fun, and what will be aesthetically appealing, and what will make him happy, and not just what will get the job done fastest...

...then he will clear the 'permission' hurdle, and how quickly he can copy the powers and how well he can integrate them and how much of their original depth and force the copies will retain depends entirely on how thoroughly he can vibe with the underlying aesthetic resonance of their ultimate source. It's pretty broad and covers a lot of ground, but it's approximately centered around the concept of a teenage girl writing self-indulgent fiction where someone just like her but cooler in every way has magical adventures that work out improbably well.

Permalink Mark Unread

Just to clarify, is it acceptable for him to use mind control to edit his personality until it exactly and optimally conforms to these parameters (while also wanting to destroy hell). 

Permalink Mark Unread

Only if he makes sure that the parts of his personality he values intrinsically and wants to see continue into his new self are preserved! ...does he have any of those besides 'desire to destroy hell'?

Permalink Mark Unread

He has an entire rich internal expeirence and social life of deep and meaningful friendships with a wide variety of people, hobbies, asthetic preferences, etc. They're just less important than preventing trillions upon trillions of people from being tortured in the most unpleasant manners imaginable. 

He may have been using his tremendous powers of self-editing to delete any stress this situation is causing him. 

Permalink Mark Unread

Right, so, he should preserve all of the parts of himself that he would grieve if he lost them, that he would feel sad to look forward into the future and see absent from his altered self. (And no, in case he was wondering, he should not munchkin this by deleting his sadness.)

Permalink Mark Unread

Orden surpresses a brief flash of irritation that, if he had deleted those desires last week for the sake of being a more efficient soldier for the war, he would not now be facing the possibility that the war might be prolonged for the fact that he wanted to still exist at the end of it. There are reasons why he shouldn't have done that, it wouldn't have worked, and he still shouldn't do it now. But even so, it irks. 

Having clarified the terms of munchkinry, he turns his thoughts to the actual object level problem. 

The thing is, really, that he's heard this story before. Perhaps not the indulgent self insertions of a teenage girl, but - ever since he was torn away from his mundane life to discover that apparently the ultimate Expression of his innermost self was that he could do the impossible, no matter what it took, as long as he stayed true to himself, he's known, in some deep part of himself, what genre this story was. That was, not coincidentally, about the time when his dreams became whispering threats of flame and torture, hardly worth trying to sleep through.

He desperately wants to retire. That's was his first hope, upon realising that there was another, still more absurd figure, that he could, in good conscience, hand off his powers and responsibilities to someone who would do a better job, and then the war would be over sooner. 

... he's not going to be able to work that into better tools for the war, is he? 

Permalink Mark Unread

The heartfelt desire to reach a place in his life where he can have nice things is a pretty good start, actually!

Permalink Mark Unread

Can he get a novel angle on curing his injuries? He really genuinely misses being able to speak and sing, and it would in fact be gratuitously cool to ride into battle against the General with appropriate theme music and have that help. The problem is just that his injuries are really incredibly thorough - a problem of scope, rather than possibility. So he's not actually sure that a copied healing effect that he still has to fuel himself could be enough. Same thing for defence, to prevent those same injuries, though once he has one working for himself he's extremely confident at being able to adapt the combination of narrative and empowerment for whoever else wants it. 

He's not quite as able to work up the same passion about his eye. He quite likes the Odin look, on some level. 

Permalink Mark Unread

Oh, he expressed genuine appreciation for the idea of doing something gratuitously cool! ✨ That's very encouraging and the ineffable personification of the mysterious cosmic powers is accordingly excited.

(If he quite likes the Odin look then he should get to have the Odin look while being minimally impaired by it! That is what these powers are all about.)

Permalink Mark Unread

Is he going to have to make a speech about how much he likes all his friends and so on so that the power of friendship can prevail. He can do it. He's done it before.

(He does actually care for his friends a lot, even if he's the sort of person who shows affection by overacting irritation most of the time.) 

