No? What makes you think gods didn't outlast Creation? Pretty sure there are a fair number even in canon. They're called Celestines or perhaps just spirits if they are weaker. A lot didn't survive to the WoD, but a lot did.
Celestine is a term used by the Fera and some mages to describe the greatest spirits; the closest things the Garou have to gods. Examples are Luna (the Moon) and Helios (the Sun). The Celestines are celestial spirits in the mythology of the Fera. Within the celestial hierarchy, they are just...
whitewolf.fandom.com
In any case, so long as the Exalt survives, it is very likely the goddess will also.
Closing the vote here, the Tiebreaker was broken at the end and thus From the Mist, a Shape, a Ship has won! I'll get to working on the update when I get off work, thanks everyone who voted, this was one of our largest votes for the entire quest!
Scheduled vote count started by Critian Caceorte on Apr 29, 2025 at 8:48 PM, finished with 52 posts and 26 votes.
-[X] A lanky yet beautiful androgynous person with long and messy blonde hair. Actually a girl who managed to sneak into the sailor profession and hide her gender for years until the offer.
[X] Plan From the Mist, a Shape, a Ship
-[X] Otto Fisher
-[X] A distinguished older gentleman with pepper-and-salt hair, bearing impressive sideburns and a large mustache.
-[X] Thundering Storms
One of the problems with being a god is that the passage of time could take someone by surprise easily. When Hail-Scourge traveled to Randan to look after that young carpenter, inquiring as to his whereabouts as nicely as a Storm Mother could (which... wasn't very much), she was astonished to eventually find her quarry as an older man. What to her had been a few seasons since she had last seen the young lad had in reality been 30 years, years where he had changed ships several times before being kicked off of his latest job because of a mutiny. Otto Fisher had supported the boat's original captain, and while the former second mate (who had become the new Captain) didn't harm him, he still had no desire to keep an old man on. And Randan was rather... it had issues with those who were not part of the craftsmen-nobility. As a foreigner, Otto could not easily gain entrance into the Shipwright's Lodge, leaving him without a job.
Without work, Otto was left to fend for himself, until Hail-Scourge had located him out of the blue. To the gentleman, she offered her power: the power of the Exalted. With nothing else to live for, the old man agreed. He swallowed the golden orb that was tormented with tiny weather patterns, and immediately he felt a jolt of electricity pass through his system. The power dialed up, continuing to increase in voltage while a flurry of black clouds materialized in an otherwise clear sunny day over his location. The only indication that the man was Exalted in that moment, even in a relatively public space, was the glow of his caste mark on his forehead. It depicted an electric blue lightning bolt striking the surface of a blue green sea.
With this energy cascading through his system, Otto felt a need. A desire to get working again. Even without any assistance, he needed to go beyond just fixing a boat... And get started on making one.
Total Charm Themes:
Energy Transmutation: The Exalt can, very roughly, transform one form of energy to another. (Strength / Intelligence / Charisma)
CELESTIAL ONLY
+10 to Fight / Make Rolls, -20 to Fight Recovery Rolls (PRIOR KNOWLEDGE)
Heat Manipulation: The Exalt can wield blistering heat and sheer cold to their advantage. (Dexterity / Appearance / Wits)
Weather Manipulation: The Exalt can manipulate the weather to do their bidding. (Stamina / Manipulation / Perception)
Blink and You'll Miss It: The Exalt can teleport themselves short distances in place of normal movement. (Dexterity)
Circuitry Superiority: The Exalt is talented with building and manipulating objects, particularly powered items. (Intelligence)
+10 to Rolls dealing with First Age Artifice. (PRIOR KNOWLEDGE)
Extreme Speed: The Exalt can launch themselves, and others, at extreme speeds to the point of flight. (Strength)
+10 to Fight Rolls (PRIOR KNOWLEDGE)
While this was going on, YOU were busy sorting through some of the things You had requisitioned prior, deciding on what would suit Otto best in his role for Mercury's Request.
