Saturday, 24 September 2022

Suffering The People (1d50 Disputes)

 For QAL ASHEN.


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The Arbiter serves double-purpose as priest and judge.


Often, they will be called on to resolve stupid disputes, like….


  1. A man claims his neighbour is keeping a monster from outside the wall as a pet. The neighbour insists it’s a perfectly legal chimaera sewn together from dead bodies, but won’t let you have a look at the damn thing.

  2. A citizen is using the Labouring Dead to build a five-story statue of himself in a very obvious location - atop a hill or in the middle of a thoroughfare. This is technically allowed, but literally everyone hates it.

  3. A man claims he saw a bas-relief of a feathered leopard with red candles at its feet in his neighbour’s home shrine. Whatever that is, the claimant alleges, it’s not good wholesome worship of the god of death.

  4. A spiteful neighbour has erected a wall on top of their home to ruin another family’s view. They demand you punish the spiteful neighbour or they will knock the wall down. And possibly also knock the neighbour down. 


  1. You have to solve a murder. Normally, this is very easy, but the murderer(s) did the smart thing and decapitated the corpse, meaning you can’t just ask him who killed him. 


  1. A burly ascetic wants to know about the end of the world, and won't leave you alone until she's satisfied with the rigour of your sources. She's read everything you've read and then some.


  1. A retired warrior of significant skill is in a steadily escalating argument with someone who you are fairly certain could not run the length of themselves. The easily-murdered youth is not backing down. 


  1. Two citizens following the Redeemer Cult have been accused of a murder and seized by the citizens of the District. They insist that they would never do such a thing - the first tenet of the Redeemers being Never Kill, and all. 


  1. A magus has become increasingly violent and erratic over the last few months. The people of the district suspect he has somehow become infected with the Curse, and is slowly turning into a monster right in the middle of the district, but fear him too much to take action. 


  1. On the edge of your District, a citizen has put an arrow through her neighbour’s shoulder. Two complications: This is after months of trespassing disputes and the moving of boundary stones, and the shot citizen lives in the next district over, meaning you’re going to have to agree with another Arbiter on the subject.

  2. A citizen comes to you complaining that one of her neighbours is pushy, dishonest and probably plotting against the City. The neighbour is a real dick, but he's also a Part-Cursed. Is the original claimant exaggerating his negatives out of simple racism? 


  1. A citizen is desperately trying to convince you that they foresaw your doom in the stars. They’re asking you to do strange things like wear a box on your head to catch falling turtles, or even to move District. They seem well intentioned…? 


  1. A citizen and her twin sister are both suspects in the case of a fellow Arbiter affected by an odd spell. The twins are impossible to distinguish.


  1. A man and his wife call upon you to resolve a haunting in their walled-garden - watch out, the thorns are poisonous.


  1. A citizen has come to you to admit that they killed another citizen during a quarrel. They ask for leniency, as it was an accident. 


  1. Someone has released around 40 pigs into a neighbours garden, where they have eaten all of their rare flowers and generally just shat on everything. The pig-perpetrator maintains a smirking innocence. 


  1. A wall-guard claims he is a descendant of Nergui the Spider, and seeks the privileges this would afford him. His claim is shaky, and the House of Nergui will reward you for sweeping the upstart under the rug.


  1. A member of an old general-dynasty alleges that someone living on the other side of the city is using the design of her banner. This is a serious offence, but the offender isn’t in your District.


  1. A man and his soon-to-be-husband ask you what is the most pious but unique kind of marriage ceremony they can have. They're very earnest.


  1. A man is accused of murder for supplying the wrong sacred herbs to a neighbor who was attempting the ritual of inhumation, resulting in him burying himself alive.


  1. A woman is at her wit’s end with the constant arguing of her wife and her husband about issues involving their shared home, and the tunnels under it. She wants you to find her a solution which doesn’t involve faking her own death. Nobody mentioned faking her death, she brought it up. 


  1. A man is absolutely certain that his father swallowed a precious family heirloom just before his death, to spite him. He asks that you help him track down his father’s embalmed corpse among the masses of Labouring Dead. 


  1. A woman with neighbours on all sides of her home has commanded the dead to start tanning hides in her garden. Apparently, she’s unbothered by the smell. She’s perfectly within her rights to do this, but the neighbours are seething. 


  1. A woman in your District has been accused of growing poisonous plants infected with the Curse. Her house was searched, and no plants found, but now the people who accused her have fallen violently ill. 


