Okay, so I've picked up permission to continue this wonderful ole darling. I would be a fool not to make a few changes to the rules or put my own spin on the style, but I will be staying true to Academia Nut's setting. I'm not 100% sure I should use the Original Prefix, because it's an Academia Nut original, but... eh, it's technically accurate.
Don't expect Academia Nut-level post speed. Ideally I'll update once every two days, but assuming I don't regularly get more than 20 voters, I'll probably stick to bi-weekly so everybody gets a chance to see each update and vote.
On Co-op Play: If somebody actually wants to QM a paired quest, please note this before the first vote is locked by PMing me and posting in thread that you will be QMing a partner quest. I will provide the link in the OP to the partner quest(s), and we can hash out how we'll do this in PMs. Questers can cross-vote in and discuss freely the events of any hypothetical partner threads if they wish; it is called co-operative for a reason.
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Into the Amber Age
Single Player <-
Co-op Play (Experimental beta, expect regular hotfixes)
Options
Exit Game
Single Player
[] Setup New Game Load Game (Pre-existing save files are not compatible with the current version)
Back to Main Menu <-
Single Player
Co-op Play (Experimental beta, expect regular save hotfixes) <-
Options
Exit Game
Co-op Play
[] Setup Multiplayer Game Join Game
Load Game
Back to Main Menu <-
This version of the game only supports Direct Hosting. Other players must join through Direct Connection using your game ID.
In other words, only pick this if you've already decided amongst yourselves who the other GM is going to be, because hell to the naw am I GMing the same quest from two perspectives at the same time.
Temperature
-[] Arctic
-[] Cold/Alpine
-[] Boreal
-[] Temperate
-[] Mediterranean
-[] Tropical
-[] Arid
-[] Desert
Landform
-[] Plains
-[] Hills
-[] Mountains
Extras
-[] Floodplains
-[] Coast
-[] Island
-[] Forests
-[] Major Lake
The demo scenario, and other scenarios, are now available in place of custom environments. Select from the below difficulties to experience them if you're feeling nostalgic.
Scenarios
-[] Room to Grow (Presets: Temperate, Plains, Floodplains)
-[] Demo (Presets: Mediterranean, Hills, Floodplains)
-[] The Wild Places (Presets: Tropical, Hills, Forests)
-[] The Cold Dark (Presets: Arctic, Hills, Island)
-[] Animal Spirit - Once you were some grand example of a wild animal, but through fame or infamy you have attained a kind of worship that has elevated you above the other beasts, although getting along with your own "worshippers" may be tricky (Avatar 3) Inherent Trait: Aspect of Animal
--[] Subtype: Choose a Solitary Animal
--[] Subtype: Choose a Pack Animal
--[] Subtype: Choose a Prey Animal
-[] Awoken Hero - A spirit arisen from a prominent local hero, your affinity for humanity strengthens your avatar and ability to reinforce your legend, but you are lacking in magical ability early on (Avatar 2, Shrine 1) Inherent Trait: Aspect of Humanity
--[] Subtype: Crafter
--[] Subtype: Lawgiver
--[] Subtype: Tamer of Beasts
--[] Subtype: Thief of Fire
--[] Subtype: Warrior
-[] Elemental Spirit - You are wind or fire or rain, an embodiment of the elements worshipped to the point where you have gained a sense of awareness of your own, allowing you to make broad workings but also lacking in a strong avatar (Influence 2, Shrine 1) Inherent Trait: Elemental Affinity - Subtype
--[] Subtype: Fire
--[] Subtype: Air
--[] Subtype: Water
--[] Subtype: Earth
-[] Genius Loci - A sacred spring or oasis or cave or the like, reverence for your location has imbued you with sentience and power, allowing you to bless those that come to your location (Avatar 1, Shrine 2) Inherent Trait: Spirit of -Subtype-
--[] Subtype: The Spring (Health)
--[] Subtype: The Gem Cavern (Trade)
--[] Subtype: The Caldera (Crafting)
-[] Custom Spirit
This version supports playing as several new types of spirit.
This version includes a new mechanic called Inherent Traits. Inherent Traits never count against a god's maximum trait limit, even when they are improved. Inherent Traits are especially powerful in determining the form and mindset of a god compared to normal traits, and can be changed or removed only in specific, unusual circumstances, or through a very great deal of effort.
-[X] Neolithic -[] Chalcolithic
-[] Bronze Age
-[] Iron Age
-[] Amber Age
This patch does not yet support the init. run files for starting in more advanced eras. We plan to release this feature in the next content patch. Sorry!
Start Game <-
Return
You have not played this version of Into the Amber Age before, would you like to experience the tutorial again?
[] Yes
[] No
The tutorial now properly supports all types of spirits, and no longer suggests you go on a hunt with your avatar-less Elemental Spirit to gain legend.
Regardless of selecting Yes or No, you will now always receive Patch Tips when you encounter changes from the previous version 1.0.4.
All Titles: Who Brings Fortune
Current Title: Who Brings Fortune (+1 External Omen Reading, Reroll once if avatar would be dispersed and take the new result)
Current Pantheon Enhancement: The Night Mother (Grants a small amount of free legend to newborn Ur-Spawn, slightly enhanced effect on Influence Actions, the first demand issued each turn is rolled twice, using the higher result)
Ruined Garment - approx. 10 Units Copper (Hard Metal)
Silver - approx. 4 Units (Soft Metal)
Obsidian - 6 Units (Stone)
Amber - 35 Units (Stone)
Precious Gems - approx. 5 Units (Stone)
Hard Crystal - 9 Units (Stone)
Colored Crystals - approx. 1 Unit (Stone)
Malachite Green - approx. 6 Units (Pigment: Green)
(2) Bone Figurines (1 Okay, 1 Moderate)
(3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)
(7) Amber Figurines (4 Good, 3 Great)
(2) Many-Faceted Amber Figurines (2 Poor) The Sleeping Brew (Tier X Drink) - Grants Spirited Dreams Sight Upon Sea (Tier X Art) - Grants Legends of the Sea
Resonance Spear [EQUIP LOCKED] (Tier X Weapon) - Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty, +2 External Perform (Sing)
Faces of the Moon (Tier X Mask) - Grants Shapeshifting Tier 2 [Mortal/Immortal Guise]
Songstress' Amulet [EQUIP LOCKED] (Tier 2 Jewelry) - Grants +2 External Perform (Sing)
Waterskin Cloak [EQUIP LOCKED] (Tier 2 Clothing) - Grants Resistance to Water Influence, +2 External Survival
Your divine realm is a place of endless sea and timeless night. Bergs of ice float between the swells of water, and as time bears onward, strips of land appear between the cresting waves. Your Frauma live here, laying out lazily upon the ice and basking in the moonlight.
The border between thought and form is weak in your realm. The unformed and ethereal may act as though they are completely corporeal, and the corporeal can physically strike the formless mystical.
Your realm is abnormally strong with magic and mysticism. The stars sparkle brightly even against the moon, and the swells and moon reveal strange omens.
The moon drips with divine Ambrosia in your most plentiful seasons, a fine coat of the liquid making it's shine especially pleasing.
Within the core of your realm is a strange pool within the sea, a point of opaque, strange fluid casting a rippling reflection. This pool is linked to the Teeth of the Sea, at the point where your ambrosia condenses.
Effects:
The Veil Lifted - +1 success to mysticism-based actions within your realm.
The Starry Night - The effect of Ethereal and Corporeal is negated, beings without a solid body act as though they do. Grants the ability to perform regular avatar and commune actions in your realm.
Divine Ambrosia I - +25% Ambrosia Storage Capacity per tier, rounded up.
Gateways:
Dark Pool Gateway (Physical) - A physical gate forms within the deepest part of every Holy Site you own.
Faith: 0
The locals are subjugated to you and pray to you, but you gain no special power from their mutterings as they pray for safety upon the water.