Choose which of the following you would also like to give this Exigent. Due to the nature of your request, and the choice of Exigent, the following Gifts have been automatically locked in, and do NOT need to be included in your plan:
-[X][Gift] Blessing of Knowledge (+10 Bonus to Make)
-[X][Gift] Subordinate God (+10 Bonus to Lead)
-[X][Gift] Age-Staving Cordial (Grants +10 retroactively to a character's Lifespan roll)
Please write your votes in the form of a plan.
-[][Gift] Artifact Weapon (+10 Bonus to Fight)
-[][Gift] Strength Amulet (+10 Bonus to Fight)
--[] How Many? (Max 2)
-[][Gift] Beastfolk Squad (+10 Bonus to Lead)
-[][Gift] Finding a local group of cultists seeking divine protection can be surprisingly easy. Better that they fall under the aegis of a righteous Exigent instead of a more wicked Infernal. (+10 to Lead Rolls)
-[][Gift] Sorcerer (+10 to Make)
-[][Gift] Solar Mice (+10 Bonus to Sneak)
-[][Gift] Pattern Silk Seals (+10 to Sneak)
-[][Gift] Ray of Light (+10 Bonus to Talk)
-[][Gift] Cold Iron Emblem (+10 to events involving creatures of the Wyld)
-[][Gift] A rope belt with an anchor for a fastener can be created, which improves the opinions of sailorfolk towards the wearer. (+10 to rolls dealing with sailors and sailboats)
--[] How Many? (Max 2)
-[][Gift] Moonsilver Pendant (+10 to Events dealing with the Lunar Exalted)
-[][Gift] Starmetal Pendant (+10 to Events dealing with the Sidereal Exalted)
-[][Gift] Sleep Draught (Grants +10 to recovery rolls, +20 for Fight recovery rolls)
-[][Gift] Minor Manse (Grants +10 to all Recovery Rolls, or +20 to Make Recovery Rolls.)
-[][Gift] Lytek's Favors (+10 to Legacy Event Rolls)
--[] How Many? (Max 2)
-[][Gift] Yu-Shan Access (+10 to Talk Rolls, Provides access to Yu-Shan)
-[][Gift] Boat (Grants the Exigent ocean access, allowing them to travel across the Western Directions, or the Southeast if they are adjacent to it. Having travel access allows them to convert half of their timeskip bonus, rounded up, to any region they can reach this way, on top of the usual benefits of access.)
-[][Gift] Sea Whispers (+10 to Lead and Sneak Events in Western Locations, or the Southeast.)
-[][Gift] By securing the assistance of one of Luna's Chosen at a crucial point, the Exigent will be able to change the playing field in their favor. (Swap the Event Type of the lowest Rolled Event to an Event next to it on this tracker: Fight - Lead - Make - Sneak - Talk, but only if the Exigent's bonus would be higher.)
-[][Gift] One of your sparks of Exigence had previously been stolen from its rightful owner by Plentimon, God of Dice, and with a little nudging, you believe you can make him repay his crime with a blessing. (Grants +30 to the first roll an Exigent rolls with doubled numbers)
-[][Gift] Divine Death Arrangements (+10 to the Lowest God Roll; Maintains a separate stacking penalty with other God Roll bonuses)
-[][Gift] Getimian Destiny-Catcher (Grants +10 to situations dealing with the Getimian Exalted.)
-[][Gift] In this dire situation, perhaps more direct action could be taken. You shall allow this Exigent a singular use of your most divine panoply, to help them get on their feet. (Instead provides a +50 bonus to the FIRST event roll, bonus counts as part of natural die roll, will reduce the Enthusiasm gain for this Exigent.)
It seemed like Otto was already well-inclined to satisfying Mercury's request... so did You really want to do a vision for him, and risk accidentally leading him astray?
-[][Vision] Send the Exigent a Vision (10 Effort)
--[] Write-in what you want the POINT of the vision to be. It must be a single sentence in length. This will serve as the Vision's important line, NOT the entirety of the Vision itself. It can be used to convey an objective for the future, impart information that Sol would know about a situation, establish a facet of the Exigent's personality, or simply provide reassurance to them.
