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Esquestria: The House of the Sun - A pony cultist experience

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Esquestria: The House of the Sun - A pony cultist experience
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Mother. Noble. Cultist.

Lady Velvet Covers is part of a cult. One that lurks unseen within Equestria, and that calls upon the powers not of Harmony or the Princesses, but of older things that seem to be imprinted on the very tapestry of the world. One that knows that the waking world is somehow wrong, and that things are not how they were in the forgotten past.

And as the moon begins to rise with Princess Luna's return, after her thousand-years banishment, so to does the cult decides that the time to act has finally arrived.
Last edited:
Character Sheet
CHARACTER SHEET
"You are Lady Velvet Covers..."



Biographical information
"But what does that mean again?"

Name: Velvet Covers
Species: Unicorn (female)
Age: Young and elegant, thank you very much
Cutie Mark: A spread open book, with purple covers and blank silver pages. A few white butterflies float around the edges
Appearance: A tall and slender unicorn mare, with light brown coat and a long white mane


Other artworks exist. By other users, in another place. To be added if they permit it.




Status
"The body, the soul, and all the things in between."

"Mundane" status
Status
Total​
Base​
Esoteric bonus​
Martial
9​
8​
+1 EDGE
Diplomacy
13​
11​
+1 GRAIL +1 HEART
Stewardship
12​
11​
+1 WINTER
Intrigue
12​
10​
+1 MOTH +1 KNOCK
Magic
13​
12​
+1 FORGE
Learning
14​
12​
+1 LANTERN +1 SH
(On Status Level, an 8 represents a perfectly average pony, 10 is a pony trained on that particular field, 15 is a pony who can be considered an expert, and 20 is a master of the art involved)


Current/Maximum Health: 3/3
Total personal combat: +29 (+9 martial, +20 EDGE)
Current bits (money): 451
Current inventory:
Monthly income: 160 bits/month + (Dividends from Rarity)/month

Relevant items/summons:
-A "Leash", currently used with: No current target
-
A "Puppy" currently used with: "Stalk" in general, "Copper Secateur" in particular.
-3x "Wrong Key" (to expire at the END of turn 24)
-Mareinette, Our Lady of Wires (Permanent summons) (Obedience bindings to expire at the END of turn 22)
-Baldomare (summoned creature) (to expire and the END of turn 23)
-Biedde (summoned creature) (to expire at the END of turn 21)
-"An Incarnadescence" (+40 to all Grail actions, to expire at the END of turn 21)
-"I Have Been Here Before" (+40 to all Secret Histories actions, to expire at the END of turn 21)
-1x "Shattered Risen" (summoned creature) (to expire at the END of turn 22)
Artifacts only apply their effect when they are "usable", "in your person", "in range" or otherwise available to you personally, depending on their nature.

HEART Level 3 (STUDIED)
"The skin of a furred animal worked into a large blanket, or perhaps a thick carpet. The salespony insists that whoever sleeps under it (or over it) will wake up feeling refreshed."
Appraised cost: 200 bits
Special properties: +30 on tests to recuperate health or cure lasting debuffs. Applies on contact.

SECRET HISTORIES Level 3 (STUDIED)
"A large hardcover book, or perhaps a grimoire, that displays the content of a different book every time its pages are turned. Some of the things written on it, you are pretty sure, are not true, or never happened."
Appraised cost: 200 bits
Special properties: Gives a variable bonus (from +5 to +15) for any rolls that involve "research" or "study", of any subject.

KNOCK Level 2 (NOT STUDIED) (CANNOT BE USED UNTIL STUDIED)
"A hoof-sized tuning fork... or at least a tuning-fork adjacent. The thing has three prongs instead of two, arranged in a triangular pattern. Striking it yields no sound, none that you can hear at least, even though the thing clearly vibrates."
Appraised cost: Unknown (not studied)
Special properties: Unknown (not studied)

WINTER Level 1 (STUDIED)
"Old. Sturdy. Strained from use, but still reliable. These are definitely not the words you would like to use when describing a noose, and yet here you are. You know it has already been used at least twice, and you realize it can still be used at least once more."
Appraised cost: none. You will burn it if you ever want to get rid of it.
Special properties: None.

EDGE Level 3 (STUDIED)
"A piece of metal, whetted by the heavens themselves. Pulverized into thick dust. Kept around the neck, in a fur-colored pouch."
Appraised cost: 200 bits.
Special properties: If a character carrying this artifact fails an "Escape" attempt during combat by a difference of 50 or less, destroy this artifact and automatically succeed at escaping.

LANTERN Level 4 (NOT STUDIED) (CANNOT BE USED UNTIL STUDIED)
"A many-pronged instrument that can fold onto itself like a switchblade. You believe it is a measuring instrument, but you have no idea what it is meant to measure. And for some reason, it seems to work better, or at least its joints seem to yield more fluidly, when used in utter darkness."
Appraised cost: Unknown (not studied)
Special properties: Unknown (not studied)

SEVERAL UNSTUDIED ARTIFACTS (additional details to be revealed once studied) of the following levels:
-HEART Level 1
-SECRET HISTORIES Level 1
-MOTH Level 1
-MOTH Level 3
-WINTER Level 4

HEART Level 1 (Reagent)

MOTH Level 4 (Reagent)

A short explanation for the consumable/temporary artifacts known as "Wrong Key"

-Can be used as a "Knock 3" reagent
-Single use (breaks when used)
-Can be used reactively to completely deny an enemy offensive ritual aimed at you or at ponies near your immediate physical vicinity.
-Can be used to instantly inflict a single wound to a summoned creature if used in combat.
-Breaks at the end of its fifth month of existence.
-Using a Wrong Key as a sacrifice to summon the Daughter-of-Axes will decrease the ritual cost by 50 bits, and will give you one level of [Priority] over any opposing rituals.
-([Priority] meaning that, if an opposing party attempts to summon her as well, you will not "compete" for the summoning and will always "win", as long as you successfully roll the minimum required for her summoning and have a [Priority] level greater than your foes).
Your Forge realization allows you to produce "reagents". Disposable, single-use items that can be used to boost rituals, or in very specific narrative circumstances. They possess the following characteristics:
-Reagents may be safely stored away, indefinitely.
-Reagents may have "mixed" Lores. Mixed and matched to your heart's content.
-The "total level" of your a reagent you wish to craft (the added sum of all its Lores) is capped at your Forge level.
-The individual level of each Lore you wish to infuse a reagent with is capped at each individual Lore level you possess

For example, If your levels were Forge 3, Grail 2 and Edge 2, you would be able to craft a "Grail 2, Edge 1" reagent. But NOT a "Grail 3" reagent (because your Grail level is insufficient), and NOT a "Grail 2, Edge 2" reagent (because your Forge level is insufficient)

Crafting ONE reagent is a free action, THREE reagents costs one action, FIVE reagents costs two actions, etc.

Reagent's cost in bits is: 5 -> 20 -> 45 -> 80, etc.

Higher level reagents may have unforeseen/unknown narrative or mechanical effects.
BOOK, HEART Level 1. "A small book that covers a particular kind of elegant dancing".
BOOK EDGE Level 1. "The title is self-explanatory: 'Four self-defense spells every unicorn should know'. You doubt they are anything more than different variations of concentrated telekinesis."
BOOK, FORGE Level 1. "A small handbook on camping, explaining the basics of how to build a tent and start a small fire".
BOOK KNOCK Level 2. "A fairly recent, and short, book about dream interpretation. You know it is recent because it was dedicated to Princess Luna's return".
BOOK MOTH Level 5. "The language used in this is indecipherable. The cover, if it even has one, yields no clue about its subject. And yet, you cannot resist the urge to read it." (Requires deciphering. Progress 0/100. From an Era that is Ancient Beyond History, "-50" to deciphering rolls.)
BOOK KNOCK Level 5. "An initial survey of its pages reveals several drawings, or perhaps instructions, on how to build bridges and maintain clocks. You suspect the book is about more than just that." (Requires deciphering. Progress 0/100. From One Era Ago, "-30" to deciphering rolls.)
BOOK, of no Lore levels. "A pile of reports, letters and maps. No doubt containing a wealth of information about the less reputable places of Manehattan. And perhaps of the treasures they hide."


"Esoteric" status
KNOCK
Perks:
-Gain access to the Mansus;
-+25 when "attempting to open something";
-+1 Intrigue;
-Mundane locks no longer work against you;
-Using one action to explore the Mansus gives you two Mansus actions;
-One Knock related re-roll per turn.
-??? [Patient. Soon.]
-Level 0: You understand that there are other Worlds, and secret paths between them. But the only one you know is the World in your dream, the Mansus, and perhaps that is the only World that matters. (Allows access to the Mansus)

-
Level 1: A door is not a passage, it is a thing that denies the passing of something, the opening behind a door is the true passage. And all passages share certain characteristics with wounds, as well as certain words. (+5 when attempting to open something)

-Level 2: A door always bears a price. Most of them demand their prices be paid when they are created, as is the case with wounds and portals. But the doors of the Mansus always were, they were never made, so their prices must always be paid upon passage. (Further +5 when attempting to open something. +1 Intrigue.)

-Level 3: It is not about simply opening something, no. The manner in which something is opened is also of equal importance. You have the impression that the reason as to why something is opened might be even more important, but, for now, you have learned the secret that allows you this much. (Further +5 when attempting to open something. Mundane locks no longer work against you, and Mansus actions now allow for two choices to be picked, or for the same choice to be picked twice.)

-Level 4: Some connections are unions, because they combine "here" and "there" into a single thing. Other connections are divisions, for the existence of a bridge is what transforms a single river into two separate shores. But all of those situations share the similarity of there being a path itself, and the creation of that path is what truly matters. (Further +5 when attempting to open something. Gains a single re-roll for Knock per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: Opening a passage always involves a violation. Whether one violates the face of a mountain with a pickaxe, or the laws of the world with a ritual, the opening of a way always requires the removal of what once stood in its place. Even the use of a key is a violation. It just happens that a key applies the minimum amount of force needed, when used in its proper lock, in order to open a passage.
Your soul is now a key, and reality is the lock. And should you ever find a suitable keyhole, you will be able to turn it. (Further +5 when attempting to open something. And ???)


-Level 6: PROGRESS 0/6.

LANTERN
Perks:
-+20 when attempting to "learn the secrets that are within an object";
-+1 Learning;
-May study 3 books or 2 artifacts per turn;
-You might be able to learn from objects you can touch;
-One Lantern related re-roll per turn.
-Level 0: You know that there is more to knowledge than the simple sciences and magics known to ponies and the other races, and although you have no idea what it is you have been warned that it can easily blind the careless. (+1 when attempting to learn the secrets that are within an object)

-Level 1: A physical object exists, whether if it is bathed in light or cloaked in shadows. But what of knowledge, or ideas? If those are not illuminated, if a mind does not bathe them in light, do they truly exists? (Further +4 when attempting to learn the secrets that are within an object)

-Level 2: You know that radiance of Glory escapes from the Mansus, sometimes, away from the Woods and into the Wake. You even think you can see it, whenever light is reflected at the correct angle from a mirror. You try not to look for such angles, or not to stare at it so intently whenever you catch a glimpse. (Further +5 when attempting to learn the secrets that are within an object. +1 Learning.)

-Level 3: You have learned the secret that allows you to see through shadows. Even the shadows that you cannot see. (Further +5 when attempting to learn the secrets that are within an object. May study 3 books or 2 artifacts per turn, generate less suspicion to family head, and might be able to learn from objects you can touch.)

-Level 4: Knowledge is light. Its source cannot help but shine, and everything it touches cannot help but distort it. You may only trust mirrors to properly carry it. (Further +5 when attempting to learn the secrets that are within an object. Gains a single re-roll for Lantern per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: PROGRESS 0/4. SACRAMENT 0/1.

FORGE
Perks:
-+20 when attempting to "destroy something";
-+1 Magic;
-May craft Reagents to boost Rituals. (Max level of reagent is based on Forge Level, and the combination of Lores infused may not pass your personal level on each individual Lore).
-Level 0: You have heard that nothing is truly eternal, and yet nothing can be truly destroyed. While the true meaning of that still eludes you, you have heard that fire can whisper you the answer. (+1 when attempting to destroy something)

-Level 1: What are the words that fire sings as it burns? Ponies knew those words, long ago, much like they knew how to move the clouds and how to befriend the earth so that it might bear fruits. And although they might have forgotten those particular words, you know it is possible to learn them once again. (Further +4 when attempting to destroy something)

-Level 2: Heat, you now know, is the physical representation of change. A metal bends and melts when heated not because of the temperature, but because change is being presented to it, inserted into it. You have learned, now, that it is possible to enact changes to certain things through other mediums, which are both more exotic and more effective than fire. (Further +5 when attempting to destroy something. +1 Magic)

-Level 3: A modern alchemist is no different than a foal, experimenting through trial and error in the hopes of stumbling upon something worthwhile. This, what you now know, is the correct way, in which a deeper understanding of the base elements and the base rules is used to produce the desired result. (Further +5 when attempting to destroy something. May craft Reagents to boost Rituals. Max level of reagent is based on Forge Level, and the combination of Lores infused may not pass your personal level on each individual Lore.)

-Level 4: It is impossible to truly break something. And it is impossible to create something that is truly unbreakable. Everything is in constant flux, and the only thing one can do is steer the direction of that unstoppable flow. (Further +5 when attempting to destroy something. Gains a single re-roll for Forge per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: PROGRESS 0/4. SACRAMENT 0/1.