Permalink Mark Unread

The speech will not be necessary; the important thing is that he feels in his heart how much he appreciates the people he cares about and his relationships with them!

The ineffable personification etc. etc. is really rooting for him here. He should get to achieve practical benefits by embracing self-indulgence and have nice things like gratuitously cool battle soundtracks.

Permalink Mark Unread

Well then. What other practical gratuitously self-indulgent things could he ask for. He loves ... making new worlds in his pocket-dimensions, especially 1:1 replicas of fictional places. He loves reading and writing, he's going to have such memoirs one day. He loves exploring new places with his friends, especially new places which aren't currently on Fire. He wants to go to a magic school one day, even though at his learning speed it would be utterly pointless except as an exercise in social context. Does the spirit have powers for those things? 

Permalink Mark Unread

This miniaturized personification that is so small it's nearly capable of holding a normal conversation with him is pretty constrained in what it can offer, but it earnestly promises to do its best! It has been thinking about the problem of curing his incurable ills, and would like to propose—

His view of Esme's powers shifts. Some parts open up, blossoming like flowers, while others slide sideways or turn to show new faces. Nothing about her actual powers is changing per se; it's just that they're being used as a medium to construct something else, a focused and specialized power-subset designed specifically for him to copy. If he tried to just copy her power for always being okay eventually, he wouldn't get a real guarantee because he can't copy the backing of the Spirit and the backing of the Spirit is what makes those guarantees possible. But like this, with the power for always being okay interwoven with the appearance powers (with special attention to the appearance power for idealizing one's voice) and borrowing a few more bits and pieces from other places, it narrows itself down into a structure that can be much more guarantee-shaped even without the direct fiat of a power beyond all else, though the guarantee is of course correspondingly also narrower. Instead of "always eventually be okay", it's "any state of being that takes you farther from your ideal self can be improved; any injury or impairment that you experience as a loss can be healed." That's not to say that healing them will be easy or straightforward, but it opens up the possibility of making direct progress with enough hard work and ingenuity, instead of being stuck at the top of a pyramid scheme of grievous sacrifice.

—and he can copy it right now if he likes, but he can also wait until he's decided how he prefers to bring himself closer to the Spirit, or ask for something else! It's up to him.

Permalink Mark Unread

Well, that would be really good, but he was hoping for a defence against obtaining more such injuries in future. How can he align himself further with the spirit...

Would the spirit prefer it if he was a girl? The relavent mental edits would be pretty easy. 

Permalink Mark Unread

This power isn't the only thing he can have, to be clear, it's just the thing that was easiest to design and so came out first.

The Spirit does often like it when people are girls! But the relevant thing isn't really being a girl, exactly; it's being open to femininity, and finding joy and satisfaction in it. There are many ways to do that, and if Orden wants to alter himself in that direction he should pick the one(s) he likes best!

Permalink Mark Unread

Well, fair enough. He copies the power. It's incredibly elegant at it's core, how it just sort of ... leans out past the void of impossibility to grab at the missing thing from an angle which the Priestess couldn't possibly have imagined. That's the part he couldn't have replicated. The rest is just some really good code for describing someone's ideal self based on thier mind and history and he's going to get that loaded into a viscerality-organ that he can, if not exactly mass produce, at least make a whole bunch of. He still can't actually heal himself yet, but he has an imaginable surgical plan. 

... having made the claim that the Priestess couldn't see this angle on the multiverse to destroy things through it, he's sort of concerned. It was supposed to be impossible for her to see the multiverse at all. He will cross that bridge when she burns it, he supposes. 

He ... has not actually thought very much about femininity. He didn't think it would come up much. He was sort of hoping that he could just go on doing his normal decisions and preferences and asthetics and such but like, while being physically a girl and prefering that. That would have been simple and elegant. 

Permalink Mark Unread

(There's a sense, as he pulls that code out of the power, that something is getting lost in translation—that what's in there is even better than what he's taking out, even though what he's taking out is still very, very good.)

