Time of the Gods: Into the Amber Age

Turn 12 Results
[X] Plan Playing With the Bling
-[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
--[X] Expend 14 DE on petitioners for Astrology
--[X] Expend 14 DE on petitioners for Navigation
-[X] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
--[X] In your territory.
-[X] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE
--[X] Self - Transmute minerals and baser metals into more valuable, more powerful things.
---[X] Try out on Saiga's Bone Figurine(and any other objects you manage to trade from him) as well as any materials gathered by your demands
-[X] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
--[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
--[X] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[X] Experiment with Unknown Materials Costs: 1 Sustenance x3
--[X] Precious Silver! x3(If less than 3 experiments possible put the balance into experimenting with the Strange Stone)
---[X] It's sparkly, so maybe you could use the silver dust to make things look like stars?
-[X] Play with your daughter.
--[X] That thing she did with the shell was great, do it more!
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
--[X] Reserved for Punishment
-[X] Make Demand - You have need of something and you will tell people what you want. Costs: 0.5 Sustenance. Issues per turn: 4
--[X] Gather the finest bones and shells in both villages and bring them to your shrine.
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make [Apostate Village Shrine] grander. Costs: 5 DE.
--[X] Expand the Painted Stars (T1 Grand): A map of stars will be painted upon the skins inside a single shrine, granting ???.
-[X] Meet with Saiga. Costs: 0.5x3 Sustenance
--[X] Learn more about Niogg (has a maximum limit on successes)
--[X] Trade something
---[X] Silver dust for any carvings he has.
---[X] Offer to use Harvest Moon on his carvings next year if he would pay us the DE to power it and trade us a portion of the carvings.
--[X] Invite him to join you in your material experiments
-[X] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
--[X] Reserve Lure for punishment.
???
??? rolled 9

Blessing Sacrifices
Astrology rolled 13, 8, 16, 8, 17. 13, 11, 8, 7, 4. 5, 11, 11, 11
Navigation rolled 11, 13, 6, 11, 18. 7, 10, 19, 13, 13. 4, 7, 17, 10
Gained 34 DE

Moonlight
Influence rolled 5

Orange Moon
Influence rolled 13
Bone to Obsidian
Convert (all) Bone material to Obsidian
Fear rolled 11
Gained 4 Legend

Study Stars
Future Astrology rolled 16
Past Astrology rolled 9
Gained +1 Astrology
Gained a Lead (The Alluring Singer)

Minor Legend
Fear rolled 5
Gained 1 Legend

Experiment with Silver
Innovation rolled 16, 14, 18
Gained +1 Innovation

Bonding over screwing with people
Trickery rolled 4, 4
Seski gains 1 legend
Innovation rolled 14
Seski spends 1 legend; gains 1 Perform (Primitive Instrument)

Punishment Lure
Trickery rolled 18
Gained 1 Perform (Trickery)

Demand Beauty
Fear rolled 6
Gained 4 units of workable bone

Expand the Painted Stars
Shrine + Materials rolled 12
Needed for instant completion ([3 units obsidian OR ???] AND [4 units bone OR 2 units silver])
Costs met, Painted Stars enabled
((The Painted Stars is a misnomer, having been produced from a mosaic of obsidian and silver chunks, chipped to fit together and stuck to large skins using animal fat. It is a grand endeavor that displays as much of the night sky as possible, and in configurations representing as many seasonal skies as possible. Grants 1 Bonus Strong Modifier to Astrology rolls at Shrine Tiers 1, 4, 7, and 10. Obsoletes with Era - Copper))
Fear rolled 12
Gained 4 Legend

Meet with Saiga (Niogg Learning ; Discover together)
Trade rolled 7
Limited Success
Innovation rolled 8
Moderate help

Trade with Saiga
No Gift Phase
Social Dominance - Fair (no tricks)
Perform + Awe rolled 16 vs 11
Minor Failure
Negotiation - Fair
Trade + Prior Successes rolled 17 vs 12
Major Failure - Saiga controls negotiation
Saiga does not agree to first condition (silver for carvings)
Saiga agrees to second condition (Harvest he pays for to enhance his works, some of which you receive)

Spirit Interaction
Fear rolled 5
Gained 0 Legend

FEAR BUY - Vehemence (6)
1-10: Shrine 4
6-25: Influence 3
26-30: Fear 5
31-35: Avatar 5
36-45: Perform (Trickery)
46-50: Navigation
51-60: Astrology
61-65: AA - Stars
66-70: AA - Silver Moon
71-80: OA - Waves
81-85: Minor Spirit of the Stars
86-90: Lesser Spirit of Mischief
91-95: Lesser Aspect of Humanity
96-99: Lesser Bless
100: Stargazer

Rolled 88: Lesser Spirit of Mischief
Vehemence exhausted, buy complete
Gained Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters)
Gained 1 Perform (Trickery)
Gained 1 Survival

Sensing a rare flux in your supply of ambrosia, you swiftly mold it to reform your body, missing for so long. As your consciousness is funneled into the vessel you've crafted once more, you note a change in the quality and consistency of the prayers directed to you, of the obedience of your attendants. Even the scent of burning fat is more appetizing, now. At the same time, you can tell that your presence doesn't inspire the same terror it once did.

Wasting little time, you appear in the apostate village shrine, where your daughter Seski has taken to living. Now that you can see her properly for the first time, you note her appearance as a child of three years. Her hair is of spun gold, with inquisitively wide pale blue eyes. She is dressed in the finest white furs of the bear, but instead of the skirts most females prefer, she has taken to trousers that split at the waist. You recall this is so she can dash about without tripping on the furs.

Immediately upon seeing you, she lets loose a delighted squeal, running to you and running circles about your legs. Nobody has noticed your return yet, so you pick her up to look her in the eye. "Seski, do you still have that shell from last year?" you ask. A twinkle in her eyes, she nods, giggling again. "Yes mama."