EDGE
Perks:
-+20 to Personal Combat;
-+1 Martial;
-Immunity to ambushes, and limited sensorial skills regardless of nearby obstacles;
-During combat, your first of every six combat rolls is rolled twice, and you keep the largest result.
-Level 0: You have learned that conflict is not only inevitable, but also natural. There is a certain sobriety to be gained from that realization. (+1 to Personal Combat)

-Level 1: Combat is not merely to take, or to end, or to divide. It is not only cunning, or strength, or agony. But there is also no way to describe combat without being intimate with all of those. (Further +4 to Personal Combat)

-Level 2: Every life, every living being, is but a confluence of a thousand crucial factors. Cut one, be it artery, passion or sanity, and said life will be ended. You can see them now, every so often, sticking out of those around you like a sore hoof. It chills you now, every so often, when you identify those factors on your loved ones. The factors, you see, seem to beg to be cut. (Further +5 to Personal Combat. +1 Martial)

-Level 3: Combat never ends. Or rather, you are in a combat that has been going on during your whole life, and that has not stopped or paused for even a single moment. Everypony is. It is a battle that began the moment you were born. And that will only end, in humiliating defeat, when you die. Now that you have realized this, you will never be caught unaware again. (Further +5 to Personal Combat. You are immune to ambushes, and you are able to "smell" certain kinds of nearby creatures up to a reasonable range regardless of physical obstacles between you and your mark.)

-Level 4: Decisiveness is crucial. Even the sharpest blade will only cut as deep as you push it into a body, and a blade that is pulled backwards only risks cutting yourself. Once you make a commitment, the only direction you can go is forward. (Further +5 to Personal Combat. Roll twice on your first of every six combat dice, during combat.)

-Level 5: PROGRESS 4/4. SACRAMENT 0/1.

WINTER
Perks:
-+20 when "resisting things that would harm your mind";
-+1 Stewardship;
-Physical discomforts no longer hinder you, thought they will still affect or harm you;
-You are unnaturally resistant to cold;
-Learn how to summon Flourishing Risen and Torn Risen from dead bodies;
-One Winter related re-roll per month/turn.
-Level 0: You know that death is not the end, although you know not how you came to learn that. (+1 when resisting things that would harm your mind)

-Level 1: There is something curious about stillness. When the air is still you have quiet, when the mind is still you have peace, but what might happen when the spirit is still? Whatever the answer is, you know that it must not be taught with words, for if the answer breaks the quiet then it is, by principle, incorrect. (Further +4 when resisting things that would harm your mind)

-Level 2: Sometimes when your breath exits your mouth it is as cold as a midnight chill, and you know that it is because you have learned certain words. This might happen because the words wish to be spoken, or this might be because your body wishes for you to be silent. (Further +5 when resisting things that would harm your mind. +1 Stewardship)

-Level 3: The secret without which the first Crossings, past the crossroads and through the great mountains beyond the horizon of the Mansus, would not have been possible. (Further +5 when resisting things that would harm your mind. Physical discomforts no longer hinder you, thought they will still affect or harm you. You are unnaturally resistant to cold. You may now summon Flourishing Risen and Torn Risen from dead bodies.)

-Level 4: A music may only be shared after its composition is finished. A trail may only be mapped after it is completely walked. A life may only have meaning after death. The nuance, however, lies in understanding what death truly is, for a pony may die several times throughout his life. (Further +5 when resisting things that would harm your mind. Gains a single re-roll for Winter per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: PROGRESS 1/4. SACRAMENT 0/1.

HEART
Perks:
-+15 when "resisting things that would harm your body";
-+1 Diplomacy;
-If you reach zero health, you will enter a state of "Dancing with Death" instead of immediately dying.
-Level 0: There is a dance that never ceases, and those who dance it cannot be ceased. You know it rhymes with heartbeats and rolls with the beating of drums, but apart from that you know nothing else. (+1 when resisting things that would harm your body)

-Level 1: What is the difference between a the stomping of a hoof against the ground during a dance and a thunderclap, apart from the scale of it? Both follow a rhythm, both accompany the motions of nature itself, both are a herald to the next one that will soon follow. (Further +4 when resisting things that would harm your body)

-Level 2: To be alive is to continue. To die is to stop. It might be possible to exist without being alive, or to exist without movement, but that form of existence is both unnatural and not right. (Further +5 when resisting things that would harm your body. +1 Diplomacy.)

-Level 3: Nopony ever really dies, as long as the song continues to be sung. This is the secret hymn that hearts sing, as they beat. This is the secret that allows you to sing back to your heart, when it gives up on singing. (Further +5 when resisting things that would harm your body. If you reach zero health, you will now enter a state of "Dancing with Death" instead of immediately dying.)

-Level 4: PROGRESS 0/4.

GRAIL
Perks:
-+20 when attempting to "convince someone of something";
-+1 Diplomacy;
-You gain one "Leash", a leashed pony will treat you differently in a positive way;
-One Grail related re-roll per month/turn.
-Level 0: You have heard whispers that there is never any wrong in accepting one's own nature. Your rationality denied such a thing, and yet your body agreed. There might be some deeper knowledge to that. (+1 when attempting to convince someone of something)

-Level 1: There are words that beg to be spoken, and actions that beg to be performed, and they share characteristics that are deeper and more complex than the base and carnal aspects that most might attribute to them. What further things might we discover if we learn these similarities? (Further +4 when attempting to convince someone of something)

-Level 2: You have come to realize that there is a circle, of sorts, present in the lives of all ponies. Your desires beget your cutie marks, and then your cutie marks bring forth your desires. For the longest time you have tried to understand which came first, but now you understand that the answer is "neither". The two things are one and the same. The two things are a commemoration of Birth. (Further +5 when attempting to convince someone of something. +1 Diplomacy.)

-Level 3: A pony's desire is a powerful thing. It guides their will through their lives. It guides their bodies in drawing their cutie marks. This is the secret to begin touching it. (Further +5 when attempting to convince someone of something. You gain one "Leash". A "Leashed" pony will act towards you as if they were one step higher on the Acquaintance-Friend-Close Friend-Confidant-Minion sliding scale.)

-Level 4: Everypony, no matter how young or old, is driven by their blood. It runs through their bodies, nourishing their limbs from within. It sings to their souls, granting them gifts of lust and ambition and desire. It is the endless river that they produce, which in turn also nourishes them back. Those who lack it are simply not alive. And that is why the dead, and the dull, do not bleed when cut. (Further +5 when attempting to convince someone of something. Gains a single re-roll for Grail per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: PROGRESS 0/4. SACRAMENT 0/1.

MOTH
Perks:
-+20 when attempting to "evade someone", or when you do not want to be found;
-+1 Intrigue;
-Mundane darkness no longer affects you;
-One Moth related re-roll per month/turn.
-Level 0: Everything within our minds is a part of us, being something that was both made by us and something that makes us, even the parts we do not understand. What can be learned from them? (+1 when attempting to evade someone, or when you do not want to be found).

-Level 1: There are powers that are pleased by the constant changes within us, but to truly attract their attention there must be changes to our outside as well. Even a slight cut from a lock of a mane, if done correctly, may sometimes be enough. (Further +4 when attempting to evade someone, or when you do not want to be found).

-Level 2: You have learned much from dreaming, but you are also starting to learn things from being awake. The night wind sometimes whispers against the trees, the moonlight paints the land in meaningful patterns at certain hours. But you can only ever notice those things after you have given up on searching for them. (Further +5 when attempting to evade someone, or when you do not want to be found. +1 Intrigue.)

-Level 3: This is the secret known by those who understand what it means to become truly lost. (Further +5 when attempting to evade someone, or when you do not want to be found. Mundane darkness no longer affects you.)

-Level 4: That which is not touched by light cannot be seen. That which is not reached by thought cannot be understood. Those are the truths behind the chaotic nature of the Woods, for it is neither touched nor reached by the ultimate light of Glory. But why, then does, the Woods so desire the Glory? (Further +5 when attempting to evade someone, or when you do not want to be found. Gains a single re-roll for Moth per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: PROGRESS 3/4. SACRAMENT 0/1.

SECRET HISTORIES
Perks:
-+20 when attempting to "find something";
-+1 Learning;
-"Book/Artifact Search" actions upgraded, even when performed by servants, and no longer cap when performed by yourself;
-One Secret Histories related re-roll per month/turn.
-Level 0: You have been taught that the history of this world is neither an open book nor a strand of rope, and yet it is full of knots, and parts where it has been written over by scribbles. (+1 when attempting to find something)

-Level 1: There seems to be a beginning to all of this, a place from where everything started diverging or a past that everything can agree on. Whatever its nature is, its making also carved the Mansus, and seeded the Woods. (Further +4 when attempting to find something)

-Level 2: There are several Histories, but only one Mansus, and this has taught you that no matter how tangled a web might be, there will always be a point of convergence. No matter what you search for, there will always be similarities to be found in other Histories. (Further +5 when attempting to find something. +1 Learning)

-Level 3: This is no secret at all, it is in fact something painfully obvious. The secret you have come to realize is, instead, the extends that ponies go to not realize it. (Further +5 when attempting to find something. "Book/Artifact Search" actions upgraded, even when performed by servants, and no longer cap when performed by yourself.)

-Level 4: Coincidences do not exist. Alignments exist. Cause and effect exists. The logic that determines where a lightning is most likely to strike exists. But coincidences do not exist. Not, at least, in the superstitious way that most ponies believe they do. (Further +5 when attempting to find something. Gains a single re-roll for Secret Histories per month/turn, to be used on the result that would benefit Velvet Covers the most.)

-Level 5: PROGRESS 4/4. SACRAMENT 0/1. (Personal Sacrament 1/3)

THE STAIN UPON YOUR SOUL
Current Level: 3/7
Should this counter ever reach 7/7, Velvet Covers will immediately reach the ending "The Mother of Wolves".
THE FIRST SON
"Like a piece of parchment that was put too close to a fire, or wool that was grazed by a candle's flame. This one's soul is marked, now, and that mark is an ugly thing that cannot be taken back."​

-[Wolf, thy name is Evil]: "An old malice has been reintroduced to Equestria, like a wind that brings misfortune or a day where the sun just doesn't shine as bright."
(Equestria is now a worse place.)

-[The Benefits of the Mother]: Velvet Covers may now perform Regrettable Actions.
(Velvet Covers may be offered additional actions to further this path.)



THE SECOND SON
"Deeper now. Darker now. This one's mark has grown. But not out of ignorance or innocence, but by intention and design. And that intent, perhaps, might be worse than the mark itself."​

-[Wolf, thy name is Paranoia]: "I will speak the words you taught me, in the ears and in the minds and in the souls of ponies. Until they fall upon each other in frenzied fear."
(All non-alicorn ponies, in all of Equestria, will receive a "-5 (Paranoia)" malus whenever they perform an action that requires them to cooperate with another non-alicorn pony.)

-[The Benefits of the Mother]: "The son is not required where the Mother treads, for the progenitor's actions will always eclipse that of the progeny."
(Paranoia will not affect Velvet Covers herself, or anypony near her, in a very large radius. The "location" where Velvet covers is, be it a city or an expedition or a place of import, is immune to the above Malus.)



THE THIRD SON
"Like anything else, the third is time is always the most meaningful. This is the last time it will hurt. Because the next time this one crosses the line, the filth within this one will be a greater part, compared to what remains."​

-[Wolf, thy name is Ash]: "The Wolves gnaw around the walls of the Mansus. As any student of Histories know, they will kill you if you linger."
(All creatures not aligned with Velvet Covers will be harmed, or will risk being harmed, whenever they attempt to enter the Mansus.)

-[The Benefits of the Mother]: "Give me their scent, Mother. Tell me your will. The ashes will consume them until only the flavor of their bones remains."
(Ash will "guard" the entrance of the Mansus, afflicting ponies who try to enter. The greater the proportion of ponies it is directed to afflict, the lesser the effect. Additionally, Ash may be given the "scent" of a single character, who will be actively hunted whenever it tries to enter the Mansus regardless of Ash's "guard" orders. Velvet Covers may spend one Mansus action to visit Ash, and give it new directions.)


Traits
Positive:
-Graduated: You have graduated from an institution of higher education (+1 Learning, +1 Magic, +1 Stewardship, already applied);
-Beautiful: +5 when trying to seduce other creatures, or just be pleasant (+2 Intrigue, already applied);
-Gifted: +5 when trying to cast your racial magic (+2 Magic, already applied);
-Well Read: +5 when attempting to decipher or learn from scrolls or books (+2 Learning, already applied);
-The good Velvet: You are immune to your family's complicated reputation, having sufficiently distanced yourself from it... you hope;
-Mare Administrator: +10 when organizing projects that span large areas, or that involves the efforts of several ponies (+2 Stewardship, already applied);
-Above All Suspicion: The alicorns trust you, in a time where trust is a precious and scarce resource. Do. Not. Break. That. Trust;
-Security Detail: Two ponies with varying status (usually 3/3 health and +15 personal combat) will be guarding your "home base" at all times. (But they will not follow you on expeditions, or join you in combats you initiate on your own). Increases the degree of suspicion suffered when strange things happen to you (but not when you perform strange activities).

Negative:
-Murderer: "This one's hoofs have taken a life";

Lost/discarded:
-Frightened [MALUS]: -10 to Personal Combat; (Cut away by The Incision of the Heart)
-Favored in Canterlot (Mi Amore Cadenza) [Possible Malus]: +20 for certain rolls in the city of Canterlot. You will be immediately recognized as a supporter of the crown; (Transformed into "Above All Suspicion")
-Scarred [MALUS]: -1 base Health; (Reshaped into health by The Forge's Redemption)
Attained:
BRANDED by the SECRET HISTORIES: Your cutie mark is no longer merely that... You will be recognized by those in the know, and in turn you will now recognize them back. You may also benefit from the skills learned by both (Personal and Invitation) Sacraments of your Branded Lore;
MOTH: Mundane darkness no longer affects you (Level 3);
SECRET HISTORIES: "Book/Artifact Search" actions upgraded, even when performed by servants, and no longer cap when performed by yourself (Level 3);
LANTERN: You may read three books per turn, or study two artifacts, and you will generate slightly less suspicion towards the family head. You now can (try to?) learn (learn... what?) from objects you can touch (Level 3);
KNOCK: Mundane locks no longer work against you, and Mansus actions now allow for two choices to be picked, or for the same choice to be picked twice (if -> else action plans are also acceptable) (Level 3);
KNOCK: ??? (Level 5); [Patience. Soon.]
WINTER: Physical discomforts no longer hinder you, thought they will still affect or harm you. You are unnaturally resistant to cold. You may now summon Flourishing Risen and Torn Risen from dead bodies (Level 3);
FORGE: Max level of reagent is based on Forge Level, and the combination of Lores infused may not pass your personal level on each individual Lore (Level 3);
EDGE: You are immune to ambushes, and you are able to "smell" certain kinds of nearby creatures up to a reasonable range regardless of physical obstacles between you and your mark (Level 3).
GRAIL: You gain one "Leash". A "Leashed" pony will act towards you as if they were one step higher on the "Acquaintance - Friend - Close Friend - Confidant - Minion" scale. (Level 3).
HEART: If you reach zero health, you will enter a state of "Dancing with Death" instead of immediately dying. (Level 3).

