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light cavalry each pursuing him for unrelated offences a fifth assassin he strongly suspects is one of the other arcanists trapped in the tower most likely a player character or ivanova the contact that has promised him a way to escape the consequences of his hubris is none other than jedediah jovah who has been sending him hints about a method for transferring hubris into the surrounding landscape unfortunately for him jedediah has no intention of indicating to him that he s recognized the orthodox wizard as his disguised correspondent sano mitsue fox warlock c ironically the illusionist and trickster is the only one here who s exactly who they appear to be they will feel incredibly personally betrayed and insulted if they figure out that long liuhe is actually some boring imperial official in disguise the only secret they re really hiding other than the fox ears that everyone will spot immediately is three improvised explosives stashed inside the cloak cassiopeia godchild of the devil a exorcist a cass has good reason to be as comfortable around powerful figures as they are with the devil not a devil the big d devil himself as their godfather they can summon rapidly spreading hellfire by whistling but can never extinguish flames they also have in one pocket a case of cigars that perfectly match mirror s they haven t got the hang of actually seeing and talking to angels yet largely due to lack of confidence but they re a dab hand at warding circles jedediah jovah alchemist of gold d sorcerer king δx5 md 7 hubris jedediah is actually a centuries old alchemist and magos of power unsurpassed in the modern era he has manipulated the other six arcanists into all arriving at salem sounan at once intending to bring them into conflict with each other and take the opportunity to kill them and harvest their metallic essences with freshly harvested essences corresponding to all six sacred metals he will be able to perform the ritual to acquire his sixth sorcerer king delta template transforming his body into that of a dragon orthodox wizards believe in precision refinement and their own perfection but also tend towards vanity and being ostentatious associated with gold witches are practical malleable adaptable and an old tradition associated with copper pyromancers are all about the practical application of fire and are thus associated with the metal that requires the most heat to work iron exorcists users of hallowed magic focus on purity and cleansing associated with silver fox mages are chaotic and tricky like the fae associated with mercury necromancers use magic of the dead and thus associate with the dead metal of lead the red lantern he possesses the ring of solomon which can compel any demon jinn fairy or shedah to serve the bearer as a spell and which he is using to mimic the wards and seals of an exorcist to avoid the wizard sight of his victims he has brought only a single spell into the tower with him the devil misguidance the motes homunculus ail mend and ruin the fox princes abduction and prismatic ray and the devil lead to ruin were supposed to be positioned outside the village as reinforcements but the sandstorm has cut them off from him his other sixty three spells wait in his palace more than seven hundred kilometres away and will be of no help one of his sorcerer king delta templates has removed his hubris score any hubris generated by his spellcasting is absorbed by the land around him to increasingly destructive effect as thresholds of fives are surpassed salem sounan currently has an undetectable 2 hubris but at 5 the famed lemon orchard will wither and die and every magos or other wizard present will recognize that the land is being defiled additionally concealed in his pack are twenty six carefully packed rare reagents one providing each possible non conflicting pair of the seven conventional i e non metallic essences misguidance normally she wears a charcoal grey suit with a bloodred tie and a peaked cap she s currently disguised as the angel mirror largely effectively but has been unable to resist bringing her favourite cigars comment january 1 2026 january 12 2026 cyberchronometer glog class heavenwrought when they saw what you were they took you away from the world fallen things could not be allowed to touch you not yet when you were ready they laid you upon the altar and cut your heart from your chest in that moment you were offered a choice and a covenant g d placed the sun where your heart was a moment before and gifted you armour to turn all harm aside from your flesh and made of you a breaker of nations a armour of g d guardian angel castigate the forsaken b dreadnought or sheephound stigmata c 9 000 000 000 names d citadel of g d starting gear blessed armour heavy armour superlative sword massive weapon the sun two loaves of bread flask of oil flask of water armour of g d only you can wear your blessed armour if anyone else attempts to don it they will be instantly reduced to ash none who looks upon it can mistake it as anything other than what it is a corporeal manifestation of your covenant with the almighty it protects you as well as plate 2 and provides you a 2 bonus to all saving throws besides it can devour other armours gaining and combining their magical properties other than their magical instead the ac and saving throw bonus provided by your blessed armour increases by 1 for each different magical among armours consumed guardian angel an invisible guardian angel waits beside you seen only by wizards and those who share their sight beyond sight it is not here to protect you you do not require such considerations with a spoken command you can designate a foe as the angel s concern this doesn t require your action once each round in the moment before the angel s concern attacks anyone but you or casts a spell on anyone but you or blasphemes in your presence the angel will strike them to most observers this appears as if lightning struck them from a point in the air just above and behind your helmet burning a hole in their corporeal form the strike inflicts damage equal to templates your χarisma modifier 2 and they take a 2 penalty to any dice rolled for the action that triggered it castigate the forsaken you can always use your χarisma as if it were your strength when making attacks additionally when you strike a fiend or one of the unquiet dead you can reveal to it the sun in your chest tripling your damage overcoming all damage resistances and launching it as if it had been struck by a speeding train once you do this you can t do so again until you deny yourself lunch or sleep dreadnought while you are wearing your blessed armour if you would be reduced to 0 or fewer hp instead you borrow hp from your future self you remain at 1 hp and any excess damage is instead subtracted from the next healing you would receive you can t borrow more hp than half your normal maximum when you deny yourself lunch or sleep all hp debt is forgiven sheephound instead of designating one foe as your angel s concern you can choose to designate all of your foes within 5 metres stigmata your blessed armour bleeds from the gauntlets and that blood is the sunlight collecting this light can produce three potions each day which if drank within the next day restore half a creature s maximum hp if they drink directly from your palm it can restore hp equal to half your maximum instead if that s more but this takes a minute to bleed enough light 9 000 000 000 