You are on page 1of 15

A Practical Guide to Evil

Is this the next chapter in your story? Very well, traveler, I welcome you to Creation, a world
in conflict. For when our world was created, the gods came into conflict. Half desired that
men be ruled. Half desired that men strive for a better future. And in the end, both decided
that it must be mortals, who decide.

And so it came to pass that man was given a Choice. The only choice, we are told, that
ever truly matters. To choose Good, or to choose Evil? To follow the Gods Above, or the
Gods Below? All this, of course,led to arguments, and then to conflict, and then to war.
Humanity raged against itself, as some sided with the Gods above, and others with the
Gods Below.

Eventually, as these wars began to take on patterns, these patterns wore grooves in reality.
Paths that fate would tend to follow, and reinforced in the following. The Gods looked upon
these paths and wove them deeper into creation, reinforcing them further as Roles.

Names. Descriptions, mantles, Taken on by a mortal bearer, they would grant power,
making certain that the stories played out as they should. The Lone Swordsman could slay
a thousand faceless troopers, the Thief could steal entire fleets, and Empresses rule all who
hear their words.

But sometimes... sometimes these stories get subverted. Anticipated. Cut off before they
can play out. So it is with the Black Knight and his Calamities. Loyal servants of the Dread
Empire of Praes, they have finally led it to conquer Callow in the Conquest, spoken of in
hushed whispers even now. Though a story would dictate that the Evil Empire which grasps
at a Good Kingdom should be fought back, these five twisted the story, changing its
outcome, and now Praes rules the lands as just another territory under its iron heel. Heroes
rise, attempting to return the Story to what it should be, and each is hunted down and
brutally murdered before they have a chance.

There is a story here, waiting to be told, another story in your own tale. What Role will you
take within it? I dare not guess. After all, you, like all mortals, have been given a Choice.
You may freely pick the time and place of your arrival.

Stories, after all, are the best when they take place in lands Far Far Away in times Long Long
Ago.

Have 1000 Choice Points to guide the flow of the tale to come.
Origins
You may enter Creation with 15+1d8 years behind you, and of whichever gender you

Foundling: No family, no records, no history... well, if I didn’t know better, I’d think you were
an orphan. But no records? With the Imperial orphanages, even they have those nowadays.
Perhaps you can sign yourself into one and go about arranging for the papers? It’s amazing
how much you can be denied by the Praesi without them.

Legion Trained: A Legionnaire are you? And proud of it too! Surely, you’ve joined up only
after the Reforms. Though before them the legions would never risk fighting the Callowan
cavalry with any numbers less than four for every knight, in the modern day, it’s the cavalry
that break when met on an equal field, and the training that has brought the legions to that
level will serve you well.

Praesi Noble: Wastelander, eh? You strive to claim the Tower, I suppose? Your knowledge
of politics will serve you well in the days to come, and your status as a native means that
none will look down on you... for that at least. They’re Praesi, I’m sure they’ll try to find
another reason. Make sure not to give them one.

Callowan: One of the conquered, fate has not treated you kindly, has it? Your homeland
crushed beneath the heels of the invaders, a country of Good, bound to the whims of Evil?

Sure, there are some traitors who would say that the life of a peasant is better beneath the
whips of the vile Praesi slavemasters, but you know better. Your country cries out for
revolution! To throw off the shackles of Praesi oppression! All you need is a Hero! Of
course, maybe you could claim such a Role yourself...
Perks
Perks for your origin are discounted to half price. The 100 CP perk is free.

General:

Gently Born (100 CP): Though Heroes and Villains abound in this world, that doesn’t mean the
mundane is powerless here. Nobility of the blood hold sway just about everywhere, and now
you’re one of them. Perhaps you’re a Pureborn Soninke or Taghreb of the Wasteland, or a
Callowan lord or a Procean Prince, or you might have some other title from some other land.

This never makes you a ruler, mind you. In every case you’re merely related to the illustrious
families, not sitting at their head. Being the heir, however, is entirely possible.

Named (0/400 CP): You, among the many mortals in Creation, have been granted a Role in the
conflict that rules Creation. Bearing a heroic or villainous Name, you are larger than life, a figure
to inspire dread and awe.

While all names are theoretically equal, in the practical sense… well, they’re not. They’re so not.
There are Names and Names, if you will.