-[][Vision] No, You will spare the effort for now (No Vision)
Author's Note: Last part before the biography. I... have admittedly got nothing done in regards to the timeline for this section, so once Otto's biography is done, I'm going to have to take a small break to get everything finished and ready. The next timeskip is probably going to be 30 years, I was debating doing 40 but I realized that the math didn't work out well if I kept doubling it every time. My personal end goal for this quest is 50 Exigents before I close the book on it, since I think that will cover every idea I could possibly have for this quest.
The Thunder-Smith is the closest of the 3 Castes towards Garos' powerset, hence why you get half of the knowledge on the Charm Themes already. The other two Castes would have been completely new abilities, which is why I was kind of surprised to see the familiar option be taken here. Then again, you've gone through 2 of the 6 mysterious Substances, so I guess people here just aren't that adventurous. But, being fair, you all didn't know the exact Charm Themes ahead of time so I can't really fault you for it since the wording was intentionally vague.
As always, any questions, just ask. Thanks everyone for their patience.
Honestly, I completely forgot about Garos lol. I just saw the 'steel and wiring' one and basically went: "I bet if we go that path we get big guns." Probably also had something to do with the fact I was listening to Sabaton at the time, but eh. Should be good fun anyways.
[X] Plan For The Man Who Does Many Things
-[X][Gift] Strength Amulet (+10 Bonus to Fight)
--[X] 1
-[X][Gift] Finding a local group of cultists seeking divine protection can be surprisingly easy. Better that they fall under the aegis of a righteous Exigent instead of a more wicked Infernal. (+10 to Lead Rolls)
-[X][Gift] Sorcerer (+10 to Make)
-[X][Gift] Cold Iron Emblem (+10 to events involving creatures of the Wyld)
-[X][Gift] Moonsilver Pendant (+10 to Events dealing with the Lunar Exalted)
-[X][Gift] Starmetal Pendant (+10 to Events dealing with the Sidereal Exalted)
-[X][Gift] Lytek's Favors (+10 to Legacy Event Rolls)
--[X] 2
-[X][Gift] Yu-Shan Access (+10 to Talk Rolls, Provides access to Yu-Shan)
-[X][Gift] Sea Whispers (+10 to Lead and Sneak Events in Western Locations, or the Southeast.)
-[X][Gift] By securing the assistance of one of Luna's Chosen at a crucial point, the Exigent will be able to change the playing field in their favor. (Swap the Event Type of the lowest Rolled Event to an Event next to it on this tracker: Fight - Lead - Make - Sneak - Talk, but only if the Exigent's bonus would be higher.)
-[X][Gift] One of your sparks of Exigence had previously been stolen from its rightful owner by Plentimon, God of Dice, and with a little nudging, you believe you can make him repay his crime with a blessing. (Grants +30 to the first roll an Exigent rolls with doubled numbers)
-[X][Gift] A rope belt with an anchor for a fastener can be created, which improves the opinions of sailorfolk towards the wearer. (+10 to rolls dealing with sailors and sailboats)
--[X] Both
-[X][Gift] Getimian Destiny-Catcher (Grants +10 to situations dealing with the Getimian Exalted.)
I focused more on situational gifts since this guy as an immortal is gonna be in A Lot Of Situations, I gave both Lytek Favors because (though it doesn't make much sense for them to effect things that happen after Creation, maybe it will give those future Exigents 5 dots of Past Life?) Post-Creation Events are cool, and I'm not giving a boat to give him the chance to do like Susan and make an incredible artifact boat.
Edit: added the rope belts, woops
Edit the second: should I add the Getemian-related Gift too? Somebody give me a second opinion here.
Edit 3: added the Getimian Destiny-Catcher
The Thunder-Smith is the closest of the 3 Castes towards Garos' powerset, hence why you get half of the knowledge on the Charm Themes already. The other two Castes would have been completely new abilities, which is why I was kind of surprised to see the familiar option be taken here. Then again, you've gone through 2 of the 6 mysterious Substances, so I guess people here just aren't that adventurous. But, being fair, you all didn't know the exact Charm Themes ahead of time so I can't really fault you for it since the wording was intentionally vague.
