1.5M Words Reward Package

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Each player has received the following goodies to recognize the amazing 1.5M milestone we hit in 2025! I know that such open-ended offers can feel a little intimidating, so I've tried to include some examples to give you a better idea of what's available/possible. In general, please don't be afraid to use these -- I always enjoy brainstorming with you and we can sit down to dial in specifics about what you're looking for and how we can make it happen within the context of the game. All items also have a "Decisions are hard, please just randomize it 😩" option LOL. Just reach out in your private support channel and mention you're interested in using something, and we'll chat about it! ❤️

Package Summary

  • 1x Support Favor: A blank check to receive or do one major thing, within reason, for FREE!
  • 2x Event Skip Tokens: Allows you to skip one task/requirement in a Direct Request, mini-game, catalyst, bounty/calling, etc. Limit: Only 1 Skip may be used at a time. Some events may be ineligible for skipping.
  • 1x Custom Extreme Talent Token: Allows you to design a custom extreme talent with unique mechanics, similar to the Devourer or Wishbone Core.
    • Support is happy to help dial it in for you, but in general, the talent should have:
      1. a clear “what it does"
      2. a writing trigger (“each time you write a post where…”)
      3. a method of “earning” or “feeding” it (optional currency, charges, extracts, tokens, etc.)
      4. some kind of risk/backlash/escalation
  • 1x Custom Extreme Item Token: Allows you to design a one of a kind, extreme item with unique mechanics, similar in impact/style to an Extreme Talent but item-shaped. The item can be a weapon, armor, tool, relic, implant, artifact, portable machine, cursed object, divine gift, nanite construct, sentient or possessed object, or something stranger.
    • Support can help finalize details, but in general, your item should have
      1. a clear core function (“what it does”)
      2. a use trigger tied to writing (“each time you write a post where you activate/charge/feed it…”)
      3. a way it “earns” its effects (charges, fuel, sacrifices, reagents, calibration, vows, extracted fragments, etc.)
      4. meaningful constraints (cost, backlash, attention, corruption risk, upkeep, a drawback, or a failure mode)
  • 1x Custom Extreme Companion Token: Allows you to design a custom Companion, or upgrade an existing one, with a unique physical form and/or appearance, an extreme feature, and up to 3 unique, themed abilities, which can be set by you or generated by Support with final selection by you.
  • 1x Custom Extreme Litter Egg: A custom litter egg that will produce 2 offspring, each with three unique abilities and/or physical adaptions related to a theme of your choosing. You could use this reward to receive a copy of any previous egg/litter item or craft a completely custom, extreme litter egg. Upgrades to a Companion or Character are free, and separate themes & parents can even be used per child, if you want. Players may also use generated offspring to overwrite/reset, or merge with, a pre-existing character, Companion, or pet. Limit: Eggs can only produce 2 offspring total.

Potential Reward Uses

Support Favor

  • Bonded Relic: A very special weapon or set of armor, like one that is bonded to your character or has unique properties
  • Extreme Gift or Burden: An extreme or special Talent, Blessing, and/or Curse, for example, a Curse that grants a suite of powers but also causes problems for your character or others around them
  • Talent Bundle: A suite of 3 Talents, each up to 6k in value, or 5 Talents, each up to 3k in value; can be picked from the Arcanum or custom
  • Ancestry Overhaul: A special ancestry for a new or pre-existing character (including divine, legendary, yokai, etc.); custom litter eggs; or major character reset/revisions
    • Free or Custom Breeding Items: Also includes applying special items like Feral Instinct Marker or Mana Spark for free, or the use of custom breeding permissions like them
  • Mythic Companion: A rare or unique pet/Companion with extreme abilities, such as shapeshifting into a secondary humanoid or animal form
  • Unique Form: A custom, rare, or unique animal form for your character, including those that can't typically shapeshift and/or a secondary form (max 2) for characters who can already shapeshift
  • Major Authority: A position of major authority for a character, such as becoming mayor/territory leader for a specific area, a direct lineage associated with a royal family from the past and/or Kingdoms
  • New Progression Track: New progression systems, including Afflictions, secondary progression systems like Starlight, etc.
    • System Swap Option: You would also have the opportunity to switch a Companion/Character to the new system.
  • Mini-Game Request: Requests for new mini-games to be made available
  • New Race or Companion: New Races or Companions, either special one-offs for a specific idea you have or as full additions others can join
    • Free New-Race Character: You would also get a character/Companion from the new race for free.
  • Area Unlock: Area unlocks and/or biome selection for the next unlock (first come, first serve)
    • Authority Add-On: Could potentially include the position of major authority unlock as well, if you wanted
  • Divine Favor: Becoming Chosen of a specific deity, creating a patron deity for an area, or other divine influences
  • Second Pick: A second copy of any of the other package rewards above