Overall, your efforts to go about the village scaring people with loud noises from the shell go poorly, as the shell doesn't have the same effect outside of your shrine. Perhaps it was the building's shape? Despite your failure of intent, Seski's blowing into the shell creates a pleasant, even tone. You implore her continue, and it isn't long before she has come up with a simple rhythm with the two or three tones she can easily make with the shell. Naturally, she uses it to draw the attentions of people towards her as you offer false praises to watching drummers and singers to join her in making music.

Fun had, you go back to blessing the people for little things, and take a good long look at the future and the past, having been unable to do so in several years. You see that success will be typical this year and the next, but a pall hangs over the stars on the third year, clouding your expectations. You should be prepared for whatever the future brings... And for the first time in quite a while, you look to the past, seeking knowledge to perhaps aid you in your difficult time. A collection of stars forms a constellation in your mind's eye, of a woman reaching out across the stars, head tilted back and mouth agape in soundless song. You will likely have a much easier time discovering more, should you try again.

As the moon rises and sets, you eventually decide upon a course of action, first claiming for yourself all of the finest workable bone and tusk, a pittance, and you suspect you've been held out on. Then, you meet with Saiga once again to discuss your idea, and learn more of his stories. As you lay alongside him, he goes on about his ally Saitev some more, describing the bird's size as towering nearly twice again his own impressive height, and going into some detail on their past battles, before Saiga had finally convinced him that they could both benefit from an alliance. You poke and prod for what he knows of the Crone, but it seems he doesn't even realize the spirit has imprisoned a secret, fourth member of their Geshtef. He can only tell you that Attrouska has occasionally lain with men, producing very odd children very much like herself.

When you broach the topic of the silver bits, and your power to change the nature of one thing to another, Saiga seems interested, but wary. The two of you pound at the silver with some of Saiga's hardest stones, which chip even as they bend the larger pieces, and the dust is impossible to work. Your greatest efforts come when you try to work the silver after heating it, the heat somehow making it more pliable, but not nearly enough to shape properly.

He does not see the value in the silver that you work with him when you offer it for some of his crafts, having too hard a time shaping it and being unable to form the dust into anything of note. However, reduced as it is when you cannot coax the moon to shine as brightly, when you display your power to him, the bone you'd collected and the tusk figurine he'd gifted you turn black, become stronger, and gain a sheen in the light, even reflecting his visage on the flats, he agrees immediately to let you borrow of his strength to change the things he has made when your strength returns, the gifts he has lamented as insufficient for you surely being improved by the magic at work to something more befitting you.

Taking the blackened bones and shells along with a few silver pieces, you instruct your people to craft the night sky onto a large skin canvas. With your expert eye, the tapestry of black stone and shimmering silver is completed mostly to your specifications, and will surely serve as an excellent aid in your efforts to read the stars.

Interspersed throughout the year was your threat to the people for not giving you what you desired, and you drew many a man to brash foolishness on the rocks of the shore and shoal. Perhaps next time they will be more respectful of you!

You end your year on a bittersweet note, as the Silver Men appear to be sterile. You could try to lay with a few of them to strengthen the line, but without any abilities especially tailored to fertility, you probably won't be able to gift them anything to stem the decay. In the sea, however, your brood of animal children has become noted by the people, who call them Sea Pixies, for their curious ability to transform their bodies into a simulacrum of a very small person with silvery hair. You, being more able to follow them about, know that this is not their only transformation, merely the one they've discovered works best when they travel near the surface to eat from shallow pools and the shoals. Their actual skills are far more extensive, as they are able to imitate completely inert stone and even simple plant growths in order to lull food into a sense of safety before catching their prey. What clever little creatures!

[Voting opens 2 hours after the update. Voters who are unsure if they will be capable of voting within approximately one day may enact proxy votes early.]

Divine Resources Available
89 - 89 (Expended) = 0 + 6 (Blessing error refund) + 34 (Blessings) + 4 (Rites) + 36 (6 Vehemence) + 7 (PB) = 87
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 82

Equations Noted for this turn's income: (Rite Income = 4*[(15+[Base Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Base Fear*2]+Pop Modifier)/10] = 6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*2.25*[(15+[Fear/2]+Pop Modifier)/15] = 10 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 0 of -18 minimum, was -3 last turn (+3 Growth [Saiga] (includes rollover growth that I forgot to account previously))
0 + 1 (Condensation) - 1 (Sate Hunter) = 0
84 + 4 + 4 + 1 = 93 total legend
26 + 9 - 5 = 30 unspent legend
4 units of Bone <Converted to> 4 units of Obsidian
1 Moderate quality Bone Figurine <Converted to> 1 Moderate quality Obsidian Figurine
Lost 3 units of Silver (Experimentation)
Lost 2 units of Silver (Shrine Extension)
Lost 3 units of Obsidian (Shrine Extension)

Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.
[X] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE (0 DE)
-[X] (LOCKED) Self - Transmute minerals and baser metals into more valuable, more powerful things.
-[] Enemies - Transmute minerals and metals into weaker, brittler forms, collapsing buildings and dulling weapons.

Avatar Actions (18/20)

[] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)

[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait

[] Experiment with Unknown Materials
-[] Strange Stone
-[] Precious Silver!
-[] Strange Metal

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 8 DE - Fox Village, 10 DE - Crone Village, 8 DE - Saitev's Village, 12 DE - Imprisoned Settlements
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: ? DE, ? Ambrosia OR ? appropriate Amber Crafts (?)