You may receive a Name of the former kind for free, the kind fit for a supporting member of a
Party, or a background character. A villain like the Salutary Alchemist, or a Hero like the Hunter.
The groove you fill is yet relatively shallow, and you are unlikely to have the power to reshape
cultures around you.

For 400 CP, however, your Name is something that has either been embedded into the heart of
a major culture, or has the sheer power and potential to become so very easily. It’s a name like
the Grey Pilgrim, the Saint of Swords, the Black Knight or Warlock, a name fit for leaders of
parties and major Evil Overlords with lesser Named serving them.

The 400 CP version of the Name is also a capstone booster, meaning that it enhances the
various 600 CP perks in a variety of ways listed alongside them.

Powers in the Blood (400 CP): There is much and more to be said about the power of blood in
this world. Praes is full of bloodlines mated with Djinn and Fae and darker things. The most
dangerous woman in Calernia is a half-elf.

And now you, too, have blood just as magical. One of your parents was an immortal, a being of
terrible magic and power, and you inherited their gifts in full. Maybe you’re Fae-blooded, or
maybe a Djinn-prince sired you on your mother. You might even be half-elf, possibly. The details
are up to you, but this provides you considerable powers, depending on the nature of your
magical parent.

Magical talent for Djinn blood, elemental powers of Fae, Elfin powers for half-elves… and more
besides, depending on who and what your immortal parent was.
Trismegistus (400): Magic is an immensely powerful tool in this world, even if
disproportionately more of it seems to be used by Evil instead of Good. Not all of them, but
most. And your knowledge, skill and potential at them rivals the very best there have ever been.

You have an immense, overwhelming talent for all styes and forms of magic, the likes of which
have rarely if ever been seen before. Be it Light or Dark, your sheer potential and talent at
magic equals, and even surpasses slightly that of the likes of Neshamah, the man who became
the Dead King and Triumphant. But while they chose to apply it to Necromancy and Diabolism
respectively, you have all the schools and styles of sorcery in the world to choose from.

You find that you have the intelligence and analytical skill to be a profound theoretician of
Trismegistan sorcery, and also the poetic sense for Jaquinite sorcery, and the sheer patience
required for Ligurian Spellsinging. Coupled with all that, you also have a degree of
inventiveness and spark, to strike out in your own way, perhaps to create your own style of to
achieve things believed to be impossible, like closing Greater Breaches or eliminating Keter’s
due. You start with a full, immensely deep education in one of the styles, equal to someone like
Masego or Akua or Antigone of Smyrna, but it wouldn’t take long before you could beat them all
at the same time.

Even in future worlds, you find that your skill and power in all forms of magic remains just as
impressive, allowing you to turn all magical scholarship on its head and achieve such status that
scholars would be studying your offhand notes centuries later.

Fey Title (600 CP): Ah. Not just a mortal now, are you? It seems you have a Ducal or Princely
title in one of the Fairy courts, with all the power that that implies, but none of the restrictions like
Principle Alienation or the problems Fae usually have in Creation.

Not only do you have vast powers over either the elements of Summer or Winter and the power
to open portals through Arcadia, you’re also awarded great social and political status in the
respective courts, lands of your own in the Fae realms, and a virtually bottomless font of pure
power. As one of the strongest members of whichever court you join, you’re like a (very) minor
god now, to put it simply.

Beyond the plain power of it, you have the ability to deal in and manipulate things too ephemeral
for others to touch. You can quite literally trade in favors and names, and can derive real,
tangible value from things symbolic and emotional, like the last words of a poet, or the secrets of
a Great King.

Such things give you power and status, and you can trade in them to grow both intrinsically and
in the realms of fey politics. You can use such things to craft and build a virtually unlimited
assortment of things, such as building a city made of the sighs of the gently dying, a road
literally paved with good intentions, or chains made of a madman’s hatred, and other things like
that.

In future worlds too, you find yourself a titled noble in a fae court, or whatever closest
equivalents exist, with local versions of all these powers being added alongside what you
already have.
Foundling:

Storyteller (100): For a world that places such an emphasis on stories, it’s kind of weird how so
few people tell them, isn’t it? You are a really, very, very good teller of stories. You can spin
absurdly engrossing yarns, put in all the sex and violence that makes it attractive to the masses
while still having them contain deep and moving messages and lessons.

