A Hero of Justice
Now featuring an imagebuild.
- A Hero of Justice
- Choices
- Character
- Main Plans
- Interactions
- Planned Timeline
- On the [JNPL] Cult
- On Combat and Magic
- Possible NPC Interactions (to be added)
- On the Prior Outsiders (to be added, from here on out isn't done)
- On the Outer Gods (to be added)
- On Worst Case Scenarios:
Choices
Patron God: [JNPL]
Male
Untimeskip (The Keter, Kilyn of the Orthrung) (0/-4) [20/16] Ancestry/Destiny
Outer Tide
Mother: [JNPL] (-5/-5) [15/11]
Mandatory to not have to kill anyone.
Father(Adoptive): "One" (0/0) [15/11]
The best option by far, and an ideal role model.
I found a statement by Tankista that [JNPL] makes the parent free as well as the adoption perk: https://www.reddit.com/r/makeyourchoice/comments/1mwbkpv/comment/nakw0e3/
Race: Muddish (+3/0) [18/11] +1 mentor slot
Languages: Everman, Drakonian, Simplified Duergar, Spriggan (0/-4) [18/7]
Polyglot: +2/0 with Drakonian, +4/0 from unfulfilled mentor and companion slots due to Simplified Duergar, [24/7] +1 companion slot from Spriggan.
Tutored: Kilyn of the Doria - Everman (0/-1) [24/6]
Location: Old Throne, Midoria (+1/0) [25/6]
Updated due to Tankista's confirmation that Simplified Duergar stacks with the Uruk encounters in https://boards.4chan.org/tg/thread/96378482#p96382929
Inborn Gifts:
Icon of Icons (-5/0) [20/6]
A suitable ability for a hero of justice.
Cognitive Speed (-2/0) [18/6]; Memory Retention (-2/0) [16/6]; Wisdom (-2/0) [14/6]; Intelligence (-2/0) [12/6]; Attentiveness (-2/0) [10/6]; Spiritual Feel (-2/0) [8/6]; Caster Intuition (-2/0) [6/6]; Noble Inclination (-2/0) [4/6]
I think all of these are self-explanatory. Improving my mental ability and especially Wisdom and Memory Retention will help to ensure I do not stray from the path of righteousness; Noble Inclination will allow me to inspire others and lead them to victory; Spiritual Feel and Caster intuition allow me to learn things like healing spells eventually; and Cognitive Speed, Intelligence, and Attentiveness will help with competency so that I can actually live up to my ideals.
All-Glimpse (-5/0) [-1/6]
With almost all of the mental enhancements, this should be very useful. Lacking the need to sleep especially with double the amount of time I have to improve the world, and the amount of time I can spend with "One".
Ethereal Beauty (-1/0) [-2/6]
It seems more useful than most of the 1-point inborn Gifts, and it could pair well with Icon of Icons by good first impressions. It might be better to swap this and Thoroughbreeding for Martial Instinct.
God Hand x2 (-2/0) [-4/6]
It's thematically appropriate. Having a way to ease people's ailments immediately is of course helpful, and a good start to base healing magic on.
I don't think I can choose my blessing, but I would want it to be a mental health one like the ones [JNPL] gives.
Thoroughbreeding (-1/0) [-5/6]
It may never be used, but it opens up many plots for the Outer Gods.
I somehow deleted Wisdom in an earlier version and did not notice until now. Oh, Meandering Thought....
Mentors: The Keter (0/-5) [-5/1];
In addition to having fought 0^0 before, The Keter claimed to be a hero. I want to make that true, so we're going to work together to save the world.
Kilyn of the Orthrung (0/-1) [-5/0];
Added because she has no death slot, no other build in Az has taken her, she has experience against Charlotte, and it guarantees she is found. I know it will take many, many years, but I want to find a way to allow her to safely leave the coffin eventually. It would be far too sad if she were to remain trapped and alone. Even though Midoria is quite a ways from the Orthrung it is still a prominent coastal region, so I don't think this is a particularly implausible choice. I'm using Untimeskip both to not take up any of her time, since it doesn't feel right to force her to do anything at all, and because I have spare destiny points. She obviously wouldn't learn Everman at sea, so I would probably have to teach it to her, as funny as that is. I'll buy a book in Nymphe about learning Everman for her, and the reverse to learn Nymphe myself without the aid of fate (which should be helpful for spell research, too).
