Alright, last batch of goodies. Everyone has
to spend on them. These represent things you didn't necessarily have on hand or wouldn't have automatically taken with you anywhere, but decided to seek out or preserve anyway. As such, they are less firmly tied to you than your personal selections.
In addition, you may purchase anything from anyone's personal selections. These items are still less familiar or tightly bound to you than if purchased during the personal selection phase. In addition, purchases from someone else's list are assumed to have involved them in large part; depending on your exact understanding with each other, this may make them feel entitled to a share of it.
Divines
[1 Any] Scaul the Fiery: This aggressive Jadeblood god is a mercenary known for her reckless ferocity. She's also known for supporting an impressive number of kin from her efforts, which tend to follow her as supporting forces. Her Tenet is visible as ruby horns.
[1 Any] Baron Kanoob: This scheming Stoneling god is distantly descended from the Twin Goddesses of Knowledge, sisters to the Queen of the Gods. He therefore claims to be the last heir and true King of the Gods, though he's obviously had difficulty securing support for such a claim. When not scheming for a throne that no longer exists, he's skilled in the craft and lore of gemstones.
[1 Any] The Crone: This ancient Jadescale god is a master at harvesting, distilling, and consuming life force. She takes sadistic glee in both her craft and the effects it has on subjects- both from absorbing foreign energies and from the temptation profiting from such a thing reveals.
[1 Any] Asir the Glittering: This exuberant Whitefang god always has a new deal or proposition on hand, and is a firm proponent of indulgence and greed. He knows many secrets for extracting value from base materials, or "glass from sand," as he'd put it.
[1 Any] Subject Seven: This Ash-Husk god has had large portions of his body replaced with metal or ceramic grafts, rendering him an even more frightening engine of carnage than usual. Perhaps more unsettling are the things he claims to have seen in whatever pit such alterations were made.
[1 Any] Siriess, The Beacon: This ostentatious Glowcoil god's eyes can see both the living and spirit world, and her music touches both. Her performances are thus highly valued by both the living and the dead.
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Feel free to make adjustments to any character you put points towards. If multiple players put points towards the same character, all effects will apply and they will have proportionate ties to each.
Mortal Champions
[1 Any] Chosen: Related to you by blood, this mortal champion has a place in your plans, even if they don't know or want it yet. They are closer tied to you by fate than other heroes, for good or ill.
[1 Any] Nemesis: Once opposed to your righteousness and beauty, this villain has little choice but to join with their hated foe in this dark hour. They are not to be trusted, but are more ambitious and familiar with how you work than other heroes.
[1 Any] Kindred: This hero's skills and outlook roughly match your own, making you natural allies in these dark times. They are more similar to you than other heroes, meaning they share many of your strengths and weaknesses alike.
[1 Any] Complementary: This hero's skills and outlook form a convenient counterpart to your own, making you an effective team when you can agree on anything. They are better suited to supporting you than other heroes, but also more likely to have contradictory preferences and goals.
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For every point spent on a hero, you may select a modification from below.
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Description: A defining quality or tendency, such as Reckless, Beautiful, or Outcast Noble.
Specialty: A talent or skill, such as Warrior, Glassworking, or Fawning Sycophant.
Bond: A specific incident or relationship tying them to another character, such as Lovers, Master-Apprentice, or Part Of The Same Criminal Gang.
Grudge: A specific grievance or conflict putting them at odds with another character, such as Murdered Family, Contested Title, or Needs Their Parts For A Ritual. Hero gains a free +1 stat, which does not grant another item from this list.
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Lich: Most mortals who die sleep quietly until roused, and there are a myriad of forms they may take in this dignified slumber. Some, however, bind themselves to items of power or their own bones in order to walk among the living as their default condition. Like all dead, exertions in this state require the consumption of Ambrosia to power, making this infeasible for all but the most wealthy and skilled of mortals. For this reason, liches have a reputation for power and influence not directly tied to the procedure itself.
Revenant: Most mortals who die pass on in relative peace, eager to make their mark on the realms of the dead even if disatisfied with their departure from the lands of the living. Revenants are those who, for one reason or another, defy this pattern, rising from the grave to achieve some vital mission or goal. Like all restless dead, they require Ambrosia to function, often provided by descendants in need of their prowess, but sometimes wrested from the underworld or precipitated from unknown sources.