This skill also extends to poems and songs, just about anything you might use to tell tales and
do it exceptionally well.

Hit Them With the Box (200): Powers are such odd things, aren’t they? Especially those
granted by a Name. You, however, are good at cutting through their obtrusive nature, and
reducing them to their most fundamental nature, then adapting that nature to better use.

Whether using this to abuse your knowledge of warding to break the wards that make up the
very walls of Creation and drop a meteor on your foe, or just using your name to necromantical
reanimated goats, stuff them full of explosives, and use the volatile reaction between your name
and alchemy to create unusually large explosions, you’ll find that any powers you have, you are
absurdly good at abusing.

Multiple Choice (400): It is the gift of the gods that all mortals are born free. However, in the
end, every mortal is offered a Choice. To side with Good, or to side with Evil. Some may falter
when they see what they lose to that choice.

You do not. The Choice of Good and Evil is not the choice of Necromancy or Healing to you,
and you will find that even as you have sunken into the depths of Evil, you can draw upon the
light of Good, or that as Good bolsters you, you can reach into the necromancy of Evil. Never
will calling upon a power taint your will; you have made your Choice and nothing can change
that.

Not just that, but you’re immune to any and all harmful effects of whatever arts you use, such
that analyzing Demons won’t affect you and having the Dead King’s knowledge won’t give him a
hook into your mind. You might be among the few who can use all schools of sorcery with equal
skill and ease.

Namer (600): Roles. The sign of the gods within creation. Each granted a Name and three
Aspects, a Name is a mantle of power, flowing from one potential bearer to the next, and
guiding them toward their Fate. A Role is born from belief, from the ruts worn into creation when
a story is told again and again, and a Name is a place in the story that is told, a sign that one
has adopted their Role.

Of course, as in all things, how something normally occurs is not how it must always occur. With
this you find that you have the talent to form these Roles, and bind to them a Name. You just
need to focus and dedicate your attention to this for a prolonged period of time, and you find a
new name taking shape, with Aspects and powers of its own, and even stories growing around it
by themselves.

The effort needed is considerably lesser if you choose to simply resurrect old Names of this
world by granting them to people who would otherwise have fallen short of earning them. This
does require them to be at least somewhat fitting and worthy of the Name, even if your
intervention lowers the bar considerably.

This also provides you a deeper understanding of how Names, Roles and Stories work than
anyone else on Calernia except perhaps the Intercessor. You get them, their inner complexities
and how to take advantage of them, how to manipulate the actual spiritual and magical
substance behind them. With enough time and effort you could create, manipulate, empower,
depower or even destroy a Name.

Capstone Boosted: Unlike others in this world, you have lived a long life before this world, and
it shows. Being Named yourself, you can bleed the influence of other stories into this world, be
they of this very world or others. Simply put, you can borrow the weight of stories you know of,
and create new Names based on them, with powers thematic to and indicative of the characters
you create these Names after, and their sheer potency depending on how popular and
well-known those stories are in those other worlds.

You also gain the ability to carry your created names with you, as tools to release in any future
worlds you visit. Your powers to manipulate names in this way also waxes considerably,
allowing you to even affect names in active use, though it would require considerable effort to do
so.

Callowan:

Chosen Hero (100): To be chosen by fate, to be the hero of the tale... isn’t it a wondrous thing?
Choose a single weapon. Your skills with it are second to none, allowing you to take on three
opponents at once, and emerge the victor... even before your Name steps in to boost your
strength. With its might behind you, you could walk through an army unscathed, leaving nothing
but corpses in your wake... assuming, of course, you had a combat-focused Name.

Hero’s Training (200): You. You embody the reason Lord Black hates heroes. Fate will bend to
accelerate your teaching. Somehow, you learn far faster than you should, learning in days what
any reasonable person would require months to learn, and when given a Great Evil to oppose,
learn even faster, learning a year’s worth in the same time.

Blessing of the Light (400): The Gods above have granted a powerful magic upon their
chosen. Holy magic, the magic of light, healing, and protection. This is the magic of Heroes. It’s
small scale, better suited to strengthening the one who bears it than to massive acts of
destruction, but do not think the second is impossible for those who call upon it.

