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0.5 Acquiring True Power, or not.

Acquiring True Power, or not.

The setting for Legends of Lorecraft was at the end of the Fifth Age of the Empire of Humanity, overwhelmed by threats from both without and within, players could choose to try and preserve or destroy the symbol of Law, Order, and Moral Supremacy. Personally, I never really cared for the Totalitarian Ideology the Empire represented, even if my in-game characters were aligned with the Empire. On reflection, I wonder how much of the reasoning behind my summoning had to do with character choices I had made? If have chosen a Renegade character would I have been rescued from certain death, or would the spell have waited for someone else who qualified?

As much as I disliked the overbearing nature of the Empire, being charged with preserving the Realm without it was rather daunting. All the LoL quests were about saving the Empire. Was I up to saving an entire world? No, I didn’t even need to consider. Without some sort of game breaking cheat, a former academic turned obese shop keeper was not going to be enough.

-”You said if the Realm fell, then Dirt would be next?” Dirt? I could find a better translation software online for free.

“Enlightened self-interest, gratitude for saving my life, and Necessity? You really expect me to volunteer for a suicide mission, and that is your pitch? I may not have wanted to die, doesn’t mean this is a better choice. It seems to me returning home and warning them, giving my world a chance to prepare, might do more good. As for Necessity? You need effective, practical help. Demanding my help is like stealing a beggars coin cup to pay off the national debt. The appeal to Necessity only works if there is a practical chance that it would make a difference!”

“You think throwing in some random wildcard to change things without adequate preparation or planning will make things better? Have you not heard of Entropy? There is a reason Gamma Rays give people cancer instead of superpowers. Random, unorganised, unthinking changes don’t make things better. At most increasing random variables might infinitesimally increase the evolutionary options, but not in any timescale that could possibly stop a destructive force like the Great Devourer? That’s not how evolution works.”

“Your world is in need, I get that. I am the kind of guy that helps others in need. Sure, fine. But I am also the guy who feels that help needs to be thoughtful and considered. Short, mid, and long term consequences must be carefully evaluated and balanced against each other. Needs and wants should be distinguished from each other, and implemented in a way that doesn’t do more harm than good. Well meaning, but poorly planned help can often make a crisis worse. Right now I don’t have the information, the intelligence, or the raw power to help you.”

The rant exploded out me, almost despite myself. Part of me had already accepted my summoning, and was assuming that I was the Isekai Main Character. I did want to negotiate for as many benefits as possible, because I knew I would need them, but the romance of the situation was seducing me.

Somehow a deeper part of myself was fundamentally upset. The same part that responded badly to devote political ideologues proselytising their qusi-faiths with evangelical zeal and little to no understanding of the scientific method, logic, rational deduction, or debate. Shouting at the top of your voice does not increase the validity of your argument.

I have the same reaction to those on both sides of the political divide. Simple solutions don’t work. Political theory is all well and good, but it needs to be balanced against the practical realities of a situation. I have never understood blindly following a political party instead of analysing the actual results of a policy, to develop evidence based solutions to problems.

At the time, it seemed to me that the summoning ritual was inspired by the same poor logic I attributed to politicians. I still think so.

My blowout had an unusual effect on Janus. Rather than become offended at my reaction, he started to chuckle, to relax.

-”You might have a chance after all. If you are accepted by the Ethos of Neutrality, then I may offer additional assistance. I am a Supervisor? Superintendent? Senior Member of the...Committee? Council? Court? Court of Neutrality. I thought only those who blindly followed the Ethoi of Law or Morality or Righteousness could be Summoned.”

Again, I normally played Lawful Good characters, not because I considered myself to be Lawful Good, but because I enjoyed the challenge. I had always avoided True Neutral, because I despised the way it was often defined. I believe that those I call Neutral Indifferent, and those I call Neutral Extreme should be considered opposing alignments, not the same. Neutral Indifferent is pretty self explanatory, and Neutral Extreme is for those who think balance can be imposed by an outside will.

-”If you are Accepted by the Ethos of Neutrality, and Swear a Vow to Follow the Principles of the Ethos, then I can offer Three additional Boons, besides those given to all Summoned, and Access to the Domains of Knowledge, Travel and Time, if you become a Cleric. For each additional appropriate Vow, you will receive another Boon, and Possibly more Domains.”