If that's the way he likes best, then it's the way he should choose! It's very important to the Spirit that people get to decide for themselves how to live and who to be.

Permalink Mark Unread

He is going to table trying to deepen his affinity with the Spirit any further, and instead turn his thoughts back to the list of powers. What else is there that he would like to have? 

Most of it - immunities, learning, teaching, wards, etc, are things he feels he already has a solid handle on. He's not blocked on them, he just needs to allocate his resources differently, if he wants more of them. As much as he would like the combat "tricks", he doesn't actually enjoy desperate in over his head combat at all, it just keeps being really important. The important exception to that continues to be his desire for immunity to (unasthetic) permanent injuries (Specifically those inflicted by the Priestess's Extinguishing Touch). The other thing he finds he dearly wants is the power that ensures people downstream of his actions are bettered by them. He has spent much of the last couple of decades wandering the multiverse and meddling and he'd like to be better, or at least more reliable at it. 

He'd actually like that, rather than instrumentally like it. It's a lot of work, being measured and careful in his interventions and his visitations. 

Can the Spirit do either of those things for him? 

Permalink Mark Unread

The powers reconfigure themselves again. The immunity to unaesthetic injury drifts into front-and-center prominence, haloed by all kinds of things being pulled in from all kinds of places, some of them recognizable, some very much not. Once again, the effect narrows considerably: the power he's being offered here is not one for being immune to all injury, or all unaesthetic injury. It's specifically one that shields him against the severance of parts of himself that he values highly. It won't stir itself to prevent any damage capable of being healed normally, or even somewhat abnormally. Its sole purview is the prevention of death and grievous physical or metaphysical maiming.

The version made of alien cosmic nonsense that he sees in front of him is a genuine absolute, but the process of translating it out into something he can copy and use blunts that edge a little. It'll still take any hit the local multiverse can throw at him—once. After that he'll need time to regroup and repair before it can shield him again, with the level of maintenance required scaling with how hard a hit it took. The mysterious personification is very apologetic about this.

Now, as for the other thing... here's where these powers really get to shine.

The power in question pulls into view, and instead of narrowing to a fine point like the last two, it diffuses outward, permeating the entire abstract space of all the powers until they reflect its own nature back at it, each with their own special twist. Like unfocusing your eyes to see an optical illusion, this diffusion reveals a hidden pattern, an underlying shape that seems to tie them all together. It repeats over and over again at every level, a shimmering fractal of gentle kindness—but the more he looks at it, the more he sees the incredible power behind that unassuming facade.

At its heart, it's breathtakingly simple. It's just that same shape repeated over and over again. Translated into legible concepts, it might go something like "goodness creating goodness". One person feels good, or succeeds in their goals, or gets something they want, and that makes it easier to be kind, easier to be generous, easier to be forgiving; and that effect is backed by a sprinkling of luck that makes those things easier still, and sends good fortune onward even without them; and as the effect spreads, so does the pattern, repeating and repeating, reinforcing itself every time it encounters its own echoes. It's impossible to twist or corrupt—and still just as impossible even after it translates out into Orden's terms, landing in a brilliantly delicate design where every part of the effect is intertwined with the rest and falls completely apart at the slightest interference; and it's subtle, so subtle you'd have to be a divinatory prodigy to even have a chance at noticing there was something to see. And its nature makes it self-limiting as regards accidental benefits to his enemies, because at every step of the pattern, it grows stronger when fed by people paying their good fortune forward with kindness and generosity, and weaker when someone instead chooses to harm others. The people who benefit most will always be the ones who embrace the underlying principle and turn goodness into more goodness.

...it does still lose a little in translation—it doesn't work quite as well, and the astonishing elegance of the core design is muddied by a lot of extra details that become necessary in the absence of the Spirit's causality-defying fiat—but it's still undeniably the most powerful and effective of the three powers he's gained this way.