Learned:
-Mirror Keeping Techniques: "Thrice clockwise, then across, till the sheen evaporates. Lay it flat on the ground, then..." (All rituals involving Lantern cost -5 bits, already applied)
-Lapdog: "You are sure it was called that, although it bears no resemblance to a dog at all. Still, this miraculous device, too intricate to be used by anypony but a unicorn, will aid you greatly." (You may produce TWO Lore Manuscripts instead of one, of one level below your current level on the selected Lores. Costs one Forge 1 reagent to use.)
 
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Contacts and Names
CONTACTS AND NAMES
"Friends, foes, minions... family."


Importantly, everything here is based on Velvet's own subjective point of view.



Your Family

(WARNING):
The death of any character on this list will immediately result in a game over.

Selene:
-Lores: [MOTH 4] [WINTER 4] [EDGE 4] [KNOCK 4]
-Info: Selene is your daughter, and you will brook no argument that claims the contrary. She may be Princess Luna, put to sleep due to powers beyond your comprehension. She may have been entrusted to you by her parents, somehow, rather than born from your own blood. But all that matters to you is that she is one of your fillies, and you have helped her grown every step of the way. The only issue you have with this whole situation is that, to this day, she has not yet called you "mother".
"What should you call her? Well, if you are asking that question then you already failed the secret test. Those who love her call her Selene. Those who know of her call her Luna. And she is happy to be called your daughter."

Luna, the Princess of the Moon

Health: 7/7
General bonus: +30
Lores: MOTH 4, EDGE 4, WINTER 4, KNOCK 4

As an alicorn, Selene has TWO actions per turn.

[MOTH SKILL]: Selene will be able to retain her "Selene" guise, without raising any suspicion, for as long as she wishes. Her guise will remain undetected until she chooses to reveal herself.
[EDGE SKILL]: Selene may use "No holds barred" in combat, which gives her a flat +30 bonus, but causes her to attack all ponies within range (regardless if they are friends or enemies) and to cause severe damage to her surroundings.
[WINTER SKILL]: Selene may spend an action to soothe the nights of Equestria, over the course of an entire turn. If used, Equestria will be slightly more peaceful, and the darkness will be pushed back, for the duration of that turn.
[KNOCK SKILL]: Selene may once again dream-walk with confidence. She may also contact almost any character, even if she does not know her location or if they do not want to be contacted. However, she may not impersonate Velvet Covers, or anypony else, when doing so.
[DILIGENT]: Every turn, Selene will automatically perform one random "training" action, in addition to her two personal actions. She is free to use her actions on something else. (Matured into the trait "DEDICATED")
[DEDICATED]: Selene no longer has to spend her free time training, and has decided to instead fully dedicate herself to your cause. She has an additional action per turn, for a total of three.

Selene is currently "in training". She will have the following exclusive actions available to her, every turn, until they are all completed. These actions will always auto-succeed.
Due to her "Diligent" trait, Luna will always perform at least one of these actions every turn for free. But she may spend her own action-points to advance her training more quickly::

[] This body is new to her, but it is old to the world. She must learn of its abilities and privileges. (Grain +5 to her General Bonus) (TRAINING ACTION)
[] This body is old to her, but it is new to the world. She must learn of its restrictions and limitations. (Gain +1 total health) (TRAINING ACTION)
[] Realize something about Edge. (Unlock her Edge skill) (TRAINING ACTION)
[] Realize something about Winter. (Unlock her Winter skill) (TRAINING ACTION)
[] Realize something about Knock. (Unlock her Knock skill) (TRAINING ACTION)

Once Selene completes her training, she will be able to reach Level 4 in all of her Lores at the same time. That lesson will require an action from Velvet Covers, who must have the requisite Lore knowledge, and will grant Selene a further +1 total health and +5 to her General Bonus. As well, of course, as the upgrade in her personal Lore levels.


Selene has successfully completed her training.

Stormchaser:
-Lores: Disciple, [SECRET HISTORIES 3] [KNOCK 1]
-Info: Your dear husband. A pegasus weather specialist from a family of wealthy cloud merchants. Your marriage with him may have been arranged, but the two of you eventually came to love each other. He has an ability, of sorts, that he has never spoken about with anypony else, apart from you that is. He can, sometimes, realize when a particular object or moment is important, and he has no other way of describing it, or explaining how it works. Still, all that matters to you is that he loves you, and he remains determined to be your "moral compass" even in these trying times.

Silky Stream:
-Lores: None/Unknown (too young to tell)
-Info: Your daughter. The little pegasus who you absolutely adore. She has her father's eyes, and perhaps a little more from him when it comes to noticing things. But much to your concern she also has a sweet tooth, one that you hope she will grow out of. Regardless, your thoughts about her would run for too long if you ever tried to list everything good about her, so it's best just to say that you would do anything for her. And to everypony else, she is just a healthy and happy filly who is particularly good at befriending other ponies. And maybe even some not-ponies.

Soft Sweeps:
-Lores: [YOUKNOWWHATYOUDID 3] None.
-Info: Your oldest daughter. An extremely loyal mare who, more than just being your daughter's caretaker, eventually became like an older sister for her. A young and hardworking maid who... had a family in Canterlot, until tragedy changed her life forever. But when she lost everypony else, your family took her in without a second thought. So even though she is still attached to her maid uniform, you treat her like one of your own. No matter how embarrassed that makes her.



Your Friends

All contacts in this subsection are under the following rules:
Regular contacts are classified as one of the following categories, in this specific order:

Acquaintance -> Friend -> Close Friend -> Confidante -> Minion

[Acquaintance]:
Any pony you just met will immediately become an acquaintance. This is the first step of most relationships. And unless special narrative circumstances apply, you are reliably able to contact an acquaintance to further your relationship.

[Friend]: Interacting with an acquaintance under almost any circumstances, even if you do not spend an action to do so, will usually upgrade them into a friend.
You may invite a friend to participate in your actions through a "write-in" during the turning phase. But friends can deny those invitations, and they might interact (or even hinder) your planned action in an unpredictable way, depending on the narrative.

[Close Friend]: Spending time and effort (read: actions or bits) on a Friend may upgrade them to a Close Friend.
They are like Friends, but closer. Close Friends can be relied to have your best interests in mind, and are honestly interested in helping you. They will not purposefully hinder an action that they are involved in, and will generally be more useful/willing to help as the narrative allows.

[Confidante]: A Close Friend can become a Confidante if you inspire loyalty, admiration, or a debt towards you. Usually after you perform an action of great personal relevance to them.
Confidantes are loyal to you. Their moral compasses are not altered, and they will not act in a way that is improbable or out of character. But other than that, they will follow your lead.
Confidantes provide one action point per turn for you to use.

[Minion]: A Minion is a character who is completely under your control. They are willing to kill, die, or perform any other action under your direction.
There are no socially acceptable ways to transform a Confidante into a Minion, and this tier is should be purely hypothetical.

Rarity:
-Level: [MINION]
-Lores: Disciple, [GRAIL 3] [FORGE 1]
-Info: Bearer of an Element of Harmony, an incredibly talented fashionista who has caught the eye of the high society. She is absolutely enamored with Canterlot and the glamour of other major cities, and has a little sister who's your daughter's age. Furthermore, she considers herself deeply indebted to you ever since you helped her dreams of "making it big" in the fashion industry.

-Extra:
--Rarity will produce (gift you) a certain amount of bits per turn, as long as she can maintain her career.
--Rarity will remain a minion as long as Velvet Covers has a greater level of Grail than Rarity, or as long as Velvet Covers is under the effect of a maximum Grail influence.
--Rarity may "Take a Commission", which will give Velvet Covers an immediate windfall of bits. However, this will cost Rarity's attention towards her ongoing career, and is particularly taxing for her to do often.

Jade Whistle:
-Level: [CONFIDANTE]
-Lores: Seeker, [LANTERN 4] [HEART 2]
-Info: An earth pony mare of aloof demeanor and almost-permanent neutral expression. She was formerly in charge of the "occult" doings of the Cult, but has since taken to following you instead.
You have learned that she had a younger brother, who perished after a terrible accident. The same accident that caused her family to fracture and... "leave". Still, she is an extremely observant and intelligent mare. Although she has difficulty bonding with other ponies, and even more difficulty taking care of herself.
She is making progress though. And you trust she is on the right path.

-Extra:
--Jade Whistle will react negatively if she fails a task you give her, and is generally more fragile to psychological difficulties.
--Jade Whistle can perform certain researches that, generally, would be exclusive to Velvet Covers.

Fluttershy and Comet Feet:
-Level: [CONFIDANTE]
-Lores: Initiate / Seeker, [WINTER 1] / [EDGE 4]
-Info: Bearer of an Element of Harmony, a recluse pegasus mare who seems to be more at ease around animals than ponies. She lives in the nebulous area between the outskirts of Ponyville and the Everfree forest. And despite her extremely shy nature, she somehow got in touch with Comet Feet. Or rather... more than just "getting in touch" with Comet Feet, she seems to be thankful to you for their... budding relationship?

-Extra:
--You have reached an understanding with Comet Feet.
--Velvet Covers may not teach the Lores to Fluttershy. And in return, Comet Feet will "step in" to perform any actions, in Fluttershy's stead, that he considers dangerous, or that are dangerously involved with the Lores.
--Comet Feet, in particular, is not your friend. But thanks to this understanding, he probably isn't your enemy either. You will endeavor to keep things this way.

A large pegasus with a gruff expression that you could easily picture as a member of the guard. He was formerly the pony in charge of the cult's "dirty business". But now, he lives a life of reclusion together with Fluttershy. And you will not pry any further than that.

Cheerilee:
-Level: [CLOSE FRIEND]
-Lores: [HEART] / [MOTH]
-Info: Your daughters' teacher, who views her job as important mainly because it helps build the future of her students. She seems to be capable of truly dedicating herself for others. After several on-and-off meetings over several months, the two of you eventually became closer after she began to visit you during a period where your health was very poor.

Filthy Rich:
-Level: [CLOSE FRIEND]
-Lores: UNKNOWN
-Info: A wealthy stallion who has business in sales and retails at Ponyville. He is a good father, and you feel that he is a dedicated husband, but you can also tell that there is some sort of problem in his family right now... Specifically, he seems to have a big problem with his wife (or perhaps countless tiny problems, as these things go) that are creating a gap between him and her. Thankfully, he knows he can count on you in these trying times.

Spoiled RIch:
-Level: [FRIEND]
-Lores: UNKNOWN
-Info: The wife of Ponyville's well-to-do Filthy Rich, and the mother of one of your daughter's little friends, Diamond Tiara. A mare who thinks, or perhaps knows, that status is all that matters in this world. She thinks of you as fine wine, and of herself as a pony who only ever had water her entire life.
-Special notes: She is a sycophant-to-be, if such a thing even exists. She will more easily reach the level of Confidante, but she will not provide you any action points unless she becomes a Minion.

Applejack:
-Level: [FRIEND]
-Lores: [FORGE]/[UNKNOWN]
-Info: Apple Bloom's older sister and middle daughter of the current generation of the Apple Clan. A dependable and responsible orange earth pony. You feel like you two should be closer friends, at this point, but you just can't seem to meet her under casual circumstances.

Mayor Mare:
-Level: [ACQUAINTANCE]
-Lores: UNKNOWN
-Info: A young and energetic earth pony mare, who is the de facto leader of Ponyville. You had very little contact with her, even when you were the "ranking noble" of Ponyville. But the two of you never had any problems with each other. More recently, she has been asking for your counsel in matters related to Ponyville. Especially given how, according to her, the townspeople have come to respect your opinion, after the "changeling" kidnappings that occurred.

Twilight Sparkle:
-Level: [ACQUAINTANCE] (LOCKED)
-Lores: [LANTERN]/[UNKNOWN]
-Info: Leader, as far as you understand, of the Elements of Harmony. A young and genius unicorn mare who, despite her lack of social skills, had a bright and prosperous future ahead of her.
"I ruined her life..."



Everypony Else

Princess Celestia:
-Lores: [LANTERN 1], further UNKNOWN
-Info: The Sunbringer, the Immortal, the eternal ruler of ponykind and protector of Equestria. The oldest alicorn in Equestria who needs no introduction. You know, or at least you think, that she was born into this world. Much like you know, or think, that she has made some sort of covenant with Harmony. But for now, after entrusting you with a great responsibility, she is the faraway monarch who is judging ponykind from the reclusion of her castle.
Notes: You must not allow Celestia's Lantern level to reach your Moth level.

Princess Mi Amore Cadenza:
-Lores: [GRAIL] [WINTER] [HEART]
-Info: Princess Cadance, the first pony ever made into an alicorn, is a pony who had been torn between two worlds for the longest time. A mare who everypony expects to be a Princess, and a Princess who thinks she is still just a mare. You first met her when you were trying to bring a family back together, and that seems to have been the theme of your relationship ever since. You became one of the few ponies who truly know her as "Cadance" rather than a Princess. You gave her a shoulder to cry on when everypony else expected her to be strong. And finally, you helped her marry the love of her life. She cares about you, perhaps more than you know, and she trusts that you will always be by her side. So, it is no surprise that she will also stand by you, as the two of you tackle the challenges of the future. And you will always think of her as a kind pony first, and a Princess second.