And you are among the ones best the greatest with it. You have immense, almost incomparable
talent when it comes to using Light and the powers associated with it, so much so you would
compare favorably even with Names that revolve around using it. The raw power of Above’s
Miracles is in you now, and there’s little you can’t do with it.

You can heal entire armies’ worth of people without feeling the strain, or use it to strike against
Devils and Demons and Undead. You can raise the recently dead back to life, and even use the
Light to enchant things, a notably difficult enterprise.
The Wind in Your Sails (600): Fate is a fickle thing, if one was to be honest. While Providence
usually serves heroes well, coming to rely on it tends to spawn Cautionary Tales. Well, unless
you have something like this.

While most protagonists are beloved of Providence, with you it’s something entirely absurd. You
have it behind you, in anything of significance you attempt. You have the Luck of the Comic
Relief when it comes to survival, of the Rags to Riches Hero when it comes to material wealth,
and the Romantic Hero when it comes to, well, Romance. Fate and fortune bend around you,
and no degree of abuse seems to make them spurn you. While, again, this can’t protect you if
you do something absurd like rely on it alone, it’s as if you’re always on the right side of Story,
as you find even the slightest efforts from your end rewarded utterly disproportionately.

Reality listens to you in a way it really shouldn’t, meaning that you could get away with equating
some very non-equal things and make it work, like pretending that the brutal foreign warlord
who’d crushed a nation under his heel was actually its rightful ruler and have the story run along
the appropriate tropes from there.

Capstone Boosted: You can take a more active role in the story now. Instead of simply being
an unusually clever protagonist, you can actively reach past the proverbial ‘Fourth Wall’, and
usurp some of the powers of the Narrator. You can bend Fate and Destiny, give others good or
bad luck, and in general make your Will Manifest upon reality by what appears to anyone else
as pure happenstance.

In this world it takes the form of Narrative Tropes you can create or invoke, and let loose on the
world for events to start bending themselves in shape around. To put it simply, your skills at
manipulation, both mundane and story-craft, match those of the Wandering Bard, now. Stab a
sword into a stone, and whoever pulls it out can generally be trusted to have a head for running
a country and charisma by the bucketload. Arrange a meeting between two youngsters from
families that are hated rivals, and more likely than not, they’ll be star-crossed lovers.

Creating your own tropes takes a lot more work, as you need to craft them manually into stories
and arrange for them to be well known to people. The better read your tales, the more the
people that know of your tropes, the easier they are to make come true.

Legionnaire:
Legion Trained (100): One Sin. Defeat. One Grace. Victory. These are the words that every
member of the Legion lives by. You’ve been trained in the legions, and are proficient with
rank-to-rank fighting with the gladius and scutum, the usage of goblin munitions, and mass
spellcasting (assuming, of course, that you’re capable of spellcasting).

Furthermore, you know how to create goblin munitions, including the magic-eating goblinfire.
While this won’t let you stand up to a Hero on it’s own, the discipline of a legionnaire and their
skill against others on their level is not to be doubted. As one of the Named yourself? Well, this
level of skill can be quite effective, though it’s enhanced with the assistance of fellow warriors.

Quartermastery (200): An army, like a snake, moves on its stomach. Your logistical skills make
you look like a wizard to most who see them, as you somehow seem to finagle supplies, plans
and routes out of nowhere.
You have the most incredible head for numbers, and a sheer degree of talent at keeping food
and weapons stocked up that could match many ‘fire and brimstone’ sorcerers by itself. This
also translates into more ‘peaceful’ proceedings, as your economic genius would allow you to
run a whole national economy virtually single-handedly, if you have to.

You burst with solutions to problems as soon as they’re encountered, and manage to keep them
all feasible and easily explained to most dumb boots on the ground. You’re a genius in the
actual nuts and bolts of running things, to put it simply.

Legion Spellcaster (400): Unlike Praesi demon summoners, or callowan light casters, you’re
trained in the magic of the legions. Simple, fast, and easy, your training is geared toward magic
that you can simply throw at your foes.

And you can apply this skill to just about any magic that you need to use. While the ‘best
solutions’ are obviously still the best, you have a great grasp of the ‘good enough’, such that you
can reduce even the greatest, most complex of spells and powers into vastly simpler, easy
versions. It might take a fair bit away from their efficacy, but vastly less than it should, meaning
you could do things like take a great ritual to summon an unending tide of demons and dumb it
down into a point-and-cast spell that creates a momentary portal that summons half a dozen
small devils, but which takes a fraction of a fraction of the power.