Fear: 10
You are a mighty, terrible being of both beauty and cruelty, a Goddess and mistress of all the spirits of the pantheon.
The Painted Stars (Grand Tier 1 Extension) - Grants +1 Strong Modifier on all Astrology rolls. Improves at 4, 7, and 10 Shrine Tier.
Creche (Limited Tier 2 Extension) - May attach one Ur-Spawn youth. Grants the Ur-Spawn the ability to spend 1 additional legend per year on skills at Shrine Tier 1, 4, 7, and 10. Grants an additional +1 Strong Modifier on rolls tied to the Ur-Spawn's survival at Shrine Tier 2, 4, 6, 8, and 10. Ur-Spawn are removed from the Creche when they posses at least [Legend Spent per turn*10] skill points or at least [Legend Spent per turn*2+1] skills ranked 5 or higher.))
Avatar: 10 (8)
You are a goddess, and your form reflects this elegance and power. Hair as black as the night sky, pockmarked with specks of white like the stars and eyes that glow solidly the color of silver and black like a shifting moon, you are the picture of celestial radiance and mystery. From your eyes and mouth pours an infinite stream of clear, perfect water, and cloaked about your body are skins of supple ebony, rimmed with white. Standing tall at nearly 12 feet, you are imposing and intimidating, even to most spirits, and your earlier girlish charm has changed, a more mature, calculating gaze replacing your earlier glint of mere mischief.
Influence: 8
Your influence extends three miles in all directions from your holy site and shrines. Your hilltop shrine's influence extends twice that distance. Your influence covers many, many miles and you can feel the fears of all within it.
Shrine: 7
You possess a Holy Place and a number of lesser shrines, displaying tokens and pictograms of your past.
Maximum Shrines: (5/8, equal to Influence)
Teeth of the Sea [Confluence Effect: Moonbeam - On an astrology check of 16 or greater, condense a free ambrosia.]
Saiga's Fishing Village (T 3/7) - Creche (Limited)
Gaerig's Fishing VIllage (T 4/7) - The Painted Stars (Grand) - Creche (Limited)
Saiga's Hunting Village (T 1/7) - Creche (Limited)
Saitev's Hunting Village (T 1/7)
Attrouska's Hill (T 1/7)
Keshketev's Caldera (T 3/3) - Wing of Water
Wing of Water: The Wing of Water represents Gaerig's Innate Water Affinity. As long as Gaerig holds this temple, one additional strongly Water-aligned trait is calculated as Innate. Current Innate Trait: Not Selected
Inherent Traits - Regular Traits
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)
Spirit of Mischief (+4 Trickery, +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters)
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Lesser Spirit of the Stars (+3 Astrology, +1 Omen Reading, +2 Navigation)
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate)
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses)
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Strong Bonus against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them)
Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase)
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions)
Excellence of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses)
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses)
Legend Threshold Hit! (Granted you 53 Legend on turn 27)
Unspent : Current // Threshold : Ascension Requirement
2:32 // 30:98
Born Turn 19 [Saiga's Fishing Village Creche]
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Classical Affinity - Water
Elemental Affinity - Sea
Focused Manifestation - Silver
SPECIAL FEATURES:
Poach Material - Silver (Flaying the corpses of these people produces small amounts of silver, though the act is despicable).
Quicksilver - Increases maximum Trickery by 2, Increases maximum Melee by 1.
Spawned Turn 22
Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)
Classical Element - Earth
Elemental Affinity - Clay
SPECIAL FEATURES:
Lesser Shapeshifter - Can transform into another object of similar size to it's natural size (approx. 4 inches). Preference: Human.
Domesticated - Known as pets and fishing aides. (When Disseminated, passively add half of own Fishing to General Mortal Fishing and passively add half of own Trickery to General Mortal Trickery) Reduced ecological weight
Small - Reduced ecological weight
Disseminated on turn 27! (Ecological weight: <I I I I I X I I I>) (Stable)
Fertility bonuses: 1
Predator bonuses: 2
Survival bonuses: 4
Spawned Turn 25
Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)
Classical Element - Earth
Elemental Affinity - Clay
Born Turn 20
Attributes
Fear 1
Avatar 1
Influence 1
Shrine 0
Traits-
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)
Skills-
Melee 3 (6)
War 3
Awe 5
Survival 2 (4)
Fishing 3 (5)
Astrology 3
Omen Reading 3
Names: Kar, Kin, Sol, San
Members of the Geshtaf (Gaerig's Pantheon) 4/4 Pantheon Enhancements
Born Turn -119
Known Attributes-
Faith 4
Avatar 6
Influence 5
Shrine 4
Traits-
Lesser Aspect of the Walrus (+2 Fishing, +2 Survival, +1 Awe Increased maximum sustenance)
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree) Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring)
Spirit of the Hunter (+2 Survival, +2 Melee, +3 Ranged, Gain a Strong bonus against spirits with inherent T2 or T3 animal aspects, Gain an automatic success against spirits with inherent T2 or T3 animal aspects)
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)
Titles: The Monster Hunter, The Wanderer, The Protector Pantheon Enhancement: Adventurous Hero (Grants a Strong bonus when exploring, battling known outsider spirits, or when encountering new spirits peacefully)
Born Turn -102
Known Attributes-
Faith 5
Avatar 6
Influence 4
Shrine 4
Traits- Aspect of the Raven (+1 Survival, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly)
Aspect of the Reindeer (+2 Survival, +4 Awe, +1 Omen Reading, Grants a free supply of Tier 2 Bone materials, can command deer directly)
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate)
Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases wound threshold, Increases sustenance demand per turn by 2)
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions)
Traits- Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)
Lesser Aspect of the Snake (+1 Melee, +1 Survival, +2 Perform (Dance), Gain poison, can ignore failures in dominance checks by spending 5 sustenance per degree)
Spirit of Law (+3 Leadership, +3 Writing, +2 Art (Painting), Can impose 2 additional Decrees)
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1)
Lesser Spirit of Premonitions (+3 Omen Reading, +1 Astrology, +2 Survival)
Minor Spirit of Mysteries (+1 Magic (First), +1 Magic (Second))
Lesser Spirit of the Land (+2 Farming, +2 Survival, Gain power over plants)
Classical Element - Fire
Elemental Manifestation - Light
Elemental Affinity - Warmth
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions)
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions)
Known Traits- Spirit of Crafting (+2 Craft (Weaving), +2 Craft (Woodworking), +2 Craft (Carving), +1 Shrine, Creating Art with a Craft skill is more effective and creating Crafts with an Art skill is more effective)
Spirit of the Glacier (+4 Craft (Carving), +1 Influence, Can craft using ice as though it was a T2 Material, 2 Accumulating Legend discount to next Shrine Attribute Purchase)
Classical Affinity - Fire, Water
Elemental Manifestation - Ice
Excellence of Carving (You have mastered all man can comprehend of chipping and whittling away at strong minerals. You must go further. Unlocks >10 Craft (Carving) bonuses)
Known Additional Titles: He that Creates, The Potter Pantheon Enhancement: The Gentle Potter (Has a small chance to innovate while crafting using the same roll result, Crafting for mortals produces 20% better results.)
Members of the Usko (Eastern Neighboring Pantheon) Unknown Head
Born ???
Known Attributes-
Faith 7
Avatar 4
Influence ?
Shrine ?
Known Traits- Aspect of the Fox (+3 Trickery, +2 Survival, +2 Melee, Always informed when being observed, can command Foxes directly)
Lesser Spirit of Mischief (+3 Trickery, +1 Survival, Limited ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters)
Known Skills-
Trickery 10 (??)
Perform (Flute)
---
Members of the Kaketor (Westerly Neighboring Pantheon) Unknown Head
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?
Courtesy of @Sivantic, this is a very accurate map of the known area circa turn 7.
Courtesy of Gaerig, describing WHERE STUFF IS AT. From left to right:
Saiga's hunting place.
Birdy's places.
Little hunting place.
