Turn 21 Results
Powerofmind
In Madness Fallen
- Location
- United States
Divine:
-[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 (Avatar actions using Trickery, Astrology, etc. and Influence Acts excluding Blessings or Inspirations). Costs: 25 DE x2
--[X] Over an enemy's territory x2
-[X] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 30 DE
--[X] Over an enemy's territory
-[X] Harvest Moon* - The orange moon of change, wealth and transformation, cast by the turning of the seasons. Transforms the Inanimate and empowers Fire Influence acts. Costs: 30 DE
--[X] Over an enemy's territory
-[X] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 30 DE
--[X] Over an enemy's territory
-[X] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Cold and The Sky. Costs: 11 DE x3
--[X] Command Clouds [How] x3
---[X] Extended, torrential rains to blot out the sun and wash away the structures weakened by the Harvest Moon. x3
Avatar:
-[X] Change your Divine Form - Take on the appearance of a mortal creature or strange elemental manifestation to camouflage yourself, or speak directly to mortals. Costs: 5 Sustenance
--[X] Form of midnight black water in feminine form.
-[X] Attack the Crone's farthest village. Costs: 9 DE, 3 Sustenance
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x2
--[X] Target the Crone's people x2
-[X] 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.
--[X] Seek a suitable site for a Temple.
-[X] Produce a mortal child x2
--[X] Contribute 4 Sustenance for a trait x2
--[X] With Children of the Rune if possible. x2
-[] Lay with Sea Pixie
--[] Contribute 4 Sustenance for a trait <- Flexible option just say so.
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. (Highly Enhanced Effectiveness of all sub-actions) x2
--[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, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE x2
--[X] Spend one specifically to assist with the search for a good temple location.
-[X] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
--[X] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[X] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
--[X] Study [Obsidian]. Costs: 10 DE
--[X] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
---[X] Strange Silver Figurine
-[X] Create Art
--[X] Cast paints upon a canvas of hide and fur
-[X] Innovate something!
--[X] Obsidian
Commune:
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make [Gaerig Village Shrine] grander. Costs: 5 DE.
--[X] Dedicate all <Poor Bone Figurines> materials for progress.
-[X] 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)
--[X] EA - Cold
--[X] EM - Frost
-[X] Meet with Keshketev. Costs: 0.5 Sustenance per option
--[X] Learn about him
--[X] Trade something
---[X] Making another coat from the Ultramarine Skins, for Amber
---[X] Offer to transmute his best crafts next year if he would give you a portion of the transmuted crafts.
--[X] Request something
---[X] Ask him if he knows what Obsidian is used for.
-[X] Take Ghette stargazing
-[X] Fill Gaelte's nearest pools with Sea Pixies for him to play with.
-[X] Take the Frauma on your raiding
-[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 (Avatar actions using Trickery, Astrology, etc. and Influence Acts excluding Blessings or Inspirations). Costs: 25 DE x2
--[X] Over an enemy's territory x2
-[X] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 30 DE
--[X] Over an enemy's territory
-[X] Harvest Moon* - The orange moon of change, wealth and transformation, cast by the turning of the seasons. Transforms the Inanimate and empowers Fire Influence acts. Costs: 30 DE
--[X] Over an enemy's territory
-[X] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 30 DE
--[X] Over an enemy's territory
-[X] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Cold and The Sky. Costs: 11 DE x3
--[X] Command Clouds [How] x3
---[X] Extended, torrential rains to blot out the sun and wash away the structures weakened by the Harvest Moon. x3
Avatar:
-[X] Change your Divine Form - Take on the appearance of a mortal creature or strange elemental manifestation to camouflage yourself, or speak directly to mortals. Costs: 5 Sustenance
--[X] Form of midnight black water in feminine form.
-[X] Attack the Crone's farthest village. Costs: 9 DE, 3 Sustenance
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x2
--[X] Target the Crone's people x2
-[X] 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.
--[X] Seek a suitable site for a Temple.
-[X] Produce a mortal child x2
--[X] Contribute 4 Sustenance for a trait x2
--[X] With Children of the Rune if possible. x2
-[] Lay with Sea Pixie
--[] Contribute 4 Sustenance for a trait <- Flexible option just say so.
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. (Highly Enhanced Effectiveness of all sub-actions) x2
--[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, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE x2
--[X] Spend one specifically to assist with the search for a good temple location.
-[X] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
--[X] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[X] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
--[X] Study [Obsidian]. Costs: 10 DE
--[X] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
---[X] Strange Silver Figurine
-[X] Create Art
--[X] Cast paints upon a canvas of hide and fur
-[X] Innovate something!