  1. A tunnel from earlier days has opened up in someone’s dining-hall. Screaming can be heard from within. Obviously, this has to be explored, in case it is dangerous, but the person in question says it’s their tunnel and they’ll do what they want with it. The Order of Vigilants are pressuring you to kick the idiot out of their house until it can be established that the tunnel doesn’t contain something heinous, but, this is technically illegal. 


  1. A seer’s bag of casting lots has been stolen by someone, who has found they do nothing to read the future for him. He is now demanding you punish the seer for dishonesty. 


  1. A respected and powerful man with a very big family - and, also, it must be said, very big muscles - has paid no tithe to the ruler of the district in the last eight years. He finds this funny, and would like to know what the fuck you’re going to do about it? 


  1. A woman has wounded her wife's brother in a duel. Both participants insist it was a fairly stated duel, but the woman whose brother was wounded disagrees. Both participants are confused that she is effectively campaigning for them to be punished.


  1. A man and his husband are undergoing a severely acrimonious divorce and call on you to divide their shared possessions fairly.


  1. A man who has converted his garden on a hill into a “hobby mine”, in his words, has unearthed a set of adamant swords from under his garden. A powerful local is claiming that, since his ancestor had such a set, they are reasonably his by inheritance, while the miner claims salvage. 


  1. A horse stands accused of murder. 


  1. A man has recovered a haul of copper from an expedition beyond the wall. Or, so he says, but the people who have traded for it are yet to see a scrap. That, and he's being rude to their envoys.


  1. A woman has holed herself up in her home and is firing arrows at anyone that approaches. Why? 


  1. A woman and her husband have disowned their only son for no obvious reason. He demands that this injustice be rectified.  


  1. A woman and her wife have dug up a speaking metal box from a hinterland sepulchre just covered in warnings written in Scapular. Technically, they couldn’t read the warnings, so are they at fault? For a further complication, they have befriended the box. 


  1. A woman is conducting rituals to contact a comet. This is both heretical and an awful idea, but surely she won’t succeed? 


  1. An insomniac is absolutely certain you hold the cure to his recurring sleeplessness.

  2. Someone is burning down the houses of particularly cruel or selfish citizens. The people of your district are pointing fingers at a young Firebrand cultist who recently arrived. He denies the accusations and there is no good evidence. The people want someone punished, soon. 


  1. The garden of a notoriously turbulent local is intruding onto the property of their neighbour. Again


  1. You are called to arbitrate on a mundane property boundary dispute, except both sides of the dispute are well-known and well-respected Arbiters, one of your Cult and the other not. 


  1. A pair of wounded wall-guards who live in your district cannot agree if they proposed to duel ‘til first blood or first injury. One has lost three fingers on his dominant hand. 


  1. Two brothers are having a severe argument over how the land of their third, deceased brother should be used. A grazing field for cows or an orchard? It is clear to all onlookers that the state of the field is just the latest manifestation of a long series of arguments. 


  1. Some people in your district are sick of the constant public drunkenness of a magus living nearby. They have bravely asked you to deal with it. 


  1. Your people suspect a monster has somehow come to inhabit an abandoned house in the district. If there is one, it must be unusually subtle.


  1. A returning explorer claims to be the long-lost scion of a wealthy family, who has survived the last 14 years in the wilderness. Their former physician confirms that he has all the same birthmarks as the missing scion, but the family wants him declared a fraud.


  1. A man claims he is being haunted by Namtaru the Ghoul.


  1. A Denizen of the Underworld has appeared in the district, demanding you render unto it ten innocent lives or face the wrath of a Judge of the Dead.


  1. An Islander has returned from spending half of the year thanklessly ordering the dead around a saltern to find somebody living in his house. He is absolutely apoplectic. The person living in his house had theirs burned down by an angry neighbour in the district they came from, and the Arbiter there ruled in the arsonist’s favour. 


  1. One citizen has unearthed something that certainly seems to be an important religious relic from the days of the First Monarch… from her neighbour’s garden. The Argents in the city centre are demanding it, as is the neighbour. 


  1. One of your fellow Arbiters has made an absolutely dogshit call on one of the above issues. Just absolutely hilariously bad. Do you correct them, or do you maintain the idea that Arbiters are never wrong? 


For maximal chaos, roll two and combine


Thanks to Phlox, deus ex parabola and Archon for the ideas, which helped in assembling this’n. 