Saiga's place.
Bad Old Lady's places.
Stuff-Maker's places.
My places!
Big Ice place.
Stupid Guy place.
Courtesy of @Sivantic, this is a very accurate map of the half of the island you're on and have seen circa turn 25.
None Currently
Traits
Typically individual components (though there are some trees and evolutions) that raise attributes or skills by one or more with other unique effects. A god is limited based on his Shrine attribute and Tier in maximum number of traits, and any god that does exceed this value becomes [Not yet encountered].
[Mechanic not yet encountered].
Inherent Traits never count against a god's maximum trait limit, even when evolved. Inherent Traits are especially powerful in determining the form and mindset of a god compared to normal traits, and can be changed only under rare and special circumstances.
Attributes
A value scaling from 0-10, attributes cost their current natural level plus one per point (Shrine 1 costs 0+1=1 Legend; Avatar 4 costs 3+1=4, Shrine 6 (7) costs 5+1=6).
Faith: Depth of reverence under the spirit's influence, affects prevalence in culture, intricacy of rites, and increases passive DE per turn. +Passive DE, +Shrine Extension Unlocks
Fear: Depth of terror in those under the the spirit's influence, affects prevalence in culture and increases the multiplier of DE earned while the spirit is doing frightful things. +Vehemence DE, +Shrine Extension Unlocks
Faith and Fear are mutually exclusive, and choosing to increase one bars a spirit from raising the other, though they will always receive the unspecialized advantage from the path not taken.
Avatar: Solidity and connection of the god's form to the earthly realm. Affects the size of the avatar somewhat, and makes it harder to defeat and disperse. +Avatar Max Sustenance, +Wounds, +Wound Threshold, +Skill Capacity, Increases Size, -Increases Avatar Sustenance Decay
Influence: Breadth of devotion or terror of the spirit, the strength and distance to which their legend feeds back into the collective minds of men, even if they have no name for the power they unconsciously sense is out there. A higher influence allows the spirit to partake in expeditions from shrines more cheaply, and, in conjunction with Faith and population of influenced areas, peripherally increases DE/turn. +Influence Zone, +Maximum Population Modifier (slight), +Population Modifier Resistance, -Increased Divine Act Cost
Shrine/Holy Place/Confluence: Greater shrines support more impressive rituals and display more of the god's history and power, raising maximum traits. Gives a multiplier defensively against all foreign Influences, increasing with closeness to the shrines themselves. Larger shrines require more time and effort to be raised. Holy Places have a higher Shrine Defense bonus, and Confluences provide special bonuses. +Ambrosia Capacity, +Trait Capacity, +Maximum Shrine Tier, +Shrine Defense Bonus
Skills
Skills are values from 0 to 10, costing 2 legend to learn and 1 to increase. A god is limited in the number of skills it can develop equal to God Tier + Avatar Attribute, so skills should be chosen carefully. There are several classes of skills, and having a good mixture of these skills is an important part of creating a balanced and competent spirit or god.
Crafting Skills: Crafting skills focus on a particular material the god develops a talent for shaping. Stone, Glass, Iron, Wood, Weaving, all are open to choose from. Unlocks and improves divine item creation, with certain properties unique to certain materials. Known Crafting Skills:
Artistic Skills: Art skills, while having some overlap with craft and performance, are intended to paint pictures or evoke emotion, whereas crafting is practical to an extent, and performance is cultural and focused on interaction rather than chronicling or displaying beauty. Art produced by a god has unique properties depending on the category of creation. Carved? Etched? Molded? Known Artistic Skills:
Performance Skills/Awe: Performance and Awe skills are interpersonal in nature and dictate meetings and relationships with other gods. When two gods meet non-violently to decide dominance in a negotiation, they use one performance skill the other god does not possess and awe together to display their standing. If both gods possess no unique performance skills, only the god with the highest performance skill in common can add his performance to awe. If that is also a tie, then only awe is used.
Hostile gods also use awe to determine comparative majesty before battle, but performance is not added except in specific cases. Total dominance within a pantheon's hierarchy is more nuanced than an individual encounter and can shift with time. In some cases, Animal Handling is used in place of performance against bestial gods. Known Performance Skills: Awe, Perform (Trickery)
Toil Skills: Physical skills are represented among the warrior class, the hunters, and the gatherers and herders. Skill with weapons, survivalism, the handling of beasts, as well as farming fall under Toils. Known Toil Skills: Fishing, Survival, Navigation
Lordship Skills: Lordship skills are tied to the noble class, or in small enough groups, the elders. Medicine, Writing, Leadership, Diplomatic, and Mystical skills fall under this umbrella. Known Lordship Skills: Astrology, Trade
Anecdotes
Clever Girl - @MrGazzer
-Adventures of Niogg's premier Confidence Girl, Clever Seski (Canon).
Story to Children by the Sea - @Ian Drash
-A few decades down the line, a variation of what may be told to children about Gaerig's shenanigans during her first year (Non-Canon).
The Hero, The Witch, and The Whale - @MrGazzer
-A story whose possibility in the skeins of the future is all too real. Though this may not occur, it is an excellent representation of what could be (NC) (QM Favorite).
Give Me the Moon - @Ando Owen
-Not for the faint of heart or the younger audience, a series of innuendos with the subtlety of an ocean liner (NC).
Locked Skills (Low Avatar Attribute)
You rolled 8 Navigation 2
You rolled 12 Fishing 2
NEW GAME START!
You wake. You have never awoken before, though you realize you existed in another state once before. The change excites you. Words and knowledge and concepts flood your newborn mind, and you latch onto one very quickly.
Foreboding.
A looming dread fills your being as the stars, reflected on the surface of your waters, shift and swirl with the waves. As the fog of not-being leaves you and you grow more aware, you try to feel for the danger again, only to find that the danger has passed.
Your senses expand, the half-formed memories of where and what you are return. You are Endless Water, Gaerig is the word uttered for you. The landmass you drift near has a settlement that begs you be calm when they send their little wooden things onto you, cowers in terror when the winds and the moon whip your waves over them, and mourns when transient lives are lost upon you. There are bones trapped at the bottom of you, when misfortune befell the people and their little things, when you were still too young to know their words. You cannot recall a time before the people and their little wooden things.
You also cannot recall a time when you felt so able. Though you have no form as they do, you can cast out or draw close the little people on their little wooden things. You could heed their beggings, or you could twist your waters and drive away the fish they hunt for, which are yours and not the little peoples' to take. You could swallow them whole as they drift over you in their little wooden things, or you could guide them back to their shores, benevolent and caring.
Divine Resources Available
Tool Tip: Devotional Energy (DE) is the accumulated prayers and sacrifices of your followers. It is the lifeblood of spirits and gods. You gain more from your followers and can spend it to cast blessings, fuel your avatar, and even work miracles. Improvements to the Faith or Fear of your Followers and to your Shrine level increase the amount generated each turn. If DE drops below 0 while you have an Avatar manifested outside your Shrine, it automatically disperses, resets your DE to 0, and you must reform it the next turn at its standard Ambrosia cost.
Tool Tip: Ambrosia is raw potentiality and can condense from excess Devotional Energy or certain natural phenomenon. It can be used to construct Wonders or manifest Avatars. You can store up to your Shrine level in Ambrosia, currently.
Tool Tip: Legend is how you upgrade your spirit into a more proper god or refine your worship, allowing you to expand your capacities to influence the world. Increase Legend by performing great deeds.
Divine Actions
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Avatar Actions [] Form Avatar (0 Ambrosia) (Avatar 0, cannot form an Avatar)
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. -[] Read the Future
-[] Read the Past
-[] Scry the Present - See distant places as they are, reflected by the stars above. NOTE: Option available only while Avatar is 0. Costs: 6 DE
Commune Actions (Disabled, no avenues of approach) [] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/0 WARNING: Your total Legend is currently too low issue a Decree. You currently cannot issue Decrees.