Commune Actions (18/20)

[] Issue Decree - You condense into a roiling mass just barely capable of overwhelming, booming speech in order to address those beneath you and issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
-[] Alter the Decree of Appeasement - + 2 Fear to affect the degree of the decree (Cannot reduce written Fear to 0).
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 2/2.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand a Creche (T2 Limited): Grants bonus protections and growth speed for a single Ur-Child or Ur-Beast that is marked as living in the shrine.
-[] Expand Sacrificial Bowls (T2 Common): Grants a small amount of DE/turn based on total Shrine Tier.
-[] Expand the Shadowed Shrine (T2 Grand): Collect many skins, covering over the icons and ornaments of the shrine, and defacing the outside of the shrine, granting ???.
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a spirit child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for traits
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked), Fear 2/5

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 (3) Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 2 (3) Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend

Spirits
Spirit of Mischief (+4 Perform (Trickery), +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters): 9 (8) Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (6) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend

Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (8) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (8) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (8) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (8) Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (5) Legend

Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (5) Legend

Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (5) Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout

Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend

Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Perform (Trickery), FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): (8) 11 Legend
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (10) Legend
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): (3) 6 Legend

Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
Perform (Trickery)
Fishing
Leadership
Innovation

Instead of rituals having variable costs without development, rituals now have an unknown cost without development that is steadily revealed as development is done. Regardless of what is written in a ritual's costs, it will always cost the same number of resources to perform.

There are two main components to developing a ritual; Accuracy and Precision. An accurate ritual reduces the chance of catastrophic failure or random performance of different rituals. A precise ritual displays a smaller and smaller 'range' of possible costs. Spending too much can be as dangerous as spending to little; a ritual underpaid will likely fizzle out, wasting resources, or draw on resources you don't have, while a ritual overpaid wastes resources from the other direction, and can cause damaging feedback to the performing spirit.

The final accuracy and precision of the ritual performed has a moderate effect on the ritual's chance of success.

Accuracy is primarily raised through Omen Reading, while Precision is primarily raised through Astrology. Mysticism is less effective, but equal in both categories, and raises the success chance of the ritual directly when performing it.
 
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Alert: hey that sounds like me and the report queue
I do not live my life devoid of rest, solely glued to the thread constantly pushing the refresh button
hey that sounds like me and the report queue @sidestory, stop making things so personal.

@ninjafish, while tagging and canvassing for votes isn't against a rule, I would suggest you slow its pace when you do so it doesn't become Rule 4 issue. I appreciate that you've announced you will do so, but a reminder seemed appropriate.

To everyone, if you see something that might breach the Rules or a situation spiralling to that point, report.
 
Warning: hello again
hello again Alright, so @sidestory's longer post has been deleted by me and I'd like the whole tangent it was part of to not progress any further.

Speaking of things I wanted to put an end to, @Jean Danjou given I had intervened and @ninjafish hasn't posted since then, your post and its (I'm assuming insincere) hostility is unnecessary.

Everyone just move on with the quest and stop getting twisted up about campaigning tactics. If I come back here a third time for this I might start handing out thread-bans and points.
 
Turn 13 Results
[X] Plan One Year of Peace
-[X] Bless Petitioner for Growth
--[X] Expend 16 DE on petitioners - Navigation
--[X] Expend 8 DE on petitioners - Fishing
-[X] Control Waters***
--[X] Calm Seas. x2
-[X] Direct Fish**
--[X] Call Fish. x2
-[X] Harvest Moon*
--[X] (LOCKED) Self (Per our deal)
-[X] Guide Ships
-[X] Lure (reserve as punishment)
-[X] Study Stars
--[X] Read the Future x2
-[X] Play with Seski
--[X] Let her play with the Condensed Energy stones
--[X] Find some pixies to play with together
-[X] Make Demand
--[X] We Require works of bonecrafting, as to decorate our shrines!
-[X] Improve a Shrine
--[X] Dedicate 1 Moderate quality Obsidian Figurine for progress.
--[X] Expand a Creche
-[X] Meet with Saiga. Costs: 0.5 Sustenance per option
--[X] Learn more about him
--[X] Learn more about Niogg (has a maximum limit on successes)
--[X] Tell him about the coming danger we saw in the stars
--[X] Ask what sort of trades he might be interested in in the future
-[X] Lay with a Silverman
Bless Growth
Navigation rolled 15, 17, 16, 6, 17. 9, 12, 3, 13, 13. 11, 13, 15, 14, 4. 19
Fishing rolled 3, 17, 13, 12, 11. 7, 12, 17
Gained 26 DE

Calm Seas x2
Influence rolled 7, 12

Direct Fish x2
Influence/FIshing rolled 15, 11
(Half modifier each)
Fear rolled 14
Gained 6 legend

Harvest Moon
Influence rolled 13
Bone to Obsidian
Converted (6) bone figurines to Obsidian
Saiga gifts (2) Obsidian figurines (1 Good, 1 Moderate)

Guide Ships
Navigation rolled 16

Lure
Trickery rolled 7

Read the Future
Astrology rolled 14, 10
Astrology +1, Astrology to Capacity

Minor Legend x2
Fear rolled 14, 10
Gained 8 Legend

Let Seski mess with Amber
Innovation rolled 13
Spent 1 Strange Stone, Discovered Amber
Seski gains 2 legend
Seski spends 1 legend; gains Craft (Stoneworking) 1

Let Seski play with Sea Pixies
Innovation rolled 10

Demand figurines!
Fear rolled 13
Mortal Craft rolled 14, 4, 17, 10. 7, 16
Gained (6) Bone Figurines (2 Very Poor, 1 Poor, 2 Moderate, 1 Good)

Improve [Assumed apostate village shrine, next time specify *finger wag*]
Quality + Shrine rolled 12
Gained 5 of 2 necessary successes
Raised to T2, 3 overflow successes
Gained 3 of 3 necessary successes
Raised to T3, no overflow

Expand Creche [Assumed apostate village shrine, next time specify]
Shrine rolled 18
(WHAT THE FUCK, DICE)
Creche enabled in [Apostate Village Shrine] at no additional material cost
((The Creche is a set of rooms and facilities ideal for the raising of a child in the best possible environment, constantly attended by devotees, or the containment of a powerful beast, appeased by it's effect on it's attendants. Grants the Ur-Spawn the ability to spend 1 additional legend per year on skills at Shrine Tier 1, 4, 7, and 10. Grants an additional +1 Strong Modifier on rolls tied to the Ur-Spawn's survival at Shrine Tier 2, 4, 6, 8, and 10. Ur-Spawn are removed from the Creche when they posses at least 25 skill points or at least 4 skills ranked 5 or higher.))