-”How many Vows can I swear?” The concept of gaining power in return for a promise is an old one. The Scout Oath and Law, the Pledge of Allegiance, the ceremonies of the Free Masons, are all echos of older traditions. The trick is to make sure I only swear Vows I can realistically uphold. In a world where magic is real and words have power, breaking a Vow is dangerous, very dangerous.

If you spot this narrative on Amazon, know that it has been stolen. Report the violation.

-”Each Vow stresses your Soul. The Greater the Harmony among the Vows, the Less Stress you feel. The standard Clerical Vows are those of Celibacy, Piety, Poverty, and Obedience. Warriors more often Swear Vows of Duty, Honour, Valour, and Fealty. Rangers typical Swear Vows of Diligence, Vigilance, Courage, and Conservation. Barbarians are more likely to Swear Vows of Vengeance, Conquest, Glory, and Brotherhood. Paladins have more Vows than are practical to List. Others will sometimes Swear a Vow to their College, School, Guild, or Faction. The Limit depends on the Strength of your Soul, and Compatibility of the Vows you Swear, the Less you Struggle the More you can Swear.”

-”If I accept the Necessity of helping your world, your Realm, what tools will I have? If you can not create gear for me, can my own possessions be summoned from Dirt? Even if I can trade Vows for Boons, I still need to know more of my circumstances.”

-”Like all Summoned, the Journey past the Void, through the Beyond and Astral Sea has permeated your Being, your Soul with raw Aethyr. Latent Talents have been thusly Awakened. You will Discover these in Time. You must have an Aptitude with Language, as that is a Qualification for the Summoning. During our interaction I have become certain you also have Aptitudes for Nonomancy and Logomancy.

As you were Summoned but Moments before your Expiration you will be Healed of all physical Harm. This will not Cure your Aliments of Diabetes, Arthritis, or Asthma, but will Heal the Harm that they have already Caused. The higher Essence Density of the Realm will boost your Recovery and Immunity.

As your Fatal Wound was Inflicted to your Heart, an additional Talent to protect it will be Granted. You thought you were the victim of Truck-San? No the driver managed to stop in time. It was your Heart that Failed. Your vision, hearing and joints will be restored to the same condition as your early twenties. Your Obesity is not Easily removed, although a portion of your Physical Reserves will be used to Fuel your Healing. The rest is up to you.

The Items in your Possession at the Moment of Summoning will be Translated to Realm Equivalents. Some may be Enhanced from their Journey through the Void and Astral Sea. You could use a Boon to attempt to Call Equipment from your Home. The Odds of Success are Dependant your Personal and Emotional Connection to the Items in Question. If they Survive the Journey, there is a Possibility some may be Enhanced.

You will be Endowed will the Cantrip Version of [Tongues] as a Personal Spell, irregardless of Class. As an Ethos Boon I can also grant [Introspection] as a Personal Skill. Another Boon could Grant [Examination] as a Personal Spell.

[Introspection] will allow you Access to the System in much the same way as an Altar of Ascension, an Orb of Power, a Regalia of Authority, a Tome of Enlightenment, or a Ritual of Advancement. It will require you full Concentration, but it will provide you with a custom Interface, based on the Game from your Home, allowing you to not only See your Class and Ability information in a way you can best Understand, but also to Select and Deselect Active Classes and Titles. It will also Authorize Self-Initiation for new Classes when you acquire the proper Qualifications. Title changes will be Active after a Short Rest. Class changes require a Medium Rest. New Initiations require a Long Rest to be Acknowledged by the System.

Because of Fluctuating Essence Concentrations, Standard Rest Periods vary. Within Dungeon and Treasure Zones an Active Short Rest lasts 100 seconds, a Medium Rest lasts 10 minutes, and a Long Rest 1 hour. In Wilderness and Wyrd Zones a Short Rest lasts 10 minutes, Medium lasts 1 hour and Long Rests 6 hours. In Rural and Travel Zones a Short Rest is 1 hour, Medium is 6 hours, and Long Rest is 24 hours. In Urban and Waste Zones, and Short Rest is 90 minutes, Medium is 9 hours and Long Rest is 36, which may be spread out in 12 hour blocks across three days.

