Dethroning The Old Death (A Riot Quest)(ALWAYS RECRUITING)

When your God fully forms, how should I determine their actions?

  • NPC Ally

    Votes: 28 65.1%
  • Quest Protagonist (players vote on deity's actions in addition to Riot Actions)

    Votes: 15 34.9%

  • Total voters
    43
Year 1, Month 2 (Starmaking Eve)
RULES UPDATE: A new action resolution has been introduced, namely the Technical Success. This indicates a case where an action would otherwise be a Success, but due to external circumstances isn't terribly useful at the moment. It varies whether the results of the action will be useful later or not.

Action 1: Recruit Followers
Roll 35 + 10 (numbers) + 40 (stats) +20 (sill tags) + 30 (good PR) + 25 (Action Synergy) = 170
Success (Boosted)

Recruitment this month was almost double the first month of recruiting, for several reasons, many of them closely inter-related. First and foremost, having an already established following helps. On top of that, the amazing spectacle of the Sky Lantern Festival and sharing some new scripture has greatly boosted the Eternal Candle-Bearer's reputation as an actual religion with fun benefits for joining. As such, between their efforts and those of their co-conspirators, Donavin and Elisa have managed to get around 360 new members signed up with the new religion.

In total, there are now over 500 practicing members of the Eternal Candle-Bearers, at least some of whom are willing to travel in order to spread the faith.

Results: +360 followers (total: 560)
Preaching Action: Train Missionaries is now available.
Administration Action: Direct Missionaries is now available.

Missionaries are NPC members of your religion who will travel to different locations in order to recruit more followers. Each Missionary adds +15 to rolls for recruitment in their assigned location, roughly equivalent to a Preaching 0 charcter with an appropriate skill tag.


XP & Status
@Zedalb (Preaching Lv. 6 | 1/12)
@theflyingbiscuit (Preaching Lv. 4 | 4/8)

Action 2: Research Wizardry (painkiller candles)
Roll 24 + 10 (numbers) + 20 (stats) + 10 (skill tags) + 15 (VIGNETTE: Checking the Godwomb) = 79
Painful Success

So, turns out that Uzorkh's candle idea worked better than planned, perhaps a little too well. Not only can the new candles reliably induce a trance state that dulls pain, but this same trance state also allows the user of said candle to peek into various metaphysical planes if they know what they're doing.

That second fact is the feature that almost killed Uzorkh during testing.

The fact that he was poking his metaphysical head into the divine realm of a God of Death was risky enough, even with Morth hopefully being a kind individual, but exploring a divine realm that didn't exist yet made everything much, much worse. As a direct result of this, Uzorkh's soul was severely strained by the exertion, with only his ingrained aesthetimantic mantle as a manifestation of Death allowing him to escape. Even then, it would be wise for him to avoid any serious metaphysical exertions until he recovers.

Results:
Blueprint Complete: Astral Projection Candle

XP and Status
@Nedben (Soul Strain 2 months)(Lv. 3 Mysticism 2/6)
@paradoxdragon (Lv. 3 Mysticism 4/6)

Action 3: Spread the tale of the Mask Seller as a play
Roll 72 + 10 (numbers) + 30 (stats) + 10 (skills) + 15 (VIGNETTES: Alister & Danaal ; Danaal Writes a Play) + 25 (Action Synergy) = 162
Success

After a week and a half of doing practice and recitals, Allister and Danaal are ready to put on their play, setting the first date when they'll be performing it to match up with the Lantern Festival that Robert and Sarah were organizing. When the festival rolls around and in addition to the food, lights and music there's also a play? That just adds to the occasion, quickly drawing crowds from all the various townsfolk who had either yet to launch their lantern, or who had already done it. With three separate performances that evening, most of the people who wanted to see the show most definitely could, and many of the audience members liked what they saw.

Results: Morth's identity as a Mask Seller who gets people to confront their own failings is now ingrained among the faith.

XP & Status
@Lizard Knight (Lv. 3 Preaching | 2/6)
@djehuty3 (Lv. 5 Preaching | 2/10)

Action 4: Investigate the disappearances
Roll 64 + 15 (numbers) + 45 (stats) + 30 (skills) = 154
Success(?)

At first, investigating the disappearances goes... poorly, to say the least. Whoever is behind them is clearly not one to let their activities be discovered easily, meaning that measures like asking your new converts or making a travel manifest are not helpful in the least. After a week or so of this, Soppo gets the idea of listing all the qualities that the disappearance victims had, then staging someone as bait. Eventually, Harry gets a young man who fits the profile to agree to a magical contract which will allow Soppo to track him, while also making him stand out more to prospective kidnappers as a potential target.