I do wish I could add Eirina, but sometimes things just don't work out.
Companions: Su'uq (0/-1) [-5/-1]
I will inspire heroism genuinely, patiently. I neither need nor want to force it on anyone. However, not picking her would leave her in limbo for at least a hundred years, if not forever. I judge this to be worth causing Su'uq to gain my death letters, because we can evade them together. If I am a hypocrite for this, so be it.
Encounter: Never Alone (The Keter) (-1/-1) [-6/-2]
It ensures more time despite Untimeskip removing the Mentor status guarantee of meeting her in childhood. Spending time with "One" should help her mental state.
Encounter: A Bridge, A Toll, A Troll (+2/+2) [-4/0]
Encounter: A Score of Orcs (+2/+1) [-2/1]
Encounter: A Pack of Goblins (+1/0) [-1/1]
Encounter: A Hop, A Lean, A Hobgoblin (+1/+1) [0/2]
Updated due to Tankista's confirmation that Simplified Duergar stacks with the Uruk encounters in https://desuarchive.org/tg/thread/96378482#96382929
They aren't easy by any means, but I intend to see them coming with All-Glimpse and intentionally enter into them on my own terms with proper equipment.
The troll encounter is obviously the most difficult to kill, but it also can be avoided and happens when I have the most training. Just running away to chase it down with allies is an option, especially if I can determine where it is likely to go next from All-Glimpse.
The goblins encounter should be no problem at all, because I can control when it happens by when I first enter a dungeon (though I assume that means I must enter at least one during my youth), and I don't have to be alone, so I can work with some front-liners.
The hobgoblin encounter is a problem, but since we're probably homeless I would most likely be with One at the time of a trip. It says "you and yours" and "victims", plural, so I think it's intended that you don't have to be alone.
The orcs encounter is by far the most difficult, but there may be an odd situation depending on when Kilyn shows up. Originally when I didn't pick her, I thought it was hilarious that, as I meet everyone I am supposed to meet immediately, it is feasible that I get "a chance to thoroughly vanquish them" super early. Not for mechanical benefit, but just because it would be really, really funny. Instead they'll be an annoyance for the hobgoblin and goblin encounter, but probably not the troll one.
Deaths: Vedi (Myself); Zemlya (Myself) (0/-1); Yee (Myself) (0/-1) [0/0]
It might be odd to try to avoid it, but you can't learn or improve if you are dead. I'm going to keep trying, in life and in death and after. I'll probably have to make sure to learn a lot about necromancy to teach the Keter (assuming she isn't skilled in it already); I doubt a poorly-reanimated shambling zombie without my mind would be able to do much good. If it doesn't work out, I'll just try again, again.
Death: Greater Yus (The Keter); Zhivete (The Keter)
Of course I'm not going to force someone to die!
I have changed Keter's letter to a more fitting one, of her reinventing herself towards what she merely pretended to be before. "Why the Zhivete?", you might wonder. Because it's not that easy. She can't just abandon the past like that. I won't let her, not until she can fix what she has broken.
Youth: Magical Training, Leadership Training, Theology, Parental Support
I have decided on the somewhat risky choice to take Theology instead of Martial Training. It just fits very well with starting a [JNPL] cult.
Quest: E Nomine
I won't accept any bad ends. We're saving everyone, including Charlotte.
Character
I suppose that the main question is about letting go. When the time comes that something has degraded beyond repair. When a person is beyond redemption. When one must decide to kill. A decision that places the Meaning of one life above another, and condemns the lesser. I do not like that idea, of death. I say this because I do not believe you can reduce a person to such a singular thing. Inevitably, when a life ends, many of the little stories are cut short. But I know that there are limits to what humans can and cannot do. Eventually, there will come many times when I face someone who chooses not to listen to reason. However, no matter what I must do, I won't ever give up on my distant ideal, of a world in which everyone can be saved. No matter how naïve or impossible it may be.
Main Plans
The ultimate goal is primarily to revive [JNPL]. That would be very difficult, and there are no clear methods. My first plan for that would be to rekindle widespread belief in [JNPL] and arrange one of the grandest spells in history.