Thursday, 22 September 2022

Considering Old Mysteries (Classes: Magus and Vigilant)

 For QAL ASHEN


A mesopotamian-esque setting, where the world is consumed by a curse that infuses all living things with Too Much Life, turning them into immortal monsters. The only safe place, where uncursed people remain, is a bleak, theocratic city where the God of Death is worshipped: Qal Ashen. 


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The Magus is adapted from the Magician of Vain the Sword 2e


The Spells of both of these classes are rolled from a 1d100 List. In lieu of the intended one, the one from Vain the Sword 2e is also well written and inspiring.


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Understanding is a fleeting thing. Perhaps some in the past understood the hidden mechanisms, the causes, of sorcery. Now only the results can be seen. The works and invocations of the old world have been lost beneath the herds of beasts. Now, new knowledge must be crafted, and strange new blasphemies explored.


Few in the City will speak ill of Magi. 


THE MAGUS

+1 Cantrip and +1 Language per Template. 

A - 4 Spells, +1 MD

B - Reverse Spell, +1 MD

C - Insight, +1 MD

D - Epiphany, +1 MD


Cantrips

Each level, choose to learn one of the following magical tricks: 

  • You can read and write in the Lunar language (otherwise impossible for mortals). 

  • You can read 2000 words per minute. 

  • Insects, goats and all sizes of cats will never bite you. 

  • You can move nearby bronze things which are 1 slot or smaller with your mind. 

  • You can tie and untie simple knots by whistling. 

  • Spit in your hand, and you have a handful of salt. 



Reverse Spell

When you cast a spell you know, you now have the skill to do so backwards, resulting in the opposite effect, such as a darkness spell creating light, or a spell which heals wounds causing them. 



Insight

By eye-contact, you can tell if someone has MD, how many MD they have, and what Spells or Incantations they know. 


You may also roll on the Revelations Table by divining from entrails or stargazing. You may do this once per Season. Not all of the results on the Revelations Table are good. 



Epiphany

Immediately learn six spells, choosing from the 1d100 list. 


You may forgo this to undergo a strange transformation, designed with the person running your game. A strange transformation is usually thematic to the magic you have been casting thus far. 



+



The Great Wall is a mighty defence, but it is not infallible. Some monsters can climb, some can fly - most fearfully, some can dig tunnels. Only one in history was great enough to breach the Wall itself. To say little of the threats within the wall. Poisoners, scoundrels, thieves, traitors, and the overly ambitious. 


Fortunately, the City has a second wall. A wall of swords. The order of Vigilants, the bannerless army, the tomb-guardians, patrollers in the dark, and the defenders of the meek. 


Always ready. 


THE VIGILANT

+1 to Hit and +1 Save per Template. 

A - Secret Society, 2 Spells, +1 MD. 

B - Focus, +1 Attack per Round 

C - Spell Strike, +1 MD

D - Turn All Spells



Secret Society

You are a member of the Order of Vigilants. As you are a ruler, this is probably known to at least the people you rule - however, most other Vigilants are anonymous. Secrecy helps with their duties. There are Vigilants in every district, and at every level of Ashenite society. Surely, from the depths of Amaru’s Gullet to the halls of the Palace, there is vigilance. 


You know a number of secret signs by which you can covertly identify fellow Vigilants. 


Other vigilants will usually side with you in a fight. You are obligated to be ready to spring to the defence of Qal Ashen at a moment’s notice. 


You know of a secret Vigilant meeting place within your district, where you can take refuge if needs must. 



Focus

You may enter a state of heightened senses for an hour


While in this state, you always act first in initiative (ties between Vigilants resolved by whichever has the higher templates). 


You also have smell keen enough to track with, hearing so precise as to hear a bare footstep, sight which can see heat as an eighth colour, taste which can discern even tasteless poison, and can read carvings by touch


You cannot use this again until you do one of: sleep, meditate for two hours or land a critical hit



Spell Strike 

You may, upon successfully hitting someone with an attack, immediately apply the effect of a spell you know on them, rolling MD as normal. 


If this makes no sense, choose a reasonable negative effect which is themed around the spell - for example, Spider Climb forcefully sticking you to surfaces, or Moonview effectively blinding the target by moving their viewpoint to the Moon. 



Turn All Spells 

While in Focus, you are immune to magic, unless you wish otherwise. 