Deconstruction (600): Do you know the worst part of being a Villain? Not knowing you’re going
to lose, no. It’s that the Heroes didn’t deserve to win. If the heroes deserved their victories,
perhaps you could make peace with it. But they don’t, do they? That’s always the way of it. At
the last moment they’re taught a secret spell by a dead man, or your mortal weakness is
revealed to them or they somehow manage to master a power in a day that would take a villain
twenty years to learn.

You loathe it. And so you do not permit it. In any situation that your existence would be relevant,
the plot armor of your enemies simply fails as you force realism upon the world, and force it to
equalize. Morality, last second burst of strength, plot armor, all of that means nothing to you.
There will be no mysterious mentors teaching your foes your one weakness, no absolute
willpower that keeps them moving after you’ve killed them, no training sessions that grant them
years of growth in a day... no. They will meet you alone and armed only with what they have
earned.

Capstone Boosted: But simply ‘shutting down’ Providence is far too merciful a fate for those
heroes and their patrons. What if you could hurt them where it really hurts? After all, Destiny is
harsh and unbending, but oh, so very easily guided. You find yourself able to twist destiny and
fate, to manipulate them as a captain steers his ship. Though a death curse may be laid upon
you and a blessing upon your foe, you could dodge the Narrative Weights, confounding Destiny
so you take the blessing while a pitiful dupe, or perhaps even the Hero himself, suffers the
curse.

This isn’t absolute, of course, and the bigger the deviation you want the more difficult it is. It
might be that there are fates and destinies so powerful that trying to juggle them crushes you
under their weight.

Praesi:
Praesi Rituals (100): You’re a master of etiquette, able to flatter someone you loathe, and
dance through the thousands of rituals that cover the Dread Empire without having someone
drive a knife through your back. Further, you’ll find yourself able to learn new rules of etiquette
within only moments of observation. Only be rude if you want to.

Tower Politics (200): If one were to compare the nobles of Praes to a pit of vipers, it would be
an insult to snakes everywhere. Vipers need a reason to bite, after all, while a Praesi noble will
drive a dagger into your back, kick you into a pit full of alligators, and feed your soul to a demon,
all the while chiding you for having been foolish enough to let that happen to you.

Fortunately, that’s unlikely to happen to you. Indeed, you might be the one doing the stabbing, if
you’re so inclined. Your skills at politics, intrigue, wordplay, lies and deceit are second to none.
You can lie with not a hint of a tell, and weave incredibly subtle and effective plans and schemes
stretching across half the continent and years into the future. You can talk people into and out of
very nearly anything, and all in all, can do everything it takes to not just survive but thrive and
dominate in the most treacherous, decadent courts possible.

Tenets of Night (400 CP): Oh, wow. Don’t let the Sve Noc know you have this. You can wield
Night now, the Miracle forged by lesser gods in service of Below, to imitate the Light granted by
Above.

This allows you to do a number of things, most of them pretty unpleasant. One basic power this
gives you is the ability to steal, since theft of power is at the very essence of the Sve Noc’s
apotheosis. Any enemies you kill yield ‘night’, the combined sum of their powers, abilities and
knowledge, and by absorbing it you gain all of what they had.

This doesn’t assure that you gain it just as completely as who you took it from, or even that you
can use it as well. But that can come with use and practice. In the meantime, this is only one of
the wonders possible with Night, as in its own way it’s just as versatile and possible as Light, if
weaker in terms of raw power.

You start out as skilled with it as Catherine is after two years of practice as First Under the
Night, but there’s no real limit to how good you can get at it.

Praesi Engineering (600): If there is one thing that Praesi Tyrants are known for, it’s the ability
to take insane and ridiculous ideas and turn them into reality. Flying cathedrals that rain death
upon their foes? Sentient tigers? Man eating tapirs? Giant cliffs to throw the hero down? Never
ask ‘why’, always ask ‘why not?’

You are capable of taking even the stupid and most insane engineering designs, and making
them work with sheer skill and/or power. Sure, this might require sacrificing a town of peasants
or a hundred genius mages working in concert, but that’s the sort of thing they’re there for.