For the first few years there isn't much I can do aside from studying magic (which I would do extensively), but after that I can begin healing people and dealing with the Uruk Encounters. Healing as many people as possible is my foremost goal, with a secondary goal of developing more means of saving people. Especially magic that can regrow missing limbs and other birth deformities. I'd probably want to be very careful to heal anyone who might be diseased, so the poor and especially refugees. Ideally the gratitude of those I've saved will improve my Gifts and allow me to save people more efficiently in the future. "One" might know much about healing because of his having Spiritual Feel for 150 years, but it is also possible that he does not, or that the healing he knows of is long-obsolete. If either of those are the case, I would most likely have to develop it myself, after ideally convincing the Keter to teach me the basics.
I say that disease would be the main concern because of the location. Midoria is a hot and humid area, and it's a center of trade which would involve a lot of travelers. Both present risks for diseases, which could spread throughout multiple nations.
I don't have any relationships that would help with political prominence, and I don't care very much about it compared to directly helping people. Just by virtue of being known of for my deeds means it is likely anyone who needs my help with something major could find me. Political machinations might ensue, though, which would be aided by Noble inclination and the mental enhancements. Especially with the [JNPL] cult, it's almost certain that I will have to have some involvement with regional and national authorities. Pissing off barins and highlords isn't the plan, but it may sometimes be necessary if it would protect innocents. I also generally have no particularly political encounters, which is only natural with my lack of companions.
The Keter's depression may be an issue, but "One" should be very helpful with that, and I believe that helping other people helps yourself as well.
There is one option, something to consider earlier, in the first years. "One"'s past Meaning must surely be very dense to read, but he hasn't been undead this whole time. It may be possible to use All-Glimpse with the spare years I have to directly view the War of Heaven and Earth and study the final battle in which the First Seat fell. This, if and only if it works, combined with "One"'s teachings would be helpful to develop my fighting style based off of his later on. As I lack Martial Instinct, it would require a lot of difficult training. Since I've switched out Martial Training, it's definitely not going to be complete until a few years after 18 at the earliest.
The Old Throne seems unlikely to be a major target of the Ecumene in the near future considering the possibility of a second War of Heaven and Earth, so I would want to help the region develop as much as possible in whatever ways I can. Any healing spells I develop I would try to distribute the knowledge of as far as possible, and anything especially relating to sanitation that I can help with I would also do. I would start in Midoria because the region is familiar, and go on a journey through whatever regions are most populous, probably starting about by when I'm 20. There's always the concern that my helping people doesn't address underlying issues (((((purely socio-economic reasons))))), which might be more of a problem in overpopulated areas. Here, I'd probably have to make use of my reputation and Noble Inclination to find some way to encourage positive changes. If it ends up being necessary to create infrastructure of my own, it would be a [JNPL] cult. Not the scam kind, but an actual religious movement. I would want the help of a priest of good character for this. Ideally, it should involve consistent communication between groups in cities and towns throughout the country and medical treatment.
Fortunately and unfortunately, all of my encounters are resolved by the time I am 16 years old. After that I can travel elsewhere when needed. This is important because there are far more people on the mainland, which means far more people in need of healing. The cult may be helpful to maintain after I am gone, but I would want to visit every region I have been to periodically, to make sure.
For my death, I have a guaranteed amount of time to help people, but it's quite possible the 12th Outsider elects to try to get rid of me just for potentially getting in the way. Most death runes I could have preparations for from Keter's mentorship, but funnily enough Zemlya and Yee might actually be the causes of my woe.
For very long-term goals, I suppose intentionally modifying reincarnation would be one. It seems very dangerous and unlikely to have many positive uses, however, so I would only study it if the plot would get stale without me messing with something. I would also research necromancy in my spare time of course, but again there isn't as much I can do with it. Further, I can ideally pass on Keter's teachings to others eventually to bring the people closer to creating their own stories.
Who knows, maybe if I revive [JNPL] then when I eventually die I could reincarnate into the Outsider System. It would be an interesting death.
Interactions
In interactions with other Outsiders, I really have no reason not to help them. If they aren't massacring people or anything, that is.
Inevitably, I will misunderstand something. My apologies, please do let me know and I will fix it.
Moonman
Encounter
It shall be 21 years after my arrival to this world when I should meet him.
A dark elven merchant from a far-off land, flying across the world in a skyship.
I accept his offer.
An offer to join him in his travels for the next few years. After informing the Keter (she may even want to join, though that seems unlikely) and the members of the [JNPL] Cult, I would follow him as he next sets off.
Testing ideals and their consequences, seeing myriad new stories from across the world, and considering and discussing what is right. Excellent! I do hope we can get along.
