Rites

Final Conquest Card

At that moment, you have decided to give up Sultan's Game and leave the city walls... You realize that an abandoned card didn't let you go... it is a hook, a rope, a cage, a curse... Now, the magician blocks your path. She chuckles, toying with that little card.



She tells you to complete this card… one of you must walk into the wilderness alone – almost certainly lead to death.

ID: 5010005

Type: End

Tips: None

Duration: 1 days

Waits For: 0 days

Marked as New Only on First Occurrence: 0

Starts Automatically: Yes

Triggers Result Automatically: No

Tag Tips: None

Tag Tips Up: Normal Result, Survival, Physique

Tag Tips Text:

Random Text: None

Random Text Up:

Roll #1
If it's you... there might be a chance
Type: Normal Result
Type Tips: Your Survival and Physique determine your full dice count.
Low Target: 8
Low Target Tips: You need at least 8 Successes.

Actions When Wait Expires

This rite has no actions when the wait expires.

Slots

Slot #1
Speak now, who will you exile

Locks: No

Is Key: No

Is Empty: No

Is Enemy: No

Conditions:

Pops: None

Slot #2
Conquest Card

Locks: Yes

Is Key: No

Is Empty: No

Is Enemy: No

Conditions:

Pops: None

Slot #3
It would take divine power, a miracle, to intervene in your current predicament...

Locks: Yes

Is Key: No

Is Empty: Yes

Is Enemy: No

Conditions:

Pops: None

Activation Conditions

This rite has no activation conditions.

Outcome

Prior

This is a miracle, this is divine intervention
Just when you are about to make a difficult choice... the stars gather.



Starlight envelops you and the magician – this cold light burns her skin like flames, making her screech angrily.



In a daze, you see Lumera descending from the sky, commanding the stars to pierce the magician's body like nails, and then the stars release light, tearing her apart from within... assembling her fragments – the writhing darkness and bones – into a terrifying arch.



Lumera orders you to pass through this gate: her most powerful spell cannot destroy the magician, only temporarily tear her apart. Once you cross this gate, you'll forever say goodbye to the magician, to the Sultan's Game...



You wish to ask her more questions, but as the magician struggles, darkness sways, starlight flickers, and you must hurry through this dreadful portal...



Beyond the arch is a dim road not belonging to this world, sky and earth are one color, with only the lines woven by starlight and flames guiding your path.



With each step, the parts of you belonging to the Sultan's Game slowly burn and fade away... Finally, when you clear your mind again, the road dissipates like mist in the wind, and you return to the real world—from the nearby peaks and markers, you have traveled at least 250 kilometers. Unable to look back at what happened, but now nothing can stop you from running towards freedom...

Conditions:

Result:

Action:

Regular

You died
You run out of water and food in the wilderness, losing your way... you can only stumble forward guided by the dim stars.

The magician's mockery echoes in your ears. You know you will die here, becoming nothing but a joke—yet others will escape along the route you planned. With this thought, you lose your last shred of strength to struggle... However, when you wake again, you find yourself back in your group...

Travelers had found you near death, and during their journey, they had coincidentally received help from your escape party... The Conquest Card has long vanished, and perhaps this time, you have truly escaped the Sultan's Game.

Conditions:

Result:

Action:

Your soul returns to the wilderness
You run out of water and food in the wilderness, losing your way... you can only stumble forward guided by the dim stars.

The magician's mockery echoes in your ears. You know you will die here... In your final moments, that little Conquest Card weighs a ton. It's not the crown tempting mortals anymore—now it shows its true face: a shackle locking souls, ready to claim you next.

But right as your body gives out and your soul's on the brink, a mightier, ancient force steps in—it's the wilderness, the peaks, the untamed conquest path the Sultan's Game can't touch.

Win or lose, they salute your guts. As a reward, your soul is embraced by the wilderness. It breaks free of the Sultan’s Game, riding the wind forever.

Conditions:

Result:

You send [s1.name] to face the wilderness in everyone's stead
[s1.name] takes the Conquest Card from you... [s1.gender] doesn't set off – there is no need to. In this world you've banished, what place isn't wilderness? You dare not look at [s1.name]'s face. Instead, you hurriedly gather the others and continue numbly toward your destination, leaving behind the magician, the Sultan's Game, and your important companions – all fading into dust.

Conditions:

Result:

Action:

She wasn't joking
You decide to ignore her and start desperately fleeing across the wilderness... the magician's laughter draws nearer, and your body grows colder...



Until midnight, when dark clouds suddenly appear, covering the starry sky and moon.



When the stars and moon shine upon the earth again, you have vanished, leaving only shattered remnants.

Conditions:

Action:

Extra

This rite has no extra outcome.