Shining Armor:
-Lores: UNKNOWN
-Info: Formerly a captain of the Royal Guard, and currently the Deputy of the Lunar Bureau, both of those titles tremble before the fact that he is the very first husband to an alicorn. A competent, dedicated and trustworthy unicorn stallion, who can be just a little hardheaded once he thinks he must stand his ground. Still, he has not let any of the several adversities that struck his life, from losing his family to having his horn broken, slow him down.

Midday Dew:
-Lores: UNKNOWN
-Info: A thin, skittish and bespectacled earth pony stallion who you met while working at the Lunar Bureau. His documentation, and the things he has access to, imply he has Princess Celestia's trust, or at least that she values him for his skills... whatever those might be. You suspect he is an equivalent "figurehead" the same way that you are, and that he is in charge of whatever secret research Princess Celestia wishes to see done. You have come to call the institution he works for "Eclipse", if that place even has a name at all.

Fair Trial:
-Lores: UNKNOWN
-Info: An unassuming unicorn mare of noble background. She is the current head of her family, following her father's unfortunate demise at a relatively young age, and an Equestrian Judge by title and tradition. Apparently, she presided over a rather scandalous case early in her career, and her (quickly reversed) harsh sentence caused her to be "quietly moved" to the "glamorous" job of a Circuit Judge. After that, she spent a full decade of her career travelling Equestria, representing justice in the smaller and more distant communities. That is, until Princess Celestia herself promoted her to the highest, greatest and most powerful court in all of Equestria, giving the unicorn Her own seat in the Solar Court itself.

The Master:
-Lores: [MOTH 7] [LANTERN 5] [FORGE 5] [EDGE 5] [WINTER 5] [HEART 5] [GRAIL 5] [KNOCK 5] [SECRET HISTORIES 5]
-Info: The guide and lord of the Wildhoof Club, the first occult organization to appear after so long, she is perhaps the oldest and greatest eldritch creature to ever walk the Wake in the present Era. He was also, you learned the hardest way possible, the Will of the Woods. Or perhaps she was the Woods itself. But none of that matters now, because SHE BELONGS TO THE WOLF NOW

Comet Feet:
(Moved to "Your Friends" section under "Fluttershy")

Starry Dancer:
-Lores: [HEART]
-Info: A pink pegasus mare. What she seems to have in good intentions she also seems to have in clumsiness, but maybe you're being too hard on her. She (supposedly) was in charge of the cult's formal talking. And back when you were still talking, you think she thought she owed you. On top of that, you also heard she was either illiterate, or had a great difficulty with reading. And also that she was very close to the Master, perhaps even to the point of depending on her. Eventually, you learned she was a neglected foal who had been raised under abusive circumstances, which eventually turned her into an outcast of the same society she so insistently tried to be a part of. She died, in agony, when the Woods burned, as she foolishly tried to save the only thing she had ever loved. DECEASED

Copper Secateur:
[SHE IS CURRENTLY YOUR ENEMY]
-Lores: [GRAIL]
-Info: The very first cult member you met, an earth pony mare who was in charge of scouting out recruits. She can be terribly sly when she wants to, and apparently was also in charge of other "shady businesses" in the cult. Presently, however, she is your foe, and the two of you have already tried to kill each other at least once. Eventually, after she failed to kill you again, you one-upped her one last time. DECEASED

Windy Flakes
-Lores: [WINTER]
-Info: Formerly in charge of the cult's finances, a unicorn who always seemed to have a grin on his face, despite his strange sense of humor. He disappeared from Ponyville after the Cult's dissolution, and you are slightly worried about what he is doing, given his... interests.

Jade Whistle
(Moved to "Your Friends" section)

Baldomare: An extremely interesting mare who lives in the Mansus, with her lover Illopony. She is currently living in your estate, and has claimed a room on the topmost floor "to better watch the sunrise". You have come to learn that she is a very good storyteller. You have also come to learn that she is... wounded. Hurt, somehow, and in a way you can barely comprehend. Still, you want to help her, even if you do not yet have the means to do so.

The Daughter-of-Axes: A creature of the Mansus. A snakemare (if such a thing even exists) and a self-declared Name. She certainly has the Knock-knowledge to back such a claim, of course. But she also has a fiery temper and a very foul mouth, to the point that most of the time you think you are dealing with a teenager rather than an Era-old monster.

Mareinette, Our Lady of Wires: Not a part of this world. Not a part of the Mansus. She was declared an abomination even in an era that was full of monsters. And yet she still lives, even after everything else crumbled to dust. She is very old, you know. Very old, and very wise, and so very thirsty. Still, she is far more intelligent than she looks. And for all that she causes you fear and revulsion, you also can't help but feel fascination whenever you think about her.

Neighnia: The ever delightful Miss Neighnia. You have met her in dreams, precisely once, and you almost did not survive the encounter. You might get to know her better if you ever bring her to your side.

Biedde: An old soldier, still guarding his post within the Mansus. You might get to know him better if you ever summon him.

???: What is a Dyad without a Dyad? "Shoo! Nothing to see here."

Ponpon: Your personal maid, a discrete and sweet earth pony mare. She served as the estate's head maid for several years, and seems to know almost everything about all the other servants.

Tip Top: A highly skilled earth pony maid, who has Ponpon's personal trust. The only pony who is trusted with cleaning the central chandelier, despite her lack of wings. And, you learned much later, one of Soft Sweeps' friends in the mansion.

Velvet Pride: Your younger brother. A fine, or perhaps closely groomed, unicorn who seems to have your father's favor. He has recently relocated to the Ponyville estate to oversee its administration and... well, and then there is his current crush in the Daughter-of-Axes, of all ponies.

Cantrip: A unicorn mare assigned as Pride's personal maid. From what you have heard, she has little to no training as a maid, but her sheer skill as a magician was more than enough to attract your father's attention.

Subtle Glare: Velvet Pride's personal butler, and apparently the head servant of your brother's entourage. You know very little about him other than that.

Velvet Hill: your father, and let's stop this right here.

Soft Charm: Your estranged mother. Your only opinion of her is that, on hindsight, you don't think she was a very good mother.

Velvet Wings: Your older brother. Having been born a pegasus caused him not to even be considered as a possible heir of the family, something that only became more clear when you were borne. Your relationship with him, as you grew up, slowly became more complex and forced, until the day he was old enough to leave for the wider world. You hope he understands that those complications happened by you father's design, but you have not had much contact with him ever since.

Velvet Steppes: Your uncle, your father's younger brother. He is an affable, charming and loyal unicorn, or at the very least one who is well liked enough to be welcome in the circles of Canterlot's nobility, despite being a Velvet. He is known as the "Facilitator", but to this day you have no idea why.

Velvet Horseshoe [DECEASED]: The founding ancestor of your family, the pony who first attained the title of nobility from Princess Celestia years ago. Tales speak of him as a ruthless stallion and, apparently, he was known by some as "Velvet Dagger". His legacy, for good or bad, lives on in his family to this day.

Unfortunately, these are not yours to adopt. But only because your daughters need little friends to keep them company.

Sweetie Belle: Rarity's sister. She is your daughter's age, and seems to be terribly conscientious about her lack of a cutie mark.

Diamond Tiara: Filthy Rich's daughter, and a friend of your own daughter.

Silver Spoon: a grey filly of rich upbringing who is friends with your daughter.

Apple Bloom: a yellow filly, who won the Sisterhooves Social with her sister, and is friends with your daughter. She is a member of the Apple Clan and lives in the Sweet Apple Acres.

Scootaloo: an orange pegasus filly. You can tell at a glance that her wings are... smaller, than they should be for a filly her age. Her parents also doesn't seem to live in town, and you are not sure who takes care of her, so you let her stay in your house whenever the situation warrants.

Spike: Twilight Sparkle's pet dragon, who lives with her. They seem to have an almost familial relationship. DECEASED

Needle Pin: A mare of the Needle family, and their chosen representative when dealing with the patronage of Rarity. She seems to be a business-keen mare, but you can tell that her family's expectations on her weight heavily on her back.
 
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The Lady's Grimoire
YOUR GRIMOIRE AND RITUALS
"Lores, rituals, and the creatures that use them."


LORES

On the Lores, and their applications:
Lores can be applied in two ways, by Knowledge and by Application. Both apply in the Mansus and in the Wake.

KNOWLEDGE bonus is the measurement of how intimate you are with said Lore, how well you understand it, or how much of its power you carry.
-Your Knowledge bonus is always your Lore level times 10, OR the level of your strongest Aspect-related Artifact available (also times ten).
-Your Knowledge bonus is applied to surpass hurdles in the Mansus (something blocking your in the Mansus, a Mansus-borne curse, etc).
-Your Knowledge bonus is also applied when performing Rituals (but more on this up ahead).
-Yes, you may completely neglect leveling up an Aspect if you carry around an Artifact of sufficiently high level as a "focus", both for Mansus traversing and Ritual performing. But an Artifact is a physical object, and knowledge is not.

APPLICATION bonus is the measurement of how well you can apply your Lore knowledge in practical circumstances.
-It is the specific bonus that you gain with your current Lore level, which can be seen in your Character Sheet.
-These bonuses are applied to "broadly described" tests, and even in unexpected niche circumstances if the narrative allows it.
-Carrying an artifact, even if it is stronger than your personal Lore level, will NOT influence or boost your Application bonus.


Current known trend of the Application bonus:
-Level 0, an entry point: you gain +1 on specific tests.
-Level 1, a subtle hint: you gain +5 on specific tests.
-Level 2, a lesson learned: you gain further +5 on a specific test, and +1 on a status.
-Level 3, a realization: you gain further +5 on a specific test, and you undergo a subtle change of mind and body.
-Level 4, a confident certainty: you gain further +5 on a specific test, and one dice Re-Roll per month, for a test which involves said Lore.
-Level 5, a Sacrament: you gain further +5 on a specific test, and undergo a great change of mind and body.
-Level 6, Mastery: ???


But how do you improve your Lore level?
"Scraps" of Lore may be gained either by studying, or by going through certain experiences.

But even scraps of Lore come in different levels. And you are only affected by scraps that are of your current Lore level or greater. So, if you are Level 4 in a Lore, a Level 1 source of scraps will not teach you anything, and you will only learn from scraps of Level 4 or higher.

Furthermore, if the experience is not great enough, you might have to pass a CD to learn from the experience.

Studying from a book or an artifact applies the following rules:
Regarding all study action:
-Regardless of any other rules, you will ONLY gain scraps of Lore if the source material has a Lore level that is equal or superior to your equivalent Lore.
-You gain an additional scrap of Lore for every two levels a source is above your current corresponding Lore level.


Reading a normal book:
-You roll against a fixed CD 50 test, using Learning and Lantern Application.
-If you succeed, you gain a scrap of the corresponding Lore, and transform the book into a corresponding Manuscript.


Reading an ancient book:
-You must finish the "progress bar" of the book, which varies for each book, using Learning and Lantern Application.
-Once you finish the translation progress, the book is immediately read, and becomes a corresponding Manuscript. You will gain at least one scrap of the corresponding Lore, but further effects (positive or negative) may vary.


Studying an artifact:
-You roll against a CD of (50 + 10 times artifact Lore level), using Learning and Lantern Application.
-Your main objective is to discover if the artifact has any special properties, discover how to properly use it, and to ensure it is not cursed or dangerous to use.
-Upon success, you gain one scrap of the corresponding Lore, but you do not produce a corresponding Manuscript.


And finally, there are the Influences, which can be quickly explained.
An Influence is, basically, a "blessing" of a certain Aspect. It is something that covers you and accompanies you for a while.
Influences will give you both a Knowledge and Application bonus, that can be of +10, +20, +30 or +40. These bonus apply for every roll, EXCEPT for Ritual rolls. Influences will allow you to draw on the laws more easily when applying what you know, or they will shield you from the Hurdles of the Mansus or Mansus-borne Curses, but their effect are too overbearing for the delicate execution of rituals.
And also because Influences can be gained via rituals, so you will all just start a "vicious cycle" of self-buffing Influences if you are allowed to.


- - -


RITUALS

Rituals will, invariably, have several different CD, all of which you must pass in order to complete it. Each CD will be of a different Lore, depending on the effect of the ritual.
But you cannot be expected to be a master of every single Aspect. And even if you are, you cannot trust your knowledge alone to see you through, not when the stakes are dire and the needs are urgent.
So you can always "boost" your rituals... through a certain price, of course.
It is possible, depending on the complexity of the Ritual Circle, to offer it more incentives to bind the laws of the Mansus, through the correct use of sacrifices.

LIFE
Sacrifice the life of a sapient creature, and the passing of its essence shall boost the Ritual.
-Pony life: boosts every Lore by a factor of +10.
-Changeling life: KNOCK +20, GRAIL +30, MOTH +40
-Gryphon life: ???
-Dragon life: ???
-???
"Blood has always been the currency of the world. Any world."

ARTIFACT
Destroy an artifact, and its Level will be applied (with a factor of +10 per level) on the Ritual.
"This thing gently emanates the energy of an Aspect, but we need more than 'gentle' for this. Wring it for its every last drop."

REAGENT
Consume a reagent, and its Level will be applied (with a factor of +10 per level) on the Ritual.
"Ink for the pen and fuel to the flame, grease for the cogs and gifts to the Name!"

???


Single Aspect Ritual Circle

"This is the simplest configuration in which we may draw the attention of the laws of the Mansus, although its uses are extremely limited. It is not so much of a ritual circle as it is a magnifying lens, through which we may look more easily into the Mansus, or perhaps through which it may see us more easily."

This Ritual Circle has no need for sacrifices.

"The Attention of the Laws"
-CD: None, instant success.
-Cost: None.
-Duration: Lasts until the end of the turn when it is cast.
-Effect: You may pick a single Lore, and double its Application Bonus for a single action. Casting this more than once, on the same Lore, will not accumulate effect, but merely allow you to apply it in two different actions. Casting this on different Lores allows for the two "doubled Lores" to be applied on the same action.