--[X] Obsidian
Commune:
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make [Gaerig Village Shrine] grander. Costs: 5 DE.
--[X] Dedicate all <Poor Bone Figurines> materials for progress.
-[X] 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)
--[X] EA - Cold
--[X] EM - Frost
-[X] Meet with Keshketev. Costs: 0.5 Sustenance per option
--[X] Learn about him
--[X] Trade something
---[X] Making another coat from the Ultramarine Skins, for Amber
---[X] Offer to transmute his best crafts next year if he would give you a portion of the transmuted crafts.
--[X] Request something
---[X] Ask him if he knows what Obsidian is used for.
-[X] Take Ghette stargazing
-[X] Fill Gaelte's nearest pools with Sea Pixies for him to play with.
-[X] Take the Frauma on your raiding
Any DOUBLES grants a weird. Each Moonlight Success grants an additional chance to gain a weird (roll at least 14 to confirm). There is no recursion.
Divine Acts
Moonlight
Influence rolled 10, 4
Major/Fail; IN AREA: +9 to Divine Acts, Personal Mystic acts, and Personal Trickery/Survival Acts
Weird Trigger rolled 13
1 Weird
Blood Moon->[Lunacy] (Night, Nox)
Influence rolled 6
Moderate Success; IN AREA: +0.5 VE on all Destructive acts, Flesh Weakening, and +50% VE this action
1 Weird
Harvest Moon (Night, Nox)
Influence rolled 7
Minor Success; IN AREA: +1 Strong Modifier to Fire Divine Acts and Weakening Transmutation
Blue Moon
Influence rolled 8
Minor Success; IN AREA: +1 Strong Modifier to Water and Weather Divine Acts
Red Moon (Flesh-shaping and Violence)
Orange Moon (Fire and Transmutation)
Yellow Moon (Faith and Fertility)
Green Moon (Earth and Life)
Blue Moon (Water and Weather)
Indigo Moon (Air and Mystery)
Violet Moon (Lightning and Magic)
Black Moon (Fear and Death)
Rolled 8, 6
Black and Indigo Moons
Blood Moon becomes Lunacy (Boosted Effects)
Indigo Moon grants +1 Strong Modifier on Wind and Mystic Acts
+2 VE, +2 Legend
Orange Moon (Fire and Transmutation)
Yellow Moon (Faith and Fertility)
Green Moon (Earth and Life)
Blue Moon (Water and Weather)
Indigo Moon (Air and Mystery)
Violet Moon (Lightning and Magic)
Black Moon (Fear and Death)
Rolled 8, 6
Black and Indigo Moons
Blood Moon becomes Lunacy (Boosted Effects)
Indigo Moon grants +1 Strong Modifier on Wind and Mystic Acts
+2 VE, +2 Legend
Downpour (Weather Base; Sky, Night, Nox)
Influence rolled 12, 9, 16
Epic I/Moderate/Epic II
Subtotal VE: 7.5 + 2.5 + 2 + 24.75 = 36.75 VE
Avatar Acts
Sire two children: 4 Sustenance (Special Form adds Water Avatar to table)
0 Base + 1 Paid = 1 Random Trait
Trickery rolled 7; Children of the Rune know better
1-2: Aspect
3-4: Spirit
5-6: Element
7-8: Avatar Enhancement
9: Divine Enhancement
10: Elemental Avatar - Water
Rolled 1: Minor Aspect of Humanity
Rolled 4: Minor Spirit of Mischief
Gender rolled 1, 2: Male (Humanity) and Female (Mischief)
3-4: Spirit
5-6: Element
7-8: Avatar Enhancement
9: Divine Enhancement
10: Elemental Avatar - Water
Rolled 1: Minor Aspect of Humanity
Rolled 4: Minor Spirit of Mischief
Gender rolled 1, 2: Male (Humanity) and Female (Mischief)
Attack Farthest Village
Survival rolled 8 vs 17
Epic II Success; freely perform Divine Acts for the turn, Ambush Round to initiate personal attack
+1 Survival
Lure (Nox, Night)
Trickery+Sing rolled 12, 9
Major/Moderate
Explore (Flight)
Survival rolled 14
Epic I Success
Discovered The Bloodied Man, Discovered Pantheon: The Kaketor
Read Future (Stars)
Astrology rolled 10, 17
Major/Epic II; Gain a Strong Modifier to Exploration Check, Gain a reroll on a roll based on importance and take higher result
+1 Ambrosia
Read Bones (Stars)
Omen Reading rolled 13
Epic I Success
+1 Omen Reading
