Gunpowder Gods: a Quest of Young Gods and New Lands

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Identity is forged; the Young Gods embark upon their journey; many choices are to be made.
Introduction
Location
Finland
It is a time of great change. The old world breaks under the weight of new thoughts and inventions, questions never asked before by man or god, things never witnessed by any soul. The union of mortal and divine yields fresh wonders and terrors daily; gunpowder, alchemy, printing press, mechanics, just as well as philosophies and paths befitting the inquisitive spirit of the times. The world teems with mortal men and godlings alike, each as hungry and willful as the other.

Always among men there have been gods. Like men, gods are born; they grow; and they depart this world when their time comes. Age brings no endings for gods, however. Where men die, the gods ascend, leaving behind monumental godheads that in turn spawn new, young gods in their image. So it has continued for millennia upon millennia. Gods and men have fought, built, felt and wondered at the universe together, mortal always in service of the divine. The young burn with zeal and lust for power, for glory, wanderlust and adventure; the old calcify, settle upon thrones and lose themselves in great works, becoming vain, proud, powerful beings who will in time reach ascension and at last leave their seats empty for the young.

When it comes to passion and ambition, the latest generation of young gods overtakes all others. The elders think these new gods brash, irreverent, arrogant and volatile; the young see them as powerful, bold, inspiring and dynamic. They are said to be the manifestations of the new age in all its unbridled fury and passion. They are gods of cannon and sail, of the alchemist's laboratory and sapper's workshop, of the printing press and the scientific treatise. They bring change, it is said, and who can say what change ever means for the world?

Whatever the case, they possess a remarkable strength of divine spark and anima – a burning, wild, chaotic spark, which has earned them the name of Gunpowder Gods.

In another time, their passions might spell their doom and lead to ignoble ends in pointless wars and disputes. Now, however - a new land has been discovered across the sea. A land, some whisper, that has been hidden from even the sight of the gods until now. It is ripe for the taking. Few if any peoples claim its vast shores and teeming jungles. And there are no godheads to be found, no sign of the usual cycle of divinity. A great colonial venture is planned. The Old World sends its vast armadas of the unwanted and the adventurous to settle the unmapped continent. They will be led, of course, by young gods.

It is an arrangement that suits both parties. The mortals enjoy the protection of young gods for centuries to come at best, while the godlings themselves gain a chance at winning glory, followers and power that they would have to fight tooth and nail for in the homelands. The New World promises much - wealth, power, opportunity; and mysteries, secrets, dangers and enemies unknown to the Old.

One godling stands out above their peers. They have seized this opportunity to found a colony in the New World without hesitation.

***​

You are the...

[] God of Gunpowder: You are Akkam Roos, God of Gunpowder. You were spawned from the godhead of Ystrind Many-Truths, Goddess of Artifice, Labor and Men. Your is power over the properties and use of gunpowder; the volatile power of musket, cannon, bomb and rocket are your birthright. Yours are gunsmiths, saltpetermen, powder millers, marksmen, tinkerers, bomb-makers and all their kin.

[] Goddess of Alchemy: You are Suni Tel Xhison, Goddess of Alchemy. You were spawned from the godhead of Gije the Changer, God of Change and Power. Yours is power over divine alchemy and mortal tinkering alike; transmutation, experimentation and use of all the bounty of natural and divine worlds is your birthright. Yours are alchemists, brewers, experiments, potionmakers, elementalists and all their kin.

[] God of Battle: You are Ghist, God of Battle. You were spawned from the godhead of Rootless Sunder, God of Forests, Wrath and Deicide. Yours is power over the fortunes of battle and the leading of men; battle-lust, the clash of arms and the command of men are your birthright. Yours are soldiers, tacticians, camp followers, officers, couriers, champions and all their kin.

[] Goddess of Fury: You are Bellatora, Goddess of Fury. You were spawned from the godhead of Nessma Sheen, Goddess of Cats, Outcasts and Beauty. Yours is power over wrath and vengeance; the bloody-red taste of combat, the relentless power of rage, and the unstoppable force of will are your birthright. Yours are berzerkers, avengers, crusaders, furies, rebels, hotheads and all their kin.

[] Goddess of Sail: You are Vestra Skyborn, Goddess of Sail. You were spawned from the godhead of Smiling Lupta, God of Clouds, Dreams and Wanderlust. Yours is power over ship and sail; new shores, daring adventures and swift travels are your birthright. Yours are sailors, sailmakers, shipwrights, admirals, explorers, traders, smugglers and all their kin.

[] God of Secrets: You are Mirk, God of Secrets. You were spawned from the godhead of Sagus Eyeless, God of Philosophy and Hope. Yours is power over what is not said; forbidden lore, secret knowledge, obscure wisdom and proscribed learning. Yours are lorekeepers, spies, courtiers, traitors, censors, investigators, criminals and all their kin.

***​

Gunpowder Gods is a god game-colonial management Quest set in a world where the divine and the mortal have always existed side by side. Their combined efforts have created a new age much like our 17th century - an age of pike and shot, new colonies and explorations, of cannon and ocean-crossing ships, but also one deeply touched by the fantastical and divine. You take on the role of a young god still coming into their power, who has been chosen to found a colony in the New World, an untouched and mysterious continent. Your powers are vast, but not endless - you must use them carefully if you are to survive this new land, uncover its mysteries, and claim it for your own.

Each Young God possesses a single, limited Sphere of power. Within this Sphere, their Acts are broader and stronger, though they are by no means limited to it. In time, they will learn to master other Spheres or widen their understanding of their original one. True power does not come easy, though, not even to the most fortunate of gods.

During each in-game Season, you will be able to use your divine power in Acts of God that transform the world. Acts always succeed unless contested by another god. Outside of Acts, the success of your plans is reliant on your planning and your luck with a d20+modifiers. The system is a take on the CK2 ruleset, though gods themselves do not bother with something as crude as stats.

Except exploration, mystery, tending to the affairs of your followers and learning their stories, divine battle and politics, empire-building and your personal growth from a fledgling young god into a powerful and established deity. That is, if the dangers of the New World do not swallow you up first!
 
Information
For information, mechanics, whatnot.

Status

Name: Vestra Skyborn
Godhead: Smiling Lupta
Spheres: Sail (sails, ships, travel)
Acts: 3/3 (+1 each Season)

Unfounded.

Annetta Barbator, Representative of the WTC
A young woman of olive skin and short dark hair. Irreverent and bold, seeks to trade the bounty of the New World to the Old.
Stats
Diplomacy: +4
Martial: +4
Stewardship: +6
Intrigue: +4
Learning: +2
Exploration: +2
Prowess: +0

Traits
+Mortal Ambition: May increase stats through experience and training.
+Chartered Representative: +6 to dealing with traders, merchants and other men and women of coin.
-Spits in the Face of Tradition: -2 to social and diplomatic efforts in formal and traditional settings.

Neassa muir Taerach, Natural Philosopher
A woman in her late twenties, with pale freckled skin and frizzy brown hair. Ambitious and learned, seeks to undertake a comprehensive study of the natural splendour of the New World.
Stats
Diplomacy: +4
Martial: +0
Stewardship: +2
Intrigue: +2
Learning: +10
Exploration: +4
Prowess: +0

Traits
+Mortal Ambition: May increase stats through experience and training.
+Academic Renown: +4 to dealing with scholars, natural philosophers and other keepers of lore.

Tama, Dragon Rider
A short woman of dark eyes and light brown skin. She is the soul-bonded companion and beloved of Asgorat the celestial dragon, and seeks to found a free nation of dragon riders in the New World.
Stats
Diplomacy: +2
Martial: +4
Stewardship: +0
Intrigue: +2
Learning: +2
Exploration: +0 (with Asgorat, +6)
Prowess: +2 (with Asgorat, +12)

Traits
+Mortal Ambition: May increase stats through experience and training.

Asgorat, Celestial Dragon
A celestial dragon of the storm winds, young and driven. She is the soul-bonded companion and beloved of Tama the mortal, and seeks to found a free nation of dragon riders in the New World.
Stats
Exploration: +6 (with Tama, +6)
Prowess: +10 (with Tama, +12)

Traits
+Draconic Growth: May increase Prowess with age and experience.

Iktoka, Abyssal Collector
An abyssal Servant in the shape of an enormous nautilus. It possesses a large collection of treasures and relics from the ocean floor, and seeks to explore the New World to add to its hoard.
Stats
Exploration: +10
Prowess: +5

Traits
+Collector's Hoard: Will grant relevant objects from its collection on request.