Learn from Saiga (absorbed 'what would you trade')
Trade rolled 17, 13
Learn about Niogg
Trade rolled 11

Lay with Silvermen
Avatar rolled 18
Sterility... negated? Really?

(This whole turn deserves special mention, because HOLY SHIT you guys are lucky you didn't go for a moonlight turn or you'd be over-fucking-run with weirds. You rolled 8 sets of doubles, which is a little over double what you should have for the number of rolls put in at around 20%, on top of so many high dice my god what is this nonsense.)

FEAR BUY - Vehemence (6)
1-5: Shrine 4
6-15: Influence 3
16-20: Fear 5
21-30: Avatar 5
31-35: Perform (Trickery)
36-40: Navigation
41-45: Astrology
46-50: Fishing
51-60: Minor Aspect of the Fish
61-65: Minor Aspect of the Crustacean
66-70: Lesser Aspect of Humanity
71-75: Minor Spirit of the Stars
76-80: Minor Spirit of Motherhood
81-90: OA - Waves
91-95: AA - Stars
96-99: Lesser Bless
100: Stargazer

Rolled 29: Avatar 5
Vehemence exhausted, no additional buy
Gained Avatar 5
Unlocked Survival (0) 1

This year, you change the tune of your blessings, not especially caring for overt sacrifices, but rather being especially interested in the additional power you get when you have more live people around to terrify. The people are happy, though not enough to feed on, and since you let them keep their bounty, you don't gain as much from their rituals, but there is a certain thickness, like particularly wet snow, that comes with more people giving you power, that you are coming to appreciate and enjoy quite a bit!

You even lay with a few of the silver men, bearing their children some months later. There is a subtle difference in their bodies and blood from their parents, and you get the feeling they'll have much better fortune having children of their own. Apparently, all they needed was a little more direct help!

In keeping with trying to make the people make more babies (and keep the ones they have alive), you draw deeply from your powers over the sea to direct massive surpluses of fish to your shoal and about the coast. Combined with the stillness of the sea, and your direct hand in pointing fishermen to the most prolific spots, the people you lord over are especially healthy and content, which makes the moments of extreme joy as you direct the starving to fish, and overwhelming terror as you direct the irreverent to the rocks, all the sweeter.

You feel so nice you even give Seski a gift! She seems somewhat enamored with the weird stone you plucked from your ambrosia pool a while back, carrying it about and eventually wearing it down by striking it with sharp bone bits and stones into something resembling a circle, which she ties to a string and wears as a necklace. Such an industrious little girl! Since you're so incredibly nice to everyone, except for the stupid mortals who think they can get away with not giving you proper dues, you decide you deserve some appreciation for it. You tell your attendants to spread the word; you want pretty figurines of bone and shells!

Of course, you don't expect them to stay as mere shells and bones. You're hoping for the very nice Obsidian that looks like the night sky. At least until Saiga appears, carrying nearly a dozen small and large figures, all of you, crafted of tusks and larger bones. You're... pretty sure you can't change that much at once. Like any good divine being, you prove yourself right in the end, when only half a dozen of Saiga's things are changed, though he seems perfectly happy with the results. He gifts you the finest two, an eye-catching ebony replica of his first gift to you that would be more impressive - if you hadn't transformed the first one also - and another of you in a different pose that looks especially enticing, perfectly smooth lines and edges giving you a strong appreciation for it.

You spend a night with Saiga, imploring he continue his saga for you. From what he speaks about, he is starting to run out of stories. It is a little upsetting, because you very much enjoy the way Saiga tells stories. You will have to see about making him go do things so he can tell you more! When you warn him that something dangerous is coming next year, he seems especially excited, and you share in it, right up until he says he should check with Attrouska, to see if she can be any more specific. You hit him repeatedly until he runs from your shrine, wrapped only in blanket-furs, the idiot.

Now with two copies of your first gift, you figure you can display one of them properly, and bring together some attendants to generally spruce up your closer shrine. Things go very well, and you get the pleasure of ordering people around again, as the shrine ends up with a grand extension going out from the center, a whole living space for your daughter, Seski, who is immensely pleased to sleep in a dedicated bed rather than an admittedly comfortable pile of furs.

As the expansion continues, your people even make some minor improvements to the Painted Stars mural. The structure is not yet large enough to display a more extensive map, but it shouldn't be long before you can also start charting seasonal changes in the sky's orientation.

You've had such a productive year that by the time you search the skies you nearly forget to check about the threat coming soon. With the appointed time nearing, it is much easier to tell that it is Attrouska, the Crone! She has been preparing to come this far for some years now, and your moon-focused efforts have sped up her time-table. She will come with a terrible frozen disc, made just for you, etched with squiggles and pictures. Alongside her will be two stern men, carrying a great drum and a wooden flute. You must be far away when the time comes, because she will not dare harm your shrines or people directly for fear of Saiga's wrathful vengeance. You do not like your chances of confronting the picture-disk and escaping the same...

[Voting opens 2 hours after the update. Voters who are unsure if they will be capable of voting within approximately one day may enact proxy votes early.]

You have gained a Quest - Do not let the Crone confront you with the Frozen Disk!