There is no reason not to, and by making connections I could ease communication for the [JNPL] cult. Of course, I can't ever abandon them, so it would be very important to me to communicate with all of them during the trip and give them whatever advice I can. I will write down everything that I learn twice-over into journals, one of which I will carry with me and one of which I will leave in my lodgings. Just to maximize the chances that this information can be properly documented and used for good. Although, I think the most useful parts compared to my current understanding will be related to natural philosophy and medicine, and not necessarily healing spells. Ideally, these studies could be used to develop a process to mass-produce medicine and fertilizer to save millions, maybe even hundreds of millions of lives.
And of course, there is his exceptional medical knowledge. If he has developed a cure to the Bitter Sickness and teaches it to me, I should spread this knowledge carefully to allow its curing without being weaponized. Most likely a modification of the spell designed to be as difficult as possible to reverse engineer, though I'm not exactly sure how to do so. Even if it's possible to use Earth knowledge for some kind of cypher, the Ecumene would still be able to mess with it. I would ask him about it first for advice, as it's his spell.
Other
I disagree with the claim that Spiritual Feel somehow hinders use of magic, given that it is meant to guide you to a better understanding. Your Inner Vision x3 should be just as good or better for understanding Meaning related to biological magic as a result of its other effects, though.
With how he has the mentorship of Dirk Yesod and that his plans are similar in ways to Vtorusha's, I do wonder if he plans to free her.
It's not wrong to want to help someone; I too hope that she can be freed, and surely do many others. But in case of the possibility that she is returned and becomes a threat to civilians, I would want to use whatever I have learned of that era from "One" to prepare. Oh, and I also hope he doesn't because that would be a betrayal of Dirk.
Healing Iwnn when he gains nothing from it is indicative of good character, in that he would do a good deed for its own sake.
I hope that [YMRD] smiles upon you from atop the Pillar of Chance seeing you bring life to the stars, seeing you reach through the limitless possibilities to realize your dream.
Speedster Spider (to be added)
https://archive.4plebs.org/tg/thread/96406340/#96412603
(Unknown) years after my arrival to this world.
Demonic Nightmare Maker (to be added)
https://archive.4plebs.org/tg/thread/96487358/#96493315
(Unknown) years after my arrival to this world.
The Jötunnsdrottninggen (to be added)
https://archive.4plebs.org/tg/thread/96378482/#96381145
(Unknown) years after my arrival to this world.
Vëe the Dream Librarian (to be added)
https://archive.4plebs.org/tg/thread/96392972/#96393021
Encounter
(Unknown) years after my arrival to this world.
I am unlikely to actually run into her, but I may hear about her from Moonman.
Other
Preserving the knowledge of the past for future generations is an admirable goal. I can't visit the Dream Library myself, unfortunately.
Additionally, the temporal magic Feodwra taught Vëe might be usable to un-Psi [JNPL]'s pillar and revive her.
Unnotable Lich
https://archive.4plebs.org/tg/thread/96473313/#96479706
Encounter
Realistically it would make more sense to occur in year 20 or year 21, a bit before I meet Moonman. But it would be very fun if he met One.
17 years after my arrival to this world.
On a trip with One to the mainland, a man suddenly appears as if out of nowhere. Another Outsider, at tha- Autoantecedence Esurient Walk? That's horrifyingly good.
He, One, and I begin a conversation. Turns out he found us by chance.
When he asks, I will gladly introduce him to Keter. I can't force her to teach him anything, but I can put in a good word and try to teach him myself if it comes to that (which would not be guaranteed to work as effectively or safely, or to take a reasonable amount of time).
It would take a while to sail back to the islands, so for the short time at sea we could exchange information. Of course, all of my safe (non-weaponizable) healing spells are freely available to anyone who wishes to learn them.
Other
From his well thought out description of his fellow Outsiders, he is clearly appropriately cautious. I believe he could be one of the most trustworthy, as long as there is no threat to his own safety. Exchanging information is no problem at all, and his knowledge of necromancy could be helpful (both to peacefully avoid potentially hostile undead and for my Zemlya).
Aurum Arc the Golden Finger (to be added)
(Unknown) years after my arrival to this world.
A dedicated, competent, and well-educated merchant. Aurum can contribute a lot to ensuring political stability, and he's opposed to Charlotte and did not take Ameno. If I ever end up in need of funds, I'd happily accept jobs from him that aren't evil. Well, I'd obviously do any healing for free, but divination could be good for business.