Things
+The Dreamer
A godworked galleon of Vestra Skyborn. Faster, more manouverable and hardier, it could outsail any ship of its size. Wanderlust and a hunger for adventure fill her sails, granting an additional +2 to Exploration rolls when present.
+WTC Writ of Authority
A scroll providing the bearer with vast authority over WTC vessels in the New World and guaranteed aid from any WTC port or vessel, as well as coin from the company bank on a yearly basis.
+Collection of Curiosities
Neassa muir Taerach's collection of animal specimens, alchemical concoctions, natural substances and other curiosities of the natural world. The opportunities it provides grant an additional +2 to Learning rolls of scientific experimentation.
+Compass of Discovery
A godworked compass pointing the wielder towards secrets in any given area. Granted to Vestra by the elder goddess Gilas-Ginad.

Forces
+Band of Dragon Riders: A brood of young dragons of various bloodlines bonded to mortal riders. They excel in shock warfare, hit-and-run attacks and raiding, but suffer in prolonged combat.
+Faithful Militia: A motley collection of sailors, adventurers, zealots and other followers of Vestra Skyborn, armed with whatever was handy and prepared to fight for their colony. They are best suited for garrison duty and guerilla warfare.
+Small Fleet: A handful of ships to carry the expedition into the New World, not truly meant for war. Their crews are large and trained. They are best suited for fleet actions and bombardment duty.

Mechanics

Acts are how you use your divine power of miracles. You can waste these all on vanity projects or hoard them all in case a particularly nasty challenge comes along. Acts are divine miracles that allow walls to raise themselves, armies to spawn out of muck and stone, rivers to change course, thousands to be healed or withered away, and the like. Grand Acts may require more than one Act.

Acts automatically succeed unless opposed by another divine's Act (in that case, it's a roll vs roll contest, with more fitting Spheres or more Acts spent providing a larger bonus).

Acts in your Sphere have grander effects or are 'cheaper'. When thinking of Acts, try to stay within in-character knowledge and awareness. No summoning AK-47s and nuclear battleships out of the blue. If in doubt, ask.

Ex.

1 Act:
-Raise a mighty wall around a city.
-Bless hundreds of mortal soldiers with divine power, strike down hundreds of mortal foes
-Heal thousands of sick and injured, torment thousands with plague or madness.
-Ravage a place with devastating storms, call forth an earthquake, raise a tsunami wave.
-Create a hundred divine Servants.
-Shape a mountain out of the earth, change the course of a river, channel a new lake.
-Create hundreds of a beast or plant, new or old.
-Make a godworked ship, weapon or other tool notably better than mortal make.
-Launch a potent attack upon another divine.

3 Acts/Sphere Act:
-Create a fortress-city impervious to siege and assault.
-Bless thousands of mortal soldiers with your might, strike down thousands of mortal foes
-Heal tens of thousands of sick and injured, send forth a city-killing plague
-Call down typhoons, shatter the earth with a cataclysmic earthquake, flood a coast with storms and tidal waves.
-Craft a thousand divine servants, create a Demigod.
-Shape or break mountains, forge a mighty new river, channel a new sea.
-Create thousands of a beast or plant, new or old.
-Make a godworked ship, weapon or other tool far beyond anything of mortal make.
-Smite another divine with a mighty divine assault.
 
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Cosmology
For lore, world information, cosmology.

Godheads & The Cycle of Divinity
GODHEADS & THE CYCLE OF DIVINITY

The cycle of divinity begins and ends in the godhead. These sculptures of divine stone are left behind as an elder god ascends to celestial form, and they are the birthplaces of new fledgling gods echoing the aspects of the ascendant. In time, they will pass on and leave godheads of their own - and so the cycle of divinity is maintained. No godhead is the same, but they usually take the shape of a distorted head. These stones are indestructible by mortal means, impervious to the passage of time, and form the celestial divine's sole conduit to the material realm.

When a god ascends to celestial form, they leave behind a godhead. These sculptures of divine stone, usually in the shape of a distorted head, are indestructible by mortal means, impervious to the passage of time, and form the celestial god's sole conduit to the material realm. Gods and, to some extent, Servants may commune with their celestial progenitors at godheads, though the thoughts and concerns of celestials are far removed from earthly matters and hard to parse.

Some godheads are found in desolate, wild places, the last refuges of an ascendant deity, birthing godlings far from the luxuries of civilization. Others form the heart of elaborate temple-cities, their offspring celebrated by millions at every stage of their lives. Some are found in deep pits, where only the strongest of their children may rise from. Still there are those left at the side of a road, or in a sleepy village, or within a forest brook. The ascendant have greater matters to dwell upon than the placement of their last remnants, though there are exceptions.

Godheads, especially vulnerable, remote ones, are routinely destroyed by the rivals of that deity, or by unscrupulous godlings seeking power at any cost. Wars have been fought to destroy godheads and crush the enemy's source of divine aid. Such an act tends to bring swift and terrible vengeance from the spawn of that godhead - the destruction of truly ancient godheads may draw the ire of descendants of descendants down many generations. The destruction of a godhead does not appear to destroy the ascended deity, merely cut them off from the material world.

The cycle of divinity can also be ended long before a god grows powerful enough for ascension. Gods, even young ones, require armies of mortals or divine assaults to destroy, but they can be killed. This is considered a worse crime than the destruction of a godhead, though gods die often enough in wars and rivalries. Killed gods leave nothing behind but their spark of divine anima - dark rumors abound of cannibalistic gods hunting and murdering vulnerable gods to consume their power for themselves.
 
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Exodus: I
[X] Goddess of Sail: You are Vestra Skyborn, Goddess of Sail. You were spawned from the godhead of Smiling Lupta, God of Clouds, Dreams and Wanderlust. Yours is power over ship and sail; new shores, daring adventures and swift travels are your birthright. Yours are sailors, sailmakers, shipwrights, admirals, explorers, traders, smugglers and all their kin.

I. EXODUS

At the southernmost point of the Old World, gods gather. They are many, yet a visitor would be hard-pressed to see any of them past the teeming masses of pilgrims and followers within Cathmoa. The crush of millions pushes an already claustrophobic city into a warren of curious, eager, zealous, greedy, joyous, mad humanity. They have brought with them a hundred tongues, a thousand looks and conducts, ten thousand reasons for coming. A thin veneer of law and order conceals pandemonium, and only so within the city limits. Outside, vast camps form makeshift settlements for those unable to find a place to stay inside. They have come far hoping for a chance to join the ships or just to gain a glimpse of the divine.

But one does not need to witness a god in the flesh to know their presence. It is in the ziggurat of ancient godheads upon the heights over Cathmoa, their steps watched by a dozen battle-girded godlings. It is in the godworked towers piercing the belly of the sky, their sides carved with long-gone victories. It is in the vast fissures beneath the earth, where old gods once wrought havoc. It is in the mountains which break the horizon, and in the fragrant spices growing under the sweltering sun, and the many-limbed creatures which fill the fishermen's nets. It is even in the flocks of sea birds that circle the Palace of the Hegemon without end, for the patroness of Cathmoa calls them unto her. Little exists in the world untouched by the gods.

Most of all, it is in the many ships crowding the harbor. Each flies the pennant or sign of a different god. Upon their decks, restless divinities pace and watch the horizon. They know that they will not sail for days yet, but few of these godlings are given to patience. Their host and elder, the venerable Shanikta Un, Mistress of Cathmoa and Goddess of the Sun and Sky, has seen fit to make them wait, no doubt so that they do not entirely forget their place. For a while yet, they must continue to kneel and cower before their elders. For a while.

***​

Aboard the Dreamer, you feel the pulse of the ship around you. The others merely dwell in their vessels - for you, the Dreamer is an extension of yourself, a second body as prized as the first. You know every inch and curve of it as well as your own flesh. If your first body is a reflection of your progenitor, a chance manifestation of divine power, your second is something chosen and built by yourself, for yourself, the work of your own will and fire. Not that you would resent your celestial father for the form you were gifted. Others may not see the godheads that they have sprung out of as anything but long-gone predecessors, but you have always preferred the mortal view of things. Smiling Lupta was your father, and you his daughter; the ships bears its name proudly in his honor.

Even among gods you have been blessed. Tall, beautiful, with strong features and grace in your gait, if a sailor's kind of grace, you know that you draw eyes among both men and gods. That beauty is accentuated and drawn forth by rings, bracelets, necklaces, gems and jewelry - you have always wished to be a vision of splendor and comfort to those around you. A sky blue dress drawn with godworked gold lace is the only armor you wear, or need. Your feet are bare against the sturdy wooden deck of the ship. A ready smile plays on your lips as you watch the sailors at work. They are the lifeblood of any ship, and yours are good, solid men and women, eager and dutiful. You ache to be out on the open waves. A ship at anchor is a songbird in a cage; still beautiful, but so much less than it would be flying free. The galleon's three masts reach high above your head and seem almost forlorn without the splendid sails to clothe them.