In fairly short order, the volunteer, Renny, is indeed kidnapped, and Soppo tracks him back to the kidnapper's hideout. What follows is utterly despicable, as a man in a black cloak straps Renny to a table and loudly asks "Where is the cult of Zerrakh based!?"

Renny, of course, does not know this, but the cloaked man and his two goons don't take no for an answer. A brand is heated, and an X is agonizingly burned onto Renny's chest as the cloaked man states "For every lie you tell, another mark will be laid upon you! This is a town that's often had trouble with Zerrakh, and for another Death God to set up shop so soon after disappearances started? No, more likely the Zerrakhites are just using it as cover to deflect suspicion! TELL ME WHERE YOUR MASTERS ARE!"

Soppo of course can clearly identify this as a horrifically ineffective interrogation technique, on top of being morally abhorrent. Torture doesn't get reliable information after all; it simply gets whatever will make the hurting stop. It's quite clear that leaving Renny there for a moment longer than absolutely necessary to ensure a clean getaway simply is not acceptable. As such, Soppo stages a distraction by tossing a bag of live (and very angry) badgers into the room, and escapes with Renny in the confusion.

It's probably best not to ask where she got the badgers.

Intelligence Gained:
-Apparently, there's an inquisitor about, who also wants to root out the cult of Zerrakh. That said, their methods are both morally and practically abysmal.
-Said inquisitor is convinced that you must be a front for the Zerrakh cult somehow.

XP & Status
@FatedBread (Lv. 6 Subversion | 1/12)
@always_confused (Lv. 3 Subversion | 2/6)
@Mr BreaksIt (Lv. 3 Subversion | 2/6)

Action 5: Organize a floating lantern festival/fundraiser
Roll 91 + 10 (numbers) + 35 (stats) + 20 (skills) + 30 (Good PR) + 25 (Action Synergy) = 211
Epic Success

Getting together the resources for a lantern festival is a bit difficult at first, but explaining that you wanted to found a holiday for your new religion quickly makes everything much, much easier. Acquiring the required amounts of tissue paper, balsa sticks, wire braziers and blocks of flammable material takes about a month to wrangle together, but on the night of the event everything comes together into a flawless whole.

There's food for the festival, live music provided by a few traveling bards who came through Greenvale, and of course storytelling and plays to get scripture circulating. With such a lively event stretching far into the night, most of the town's population showed up, even if they weren't interested in joining the faith, just yet.

Then, the main event rolled around, as hundreds of people huddled around the sky lanterns in the town square as they were lit. Dozens of floating lights ascended into the night sky, highlighted against the galaxy and the stars. Each lantern represented not only the effort that went into crafting it, but also the hopes and dreams of every member of the Eternal Candle-Bearers that change would soon be coming, for the better.

It was, in a single word, beautiful.

Results:
-The Endless Candle-Bearers now have their first holiday, called Starmaking Eve.
-Existing followers are now much more willing to leave their previous professions to spread the faith, max missionaries are now 10% of followers.
-The sudden pulse of belief has significantly accelerated Morth's gestation process, shaving a month off the required time.
- +10 funds

XP & Status
@Aeternus (Lv. 6 Administration | 2/12)
@Drepson (Lv. 3 Administration | 2/6)

Action 6: Spread the Wisdom of the Orphan Girl
Roll 90 + 5 (numbers) + 10 (stats) + 10 (skills) + 25 (Action Synergy) = 140
Success

Also during the lantern festival, Laelas runs his own storytime corner, sharing a slightly modified version of the Wisdom of the Orphan Girl. The basic plot elements are still there, with the monstrous king and Morth empowering a girl to deal justice as she saw fit, but all mention of eternal punishment has been carefully altered to instead indicate a sort of purgatory where evildoers are forced to confront and personally experience all the pain and suffering their actions caused in life until they learn exactly why their actions were wrong.

After all, the idea of eternal punishment is one you REALLY don't want getting into Morth. That way lies problems.