Divine Resources Available

82 - 82 (Expended) = 0 + 26 (Blessings) + 10 (Rites) + 34 (6 Vehemence) + 7 (PB) = 77
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 72

Equations Noted for this turn's income: (Rite Income = 4*[(15+[Base Fear/2]+Pop Modifier)/15] = 10 DE) /// (Income per Vehemence = 4*[(10+[Base Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*2.25*[(15+[Fear/2]+Pop Modifier)/15] = 11 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 6.8 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 3 of -18 minimum, was 0 last turn (+3 Growth acts)
0 + 1 (Condensation) - 1 (Sate Hunter) = 0
93 + 6 + 8 = 107 total legend
30 + 14 - 5 = 39 unspent legend
Lost 1 moderate quality Obsidian Figurine (Shrine Tier)
Lost 1 Unit Amber
Gained (6) Bone Figurines of various quality (Demand)
Gained (2) Obsidian Figurines of various quality (Trade Condition)

Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.
[] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE
-[] Self - Transmute minerals and baser metals into more valuable, more powerful things.
-[] Enemies - Transmute minerals and metals into weaker, brittler forms, collapsing buildings and dulling weapons.

Avatar Actions (17/20)

[] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)

[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait

[] Experiment with Unknown Materials
-[] Strange Metal

[] QUEST: Flee - You must not be present for much of the year. You suspect The Crone may come soon, and the picture-disk frightens you. Costs: 15 DE, 3 sustenance. (Greatly reduces confrontation chance, maximum three times to guarantee no confrontation. Can have other effects) Remaining turns: ?

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 8 DE - Fox Village, 10 DE - Crone Village, 8 DE - Saitev's Village, 12 DE - Imprisoned Settlements
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: ? DE, ? Ambrosia OR ? appropriate Amber Crafts (?)

Commune Actions (17/20)

[] Issue Decree - You take form, or manifest your avatar in order to issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
-[] Alter the Decree of Appeasement - + 2 Fear to affect the degree of the decree (Cannot reduce written Fear to 0).
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 2/2.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand another Creche (T2 Limited).
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 13)
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a spirit child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for traits
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked), Fear 2/5

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 (3) Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 2 (3) Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend

Spirits
Spirit of Mischief (+4 Perform (Trickery), +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters): 9 (8) Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (6) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1): 3 (5)

Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (8) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (8) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (8) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (8) Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (5) Legend

Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (5) Legend

Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (5) Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout

Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend

Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Perform (Trickery), FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): (8) 11 Legend
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (10) Legend
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): (3) 6 Legend

Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology (Maxed Out)
Navigation
Perform (Trickery)
Fishing
Leadership
Innovation
Survival

As usual, catch my notation errors, though I think I did this one better...
 
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A Quest of Amber and the Ages
[X]Plan The Stars and the Seas will Save us
-[X] Bless Petitioner for Sacrifices
--[X] Expend 5 DE on petitioners - Trickery
-[X] Control Waters***
--[X] Whip Waves. x2
-[X] Direct Fish**
--[X] Drive Fish Away.
-[X] QUEST: Flee x3
-[X] Study Stars
--[X] Read the Future
-[X] Issue Decree
--[X] Cancel the Decree of Appeasement
-[X] Meet with Saiga.
--[X] Learn more about Niogg (has a maximum limit on successes)
---[X] Mention that we would like to meet his friend Saitev that he's told us so much about (Only If it won't cost more sustenance)
Sacrificial Blessings
Trickery rolled 17, 24! 15, 16, 8
Gained 14 DE
Fool's Journey Ends

Whip Waves x2
Influence rolled 9, 9

Drive Fish Away
Fishing/Influence rolled 9

Flee the Chains!
??? rolled 9, 9, 9
... no...
??? rolled 9
really?

Read Future
Astrology rolled 9

Meet with Saiga
Trade rolled 9

No. What on earth is this sorcery? No. No no no no no. Fuck you dice. Just... really?

Just... Just something happens. I don't know anymore.

You are tense, worried, afraid. You do what you can for your people, but you tightly regulate the energy you give out this year, stopping only to see the future and know whether Attrouska will arrive sooner or later. You lose track as you follow the stars to a point of convergence, when... the man who disappeared some years ago returns?

With his canoe weighed down by riches and pleasing scents, he grounds upon the beach, dozens in stupefied awe as he spins a tale of accomplishments you would otherwise have believed impossible. He speaks of seductions of the children of gods themselves, of exhilarating chases and debauched romances. He weaves a tapestry of words describing how he joined in grand campaigns and led daring charges...

And in the quiet of your shrine, in privacy, you raise an eyebrow as he offers incenses, breaks figurines of heathen spirits over your alters, and gifts strange plants for sacrifice. He smirks lightly back, and you know it was all the cleverest lie ever told. An excellent lie that grants him his pick of wives, a seat in the higher councils. Perhaps most importantly, he gains your attention as your favorite not-Seski human, and really Seski doesn't count because she's half you and you're not human at all, it's an unfair contest.

You are, lamentably, unable to take advantage of the situation, as a chill runs up your spine and it is time for you to go. One last time, you meet with Saiga, asking for a parting gift; a final saga, and to arrange for Saitev to meet with you. He tells of his final victory over Saitev, and of the Crone's birth, in his mind the cementing of a good future, but in yours the first clear evidence of his demise. You cannot tell him, blinded by hope as he is.

And so you leave, driving mad the tides and waves, scaring off the fish and bottom-crawlers, reveling for the final time in an act you will not perform for many, many months, cut off as you will be from all that makes you you.

You swim, in the end, the call of the sea too alluring to dirty your feet on land. You look up, and the convergence you had seen is near, nearer than you'd thought. You scan your location among the stars, and see that you are above the pit at the edge of the sunken village. You will find something interesting down below. So you dive, swimming down and down and down, and the light pressure of the deep places surrounds you when you see the bottom, coming down at the precipice of the pit.