If I find or make a long-range telepathy spell, I would sell it to him. Wokdonalds advertisements, everywhere...
And there is the matter of Poluden Orphanages... The Spider Tide cometh.
Goku Sasuke Master Chief Kakarot (to be added)
(Unknown) years after my arrival to this world.
Assuming https://boards.4chan.org/tg/thread/96473313#p96479780 is him, it means there is unlikely to be trouble there. As a fellow Outsider I can trust him, though not completely. I can't assume that he definitely won't try to take Charlotte's place, but I no longer have to assume that he will. It's a very good thing if it means another ally.
Planned Timeline
This is obviously not guaranteed. Previously erroneously listed the goblins encounter at year 6, which isn't true.
Year 1: Encounter One. Encounter Keter. Try to look into One's past. Begin studying magic.
Year 2-5: Training; basic theology.
Year 6: Start of the JNPL cult.
Year 7-15: Travelling throughout Midoria to spread the JNPL cult and gather knowledge. Also necessitates lots of training and some arguing with priests.
Year 16: Troll encounter. Freedom to leave Midoria when necessary. Ideally the JNPL cult should be established throughout the vast majority of Midoria.
Year 17: Possible Unnotable Lich encounter. A trip from Midoria to the mainland with One, just for fun. Latest possible time of Goblins encounter.
Year 18-20: Spreading the cult to the mainland, working with Old Throne authorities. Maybe reaching out to some Malkuth priests separately for solely theological reasons.
Year 21: More realistic Unnotable Lich encounter. Possible Moonman encounter.
Year 22-23: Time spent with Moonman for the most part.
Year 24: Conclusion of apprenticeship under Moonman.
Year 25+: No idea.
On the [JNPL] Cult
Of course, this also serves as a base upon which many new stories can grow.
On second thought, it will definitely be necessary to establish infrastructure of my own.
I want to bring Meaning back into the lives of the people, of all people. To spread the ideal of [ЖНПЛ], of Meaning for every life; of freedom shared amongst the people; of consoling the happy and the sad, the scared and the pained, all; of every single soul in this world ascending to godhood, without exception. Since I want to begin healing people very early, it could easily be as young as 6 (right after the goblins encounter, when I can know I have competent enough self-defense and no fated encounters for a while) when I begin laying the groundwork for this organization. Since a child obviously won't encourage much respect and undead are widely hated, I would want the collaboration of a friend, who should ideally be a priest hoping to expand worship of [JNPL]. So, being very pious is an obvious path for me to meet such a friend genuinely. I would not want to go all the way into theology too early, however, since I want to have a clearly established moral understanding founded in practical experience before spending a lot of time trying to study the meaning of the God-Script. I can study theology in more depth later, but I have a set time limit with "One".
The very first priority is the healing of the sick. The organization should enable this before anything else, as a bastion of hope for all people, regardless of their background or circumstances. This requires that healing magic be taught by me to several other people, and that these people hold positions in the cult. Thus I would want to initially find devout of [JNPL] and safely teach them healing magic from very early on in my life, allowing them to carry forward the worth and Meaning of these stories of salvation, and to see through their endings new beginnings. This group, I hope, can give a path in life, a possible purpose, to many of those whom I have helped, and perhaps some that I could not.
Hygiene standards for the group would be important, as I do not know how advanced medicine in this world is and do not have medical knowledge myself. The first priorities are improving existing waste disposal/sewage systems, handwashing frequency (particularly for doctors, butchers, cooks, barber-surgeons if they exist, and anyone else that deals with the sick, the dead, or food), and running water availability in rural regions.
This organization needs a way to keep watch on itself, to prevent the corrupt detritus from growing in the dark. I will take the lead here, especially early on. After I reach age 16 I may need to leave, so healthy organizational practices should be established before then. The cult needs to be deeply integrated into the local populations, and genuinely responsive to their needs and wants. It should collaborate whenever possible with all other worshipers of the Elder Gods, especially of [JNPL]. It would be very sad if we could not get along. Finding a method of communication may be hard, but it's highly probable that "One" or Keter encountered that issue in the past and have ideas on how to fix it. If not, I would try to develop a long-range communication spell myself. Of course, the organization will grow beyond me, as it should. It should be able to survive without me, though I do want to be frequently involved.
There are multiple types of white flowers in [JNPL]'s portrait. I think similar plants will do quite nicely as a symbol of the cult, especially if ones can be found with medicinal properties.