Permalink Mark Unread

Orden takes the designs into his soul with care and reverence, unclear on how he will replicate them for mass distribution but knowing with absolute certainty that he will. The bearer of Charity's Ring can do no less. 

And then he checks how the magic holding him in communion with The Spirit is going and oof that's a lot of salt he's been burning through. Enough to be a noticeable dent in his stockpiles. 

He gives his thankful goodbyes to The Spirit, and then releases the spells and lands back in the real world, where but a moment has passed. 

Permalink Mark Unread

"Well, that went surprisingly well." 

He explains the magics he has obtained from the Spirit to Esme. 

Permalink Mark Unread

"Neat! I wonder if your shiny new viral kindness power will synergize well with what I've got. We could solve Hell just by repeatedly being nice to each other. Well, as long as there was enough spillover onto other people for it to propagate forward."

Permalink Mark Unread

"In a very real sense, is that not what we were already attempting? To give each other gifts until the defeat of Hell was possible?" 

Permalink Mark Unread

"You know what, that's very fair. All right."

She rubs her hands together excitedly and pulls out a little pocket notebook.

"—it won't ruin anything if I take notes, right? This seems like the sort of situation where I'd better check if it's okay to take notes. I don't plan to keep them, just, you know, this is all a lot and it helps to have somewhere to put my scratch work."

Permalink Mark Unread

"It is okay to take notes, but do be conscious of the fact that those notes will be almost inevitably a high security document that you shouldn't keep with you once we're done. I can provide a spare notebook if you don't want to use your own, with that in mind." 

Permalink Mark Unread

"This isn't one of my sentimentally valuable pocket notebooks." She flips it open and starts writing things down.

"So, now that you've interacted with my mysterious powers, what do you think are the odds I can get fusions of them with other stuff? Were they easy to work with?"

Permalink Mark Unread

"They were easy to work with, in the sense that they were kind and friendly and helpful. I'm not sure that cashes out to them being alterable by anything but their own desire to change. So a fusion might be viable but only if it's extremely pleasing to their asthetics, and it might well be essentially equivalent to politely asking them to just become like that almost independent of what we're doing." 

Permalink Mark Unread

"Well I was thinking of, for example, what might happen if I fused the 'your own personal universe' power with the 'goodness from goodness' configuration of my no-collateral-damage power. And maybe threw in a few other things."

Permalink Mark Unread

"The viral configuration we have operating on substrates other than the spirits powers, so that should be straightforwardly possible." 

Permalink Mark Unread

"Though if I run with this notion, I'd still like to petition my powers about it directly just to see if they come up with something even better. But let's call that the Sit Back And Multiply Force plan—anything where my major investment is in making my own universe, it seems to me that I might as well go all-in on investing in that universe, at which point it doesn't really make sense anymore to think of me on the front lines. It's probably worth also separately thinking about what I'd look like on the front lines. In which case I should put down all the shiny toys like Labyrinthian, and focus on... hmmm... I wonder if building around Crown of Thorns might work, in that case? —I'm still not clear on something, by the way: you said you'll give me a Greater Bestowal for free, but does that mean I can potentially convince other people to give me their Remittances for free without incurring hubristic penalties, or is it just that you happen to be well-positioned to do that but nobody else is?"

Permalink Mark Unread

"I happen to be well positioned to do that for free when nobody else is; Greater Bestowals can be powered by one of my limited personal slots for them and this seems worth it." 

Permalink Mark Unread

"So I cannot both create my own universe and maximize being a tree. Tragic. Well, I'll cope. So, creating my own universe to Sit Back And Multiply Force, or seeking more specific and personal forms of empowerment. I must admit the first option is more appealing but I should still at least think about both, just in case the other one turns out to be more effective..." She organizes her notes accordingly. Her handwriting is ruthlessly optimized for both legibility and cuteness.

"Is Lesser Bestowal redundant with Greater Bestowal or can they complement each other?" she asks, gazing thoughtfully at the top of the original list.

Permalink Mark Unread

"They can complement each other."