The Blood of the Burning Sky

Beneath the ochre blazing sky she strung her stave,

Shooting forth a single shining shaft of light,

And fell in stuttered, broken drops,

Not Rain,

Blood

Five Kings, Nine Crowns - by Smoulders-in-the-Pot

Back in the days when days were uncounted it stormed across the South-Eastern coasts, like a monsoon, like a storm, more weather than beast. Where it roamed the sky blazed like stirred embers, or those burning clouds were the creature, only one that was there could say for sure.

Beneath its gaze the swamps parched, the rivers boiled, and brother set upon brother, the killing spirit roused within them. This could not continue. The Solar mistress of the great pyramid would not allow it, and with a terrible commandment declared the Hunt of the Burning Sky. Drawn by the power of the declaration, the greatest hunters of the Ochre Fountain Era descended on the South-East to claim their bounty.

What happened then is a matter of doubt: Did the Night Caste Hallowed Step to Triumph pierce it with sufficient blades? Did the Queen of Thorns turn her legendary bow against it? Did the Queen of Creation herself hurl it from the skies? All of these have been, by the appropriate storytellers, claimed.

What can be verified, even now, it that the blood of the Burning Sky was harvested, kept within the great pyramid of Marrull Vaar. In its casket of Nevermelting Ice, it has survived for millenia, and for the first time since the heady days of the late First Age the brutal passion of the Burning Sky flares once more.

Mechanics

One dose of the Blood of the Burning Sky confers the following effects, all of which last until the dose wears off (usually a scene, an hour or so if that isn't helpful): Furthermore, the character strenthens and intimacy towards violence by one step when drinking the draught, or may create a new minor intimacy. This intimacy cannot be eroded while the drug's effects continue, and for a scene afterward.
 * Double tens on decisive damage rolls.
 * Double nines on decisive attacks.
 * When a character declares an attack (or a charm which generates an attack), they regain one mote.
 * Any intimicy towards continued violence counts as one level higher for the purposes of persuading them to stop.