I do wonder what practices the worship of the Elder Gods entails, what priests of them usually do. Is it entirely concerned with theology? How do they normally interact with the common people? Since there are temples of them marked on the map, are those the only temples of the Elder Gods, or are there smaller ones that aren't mentioned? Sigard is an inquisitor, so surely there are other religious practices. Additionally, his description mentions the destruction of a temple. If there are only a few in all of the continent, that suddenly is an incredibly important event, like if a major city was razed.
Maps
Possible [JNPL] cult presence at 16 years, 21 years, 26 years, and 31 years.
This is absolutely not any form of political control, nor is it a religious majority in those regions. These are only areas in which I want there to be some number of members of the cult.
Year 16
This is the time at which I will be able to leave my starting region. Until then, the cult would likely have to be centered on the town of Vesna and the surrounding areas. Not that that's the only area I can be in, but because it is the area I will most be in. The cult will have a rough start because I lack connections to local authorities and would have to begin making them from a disadvantaged position. While power is a crucial part of good works when used well, it is wont to cause fear and envy. Further, though this will be a benefit in some ways, the Old Throne is generally lacking in faithful of the Elder Gods as far as I know.
Year 21
Several years will have passed since my encounters concluded, giving me time to travel further across Midoria. When I'm not away for tide-related matters I will primarily be dealing with Uruks in the region, and ideally forming a solid relationship for the cult with the local highlord(s) and barins.
Year 26
After returning from my travels with Moonman, I can begin to spread the group throughout the rest of Midoria. Here I would likely be focused on training and improving my magical ability, so the cult may be operating far more independently.
Year 31
Finally, the cult can begin being spread to other Old Throne regions. This would require not being perceived as a threat by national authorities, but I'm sure they would determine us to be of some use. I would want to travel to the capital a few more times, and other major cities in the nation. This is in part to use All-Glimpse for some plotting, but it is mostly to ensure the war(s) within Doria do not cause disease outbreaks.
On Combat and Magic
My abilities aren't really focused on combat at all. Having immense magical talent means I'm certainly not defenseless, but I don't have any mentors or gifts that would make me especially strong. For developing my combat abilities, the main option I have is to convince the Keter to teach me more than she is obligated to. I'm not going to assume that that works out, but I'm going to know her for a long time thanks to Untimeskip and Like Family.
The first priority is healing magic. Ideally enough spells to feasibly heal any normal injury, but what counts as "normal" in a fantasy world might be a problem. Curses, petrification, mind control, possession; there are some things liable to as a whole be outside of my ability for a long time. It would be best to focus on bodily restoration, as described in the main goals. If I do get a chance to make a spell that can restore lost Inborn Gifts, I definitely would share that information with the other tide members.
I would want to make sure to have a good amount of non-lethal abilities. After all, disputes should be handled through legal means whenever possible. Ideally, if they do inflict injuries, it should be easy to heal. So no throwing fireballs and lightning bolts (though learning how to do so wouldn't be wrong in and of itself), as that would be too dangerous for the surroundings or risk of brain damage to the target (assuming that electricity is even involved in the brain here). It would vary based on what magical traditions are common in Midoria, but I would want to look for an attack that can be used to restrain and isn't likely to maim or kill. If I do get a chance to spend a lot of time designing a specialized combat spell (in case I fight someone truly strong), it would be telekinetic control over chains. This is because it could benefit from enchanted items, it can be used to non-lethally subdue enemies, it can be used to parry or block attacks, it can be used for mobility, and it is thematic to use against evildoers.
Another spell I badly want to make is a long-range telepathy spell for those you have met before. It would massively aid the smooth operation of the JNPL cult, even if there is a risk of interception. Now, if it can be used on unwilling targets...
Be Charlotte
That psycho really outdid herself this time, but I have won
Incoming call
Along with having taken Magical Training and both of the magical talents, this line from Afanasiy's description indicates any mage mentor can teach you the basics of magic. I think Kilyn obviously would be able to given that she is an exceptional theorist (one of the greatest of all time), and probably Keter as well as she has Caster Intuition and Spiritual Feel.
This with Theology and One's teaching about the gods means I should have a solid foundation for developing my own magics.
Another interesting note is the line from Aes' parenthood description that she would teach the player before they can walk. That indicates there isn't a physical limitation entirely stopping you from studying magic early. So, I intend to use All-Glimpse on academic resources to get a head-start on magical training and theology if at all possible. Particularly because in the first few years I have little else that I could do.