[] Make Demand - You have need of something and you will tell people what you want. You currently have no Demands you can issue.
You are a young spirit seeking to grow your strength and (possibly) do right by your people. As an Elemental Spirit you have no ability to act personally, but your greater influence over the material world and power over your natural element allows you to quickly garner a reserve of devotional energy and Legend. Since you have an unusual starting skill, blessings will have unusual results for you. You should incite fear or adoration by supernaturally affecting the waves, and consider Blessings to reveal quests and events to endear yourself to the local tribe.
You have exceeded your maximum skills allotted, either by accident of play or through starting conditions. Locked skills cannot be raised and are automatically learned when the Avatar Attribute is increased, and new skills cannot be learned until the number of known skills is less than a spirit's skill capacity. To raise your skill capacity and use skills, raise your Avatar Attribute.
[X] Roil Waters - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] Calm Waters - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Which first?
10 - Both at once!
Roil
5
Calm
13
Do something cool?
4
Something happened...
Response of the People
11
Chance for additional event, become especially wary of you
Something curious occurs?
10!+10!+10!+3! = 33!
Well then.
You opt to learn, rather than decide whether magnanimity or jealousy are good or bad without testing. The first thing you do is channel the waves and currents, playing with the wooden things by pushing and pulling them about apart from the peoples' efforts to direct them, or otherwise completely deadening the waters around your holy place, making it exceedingly difficult to move the wooden things. Aside from the entertaining noises the people make, you enjoy this game for the small bursts of energy you receive as they flit about their wooden things and gesticulate by the rocky shore.
You swiftly discover the name for the wooden things; boats, from the way the people say their words. They are boats! You feel exceedingly clever at the discovery.
As the moons wax and wane, your experiments continue. You try to hit one of the boats to your rocks, but your efforts to rile the waves aren't great enough. Despite that, you still feel more refreshed from the act than you were before you'd done it. Curiouser and curiouser.
You give up on sinking the boats, but, biding your time, cleverly buck one badly enough that a person falls into your shoal! Their head swiftly strikes a stone, and they stop moving, floating limp on the water. Nearby, on the shore, another person wails and tries to wade into the sea before several others restrain them. You see another liquid taint your waters, and recognize it from the fish-eating fish. Blood. Humans also bleed! How novel!
Still curious as to how this will play out, you halt the currents around the limp person, allowing the boat to get close enough that the people inside can lift it out. They return it to the wailing one, but from your vantage, you don't see it start to move again. A great deal of energy passes to you for a time after the act, but the boats now carefully avoid your shoal, where your power is greatest.
Maybe you're done experimenting for a while.
Your next act comes much later, during the Long Night. With the moon full to bursting, you stretch your powers as far as they will go to calm the straits. You call the waves to heel and the currents to rest until all the waters under your domain are perfect and still. You feel an energy, different from when you'd played with the people, as the night sky and the moon are reflected perfectly on the surface, filling even the sea with stars and a second moon. You lose yourself in trying to decipher it...
And then the wailing person is standing at the water's edge, babbling loudly and throwing off others as it comes closer. In a burst of motion, it leaps into the shoal, and swims towards something you know is at your center, at the bottom of your Holy Place.
[] Push it back out. The last person who entered your shoals so deeply died. You hadn't meant to do that, you should stop this one before they also die!
[] Kill it. The last person who entered your shoals died, and you will help this one along. Maybe you'll garner more energy from this one's death as well?
[] Let it closer. Your waters have free floating ice, and are terribly cold during the Long Night. Even the natural life here is scarce. What drives this person so?
This is an event (a considerably rarer event than I ever thought you might get so soon, but que sera, sera). Choosing one path prevents the others from being explored, and this early in your spirit's development, each of these paths can have a powerful, lasting effect.
Legend:
number - result of a 2d10 number - result of an atypical die, marked in title number- only occurs for exploding 20's (i.e. 10 + 10 + 4 = 24!) number - result of a 2d10 where both dice were identical
Awe roll for the weird still sea act that I forgot to include
Rolled 9
Gained 4 legend
Heart of the Shoal (1d6 table)
Rolled 1 - Unto my Bosom
1 - Unto my Bosom
2 - Lost Below
3 - Chilled
4 - A Bounty Shared
5 - Deeply and Greedily
6 - A Bounty Denied
Develop Attribute
94 - 28 = 66 progress towards Faith
The person draws closer, making a beeline towards... oh! So engrossed were you with the stars and the sky, you didn't notice the strange pool within the shoal, somehow separate despite being beneath the surface, glowing in the night. Though it looks like a liquid, you have never seen one before that does not quickly spread through the sea, nor a liquid of such condensed power. You are considering whether or not to keep the person away from it - it is yours after all - when they grow sluggish, and their breaths become short gasps. It lets in one last shuddering gasp of air, and dives blindly towards the strange liquid, but it's flails and struggles grow weaker and weaker. When it is scarcely a few hands from the pool, it stills like the person who struck the rock before.
You look up, to the surface, to the still waters and incredible array of stars and lights reflected on them, and feel longing. You are tired. You do not have the strength to read the stars in the sky this way. Your attentions pass back to the person, floating with unseeing eyes pointed towards your hidden pool. Maybe they need it, and that is why they so often set boats upon you, tossing nets and poking spears.
You pull it closer... and everything wobbles on it's axis.
---
You wake to the waning light of a darker moon, and your knowledge of the stars and sky tells you it has been several spins of the earth's axis since you last were. Though, upon second glance, the moon appears strange, jiggling and shifting about in the sky, obscured by a film and yet perfectly stable. You shift your perspective, but the act is slow and cumbersome. You look within to discover why, and find the person, struggling against the wispy greens that rise from the shoal. You yank with the water, and she comes free, taking much of the growth with her. She pauses, and you watch with interest. You have never seen a person stay so long under water without rushing out. She remains still for so long that you grow bored once more, wishing to look elsewhere, when she suddenly responds to the thought with an awkward twist!
A suspicion nags at you, and you pull your perspective back to her, letting the filmy, narrow, shifting sight return to you. Discovery! You push against the water, not with your essence, but with your hand. You blink! You suck in a mouthful of water and expel it through pursed lips, watching the small current it makes ebb and give way to the larger currents of the strait! You are... you are not a person, but you have a form now, a container that brims with your essence, molding it's shape! How exciting!
The coming days see many discoveries for you. The first man who you killed (quite on accident) was called a brother. This woman relied only on the brother for food and safety, the latter of which you find especially odd, because if people are anything like fish they shouldn't be dangerous to their own school! There are many nuances and particulars to human society that the girl did not fully understand...
You have discovered a strange interaction when you made the water reflect the night sky. You should try to do it again.
Divine Resources Available
10 - 10 (Expended) - 5 (Holy Place Condensation) + 2 (0.5*2*2 Faith Income) + 16 (8*0.5*2*2 Total Fear Value) + 10 (Omake) + 6 (PB) = 29
0 + 1 (Holy Place Condensation) - 1 (Unto my Bosom) = 0
0 + 4 = 4
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology, Navigation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Avatar Actions (20/20)
[] Form Avatar (1 Ambrosia) (Avatar already formed!)
[] Punish locals - Travel onto the cold earth and punish the villagers for... something! Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without divine powers reserved.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
Commune Actions (20/20)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/0 WARNING: Your total Legend is currently too low issue a Decree.
[] Make Demand - You have need of something and you will tell people what you want.
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Can fail until Faith or Fear is at least 1. Maximum shrines 0/2.
[] Learn from locals - Mimic and observe the villagers, to grow closer to them. Costs: 3 DE
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Current Spirit of Superstition Quiescence Time: -1 Years spent in next quiescence
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend
Spirits
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar): 3 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 3 Legend
Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 3 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend
Divine Enhancements
No current Divine Enhancement upgrades
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
You have gained an Avatar for the first time! Unlocking your avatar enables a number of additional types of interaction with the world. Increase your avatar, learn new skills, or improve skills you already possess to reveal new ways to interact.