Other ships lay at anchor around the Dreamer. They are a welcome sight - followers, supplicants and other would-be colonists who have sworn themselves to your banner. They will be the heart of your new land and the first pioneers of a new nation. A long procession of them has made itself known to you in recent days. Most of them are everyday souls drawn from every common walk of life, but there have been others. They have petitioned the gathered gods to be taken into their council and serve a worthy patron in the new land. They ask for status and favor, but promise their capabilities will more than make up for it. There are two in particular you have considered taking onto your expedition...

***​

Choose 2 Mortal followers.

[] Annetta Barbator, Representative of the Westerlies Trading Company. A businesswoman in this to trade the bounty of the New World to the old, Netta brings a shrewd mind, biting wit and complete irreverence towards tradition to the table. While a mere mortal, she brings with her the sponsorship of the Old World's greatest trade companies.

[] Isk, Changed Alchemist. A mortal alchemist turned something greater and stranger by an experiment gone wrong. He exists unlike any other now, god or man. Isk seems unbound by mere flesh or indeed many of the laws that govern both the mortal and the divine. Erratic, perhaps even dangerous, he nevertheless offers a fascinating perspective on the world and a source of unusual discoveries, as long as he is kept content and his hands full with work.

[] Golden Batu, Master of Coin and Chain. The New World has people, or so they claim. Those are fine souls to put in chains, so says this slaver prince. Golden Batu brings with him an army of slave soldiers to fight and die to clear the way for your colony, as well as the know-how and wealth to establish a slaver's guild within your planned settlement. Batu cares only for coin and is not burdened by too many compunctions, so his loyalty can be paid for unto death and damnation alike.

[] Neassa muir Taerach, Natural Philosopher. An ambitious young natural philosopher eager to be the first to catalogue the many flora and fauna of the New World. She is backed by the Menagerie, the Virtuous Society of Axioms, and the Aetheric Collegium; all eminent, prestigious institutions with influence to spare and learning to draw upon. She aims to undertake expeditions throughout the unmapped continent, with your help or alone.

[] Amat Attar, Famed Playwright. Actor, writer, thinker and maestro of the stage, Amat Attar is a name known in every civilized corner of the Old World. They have performed and written for many gods, though such an audience can be fickle – it's said they're fleeing the wrath of a patron, though they claim to have joined the expedition just to witness the unknown continent firsthand. Their famous troupe follows them into whatever awaits. There is prestige in having such a blessed mortal aboard, not to mention value in their artistic pursuits and wide knowledge of the world.

[] Ayo Meti Okafar, Many-Faced Hero. An adventurer, inventor and hero, much of Ayo remains a mystery even to gods – they claim descent from demigods, but have never named which ones. Ayo has travelled the Old World for decades, uncovering secrets, finding what is hidden, taking on impossible odds and coming out on top through quick wits and misdirection – and wearing as many faces as they have exploits to their name. Ayo intends to delve deep into the New World and discover what may lay forgotten in its heart.

***​

The mortals line the docks and crowd the waters in their boats and smaller ships. Among them are Servants - not the bound and purposeful creatures serving living gods, but remnants of the dead and ascended. If they have lost their purpose when their creators passed, they have gained something else in return. The terrible flame of true will burns in their hearts. The Servants wear forms both beautiful and monstrous, and the divine spark within them gives their numbers a presence unmatched by the more numerous mortals. Some Servants lounge in the water itself or nest on rooftops, watching the gods, waiting for their judgement.

Good Servants are more than welcome aboard your ships. You cannot claim all of them, even if you wished to. No god may take more than any other, here. There are some, however, who have been eager to join your court before all others...

***
Choose 2 divine Servants.

[] Ungethelt, Black Dragon. The dragons are a Servant race given the rare power to procreate, and generations of them have lived in the Old World for millenia. Ungethelt is an ancient dragon of the necrotic black fire. The prickly old beast cares little for mortals or their civilization, but is faithful to any god who grants him luxuries and power. Ungethelt is practically indestructible, reanimating through divine sorceries whenever slain.

[] Asgorat, Celestial Dragon. The dragons are a Servant race given the rare power to procreate, and generations of them have lived in the Old World through millenia. Some have bound their souls with mortal riders – Asgorat, a young dragon of the celestial stormwinds, is one such wyrm. It is said she shares a love with Tama, her rider, that even gods are envious of. She is joined by others of her small brood with their riders, a formidable force by any reckoning. They intend to found a new nation of dragon riders on the distant continent.

[] Iktoka, Abyssal Collector. A Servant created in the form of an enormous nautilus, Iktoka was created only moments before its master ascended from this world. Lost, it roamed the ocean depths for years, seeking understanding and purpose in this life. Instead, it found ruins and godheads long since swallowed up by the seas. A new purpose presented itself - Iktoka has collected curiosities and godworked relics from primordial times to the present for over a century and possesses a collection of wonders that it hoards inside its shell. The chance to explore a New World has convinced Iktoka to open its treasuries to a worthy master and lend them aid in its exploration.

[] Mik Optje, Smoke Devil. Creatures of flame and shadow, devils are Servants built for deceit, subterfuge and misdirection. Mik Optje's ring of spies and saboteurs have served many masters along the years, always excelling at the secret work demanded of them. They may move and act unseen even by gods save for the most watchful. The loyalty of devils is a changing thing, but a clever master will always stay one step ahead of them. Why the deviless and her circle have offered their services to the expedition is a mystery even to you.

[] Guttar, Verdant Troll. A Servant grown by gods of forest and life, Guttar is a large brutish humanoid covered from head to toe in flowers and moss. His divinely blessed voice inspires growth and vitality in everything living. Guttar raises up flora and fauna so he may consume or use them in time. More than anything he enjoys growing things in desolate and bleak places where nothing normally grows. Guttar's habit of eating mortals has led to disfavor in the Old World, and he seeks a fresh start in the New. He has agreed to lend his voice to crop and forest and whatever else the expedition may need. With Guttar come others of his kind, though they are a wild and restless lot.

[] Pendulum, Dream-Thing. Your divine father was fond of his Servants, and crafted many before his ascension. Many of them dwelled in dreams, unseen by the waking world. Pendulum and its siblings are such creatures - nameless dream-things that flit from dreamer to dreamer unnoticed. They are powerless in the waking world, but may drift through the minds of dreamers across vast distances and live within realms of thought as mortals do in flesh. Within dreams, they are formidable crafters of reality, which makes them adept spies, messengers, guardians and even torturers, though their gentle nature wars against the last.

***
Feel free to ask questions as they occur to you.
 
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Godheads & The Cycle of Divinity
GODHEADS & THE CYCLE OF DIVINITY

The cycle of divinity begins and ends in the godhead. These sculptures of divine stone are left behind as an elder god ascends to celestial form, and they are the birthplaces of new fledgling gods echoing the aspects of the ascendant. In time, they will pass on and leave godheads of their own - and so the cycle of divinity is maintained. No godhead is the same, but they usually take the shape of a distorted head. These stones are indestructible by mortal means, impervious to the passage of time, and form the celestial divine's sole conduit to the material realm.

Gods and, to some extent, Servants may commune with their celestial progenitors at godheads, though the thoughts and concerns of celestials are far removed from earthly matters and hard to parse.

Some godheads are found in desolate, wild places, the last refuges of an ascendant deity, birthing godlings far from the luxuries of civilization. Others form the heart of elaborate temple-cities, their offspring celebrated by millions at every stage of their lives. Some are found in deep pits, where only the strongest of their children may rise from. Still there are those left at the side of a road, or in a sleepy village, or within a forest brook. The ascendant have greater matters to dwell upon than the placement of their last remnants, though there are exceptions.

Godheads, especially vulnerable, remote ones, are routinely destroyed by the rivals of that deity, or by unscrupulous godlings seeking power at any cost. Wars have been fought to destroy godheads and crush the enemy's source of divine aid. Such an act tends to bring swift and terrible vengeance from the spawn of that godhead - the destruction of truly ancient godheads may draw the ire of descendants of descendants down many generations. The destruction of a godhead does not appear to destroy the ascended deity, merely cut them off from the material world.

The cycle of divinity can also be ended long before a god grows powerful enough for ascension. Gods, even young ones, require armies of mortals or divine assaults to destroy, but they can be killed. This is considered a worse crime than the destruction of a godhead, though gods die often enough in wars and rivalries. Killed gods leave nothing behind but their spark of divine anima - dark rumors abound of cannibalistic gods hunting and murdering vulnerable gods to consume their power for themselves.
 
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Exodus: II
[X] Annetta Barbator, Representative of the Westerlies Trading Company.
[X] Neassa muir Taerach, Natural Philosopher.

[X] Iktoka, Abyssal Collector.
[X] Asgorat, Celestial Dragon

Worthy mortals have offered their services to you. Skilled individuals are in great demand by the leaders of the expedition. Rare is the god who has the patience for the everyday work of running a colony. You cannot hope to retain every mortal seeking patronage, but there are two who catch your eye in particular. You invite them aboard the Dreamer for a face-to-face meeting.