Event Skip Tokens

  • Direct Request Boost: Automatically complete a step in a Direct Request
  • Checkpoint Credit: Receive credit like you wrote an IC post for a Checkpoint during a Custom Exploration
  • Event Post Waiver: Remove a single post requirement from an event
  • IC Award Bypass: Receive an event award without posting ICly
  • OOC Award Bypass: Receive an event award without completing an OOC task
  • Crafting Skip: Skip a custom crafting session and receive a custom item with 2 features
  • Reroll Event: Reroll a Direct Request, or a step in Custom Explorations/Crafting

Extreme Talents

  • Afterlife Talents: Your character may interact with the dead and with spiritual residue, drawing on imprints, echoes, and lingering presences in unique or unusual ways. It can grant insight, borrowed skills, or influence, but things rarely stays tidy or consequence-free.
  • Bargains & Contracts: Your character can make deals or bets with forces that can genuinely enforce or collect. Power comes through promises and obligations, and outcomes often depend on wording, leverage, and what happens when terms come due.
  • Binding / Sealing Talents: Your character can contain or constrain dangerous things such as entities, curses, powers, or places. It’s a way to impose order on chaos, but it typically requires upkeep and tends to fail dramatically if neglected.
  • Command / Authority Talents: Your character can impose will on people or systems, compelling deference, overriding rules, or forcing compliance. It’s potent and visible, and it often provokes resistance from anything that dislikes being controlled.
  • Consumption Talents: Your character can consume things that aren’t normally edible, gaining effects shaped by what was taken in. It lends itself to escalation and adaptation, but can be risky, destabilizing, or difficult to reverse.
  • Corruption / Purification Talents: Your character can handle hazardous forces in ways others can’t, moving, refining, weaponizing, or cleansing them. It’s inherently high-stakes, and it tends to leave long-term marks on situations and on people.
  • Engine Cores: Your character has an internal power source that produces extreme output under the right conditions. It can be fueled, tuned, or pushed, and the tradeoff is what happens when it’s strained, depleted, or starts demanding more.
  • Fate / Luck Talents: Your character can tilt probability and coincidence in their favor, subtly or dramatically. It can create patterns around them over time, including backlash, compensation elsewhere, or unwanted attention from things that track or demand balance
  • Forging / Crafting Talents: Your character can create things that shouldn’t be possible, turning unusual inputs into tools, relics, or effects. The results tend to carry a recognizable “handprint,” and the process is often high risk.
  • Harvest / Extraction Talents: Your character can gather intangible resources from situations and store them for later use. The strength comes from what was taken and how it was gathered, and the cost is who notices, what it changes, or what it harms along the way.
  • Mirroring / Copying Talents: Your character can reflect or echo traits from others, borrowing pieces of identity, technique, or presence. It’s versatile, but it can blur boundaries, create contamination, or provoke consequences from, or for, the original source.
  • Pocket-Reality Talents: Your character can access or establish a personal space that acts like a portable refuge, corridor, or hidden “inside.” It’s powerful for control and utility, but it often comes with instability, rules, or inhabitants that complicate its use.
  • Predation / Hunting Talents: Your character can pursue targets with an unnatural certainty, tracking through signs, instincts, or metaphysical threads. It’s excellent for pursuit and plot pressure, but can become compulsive and draw rivals who hunt the hunter.
  • Sanctuary / Domain Talents: Your character can establish a protected domain that grows stronger and more meaningful over time. It offers safety and leverage, but it also creates a claim that others may test, challenge, or try to take.
  • Signal / Broadcast Talents: Your character can project something outward that affects others, spreading influence across distance or through communities. It can build momentum quickly, and it can also spread beyond intent, attracting attention or creating unintended reach.
  • Swarm / Colony Talents: Your character commands a distributed extension of self that can act in many places at once. It offers flexibility and scale, but introduces risks of depletion, fragmentation, or losing control when the “many” start acting like their own thing.
  • Transformation Talents: Your character can force major changes in bodies or forms, reshaping traits, functions, or identity markers. It’s powerful and flexible, but tends to bring drift, side effects, and hard questions about what counts as “you.”
  • Transit / Threshold Talents: Your character can cross boundaries that normally hold, whether physical, metaphysical, or social. It opens access and mobility, but it often generates pursuit, scrutiny, or consequences for breaking rules that exist for a reason.
  • Unmasking / Revelation Talents: Your character can reveal hidden truths, exposing what’s concealed in people, places, and systems. It’s invaluable for uncovering secrets, and it reliably creates enemies once the truth starts landing.