You have gained some legend! You may choose to enter quiescence at any time, skipping a number of turns equal to legend spent, in order to acquire new traits, skills, or attributes. As a spirit of superstition (0 faith, 0 fear) you will accumulate a time discount to your next quiescence of 1 per turn until a path (Faith or Fear) has been locked, until you have 5 total attribute points, until you have six unlocked skill points, or until you have two regular traits.
Faith unlocks Accumulated Action, discounting traits and skills occasionally when similar actions are taken during active turns. Fear unlocks Feast on Terror, which disables Quiescence, instead granting traits, attributes, and skills semi-randomly every turn the spirit actively causes fear (improvements granted through Feast have a very high chance of costing legend equal to or less than the Fear Value for the turn).
You have claimed a Holy Place. Holy Places are more deeply rooted in the world than shrines, granting a larger rebuke bonus against invaders than normal. Holy places are powerful convergences of faith, and automatically produce one ambrosia as income per turn, and for half of the normal condensation cost, as long as the owner has more than ten DE at a turn's end.
You may have noticed the gauge next to the Commune and Avatar categories. This is the avatar's Sustenance, and it declines over time based on how high the Avatar Attribute is for the spirit, as well as how many actions you take in the Avatar and Commune categories. Avatars are divine in nature, and cannot sustain themselves on mere food or drink; they must partake of Ambrosia to restore Sustenance. Spirits may compulsively attempt to seek nourishment if Sustenance becomes too low.
New Mechanic: Accumulating Discounts - Traits that previously granted internal attributes now instead grant accumulating discounts. Accumulating discounts grant free attributes when they equal or exceed the cost of the next attribute level (ex. A spirit has 2 accumulated discounts for it's Avatar 3 purchase, making it cost 1 year and legend instead of 3. The spirit acquires a further 2 accumulated discount for Avatar, instantly increasing Avatar by 1, and having 1 leftover accumulated discount for the next avatar level).
New Skill: Perform (Trickery) - Represents performance in a more abstract sense of acting out a role. Seduction, entrancement, and lies benefit from Trickery, but using trickery in social situations can greatly upset the victims. Trickery is personality gated, so spirits who are prone to honesty or fair dealing will not consider it a perform skill among allies. Spirits who are especially honorable or just will avoid using Trickery even in combat.
New Skill: Navigation - Similar to Survival, Navigation is an exploration and travel-oriented skill. Due to the more focused nature of Navigation, the extreme dangers of improper navigation necessitating greater consideration, and it's lack of use in alternative types of checks, it counts double for applicable personal checks.
[X] Plan Pandemonious Curiosity
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
[X] Learn from locals - Mimic and observe the villagers, to grow closer to them. Costs: 3 DE
-[X] x4
Introducing Gaerig!
Awe rolled 6
Gained 1 legend
Learning
Rolled 10
Rolled 10
Rolled 15
Rolled 9
Learned history, Learned human motivations, Learned local area (villages and Awoken spirit)
Timing
Astrology rolled 17
Calm Waters
Influence rolled 8
Influence rolled 4
Mirror of the Sky
Astrology rolled 17
Astrology +1
Second Magic prerequisites not met
Wild Magic rolled 22! - Visions of Unfettered Skeins
Avatar rolled 14
Avatar is wounded
With some trepidation, you stabilize yourself on one of the rocks dangerously close to the surface, for the first time physically rising up out of the sea that is your home. You hear a shout and turn to spot a startled fisherman trip out of his boat. This one does not hit a rock, quickly coming up and sputtering as his companion pulls him from the water. Both of them are less focused on the task at hand, however, choosing instead to look at you with a mix of confusion and fear. The one in the boat says words at you, and you repeat them, carefully enunciating them back. His face twists into a great showing of teeth and he makes more noises that you repeat back at him. They seem especially glad for your repetitions, and you wonder if all humans are so easy to entertain.
For whatever reason, the fishermen move with gusto as you observe them further, muttering their words after them. They drift from your rocky perch, so you latch onto the side of the boat and follow them. The boat is laden at least as heavy as the men with caught fish, and not for the first time you wonder at how much humans need to consume that they hunt with such abandon.
Your adventure continues as they row their boat back to a gentle, sandy shallow, beaching it. The two happy fishermen quickly garner attention for you, which is just fine with you. You weren't looking forward to leaving the sea behind for dry land. There is so much babble and talking that you can't say all the words you hear, but sometimes, one or two of the people will speak especially loudly, and you recognize they are addressing you personally. You are supposed to answer, you think, so you try to repeat what they say again. It does not work quite as well the second time, and an older, severe-looking man steps to the fore, dispersing your crowd.
He points several times to the sea and tells you to go, one of the words you've managed to figure out. That's too bad for him, since you have no plan to leave anytime soon!
You take to the little shallow where they beach their boats quite well, returning many times for the next several weeks and months, parroting the people who talk to you. In no time at all you discover the reason for the two fishers' happiness at first meeting; you repeated the fisher's apology, and when he praised you by name, thinking you merciful, your repetition was taken as acceptance of it, which was quite fortunate, as you were also of the opinion you were worth reverence.
The land they live on is called Niogg, and the land across the strait is called Goegg. In the times of their ancestors, Niogg and Goegg were the same land, until a cataclysm tore the land asunder and they were cut off from the rich, warm mainland. Gaerig (that's you!) filled the gap that was left behind, and since then the people of Niogg have prospered by taking the bounty of the sea. When you awoke, many were afraid that you were furious for taking so much from the seas and were punishing them, causing a schism among the people, many of whom were willing to subsist on walrus and deer hunting. Those who wanted to keep fishing your shoal apparently bow to another spirit nearby.
This particular tribe of people is young, formed by migrants of lower privilege from a few other nearby tribes only a few generations ago, though most come from the larger tribe that lives farther down the shore to the south and west. It is this larger tribe that houses the other spirit people give offerings to, a large, sharp-eyed man who blesses the hunters and fishers, often going out on grand hunts of his own. They call him Saiga, for the ancestor who first ventured onto the water and wrestled with the orca to feed his village.
When you hear Saiga's name for the first time, you notice for the first time a faint pushing sensation, especially near the dissidents. Whoever this Saiga is, you suspect your first meeting will not be especially friendly.
Though you had planned it anyway, your efforts to study the stars seem more important, more pressing. With your limited understanding, you still recognize that you must wait for the Long Night's full moon to more closely match your previous accident. You wrangle and pull at the waves and tides once again, but they are defiant, slippery. Your mirror this time is much smaller, a circular area centered on your shoal, though it still performs it's purpose admirably. Perched on a rock, you peer long into the night sky upon the sea...
And glimpse your awakening.
The Baleful Star shines with a red light of blood and fire. A thousand skins are shed, a thousand secrets uttered. Jealous, the Star burns the skins it cannot have, and taints with untruths the secrets it whispers. In a flickering newborn star you see yourself and your grievous offense, braving the all-consuming fire to steal for yourself a skin as a mantle, a shrewdness that gleans the pure note of truth from the false word. The Baleful Star knows you, and despises you and your audacity.
You return to yourself and wail your terror into the night. The mirror ripples, indifferent. You are drawn in again...
Nearer the constellations grow, and you are surrounded in stars. You reach to touch the brightest and burn yourself, while the heart of the constellation ties you with lines and meaning. You cannot escape. You die a death of unfulfilled longing.
In a fit, you bring your hand down upon the mirror, splashing stars and moonlight distorting in ripples and waves, breaking the spell. You will not do that again for a while.
You have discovered the existence of Saiga, The Hunter
You have discovered the existence of [Constellation Heart], a nearby Spirit
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology, Navigation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Avatar Actions (15.5/20)
[] Form Avatar (1 Ambrosia) (Avatar already formed!)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Punish locals - Travel onto the cold earth and punish the dissident villagers! Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 18 DE (reserves 2 uses of Roil Waters). WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE -[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
Commune Actions (15.5/20)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/0 WARNING: Your total Legend is currently too low issue a Decree.