Silent Evermore (Class: Arbiter)

 For QAL ASHEN


A mesopotamian-esque setting, where the world is consumed by a curse that infuses all living things with Too Much Life, turning them into immortal monsters. The only safe place, where uncursed people remain, is a bleak, theocratic city where the God of Death is worshipped: Qal Ashen. 


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I’m continuing the chain of adaptations.


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Droughts and plagues. Comets and sea-beasts. The rumbling monstrosities which till the soil. Slithering horrors and terrors with wings. Dog-headed men, burning winds, sacred birds. Floods, storms - and grim and terrible fate. 


Every God has their servants. 


THE ARBITER

+1 Orison  per Template. 

You start in possession of the Symbols of your Cult. 

A - Ordained, Cult, 2 Incantations, +1MD

B - Condemn, Abjure, 1 Incantation, +1MD

C - Famed Ability, 1 Incantation, +1MD

D - Didact, 1 Incantation, +1MD


Orisons

Each level, choose to learn one of the following clerical techniques:

  • You can speak Scapular, the secret language of the Arbiters. 

  • You can sterilise an object with a wave of your hand. 

  • While you kneel and pray, you cannot be perceived by divine beings. 

  • You can sense the presence of The Curse as a writhing feeling in the air. 

  • You can cast handfuls of wood-ash to consecrate a space, sickening enemies of Qal Ashen that enter it. 



Ordained

Ordinary Ashenites respect and trust even the weirdest Arbiter, so long as they don’t worship the Cruel Nine or (openly) harm people who don’t seem to deserve it. 


You are often required to perform Arbitrative duties, such as burying corpses which cannot be reanimated, tending to the great catacombs, offering prayers on behalf of the Monarch, patrolling the District in which you reside, and arbitrating various disputes. 


There is technically nowhere in the City you are not allowed to be, apart from the personal chambers of the Monarch themselves. 


Arbiters do not claim to spread the Word of Qal Ashen. He does not have Words. He is a god of silence. 



Cult

You must follow tenets supplied by the philosophy of your Cult. The first tenet is the major tenet, breaking which brings down the wrath of Qal Ashen, the rest are minor tenets, breaking which only brings down the disapproval and derision of your Cult-fellows. 


You are a member of one of the following Cults:


  1. The Argents

Sentiment: “All morality derives from us.”

Symbols: Silver death-mask, white pall.
Founder: Arminius, Brother of the First Monarch


The most temporally powerful Cult, which has the ear of the Monarch. They have the secret of creating the Returned, undead with memory of their lives and free will. They argue that only the righteous can return from beyond death, and, as they have been given the power to restore the righteous, they are the favoured of Qal Ashen. 
Tenets:
1. In all things, obey the Monarch and protect the City. 2. Protect the Argent Cult, unless it contradicts the above. 3. Reveal no secret of the City, unless it contradicts the above. 4. Wear the silver death-mask of Arminius you were given, unless it contradicts the above.



  1. The Celebrants

Sentiment: “The real work begins in death. Relax now!”

Symbols: Painted skulls, faded red silk.
Founder: Lakhmu, a Lune from a foreign land. 


Believe that we go to the Underworld to undertake sacred toil. As such, they say that the abundant City is a sort of paradise-before-death, which it is impious not to enjoy. Tolerant of other Cults - it’s up to people how they waste their paradise - with the exception of the Myriapoda. They carry the painted skulls of dead Celebrants to offer them glimpses of paradise.  Tenets: 1. In all things, minimise pain. 2. Use the least effort possible, unless it contradicts the above. 3. Treat others with respect, unless it contradicts the above. 4. Carry with you the painted skull of a deceased Celebrant.



  1. The Victors

Sentiment: “All must prepare.”
Symbols: Hammer, thurible.
Founder: Nergui the Spider, a famed general who served the Fourth Monarch. 


Believe the final day is rapidly approaching, and are preparing to battle with Qal Ashen in a great ekpyrotic war at the end of time, which they call the Time of War. They are militant warmongers, without a foe left to fight, apart from the monsters. Notorious for disproportionate retribution. 
Tenets: 1. Never make peace. Instead, win. 2. Never go unarmed. 3. Never allow pain or adversity to defeat you or dishearten you. 4. Prepare for the Time of War when you can. Secret redoubts, weapon-making, army-training, etc.



  1. The Crows

Sentiment: “We must guarantee justice.”
Symbols: Beaked clay mask, bone dagger.
Founder: Otoug, the Mighty. Ranged far from the City and found what he returned to wanting. 