Capstone Boosted: No more are your ideas all that outrageous, if one were to be asked. Your
skills and abilities in engineering and grand projects vastly surpass anything any Praesi has
ever done. You have the knowledge and talent to create works that match the best the Miezans
could have done in their heyday, or anything that the Gigantes of today can do if not more.
Making something like the Red Snake wall would take time and effort for you, but you know
exactly how to do it, and any number of other things just as great and greater
Companions
Party of Heroes/The Calamities (50/100 or 200/400): You may import a companion for 50 CP.
They will receive a free Background and 600 CP to spend, but will not be Named unless you
pay an additional 50 CP per companion. If you do, they will also gain the allowance of AP to
purchase their Aspects. If you wish, you may import all 8 for 200 or 400 CP respectively.

Recruitment (100/200): If you wish, you may attempt to convince a local to join you upon your
journey. For 100 CP, you may attempt to recruit any local who does not have a

Name. For 200, you may recruit a local who does have a Name. If the local agrees, they will join
you as a companion on your journey.

Items
Items for your origin are discounted to half price. The 100 CP item is free.

A Faerie Crown (600 CP): An elaborately decorative, beautiful crown that marks you not as a
noble in one court but instead the head of your own court in Arcadia, with the powers implied
therein. With a full measure of Arcadian power at your fingertips, you are now an equal to the
King of Winter and the Queen of Summer, with none of the bindings that restrain them.

Along with the raw power, you also receive a giant realm in Arcadia for yourself, like the Twilight
Ways if not even greater. This land is yours, in every sense of the word. It bends according to
your will, creating things out of nothing, moving things around as per wish and need, and so on.
You can affect space and even time within it, enlarging or shortening distances, and making
hours and days pass faster or slower as you want. At the heart of this realm sits a Capital, much
like Skade in size, wealth and magnificence. Stories and wishes hold power here, yours most of
all.

You also have the ability to empower others by granting them titles in this court, creating nobles
and lesser royals as powerful as any existing Fae of equivalent rank, but just like you, immune
to the Principle Alienation.

In future worlds all this comes with you, the Court as Followers or Companions and the Land as
a pocket dimension, as does your status as a monarch of Faerie, acknowledged as such by all
who would know to do so.
Foundling:

Zombie (100): A horse, animated by what I assure you is the vilest necromancy. It will obey no
orders but your own, no matter what enchantments your foes attempt to weave around it.

Suicide Goats (200): A tribe of goats, slain, emptied, then stuffed full of goblin munitions before
being reanimated as zombies, I can’t imagine what you’d do with these. Surely, there’s no
practical purpose for a tribe of explosive undead goats, right? You’ll get another goat every
morning.

Story Teller’s Aid (400): A book of children’s stories of every culture, containing both the tales
and the various narrative structures which guide them. Further, it lists the impacts these stories
have had upon the cultures that tell them, and contains summaries containing any
and all similarities. Finally, if you write even the barest hint of a story into the end of it, it will give
you a list of paths that story might take if it were to follow the narrative tropes of each culture.
Though at first, this may seem rather useless, in a world driven by tales, the use of such a thing
is not to be underestimated.

Arsenal (600 CP): Huh. This place really isn’t supposed to exist for many years into the story.
Oh well. You have a copy of the Grand Alliance’s Arsenal now, with dozens upon dozens of
mages from all across Calernia, pooling their expertise, sharing skills and knowledge and so
much more.

This is, bar none, the finest center for Magical R&D in Calernian history, capable of pooling the
intelligence of hundreds of mages behind any given task, create hybridized magic by merging
together varied styles of magic, and using all that to produce great and grand wonders… or if
you were so inclined, horrors. The supplies of everything at the arsenal, from food to the rarest
reagents to simple magical power, never run out, and it creates new materials as need arises.

While you’re free to use the final products produced here for anything you want, the infinite
supply of materials cannot directly be harnessed for any purpose outside this place.

Callowan:
Sands of Deception (100): ... It’s sand. It’s literally just sand. That’s the deception.
Weirdly though, people will always fall for it, especially if you shout “THE SANDS OF
DECEPTION!” as you throw it into their faces. Perfect for distracting everyone while you run
away. Comes in a nifty pouch the size of a mango when full. It refills every morning. Or you
could just fill it manually, if you’d like. The distraction effect will only occur if it’s filled with sand
though.