I doubt elements are particularly important to magic casting, but it could be interesting to research a broad variety water and wind spells if I have the time. It would be useful for my purposes like creating ice for vasoconstriction to decrease pain and inflammation, purifying water from diseases and other filth, and maybe even helping to navigate ships through storms. Not to mention, I can't get away with only having one or two combat spells. Probably a shield of wind to deflect some ranged attacks, it could be very effective if I have long enough All-Glimpse range.
Possible NPC Interactions (to be added)
These are not fated by any means, but things I intend to seek out of my own accord and my own effort.
Jdan Ordo-Dorian
To describe it as awkward would be the understatement of the century, but I want to help Keter try in even the smallest way to make up for what she has done. Here it is also particularly important as a matter of state as well as a personal one; that all-too-important piece of rock really matters. The problem is what Jdan may do with it. Being friends with Moonman becomes even more important now.
The first problem is that Keter cannot un-kill Jdan's father or his friend, and I doubt I could do that either. It is also unlikely to be possible to return the piece, unfortunately. Sometimes there isn't a solution, but that does not mean it is pointless to try. I doubt Jdan would appreciate necromancy, so that too is out of the question. If my reincarnation research works out I may be able to find out who they reincarnated as, but that is pointless (for the purpose of bringing them back) as I won't be able to return their prior memories (as that would actually go against the Ascension plan).
As I live in the Old Throne-controlled Midoria, I am almost definitely on Jdan's radar. This means he will most likely figure out that Keter is here as well, which will make this more difficult in many ways but easier in others. I'm sure he intends to use her as a tool and then get rid of her, .
Dirk Yesod
I don't even know where to begin. It may not even be possible to heal him, but that is no reason to give up. If he does not want to be healed, however, then I obviously should not do anything to him. What exactly Keter could do for Malkuth, I do not know. We definitely cannot so much as enter the country under any circumstances, and just being in Old Throne regions might start a war. It's quite annoying, because he will almost certainly see me through Moonman, and his ship might enter Malkuth. It may be best to change plans, especially because it might cause Moonman and I to end up in conflict if Dirk goes full retard.
Just because he exists, if I were acting rationally I would completely avoid entering Malkuth for any reason. However, why should that stop me? Getting into Malkuth with Keter will be one thing, but getting out will be even more difficult. Bringing her to apologize to Dirk is not the highest priority, as it seems to have been his idea. But if I do get the chance (such as through interacting with Moonman), I would want to help Keter take the first steps to trying to make things right.
Vesryn of the Doria
Keter killed his dad. Big problems.
Thaumiel
I'll just let the Outsiders in Dis deal with her. Hopefully the nightmare problems don't start, but I would never put it past Charlotte to use Nilmatrix for that. The high number of Outsiders in the city might increase that chance rather than lessen it, too.
Eirina of the Orthrung
Numerology would be immensely helpful to protect against mathemagicians. Learning High Elven on my own may be important, and generally cultivating good PR with elves in general. I doubt I will find her like that even assuming that she isn't Rhucuphre though, so it would be best to locate her by meeting another Outsider with a guarantee.
On the Prior Outsiders (to be added, from here on out isn't done)
Temporarily unformatted so the TOC isn't ridiculous
### "One", First Seat
I think it's pretty clear he's my favorite Outsider from my choices.
#### Bob
"Loves stories and loves to dissect them, trying to guess at what type of person the storyteller is through them."
#### Ikona Ikon
### Vtorusha, Second Seat
#### Her Pure Goal
#### Her End
### Aat, Third Seat
#### The Great Progenitor
There was not much he could do about the curse, as that was something Xian planned and did before their swap, when Aat was a slave.
#### Poor Aat
### Savmak, Fourth Seat
#### Unification Attempt
I do not know if it is even feasible to unite the world, but it is a worthy goal, to reach beyond the furthest horizons.
#### Lol Get Sworded
### Yphont, Fifth Seat
#### Diplomacy
#### Uruks and Nightmare
### Tuzik, Sixth Seat
What is there to say?
### Sarmat, Seventh Seat
#### Was He Just?
Pretty much.