Study World (Stars)
Mysticism (obsidian) rolled 7
Minor Success
Mysticism (Silver Fractal) rolled 9
Moderate Success
Create Art
Art (Painting) rolled 8
Minor Failure; Materials spent
Innovate Obsidian
Innovation rolled 13
Mysticism rolled 7
Moderate Success; Crafted T1 Dark Arrows (+1 External Ranged)
Subtotal VE: 12.5 + 45 (Encounter) = 57.5 VE
Communal Acts
Improve Gaerig's Village Shrine (3 Poor Bone Figurines)
Shrine + Materials rolled 13
1 Stored Success + 4 Successes of 4 needed Successes
Shrine tier raised to 4/4
1 leftover success wasted
Despise Cold, Frost (Strong Mod; Shrine-Open Trait Slots)
Traits rolled 3, 9
Despised Frost
Meet Keshketev
Learn about Keshketev
Trade (learning) rolled 11
2 Degrees
Ask about Obsidian
Trade (Learning) rolled 15
3 Degrees
Craft another Coat; Offer Transmutations to Keshketev
Trade (deal) rolled 17
4 Degrees
Craft (Weaving) rolled 19
Mysticism rolled 9
7 Degrees; Create T2 Waterskin Coat (Grants Resistance to Water Influence, +2 External Survival)
Spirit Encounter
Fear rolled 6
Gained 2 Legend
Command Frauma
Sing rolled 5->Reroll 19
Failure->Epic 1 Success; Frauma join you immediately
+1 Perform (Sing)
Stars with Ghette
Ghette rolled 15
Personal Weird rolled 5
Ghette discovers The Celestial Calendar, gains 6 Legend
Ghette spends 2 legend; Gains Astrology 8, Navigation 2
Gaelte's Pixie Pool
Gaelte rolled 19
Gaelte gains +1 Leadership, Gaelte gains 4 Legend
Gaelte spends 2 legend, Gains Leadership 2, Navigation 1
Decrees
Shimmering Stones - 2 Obsidian
Gifts - (2) Bone Figurines (1 Poor, 1 Moderate)
Taking - 1 Silver
Subtotal VE: 0
FEAR BUY - Vehemence (94) (141)
Vehemence>10*Fear
Legend rolled 12
Major Glut; Must spend at least (Adj. Vehemence/[Fear-Tier]=28) legend and roll at least (Fear=7) times on the Glut Buy Table
(It was at this point that I realized you guys don't have stars. I kept the +5 for all of your stuff anyway.)
Table 1
1-15: Shrine 5
16-25: Influence 7
26-40: Fear 8
41: Omen Reading
42-43: Mysticism
44-45: Melee
46-47: Perform (Sing)
48: Survival
49: Art (Painting)
50: Innovation
51-55: Excellence of Astrology
56-60: Excellence of Trickery
61-70: EA - Sea (Despised)
71-80: EA - Stars (Despised)
81-85: EM - Darkness
86-90: Spirit of the Stars
91-100: Inscrutable One
Table 2
1-25: Shrine 5
26-35: Influence 7
36-50: Fear 8
51: Omen Reading
52-53: Mysticism
54-55: Melee
56-57: Perform (Sing)
58: Survival
59: Art (Painting)
60: Innovation
61-65: Mastery of Astrology
66-70: Excellence of Trickery
71-80: EA - Sea (Despised)
81-85: EM - Darkness
86-90: Spirit of the Stars
91-100: Inscrutable One
Rolled 74: EA - Stars
27 Legend/6 Rolls left; EM - Darkness to 71-80, Spirit of the Stars to 81-90
Rolled 54: Excellence of Astrology
22 Legend/5 Rolls left; Mastery of Astrology replaces Excellence of Astrology, switch to Table 2
Rolled 54: Melee +(1d3) 3
19 Legend/4 Rolls left
Rolled 72: EA - Sea
18 Legend/4 Rolls left; Replace EA -Sea with Spirit of Mysteries
Rolled 6: Shrine 5
13 Legend/3 Rolls left; Replace Shrine 5 with Shrine 6, switch to Table 1
Rolled 22: Influence 7
6 Legend/2 Rolls left; Replace Influence 7 with Influence 8
Rolled 49: Art (Painting) +(1d3) 2
4 Legend/1 Roll left
Rolled 27: Influence 8
Legend and Rolls exhausted, glut complete
1-15: Shrine 5
16-25: Influence 7
26-40: Fear 8
41: Omen Reading
42-43: Mysticism
44-45: Melee
46-47: Perform (Sing)
48: Survival
49: Art (Painting)
50: Innovation
51-55: Excellence of Astrology
56-60: Excellence of Trickery
61-70: EA - Sea (Despised)
71-80: EA - Stars (Despised)
81-85: EM - Darkness
86-90: Spirit of the Stars
91-100: Inscrutable One
Table 2
1-25: Shrine 5
26-35: Influence 7