SPECIFIC TALENT EXAMPLES:

  • Devourer: Ability to consume nearly anything -- poison, magic, nanites, curses, divine fragments, corruption, even living enemies -- and draw sustenance from what they devour.
    • Each consumed object or being leaves something behind, such as a residue, instinct, ability, or mutation.
    • Each time you write a post where the user consumes something in a post, you may request a Devour effect in your private support channel.
      • Support will provide a short list of potential abilities, adaptations, or transformations based on what was eaten, and you may choose one to keep.
    • Effects can be temporary or permanent depending on scale.
    • Consumption may also result in unexpected side effects, mutations, or escalating attention from things they'd rather avoid.
  • Wishbone Core: A broken, semi-sentient wish engine has rooted itself in your character's body, allowing them to grant wishes for others.
    • Once per RL month, you may post on ⁠#catalysts-and-games with a specific wish for another character (including other players or any of your own characters other than the host).
    • Wishes may be small (minor items, visual changes, cosmetic features) or major (Talent rewrites, Progression boosts, Companion transformations, etc.) but the greater the wish, the greater the odds of backlash, side effects, or long-term consequences.
    • Wishes are never guaranteed to succeed, nor to manifest exactly as requested.
    • Wishes are powered by Wishbone Coins, rare magical tokens that must be offered to the engine for a wish to be considered; offering more coins increases the odds of a successful or controlled outcome.
  • Empathovore: Ability to consume raw, potent emotions directly from the environment or a willing/overwhelmed target, drawing sustenance, power, and temporary stability from feelings like rage, joy, despair, or love.
    • Each emotion leaves a distinct psychic imprint within the user, which can be stored and later spent.
    • Each time you write a post where you consume a strong emotion, you may record it in your talent notes then, once per RL month, you may request a Payout in your private support channel.
      • Support will provide a short list of psychic constructs, abilities, or mutations forgeable from your stored emotions (e.g., a Blade of Sharpened Grief might cost 1 Despair and 1 Fear); you may choose to spend imprints to acquire one or more.
    • Powerful combinations risk psychic feedback, emotional bleed-through, or attracting the attention of empathic predators or lingering emotional entities.
  • Paintress / Painter: Ability to paint gateways into self-contained pocket realities on any prepared canvas. Each painted world is shaped by the user's creative intent and artistic skill, containing unique environments, sentient or semi-sentient beings, simple ecosystems, or altered physical laws.
    • Each time you write a post where the user creates a new painting, or visits one they've created, you can record a Chroma Extract into your talent notes then, once per RL month, you may request an exchange in your private support channel.
      • Support will provide a short list of rewards such as as potent reagents or consumables, temporary buffs, reality-altering items, or elements from paintings. You can spend collected Chroma to purchase one or more rewards.
    • Canvases are inherently unstable -- prolonged time inside, strong emotions, or external energy may cause the environment to warp, blur lines between reality and art, or attract beings that treat these realms as feeding grounds or prisons.
    • Others may be brought into the Canvas to experience the world with you; death inside the painting results in the visitor being ejected, but can cause lingering harm to the user.