Believe that killing those who are evil or who threaten the sacred City is not only moral, but necessary, and appoint themselves executioners to carry out the task. They don’t believe the outside world can be saved, as such, protecting what remains is of the utmost importance. Tenets: 1. In all things, destroy the guilty and protect the City. 2. Strive for fairness, unless it contradicts the above. 3. Never show fear. 4. Wear a clay mask depicting a crow’s beak, to hide your emotions.



  1. The Gravebound

Sentiment: “The message has been lost.”
Symbols: Shotel, veil.
Founder: Merodach, Companion of the First Monarch. 


Descended from the servants, advisors and soldiers of the First Monarch. The only hereditary Cult, and by their reckoning, the oldest. Regard all others as heretics. Gravebound veil or mask their faces in public. 


Tenets 1. In all things, strive to serve Qal Ashen and oppose the Cruel Nine. 2. Side with your family, even against the City herself, unless it contradicts the above. 3. Destroy monsters when you can, unless it contradicts the above. 4. Wear a veil or a mask, and show no part of your body to strangers.



  1. The Redeemers

Sentiment: “The world can be saved.”
Symbols: Lilies, chains.
Founder: Florus, Son of the Eighth Monarch. 


Strive to end the Curse and redeem the world from the hatred of the Cruel Nine. Wear heavy chains around their necks or limbs to remind them of the weight of suffering all outside the city have experienced. Eat only the flesh of plants, as a form of spiritual cleansing from blood.  Tenets 1. Never kill. 2. Wear a heavy chain, to remind you of the weight of the Curse. 3. Maintain a strictly vegetarian diet. 4. Your door is always open – welcome vagrants, strangers, exiles and magi as well as you would a long lost sibling.



  1. The Ghouls

Sentiment: “God is fond of death.” 

Symbols: Filed teeth, green tattoos. 

Founder: Namtaru, a towering wall-guard who died only recently.


The youngest Cult. Fearless and belligerent (sometimes performatively so). Believe that any death one reaches is a good one, and not something to be feared. Believe that submitting to the will of anything or anyone but Qal Ashen is a spiritual hazard. As such, they are tyrannical warlords, communal anarchists or animalistic eremites. They are fond of none of the other cults, though they reserve special hatred for the Argents, who return people from blessed death. Tenets 1. Allow nothing and nobody to rule you. 2. Never show fear. 3. Destroy monsters when you can, unless it contradicts the above. 4. Betrayal and treachery make you lower than the worms.



  1. The Firebrands

Sentiment: “Burn out the dead wood.”
Symbols: Torch, scripture burned into skin. 

Founder: Red Naram-sin, an explorer who discovered much beyond the city. 


Offer criticism, explore widely, and burn scripture into their skins. Approve of sorcery of all sorts. Fire, symbolic of casting back the darkness, removing rot, destroying the unwanted and burning the incautious, is their friend. They seek to make the City greater and brighter, and to excise the parts which harm or weaken it.  Tenets: 1. Always seek to improve the City, even if you must destroy parts of it to do so. 2. Burn scripture and sacred symbols into your skin. 3. Explore the world beyond the walls when you can. 4. Politeness and pleasantries are for idle aristocrats, and the dead. Speak brusquely and be bluntly honest.



  1. The Myriapoda

Sentiment: “Decadence damned us once before.” 

Symbols: Cilice, grain flail. 

Founder: Adrahasis, the Sage, a philosopher who lived in the days of the First Monarch. 


Believe The Curse was punishment for impurity, decadence, cruelty and moral dissolution in the Old World. Live ascetic lives, often going barefoot and eating only plain food, ignoring the City’s vast bounty. They encourage others to do the same. They prefer debate to violence, and seek to avoid the further notice of the Cruel Nine. 


Tenets 1. Never take more than you need. Own nothing larger than a hut. 2. Live in poverty, and convince others to do the same. 3. Favour the parent over the child, the creator over the created. 4. Never resort to violence to defeat your enemies.



Every Cult has a secret list of Incantations, which function similarly to Spells. Arbiters jealously guard their arts. Maybe the list will manifest later. 


However, the first three Incantations on every Arbiter’s list are:

  1. Turn Living – [sum]HD of living creatures flee you screaming.
  2. Speak with Dead – Ask [dice + highest] questions of a skull or dead body. -1 [dice] to compel truth, -1 [dice] to hear the emotion of the voice.
  3. Animate Dead – Bestow [dice]HD on a dead body, allowing it motion. Bodies will regain some of the skills they had in life, if invested with the appropriate amount of HD. Animated Dead follow orders from any Ashenite, and otherwise lack cognition. 


