Abbey

"A little hope, however desperate, is never without worth."

- The Narrator

Cloister
The cloister allows the heroes to meditate and is the lowest priced stress relief method in the abbey. The base cost for 45 stress relief in the abbey is 1000 gold.

Positive Possibilities
"Character name" has used meditation to achieve resistance to the forces of the material world. New Quirk: Balanced

"Character name" has found meditation to be a perfect fit. New Quirk: Meditator

Negative Possibilities
"Character name" has achieved constant calm. New Quirk: Calm

"Character name" has achieved a state of emptiness and refuses to stop meditating. (lasts one week.)

"Character name" has gone on a personal vision quest to achieve enlightenment.

"Character name" lost 1000 gold after becoming overcome with emotion and donating generously.

"Character name" could not achieve a meditative state and has become frustrated. New Quirk: Unquiet Mind

Transept
The transept is where heroes go to pray to a higher power. Its stress relief prices and effectiveness are average. The base cost for 55 stress relief in the transept is 1250 gold.

Positive Possibilities
"Character name" is filled with hope (-20% Stress) after communig with a Higher Power.

Abbey: "Character name" has impressed the Abbot with piety and was given a trinket as a gift! "Trinket name"

Negative Possibilities
"Character name" while praying, saw a glimpse of Greater Beings controlling destiny. New Quirk: God Fearing

"Character name" observed ...unsavory... activities and refused to take part in organized prayer again. New Quirk: Witness

"Character name" lost 1000 gold after becoming overcome with emotion and donating generously.

"Character name" has left in search of a holy vision.

Penance Hall
The penance hall allows the heroes to relief their stress by flagellating, punishing the flesh to elevate the mind. The base cost for 65 stress relief in the penance hall is 1500 gold.

Positive Possibilities
"Character name" became more strong and powerful (20% damage) after overcoming the challenges of the flesh.

Negative Possibilities
"Character name" in a moment of pain and struggle, has lost faith. New Quirk: Faithless

"Character name" is feeling weak with blood loss (-20%damage) after a vigorous round of flagellation.

"Character name" has become one with pain and refuses to stop flagellating yet.

"Character name" 's bloodletting was a bit too effective. (-25% Bleed Resist [until end of next quest])

"Character name" has left on a quest of personal hardship and pain.