36-50: Fear 8
51: Omen Reading
52-53: Mysticism
54-55: Melee
56-57: Perform (Sing)
58: Survival
59: Art (Painting)
60: Innovation
61-65: Mastery of Astrology
66-70: Excellence of Trickery
71-80: EA - Sea (Despised)
81-85: EM - Darkness
86-90: Spirit of the Stars
91-100: Inscrutable One
Rolled 74: EA - Stars
27 Legend/6 Rolls left; EM - Darkness to 71-80, Spirit of the Stars to 81-90
Rolled 54: Excellence of Astrology
22 Legend/5 Rolls left; Mastery of Astrology replaces Excellence of Astrology, switch to Table 2
Rolled 54: Melee +(1d3) 3
19 Legend/4 Rolls left
Rolled 72: EA - Sea
18 Legend/4 Rolls left; Replace EA -Sea with Spirit of Mysteries
Rolled 6: Shrine 5
13 Legend/3 Rolls left; Replace Shrine 5 with Shrine 6, switch to Table 1
Rolled 22: Influence 7
6 Legend/2 Rolls left; Replace Influence 7 with Influence 8
Rolled 49: Art (Painting) +(1d3) 2
4 Legend/1 Roll left
Rolled 27: Influence 8
Legend and Rolls exhausted, glut complete
Gained Shrine 5
Gained Melee 8
Gained Art (Painting) 3
Gained Perform (Sing) 2
Gained Omen Reading 7
Gained Survival 5
Gained EA - Stars
Gained EA - Sea
Gained Excellence of Astrology
You spend some time this year reading the skies, which tell you the proper times to beckon the Frauma as well as the proper direction to find the island's rough center. You save the latter information for later, though, since you've got other plans this year, plans that will deal with the Witch once again to push her ever further to the brink of death.
So you go to her farther village, hiding nearby as you pelt the place with driving rain and colored moons. Before long the people are driven to such despair they cannot even leave their homes to drive you away, and you flow proudly among the tents and huts, ensuring every single one of them suffers sufficiently for serving the Witch. The wailing people gnash their teeth and tear at each others' bodies, and in the blood of those who ran to the wilderness you see what you must do.
Omen Reading Success
"You should go and attack the Crone immediately" Vote skipped
Sneaking in/Ambush
Crone's Mysticism vs Trickery rolled 11 vs 8
Tie; Crone discovers you once again
The Frauma are Here! (Blood*3, Transmutation*1)
Influence rolled 11, 11, 10, 7
Moderate/Moderate/Moderate/Failure
Lunacy Supercharged; mortals scattered and confused
Mortal Assault
Melee rolled 13, 11, 18, 4 vs 10, 15, 13, 9, 19 (you)
Epic III Success best; Squish squish go the people
+1 Melee
Just Submit
Performs rolled 7 vs 10
Moderate Success; Crone forced to fight
Destroy her!
Melee rolled 14 vs 10, 10, 14, 10, 14 (you)
Minor Success best; Crone Dispersed, Gaerig HP 11/12
Slay the Survivors
Melee rolled 7, 4, 16, 13, 17 (you)
Failure/Failure/Major/Moderate/Epic I
+1 Melee
Confrontation with the loser (Dispersal Penalty -2 Strong Mod)
Influence rolled 6
1 Success; Gaerig HP 9/12
Avatar rolled 9, 11, 8
Shrine destroyed unopposed
Attrouska Traits rolled 19
Shrine Score protected, Traits protected
Spirit Encounter
Fear rolled 19
Gained 14 Legend
Subtotal Encounter VE: 27 (Destructive Contested Successes + Base Lunacy) + 18 (Frauma Lunacy) = 45 VE
"You should go and attack the Crone immediately" Vote skipped
Sneaking in/Ambush
Crone's Mysticism vs Trickery rolled 11 vs 8
Tie; Crone discovers you once again
The Frauma are Here! (Blood*3, Transmutation*1)
Influence rolled 11, 11, 10, 7
Moderate/Moderate/Moderate/Failure
Lunacy Supercharged; mortals scattered and confused
Mortal Assault
Melee rolled 13, 11, 18, 4 vs 10, 15, 13, 9, 19 (you)
Epic III Success best; Squish squish go the people
+1 Melee
Just Submit
Performs rolled 7 vs 10
Moderate Success; Crone forced to fight
Destroy her!