Results:
-The idea of Morth not commanding the living, but empowering them to do good in the world is now ingrained.
-The idea of Morth disliking cruelty is now ingrained, along with the version of the Inferno

XP & Status
@Ardent_Dreamer (Lv. 3 Preaching | 1/6)

Action 7: Fix the Indiscriminate Belief Collector
Roll 84 + 15 (numbers) + 75 (stats) + 10 (skills) + 184
Epic Success

Turns out, when three highly competent mages turn their attention to fixing a device with an incredibly basic function as far as magecraft is concerned, they are incredibly capable of getting results. First and foremost, the Belief Collector is now capable of selectively not impeding belief aimed at established deities and Morth, meaning that it's no longer liable to strangle your goddess in the womb the instant you turn it on.

On top of that, the team working on the belief collector had some time left, so they also got around to making a second device, which they called a Godfeeder. The idea is pretty simple; it just processes unformed belief energy into a form Morth can safely assimilate. Such a device won't be able to add additional definition to Morth's behavior and motivations, but if properly applied it could certainly be applied to crank Morth's raw divine power level higher by around four times the population of your affected regions if you put all available power into that.

Results:
-Blueprint: Targeted Belief Collector available
-Blueprint: Godfeeder (Morth) available

XP & Status
@ConfusedPotato (Lv. 6 Mysticism | 1/12)
@The Froggy Ninja (Lv. 6 Mysticism | 1/12)
@trekbook (Lv. 6 Mysticism | 1/12)

Action 8: Research Augury Rite
Roll 85 + 5 (numbers) + 15 (stats) = 105
Technical Success

Congratulations to Khaliss for making a basic Fortune-Telling rite, known as a Mortality Reading. Making use of a needle and a pair of colored pebbles, this ritual allows the one performing it to know if undertaking a course of action will prove fatal. It doesn't provide any information aside from if the action will lead to your death or not, which limits both its utility and its belief cost. This is good, since it's still got a really hefty belief cost at the moment, enough to make an untrained person performing it feel drowsy all on its own. That should come down a bit once Morth's come into being and reached a significant power level, but for now it doesn't really qualify as a Rite.

Results:
-Rite (Mortality Reading) created, but won't have a reduced belief cost until Morth is up to full power

XP & Status
@HammeredApple (Lv. 4 Mysticism | 1/8)

Actions

Preaching
[] Recruit followers
-[] Select Location (Greenvale/Small Villages)
-[] Select Rhetoric (WARNING: WILL HAVE IMPACT ON NATURE OF DEITY!)

[] Spread Scripture
-[] Select Scripture

[] Liaise With Authorities

[] Train Missionaries

[] Write-In

Mysticism
[] Research Wizardry

[] Perform a Ritual [ERROR: NO RITUALS]

[] Craft a Magic Item
-[] Select Blueprint

[] Write-In

Subversion
[] General Information Gathering
-[] General Objective?
-[] Method?

[] Spy on someone specific
-[] Who?
-[] How?

[] Assassinate Someone
-[] Who?
-[] How?

[] Sabotage
-[] Who?
-[] How?

[] Write-In

Administration
[] Raise Funding
-[] How?

[] Get a temple built
-[] Where?
-[] How?

[] Direct Missionaries

[] Acquire/Make Equipment
-[] Mundane
--[] Specify
-[] Religious
--[] Specify
-[] Magical
--[] Specify

[] Write-In
 
Alright, that inquesitor is a problem, and has to be dealt with.
In other words, talk with him...or scare him off as he doesn't seem like a nice fellow.
Maybe convince him to change his ways.
 
now,should Palstat attempt to teach his Skill Tag to other people or should he work on the Painkiller candles some more to not cause Weird Astral Shenanigans ??
 
@I just write could you clarify how the teaching of skill tags work?
Actually, the shenanigans were entirely the result of Nedben's Omake.
So Vignette omake do influence the story, neat.

So, when I have the time, I am going to put my idea of a scripture omake against eternal grief.

...you know the maskseller story was supposed to be very metaphorical but I am kinda scared it will have a negative effect.
I am might be paranoid.
 
Both are characters are the closest thing we have to fighters. Lets pay the inquisitor a visit and kill them.
We can also not kill them, convince them we are nice death cultist, and maybe convince him that torture is pointless.
Naive? Maybe but lets not make murder our first interaction policy.
EDIT: If he doesn't want to talk, he can chew on a knife, but lets give him a chance first.
 
We can also not kill them, convince them we are nice death cultist, and maybe convince him that torture is pointless.
Naive? Maybe but lets not make murder our first interaction policy.
EDIT: If he doesn't want to talk, he can chew on a knife, but lets give him a chance first.