"Rite of Childhood's End"
-CD: None, instant success.
-Cost: A bundle of crocheted blankets, knitted with love. To be mercilessly torn and burnt by the lead ritualist.
-Duration: Instantaneous. Transformation ritual.
-Effect: There is nothing good about this ritual. It is a thing to be done in desperate times only, and its effect is akin to waking up on a cold morning, from a dream of happiness long lost. This will instantly wake Princess Luna, no matter how unprepared she is. And this will be the end of the dream called Selene. (Not a ranged Ritual. Selene must be present.)

"Rite of the Mother and the Father"
-CD: None, instant success.
-Cost: A mother, a father, a daughter who is asleep. (Does not require a ritual circle. Does not cost an action. Velvet Covers will refuse to perform it with a pony who is not Stormchaser.)
-Duration: Instantaneous.
-Effects:
"It is time to wake up."



Two Aspect Ritual Circle

"Two concentric circles, the second more complex than the first, but not so much that they do not complement each other. Like a sun eclipsed by the moon, or like the dance of life and death, the centerpiece circle maintains its function as a "magnifying lens", but it is used instead to draw the laws of an Aspect for a lesser function, a "base" for the ritual. The outer circle, which allows for more complex application, uses that base for the intended purpose."

This Ritual Circle allows for ONE sacrifice.

"The Forge's Redemption"
-CD: GRAIL 60, FORGE 100
-Cost: 20 bits on simple materials.
-Duration: Permanent.
-Effect: Permanently removes a "Lasting Wound" or other body-affecting malus.
-Failing this ritual risks you suffering a Wound.


"The Incision of the Heart"
-CD: EDGE 60, HEART 100
-Cost: 20 bits on simple materials.
-Duration: Permanent.
-Effect: Permanently removes a "Lasting Mental Debuff" or any other mind-affecting malus.
-Failing this Ritual risks a non-permanent Mental Malus.


"The Path Through Nightmares"
-CD: KNOCK 60, MOTH variable
-Cost: 50 bits on materials.
-Duration: Instantaneous. Offensive Ritual.
-Effect: Sends your target into a nightmare, with escape CD set to your MOTH roll. Every failed attempt at escape causes a psychological wound (one Dread, Fascination, or something else) and gives the target a +10 bonus for the next attempt. In average, mortal ponies will die if they spend too long with three or more psychological wounds. May be "dosed" to stop at a certain point, as in "before target goes insane" or "as soon as target is sufficiently frightened/intimidated".
-Failing this Ritual yields no maluses, bar frustration.


"The End is Beautiful"
-CD: LANTERN 60, WINTER variable
-Cost: 45 bits on materials. (Originally 50)
-Duration: Instantaneous. Offensive Ritual.
-Effect: Target rolls against your WINTER CD. Divide the difference between your roll by 17, rounded DOWN. Target takes that number as Wounds.
-Failing this Ritual is... impossible. Somepony, somewhere, will die.
-It is extremely unadvised to cast this Ritual more than once per month.


"The calling of Influence"
-CD: Any aspect, as follows:
Desired Effect+10+20+30+40
CD6080110150
-Cost: 30 bits on simple materials.
-Duration: Until the end of the NEXT turn after it is cast, lasting a total of two turns.
-Effect: The "Desired Effect" bonus will apply to ANY Roll that involves said aspect, except on rolls related to Rituals.
-Failing this Ritual yields no maluses, bar frustration.
-This ritual may only affect the pony casting it (a pony may not cast this ritual to give an Influence to another pony)
-You may only have one Ritual-called Influence at a time. Attempting to summon a new one will cause the previous one to be dismissed.


"The Reflection of the Tapestry"
-CD: SECRET HISTORIES 60, LANTERN variable
-Cost: 30 bits on materials. (Originally 35)
-Duration: Instantaneous/Permanent.
-Effect: Choose a "Subject" or "Location" to learn about. LANTERN roll provides information based on its value, subtracted by any defenses (mundane or otherwise) that the target might possess. Information given is incrementally better at every +20 rolled over the target's basic "resistance". Undefended targets have a basic resistance of "0".
-Failing this RItual yields no maluses, bar frustration.
-Information given can always be trusted to be true, even if frustratingly hard to interpret.
-It is possible to search for an "Item" (artifact of specified level) in order to reveal where it might be found. It is possible to target a known dungeon to scout it. Application of ritual is open and vague.



Three Aspect Ritual Circle

"Despite the great size of the Third Configuration, very few parts of it are fixed and common to all rituals. Those that are unavoidably draw the lines of Knock, and other things that are required for passages to be formed. The rest of the area that is left must be used to specify exactly who, or what, you are summoning. And once you realize just how wrong things can go, the space that is left feels small."

The Three Aspect Circle allows for TWO sacrifices

Base rules for summoned creatures
-As a rule, all creatures have a "General bonus". Unless stated otherwise, that bonus will apply to all tests that creature performs.
-As a rule, all creatures last THREE MONTHS.
-IF a creature has a bonus that applies to a specific circumstance, it will be noted. If that is the case (like a specific bonus for combat) than that bonus will apply instead of said "General Bonus"
-Any other details or particularities will be noted on a per-creature basis

The following is the information you currently know about creatures you are capable of summoning:


Mansus creatures:
THIS CREATURE CAN NO LONGER BE SUMMONED

"It is surprisingly silent, as it moves. And even though its eyes are dead and rotting, one can tell that there is a certain cunning to them. Soon, although not terribly soon, the Wood-boughs that have flourished on its insides will take root, and it will stop moving forever. But until that happens... it will obey."


Flourishing Risen

Summoning details:
-Summoning a single Risen of either kind is a FREE ACTION. (Summoning additional Risen costs 1 action per two extra dead bodies. 1 Action for a total of 3, 2 for a total of 5, etc.)
-Summoning a Flourishing Risen requires the use of a dead body.
-Summoning a Flourishing Risen does NOT require a Ritual Circle.
-They exceptionally last only TWO months.

Health: 1/1
General bonus: +5
Aspects: MOTH 2, WINTER 2
[MONSTROUS APPEARANCE]: Cannot be used for Social Actions.
[UNINTELLIGENT]: Will perform badly at Actions that require academic knowledge. (This creature is still cunning, and will not walk into traps or act foolishly)

"Whenever it moves, its bones creak like broken glass. Sharp bone fragments protrude from its dead skin, and you have no doubt that the creature is quite able at using them to cut up flesh. But there is no feeling in it, no lingering malice or any other need inside the vessel. It will follow, and it will obey, until its bones can hold it together no longer."

Torn Risen

Summoning details:
-Summoning a single Risen of either kind is a FREE ACTION. (Summoning additional Risen costs 1 action per two extra dead bodies.1 Action for a total of 3, 2 for a total of 5, etc.)
-Summoning a Torn Risen requires the use of a dead body.
-Summoning a Torn Risen does NOT require a Ritual Circle.
-They exceptionally last only TWO months.

Health: 1/1
General bonus: +5
Aspects: EDGE 2, WINTER 2
[MONSTROUS APPEARANCE]: Cannot be used for Social Actions.
[UNINTELLIGENT]: Will perform badly at Actions that require academic knowledge. (This creature is still cunning, and will not walk into traps or act foolishly)

"A self-perpetuating manifestation of hate, this thing is not much of a creature as it is a force of nature. Controlling it is easy, but not simple, for this is a creature that may only spread its malice, and destroy everything around it. It is especially vicious towards ponies, and its mere presence is enough to bring forth a small snowstorm."

Windigo

Summoning requirements: WINTER 90, KNOCK 60, EDGE 70.

Summoning cost: 60 bits.

Summoning details:
-This creature affects its surroundings in an unsubtle manner, and it must be given an active and violent order every turn, or else it must be unsummoned;
-For an additional 15 bits on summoning costs, a Windigo may be summoned inside a sealed vessel. It may be kept indefinitely inside its vessel (its "summoning period" will not count down) for an additional 20 bits per turn to maintain the binding.
-An unbound Windigo may not be re-bound (or at least, not without efforts that would be greater than to simply banish it and summon a new one)

Health: 3
General bonus: +20
Actions that will harm ponies: +30
Aspects: EDGE 5, WINTER 5
[Malice and Pain]: Windigos operating together provide a bonus to each other, scaling with the number of Windigos.
[Incorporeal]: If a Windigo survives a battle, it will heal back to full health.

[In Service To Our Father]: If a certain quantity of Windigos is present, they will immediately break free from their bindings.

[VIOLENT]: Must be ordered to perform a violent action, or be unsummoned/banished.
[MONSTROUS APPEARANCE]: Cannot be used for Social Actions.
[UNINTELLIGENT]: Will perform badly at Actions that require academic knowledge. (This creature is still cunning, and will not walk into traps or act foolishly)

"This thing has no body to speak of. It does not even have a shape. However, the end result of its summoning is there for all to see. Blood-soaked ash leaks out of the corpses' wounds, and its movements are more alien the more bodies are used in its construction. And even though it has no will of its own, it can still hate as fiercely as any other echo of the dying breath of the Woods. It is best not to dwell on what happens to the essence of the ponies used in its sacrifice."

Ash-Ghoul

Summoning requirements: WINTER 50, KNOCK 50, EDGE 50

Summoning cost: 25 bits.

Summoning details:
-At least one living pony MUST be sacrificed to summon this creature. Ponies sacrificed in this ritual do NOT count towards the maximum number of sacrifices of a circle, but they do NOT give any bonus to this ritual (to a maximum of seven ponies).
-Due to your understanding of this creature's home, you have complete knowledge of its status file without having to summon it.
-This creature has no "Specific Bonus". Or rather, the specific action it would be good at is not useful to most summoners.

Health: ?/? (Minimum of 3)
General bonus: ?? (5x sacrifice)
Aspects: EDGE ?, WINTER ?
[ABOMINATION]: Ash-Ghoul's health and Lore levels are equal to the number of ponies sacrificed in its summoning ritual. (Although its health will always be at least 3). And its General bonus is equal to five times the number of ponies sacrificed.
[I STAB AT THEE]: A character who deals the killing blow to at least one Ash-Ghoul must, at the end of combat, roll (CD: 100 + 10x sacrificed ponies / using Martial + Winter) to resist gaining a stack of Dread. (But the same character killing multiple Ash-Ghouls will only risk gaining at most one Dread per combat sequence).

[The Dead Will No Longer Be Dead]: Summoning this creature does not require a ritual circle.

[MONSTROUS APPEARANCE]: Cannot be used for Social Actions.
[UNINTELLIGENT]: Will perform badly at Actions that require academic knowledge. (This creature is still cunning, and will not walk into traps or act foolishly)
[BURNING FUEL]: This creature must consume dead bodies (the same number of bodies currently applying its bonuses) every turn, or it will be immediately unsummoned.
[FADING FUEL]: At the end of every turn, this creature "loses" one of its bodies from the number of bodies used to summon it, for all relevant aspects.
[SPENT FUEL]: Ash-Ghouls may not be used as sacrifice in other rituals.

"They are always mares, their coats are always bleached-white, and they always look oh so real. But upon closer scrutiny, one begins to see the more disturbing details. Like how their expressions always mimics your own, or how they almost don't leave hoofprints on the floor as if they were light. But they look normal enough. And when in the presence of other ponies, perhaps because they can mirror them, they feel even more natural."

Mare-in-the-Light [INCOMPLETE INFORMATION, you must successfully summon one for a complete status file]

Summoning requirements: LANTERN 80, KNOCK 60, EDGE 60.

Summoning cost: 55 bits. (Originally 60)

Summoning details:
-[CURRENTLY UNKNOWN]

Health: [CURRENTLY UNKNOWN]
General bonus: [CURRENTLY UNKNOWN]
"Specialty" bonus: [CURRENTLY UNKNOWN]
Aspects: LANTERN 5, EDGE 3
[LIGHT SNATCHER]: May be sacrificed to reduce one level of Fascination from one character.

[Other traits negative, unknown]


Names:
"Pleasant to talk to, and with a face that is surprisingly young for the voice she speaks with. There is a light in her eyes, although the ignorant will simply think that to be a piercing and observant gaze, and she doesn't seem to have a shadow. It is also curious how nopony can ever remember if she is a pegasus, unicorn or an earth pony. You think she can choose."

Baldomare

Summoning requirements: LANTERN 100, KNOCK 80, SECRET HISTORIES 60.

Summoning cost: 95 bits. (Originally 100)

Summoning details:
-Baldomare is willing to extend (reset) her summoning period if you gift her an UNREAD book of Level 5 or higher. "Of course it has to be unread, dear. What use do I have to a book that has already been read?"
-Baldomare is capable of CHANNELING the highest intensity of Influence in her Lores, and gifting it to you for a full month.
-Baldomare is considered to be a Minion, and does not mind being sacrificed for Rituals.

Health: 2/2
General bonus: +30
"Search actions" bonus: +50
Aspects: LANTERN 6, SECRET HISTORIES 6
[NAME]: There is, or was, a hierarchy within the Mansus. She has reached high within its ranks.
[RITUALIST]: Unlike most Names, she is willing to perform any Ritual, even if they do not involve one of her preferred Lores.
[ONE WHO IS VERY GREAT]: Baldomare is willing to offer you Sacrament in the Lores of Lantern and Secret Histories, should you fulfill her requirements.
[WEIGHT OF PRESENCE]: Baldomare grants a full level up to the Secret Library for her preferred Lores.

[NONCOMBATANT]: Baldomare refuses to engage in any sort of fighting, and has adjusted her health to reflect that. "I barely ever wear a body! So why would I want to feel pain on the rare occasions I do?"
[UNIQUE]: Baldomare is a unique creature. She may refuse summons at will, and will refuse re-summons for three full months should she be unsummoned for any reason (including if she is killed).