From up close, the pit is not that wide, though it's depth is still a question you cannot answer. It is as though the earth itself bent and twisted to try to swallow something having incredible weight and force, but ultimately failed. Sense of curiosity and adventure weighing heavily, you kick off from the edge, and swim down.

Down.

Down...

down...

down...

down...

down...

down...

It is dark...

[] You must go up!
[] You must shine a light in the dark!
[] You must hide!
[] You must search!

YOU. MUST. QUEST!

So, I really took to AN's idea. I think that an epic and crazy quest, though not entirely about being trapped beyond the physical plane, is the way to go here. At the end, or even during, I can assign bonuses and rewards with a little less restraint than I normally would, and give you guys a well-deserved bonus-quest to go with it.

I will be completely honest and say that I'm not 100% sure this will end with you several turns in the future or the next immediate turn. Accidentally falling into the past is not an impossibility. Just try to go with the flow, enjoy the narrative, and pick what sounds right, with the criteria you prefer. No need to powergame or strategize here, you'll get roughly the same level of reward when all is said and done.
 
Winding
[X] You must shine a light in the dark!



There is a sound. You reach for your power over the moon, over that light, and brighten yourself. Curiously, you notice you are standing on something solid, the water has gone. More accurately, from your feet as you take a step, ripples extend outward, unchanging as far as your eyes can see, like an infinitely deep ocean with no depth. Points of light reflect out of the ripples, swiftly lighting the place you've accidentally entered. A thousand machines of clinking gold and tinkling silver, bright amber and strange reds, working in time, perfect unison. A cacophony of light and sound in perfect time, distilling perfect liquid that runs into the mass beneath your feet. Their purpose is indeterminate, impossible entities performing impossible tasks as they make and consume.

You wander, watching the gears click tirelessly, perfectly. A drop spills from the interaction between a snapping wind-up wire and the gear it powers, and you catch it in your hands. The perfect thing changes suddenly to water, and then again to... ambrosia! You sip deeply before the hunger sets in, and it tastes infinitely more pure than any you have ever tasted before, all impurities excised in it's creation. What an incredible place. You travel farther, drinking freely of the liquid as it changes in your palm, watching as the floor glitters with sparkling lights, and coming upon a strange machine, a grand machine. Where all others function constantly, eternally, this one is silent, still, oddly separate from the influences around it. You touch it, pull upon the gears. It finally whirs to life as you make a heaving yank on a particularly large one, but... it's sounds are strange.

Function. Winding. Turning. Action. Reaction. Transference. Reallocation. Equilibrium.

Incorrect access. Waste Processes. Loss. Procession of Return.

An ache spikes in your mind. The gears of the machine move and split, realigning with others all the same as they continue spinning, ticking, clicking. Within the machine appears a doorway of ticking parts. You can see stars and blackness within, a frightful vista of endless night.

[] Speak to the machine.
-[] What about?
[] Enter the doorway.
[] Run to Elsewhere.
 
Plaything of the Primal Ones
[X] Enter the doorway.

Obediently, you wander through the doorway within the machine. The stars vanish, the lights fade. You are surrounded by total darkness. You turn, and before you is a grand sphere, so massive as to dwarf all things. It emanates a tone, and you are drawn suddenly to it with great speed, the surface growing larger and larger until you, paradoxically, gently touch against it. You step upon it, and the sound you make echos out into nothing forever, reacts with the amber you're standing on. Tiny sparks, bursts of light, the stone beneath your feet becoming gold and silver and water and obsidian and spreading so fast.

The tones change. You are bombarded by chastisement, fury, terror as the sphere opens like a maw beneath you, and you tumble in. The suddenness of your fall, and the chaos about you as the precious metals and stones fall with you, leaves you unable to tell what is happening as you descend. Your fall is endless.

<Curious Furious>

<Intrigued Incensed>

<Incorrect! Improper!>

<Interesting. Abnormal>

Around you coils a number of spheres, patterned, organized, yet also chaotic, disjointed in their motions. You can only hear them speak because the chaotic ones ping off of one another, striking others and producing tones that you can recognize. The organized spheres make geometric patterns, twist in rings and move perfectly, not even straying as they are struck by the rest.

The ordered ones close in upon you, and you lose yourself...

You appear in a place you do not recognize, a thousand screaming voices begging for attention, in hunger. You appear upon a plain of yellowing grass and beneath your toes is impossibly fertile earth. The sun beats with dreadful heat above you. A figure approaches, at once like you, and unlike you. In the same moment, from the same being, you feel both kinship and paralyzing terror.

[] Hide!
[] Greet!
[] Run!
 
Knowing and Returning
Names. Curious things, and curiouser still that He would have reason to consider them.

Perhaps He had been here too long, too long in consideration of the toys and tools of the architects of everything. He had given them names once, as His followers had given Him names through the ages; so many that it was now an effort to dig up what they had originally called Him. Mostly because they didn't really refer to Him that way anymore, they mostly addressed His lesser selves who did the majority of the actual day to day work while He focused on more important things.

But yes, names. Ways to classify and categorize things. Ways to fit and order the world. He had given up on attempting to name Them some time ago as He had studied them. They were not named, they simply Were. They Were that which made "down" down, that made "solids" solid and "magic" magic. They Were; vast and incomprehensible; more powerful than any god fuelled by mortal wills; the wisdom of ages etched into their very beings; and, sometimes, with less intellect and agency than rocks.

Rocks you could order to do things and they would obey. They could not even be coaxed or coerced to do anything outside Their nature. Sometimes He wondered if whatever twitches and flashes of independent action he had found in studying Their activities here, away from the congealed, accidental (?) activity of the worlds, in the strange realms of ambrosia and ether, were in fact intelligence at all. Did They carve the bubbles that contained worlds and breath ignition into stars because it served some purpose for Them, or that was simply what They did?

