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Known entries from "Two Hundred Heroic Axioms", compiled from the Epigraphs:

17. Always agree when offered to share in the rule of the world by a villain. The three to four heartbeats of sheer surprise that will earn you are a golden opportunity to kill them before it comes to a monologue. Chapter 35: Stroll

31. Use a sword fit for your height and build, not the largest chunk of metal you can find. It will both improve your life expectancy and save you a great many jokes about overcompensation. Heroic Interlude: Riposte

34. It is not graverobbing if it was your destiny to have that artifact, just proactive inheritance. Chapter 39: Looting

37. Theft in the service of Above is not a sin. It is, however, still a crime. Be discreet. Chapter 33: Convenience

41. Should personalities among your band be clashing overmuch, consider leading the band into grave peril. Either friendship or a corpse will ensue, which remedies the issue either way. Winter I

42. Should a disagreement lead one of the party to leave, you should expect combat within the week as you will either be captured to be rescued by the departed or the opposite. Let it happen, as a common enemy will heal all internal disputes and you can share a good laugh over the corpse of your nemesis’ dead lieutenant. Chapter 49: Wrangle

43. If your band is split during a harrowing test set by a villain or ambiguous entity, you may safely assume you will next be reunited in some sort of cell or unfolding sacrificial ritual. Chapter 35: Colloquy

49. If any wizard over the age of fifty suddenly becomes evasive when asked about your parents, you may safely assume yourself to be either royalty or related to your archenemy in some way. Heroic Interlude: Injunction

53. A trusted companion who, after a string of personal disappointments, begins to dress in darker colours should no longer be considered a trusted companion. Chapter 64: Breathe

55. If your powers are lost, they will nearly always return greater than before so long as the appropriate moral lesson is learned. With kindness and humility comes overwhelming martial might. Chapter 89: Sing We Of Ruin

59. It is always better to interrupt a plan than carry one out. Your finest successes will always be the failures of your enemy. Interlude: Queen’s Gambit, Declined

67. Putting an arrow in a villain during their monologue is a perfectly acceptable method of victory. Heroes believing otherwise do not get to retire. Heroic Interlude: Arraignment

73. Always send the comic relief in front if you suspect there’s a trap. The Gods won’t allow you to be rid of them so easily. Heroic Interlude: Balestra

84. The only sensible solution to a maze is to not enter the maze. Interlude: Congregation I

102. Defeat is inevitable, yet it can be just as useful as a victory. Fate assures you at least one loss, so make sure it’s the right kind. – Chapter 46: Abdication

112. Always be kind to any monster held in a cage by your nemesis. When it inevitably gets loose, it will remember the kindness and attempt to destroy the villain instead. Heroic Interlude: Appellant

121. It can be wise to make a truce with a villain to deal with greater threat. Never forget, however, that fear does not make someone trustworthy. Merely afraid. Interlude: So We Shot Him

125. Under no circumstances should you trust anyone who has the title of chancellor, vizier or duke. While they will always be powerful and competent, keep in mind they will also inevitably turn out to be in some way treacherous. Interlude: Deadhand

143. Do not try to avert prophecy, fulfill prophecy or in any way tinker with prophecy. Swallowing poison will lead to a quicker death and less ironic horror inflicted upon Creation. Usurpation

187. Should one of your trusted companions be taken hostage at knife-point, check for the following features – cliff, moat, or any kind of sharp drop. Should one be nearby, you may assume the situation will solve itself momentarily. Chapter 62: Verse

193. Should your nemesis offer you a wager, a truce or delay for the first time always accept it. Villains with a fated heroic match have reached the peak of their power, whereas you and your companions can only grow. Chapter 54: Scavenger

194. Any companion volunteering to stay behind and hold off a superior enemy will be guaranteed success, twice over if having already taken a mortal wound. Chapter 22: Standoffs

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