### Erginter, Eight Seat
#### Her Despicable Actions
#### Did She Change?
### Charlotte, Ninth Seat
#### Original Charlotte
##### Slavery and the Eldar
#### 0⁰
##### The Destruction of the Orthrung
The elves did not deserve it. Punishing the innocent is never just, and many of them had absolutely no involvement.
##### She Hasn't Earned Any of This
### Katya, Tenth Seat
#### Original Katya
#### Her Mistakes
##### Ameno
##### Dirk Yesod's Eyes, the Old Throne, and Jdan Ordo-Dorian
##### The Battle Against Charlotte, and the Resulting Split From Thaumiel
On the Outer Gods (to be added)
Temporarily unformatted so the TOC isn't ridiculous.
### [JNPL]
#### Her Death
On one hand, pfffft! As if!
On the other, does it really matter that it's impossible if She wants it to happen?
#### The Necessity of Death, or the Lack Thereof
#### The Importance of the Little Stories
### [SRTR]
#### Heroes and Villains, Winners and Losers
#### Tsunderes
[YMRD]
Merchantry
The Ethics of Counting
Prominent theologians from among [JNPL] worshippers have often posited that counting is a moral evil that is best avoided; that it delays ascension by devaluing meaning.
I would present two claims, one in favor and one against:
1: Counting does not have Meaning, because mathemagic destroys normal forms of magic.
2: Counting has Meaning, because Numerology gives meaning to numbers.
I believe that both present interesting insights. First, the latter clearly reads as though it refutes the former. However, that is only due to limited perspective from the framing of the question. It poses that counting either having Meaning or not having Meaning answers the question, and while it would, it can only give a definitive answer of "yes", which could also be phrased as a benefit of no false positives being possible or the strictest possible standard. Thus, from 1 & 2 we can conclude "I do not know" to if counting is immoral, with immorality being defined not as the Meaning of the individual action, because there is no action that does not change the whole via its Providence-ordained moral, but by its contribution to universal ascension to Elder Godhood for all life.
Thus, our rephrased claims are as follows:
3: Counting sets back ascension.
4: Counting speeds up ascension.
As a note, a result of "I do not know" and a result of "Counting does nothing good or bad" are not the same here. The former would be lack of evidence for either of the two claims, and the latter definitive refutation of both. In this case, since preventing an action has a cost it may seem as though either of these results indicates that Counting is acceptable. However, I would present Humilitas as counter-evidence: a miserable life of a police officer who kills himself at the age of 37 after beating a child to death for playing hide and seek would be deeply Meaningful, especially if he left behind a widow and children, or better yet, orphans. This statement and this section as a whole is a shitpost, it's not supposed to be representative of the character, who obviously does not believe that anything is good as long as it causes someone to feel something.
I will now add secondary/supporting claims for 3 & 4.
3a: Counting sets back ascension because it aids the law of Causality of 0⁰.
3b: Counting sets back ascension because it leads to ignoring qualitative differences for quantitative ones.
4a: Counting speeds up ascension because it informs human decision and thereby human memory.
4b: Counting speeds up ascension because it inherently has meaning as a product of human action via the law of Providence.
To be continued
On Worst Case Scenarios:
I may die. That is only natural. Doing what you can to avoid it is just, but there are some lines that must not be crossed.
However. If the free peoples of the world are to lose in the struggle to come, if the Meaning that allows good to exist is threatened, there is no world in which I would not act.
The Old Throne
If Vtorusha wakes up, it will be a second War of Heaven and Earth between it, Charlotte, and the tide. Evacuating people would be a major concern, as there really isn't a good way to destroy it without massive collateral damage. It's possible Moonman through Jdan may be able to do something about it.
Additionally, the big chair may be worsening the nightmare problem.
The Jötunnsdrottninggen's Orbital Uruk Bombardment
Well, fuck.
It's not guaranteed to happen, but if it does work it will be a complete disaster. The plus of some intelligent Uruk species emerging is excellent, but it is not worth a massive, uncontrolled increase in population (which is liable to cause conflicts over resources, famine, and disease, even ignoring natural Uruk hostility).
The Spider Tide
Surely, this isn't going to go wrong.
... I'll make a presentation to Aurum about investing in Poluden orphanages.
The Ecumene
If Charlotte succeeds in conquering Doria, the [JNPL] cult would have to go underground (figuratively, probably not literally). Death of the Author gives me some freedom from being found out, but Charlotte may target other leading members to find me. In combat against regular Ecumene soldiers I can do fine, but mathemagicians would be a problem.