Thoughts as thick as the amber and electrum gears that made up their guts ticked over in their heads as some part of His mind went over these thoughts, a reaffirmation of His purpose. Somewhere a part of Him was inspired by these impulses and compulsively began to craft a new bubble of black glass, to fill with its own radiant piece of Himself and all the necessities a new batch of His followers would need. He had surpassed all competitors on His world and others, but He had not yet surpassed Them. But He would. He would learn Their secrets, learn to take Their powers as he had everything else that had stood in His way, and become greater than He was. He had a feeling He already could, but He was uncertain if the process would leave Him Him, or would in fact make Him Them.

More study was required.

Something pinged His consciousness again. Considering it, He realized what had triggered this musing in the first place. Another being of consciousness and identity had wandered into this realm between realms, its attempts to give sense to what its senses beheld bringing forth distortion and contamination. It was strong enough to survive, but not strong enough to truly understand. He could simply swat it, but the residue might disturb this place. Better to simply remove it, whole and intact. He would send an Avatar - something whimsical had Him form it after one of His early iterations of Himself - to guide it out relatively peacefully, such that it would not leave anything behind - here. What it took with it was inconsequential but might fracture its being, but that would happen somewhere where it would not be His problem.


You wander nearer. The figure sharpens as it grows closer, and you see before you a towering man with wild, flaring hair, simple beast skins making a cloth about his nethers so that he can display as much of his nakedness as possible. Considering the heat of this place, you cannot fault him for it. About his neck is a choker of many bones, and his eyes are fire and sun.

You shrink away naturally once it grows close enough to speak to, feeling an echo of a fear that vanishes just as easily. You have to crane your neck to see into his eyes. "Hello," you say simply, your normally clever tongue failing you rather spectacularly. "Who are you?"

Curious, indeed. To go so long without a name and now to be asked to provide one. Was He much like Them to this little one? Perhaps he could try to recall something, something that one of his infinite components would remember.

"I am Great One, Little One. How did you get here?"

There is so much weight to his words, it is really quite terrifying. "I am not Little One, I am Gaerig, and I fell by accident."

The giant seems to ponder your words, leaning close to examine you more critically, before crouching down and sitting across from you. "The place you came from is very far from here," he deduces rather easily. "You are in My Place, and you must leave it if you are to return."

"How do I leave Your Place, Great One?" you ask.

He reaches into the loam and pulls out a curious lump, casually molding it like snow and clay until it resembles...

Choose One
[] An instrument
[] A weapon
[] A beautiful thing

"Take this, little Gaerig, so that you may pass through the plains of My Place safely," he says, offering you the object. "All things here are Mine, but not all things here are kind."

Taking the offering, you ask again, "Now that I can travel safely through your place, how do I leave it?"

"You must reach the river's mouth, where the eagle's feathers have been strewn about the earth," he says, pointing in the distance. "There, you will see a lion guarding a grove of burning trees."

You continue, "When I reach the lion, what should I do?"

He ponders for a moment longer, before crafting from the earth a jug. He takes the yellowed grass and squeezes it, so that the jug is filled with a liquid. When it is filled, he seals the hole and gives it to you. "You will offer it the drink until it goes to sleep."

You take the jug with care, but you are not yet done. "Once I have traveled Your Place, and quieted the lion, what must I do?"

This time, he ponders for but a moment, spitting a seed from his mouth and handing it to you. "You will plant this seed within the center of the burning grove, and it will show you the way to your home."

Now that you are burdened with the tools of your return, the Great One nods to himself, fading into fire and earth. You are left only to travel the path he indicated for you...

Choose One
[] Through the windy canyon, where blood drips from the stones and eternal malice echoes from the other side.
[] Through the hill-places, where strange figures live in excess and pleasure.
[] Through the thicket, where trees are blackened with leaves of obsidian.
 
The Flooded Hills
[X] A beautiful thing
[X] Through the hill places, where strange figures live in excess and pleasure.

He reaches into the loam and pulls out a curious lump, casually molding it like snow and clay until it resembles...

An ornate mask. Shaped with unnatural perfection to imitate a smiling person, when you place it upon your face, you can become
anything.

Offerings and tool in hand to take your journey, you set off for the strange hills. The figures upon them soon resolve into a number of strange persons, some with scaled skin, others with leafy branches. You travel for a long time.

You are stopped by a figure with wild hair the color of fire. "Halt! I am the lord of this place!" he exclaims as he brandishes a bladed club. "Who are you, and what are you doing here?"

"I am Gaerig," you tell him. "I come here so that I may reach the mouth of the river."

The fire-haired man looks you over with an appraising eye, before loudly exclaiming "So I see! You are burdened with many things, perhaps I could carry some of them for you?"

Seeing nothing wrong with the fire-haired man, and seeing the fashioned crown of obsidian upon his head, you imagine him to be trustworthy. As soon as you give him the jug to carry, however, he runs away. You try to catch him, but he is too tall, his strides too long for you to follow as he cackles in his retreat.

You cannot turn back, and Great One may not return even if you do, so you follow in the footsteps of the fire-haired man to retrieve the jug. You travel for a long time.

You come upon a village of wolf-men, herding fluffy animals. The strongest among them approaches you. "Stop, stranger! Who are you, and what are you doing here?"

"I am Gaerig," you tell him. "I come here in search of the fire-haired man, who stole my jug."

The wolf-man nods solemnly, and commiserates. "The fire-haired man has also stolen from me," he informs you sadly, gesturing to his neck. "He has taken from me a medallion of great importance. He is crafty, though, so I cannot defeat him when I catch him. I will help you find him."

Glad for the wolf-man's help, you set out once more, following the wolf-man's tracking nose to chase the thief. You travel for a long time.