Extreme Items

  • Archive / Black Boxes: Containers for volatile knowledge—maps to places that shouldn’t exist, forbidden protocols, sealed names, lost rites, compromised histories, lineage records, or dangerous instructions. They unlock unique opportunities and plots, but create risk: attention from seekers, side effects from accessing the contents, and consequences for carrying or using what you now know.
  • Biome Shapers: Objects that impose environmental behaviors like storms, fog, ashfall, thaw, drought, bloom, insect swarms, static haze, or pressure shifts. They’re useful for travel, survival, and conflict, but are “loud” in the world and can prompt territorial responses, ecological complications, unwanted witnesses, or escalating pushback the longer they’re used.
  • Contract Objects: Items that formalize agreements like oaths, debts, permissions, bindings, exchanges, or recorded bargains. They can enforce follow-through and create leverage, but also introduce obligations, loopholes, collectors, hostile claimants, and a “paper trail” that can become valuable, dangerous, or weaponized.
  • Cursed Objects: Ordinary-seeming items that come with outsized effects and a built-in cost. The benefit can feel reliable and tempting, while the drawback may be delayed, conditional, escalating, or subtle, showing up as bad luck, social fallout, behavioral pressure, recurring complications, or a slow reshaping of choices.
  • Divine / Patron Gifts: Gifts that feel sourced from a higher power or external authority (a patron, saint, judge, ancient system, living myth, etc.). They can do near-miraculous things, but often arrive with expectations like doctrine, taboos, obligations, signs of ownership, and the risk of attracting attention from rivals or enforcers.
  • Extraction Vessels: Items that collect and store intangibles like emotions, memories, pain, luck, heat, corruption, blessings, ambient magic, or secrets as a usable resource. Their power depends on what they’re fed, and feeding them can create consequences like ethical costs, social fallout, environmental effects, or predators and investigators who notice the harvesting.
  • Implants / Symbiotes: Integrated additions like tech augments, living grafts, embedded relics, parasite crowns, grafted halos, bonded modules, and similar. They can grant substantial functions, but aren’t casually removed and may slowly affect the body, instincts, needs, dependencies, or self-concept.
  • Living Relics: Items that behave like a creature or companion more than a tool. They might learn, sulk, hunger, bargain, protect, or “bond.” They may develop new properties over time, and can also come with (or develop) preferences, costs, and consequences under certain circumstances like neglect, misuse, or conflict with their nature.
  • Reflection / Copy Objects: Items that reflect, imitate, trade, or misalign qualities like appearance, voice, emotional tone, signatures, minor capabilities, wounds, or luck. They’re flexible and dramatic, but tend to involve exchange, drift, mis-copying, or lingering artifacts like echoes, doubles, misplaced consequences, or identity confusion.
  • Portable Machines: Devices that run on internal rules like charges, calibration, fuel, permissions, cooling cycles, compatibility, maintenance, or “settings.” They can produce dramatic outputs like repair, reconstruction, adaptation, fabrication, or environment control, but may also malfunction, degrade, trigger safeguards, draw interest, or “optimize” toward goals you did not intend.
  • Reality Keys: Items whose main power is access: opening sealed things, bypassing restrictions, crossing boundaries, overriding wards/protocols, or enabling impossible routes. Their advantages are broad and plot-opening, and their downsides often involve what they expose you to, who notices your capability, or what rules you quietly break by using them.
  • Sentient Tools: Items with some kind of mind behind them: a voice, a will, a directive, or an “operator” (AI, spirit, trapped echo, parasite intelligence, inherited imprint, etc.). They can enable unusual feats, but may also push back, negotiate, test boundaries, mislead, or demand something in return.
  • Signature Items: Weapons, armor, clothes, jewelry, or tools that are tied to your character’s identity. They may only fully function for a single person (or for a specific “type” of person), grow stronger over time, and bring recognizable “signature” effects that make you easier to track, challenge, or fear.
  • Transmutation Kits: Mobile setups that turn one kind of thing into another (ruin → steel, fear → armor, blight → fuel, nanites → threads, storms → batteries). They’re powerful because they let you reframe obstacles into resources, but conversions may be imperfect, leave residue, produce waste, require inputs you can’t always justify, or create unstable results.
  • Ward-Anchors: Objects that establish a persistent zone effect like protection, concealment, silence, suppression, purification, repulsion, or blight-control. They’re strongest when established in a place, but tend to create tradeoffs like difficulty moving them, visible “footprints,” upkeep requirements, territorial responses, or stricter constraints as the zone becomes more potent.