"She claims that she was the Daughter of 'another', before, but that she had to bind herself to a new patron once her Mother 'did what she did'. Always wearing a cloak upon her body, and a scowl upon her face, you have slowly come to realize that, perhaps, her problem is that she simply isn't good with words. Or with ponies. Most likely with both, to tell the truth. You are also pretty sure that she has scales underneath that cloak, instead of fur, but you will definitely not pry. Especially given how she seems to hide that great horn-topped axe so easily underneath that cloak. And considering her Lore nature, you wouldn't be surprised at all if the inside of her cloak is a lot larger than it appears."

Daughter-of-Axes

Summoning requirements: KNOCK 120, EDGE 60, WINTER 60.

Summoning cost: 100 bits.

Summoning details:
-The Daughter-of-Axes is capable of crafting THREE "Wrong Keys" to you, in a single turn. however, she is only willing to do that ONCE per summoning period.
-The Daughter-of-Axes is capable of CHANNELING the highest intensity of Influence in her Lore, and gifting it to you for a full month. She is also capable of CHANNELING a lower-intensity Influence of her secondary Lore, although both of you consider that to be a waste of her time.
-The Daughter-of-Axes is considered to be a Minion, and does not mind being sacrificed for Rituals.

Health: 5
General bonus: +30
"Expedition actions" bonus: +50 (applies to any expedition roll that is NOT combat [or social] related)
Aspects: KNOCK 6, EDGE 3
[NAME]: There is, or was, a hierarchy within the Mansus. She has reached high within its ranks.
[ONE WHO IS VERY GREAT]: The Daughter-of-Axes is willing to offer you Sacrament in the Lore of Knock, should you fulfill her requirements.
[WEIGHT OF PRESENCE]: The Daughter-of-Axes grants a full level up to the Secret Library for her preferred Lore.
[CRAFTER]: Is capable of producing "Wrong Keys" (three in a single action, but only once per summon).

[PROUD]: Will refuse to cast any rituals that do not involve Knock.
[UNIQUE]: The Daughter-of-Axes is a unique creature. She may refuse summons at will, and will refuse re-summons for three ONE full month should she be unsummoned for any reason (including if she is killed).
[UNINTERESTED]: Will refuse any gifts to stay in the Wake (however, her cooldown for re-summoning is a single full month)
[ANTISOCIAL]: All her bonus, regardless of circumstance or situation, fall down to a flat "+10" if she attempts to engage in any social action (even her usual +50 expedition bonus, if the hurdle being faced is social in nature).

"WRONG KEY" (Wrong Keys are explained here, since they are curios, but any Wrong Key you hold will be listed in together with your other "temporary items" and summons)

Consumable Item

-Can be used as a "Knock 3" reagent
-Single use (breaks when used)
-Can be used reactively to completely deny an enemy offensive ritual aimed at you or at ponies near your immediate physical vicinity.
-Can be used to instantly inflict a single wound to a summoned creature if used in combat.
-Breaks at the end of its fifth month of existence.
-Using a Wrong Key as a sacrifice to summon the Daughter-of-Axes will decrease the ritual cost by 50 bits, and will give you one level of [Priority] over any opposing rituals.
-([Priority] meaning that, if an opposing party attempts to summon her as well, you will not "compete" for the summoning and will always "win", as long as you successfully roll the minimum required for her summoning and have a [Priority] level greater than your foes).

"An old and battered uniform, worn proudly. A small knife and a blowpipe, used to lethal effect. A sagged and wrinkled face, hiding eyes that are hard and cold. Everything about this stallion is old. And yet, he wears all those characteristics as if they are medals. He moves slowly, and carefully, like a mindful grandfather. But no action he performs, from lighting his pipe to crushing a pony's bone, may be denied."

Biedde

Summoning requirements: EDGE 100, KNOCK 80, MOTH 60.

Summoning cost: 100 bits.

Summoning details:
-Biedde is willing to extend (reset) his summoning period indefinitely, according to the options he has listed to you (available at the end of this sheet).
-Biedde is capable of CHANNELING the highest intensity of an Edge Influence, and gifting it to you for a full month.
-Biedde is considered to be a Minion, and does not mind being sacrificed for Rituals.

Health: 5/5
General bonus: +30
"Combat-related" bonus: +50
Aspects: EDGE 6, MOTH 3
[NAME]: There is, or was, a hierarchy within the Mansus. He has reached high within its ranks.
[ONE WHO IS VERY GREAT]: Biedde is willing to offer you Sacrament in the Lore of Edge, should you fulfill his requirements.
[WEIGHT OF PRESENCE]: Biedde grants a full level up to the Secret Library for his preferred Lore.
[MY SCARS ARE LESSONS]: If Biedde is wounded during combat, he will receive a "+5 personal combat" for each wound received. Until he defeats, or is defeated by, the creature that wounded him, or until the combat ends.
[PROFESSIONAL SOLDIER]: Biedde will always perform a "Guard" action for free, on top of whatever orders he receives for the turn, unless his actions specifically require him to be totally unavailable for the turn.

[TERRIFYING OPPONENT]: Creatures that are capable of feeling fear will avoid combat with him as much as possible. They will not flee or refuse attacking him, but they will avoid "dogpiling" him whenever possible.

[PROUD]: Will refuse to cast any rituals that do not involve Edge.
[UNIQUE]: Biedde is a unique creature. He may refuse summons at will, and will refuse re-summons for three full months should he be unsummoned for any reason (including if he is killed).
[HE WILL NOT RELEASE ME]: It is impossible to befriend Biedde.

The following options are available at the end of Biedde's stay:
"I am forever bound to His service. So, once my initial contract is done, I will be willing to extend it in exchange for the chance to pursue His goals."

[] End your contract.
-Biedde will be unsummoned.

[] Fund a short monster-hunting expedition (Costs 60 bits)
-Biedde will extend his stay for one turn.

[] Fund a long monster-hunting expedition (Costs 100 bits)
-Biedde will extend his stay for three turns.
-During the FIRST turn of his extended stay, he will be "completely unavailable" as he pursues his expedition.
-Meaning he will be GONE for the first turn, and present as normal for the following TWO turns, for a total of three turns.

[] Pursue religious goals.
-Biedde will extend his stay for one turn.
-It is rude to ask what he would do with his free time.



Other Rituals:

"Do not invite her to drink. Do not leave her alone with foals. Under no circumstances try to look at the hoofs of her hindlegs. She is large, larger than a pony could ever possibly be. If her horse-shaped silhouette can even be trusted, that is. She wears a dark-red and regal cloak, and she reeks of old blood. Her bony visage clacks whenever she speaks, and at times you swear she is nothing but a puppeteer's trick. And yet, for some maddening reason, you cannot point out a single thing that is wrong with her, and you cannot explain to yourself why you shouldn't treat her as anything but an honored guest."

Mareinette, Our Lady of Wires

Summoning requirements: Grail 100, KNOCK 100, HEART 100. (This ritual may never be cast again)

Summoning cost: 100 bits, to procure a black boar to be sacrificed, as well as other items besides. (This ritual may never be cast again)

Summoning details:
-Upon successful completion of the ritual, Mareinette will be PERMANENTLY and COMPLETELY summoned into the Wake. She will no longer reside within the Mansus.
-Upon successful completion of the ritual, Mareinette will be bound and obedient like a regular summon.
-However, her bindings will only last for three whole turns. It will be necessary to rebind her, somehow, once that time is up.
-Mareinette may be voluntarily rebinded by either a suitable gift, or the acquiescing of a request. She will usually offer a choice on the eve of her unbinding.

Health: ??/??
General bonus: +40 ("Old and Terrible")
"Social action" bonus: +60
Aspects: GRAIL 6, HEART 6
[ONE WHO IS VERY GREAT]: Mareinette is willing to offer you Sacraments in the Lores of Grail and Heart, should you fulfill her requirements.
[OUR LADY OF WIRES]: Mareinette is immune to the effects of "Monstrous Appearance".
[HONORED GUEST]: Mareinette can "step in" on Velvet's horseshoes, and perform social actions in her stead even if only Velvet should have been able to perform them. (HOWEVER, see "Old Intelligence")
[WEIGHT OF PRESENCE]: Mareinette grants a full level up to the Secret Library for her preferred Lores.

[OLD INTELLIGENCE]: If Mareinette is alone while performing a social action, and a vote is offered, she will instead pick the vote based on what she thinks is best. (This will be based on her personal knowledge of you, as well as her loyalty. This trait can be either positive or negative, depending on interpretation)

[MONSTROUS APPEARANCE]: Cannot be used for Social Actions. (Immune)
[PROUD]: Will refuse to cast any rituals that do not involve Grail or Heart.
[THE SECOND BIRTH]: Mareinette may choose to sacrifice a tremendous amount of health to immediately break her summoner's bindings.
[NEVER ASK A LADY HER AGE]: Mareinette may elect to hide some of her characteristics from you. (She certainly is hiding her health, and she may be hiding other negative traits or skills)
[Other traits negative, unknown]
 
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The Lunar Bureau/The Secret Library
THE LUNAR BUREAU
"If the badge doesn't feel heavy on your chest, then you are not fit for the job."



The Lunar Bureau is a relatively small organization, but one that makes up for its size with skill and competency. Very little is known about it, especially by the public at large. But the one thing everypony has heard about one, way or the other, is that they act with the Princess' own authority.

However, and rather unfortunately, you know that even competency has its limits. Especially mortal competency.

After all, the agents and constables of the Bureau are still just that. Only ponies.



Relevant Capabilities

"What is the worth of carriages and armor, and how can the ponies who bear them truly succeed, if they lack the tools that really matter?"

[Candle Dust]
-A small powdered crystal that can be used to detect changelings, with varying degrees of reliability. Widely available for your agents, and present in every one of your detectives' saddle-bags.
-In practice, a Lantern Level 0 Artifact of single use. Developed, produced and distributed to you by "Eclipse".

[You have NOT introduced the Lores to the Bureau, due to the risks currently involved. No other Lore capabilities to note.]





The Secret Library

"It is locked, but not by chain or key. It just so happens that, unless you are invited, you will never find it."
Velvet Covers' personal library, made of read books and manifests:
-All Confidantes, and other ponies who you can trust, have access to the Secret Library.
-Provided the Secret Library can fulfill their leveling-up needs, a Confidante may spend an action to level up in a guarantee way.
-Provided the Secret Library can fulfill their leveling-up needs, a Confidante will roll every turn to attempt to level up automatically.
-Presently, the Secret Library is NOT available to the Lunar Bureau. (You might want to change that)

-The Secret Library: Bonus applied down below, and explained as ( [Level 1 calculus] + [Level 2 calculus]... ).
-All Lores begin at Level 0, if no Manifests or books are available.
-Names, if summoned, turns the initial level of the Library into "1" through their mere presence.

MOTH: Level 1 ( [1/1] )
LANTERN: Level 2 ( [Baldomare] + [6/2] )
FORGE: Level 2 ( [3/1] + [4/2] + [3/3] )
EDGE: Level 1 ( [3/1] )
WINTER: Level 1 ( [2/1] )
HEART: Level 2 ( [Mareinette] + [2/2 + 2/2] + [3/3] )
GRAIL: Level 2 ( [Mareinette] + [2/2 + 3/2] )
SECRET HISTORIES: Level 1 ( [Baldomare] + [3/2] )
KNOCK: Level 2 ( [Daughter-of-Axes] + [1/2 + 3/2] + [2/3] )

KNOCK
-Level 1 – "A handbook that tells the tale of a thief"
-Level 2 – "An absolutely boring encyclopedia about how the tunnels, on the mountain in which Canterlot is perched, were dug. Reading this will be a challenge…"
-Level 3 - "An encyclopedia about poisonous snakes, with several artful illustrations"

GRAIL
-Level 2 – "It's a book. About food. It has food on the cover, so that's what it is. If your daughter ever finds it, that's what you'll tell her. If your husband finds it, however…"
-Level 3 - "A novel telling the forbidden romance between a foreign spy and a soldier. The writing is not as spicy as the theme would suggest, but the details is goes into to describe the conflict they feel is intriguing."

SECRET HISTORIES
-Level 3 – "A curious scroll, a copy from the original of course, detailing the appearance of King Sombra, centuries ago."

FORGE
-Level 2 - "A book about ingenious farming equipment, and how they function". (EFFECT DOUBLED)
-Level 3 - "A real guide to beginner's level blacksmithing. The bookstore owner almost seemed excited in having this reach your hoofs via your servants."
-Level 3 - "The book is simply titled 'Chemistry', and your servants reluctantly admitted that was the only word they understood in it. Of course you know they were being dramatic, but that also means that the contents of the book must be way, way beyond what they teach at schools."

MOTH
-Level 1 - "A poetry book. Amateur work, really, but one of them talks about masks…".

WINTER
-Level 2 - "A book on the benefits of Meditation, and why you should try it".

EDGE
-Level 3 - "A posthumous, and rather contentious, biography of the legendary pegasus called Flash Magnus".

HEART
-Level 2 - "A novel about a mare who fell in love with a drummer, the romantic parts all written in rhyming poetry".
-Level 3 - "A study about yak culture. The part about their history and folklore is of little use. The chapters about their songs, however…".
-Level 2 - "An essay on how even the unlikeliest rumor might become the truth, if it is repeated with sufficient insistency. Written in the form of a manual." (MANIFEST, not a book that was read)

LANTERN
-Level 6 - "An ancient, and enormous, hardcover tome written in an unknown language. You are not even sure what its title is, if it even has one, but the symbol laid on its front was enough for you to understand what it is about. On its cover you can clearly see the icon of a Sun, Divided. Its elusive text filled with allegories about the past and about mirrors."

Named characters who know the Lores, in general, will learn according to these Rules:

-Enlightened: Major Lore is level 0, Minor Lore is not applied.

-Initiate: Major Lore is level 1, Minor Lore is level 0.

-Disciple: Major Lore is level 3, Minor Lore is level 1.

-Seeker: Major Lore is level 4, Minor Lore is level 2.

-Exalted: Major Lore is Level 5, Minor Lore is level 3.

-In order for a character to advance a level, they must either learn from you, or from the Secret Library.

-A pony can only go up a single level per turn.

-Turning a character into an "Exalted" might require additional things.