[Examination]is an Elite Spell normally only available to Tier Four Classes and Higher. It subsumes many Lesser Detection and Information Spells, mimicking the Aspects of the Game Interface not provided by Introspection. As a Spell, it will cost variable Mana dependant on relative Levels and Degree of Accuracy. Due to Synergistic interactions with [Introspection], [Examination] will grant information according to the Pattern established by the Game.

You should be Aware the Greater Communities do not measure Power, Potential, and Ability in Alphanumeric Levels, Ranks, Tiers, and Grades. They depend on a Metallic Ranking Scheme: Lead, Tin, Iron, Copper, Silver, Gold, Platinum. Lead is Equivalent to Grade F, Platinum is Equivalent to Grade S. Elite half-Grades represented by a + in the Game use Alloys:Pewter, Steele, Bronze, Electrum, Aurichalcum. Lead has no recognised Elite half-Rank.

Class Tiers range from Iron (Tier 1) to Gold (Tier 4). Tier 0 is known simply as Common Tier, and Tier 5 Classes are called Sovereign Tier.

As an Otherworlder, every time you Acquire a New Ability or Class, your past Experiences will be Translated into Progression and Acheivement Equivalencies. For the First year 100% of your Past Equivqlencies will be Converted. As you Effectively will be as a Child, the System will increase all Realm  Experience Awards by 50%The Next nine years only 50% of  your Otherworld Experiences will count and your Realm bonus drops to 10%. The following 90 years Otherword conversion of 10% and no Realm bonus. After a century you will be Considered of the Realm.  

You will be granted three Free Initiations, as well as a Bonus Initiation into the Class you are most Qualified. While [Introspection] does allow for Self-Initiation, once the Three Free Initiations are used there will be a Mana and/or Sanity Cost. You will still Need to Qualify to use the Free Invitations.

In the Realm most Inhabitants receive their First System Initiation during the Christening Ceremony that occurs for all infants who survive their first week. The Child’s Name, Race, and Caste (if applicable) are Registered with the System allowing Qualifications to be Recorded for Future Classes. The Second System Initiation, depending on the Particular Community, occurs between the Ages of 10 and 13 (In rare cases it may take place as early as 8 or as late as 15) as part of a Coming of Age Ceremony. Most Adolescents only Qualify for a Preparatory Half-Class, although some few Attain a Common or Iron Ranked (Tier 1) Class. The Third System Initiation occurs between the Ages of 21 and 30, depending on Race, Caste, and Community. It ethers Conferms or Upgrades the earlier Class. Rarely, it is used to Acquire a New Class, if Qualifications have been met.  Additional Class Initiations are the Responciblity of the Individual. They must find an Authorized Initiator for the Specific Class and convince them to perform the Ceremony. Mostly Initiators are High Level Class Masters, but some Entitled Nobles, and Clerics of the Proper Domains may  perform Initiations for a few Classes they do not Hold.

Normally there is a severe Penalty for Leveling multiple Classes. It is generally Recognised by All, that Specialisation is the True Path to Great Power. All General Experience is Divided Equally among all Active Classes. Class Specific Experience is Divided Proportionally among all Applicable Classes. The Amount of Experience needed to Level depends on the total Levels of all Active Classes, plus the Tier Rank of the Class in Question, and the total number of Sub-Classes Subordinated to the Class in Question. It is always cheaper to Subordinate a New Class into a Sub-Class (if Possible), then to try and Level it Independently.

Retired Classes do not gain Experience,( unless Reactivated), and only Count as Half their Level when calculating Penalties. Abandoned Classes can not be Leveled and only Count for a Fifth of their Level. Bonus Classes only Count for a Tenth and suffer no Penalties from other Classes, Experience is still Divided normally. Honorary Classes can only be Leveled from Achievement Rewards, not Experience and do not Count for Leveling.

 You will be Granted at least one Bonus Class based on your Past Life on Dirt. You may Qualify for some Bonus Half-Classes as well. Although of lesser Utility, they will Reduce the normal penalties for Multi-Classing. 

As you were Summoned under Imperial Authority, you receive the Honorary Caste Equivalencies of Imperial Citizen and Traveller. You may use your Boons to Change your Castes, but they have lost Importance since the fall of the Imperium.

More Knowledge than this will Require a Boon as Payment. Although Time is one of my Domains, other Duties Demand my Attention. You must Choose. Accept the Requirements of Necessity and Help the Realm. Reject the Realm and Suffer the Consequences of Returning.”