[] Make Demand - You have need of something and you will tell people what you want.
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Can fail until Faith or Fear is at least 1. Maximum shrines 0/2.
[] Declare yourself Gaerig, spirit of the sea, and demand offerings! Costs: 5 DE
[] Declare yourself Gaerig, spirit of the sea, and threaten destruction! Costs: 5 DE
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Current Spirit of Superstition Quiescence Time: -2 Years spent in next quiescence
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend
Spirits
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar): 3 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 3 Legend
Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 3 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend
Divine Enhancements
None currently available
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
Between turns, damaged avatars are restored. The process consumes Sustenance.
This took way too long to finish because my parents can't figure out how to google tech support. I play games on computers and use the internet, so clearly I'm a hackerman.
You may want to keep a sharp eye out for edits, I only managed to go over and ensure your upgrades were as they should be.
[X] Plan Explore For Advantages
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[X] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Calm the Waves
Influence rolled 11
Read the Past
Astrology rolled 18
Astrology +1
(can I go one turn without a ridiculously high crit?)
Tracking Down a Lead
Navigation rolled 19
Navigation +1
(...)
Far from Home
Influence rolled 19
Carrying it back?
Size rolled 11
Can move it, but only by rolling it along the sea floor
Faith or Fear?
Faith rolled 12
Fear rolled 7
Attribute Development
66 + (72 - 21) = >100 Faith Progress
Faith 1 (exclusive) discounted to 0. Autobuy in (Spirit of Superstition disabled, no autobuy).
Because you can no longer exploit the SoS mechanic for a large number of discounted quiescence years, you aren't automatically yanked out of SoS mode at first opportunity. Mechanically this does not affect your potential turn income, and you can still free-buy Faith 1 in your turn planning to receive the associated income boost the following turn as would have been the case with a forced auto-buy.
Fully rested and restored from the physically draining experience you suffered from your visions, you invoke another aura of calm on the waters of your domain, calming the worst of the white-capped waves, and blunting the tide's and winds' power over the sea. Whether your ministrations are noticed or not is difficult to feel, unfortunately, the people still confused as to how you should be treated. You briefly consider accepting their praise into you, but you know instinctively that it will change you forever, and you quite enjoy yourself as you are for the moment.
Sticky matters of faith successfully put off for later, you focus back on what you were really hoping to do, explore! The stories about a great cataclysm and distant mainland intrigue you, but the sea is vast, and even in all your domain there isn't a single thing crafted by mortal hands that didn't sink from the sea. You will need to look to the stars for direction and guidance to have any hope of finding what you seek. Choosing to avoid the strange mirror, you gaze into the night sky itself for once, and find it much less oppressive without the mirror bringing the illusion of proximity, or the magic it apparently wrought.
You follow the path of a constellation that stands out to you, one of stars with dimming light and fading history. You read, but do not see, though your imagination fills the missing sensations quite well.
Stone of purest white with runnels of black, perfectly shaped. A house grander than any you have ever seen, for a being much grander than yourself. Stone more plentiful than the ice in the Long Night, arranged like the wooden huts you know. A perfect globe of material you have never seen but reminds you of the moon lies hidden within.
A thousand thousand suffering cries as all things fall to ruin, with tenfold the number echoing a harmony of terrible doom until all cries are silenced forever as [darkness and fire overwhelming writhe upon the words of history, so none may know the folly]. A divine thing, twisted in wretched suffering, lamenting and cursing it's downfall, a [Writhing, all-consuming] eternally until it's final mote of light lies extinguished in the dark, cloying deep. A place of power, of life, and of beauty turned cold, dark crypt.
Fascinating! you think as you rise from the trance your reading brings you to. You leap into the open sea from your perch, following closely the path the stars have laid for you. You swim for hours, until the shores of Niogg and Goegg both are but thin films between the horizon and the sea.
And then you dive.
You sink deep, and deeper still. You travel nearly twice the span of the bottom near your shoal, so deep even even your hardy, divine body blessed by the sea begins to feel the beginnings of pressure. You find the place you had read about, just where the stars indicated it would be. You see many creatures of the sea unlike any other you have seen before, and though the light is somewhat dimmer, now that you have touched the bottom, the water has grown a touch warmer.
The great village is oddly slanted, curving down towards a great, dark pit in the distance. You set to exploring.
You find many great, carved stones, covered with plants and barnacles. Sometimes, hidden among the stones is a treasure. You find a few strange scraps and pieces of a hard, red-brown thing, like stone, but gleaming and amazingly durable. You even find what could have been the remains of a garment, crushed and bent in a way stones most certainly don't. Taking the bent and ruined big piece, you wander for a while longer, and at least a day passes where you lift the stones you can, push the stones you can't, and swim to examine at all angles those larger still. Near the end of your search, just as you are going to give up, you come across the Great House. Melancholy emanates from it as a flowing tide, residue of a being whose death throes have even been forgotten to time.
Nestled and displayed proudly on a strangely shaped platform lies the globe you read of, that you imagined, and even your boundless mind was unprepared for it's splendor, which surely surpasses even the moon's! A perfect sphere, with a length roughly as long as your forearm, bright even in the dim hall you found it in. You drop the ruined garment to take the sphere, but it is unbelievably heavy! With all your might, you manage to dislodge it from it's place, but it would take the effort of days, maybe even months, time you do not have at a distance you can barely travel, to roll it back up the seafloor to your shoal. You think you cry, though the sea makes knowing impossible, as you reluctantly leave with your booby prize, the ruined garment.
Gained Quest - Labor of the Moon-Sphere (Get the Moon-Sphere to your shoal, where it can be properly displayed)
Mood of the Village is now Expectant (The people await your declaration, the continued confusion on your nature is making them further divided)
[Plan creation is currently OPEN]: You may now vote freely. This is an experiment to see how well the idea takes. Planners and voters, know that if you take advantage of the trust of people who voted for you (on the premise that you would produce or vote for a certain type of plan for them), this experiment will be ended immediately.
[If you vote to enter quiescence, please do not include your planned purchases, I am test-running a split vote for upgrades to aid in creating a more accurate consensus in voting.]
Divine Resources Available
28 - 27 (Expended) = 1 + 2 (0.5*2*2 Faith Income) + 4 (2*0.5*2*2 Total Fear Value) + 10 (Omake) + 7 (PB) = 24
Ambrosia full - no condensation
Remaining: 24
1
5
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology, Navigation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Avatar Actions (13/20)
[] Form Avatar (1 Ambrosia) (Avatar already formed!)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 25 DE. (Note: may need to be taken multiple times) Turns left: 6
[] Punish locals - Travel onto the cold earth and punish the dissident villagers! Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 18 DE (reserves 2 uses of Roil Waters). WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE -[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
Commune Actions (13/20)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/0 WARNING: Your total Legend is currently too low issue a Decree.
[] Make Demand - You have need of something and you will tell people what you want.
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Can fail until Faith or Fear is at least 1. Maximum shrines 0/2.
[] Declare yourself Gaerig, spirit of the sea, and demand offerings! Costs: 5 DE
[] Declare yourself Gaerig, spirit of the sea, and threaten destruction! Costs: 5 DE
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Current Spirit of Superstition Quiescence Time: -3 Years spent in next quiescence [LOCKED IN]
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend
Spirits
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar): 3 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 3 Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 Legend
Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 3 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend
Divine Enhancements
None currently available
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
You have discovered your first Quest. Quests are very rewarding actions or chains of events that sometime occur as the result of good fortune. The reward and difficulty of a quest is proportional to the spirit's current statistics. This means that a harder quest (on the turn you received it) has a greater reward (compared to what you have on the turn you received it).
As per usual, please keep an eye out for stuff that looks contradictory or different (for apparently no reason) in case I missed something.