- - -



Previously, this threadmark would follow the situation of the Wildhoof Club.
Your knowledge of the Cult, however, was frozen once you left it.
This is the last report you had on them:
The Wildhoof Club

Basic information:
The Wildhoof Club is your cult's current public front, acting both as a gathering place for its members to use, even on broad daylight, as well as the more "proper" way for your cult to acquire (read: launder) bits.
But despite its dubious background purposes, it is really a place meant for ponies to mingle and spend their free time, and efforts will be made to keep it as unassuming as possible... for a clubhouse, that is.
It remains to see, however, if such a thing normally seen in larger cities will attract the attention of small Ponyville. But at least every converted member has membership, so it won't be empty or deserted.

Current status and capabilities:

-Jade Whistle's Cadre: +15 to rituals performed using the cult's assets. Each Level of cult Lore increases this bonus by its own value, cumulatively. (Level 1 -> +1, Level 2 -> +3 total, Level 3 -> +6 total, etc)

-The Red Bar/The Heartbeat House: +10 for converting followers from Ponyville's general population.
"A restaurant/bar by day, a nightclub by night. The Red Bar is the very first thing a pony sees upon entering the Wildhoof Club, and is of free access to non-members of the Club itself. The Heartbeat House itself is a hall with a large dancing floor, and both places are illuminated by curiously picked shades of red after nighttime."

-
The Bright Library: Currently only applying Lore bonuses.
"Lady Velvet Covers, Loremaster of the cult, habitually arrives with a new book. It is always an apparently normal book, but attached to it is a short missive from her. And just like how a combination of apparently normal words can reveal a previously hidden secret, her simple missives help unveil the truth of this world from an otherwise uninteresting text."
KNOCK
-Level 1 – "A handbook that tells the tale of a thief"
-Level 2 – "An absolutely boring encyclopedia about how the tunnels, on the mountain in which Canterlot is perched, were dug. Reading this will be a challenge…"
-Level 3 - "An encyclopedia about poisonous snakes, with several artful illustrations"

GRAIL
-Level 2 – "It's a book. About food. It has food on the cover, so that's what it is. If your daughter ever finds it, that's what you'll tell her. If your husband finds it, however…"
-Level 3 - "A novel telling the forbidden romance between a foreign spy and a soldier. The writing is not as spicy as the theme would suggest, but the details is goes into to describe the conflict they feel is intriguing."

SECRET HISTORIES
-Level 3 – "A curious scroll, a copy from the original of course, detailing the appearance of King Sombra, centuries ago."

FORGE
-Level 2 - "A book about ingenious farming equipment, and how they function". (EFFECT DOUBLED)

MOTH

-Level 1 - "A poetry book. Amateur work, really, but one of them talks about masks…".

WINTER
-Level 2 - "A book on the benefits of Meditation, and why you should try it".

EDGE
-Level 3 - "A posthumous, and rather contentious, biography of the legendary pegasus called Flash Magnus".

HEART
-Level 2 - "A novel about a mare who fell in love with a drummer, the romantic parts all written in rhyming poetry".
-Level 3 - "A study about yak culture. The part about their history and folklore is of little use. The chapters about their songs, however…".
-Level 2 - "An essay on how even the unlikeliest rumor might become the truth, if it is repeated with sufficient insistency. Written in the form of a manual." (MANIFEST, not a book that was read)
If you hate math, the rule of thumb is: "I need one level one book for my cult to reach level one, then I need two level two books for the cult to reach level two, then..." ad eternum.

But if you don't hate math, the rule is as follows:

The members of the Outer Circle obey the "Scrap of Lore" mechanic, so they all start at Level 0 (thanks to the Master's presence) and need the required amount of scraps of Lore to advance on levels.
But in their case, all books, regardless of level, are helpful, in the following way:
A book will give the amount of scraps that is equal to "(THE BOOK'S LEVEL / THE LEVEL THEY ARE AIMING FOR)". And books will "rearrange" their bonuses in order to always give out the greatest bonus possible.

An example.

-Your cult is level 0 on Forge, because of the Master's presence.
-If you study a level 2 Forge book, the book will give TWO scraps of Lore towards Level 1 (because it is a level 2 book being used to go for the level 1 of forge on the cult).
-The "excess" scrap of lore is discarded, since only you only need 1 scrap, and the cult is now Level 1 on Forge.
-Then you study a level 1 Forge book.
-Now, the level 1 Forge book will be "slotted" towards helping the cult to reach level 1 on Forge (because level one book divided by level one objective) and the cult has level 1 on Forge.
-And the level two book is now "slotted" towards helping the cult reach level 2 on Forge, so you now have ONE out of TWO scraps for the cult to reach level on Forge.

-The Illegal Fighting Pits: NOT BUILT
"Windy Flakes is out of his damned mind..."

-The White Room: Allows for the conservation of bodies, and the detainment of lesser prisoners.
"..."
-Nothing.


Cult Information:

-The Club is currently being funded by the Gleam and the Rich families, having a larger set of starting funds to draw from. They will, of course, expect dividends.

-Current conversion of Ponyville: MODERATE +9 on some rolls done within Ponyville. Local Guard subverted.
-Current conversion of Manehattan: NONEXISTENT +0 on some rolls done within Manehattan.
-Current conversion of XXXX: There are currently no other cities with Cult activity.

-Presence of the Master: All Lores, for all followers, start as Level 0.
-Lessons of the Master: All Lores, for all followers, upgraded to Level 1.
-Unsuited for Combat: Cult members suffer a -2 -1 on EDGE Lore level.
-Manehattan Converts: Decreases "Unsuited for Combate" debuff by 1.
-The Bright Library: Bonus applied down below, and explained as ( [Level 0 calculus] + [Level 1 calculus] + [Level 2 calculus]... ).

MOTH: Level 1 ( [The Master] + [1/2] )
LANTERN: Level 1 ( [The Master] )
FORGE: Level 2 ( [The Master] + [4/2] )
EDGE: Level 0 ( [The Master] + [3/2] )
WINTER: Level 1 ( [The Master] + [2/2] )
HEART: Level 2 ( [The Master] + [2/2 + 2/2] + [3/2] )
GRAIL: Level 2 ( [The Master] + [2/2 + 3/2] )
SECRET HISTORIES: Level 1 ( [The Master] + [3/2] )
KNOCK: Level 2 ( [The Master] + [Daughter-of-Axes] + [1/3 + 2/3 + 3/3] )


"Generic" followers are the run-of-the-mill cultists. Loyal to the cult, and to you as long as you are on your Master's good graces, and their rules are as follows:
-They always have only a single Lore in which they are focused.
-They can be called for Expeditions or other small tasks, which are of interest to the cult.
-They have, as a rule, the same level as the cult's general Lore level (specified on the spoiler above, dictated by the cult's achievements and infrastructure).
-Any number of them may be called on an expedition, provided that you can accommodate the price. Write-ins involving non-expedition actions, where you will call for their help, will be judged case by case. Specifically because their actions within their home city must be extremely dosed, so as to avoid suspicion.


"Named" followers follow a different rule, as follows:

-Enlightened: Major Lore is level 0, Minor Lore is not applied.

-Initiate: Major Lore is level 1, Minor Lore is level 0.

-Disciple: Major Lore is level 3, Minor Lore is level 1.

-Seeker: Major Lore is level 4, Minor Lore is level 2.

-Exalted: Major Lore is Level 5, Minor Lore is level 3.

-In order for a "Named" follower to reach a level, they must learn directly from you. You must have enough Lore levels to satisfy their desired level-up, and spend a PERSONAL action on said level-up.

-Should the Bright Library have enough levels to satisfy a Confidant leveling-up needs, they will automatically attempt to level up every turn on their own, without action expenditure. (This will involve a dice roll against a hidden test)

-Confidants can still be ordered to level up on their own in order to "bypass" said test. This order will use the Bright Library's level, since it involves their own dedication in poring over the available reading material without your supervision or interference.

-A pony can only go up a single level per turn.

-There will be other hurdles involved, especially when attempting to turn a "Named" follower into an Exalted.

-Further leveling, or other tamperings, will be elaborated upon later.
 
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Expedition Planning
EXPEDITION PLANNING
"Ropes, bits, able bodies... talismans..."



The basic rules for an expedition:

-If you choose to perform an expedition during your turn planning phase, then a "Plan your expedition" vote will be opened at a later point of that turn. During that later vote, you will be allowed to select your team, and what artifacts you wish to bring to the expedition.

-Only Velvet Covers herself, ponies who are confidantes or above, and her summoned minions may be selected for an expedition. If Velvet is not present one of her confidantes/summons will be the "Leader" of the expedition.

-Expeditions are separated into three categories:

Expedition type​
Velvet/Leader actions required to go​
Confidante/Summon actions required to go​
Expected duration​
Short​
1/1​
Free​
5 days​
Medium​
2/2​
1​
10 days​
Long​
3/All​
2​
15 days​

-All expeditions have a "base cost" representing how much a creature will spend per day on that expedition. To set out to an expedition, you must have the requisite bits required UP FRONT. The cost of bits for an expedition is "Number of creatures going X Expected duration X base cost"

-If an expedition team completes the expedition before spending all their bits, the cost will be refunded. If an expedition spends more time than expected, a vote will be offered to give up on the expedition, or to spend additional resources/action points to continue.
During an expedition:

-An expedition is a sequence of hurdles that must be defeated, which can range from a mundane forest to an esoteric curse.

-A single "hurdle" will be faced per day, and generally there are less hurdles than there will be days set for an expedition (leaving some room, however small, for failure). If the expedition fails to surpass the hurdle, they will try again on the next day, until they run out of resources.

-A hurdle will always be countered by one (or more) kinds of Lore. This will not be a use of "Application" or "Knowledge" bonus. Instead, the total sum of the Lore level, across all creatures involved, will be used. Regardless if that Lore level is innate from a pony, or due to an equipped artifact.

-A hurdle will have a specific CD. The pony/creature who has the highest "base" advantage against it will roll against the hurdle, and ALL ponies who have Lore levels on the requisite Lore will help.
--Example: A team with Velvet, Rarity and Axe would see Axe rolling her "base" +50 to break a wall, even though she has no Forge levels. And both Velvet and Rarity would apply their Forge bonuses to help.
--Artifacts taken will be "wielded" by a single pony. So, if a pony with Heart 2 is going alone on an expedition, and he takes a Heart 3 artifact, he will be treated as if he had Heart 3. If another pony with no Heart levels join him, that new pony will wield the artifact instead to "optimize" their total Heart level.

-Combat hurdles will begin a regular combat.

- - -

AVAILABLE WAKE EXPEDITIONS:

("Assault an Opponent" will always be available)
Location: You must at least "suspect" where your targeted Opponent is. This expedition will be aimed at assaulting that location. During the team-picking part of the expedition, a WRITE-IN option may be chosen to specify what actions or objectives your followers should focus on. Upon reaching the location, the team might spend some time searching for the Opponent (if his location is only suspected), or otherwise preparing to attack him (if narrative elements allow for it). Your team might need to find your Opponent's hideout, they might try to infiltrate it, they might need to weaken its magical defenses first, or they might spend time doing other things such as "setting the stage" depending on your orders.

Expected duration: SHORT

Base cost: 5 bits (you must have at least 25 bits per creature sent)

Location: Tall Tale is a growing city, surrounded on one side by a quickly-disappearing forest, and by tall mountains on the other. Those mountains, according to your agents, are currently infested by changelings. You could sneak in there, to either strike at the changelings yourself, steal from them, or maybe even PLANT something you would like your constables to find later. But unfortunately, this endeavor will not be without dangers.

(NOTE: This expedition will DISAPPEAR if the Lunar Bureau raids it before you do. But an expedition sent here will arrive before the Bureau raids it, if both actions are taken on the same turn.)

Expected duration: MEDIUM

Base cost: 7 bits (you must have at least 70 bits per creature sent)

Expected dangers: Sneaking past your own agents shouldn't be hard, since you know their every move. And there are changelings in the mountains themselves. Other than that, anything else is UNKNOWN (expedition not scouted)
Location: Within the depths of Mount Canterlot, there is a warded door. Rank with the authority of a solemn threshold. It would be foolish to open it before being prepared, and there is only one way to find out what lies behind it.

Expected duration: LONG

Base cost: 8 bits (you must have at least 120 bits per creature sent)

Expected dangers: UNKNOWN (expedition not scouted)
Location: There is a reason Princess Celestia pays so much attention to Canterlot's growth. And this is it. She did not build this vault, that rests on the higher peak of Mount Canterlot, but she certainly improved it. Baldomare told you about walls that are not walls, and of things that are ancient to this world... but familiar to her. You have no idea how deep it goes, or how the Princess herself enters it. But now, the roundabout and confusing routes that the train-tunnels take through the mountain make a lot more sense. As does the Princess' edict that Canterlot may only carve out sections of the mountain with her permission. But still, this... is where you will found your Outsider.

Expected duration: IRRELEVANT (This expedition will always happen "between turns", and will not cost any action points from any characters.)

Base cost: FIXED, at 100 bits (this expedition will not cost more, or less, regardless of how long it takes, or how many creatures participate)

Special considerations:
-This expedition may not be picked during a Turn Planning vote. Instead, QM will ask if you wish to "commit" during the gap between turns, if Velvet Covers fulfills the requirements to perform this expedition.
-Scrying this expedition, or otherwise scouting it, will either be hard, perilous, or both.
-Velvet Covers and Selene MUST participate in this expedition.
-Only Names who have been BEFRIENDED may participate in this expedition.
-Only characters who Velvet Covers considers a MINION may participate in this expedition.
-You may only attempt this expedition AFTER discovering a way to extract an Outsider's "Blood".
-You should only attempt this expedition when you are ready to reach one of the Quest's possible Endings.
Location: According to Baldomare, you won't be able to find it on any map. "By its very definition", is how she said it. Still, she mentioned the two of you will be heading east. (You may only go to this expedition if you take Baldomare with you. And as a rule, you two must go alone. This will grant you Baldomare's Sacrament for the Lore of Secret Histories.)