The first is Annetta Barbator, chartered member of the Westerlies Trading Company and its chosen representative for this expedition. She proves to be a young woman of olive skin and short black hair. Her clothes spit in the face of tradition - a man's vest and white shirt, tight trousers and high leather boots. A dark half-cape covers her shoulders, with the laurel's wreath emblem of the WTC pinning it closed. She offers you a bow and a flourish, and an eager smile.

An assistant of some sort - he has the look of a scribe, a small man with a surly scowl and ink-stained robes - follows her aboard with much less grace. He gives a weary bow. His formal but calm manner suggests he's used to dealing with gods, however lowly he may seem.

'My lady of ships,' Annetta says, darting forward to take your hands into hers and plant two kisses on your cheeks. You graciously allow the gesture. 'Your invitation has filled me with the deepest joy and gratitude. May our shared enterprise be the envy of the world.'

She lets go and steps back, gesturing the scribe to move forward. He manifests a sealed scroll from his bags.

'A small gift, and the kindest regards of the Board of Directors. Bastien, you fool man, hand it over!'

You take the scroll and break the seal. There's a crackle of power that tells you that a small fragment of divine energy was just released - no doubt a ward against tampering. You unfold the parchment, eyeing Annetta over it. She beams at you with her eyes bright and gleaming.

BY THE AUTHORITY OF THE FIRST DIRECTOR
OF THE WESTERLIES TRADING COMPANY

SANCTIFIED AND APPROVED BY ASTOR, GOD OF COIN, HONORED PATRON

THE BEARER OF THIS DOCUMENT HAS THE FULL RIGHT TO
1. COMMANDEER ANY VESSEL OF THE WESTERLIES TRADING COMPANY ON THE OTHER SIDE OF THE GREAT SEA
2. DEMAND ASSISTANCE AND SANCTUARY FROM ANY COMPANY SHIP OR PORT
3. DRAW COIN FROM THE COMPANY BANK ONCE A YEAR UP TO THE VAULT MAXIMUM
4. FURTHER FAVORS AS OUTLINED BY THE CHARTERED REPRESENTATIVE

OBEY THIS DECREE ON PAIN OF EXPULSION
TAMPER WITH THIS DOCUMENT ON PAIN OF DEATH
DISRESPECT THE GOD ASTOR ON PAIN OF OBLIVION

SIgned, Vinicio Morenna
First Director of the WTC
Prince of Parven
Faithful Hand of Astor

A thrill of excitement passes through you upon reading it. The WTC is a force unto itself, with a vast armada of ships built both for war and trade, chapter-houses in every major port, and the backing of a powerful elder god. This piece of parchment gives you access to vast wealth... so you are very aware that it does not come without strings. Annetta confirms your suspicions a moment later in a hushed aside.

'Of course, abuse of the document will result in its revocation,' she says, shifting her feet. 'We would be pleased if your assistance could be negotiated in some few matters of interest, as well...'

You think you know how this game is played. You'll have their support and all the authority of the document just as long as you dance to their tune. You have no intention of sitting pretty in anyone's cage, but Annetta's skills and the resources of the WTC aren't something you intend to just refuse. You'll have to see how far you can push them safely. Your interests should be aligned for now, in any case. This will be an interesting partnership.

Annetta takes her leave and sets up shop in a corner of the ship with her assistant. Over the next few days, cargo stamped with the WTC insignia is rolled into the lower decks as well.

+Follower: Annetta Barbator, Representative of the Westerlies Trading Company
+Asset: WTC Writ of Authority


***
Your second guest has to be lifted onto the deck from her overloaded rowboat. Neassa muir Taerach proves to be a woman in her thirties at most, with frizzy brown hair and pale skin colored by faint freckles. A pair of silver spectacles hang over the chest of a sensible, unadorned dress. An embroidered shawl and traveling boots complete the ensemble. She looks ready to travel - equally from the tight, serious smile on her lips and the intent look in her eyes as the clothes. Neassa offers you a deep curtsy while your sailors bring up a wide variety of objects from her boat. She grimaces every time one of them is deposited onto the deck too roughly.

You note bags of seeds, murky glass potions wrapped in cloth, ornate brass instruments and measurements, animal bones, chipped stone fragments, jars of animal specimens, even some live ones in small cages making a cacophony of animal sounds - it seems she intends to bring an entire laboratory onto your ship. An entire another boat soon hauls in alongside to bring in a small library's worth of books.

The natural philosopher doesn't appear to know what to do with herself before a goddess, so you simplify things by linking your arm with hers. She jumps at the sudden touch of a divine, but quickly recovers her wits.

'Shall we take a walk on the deck? I'm sure my men will see to your goods,' you say.

'I- Of course, my lady. It's just my- some of my collection, for the voyage, for the colony. Seeds for the fields, so we may see if various flora take to the soil there, and some live creatures to observe in a new environment. Ah, and some other things. I- I hope to have your patronage for my experiments.'

She has a delightful burr to her speech, a remnant of her northern origins only somewhat dulled by her travels. You offer her a benevolent smile.

'You shall have all that you require.'

She curtsies again. You bid her to speak of her studies and plans, and she finds more certainty in her voice doing so. The Lady Taerach hails from an impoverished house of mortal nobility and has sailed into many storms in her personal life and studies alike. She mentions a dead husband and child, professional ridicule and widespread mockery, a divine patron who saw her brilliance and elevated her among mortals, great learning in the study of the natural world - living things in particular - and the accumulation of honor and renown despite the jealousies of rivals. She wishes to be the first natural philosopher in the New World and to make an exhaustive collection of its no-doubt wondrous flora and fauna. You sense she has other ambitions beyond that, but she is not so quick to voice them.

You let the learned woman return to her things. She soon claims what was once the surgeon's space on the lower deck, instead turning it into a mixture of a laboratory and a menagerie. It should be eventful having her with you.

+Follower: Neassa muir Taerach, Natural Philosopher.
+Asset: Collection of Curiosities


***
Not all your followers are human. A number of dragons shadow the skies of Cathmoa, from the titanic black thing named Ungethelt that spends most of its time in deep torpor, to the swarms of bestial wyrmlings running amok on the city rooftops, seemingly never running out of energy. Your interest is drawn by a more cautious grouping of drakes composed of many bloodlines. The brood is small - some dozens - and all of its members are still young. More curiously, each dragon is soul-bound with a mortal rider. You have met such riders before, but never an united force like this.

Their leader is known as Asgorat. She answers your summons with alacrity. The lookouts call out a warning only seconds before her arrival. The dragon dives in from the sun, a well-honed angle of attack. A blast of wind shakes the ship as the celestial dragon beats her wings to come to a stop right above the Dreamer. Some of the men cry out in fear and dive for cover, but you have no fear of the beast. For one, as young as she is, she could be felled by musket and pike alone - no god, however young, could fall to one such as her. For another, she'd have to be completely deranged to attack a god in the midst of a hundred others. You take the display for what it is - a show of skill and power meant to sell herself to you.

Asgorat is impressive. Her wingspan and musculature could put older wyrms to shame. The spark of power within her is a hot, crackling thing, seemingly on the verge of breaking out of her. Her hide is rough and marked with raised segments which foretell the growth of true scales in the decades to come. A mature drake won't be felled by anything less than cannon.

For now, the value of Asgorat and her brood is in their speed and skill. They offer flexibility that their elder kin, for all their power, do not. That they will spend much less time in torpor is another advantage. You expect to gain a valuable aerial asset in them - and, perhaps, worthy companions as well. You have always appreciated the company of dragons and their freedom of the sky. The soul bond has its advantages and its flaws - it may sharpen the senses of both rider and dragon, but few living beings can withstand the destruction of a soul bond unharmed. What makes them strong also makes them fragile.

Asgorat descends at last, touching down awkwardly in the limited space of the deck. Your head spins with ideas of dedicated dragon-ships and floating nests - but you banish them for now. The dragon takes all your attention.

Asgorat lowers her neck until her head is a finger's width from your hand. You run it across her snout and ridged head. Asgorat lowers further in response until her head rests against the deck, a gesture of submission. Mortals may sometimes get strange ideas into their heads, but one can always rely on Servants to know their place.

Asgorat's rider drops down from the wyrm's back. Tama is a compact woman with the slanted dark eyes and light brown skin of a local. Hints of wiry muscle show beneath a fur-lined cloak - the heavy garment surely a necessity up in the heights, though madness in the surface heat. She steps forward to offer a stiff bow, then strokes Asgorat's side with far more tenderness. The wyrm responds with an affectionate growl. You do not doubt that their relationship goes beyond that of master and servant, or that of mere companions.

'You summoned us?'

It is Tama who speaks. Her tone is brusque, almost defiant. A more prickly god would punish her for such an address, but you've never cared much for idle ceremony. You incline your head to her in turn.