Thrall: Just as some living things serve as slaves to cruel taskmasters, so are some dead shackled to the will of another. Considered blasphemous and disgraceful for the civilized races, it is therefore a popular fate to inflict upon hated foes. Uncivilized races have no such protections or symbolism, and so their rotting husks may be found callously ordered about wherever convenient. Thralls who break free of their bonds sometimes collapse back into death, but sometimes become revenants in their quest for revenge.
Vampire: When a mortal is infected with the blood of a dragon, they take on some of its unholy, ever-shifting qualities. Vampires must feast upon their fellow mortals to sustain themselves, and in doing so grow ever more powerful. Their bodies and minds also mutate slowly but constantly, shaping them to whatever twisted vision they hold for themselves. The blood of a vampire can often infect further mortals in similar fashion, producing "lineages" of beings with roughly similar powers and qualities, and a few vampires can even breed as though they were natural beings. All of these properties make vampires a hated and feared threat under normal circumstances, but their power is too great to not tempt those of ambition.
Followers and Slaves
[300 Rabble] Rabble: Slaves, refugees, peasants, or otherwise unskilled masses available in great numbers.
[200 Laborers] Laborers: Farmers, miners, blacksmiths, or other workers based on strength and endurance.
[200 Warriors] Warriors: Swordsmen, spear-snakes, cavalry, or other hardy combatants.
[200 Artisans] Artisans: Stonecarvers, potters, jewelers, or other crafters.
[200 Skirmishers] Skirmishers: Hunters, javelineers, scouts, or other skittish combatants.
[200 Scholars] Scholars: Scholars, scribes, accountants, or other administrators.
[200 Sages] Sages: Sages, engineers, alchemists, or other erudite individuals.
[200 Performers] Performers: Actors, singers, courtesans, or other entertainers.
[200 Artists] Artists: Painters, sculptors, playwrights, or other artistic creators.
[50 Elites] Elite Retinue: These mortals possess one of the above specializations, but are far more talented and specialized than their lesser fellows.
Plants and Crops
[20 Wagons] Staples and Basics Seeds: Saplings and seeds for a variety of filling, mass produced crops.
[20 Wagons] Vegetables and Ingredients Seeds: Saplings and seeds for a variety of nutritious but nonessential crops.
[20 Wagons] Fruits and Treats Seeds: Saplings and seeds for a variety of tasty but inefficient crops.
[20 Wagons] Spices and Delicacies Seeds: Saplings and seeds for a variety of expensive delicacy crops.
[20 Wagons] Materials and Textiles Seeds: Saplings and seeds for a variety of textile and raw material crops.
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[20 Wagons] Warm Plants: Assorted wild plants and seeds found in warm regions, notably the north and east.
[20 Wagons] Cool Plants: Assorted wild plants and seeds found in cool regions, notably the south and west.
[20 Wagons] Rocky Plants: Assorted wild plants and seeds found in rocky conditions, notably the north and south.
[20 Wagons] Flat Plants: Assorted wild plants and seeds found in flat conditions, notably the east and west.
[20 Wagons] Arid Plants: Assorted wild plants and seeds found under arid conditions, generally considered more natural and civilized.
[20 Wagons] Moist Plants: Assorted wild plants and seeds found under moist conditions, generally considered more dangerous and savage.
[20 Wagons] Aquatic Plants: Assorted wild plants found in or near the water, generally considered unnatural and foul.
Beasts and Livestock
[300 Hounds] Eel Hounds: These wiry, smoothskinned predators hunt in packs, harrying and crippling prey with sharp fangs. Like the Jadeblood who favor them, their eyes glow green.
[200 Predators] Saberteeth: These powerfully built subterranean predators are eyeless and covered in flexible green plates, much like the Jadescale who keep them as hunting companions. They also possess impressive saberlike fangs and a bite that can crush bone.
[50 Serpents] Great Ones: There's something unsettlingly intelligent about these giant snakes, which the Whitefang often use as guardians and watchers. Unlike most large predators successfully kept as pets, Whitefang tend to have difficulty handling them in day to day activities.