You come upon a dried riverbed, where a large fish-man angrily pounds the cracked dust. In the bed are endless fleets of boats, trapped by the lack of flowing water. You approach the fish-man cautiously in his temper and call out to him. "I am Gaerig!" you tell him. "I have come to find the mouth of the river, but it is dry! How did this happen?"

Startled, the fish-man turns to you, a sorrowful look on his face. "The fire-haired thief!" he cries. "He has stolen the river! Please, I will lend you my aid if you only return the river to me!"

Newly reinforced, the three of you travel up the river, to where the thief makes his home. You arrive to see a house bedecked in golds and silvers, precious stones and wondrous ornaments. You hear a cry from within, "Mine, mine!" says the voice. "It is mine to decide the purpose of, mine to use for my will!"

With a flash of insight, you wear the mask, changing your form into the greatest beauty ever to be seen as you saunter inside. "But it is not all yours!" you reply to the unspoken declaration. "You do not yet have my beauty!"

The red-haired thief is stunned speechless for several seconds, his composure returning. "Then I will have you," he says firmly. "You are already here! It is not so hard to make a woman stay!"

You laugh, turning to leave. The thief sputters and panics, grasping a great container. "Wait, wait!" he shouts, offering the bowl to you. "See here, if you will but stay, I shall give you this entire river I have captured!"

You accept, taking the bowl for yourself. You stay for a time.

"I grow bored," you say, "of being admired like a piece of art." With a start, you make a move for the door.

The thief leaps forward, clawing about his tunic. "No, wait!" he cries, taking from his tunic a medallion. "See here, if you will but stay, I shall give you this medallion, of the whole moon I have stolen from the watchful sky!"

You accept, taking the medallion for yourself. You stay for a time.

Eventually, you grow tired of waiting. "I shall leave," you say simply. "There is nothing for me here!"

The thief stumbles about, before raising the jug of the drink. "Stop, please!" he begs. "See here, if you will but stay, I shall give you this jug of drink, fit for the lion that guards the mouth of the river!"

With glee, you take the jug and remove the mask, laughing as you run freely for the thief's house. He chases after you, but you tip the bowl behind you, and the whole of the river comes pouring out and washing him away. The wolf and the fish approach you, bowing in thanks. You return the bowl and the medallion, and the men become gods before your eyes!

"Thank you, little Gaerig," says the wolf god. "The petty thief dared steal from his betters, and has been punished. You may have my blessing."

"Thank you, little Gaerig," says the fish god. "You are good to the creatures of the sea, and rescued the river. You may have my blessing."

[] Accept the Wolf of the Moon's blessing.
[] Accept the Fish of the River's blessing.
[] Instead, ask that the Fish grant you a ship, and the Wolf grant you swift tides, so that you might travel to the mouth by river, instead of passing over the final hill.

Remember, everything is mechanically equal. Narratively, some things are just a little different than others.
 
Den of the Widower
[X] Accept the Wolf of the Moon's blessing.

"Little Gaerig, go with my blessing, and know things as they are," says the Wolf God. "May moonlight illuminate your path."

You bow your head, knowing there is significance in the gesture, and rise a moment later, to see that the gods have vanished, and you need only follow the river over the final hill. As you climb, you can see a woman on the other side of the river, beautiful and decadent, picking berries from the earth as she displays herself for all to see. She meets your gaze, and sensing danger you flinch away, glad she cannot reach you from here.

You come to the peak of the hill, and suddenly fall through! From within, you can see in the shaft of light left by your fall that the hill is hollow, raised with sticks and pillars of mud, and all around the hollow filled with spiders' webs. You are caught upon one, and no matter your struggles, you cannot escape. Day turns to night, and the moon illuminates an approaching figure. A massive spider, where the head would be becoming a slender woman at the waist. "Who dares!" she cries, unable to see you in the dark as the shaft of moonlight illuminates her. "Who dares to step within the halls of my beloved!"

Thinking swiftly, you don the changing mask. You take the face and form of Great One as the spider-woman raises a torch to see you clearly. You remain silent.

In an instant, the woman's face softens, gaining affection. "My beloved," she coos. "You have returned to me after all this time. Stay a while, so that I may remind myself of how you feel."

You nod hesitantly, and the woman frees you from the web, but does not show you the way out. For many days her hands roam about the form you've given yourself, and you learn much of her practiced wiles. When she leaves to hunt for food, you explore the hollow mound, seeing an opening on the far side. When you escape, the spider keens and wails and chases you, but you outrun her with fleetness born of fear and survival instinct.

Not long after, you finally come upon the river's mouth. Before you stalks the guardian lion, whose mane is gold and shines bright like the sun, whose light catches upon the trees not yet burning in the grove. It does not speak, so much as glare and stare into you as you are. You approach, and it looks imperiously down upon you. "I bring an offering of drink, lion," you say with timidity. "Please, partake to your contentment."

Breaking the seal on the jug, you tilt it towards the beast. As the first few drops touch it's tongue, it pushes you to tilt the jug further. The jug is drained more, and the lion lays down, still demanding the drink. When there are but a few drops left, the lion yawns, and lays down it's head to rest.

Sealing the jug once more, you keep it close with you as you make your way to the clearing in the center of burning grove. Once there, you do as Great One ordered, planting the strange seed in the ashen earth below.

With a sudden, incredible bloom, the seed grows into a tree of incredible proportion and material, and even though it's golden leaves touch the lapping flames, they do not burn. It's silver branches do not char, and it's trunk of amber and electrum are wards against the heat. You hear the sound of the gears once more, and the tree bows, the trunk splitting curiously. There is a knot you can crawl into, and within you see the stars and the night sky.

Eager for rest, and to return home, you crawl inside...

But, lastly, what did you do with the last of the drink?
[] Drank the rest yourself, savoring the tantalizing taste.
[] Hid it in the jug, saving the rest for later.

Last journey vote, after this will be the final leg of the journey, reward votes, and the release of the elemental affinity fixes.
 
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