Infinite Bag (200): Okay, so it’s technically not infinite. It can still hold enough alcohol to make a
brewery’s yearly output do a double-take, as well as a fleet of ships. As in you can literally
shove a bunch of warships into the bag and carry them around. The bag will not increase in
weight at all, no matter what you put into it.

Penitent’s Blade (400): A feather of an angel of contrition, this blade will cut through nearly
anything. Further, if stabbed into a stone and used in a ritual you know which takes 49 hours, it
will call down an angel of contrition upon Creation, who will then strike the minds of everyone
within 49 miles with their every sin. No mortal in history without a Name has been able to
experience this and not turn toward Good, driven into a mad desire to make up for every Evil, no
matter how small, that they have ever committed, and forming the tip of the spear of a new
Crusade. If you wish, you may bind this feather to a weapon you already own, adding these
abilities to that weapon.

The Restored Kingdom: (600 CP): Hm? It’s really supposed to be Black… well, I don’t know
how you did it but you are the person in charge of Callow now. Perhaps you’re a Rebel whom
most of the country has risen behind, and are going to kick Praes out. Or perhaps you’re a
Praesi Imperial Governor who has managed to get the other Governors to answer to you.

However it is, you are recognized as the ruler of most, if not all of Callow now, not as something
that magically happened but something that people in-universe understand as a result of a
logical chain of events.

Callow follows you after this jump, either as a collection of provinces you just happen to run or
as a Good Kingdom you rule, or whatever other form you manage to get it into by the end of the
jump.

Legionnaire:

Goblin Metal (100): Plate armor, a gladis, and a scutum. The arms and armor you’ve been
given for joining the Legion, goblin metal is high quality, slightly better than common steel, giving
swords that few others can match.

Goblin Munitions (200): A set of goblin munitions, enough for a standard match at the War
College. Interestingly, the bags that come with these munitions refill every night. You should
probably avoid using these during formal matches, but on the actual battlefield... well, not
having to requisition munitions can be quite helpful.

Mage Tower (400): An immense tower imbued with such heavy spellwork and defenses that
even a fortress would grow jealous, this serves as the perfect home for a mage. So perfect in
fact, that they’ve been outlawed simply due to how many mages have attempted to springboard
their rebellions from them. You may choose where your Tower is placed at the start of each
jump, and may add this to another property you own, if you wish.

The Finest Fighting Force on the Continent (600 CP): 10 Legions of Terror of your own, with
full greenskin complements, completely full supplies of just about everything you might care to
have, mages and healers, and everything else required to make a Legion.

You are recognized as their commander, either as a Marshal or a Named who just happens to
be in command like Black Knight or Squire command their legions. Also, all of the legions
happen to have the part about ‘size’ in their charters incomplete, so there’s nothing stopping you
from expanding your legions even further, though they’re at standard Legion of Terror sizes
when you start.
Praesi:
Courtly Poisons (100): A set of fifteen non-lethal but highly embarrassing poisons and their
antidotes, perfect for throwing a party! After all, anyone who can’t find out what poisons are
going to be in use in advance clearly has no place being invited to one of your social gatherings.

The Empress’s Garments (200): A beautiful dress (or suit), with impressive spellwork woven
in. While none of the spells are defensive, all of them will draw attention to your best features
and away from your worst, as well as enhancing your silver tongue. Even an ugly oaf would look
halfway adequate in this. Of course, the effects only grow stronger the more charismatic and
beautiful you are without it’s help.

Egg (400): A rather... understated name. This “egg” is actually a powerful artifact, holding within
it a Demon from the 13th layer of Hell. Anything that demon touches will be slowly corrupted,
twisted in both mind and flesh until there’s nothing left of the being it once was.

Akua’s Folly (600 CP): Ah, this. Perhaps the finest example of Praesi villainy, and one of the
greatest weapons crafted in centuries. This is a copy of the City of Liesse, once Akua Sahelian
got done converting it into a Flying Fortress that could create portals into hell at will.

You have this now, and the magics of the city all recognize you as its master. The city can fly at
incredible heights, is warded to high heavens from all manner of attacks, and as said before,
can create, at will, Greater or Lesser Breaches as close or far away as you want.