'I did. I would offer you my patronage.'

Tama sniffs. 'Thought as much. We have terms.'

Asgorat issues a warning snort, nudging her rider with her snout as a gentle reproach. When the dragon speaks it is like stones grinding within a hurricane. Men across the deck cover their ears at the distorted speech; Tama doesn't even flinch.

'Great one, we humbly beseech you! It is our desire that we might settle our brothers and sisters in this New World. It is in your power to make such a thing happen. Grant us your forbearance, and we will serve you loyally as long as there is time!'

Tama gives a begrudging nod. You note it more because it suggests she can understand drake-speech. Few mortals can. You suspect it is the soul bond. A curious thing, that you know little about, but the coming years should provide plenty of opportunities to learn of it.

'A vassal nation, with its rights and privileges,' Tama adds. 'As long as you give us our freedom, we'll fight for you. I've had my people draft a list of demands-'

'I am familiar with your desires, mortal. There are details to be discussed, but I will happily back such a venture. You and your kin are welcome on my ships.'

Tama appears ready to say something more, but she bites down on it with a glance at Asgorat. The rider bows her head. There are no honorifics or civilities forthcoming from this one, you suspect. She is a brave woman, to face a god so without another divine standing behind her. Foolish, also, but you are beginning to see how she might have earned the love of a dragon. You thought Asgorat the leader of this brood, but Tama's manner leads you to reconsider that judgement. At the least, they are equals. The riders add an element of uncertainty to this asset, but so be it. You will see them across the sea to their new nation.

The dragons and their riders swear themselves to your banner in the following days. The wyrms settle into torpor to conserve energy for the long flight to come. The riders tend to them in their sleep - a touching scene, but also a reminder of the weakness inherent in their union. Mortal lives can be snuffed out with laughable ease. They must be kept safe and content, so that you may continue to enjoy the service of their wyrms.

+Follower: Asgorat, Celestial Dragon
+Follower: Tama, Dragon Rider
+Asset: Band of Dragon Riders


***
The last of your choices surfaces beside the Dreamer in a great fountain of water and a deep booming greeting. Iktoka the Collector divides the waters of the harbor as its gleaming white shell breaks into the open air. The Servant is as big as a burgher's house and almost rivals the Dreamer in mass. Sailors stare and point on the decks of every ship in sight, most calling out happy greetings. Iktoka doesn't elicit nearly the same terror as Asgorat. Many of these ships know the Servant, a familiar sight in ports across the Old World. It booms in response to the shouts, the sound reverberating from deep within its spiral body.

Iktoka turns a little ways to reveal pinpoint eyes, which fix you with their gaze. The tentacles around its mouth twitch and dance as the booming sound shifts into an almost human voice:

'Pleased we be, for the nearness of divine Vestra. An honorous day!'

You hide a smile. Iktoka's masterless existence has left it a touch odd in many ways, such as its curious choice of words. The nautilus has learned much on its own that more fortunate souls are taught from birth. It is even more impressive for it.

'I am pleased to receive you as well, Iktoka of the Deep. You have been searching a patron. I would offer my aid to you.'

The nautilus shakes its tentacles in pleased agitation. 'Thricefold gratitudes we offer for this news! Faithsome alike prudential we serve, for the pleasure of divine Vestra. Manifold treasures promise we, for sanctuary and guidance.'

Your parse that - it will part with some of its collection for your protection and direction. That seems a fair deal to you, though you would have wished to gain all of its many treasures. It does not seem that Iktoka will part with them so easily. You could force it to give them to you, but such a course of action would sit uneasy with you. You will have to persuade it of the need when you require them, you expect.

You exchange further niceties with Iktoka. The Servant eventually booms its oath to your banner and descends back to the seafloor, waiting for the day of departure. It approaches quickly.

+Follower: Iktoka, Abyssal Collector

***
Apologies for the delay, my schedule filled up. Decided to split this update into two parts, the second will be up soon.
 
Exodus: III
On the eve of departure, there is a grand feast. The elder gods announce it with a typical lack of finesse. The waters draw back in a five-mile radius out on the open sea, only for an artificial island to rise out of the ocean floor with a great explosion of rock and earth. Vines and flowers grow to encompass the cragged isle in the span of heartbeats while a thousand crying birds flock overhead. The earth shudders and groans, shifting to form elaborate palaces and princely towers out of coral and stone. At last, in a flash of lightning from a clear sky, the elder gods descend to their creation. The bolt of lightning remains suspended in the air above them - a clear summons to the gathered godlings in the harbor. Ships set out towards the new isle, yours among them. An excited mood comes over you. At last, you will be given leave to sail. The New World is within reach.

First, there are to be festivities. The Dreamer is among the first to dock in the coral harbor of the new isle, easily outpacing the other vessels. You go ashore with a small guard of honor - burly sailors, a pirate captain, a retired admiral, a master sailmaker among them - and your new followers. Annetta has a bounce in her step as you rise the steps towards the divine palace up on the heights above; Neassa eyes the divinely formed plant life with a thoughtful expression. Asgorat and Tama shadow you from above, while Iktoka submerges - apparently there is an underground passage to the palace for those of aquatic form.

Lights come alive in the walls of their own accord as you pass them, illuminating the twilight hour. The faint aroma of some unusual spice lingers in the air, touched by other scents drifting on the wind. Gardens present themselves to you at the foot of the palaces. Flowers and plants from all over the Old World grow within, even those unsuited for this climate. Only divine power keeps them thriving - another wasteful usage of power. The elder gods have miracles to spare, which this entire display is meant to remind you of. You could do the same, of course, but what would be the point? It would leave you weakened for a long while, bereft of power when you truly needed it. The young cannot afford to be vain or thoughtless. You intend to use your divine power for something true, not just another vanity project such as this.

Still, it is a pleasing vanity project. The mortals gawk and gasp at the beauty around them, delighted laughter breaking out whenever you pass some new wonder. As you pass within the archway of a dome-covered palace, bird-headed Servants flock to offer you drink and food. Their singsong voices begin to grate on you after a while - it's as if someone tried too hard to formulate the perfect tone and did not consider that some variation or respite might be welcome as well.

Other gods appear up other paths. You eye them with some wariness. They have named you 'gunpowder gods', and one cause for that is the volatile nature they claim you possess. Conflict is inevitable, but you hope no-one is foolish enough to start trouble here today.

Together, you pass into a vast walled garden where fat, long-legged birds stalk the shores of a placid lake. There is an island in the center of the lake that has something familiar to its shape, but your attention is quickly wrested away by the presence of your elders.

Six gods stand in a half-circle before you. Their power is an oppressive thing as it radiates off them. They could shape continents and break the world and still have power left to rebuild it, if they wished - if their peers did not thwart their efforts at every turn with their own strength, of course. Few of these beings would wish anything of the sort, though. Gods grow idle as they age, or so it said. You have no intention of becoming anything like them - static, self-satisfied, vain, unwilling to pursue anything further than the maintenance of the status quo or their own glorification, most of them content to wait for ascension as if that was the only thing left to them.

You don't voice such thoughts. Instead, you curtsy and offer your polite platitudes. They forget you as soon as you leave their sight, ready to receive the submission of one of your peers. You watch them as they do.

The first and foremost among them is Shanikta Un, the Mistress of Cathmoa. She may not quite be the oldest or the most powerful, but she rules this land, so she presents herself so. The Goddess of Sun and Sky is a statuesque woman with skin the color of burnished gold. Her eyes are twin suns of radiant amber. Feathers line her scalp in place of hair, with something of talons to her long painted nails as well. She stands arm in arm with an even taller god, a giant with grey skin and black pits for eyes. Somnoth, God of Winter, Hunters and Mercy, wears nothing but an ashen tunic. His skin is broken by frost and his eyes the color of ice, but there is a smile on his fractured lips. For all his fearsome appearance, Somnoth is known for his benevolence and kindness towards mortals.

Next to Somnoth stands Gilas-Ginad the Seeker, a muscular woman bearing many weapons on her back. She is the Goddess of Adventure and Discovery, a fitting patron for this voyage. If she were younger and less attached to her followers in the Old World, no doubt she would have joined the expedition herself. Perhaps she still might, though the last thing you want is competition in the new land. Gilas-Ginad watches you longer than the others, with a cock of her head that suggest she sees something that interests her. She was an ally of Smiling Lupta when your divine father still lived; she might hold some affection for you as well, given that.

A more sullen deity is Ate tel Suthi, a lithe, coppery-skinned man with many golden rings and bands. You approve of such finery, though the God of Plague and Fire fills you with unease otherwise. He has slain other gods in battle and seems to enjoy the killing of mortals. You have heard he considers it necessary to 'cull the herd', to release disease and cataclysm into the world to thin down populations and harden the survivors. It is a ruthless kind of creed. You wonder what persuaded Ate tel Suthi to back this venture. He shakes his head as the god beside him says something in his ear. That god is fat and jovial, so short he barely comes up to his companion's shoulder. Joyous Bossam is here only because, you suspect, he is the God of Food, Luck and Servants, capable of conjuring such culinary marvels to make even gods beg for more. At the least, you have not heard of him being too interested in grandiose plans such as this before. He seems happy to simply be present.