Extreme Companions

  • Lineage Companions: Companions that may awaken from, inherit, or be forged through an old and potent bloodline (for example, divine, primordial, legendary beast, or cursed lineage). Their abilities might be tied to heritage and legacy, and they may bring power alongside inherited obligations, old grudges, or enemies tied to history.
  • Biome / Elemental Manifestations: Companions that might be less a creature and more a conscious fragment of an environment or element, for example a walking storm, a sentient grove, or a coalesced lava flow. Their form and abilities may be closely tied to their element, offering strong influence within that domain while also creating clear counters or dependencies.
  • Cosmic / Void Companions: Companions that may be influenced by forces beyond the familiar world, for example starlight, cosmic radiation, gravitational anomalies, or the emptiness of the void. They might bend principles like light, distance, or perception, but could also risk alienation, mutation, or attracting attention from strange observers.
  • Craft / Construct Companions: Companions that might be built, forged, or assembled rather than born. This can include golems, arcane automatons, stitched experiments, or nano-swarms with a shared mind. They may be highly customizable and durable, but might need fuel, upkeep, permissions, or may grapple with questions of selfhood.
  • Evolutionary / Adaptive Companions: Companions whose biology or essence may rapidly adjust to threats and environments. They might integrate traits from what they consume, mutate under stress, or develop along different possible paths. Their strength may come with constant change, instability, or the risk of drifting away from who they started as.
  • Fate / Luck Companions: Companions that might be tied to probability, fortune, or narrative “threads.” They may attract unlikely opportunities or disasters, store luck as a resource, or sense the shape of outcomes and nudge them slightly. Their influence may be subtle but far-reaching, and it might come with balancing effects, backlash, or messy tradeoffs.
  • Guardian / Warden Companions: Companions that may exist primarily to protect, contain, or enforce. They might be duty-bound to someone other than their bonded partner, or a specific place, promise, or concept; theymay excel at defense, restraint, sealing, or keeping vows intact. Their strength may be paired with movement restrictions, split loyalties, narrow purpose, or a heavy duty they can’t easily ignore.
  • Memory / Echo Companions: Companions that might form from collective memory, psychic residue, or the lingering consciousness of a place or event. They may access lost knowledge, replay fragments of the past, or turn nostalgia and regret into leverage. Their existence might be fragile, and they could be vulnerable to being overwritten, dispelled, distorted, or absorbed.
  • Parasitic / Symbiotic Companions: Companions that may require a deep physical bond with a host, trading power for sustenance, shared life force, or gradual change to the host’s body and mind. The relationship might blur into dependence, and separation may be difficult, dangerous, or simply messy.
  • Law-Bender Companions: Companions whose presence might define, distort, or override local rules. They may create zones where their internal logic holds, temporarily shift what “counts” as possible, or resist certain constraints that affect others. This kind of influence may be potent but noticeable, and it might draw scrutiny from forces that correct, police, or exploit anomalies.
  • Spirit-Bound Companions: Companions that may be a manifested soul-fragment, a merged spirit, or a familiar born from a strong psychic bond. Their abilities might be empathic, psychic, or spiritual, and harm to them may echo back onto their partner in emotional, mental, or soul-deep ways.
  • Transcendent / Ascended Companions: Companions that may have undergone, or be undergoing, a fundamental shift into a higher state of being. For example, they might move from mortal to elemental, physical to conceptual, or beast to demi-god. Their power may be vast but uneven, and the transformation might be irreversible, isolating, or destabilizing while it’s in motion.

