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Colour the friendly local demon interested
Profile updated, and actually looking half decent, now with 100% more relations
Feedback form:
What was your favourite event and what made this one stand out for you? I've only attended the Finale, so, that
Which of the themes did you like best from the cursive texts below the titles? I enjoyed the occult nature of the event, it's the sort of thing that captures me
We’ve had events ranging from about a bit over 1 hour to well over 3. What was your preferred event duration? I think this one ran longer than I anticipated, but that was player choice, I assume this was down to the larger size, so while fun, I can't answer this accurately
Any additional feedback is very welcome, leave any thoughts or comments for me, so I know what to do more of (or less of)!
I really enjoyed the event, it would be nice to see more risks crop up for us to interact with, intentionally or accidently (unless I missed some, and we just avoided them all) that sense of risk in even none combat events always feels gripping
The Remnant
A memory forgotten. A wanderer without. A fate escaped.
Dayton, once ascended to a rank above possession for his Lord Dranoden. Upon his ascension, he laid down his mortal life to aid the Twisted Star. His loyalty bore its own reward in the end: a permitted return to the realm of the living, as a final farewell from his Lord before his final conflict with Grief.
Aesthetics:
Eyes are no window to the soul for these enlightened beings; all Pactbound under the Remnant find their irises fading, their eyes taking on an unreadable milky white hue. As their power burgeons, their veins are traced in violet spiderwebs beneath their skin and darkened bone horns sprout from their skull. The stronger a Pactbound, the more pallid, dull and lifeless they appear.
Servants of the Remnant get:
Weapons of a Bygone Age: At will, Servants of the Remnant may pull forth the weapon of a fallen warrior’s (along with any required ammunition). Although mundane in nature when drawn, the weapon will take on the appearance of a decayed and neglected version of itself, pitted with rust or riddled with termites, but as deadly as though fresh from the forge or bowyer’s table. This weapon will vanish if released willingly, or if the bearer is disarmed.
Knights of the Remnant get:
Step Away: The Knights of the Remnant may, over the course of a round or turn, teleport themselves to a space within sight of where they originated. To Step Away is to step between realms. The Knight who uses this spell walks through the Hells, risking the searing ire of its inhabitants.
Courtiers of the Remnant get:
Another Chance: Physical injury holds no fear for a Courtier of the Remnant. Whether broken bone, visceral wound or severed limb, all mundane means of putting down a Courtier will be undone given eight hours and good rest. Lost battles will speak their words upon the injured Courtier’s skin, with each wound healed in this way forming a grey scar, marking the injury permanently.
The Remnant may offer, as part of his pacts:
Unageing form: A release from the confines of a mortal’s limited natural lifespan, and a glimpse into eternity.