EDIT: Resized the Moon-Sphere to something more reasonable. EDIT: Did it again.
[X] Fear0->1
[X] Avatar 1->2
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
--[X] Attempt to find best time for Roil Waters.
[X] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] x2
[X] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
Read the Future
Astrology rolled 12
Roil the Waters x2
Influence rolled 10, 8
Guide the Ships
Navigation rolled 4
Drawn to Danger
Awe rolled 13
Gained 4 legend
Avatar increased to 2
Fishing 2 Unlocked
As the year begins, your mind goes back to the energy that the villagers feed you. You ruminate and consider, and soon you enter a fugue without knowing. It is nearly spring by the time you stir once more, body grown, both in size and maturity. Your gaze passes over a fisherman, and though you hear his mumblings as you did before, it is in his startling, his visceral reaction that feeds you most. That could be very useful, seeing as you need a great deal of energy to acquire the sphere, and their prayers didn't give you all that much anyway.
After gleefully chasing the night fisherman away, you settle in to look at the stars once more. You see many short but helpful warnings and much advice comes from the skies on how you can make use of your newfound powers. Giddy to experiment as always, you swiftly begin turning away Saiga's dissidents, causing the waves to rise and cap with white when they put their boats to your sea. When the ones who praised you set to water, however, you leave them be, instead choosing to swim at their bow, directing them through the stony shallows of your Holy Place so they can fish in peace. Only... without the calming effect you'd had on the waves the year prior, your efforts to direct them often send them close to hidden crags and sharp points that any wayward current or wave causes them to sink!
Your last attempt to direct was the worst of all, two young men following you eagerly as you accidentally passed over a high rock. When they followed, the wave they rode dipped, and the hull of the boat was suddenly impaled, half sunk on the rock. In your sudden panic to fix the problem, you pushed the boat off with a sudden upsurging wave... and threw the men from it. The sudden fury of the waves was too much for their mortal bodies, and like the first man you knocked from his boat, one's side is pierced by the hidden dangers beneath the surface. The other, younger than the first, could not swim at all, drowning while you tried to fix the injured one.
A very old woman spits and curses at you, and though you feel more full, you are still upset. You did not want to hurt the ones that liked you, just Saiga's.
Saiga's dissidents do not go on their boats at all after this, trekking along the rocky cliffs to the walrus beds. Your waves churn, reaching to the beaching shore, where you sometimes let them take the dissident's boats, instead.
You started early, and were thorough in your efforts, so it does not take long for many of the dissidents to be seen at your shore, faces scraping stone as they beg your bounty or curse you before leaving forever. Magnanimous as you are, you allow them to serve you instead, and leave the others to go as they wish. Though you refuse to guide the people any further in their fishing, their nets fill easily enough in your rich waters, and as they grow fatter and the dissidents grow thinner, the last vestiges of resistance to you drain away, and the whole of the village bows to you and you alone.
As the emaciated and sick scrape and prostrate themselves at the shore, you make another discovery. Tears are much the same consistency as the sea. In the light of the moon, when none can see, you revel in them.
[Plan creation will unlocked TWO HOURS after this has been posted]: Before then, you may freely make player proxy votes if you feel you will not have the time/access to vote in the next ~24 hours. This is an experiment to see how well the idea takes. Planners and voters, know that if you take advantage of the trust of people who voted for you (on the premise that you would produce or vote for a certain type of plan for them), this experiment will be ended immediately.
Divine Resources Available
24 - 24 (Expended) = 0 + 2 (0.5*2*2 Faith Income) + 32 (8*1*2*2 Total Fear Value) + 20 (Omake) + 15 (PB) = 69
Ambrosia full - no condensation
Remaining: 69
1
5 + 4 = 9 total legend
9 - 3 = 6 unspent legend
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends.
-[] Roil Waters. Costs: 5 DE
-[] Calm Waters. Costs: 5 DE
[] Direct Fish* - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer.
-[] Call Fish. Costs: 6 DE
-[] Drive Fish Away. Costs 6 DE
Avatar Actions (11/20)
[] Form Avatar (2 Ambrosia) (Avatar already formed!)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 21 DE. (Note: may need to be taken multiple times) Turns left: 5
[] Punish locals - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 18 DE (reserves 2 uses of Roil Waters). WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] 'Guide' the Ships - Lead the fishermen and hunters to their doom to be dashed upon the rocks. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
Commune Actions (11/20)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/1
[] Make Demand - You have need of something and you will tell people what you want.
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2. [] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement) Currently unavailable, not enough Fear (need 3).
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend Temporary Action Lockout
Spirits
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar): 3 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 3 Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 Legend
Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Sea (All the waters of the world converge, and spill into the sea): 5 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Classical Affinity - Stone (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend
Divine Enhancements
Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase): 5 Legend
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
As a Fear spirit, you will receive traits, attributes, and skills automatically during the results phase of every turn. You can affect the items present on the table with your actions, and items on the table will generally always include elements similar to ones you already possess. The table is a single 1d100, rolled using 2d10 with a designated 'tens place' die.
As per usual, please keep an eye out for stuff that looks contradictory or different (for apparently no reason) in case I missed something.
I have replace Ocean with Sea, and replaced your Sea affinity with a basic Water affinity, after realizing I had accidentally stuck you with the Tier 2 trait of the line. THERE WILL BE NO DIFFERENCE IN ACTIONS DUE TO THIS, BUT YOU HAVE LOST A SMALL AMOUNT OF INFLUENCE RANGE.
EDIT: Fuck spoiler tags, they dumb.
EDIT again: Forgot to unlock fishing, NEW STUFF HAPPEN.
[X] Plan Attend The Fickle Mistress
-[X] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends.
--[X] Calm Waters. Costs: 5 DE
---[X] Calm the waters at night.
--[X] Roil Waters. Costs: 5 DE x2
---[X] Roil the waters in the day.
-[X] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2.
--[X] Demand that they raise a shrine on a point overlooking their village.
-[X] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
--[X] Focus on those who go out at night.
-[X] 'Guide' the Ships - Lead the fishermen and hunters to their doom to be dashed upon the rocks. Costs: 6 DE
--[X] Reserve this treatment for those least fervent in their worship of you.
-[X] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 21 DE. (Note: may need to be taken multiple times) Turns left: 5
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
--[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[X] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget Fishing.
-[X] Make Demand - You have need of something and you will tell people what you want.
--[X] To have one each of their young men and young women attend to you for the year while you are in the village or the mortal accessible shrine. This pair and their immediate family will not suffer from your 'guidance' or your roiled waters for this year if they follow their duties.
!
Survival rolled 11 vs 11
???
Roil Waters
Influence rolled 16, 9
Calm Waters
Influence rolled 14
Quest: Labor of the Moon Sphere
Influence rolled 12
Avatar rolled 15
Sustenance -2 (additional), Quest Progress now 30
Drink to Forget
Rolled 17
Fishing -2, New Fishing 0
Guide Ships
Navigation rolled 6
'Guide' Ships
--- rolled 9
Read the Future
Astrology rolled 17
Raise Shrine
Influence rolled 12
Servitude
Fear rolled 13
Spirit Interaction
Awe rolled 12
Gained 3 legend
FEAR BUY - Fear value (3)
1-3: Shrine 2
4-6: Fear 2
7-9: Influence 3
10-15: Avatar 3
16: Astrology
17: Navigation
18: Aspect of the Fish
19: Aspect of the Crustacean
20: Aspect of the Walrus
21-30: Aspect of Humanity
31-60: Spirit of the Sea
61-80: Spirit of Mischief
81-84: AA - Moon
85: OA - Sea
86-95: OA - Waves
96-99: AA - Stars
100: Capricious One
Rolled 70: Spirit of Mischief
Fear Value reached/exceeded
Legend Rolled 8
No additional purchases
Gained Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Gained Perform (Trickery) 2
When the long night ends, you feel safe enough viewing the stars to learn what you should do this year. Instead of your typically strong visions, for once, you receive only vague warnings and the flickering of a star overhead. You should go to deal with your grandest projects near the end of the year, when the timing is most auspicious.