Ok, we can try that as well. But if it doesn't work...we kill him!
 
[X] Research Wizardry
-[X] Try to develop a potion to temporarily fortify the soul, both to assist healing and to make astral projection less dangerous.
The god feeder is going to be so useful for rituals and such.
 
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I hope it's not too late to join
i don't know all of how chimae biology works, but I'm going to assume that cesiumfolk can survive at least to adulthood
Player: Wrecksalot
Name : Buck
Description: a cesiumfolk whose features are always obscured by his waterproof Plague doctor outfit, which he never removes.
Backstory: his parents died not long after he was born, and in his youth he made some poor choices in friends and was a petty criminal for a while until a close call suddenly made him very aware of his own mortality. upon hearing rumors that some people were making a kinder death, complete with afterlife, he decided to join up, his newfound faith making him a decent preacher.
Stats: Preaching 3 Mysticism 0 Subversion 2 Administration 0
Skill Tags: [PASSIONATE_SPEAKER] Buck is good at convincing others to get more involved in the things he is passionate about, which, currently, is just this religion.
I hope I did this right.
 
I hope it's not too late to join
i don't know all of how chimae biology works, but I'm going to assume that cesiumfolk can survive at least to adulthood
Player: Wrecksalot
Name : Buck
Description: a cesiumfolk whose features are always obscured by his waterproof Plague doctor outfit, which he never removes.
Backstory: his parents died not long after he was born, and in his youth he made some poor choices in friends and was a petty criminal for a while until a close call suddenly made him very aware of his own mortality. upon hearing rumors that some people were making a kinder death, complete with afterlife, he decided to join up, his newfound faith making him a decent preacher.
Stats: Preaching 3 Mysticism 0 Subversion 2 Administration 0
Skill Tags: [PASSIONATE_SPEAKER] Buck is good at convincing others to get more involved in the things he is passionate about, which, currently, is just this religion.
I hope I did this right.
You're in. Also, there's a big sign at the top of the thread saying that this game is always recruiting.
 
Can we set up a tagged belief collector to collect belief targeted to a specific god?
Ah, you're wondering if you can specifically make a weapon to starve Zerrakh, and ONLY Zerrakh of belief. The answer is that it's theoretically possible, but very difficult to pull off. Basically, it's much harder to steal the belief away from a god that already exists than it is to steal from one that's still gestating.
 
So after Morth is done gestating, is her power level locked or can it continue to increase as she gains more followers?
 
So after Morth is done gestating, is her power level locked or can it continue to increase as she gains more followers?
Power level is not locked, it's dynamic.

In addition, Godfeeders don't really have a range in the conventional sense of the word; they're just a means of amplifying the belief a God receives from their followers. Random belief energy goes in, artificial prayer aimed at a specific god comes out. Barring interference, said artificial prayer can reach the god in question from anywhere that they've got an active following.
 
So we do. I somehow missed that. Anyway, Morth should finish gestating on Turn six, minimum then.
Power level is not locked, it's dynamic.

In addition, Godfeeders don't really have a range in the conventional sense of the word; they're just a means of amplifying the belief a God receives from their followers. Random belief energy goes in, artificial prayer aimed at a specific god comes out. Barring interference, said artificial prayer can reach the god in question from anywhere that they've got an active following.
I meant what range can they collect belief from? For example, New York is huge, would it need more than one? Also, how does this affect the issue of the soft cap of Archdiety due to fragmentation, since artificial prayer doesn't cause that?
 
So we do. I somehow missed that. Anyway, Morth should finish gestating on Turn six, minimum then.

I meant what range can they collect belief from? For example, New York is huge, would it need more than one? Also, how does this affect the issue of the soft cap of Archdiety due to fragmentation, since artificial prayer doesn't cause that?
Ah. The belief collector and Godfeeder are separate devices at the moment; the belief collectors generally have a range of 200 times their physical dimensions.
 
Ah. The belief collector and Godfeeder are separate devices at the moment; the belief collectors generally have a range of 200 times their physical dimensions.
Gee willikers. It would only take a device a little over four meters to a side to cover all of NYC, which, coincidentally, has a high enough population that with full conversion and a godfeeder we could boost Morth all the way to Archdiety on just that.
EDIT: Wait, no, that's wrong. It would be a 26 story cube. Still pretty small all things considered.
 
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Unfortunately,this is Mid-Renaissance period and it doesn't help that there are Zerrakh shenanigans
 
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