Last is Unn the Deep-Minded, Goddess of Prophecy. She is the weakest of all six, and the youngest, a generation or two beyond yours. You know little about Unn. She holds power over a curious domain, and has had little do with other gods. Unn is a youthful woman of pale skin, with slight, refined features and unblinking black eyes. Her dress is composed of scrips of parchment with words scribbled all over them. She appears lost in thought and barely seems to notice any of you.

The garden begins to fill in. Young gods arrive, usually by their lonesome, sometimes in ones or twos. It strikes you that this is the perfect opportunity to form alliances and get a measure of your peers. You will be sharing the New World with them. For a while, you might be able to ignore them, but not forever. You don't recognize all of them, but some have become familiar to you over these days at port or even before. The red-skinned giant with his neat square black beard is Akkam Roos, God of Gunpowder. He is accompanied by a gaggle of devils, all of them twitching and jumping at every sound. As you watch, one unfolds a packet of fine black powder and snorts it with a pleased hiss. His eyes dilate and smoke blows out of his nostrils, but he seems at ease for a moment. Gunpowder devils, then. Their kind is rare and new in the world, but they are said to be faster and sharper than other devils.

Elsewhere, you spot Suni tel Xhison. The Goddess of Alchemy is a tall copper-skinned woman with high cheekbones and piercing eyes. Her dark brown hair sits in an elaborate bun, while her crimson dress is worked artfully with gold. She watches the others with an unreadable expression while what seem to be living gusts of wind and glowing spheres of water hover behind her, carrying various implements. Elementals, to assist her in her works, no doubt. They could provide valuable services to an alchemist. You follow Suni's gaze to Ghist, God of Battle. He gives you pause - not because of who he is, but because of the godhead he sprung out of. Every god knows of Rootless Sunder. The God of Wrath and Deicide carved a bloody path through the Old World, some hundred years ago. Some still fear his bloodline, and Ghist seems a creature of martial prowess and violence. He is a big man of bulging muscle, with an earthy greenish tint to his skin. He laughs at something a fellow god says loud enough to be heard all over the garden. With Ghist are many-armed serpentine naga, all bearing various weapons and implements of destruction. You heard of these Servants while they still sought a patron - drillmasters and masters of weapons who offered to forge any rabble of mortals into a disciplined army. It is no surprise that the God of Battle would take a liking to them.

Alone, speaking with mortal followers, you notice Bellatora, Goddess of Fury. She is a young woman of dark skin and frizzy black hair bound back in a bun, muscular and moving with the sure grace of a killer. Dual blades sit on her back. Her companions are young women, many of them disfigured or scarred in some way, and all of them armed in similar fashion to her. You had heard that the Goddess of Fury had attracted outcasts and disgraced women to her service to forge them anew into skilled warriors and agents of fury. Such dedication to mortal lives is pleasing to you, even as you harbor a certain dread of the fierce goddess. The power within her would allow her to take on an elder god in personal combat and have a good chance to come out on top. A terrible enemy to have, or an excellent ally, but she is said to have a nature volatile even by the standards of your impassioned generation.

Lastly, you note the god Mirk. The God of Secrets remains in the shadows, speaking to no-one. He has come alone. Mirk is a small, crook-backed creature, hooded and enclosed in grey robes. You catch glimpses of withered skin underneath, of a deathly grey pallor. You had not even heard of Mirk before this week - he has certainly embraced his role as God of Secrets.

You consider who to approach. This is an unique chance to converse with your peers or your elders, or both. It would not do to waste it.

***
Choose 3 Gods to approach.

[] The Elder Gods. Your elders - powerful, experienced, but also vain, idle beings of habit and tradition. They have sponsored and allowed the colonial effort, and may have further boons to grant one who gains their favor.
-[] Shanikta Un. The Goddess of Sun and Sky rules Cathmoa. She might provide additional support and resources to one who catches her eye - after all, this port is likely to be one of the most important for travel and trade between the Old World and the New.
-[] Somnoth. The God of Winter, Hunters and Mercy is a compassionate soul despite his grim exterior. You could speak to him in an effort to gain his favor or to understand him better.
-[] Gilas-Ginad the Seeker. The Goddess of Adventure and Discovery is an admirable figure, despite her present lethargy. She is the natural patron of this voyage and an old friend of your father.
-[] Ate tel Suthi. The God of Plague and Fire seems out of place here. He must have a reason for sponsoring this expedition, even if it is only to repay a debt or such. You wonder what plans he might have for the New World.
-[] Joyous Bossam. The God of Food, Luck and Servants is likely here only to provide the feast, but he is a well-liked god and you would not mind speaking to him. His boons are not to be underestimated either.
-[] Unn the Deep-Minded. The God of Prophecy is an oddity - younger and less-known than the others here, she appears lost in her own thoughts even as the others socialize.

[] The Young Gods. Your peers - hungry for the chance to prove themselves, passionate and willful. They will share the New World with you, so you would do well to make their acquaintance sooner rather than later.
-[] Akkam Roos. The God of Gunpowder is said to be driven and intense, but with an appreciation for humor and an optimistic outlook on life. His domain seems powerful, yet somewhat limited - you wonder what he intends to do with it.
-[] Suni tel Xhison. The Goddess of Alchemy presents herself as the patron of all alchemists. She is certainly ambitious, but you do not think she hungers for land or followers. Suni seems to desire nothing more than to uncover all the secrets of the world through her alchemy and experiments, divine and mortal alike.
-[] Ghist. The God of Battle is of the blood of Rootless Sunder, an infamous destroyer of gods and nations. Ghist will surely wish to conquer and forge a great empire in the New World. He is not an opponent you wish to find set against you - if it happens, you should at least know what kind of god he is.
-[] Bellatora. The Goddess of Fury is a warrior goddess empowered by her rage and furious will. If her focus is narrow, it is all the more potent for it. She seems to care a great deal for the mortals in her service, perhaps unexpectedly given her wrathful nature.
-[] Mirk. The God of Secrets is, fittingly, an enigma to you. He has not approached any of his fellow gods or brought an entourage. Perhaps he intends to reveal as little of himself and his plans as possible, which raises troubling questions of what those plans are.
 
Exodus: IV
[X] The Elder Gods. Your elders - powerful, experienced, but also vain, idle beings of habit and tradition. They have sponsored and allowed the colonial effort, and may have further boons to grant one who gains their favor.
-[X] Shanikta Un. The Goddess of Sun and Sky rules Cathmoa. She might provide additional support and resources to one who catches her eye - after all, this port is likely to be one of the most important for travel and trade between the Old World and the New.
-[X] Gilas-Ginad the Seeker. The Goddess of Adventure and Discovery is an admirable figure, despite her present lethargy. She is the natural patron of this voyage and an old friend of your father.
[X] The Young Gods. Your peers - hungry for the chance to prove themselves, passionate and willful. They will share the New World with you, so you would do well to make their acquaintance sooner rather than later.
-[X] Akkam Roos. The God of Gunpowder is said to be driven and intense, but with an appreciation for humor and an optimistic outlook on life. His domain seems powerful, yet somewhat limited - you wonder what he intends to do with it.

Your elders can be prickly beings, concerned more for decorum and tradition than getting anything done. Simply approaching them might be taken the wrong way. You will want to be subtle. You will want to be patient. The elders will begin to mingle in their own time, and then you can make your interest in a private conversation known. For now, you satisfy yourself with the company of a peer.

Akkam Roos detaches himself from an overloaded banquet table with a glass of wine in hand, and you fall in step with him. There is a moment of confusion as your followers collide with the gunpowder devils in Akkam's wake, both groups bristling and puffing up for dominance. A quick glance from you and a raised hand from Akkam Roos quiets them after a moment.

'Vestra,' Akkam Roos says, his voice a low drawl that makes it sound like he's rolling the word around in his mouth to savor the taste. He appears to find it to his liking. A smile plays on his full lips. 'The night is sweeter for your presence.'

'Akkam Roos,' you reply, matching his lack of honorifics with your own. 'I am happy to see you. I thought we could speak.'

The god runs his hand through his square black beard. His smile deepens. 'Speak, then.'

'How do you find the festivities?' you ask, making small talk as you weigh your options.

'A distraction,' he says. 'I would rather see us on our way already.'

'We are of like mind in that. And the company?'

He gives you a sidelong glance. 'The company? Hah.' There's a pause. 'The company is... improving by the second.'

This one seems a touch guarded, though free with the compliments. You consider your feelings and your plans to decide your approach.