Expected duration Action cost: 1 Baldomare action, 1 Velvet Covers action.

Base cost: The whole round trip, and the list of equipment she told you to buy for both of you (but mostly for you), costs a grand total of 40 bits.

Expected dangers: "Of course there will be dangers. Living is dangerous! And you are not telling me that you have been walking around the Mansus every now and then but that you're scared of a little hike, are you?"



Mansus Expeditions are only slightly similar to Wake Expeditions.

Only a single Mansus Expedition may be attempted per turn.

Only Velvet Covers may participate, as she will always go alone.

They will always take place near or at the end of the turn (unless narrative demands otherwise) due to their inherent danger.

And they always cost only a single Mansus-action. And you will either succeed at them and reap your rewards, or Velvet will retreat from them in failure if she feels she can no longer go any deeper.

Unlike a Wake Expedition, this is not a long trek towards a distant destination. Velvet Covers will sleep, she will enter a very dangerous place in her dreams, and she will return once she wakes up.

-The Most Precious Treasure Hunt Ever (Selene's Expedition)
-Crepuscule Jailbreak
Location: Manehattan is a large place, full of nooks, crannies and dark alleyways. It is a jungle made of stone and concrete, a place where ponykind reaches great highs and dark lows. It is, in sum, the perfect hiding place for a group that doesn't want to be found. However, one of those groups is hiding Twilight Sparkle. So you will find them, and you will get her back.

Difficulty: Small/Medium

Expected amount of actions required: 1

Base cost: 6 bits

Expected dangers: Jade Whistle scryed the place where they are holding Twilight Sparkle. She is in an old and battered warehouse, near the fringe section of the city... or at least it is old and battered when looking from the outside. But within its walls, the place is guarded, either by hired muscle or cult members, and you will need to force your way through them. Additionally, despite its beaten exterior, the inside of the warehouse has been reinforced with the Cult's Forge-secrets. You will need a way to open them, or to destroy them. Finally, there is the escape itself. You have no idea how helpful Twilight Sparkle will be, but as you escape the town, not drawing attention, or being able to divert attention away, will certainly be useful.

Special circumstances:
-Captain Shining Armor is expected to arrive at Ponyville at the end of turn 15. So,
--The number of actions you set aside for this expedition (1, 2 or more) will be planned so you return "just in time" to be in Ponyville, with Twilight on hoof, when Shining arrive (provided things go as planned);
--If you fail on too many hurdles, and waste more time than you allocated, you might return to Ponyville AFTER Shining arrive, and that will cause a lot of problems that you will have to very convincingly explain;
-Being discovered while attempting to break Twilight out (being found out, entering combat and leaving witnesses, etc) will amount to a TRIGGER EVENT
-Beneath the Royal Castle, pt. 1
-Beneath the Royal Castle, pt. 2
Location: After your previous foray into the undergrounds of the Royal Castle, you found what appears to be a checkpoint. A small room, pony-sized and incredibly old, which you believe has already tasted the touch of the Lores. You will not have to repeat the journey this far, given how the treacherous crystal caverns that brought you here may be bypassed by the hole you created on one of the thinner walls. However, there is still a vast complex of caves further down. You should make sure to pack torches, and plenty of rope.

Expected duration: MEDIUM

Base cost: 7 bits (you must have at least 70 bits per creature sent)

Expected dangers: The information you have from this place is centuries old, but a map is a map. If the crystal caverns were indeed left unmined, then a veritable maze of translucent walls awaits below. Having a way to navigate it would be good, unless you do not need a map at all. It is also almost certain that some paths will be blocked, either due to the passage of time or by design, so a way to force yourself through them would be useful. Furthermore, the underground is certainly inhospitable, so taking more sustenance than just rations would be advisable. Finally, there will be the matter of discovering a quicker way out, and then making sure it can be used later on. But of course, you cannot say for certain if anything else has taken up residence there, after all these years. (This information may be incomplete, but is otherwise reliable for what you currently know.)
-The Grave on the Hill
Location: There is a grave, somewhere on the northern plains of Equestria, where a particular item lies buried. The map you have shows you precisely where that grave is. The only problem is that the map is approximately seven hundred years out of date. You acquired this map in a dream, you see, and dreams do not follow the same rules of the Wake.

Expected duration: SHORT

Base cost: 5 bits (you must have at least 25 bits per creature sent)

Expected dangers: UNKNOWN (expedition not scouted)
 
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Sacraments
SACRAMENTS
"More than a Branded... less than a Long."



General notes:
-In order to reach Level 5 in a Lore, you require FOUR Level 4 scraps, as well as a Sacrament.
-Sacraments may be achieved in two ways. Through "actions of your own" or through "invitation by one who is very great".
-Keep in mind that there are no superior options. The effort to achieve Sacrament through "actions of your own" will not make the direction your Lore studies take "better" or "superior".
-It is also important to note that the direction, theme and "flavor" your advance in said Lore will be tied to the nature of the Sacrament itself. (Reader's interpretation is advised)
-Consider the "Invitation" statuses as WoG. Don't worry about asking to make sure. If I forget to update a certain status-quo (a previously glad patron will now ask for a favor, etc) I'll let you all know before a voting period is over.

MOTH
Actions of your own: "You have never really liked yourself. That is an ugly truth you have always denied, and that you attempted to bury underneath the love that others feel for you. But perhaps, and only perhaps, it is time to embrace that, and learn to be somepony else."
-Pick a single character with whom you have a "Confidant-level" relationship or higher. That character will be permanently locked as an "acquaintance". For somepony must realize that you have donned a mask, for it to truly exist.
-You must reach 4/4 scraps of Moth before taking this action.

The Master's Invitation: "Ah, excellent. You have come far. Come, little Velvet, follow me. I shall teach you how to reach where the light of Glory shines not, where the trees grow too thick for anything but shadows to exist."
-Accompany the Master into the "The Depths of the Woods" location, situated in the Woods.
-You must reach 4/4 scraps of Moth before taking this action.
-UNAVAILABLE: to the best of your knowledge, the Master is gone.

-UNAVAILABLE: The Master is gone.

LANTERN
Actions of your own: "Books, much like any physical object, are immutable. Or rather, they cannot change themselves, and must be changed by an outside force such as a pony. And their immutability is what makes them so easy for your hoofs to understand. But can you apply your talents to mutable things? Do these flashes and sensations you feel every time you... touch a pony, can they possibly mean something?"
-Pick a Prisoner, or a character you have a "Minion-level" relationship with, and perform an action dedicated to "The Conversation".
-In order to succeed, "The Conversation" will require a Lantern Knowledge test of CD 100 (does not apply any other status, other than Lantern 4 (+40) and any Lantern Influence you have).
-Regardless of success or failure, "The Conversation" will destroy your prisoner of Minion without leaving a body. (But you only need to succeed once)
-You must reach 4/4 scraps of Lantern before taking this action.

Baldomare's Invitation: "Fine! I will teach you that language. I will teach you all the languages! Well, except for Vak. But nopony can speak that anymore. Still, don't expect me to do it for free. And I don't see any Sprintia on you, so you will have to pay with something else!"
-"Lend" FOUR followers to Baldomare. They will all embark on a SHORT expedition with her to an unknown location.
-The expedition will not cost you funds, nor will they cost actions from the followers. But it will cost one action from Baldomare herself.
-The expedition is DANGEROUS. And although Baldomare is not at risk of being wounded, your followers risk being wounded/destroyed.
-Mares-in-the-Light count as TWO followers, for the sake of calculation. The Daughter-of-Axes counts as THREE.
-You must reach 4/4 scraps of Lantern before taking this action, as she will insist of settling her debt (and teaching you) the moment she returns.

FORGE
Actions of your own: "The next logical step is to make reagents that are capable of changing something else: that delicate and fragile engine that ponies refer to as their bodies. You never fancied yourself as a potion maker. But then again, you will not be making mere potions."
-Perform the action "Experiment, Craft, Create" until you finish its progress.
-The action "Experiment, Craft, Create" costs 50 bits to be performed each time you do it. You apply your Magic, Forge Level, and you may use any Forge Reagents you have at your disposal.
-This action requires you to reach a cumulative "progress" of 300 points, and may be repeated as many times as needed (though you will pay the cost in bits each time separately).
-Velvet Covers must have at least 2/4 scraps of Forge before she performs this action.
Invitation: You do not know any creature that may help you

EDGE
Actions of your own: "There is only one way a pony, anypony, may proceed further without an invitation from above. He must reach higher by slaying a worthy foe. That is the truth of Edge, which applies to all ponies. Since Issus they have striven so."
-You must reach at least 3/4 scraps of Edge before taking this action.
-You must kill a "worthy opponent" in battle.
-Velvet Covers will recognize a worthy opponent when she sees one, provided she is Level 4 in Edge.
-Known "worthy opponents": Princess Celestia, Princess Cadance, Mareinette, Comet Feet.
-WARNING: By definition, Velvet Covers is now also a "worthy opponent".

Biedde's Invitation: "The price has always been blood. In this case, my blood. Draw a single drop of it, and I will permit you passage."
-"Challenge" Biedde to a duel. This costs one Velvet Covers action, and is a free action for Biedde.
-Velvet Covers and Biedde will engage in a duel. Biedde will fight until either he decreases Velvet Covers' health to 1, or until Velvet Covers deals one wound to Biedde.
-It is permissible for Velvet Covers to use an Edge Influence. It is not permissible for Velvet Covers to attempt to "Ambush" Biedde.
-You must reach 4/4 scraps of Edge before taking this action, as he wishes to test your martial prowess.

The Wolf's Invitation: "There exists a wound that never stops growing, a cut that has never ceased. To know it is to know Agony."
-Seek audience with the Wolf-Divided. (Costs one Mansus-action.)
-This action will give you both Edge AND Winter Sacraments.
-This action may be taken with your "free" monthly Mansus action.
-[THIS IS A REGRETTABLE ACTION]

WINTER
Actions of your own: "You will only ever stop being afraid of it when you truly understand it. You cannot run from it, any longer. You must understand what it means to die. You must... understand death."
-Perform, three times, the "Investigating the End" action. (Costs 30 bits per action, rolls using your Winter level)
-This action is the equivalent of performing a "The End is Beautiful" ritual WITHOUT specifying a target.
-Each time you do so, somepony, somewhere, will die.
-No ponies in your contact list will die.

The Wolf's Invitation: "He will give you what you desire, and you will beg for it as He does. He will give you the knowledge of what it means to End."
-Seek audience with the Wolf-Divided. (Costs one Mansus-action.)
-This action will give you both Winter AND Edge Sacraments.
-This action may be taken with your "free" monthly Mansus action.
-[THIS IS A REGRETTABLE ACTION]

Invitation: You do not know any creature that may help you

HEART
Actions of your own: Lore level insufficient

Mareinette's Invitation: "[Heart]?" (She is willing to offer you a Sacrament, but will need you to reach Level 4 in the Lore of Heart before telling you more).

GRAIL
Actions of your own: "You have always been terrified that they would leave you. But now? Now you can make sure that they never will."
-At any point in time, have three ponies in your contact list with whom you have a Minion (or Minion-equivalent) social bond.
-With those three ponies in tow, perform "The Act".
-Velvet Covers may refuse to use certain ponies for this action (they will be listed here)
-You must reach 4/4 scraps of Grail before taking this action.

Mareinette's Invitation: "[Grail]!" (There are bounties and resources available in the bodies of every pony. But first, one must develop the appropriate organs to harvest them. She will teach you.)
-Pick a Prisoner, or a character you have a "Minion-level" relationship with, and perform an action dedicated to "An invitation to dinner".
-"An invitation to dinner" cannot fail, but it will destroy your selected contact/prisoner without leaving a corpse.

KNOCK
Actions of your own: "Jade Whistle already did it before, with only a noose and a chair, so you are sure that you can learn how to do it properly. To spare her from having to ever do that again, if nothing else."
-Fully research the "To cut the skin of the world" project.
-You do NOT yet know how many actions this will take, or what will be its costs or demands.


The Daughter-of-Axes' invitation: "Ae sppose ae can wash yer hoof, s'long as ye wash mine as well. Ae need ye te run me an errant. Do tha' an' ae'll make et worth yer time. Bu' get sum'more Knock on ye farst, or else ye won' survive th' trip."
-Successfully complete her request on the "Through the foggy mirror" action. You do not know how many actions this will take.
-Your forays into the "Through the foggy mirror" action may be spaced through however many turns you wish, and you may invest however many actions per turn you wish into it. But the Daughter-of-Axes must be summoned every time you want to try it.
-You must reach 4/4 scraps of Knock before taking this action.
[You have attained Sacrament through this method]

SECRET HISTORIES

Actions of your own: "You are afraid of doing this, but there might be a History where you are not. Regardless, it is time you learn more about how this works, these recent memories that at the same time are and are not your own."
-Perform, three times, an action dedicated to studying the memories and glimpses you have of other Histories. [Costs one action each]
-This is a dangerous action.

Baldomare's Invitation: "I suppose it's better for me to show you than not... Especially given the Brand you chose. Or could it be that your Brand chose you instead? It has been known to happen... Regardless. I'll do it for free, with how I can see this is what you really want. Come back to me when you are ready, then pack for a long hike."
-Complete the Beyond the Map's Edge expedition, taking Baldomare as a companion.
-You must reach 4/4 scraps of Secret Histories before taking this action.
 
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The Librarian's Handbook - Inks and Lores
Example: [b][COLOR=#fef809]Colorcodes[/COLOR][/b] gives Colorcodes
The Lores
ColorColorValue
KNOCK8000ff
LANTERNfef809
FORGEf78000
EDGEb3b300
WINTER08fbff
HEARTfc9997
GRAILfe020e
MOTH7b8080
SECRET HISTORIESf700ff
Other Mansus related
ColorColorValue
WOLF DIVIDED630000
Worms0a0103
The ponies
ColorColorValue
Luna0000ff
Cadenceff4da6

Other
 
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