Extreme Litter Eggs

  • Corruption / Hazard: Offspring shaped by exposure to environmental factors such as such as rifts, blight, radiation, industrial toxins, or other hazardous conditions. They may show unusual resilience, altered needs, or extreme adaptations, including disease immunity (or, in some cases, being a disease carrier) and mutagenic adaptations.
  • Cosmic / Strange: Offspring that may not follow normal biology or local rules. This could show up as gravity or balance behaving “wrong” around them, bodies that ignore expected anatomy, sensory fields that interfere with nearby Primary or Secondary Forces, impossible materials in or on the body, spatial irregularities, or “lab error / reality glitch” themes.
  • Custom Species / Race: Offspring from a species/race that isn’t normally available on-site, including fully custom ones or rare/unique/invented offshoots of existing offerings. Depending on scope, you may be able to make this a full addition to the world, a rare one-off, or a strange offshoot that only exists because of the egg.
  • Death / Afterlife: Offspring with funerary or spirit-linked traits. They might be hard/impossible to kill in a specific way, bound to ruins or gravesites, carry bone/ash motifs, involve reincarnation or transmigration themes, possess spiritual senses, carry an ancestral imprint or possession, or act as a natural warden against restless dead (and undead).
  • Elemental / Environmental: Offspring adapted to a specific harsh niche, such as high altitude/thin air, subterranean pressure and darkness, salt flats and caustic sands, toxic wetlands, geothermal vents, deep ocean zones, storms, or “urban ruin.” Their bodies and instincts may be optimized for survival in that environment, sometimes at the cost of comfort elsewhere.
  • Holy / Demonic: Offspring marked by sacred power or infernal influence. This may include angelic traits, holy/divine beast lineage, being born from answered prayers, relic attunement and warding instincts, pacts with demon/demonic entities, demonic traits and temptations, or an inherited debt that follows them.
  • Mythic Lineage: Offspring tied to old stories and famous bloodlines, such as royal or “founder” lines; beast-kings/alpha animals; descendants of legendary heroes; god-touched heritage (such as demigods or characters created by a god/gods); infamous or publicly known familial blessings/curses that can also be passed to future children; or “this line was thought to have died out” lines. Their identity may come with recognition, expectations, and inherited enemies as much as inherited power.
  • Social / Cultural: Offspring bred specifically for a job or role in a community, such as diplomats, companions, scouts, sentries, search-and-rescue, pack/haul breeds, ceremonial icons, espionage couriers, caretakers/nannies, medics, or settlement-builders. Their traits may lean toward temperament, trainability, endurance, and social instincts shaped around that purpose.
  • Tech / Nanite: Offspring built or altered by technology, such as synthetic organs, modular limbs/parts, internal tools or systems, nanites that act as a living partner, bioengineered upgrades, lab-grown reinforcements, nanite or tech-based animal forms, or compatibility with implants that most bodies reject. Upkeep might include maintenance, permissions, upgrades, or unexpected interactions with other tech.