[] Reserved. You will be polite, yet distant. You wish to get the measure of this man.
[] Friendly. You will be companionable and friendly. You wish to win the friendship of this man.
[] Flirtatious. You will be playful and close. You wish to win the love of this man.
[] Antagonistic. You will be hostile and disdainful. You wish to unsettle and agitate this man.
[] Something else. Write-in.

You could carry on with small talk forever, but there are other matters to discuss. You'll take your chance and discuss...

Choose 3.

[] His plans.
You're curious of his intentions in the New World.
[] His followers. You're curious about his gunpowder devils and other followers.
[] His thoughts on a fellow godling.
-[] Ghist.
You wonder how he feels about the God of Battle.
-[] Bellatora. You wonder how he feels about the Goddess of Fury.
-[] Suni tel Xhison. You wonder how he feels about the Goddess of Alchemy.
-[] Mirk. You wonder how he feels about the God of Secrets.
[] His thoughts on an elder god.
-[] Shanikta Un.
You'd like to know his opinion of the Mistress of Cathmoa.
-[] Gilas-Ginad. You'd like to know his opinion of the Patron of Adventurers.
-[] Somnoth. You'd like to know his opinion of the Lord of Winter.
-[] Joyous Bossam. You'd like to know his opinion of the Blessed Cook.
-[] Ate tel Suthi. You'd like to know his opinion of the Master of Plagues.
-[] Unn the Deep-Minded. You'd like to know his opinion of the Seer Goddess.
[] His thoughts on what awaits in the New World. You're curious what he expects to find beyond the sea.
[] Propose an agreement. Perhaps it is too early, perhaps not. You could suggest an agreement of some kind.
-[] A pact of non-aggression. An outright alliance would be premature, but you could discuss a guarantee of peace between you.
-[] A pact of alliance. A god of Gunpowder will surely amass great military power. You would have him as an ally before the chance is lost.
-[] A pact of knowledge. A god of Gunpowder will surely learn many things of interest. Sharing your knowledge would benefit both.
-[] A contest of gods. Some gods enjoy contests, and winning would earn you much glory. You would need to decide on terms first, of course. Write-in terms.
[] Something else. Write-in.

Apologies for the delay. It's deadline season and, uh, I kinda broke my finger which makes typing a literal pain.
 
Exodus: V
[X] Friendly. You will be companionable and friendly. You wish to win the friendship of this man.

[X] His plans. You're curious of his intentions in the New World.
[X] His thoughts on a fellow godling.
-[X] Ghist.
You wonder how he feels about the God of Battle.
[X] Propose an agreement. Perhaps it is too early, perhaps not. You could suggest an agreement of some kind.
-[X] A pact of non-aggression. An outright alliance would be premature, but you could discuss a guarantee of peace between you.

'I would have us be friends, Akkam Roos,' you say. 'I believe we have much in common, and too many gods spend their days in quarrel and feud.'

He nods. 'There is truth in that. I've no wish to fight anyone needlessly, here or beyond the sea. But friendship? I believe friendship is forged with actions, not simply pretty words.'

You offer him a smile. 'Then I shall do what it takes to prove myself. If I were to swear never to make war upon you or support those who do, perhaps you would do the same?'

'Perhaps I would.'


His guardedness is infuriating, but you did approach him. You will have to make the first move, however open to humiliation it leaves you. There are worse things in this world than loss of face. 'By the divine fire and my hope of ascension, I, Vestra Skyborn, daughter of Smiling Lupta, so do swear...'

He listens to you in silence, then watches you for a while with a thoughtful expression. Then he nods: 'By the divine fire and my hope of ascension, I, Akkam Roos, so do swear...'

The God of Gunpowder repeats your words, and you clasp arms. You hope you can trust him. His reputation is one of honor, but out across the sea, with no-one watching, who knows what will become of gods and men. You speak for a while of idle things. Eventually, you ask something on your mind.

'And what is it that you want from the New World, Akkam Roos?'

'I am no warlord, if that is what you mean,'
the red-skinned god says. 'There is more to gunpowder than the gods of war understand. It is power bound and waiting to be used. If a cannonball can be propelled from ship to shore, cannot a ship cross an ocean fired in the same manner? If a rocket can pierce the clouds with enough powder, cannot it rise even higher and breach the firmament? I wish the peace to work on such matters - peace that I will not find here, with every god with a war to wage seeking my services.'

You blink. You had thought Akkam Roos to care little for anything but deadlier and deadlier weapons. You can't imagine such a destructive force to ever yield things of peace, but he sounds like he believes it. You grant him a genuine smile. 'I would enjoy hearing more of your thoughts. I may hold dominion over sail, but a ship is a ship, moved by wind or... something else.'

'Perhaps we will discuss them later,'
he says, and gives you an actual bow.

'You have no love for warlike gods, then. How do you find the God of Battle?'

'Ghist? He cares only for glory and destruction. The blood of Rootless Sunder burns hot in him. He will throw himself at any foe, however small his chances. The Old World would have killed him. I do not know how he will fare in the New,'
Akkam Roos says. He runs his hand through his beard and looks thoughtful. 'He is... a good man to have on your side, even so, and a worse one to have as your enemy. I believe he enjoys my company, though we only speak of cannons and muskets and sapper's bombs... but there is a place for these things just as well. I doubt we will take the New World without them.'

You make a note of that. You don't bring much in that vein on your ships - they bear cannons and your followers have their share of pistols and muskets, but just as many pikes and swords and bows. With dragons and the power of a goddess on your side, you should not have any particular need of such armaments. You're not even sure there is anyone to fight, out across the sea. The first explorers only spoke of savage inhabitants and no godheads to be found. To be fair, they did not penetrate far inland. Akkam Roos will be a good friend to have, regardless of how things turn out.

You continue your conversation for a while more, but you notice Gilas-Ginad among the gods and meet her gaze. The elder goddess holds the look long enough for it to be a signal. You bid Akkam Roos farewell and make your way over to the Goddess of Adventure and Discovery.

***
The power within Gilas-Ginad makes your mouth dry up and your muscles tense as you approach. It is like willingly venturing into a roaring waterfall. You wonder how mortals, devoid of even the smallest spark of the divine fire, manage it. Then again, they unable to even catch a glimpse of the radiant fire of an elder god. They would not know.

Countless tales tell of Gilas-Ginad's heroics and victories. She has journeyed the breadth of the Old World, winning glory in wars, uncovering secret and forgotten places, touching the fates of mortals and gods alike. She - and sometimes instead he, in the form of Ginad-Gilas, shifting between the two at her whim - is the patron of any adventurer and explorer worthy to call themselves that. If she has settled down and lost her drive to seek and strive, it makes her earlier exploits no less wondrous.

The muscular woman greets you with a smile. Her hands come off the hilts of twin swords and pull you into an embrace. Her grip is vice-hard and her scarred skin like lengths of steel chain. For an absurd moment, you fear being crushed into pulp - then she releases you. You curtsy and look down, but she pushes up your head with the tip of a finger.

'Look at you. If only Lupta could see you now. You crave to leave this place. I can see it in your eyes. The same hunger is there... but stronger. Even stronger. Nothing will stop you, will it?'

'You honor me, my lady. My father-'

'Father? How curious. How novel! You are a wonder, Vestra. Tell me, what is it that calls you beyond the sea?'


You almost fire off some trite answer, but something makes you reconsider. If you desire a boon, you must make a good impression. Perhaps honesty is what will win you Gilas-Ginad's patronage; perhaps you should tell her what she wants to hear. She lets you consider the question for a moment.

[] Tell the truth. Your answer will be honest.
[] Tell a lie. Your answer will be what she needs to hear. Please provide the true answer(s) as well for characterization purposes.

[] You want freedom. The New World offers a way out of the grasp of your elders and all the demands of the Old World. You will be able to soar free and make your own destiny, whatever it will be.
[] You want glory. There are few true heroics to be had in the Old World now. But on that strange, unmapped continent? You will gain fame and glory so your name lives forevermore among gods and men.
[] You want to make your father proud. You only wish to live up to the example set by your father, Smiling Lupta. The best place to live up to his dream of peace and travel is over the sea.
[] You want to honor the elder gods. You wish to bear the glory of the expedition's patrons to the New World and ensure that their interests are advanced beyond the sea as here.
[] You want to claim an empire of your own. The Old World is overcrowded, carved into domains and spheres of influence. There is no room for a young god to truly build something for themselves. In the New World, you will forge a realm in your own image for centuries to come.
[] You want to uncover its secrets. It is not personal glory which motivates you, but the chance to discover what the unknown continent holds in its heart. There are questions begging to be answered.
[] You want to topple the old order. Your goals are nothing short of revolution. The Old World has wasted its potential; the cycle of divinity breeds self-satisfied, idle, slothful deities. Beyond the sea, you will amass the power you need to change the world for good.
[] You don't know. You don't know. Some nameless desire has called you to join the expedition - you hope that your purpose will become clear when you reach the shores of that new world.
[] Something else. Write-in.
 