Everyone knows about these three. 


New Incantations can likely be discovered from ancient holy texts, or similar. 



Condemn

You have gained enough spiritual authority to declare people in the City enemies of your Cult, unless a more senior Arbiter disagrees. This usually has severe repercussions for those not directly protected by the Monarch or another lesser ruler. 


You can Condemn district rulers, but to send upright, pious Ashenites after the explicit proxies of the upright, pious Monarch causes some interesting theological tangles. 


As for Condemning the Monarch, well, the Monarch is the City, and the City is God. As such - you can’t Condemn the Monarch. 



Abjure

In response to another Priest using an Incantation, you can roll your MD to Abjure it, reducing their [sum] and [dice] by your [sum] and [dice]. MD expend as normal when used to Abjure. 



Famed Ability

Every Cult has some famous ritual or power, which are often what springs to mind first, to the ordinary Ashenite. 


  1. Argents - Returning the Dead

Blessed Arminius created the very first of the Returned to establish the City’s ways. 

With a Season’s work, you may return the Shade of a person you can name to their body. You specifically need the correct body. They become a Returned, an Undead with free will. They will likely be grateful. Resurrecting people the Argent Cult don’t like will be received poorly


  1. Celebrants - Reversing Decay

Lakhmu never let a good thing go to waste.

With a wave of a hand, you can unspoil food, unrust small amounts of metal, unfester wounds, and so on. With a Season’s work, you may return a corpse to exactly how it looked in the prime of its life, restore a building to a formerly glorious state, or reverse a willing person’s age by 3 years. 


  1. Victors - Corpse Armour 

Nergui the Spider was said to wear an elephant’s weight in human bone. 

With a Season’s work, you can assemble a towering set of Corpse Armour from the bones of your fellow Ashenites. It conveys 17AC, and makes you taller than just about anyone in the city. While you are wearing it, you have +[templates] Strength and can grapple with larger creatures than a normal mortal can. 

You are the only one who can use your Corpse Armour. 

With a further Season’s work, you can add a negotiated feature or property to your Armour. 


  1. Crows - Touching the Intangible 

Otoug cut the shade of the hated Seventh Monarch to shreds. 

While you are silent, and in full focus, your weapons and body can interact with intangible creatures as if they were physical. This usually surprises the bastards. 


  1. Gravebound - Resisting Death 

Merodach was swallowed by a sea beast - he walked home along the seabed. 

When you would die, you have a 3-in-6 chance of just not doing that, instead. 


  1. Redeemers - Calming Monsters

It is said Florus walked fearlessly, leading the people of lost Tekir back to the City. 

When you place your hand on a Monster’s body, and recite scripture, it becomes as docile as a lamb. Monsters which are calmed for a long time will often doze off. 


  1. Ghouls - Stealing Strength

The Ninth Monarch asked Namtar from whence his strength came. He responded: Meat. 

If you eat the flesh of a creature with more HD than you, you gain a negotiated ability - tending towards the physical or the brutal rather than the magical or delicate. You can have [templates] stolen strengths at once, and must discard old ones to gain new ones. 

 

  1. Firebrands - Summoning Pyre-Flames 

Red Naram-sin burned monsters and traitors alike in her flames. 

By shedding your own blood, dealing 1d6 damage, you may summon the scarlet flames of the Pyre of Qal Ashen where the droplets fall. They can only be extinguished by you or a fellow Firebrand. They burn just as well as normal fire, and even seem to reach for living things. 


  1. Myriapoda - Deathlike Meditation 

Adrahasis sat atop the Hill of Kigal for 234 years, never moving, but his influence was still felt.
You can choose at the start of a Season to enter a meditative state. While in this immobile, insensate state, you require no food, water, air, or other essentials for life, and you do not age. While meditating, you can speak through willing members of your Cult. You may choose to leave this state the next time a Season begins. 


Didact

All curses, illnesses, banes, hexes, etc. affecting you vanish - including, if you are affected, The Curse. You no longer need food. 


You can spend a season in quiet meditation to learn a Way to Power, or to trade one of your cult’s Incantations for another on the same list.


Finally, you now have the legitimacy to break away from your Cult and try to found a new one. Perhaps, with a new cult, you may discover a new ability to be famed? Perhaps yours will finally make the City her perfect self?