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[200 Beasts] Greathorns: These great reptilian beasts possess impressive bone frills around their neck and three great horns for goring foes. Valued for a variety of products and tasks, they are considered noble herd livestock.
[300 Beasts] Roundbeaks: These beasts are only around the size of a mortal, and raised where larger or more expensive herds prove infeasible. Unlike their larger and nobler cousins, Roundbeaks lack horns and their frills are considerably less imposing.
[200 Beasts] Trumpets: Possessing flat bills for munching vegetation and curved crests for amplifying herd calls, Trumpets are seen as unclean and undignified beasts. They are nonetheless more flexible than most other livestock, and so kept in great numbers by the poor and inhospitably located. They can grow quite large as well, making them decent for various forms of labor.
[200 Beasts] Coinscales: These large reptiles are sometimes used as livestock, but their bony plating and clublike tails make them better suited to hauling duty in war or along dangerous roads. Their hides and tails can also be made into armor or weapons.
[300 Vermin] Sweethums: These mortal-sized millipedes are kept by the Jadescale as underground livestock. In addition to providing meat, eggs, and flexible shell-leather, they secrete a sweet nectar with ritual and culinary uses.
[15 Wagons] Meat Grubs: These plump, yam-sized grubs are a cheap alternative to proper flesh, and are traditionally roasted and eaten whole.
Tools and Implements
[1000 Sets] Stoneworking Tools: These tools are used for mining, masonry, stonecarving, or otherwise harvesting or working with stone or similar materials.
[1000 Sets] Woodworking Tools: These tools are used for woodcutting, carpentry, woodcarving, or otherwise harvesting or working with wood, giant mushroom, or similar materials.
[1000 Sets] Boneworking Tools: These tools are used for butchery, bonecarving, or otherwise harvesting or working with bone, chitin, or similar materials.
[1000 Sets] Leatherworking Tools: These tools are used for tanning, leatherworking, or otherwise harvesting or working with leather or similar materials.
[1000 Sets] Metalworking Tools: These tools are used for mining, smelting, smithing, or otherwise harvesting or working with metal or similar materials.
[1000 Sets] Gemworking Tools: These tools are used for prospecting, gem cutting, or otherwise harvesting or working with gemstones or similar materials.
[1000 Sets] Exotic Tools: These tools are used for tailoring, glassblowing, cooking, or some other specific or seldom used craft or trade.
[500 Sets] Advanced Tools: These complex tools are used for navigation, alchemy, scribework, or some other advanced trade or craft requiring precise or expensive accessories.
[250 Sets] Delicate Tools: These refined tools are used for astronomy, engineering, or some other exotic task requiring unusual precision and functionality.
Artifacts and Possessions
[1 Artifact] Minor Artifact: A trivial but still noteworthy artifact, such as an exceptional weapon or tool.
[1/2 Artifact] Lesser Artifact: A small but situationally potent artifact, such as a sword effective against the dead or a necklace that defends against poison.
[1/3 Artifact] Moderate Artifact: A mediocre artifact, such as a warhammer which shakes the ground when struck or a pitcher whose contents restore youth.
[1 Accessory] Lesser Accessory: A rare but mostly useless accessory, such as a luxurious robe or cute animal companion.
[1/2 Accessory] Moderate Accessory: A distinctive and useful accessory, such as a noble steed or opulent bed.
[1/3 Accessory] Major Accessory: A prized and unique accessory, such as a magnificent trophy or personalized sarcophagus.
Raw Materials
[20 Wagons] Common Materials: Base stone, lumber, or some other easy to find material which can be harvested or produced in mass quantities. Most plain materials with no overt advantages over another are found here.
[15 Wagons] Uncommon Materials: Refined or particularly useful materials which can be found or produced in large quantities, but only with some difficulty or expense. Base metals and fancy versions of simple materials tend to belong here.
[10 Wagons] Rare Materials: Rare or valuable materials which can only be found or produced in limited quantities or at great expense. Most materials of significant mystical power belong here, as do precious metals and gemstones.
[5 Wagons] Exotic Materials: Nearly unheard of materials which can only be found or produced under very specific circumstances. Truly unique and exotic things belong here.
With your minions having had time to take stock of the situation, everyone receives an update on pressing concerns.