Drawbacks
Tropebound (+100): Creation is filled with roles, with a way that things are inclined to go. You
will find it difficult to fight these paths, instead having yourself forced into specific roles,
such as a wise mentor, or a hot-blooded hero. Unfortunately, none of these will be a Role in and
of themselves, but you’ll still find yourself weakened when you act out-of-role anyway.

Rival (+100): Ah, a Rival! Truly a well worn path! So well worn, that someone seems to have
been inserted into it for you! A random being in Creation will find themselves given the Role of
Rival, and will do their absolute best to show you up. Fortunately, they’ll be on the same side as
you, so don’t worry about them killing you or actively fucking you over in a permanent way,
they’ll just... kinda be a dick as they try to be better than you. If you wish, you can choose to
take them as a companion when this Jump ends.

Overdramatic (+100/+300): You are extremely overdramatic. You just can’t help it!
Whenever there’s an opportunity to chew the scenery, you’ll be biting at it like a starving man. If
you’re a Hero, this will mostly be kind of annoying to your friends, but oddly, will tend to make
you more effective during a fight. Therefor, to Heroes and Ambiguous, this is only worth 100. If
you’re a villain, this is liable to get you stabbed in the middle of your monologue, or to preface
you getting your ass kicked, and is thus worth 300.
‘Favored’ by Dwarves (+200): It seems you’re a favorite of the Dwarves. That’s a bad thing, by
the way. You see, Dwarfish law holds that only Dwarves are capable of actually owning things.
Everyone else just tends to have things in their vicinity. Which means that if a dwarf takes your
stuff, legally speaking, he hasn’t actually done anything wrong. Add in that they can muster
armies large enough to utterly annihilate any surface army, and well. Long story short, you’re
going to get robbed a lot, and reporting things to the authorities won’t help.

Infiltrated (+200): Backstabbing. Always with the backstabbing. It’s like you can’t trust anyone
these days! No matter what you do, you will inevitably find that someone is doing their level best
to betray you. It won’t be immediately dangerous, but unless you simply don’t socialize at all,
expect your enemies to know exactly what you’re up to, and for any weaknesses you have to be
leaked. Even if you don’t talk to anyone, expect to deal with scrying spells, spies, and other
such methods of information gathering.

The Girl Who Would Climb the Tower (+200): The song echoes in your mind, seeming to
emerge from a distant throat at the oddest of times. For good reason. It seems you’re an
ambitious one. Your heart’s desire is to climb the Tower, to claim the title of Dread Emperor or
Empress of Praes. There are hundreds of ways in which this is a bad idea, and most of them
come down to “Because everyone else wants to as well.” The rest are, of course, “Because the
Calamities will stab you in the face.”

Greenskin (+300): It seems that you’re an Orc. Well. Just about everyone looks down
on you, huh? The fact that your race tends to eat people’s eyes doesn’t really help. The fact that
you’re the first Named to appear among them in centuries? And that their Names up until this
point have been things like Warlord, whose whole shtick was burning down villages and
kidnapping the citizens to take as slaves? Let’s just say that Evil is generally racist against you,
and Good has good reasons to not be happy you’re here.

Jumper (+300): Your Name is determined, you are the Jumper. Unfortunately, it appears this
has brought... consequences. The Name only settles upon you the moment you enter the jump,
and the vast majority of your power slumbers, locked away in your Aspects, as
of yet unknown to you (As in, there’s a minor amnesia aspect so you’ll forget which Aspects you
picked until you discover them during the jump). It will take immense amounts of time and effort
to discover these Aspects and return access to the powers from beyond Creation, and even
then, they will be limited in accessibility, each only coming forth when the Aspect they’re bound
to activates. If one of your Aspects is STRUGGLE, for example, you will not be able to call upon
a third of your powers unless you find yourself struggling.

Genre Blind (+300): For some reason, no matter how many stories you hear, you simply cannot
grok the patterns behind them. Every single time the villain loses, it will surprise you just as
much as it did the first time. Normally, this would just make you kind of gullible, but in a world
that literally runs on tropes, this can be lethal.

Nameless (+300): You have no Name, and thus, do not gain the benefits of the Named perk or
supplement during this jump. Cannot take with Jumper.
Notes

Both Miracle of Light and Tenets of Night will let you do anything any character in the story is
shown doing with those powers, but it would take practice and time and effort to master them.

You might also like