Personally, I preferred the concept of the Clear Skies caste. I mainly voted for Otto due to finding the character himself to be interesting given his resemblance to older notions of the iconic naval admiral. I also did not want to vote for any character that was secretly a woman in disguise as we have already created an Exalt with that concept and it also felt dishonest to the Storm Mother, at least let her have this. And making ships from corpses (I suspect it would be the carcasses of sea monsters) while intriguing also bore far too much aesthetic similarity to the Neverborn navies for it to not risk problems.
That said I am not unhappy with a Thunder-Smith. Their affinity towards First Age Artifice is always nice to see and it is probably for the best that the first incarnation holds this power so that any First Age infrastructure he encounters can be repaired without having to wait potentially millennia for his successors to get around to it. Furthermore, Garos's lineage is in the East, almost on the opposite end of Creation from Otto so altogether they cover very different regions.
I'm mostly concerned over how Otto will acquire the infrastructure to build his boats, seeing as he is more focused on metal and traditional technology. But as a Celestial Exalt he can probably just punch the ores into proper form.
With 12 guaranteed events, we shouldn't really hold back anything (but the boat) IMO. A 'normal' millennia-long Exalt has 8 events, this guy's gonna have 50% more than that.
[X] Plan High Flyer
-[X][Gift] Artifact Weapon (+10 Bonus to Fight)
-[X][Gift] Strength Amulet (+10 Bonus to Fight)
--[X] One
-[X][Gift] Beastfolk Squad (+10 Bonus to Lead)
-[X][Gift] Finding a local group of cultists seeking divine protection can be surprisingly easy. Better that they fall under the aegis of a righteous Exigent instead of a more wicked Infernal. (+10 to Lead Rolls)
-[X][Gift] Sorcerer (+10 to Make)
-[X][Gift] Solar Mice (+10 Bonus to Sneak)
-[X][Gift] Pattern Silk Seals (+10 to Sneak)
-[X][Gift] Ray of Light (+10 Bonus to Talk)
-[X][Gift] Cold Iron Emblem (+10 to events involving creatures of the Wyld)
-[X][Gift] A rope belt with an anchor for a fastener can be created, which improves the opinions of sailorfolk towards the wearer. (+10 to rolls dealing with sailors and sailboats)
--[X]Both
-[X][Gift] Moonsilver Pendant (+10 to Events dealing with the Lunar Exalted)
-[X][Gift] Starmetal Pendant (+10 to Events dealing with the Sidereal Exalted)
-[X][Gift] Sleep Draught (Grants +10 to recovery rolls, +20 for Fight recovery rolls)
-[X][Gift] Minor Manse (Grants +10 to all Recovery Rolls, or +20 to Make Recovery Rolls.)
-[X][Gift] Lytek's Favors (+10 to Legacy Event Rolls)
--[X] Two
-[X][Gift] Yu-Shan Access (+10 to Talk Rolls, Provides access to Yu-Shan)
-[X][Gift] Sea Whispers (+10 to Lead and Sneak Events in Western Locations, or the Southeast.)
-[X][Gift] By securing the assistance of one of Luna's Chosen at a crucial point, the Exigent will be able to change the playing field in their favor. (Swap the Event Type of the lowest Rolled Event to an Event next to it on this tracker: Fight - Lead - Make - Sneak - Talk, but only if the Exigent's bonus would be higher.)
-[X][Gift] One of your sparks of Exigence had previously been stolen from its rightful owner by Plentimon, God of Dice, and with a little nudging, you believe you can make him repay his crime with a blessing. (Grants +30 to the first roll an Exigent rolls with doubled numbers)
-[X][Gift] Getimian Destiny-Catcher (Grants +10 to situations dealing with the Getimian Exalted.)
-[X][Vision] No, You will spare the effort for now (No Vision)
There is no reason to skip out on the recovery roll buffs. This basically gives him every gift bar the boat (he can make his own) and Sol's Regalia (he will not need the buff on the first roll). I have no doubt we are getting our effort back.
Just reread that update, and her disguise never came into play on account of not being found, so there's a very real argument to be made that she may as well have never disguised herself at all.
Alright, normally I would have closed the vote for High Flyer now, but I'm currently in the middle of something I can't get away from for the next few hours. Because of that, I've extended the vote a little bit just in case any new votes will trickle in. Apologies for the inconvenience.