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Exodus: VI
[X] Tell the truth. Your answer will be honest.

[X] You want to uncover its secrets. It is not personal glory which motivates you, but the chance to discover what the unknown continent holds in its heart. There are questions begging to be answered.

You have nothing to hide from the Goddess of Discovery. It is not personal glory or power that drives you. From the moment you heard of the New World, you've wanted to witness its strange shores for yourself; to feel a new and unfamiliar wind in your sails; to delve deep into its unmapped reaches and pull what is hidden into the light. Dreams of its wonders have plagued, awake or asleep. The place has you in its grip. You must know what it holds in store.

Perhaps that is not the sole reason, but it is the one that drives you. You have spent a long time wondering - wondering why this new land went undiscovered for so long. Wondering why there were no godheads to be found by the first explorers. Perhaps there are riches and wonders to be claimed, but it scarcely matters. Lust for the unknown is in your blood. The prospect of finding something truly unknown and foreign thrills you on a level you can't entirely explain.

Your companions are aptly chosen for that purpose. The mortals are both seekers in their way, though Annetta's concerns are for material riches first and foremost. Iktoka is a collector and explorer, a kindred spirit. You note it in the corner of your eye, beached on the shore of the garden lake. Small birds peck at its shell for scraps of accumulated kelp and plankton. Somewhere above are Asgorat and Tama - they may not show any real drive for discovery, but what better aid could there be than a brood of dragons for exploration? Besides, you will need to defend yourself.

'My lady - this land, it is a mystery. I wish to solve it. There are secrets there to be uncovered. Answers to be had. I need to be there.'

Gilas-Ginad smiles, as if this was the only answer she was expecting. 'It is curious, is it not, how this New World has gone unnoticed for so long. Gods and men have tried to sail the great sea before, to no avail. It is almost as if the land was not there a year past... or that something had hid it from us. It is well that you should feel this way, for I seek the same answers that you do,' the goddess says. 'You will let me know of what you find, will you not? I wish I could be there myself, but my duties...'

The goddess turns her hand, and motes of golden light lift from her palm. They coalesce into something small and round - a brass compass with a needle that shakes within as if buffeted by unseen winds. You can sense the power within. An act of divine creation, done so casually - the power burned in these few seconds means little to her, but the same amount would take you weeks, months to gather. The benefits of age and experience are even clearer for gods than they are for men. You wonder what domains you will hold when you grow to be as powerful as her - assuming, of course, that you survive what the New World has to offer.

'A boon, for you. No matter where you go, this compass will guide you to secret things. It seeks what others hold dearest... and say the least of. Hidden places, secret plots. I do not claim it is perfect. There are many secrets around us, and only the greatest of them calls to it. A warning, Vestra - few secrets are only guarded by their obscurity. Getting to those secrets may prove more difficult than you may imagine.'

The compass needle begins to spin, picking up speed until it is a shimmer of bronze within the device. At last it calms down and jerks to a stop, hard, to your right. You follow its point and raise your eyes to meet the gaze of Mirk, God of Secrets. The withered god's expression shifts under his hood - troubled, perhaps. He moves off quickly.

A mischievous gleam dances in Gilas-Ginad's eyes. 'The young god of secrets. How appropriate. Though in this company, I do not think my dear gift can quite decide...'

The needle turns again, stopping in the direction of two elder gods lost in conversation - Ate tel Suthi and Unn the Deep-Minded. You are not quite certain if it points closer to the God of Plague, or the Goddess of Prophecy. Gilas-Ginad eyes them, then places the compass in your hand and closes her hands around it. She frowns.

'Best not to let too many see you with it,' she says. 'Few of us enjoy having our secrets spoiled. Take it with my blessing, my dear Vestra. And remember, whatever you find, you will tell me. I will be waiting.'

It does not sound a request. You curtsy and watch Gilas-Ginad stride away, keeping your hand closed around the compass. A powerful thing, you suppose... as long as you use it well. You do not know if it was your answer which convinced Gilas-Ginad to grant you her boon, or if she would have done it regardless. It is a fitting and valuable gift, for little apparent cost. You reconsider your judgement of the elder goddess as lethargic and idle. That she will not leave her throne does not mean she no longer acts in the world... which may be troubling to those of your generation who expect complete freedom from the New World.

+Relic: Compass of Discovery

***
The evening draws on. You are caught in conversations of little consequence and spend some time dealing with an altercation between your followers and a Servant with a raven's head and a wolf's body. The matter involves unwise quantities of ambrosia wine and a pretty young man too liberal with his affections; you put a stop to their foolishness quickly enough. They are far from the only mortals who are evidently unused to divine feasts or who underestimate the power of Joyous Bossam's creations. Even gods begin to be affected by the sweet dark wine poured into every cup close to getting empty. When you at last manage to untangle yourself and seek Shanikta Un's company, you find her standing by the water.

The artificial lake in the heart of the garden seems bottomless - no doubt it is, a way for Iktoka and his kin to ascend within - but there is some land within, a miniature island. There is something strikingly familiar to it.

'The Old World. In time, we will raise an image of the New as its twin. Of course, the accuracy of that one is rather up to you, is it not?'

Shanikta Un turns to you. She is a very tall woman with skin the color of gold. Her eyes blaze with light and fix you in place. Shanikta Un has chosen a rigid high-necked dress to wear, with bracelets of slick crimson stone around her wrists. Black-and-white feathers jut out of her scalp, and her long nails resemble the talons of birds of prey. There is something of a predator to her look as well. It is an uncomfortable gaze. Gods rarely stray far from mortal form - their bodies are those of men and women, with some oddities to show their domains and heritage. You have heard Shanikta Un changes more every year, though you do not know what that says about her. Perhaps nothing, but you cannot quite make yourself hold her stare. You turn the moment of weakness into a show of respect.

'As you say, my lady. We will explore every corner of the lands beyond the sea.'

'They are lands under the sky and sun like any other,' she says. You expect her to elaborate, but Shanikta Un appears lost in thought for a second. Her lips purse into a line. 'You seek my favor. Perhaps I will grant you a gift. But you are marked, already... by Gilas-Ginad, and by the God of Coin. It is unwise to spread your allegiances so thin. Or necessary, perhaps. We shall see. I shall make you an offer. The dragons, with their mortal pets. What are they called?'

You glance upwards and think you catch a glimpse of Asgorat's circling form. Other dragons and winged Servants have taken places of glory on the perches overlooking the garden. You note a vast black-scaled creature that can only be Ungethelt, the ancient wyrm which also sought your patronage. Evidently he found another master from the gods here. You clear your throat.

'Their leader is Asgorat, and her rider known as Tama. The others in her brood are-'

'I will learn them, if it proves necessary. All things of the sky are mine. I would have Asgorat and her followers, also,'
Shanikta Un says, cutting you off. Your shock must carry through to your expression. She scoffs. 'Do not look so dismayed. I know they have sworn themselves to you. It would be weakness to take them by force. No, I am asking you for them - asking to have them in my service for a year to do with as I wish. After the year, they may return to you. They'll be stronger and older for it... and of course, you will have my gifts for the meantime.'

'What gifts, my lady?'

Shanikta Un barks a harsh laugh. 'What gifts! In the past, the young knew when to hold their peace. Have you no faith in my magnanimity? Do you doubt my word? You are impudent, and you call it curiosity. Well have you been named. So be it. Listen well, whelp - I would gift you an army, a people. Thousands could join you from Cathmoa, thousands more to build your empire and serve in your name. Think of how many more mortal souls you could have under your command. Think of the bodies who could toil for you.'

You consider. You do not doubt that Shanikta Un's thousands would come from the slums and gutters of Cathmoa. The city is bursting with people, especially now. Even so, they would be valuable numbers to attach to your expedition... but you are not so certain that they would be worth the cost of giving away Asgorat and her brood for a year. You doubt they would want it either, but they have sworn to obey. Besides, more mortals means more mouths to feed and more souls to care for. It is a gift easily wasted, or turned against you. Beyond the gift, though, a good relationship with Shanikta Un would mean the favor of the goddess controlling what will likely be the most important port for travel and trade with the New World. You could even reject the gift entirely and hope to gain further favor through that.

[] Accept the deal. You will give Shanikta Un Asgorat and her dragons for a year's time in exchange for thousands of more settlers, and perhaps further favors in the future.
[] Make a gift of the dragons. You will give Shanikta Un Asgorat and her dragons for a year's time without expecting anything in return. Their absence will sting, but it should put you solidly into Shanikta Un's good books.
[] Reject the deal. Losing one of your most valuable assets for a population of dubious use and origin? Shanikta Un must know this is an unbalanced deal. You will decline as politely as you can manage.

***​
 
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