names you can speak a name of g d and the heavens will tear open and the earth will shake and everyone else who would have heard it will instead be struck deaf for an hour in a few seconds everything within 5 metres of a point in your sight will be crushed and incinerated by the wrath of g d dealing 6d6 damage to anyone who doesn t successfully save to leap out of the area and take half damage anyone or anything that survives this damage will still be slammed against the earth collapsing structures and leaving creatures supine each of the names of g d can only be spoken once this way after all heavenwrought use this ability a total of nine billion times it can no longer be used additionally you can only use it once each day citadel of g d let others build their thrones behind walls of wood and stone your stronghold is in heaven and its only throne is g d s you can open the doors to his citadel from any natural wall whether cavern or cliff they can be as small as your hand or as large as a castle gate but they are always a bisected circle of shining metal once closed they vanish the halls of g d s citadel are round not squared they re pristine white perfectly clean and the air is strangely scentless time is subtly distorted there by an extra second every forty five days you would never notice but you know it to be true its hanging gardens can comfortably sustain a dozen people and anything left there will be preserved unperishingly any fiend or unquiet dead who enters the citadel will be instantly reduced to ash as if it had tried to wear your blessed armour you can open doors to exit the citadel at any point from which you have ever entered it if your blessed armour has eaten the armour of another heavenwrought you can also exit the citadel at any point from which they ever entered it 2 comments november 26 2025 november 27 2025 cyberchronometer seven immortals and one setting as poem there is a tendency to burn to step into the fire full aware to let oneself be overcome by what could be and yet is not to turn imagination s form into a shell of simple matter and when the fire fails one rises from that ash which still remains beautiful and perfect there is a tendency to fight to turn scarcity to conflict to arm oneself against all who might think the same to make oneself into a tool by which endings are written and when the common ending comes of those who live by sword and bow one kills that too there is a tendency to smile to wear a changing mask to shape all expectations to surround oneself to let identity dissolve into the patterns one fulfills and when the pattern too has vanished into culture all will preserve it there is a tendency to mourn to live within the past to build oneself a castle walled by all that was to dredge up all that can be found in seas of history and when the daily catch portends uncertain futures one throws it back there is a tendency to snare to hold the world in thrall to take blind trust and make of it fools service to seal away all that could contradict one s truth and when cold reality seeks to cut through one s eternal binds it s but an image there is a tendency to guard to keep all others close to make oneself a pillar that can be relied upon to become a part of all those that one knows and when one cannot be replaced by any means one must remain there is a tendency to walk to abandon one s position to cast aside all bonds of duty and tradition to trust that the horizon conceals precisely what one needs and when one s fate comes within a breath of catching up the road continues there is a tendency for things to come in sevens to break symmetries and find patterns where none are to turn coincidence each time into a puzzle and when the world has all been rendered into common mystery one solves it comment october 22 2025 cyberchronometer strive against the sunset wizards wizard hp 6 4 level recoveries day 5 weapons staffs medium and knives light only armour no eldritch blasts wizards can make attacks with bolts of magical energy a light ranged weapon that uses intelligence instead of dexterity to hit spellbook a wizard has a spellbook which starts with two spells in it chosen by the player from the table below they can copy spells from scrolls or other spellbooks they find and can also choose a new spell every time they level up lv 3 the wizard can choose or roll an advanced spell 1 invisibility 2 knock 3 levitate 4 mirror image 5 see invisible or 6 web spells at the start of each day a wizard can prepare a number of spells from their spellbook equal to their level they can cast each of those spells once that day lv 3 the wizard can prepare one advanced spell each day customization when creating a wizard choose or roll one row or the left half of one row and the right half of another or choose separately from each column if you prefer also start with a quarterstaff medium weapon travel boots a spellbook a pen and a bottle of ink when choosing additional spells from the table don t gain additional items 1 charm ornate flowing clothes ventriloquism set of magnifying lenses 2 magic missiles fancy uniform light set of survival gear 3 seal door brightly coloured coverall decipher utility knife tool but also light weapon 4 shield simple white robe floating disc splints bandages 5 sleep silk suit darkness 20m of rope 6 ward finely tailored robe detect magic fireproof gloves spells the darkness detect magic light and ward spells are identical to those available to clerics charm range 40m duration varies the target if humanoid regards the caster as a trusted friend and ally the spell allows a wisdom or charisma saving throw and another saving throw every day to end the charm decipher range 1m duration instant allows the caster to read an ancient magical or ciphered text floating disc range 5m duration 1 hour conjures a 1m diameter disc of force which can carry up to 100kg it floats 1m above the ground moving at the conjurer s command and following them at up to walking speed magic missiles range special duration instant make a barrage of eldritch blast attacks that automatically hit a number of creatures in range up to your level seal door range 20m duration 10 minutes magically closes and seals shut one door gate or similar access point the target cannot be opened except by a mage four levels higher a powerful supernatural creature or by the knock spell or any anti magic effect shield range self duration 6 rounds grants immunity to eldritch blast and magic missile attacks 8 ac against other ranged attacks and 4 ac against melee attacks against a rogue s sneak attacks provides no benefit sleep range 15m duration 6 rounds up to 3d4 total levels of creatures within a 10m circle must make wisdom or charisma saving throws or fall asleep minion type creatures don t count towards the level limit and fall asleep automatically with no save creatures of level 5 or higher are immune ventriloquism range 10m duration 10 minutes causes the caster s voice to appear to issue from any location within range furthermore the spell can distort the caster s voice to make it unrecognizable advanced spells invisibility range touch duration varies the target creature vanishes from sight however they are not magically silenced the effect remains until magically dispelled cancelled by either the target or caster or the target makes any attack knock range 20m duration instant a single target door if sealed stuck locked barred or chained is magically opened this ...
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