With so much time open to you, you order the construction of a shrine to you, looking out over the village from a hill nearby, and spend hours and hours ordering the villagers around. In the end, your shrine is... not what you envisioned it would be, but your spirit fills it all the same, and suddenly it is as though a fog was lifted from your sense of your domain. Land, extending a great distance in many directions. In the warming of the seasons, you can feel the snow and ice melting into water and running in small streams to your sea. Perhaps, when you first rose from the sea, you had underestimated the balance of life above the surface?
With your shrine finished, you waste no time at all indulging more in ordering the villagers about, this time picking a particular pair of them and having them hoist you about on a cushion, feed you their sweet fruits, salted reserves, and the savory fresh meats. It does not fill you to take what you do not need, but the tastes you experience are kaleidoscopic all the same. Eventually, however, as with all things, you grow bored when the novelty ends, dismissing the couple to whatever they did without you. You do decide not to bother them or theirs too much with your next idea, however.
Your act comes suddenly and with much surprise, the calm waves during the day suddenly rising to heights that would otherwise demand the winds of a storm. The people were not fishing much on that day, choosing instead to spear the creatures in the shallow pools or hunt the walrus, so your actions are terrible, but not deadly. You do succeed in blasting apart a few boats on the beaches that were out collecting their traps filled with prawn and other bottom-feeders, which makes you giggle as the rush of fear fills you.
That night, you calm the waves, beckoning the fishermen out of their homes (much easier with your new shrine, you happily note). You guide them between the rocks and eddies, though your efforts are not much better than the last time you tried. You attempt to lead them to ground themselves on purpose, but your intent is read too easily by your cautious followers. You pout, denying them the bounty of the shoal during as many days as possible for your failure to lead them about, only reluctantly letting your personal servants access your shoal.
This back and forth continues a few more times, but you grow tired of it, or perhaps you are too kind for your own good, ceasing your activity during the latter half of the year and letting the people still fish some of the sea's bounty for the year.
You spend many days sitting about and pouting over the lack of ideas, still awaiting the appointed time the stars gave for your labor, when your eye is drawn to the pool of liquid deep in your shoal. You haven't particularly paid attention to it since the girl first dove for it, but... it could yet be important... You take a sip.
You swim among the cod and the sharks, crawl upon the bottom with the prawn and crab. They all flit about within you and around you, they are such pretty creatures~
You come to sitting by the depression that once denoted the pool of liquid, and blink, confused terribly. You do not remember drinking quite so much, and the- you blink. The... something? You swiftly lose track of your train of thought, surfacing to sit upon a rock and gaze at the stars, with only the vaguest memory of swimming somewhere freely.
The end of the year is nigh, and you are due to try to bring the sphere to your shoal.
So you go, once again leaping into the sea and swimming for many hours as you follow the star that marks the sunken village. When you return, the moon sphere glimmers a little less brightly, carries a little less weight-not-weight. You flex against it, pleased that your more powerful body has made the labor of pushing the sphere much easier as you can just lift it, though you cannot swim or move particularly fast. You trudge along for hours, and the sun rises and sets at least once before you stop, body unnaturally heavy with the weight of something you can't put your finger on. Your body has no muscle, no internal parts, so you should not be capable of feeling soreness in your body, in bones you do not possess. This bears thinking on.
Your return swim to Niogg is interrupted by a sudden freezing dread when you are still a few hours out. Something is close to your Holy Place. You rush home at a pace you didn't know you could reach, but the trip is still more than an hour long, each minute punctuated by the sense of urgent need that grips you. Eventually, the feeling fades, but you do not, can not slow. You are greeted by the sight of several watching gazes when you arrive, and they immediately prostrate themselves as you rise out of the sea onto the rocky shore.
It doesn't take long for one of them to rise to kneeling, though they still refuse to meet your eyes, fear evident in them. "Gaerig be merciful. The hunter, Saiga, came to the village while you were away," he says haltingly. You narrow your eyes in concentration, noting that would certainly explain the sense of dread and urgency. "He came because the ones who left returned to his village, saying a terrible spirit drove them out."
You urge him to explain further, and he reveals that Saiga wandered the village for a time, observing quietly and seeming very confused at the good state of the people. He promised his return next year, and commanded that, as fishermen, your people would build a shrine to him so that he could consecrate it and bless their efforts.
This is serious. It seems he didn't sense the presence of your Holy Place or your shrine, likely because he was preoccupied with something else, but since you sensed his near your own shrine, beyond your own Holy Place, you cannot expect him not to do the same if a shrine is erected to him in your village.
Saiga will be arriving in your village sometime next year. You should deny or approve his shrine, and select a means of confronting him. If you choose not to deny his shrine you give implicit permission to build it. If you choose not to prepare for his arrival, Saiga will likely learn of you and seek you out himself.
[Plan creation will unlocked TWO HOURS after this has been posted]: Before then, you may freely make player proxy votes if you feel you will not have the time/access to vote in the next ~24 hours. This is an experiment to see how well the idea takes (and it's getting pretty close to being adopted permanently. Planners and voters, know that if you take advantage of the trust of people who voted for you (on the premise that you would produce or vote for a certain type of plan for them), this experiment will be ended immediately.
Divine Resources Available
69 - 56 (Expended) = 13 + 2 (0.5*2*2 Faith Income) + 12 (3*1*2*2 Total Fear Value) + 6 (PB) = 33
-5 (Holy Place condensing)
Remaining: 28
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery).
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends.
-[] Roil Waters. Costs: 5 DE
-[] Calm Waters. Costs: 5 DE
Avatar Actions (14/20)
[] Form Avatar (2 Ambrosia) (Avatar already formed!)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 17 DE. (Note: may need to be taken multiple times) Turns left: 4
[] Punish locals - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
Commune Actions (14/20)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/1
[] Make Demand - You have need of something and you will tell people what you want.
-[] Deny the shrine to Saiga
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 1/2. [] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement) Currently unavailable, not enough Fear (need 3).
[] Confront Saiga Directly - Reveal yourself to Saiga when he next returns and work out a deal (likely no trickery use). Costs: 5 DE
[] Trick Saiga - Use your wiles to convince Saiga to drop his guard when you confront him (use trickery). Costs: 5 DE
[] Trap Saiga - Use your wiles to enchant Saiga into the waters near your Holy Place, where you can crush him with violent waters and waves! Costs: 5 DE (must reserve a number of roil waters)
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend
Spirits
Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters): 6 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 4 Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 4 Legend
Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Sea (All the waters of the world converge, and spill into the sea): 5 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Classical Affinity - Stone (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend
Divine Enhancements
Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase): 5 (4) Legend
Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
Perform (Trickery)
Your avatar grew hungry and consumed ambrosia. If you do not have a reserve of ambrosia at the end of a turn which leaves the avatar below 10 sustenance, the avatar runs the risk of acting irrationally to sate any unfulfilled compulsions in the following turn. If the avatar's sustenance reaches 0, it will rampage for a short while in an attempt to feed itself before dispersing.
A disadvantaged encounter is an encounter in which the opponent's combined modifier is appreciably higher than your own. Disadvantaged encounters reward bonus legend as long as you do not lose. Advantaged encounters, where you have an appreciably higher modifier, rewards less legend for succeeding, and none for stalemating or losing.
I did tell you you weren't going to see much fear growth from non-destructive acts, though the hilarious inability to get a halfway decent result in the navigation category so regularly may have had something to do with your poor Fear Value this go around.
In other news, god damn your astrology skill is so unbelievably clutch! You were a hair's breadth from failing that ! check, and only the narrative helper that is Read the Future saved you, what must be like the fourth time by now!
Finally, as per usual, if you notice something weird or different with no apparent reason in your turn costs/actions, or you think an action or trait buy is missing, you know the drill, mention it to me.