Melee rolled 14 vs 10, 10, 14, 10, 14 (you)
Minor Success best; Crone Dispersed, Gaerig HP 11/12
Slay the Survivors
Melee rolled 7, 4, 16, 13, 17 (you)
Failure/Failure/Major/Moderate/Epic I
+1 Melee
Confrontation with the loser (Dispersal Penalty -2 Strong Mod)
Influence rolled 6
1 Success; Gaerig HP 9/12
Avatar rolled 9, 11, 8
Shrine destroyed unopposed
Attrouska Traits rolled 19
Shrine Score protected, Traits protected
Spirit Encounter
Fear rolled 19
Gained 14 Legend
Subtotal Encounter VE: 27 (Destructive Contested Successes + Base Lunacy) + 18 (Frauma Lunacy) = 45 VE
You come upon the old bat quite suddenly as you are attempting to draw the attentions of her children. It seems she's managed to reform herself once more. "Seduction is a low-born tool; My sons are not so easily fooled."
You are in the middle of threatening the Witch as she stamped about when the Frauma charge madly into the village, reflecting the terrible red light of the moon hidden by clouds, to the point that the whole of the village seems bathed in blood as more droplets rain from the sky. The mortals are driven to terror as they rush against you only half-conscious of themselves, and their blood soon spills and joins with the water as it runs down the earth and collects in depressions.
Your slaying of the Witch goes quickly this time, thanks to the many hands of your Frauma, and you stalk to her shrine, tearing and pulling as the muck softened the foundation and the moon weakened the timbers and stones. It gives with a mighty crash, and the Witch's cry echoes as her astral spirit escapes to her final hiding place. You indulge in more murder and violence here, slaying men, women, and children with the Frauma beside you.
When you leave in the morning, there is only red water and many, many corpses.
You march back home, feeling proud. You have taken some of the blood with you, and attempted to put to skins a picture of the sight of the Witch's village at dawn, but the blood caked poorly and congealed, changing color and ruining it as you wasted the Ultramarine on it. You have better luck with Obsidian, when you shape it slowly into small, flat spikes, like teeth. Parts of them are slightly blunted so that they can be affixed to spear shafts, but the bits are too small to use for a good spear! You try to correct this by making them with your young children, or maybe the Sea Pixies, in mind, but in the end all you have are a bunch of comically small throwing spears.
Keshketev seems very happy with the idea of gaining more valuable things to craft with, and is always happy to join you in the act of creation, though the outcome is slightly poorer this time.
You surprise yourself when you bear a pair of young children, the first making you think of Seski, and the second reminding you much more of Saiga. You must have lain with some of the regular people in the Witch's village before things had reached their peak. They are uninteresting, nearly disappointing, however, in how typical they seem.
You leave them with your attendants and sequester yourself with the strange silver bowl and obsidian, as you try to determine their purpose. Knowledge gleaned from Keshketev reveals that Obsidian is sharp, an excellent weapon, and gains power in the dark. If you made many of them, figures of Obsidian might even invoke a sense of terror in those who beheld them. As for the silver, you know that it is very useful in gleaning mystical secrets, astrological ones especially, but the peculiar stuff you've made can be cut and chipped like crystal, and though it is still a murky grey-white, it sparkles like a gem in the sun. Pretty~
Finally, you find some time to follow the stars you'd read earlier this year, flying many miles towards the center of Niogg. You land and change into human form, and you feel nervous. There is another larger village here, and shrines to several spirits. The people have paints of red upon their bodies in patterns depicting many kills and successes in war, and they wield numerous weapons and have knives of large whole pieces of obsidian, nearly two handspans, chipped to deadly points. Twice you have to use your wiles to distract brutish men from simply taking you to their homes, and even the women look like your husband.
What is this place? Your musing is interrupted at last, when a spirit emerges from one of the shrines, carrying a large stone club. The man has many scars and his mace drips fresh blood. You discover why, when he simply crushes a man under the massive stone, turning him to viscera that drips anew from the base of the mallet.
You leave quickly.
[Voting is locked for 2 hours following the initial posting.]
Divine Resources Available
258 - 258 (Expended) = 0 + 6 (Rites) + 978 (94 Vehemence) + 3 (PB) = 987 DE
Holy Place Condensation -5
Overflow Condensation -710
Gained 72 Ambrosia
Remaining: 272
Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 6 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 10.4 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 6 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 10.4 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 0 of -26 minimum, was 0 last turn (+ 1 - 0 = Nothing happened at all)
Holy Place Condensation -5
Overflow Condensation -710
Gained 72 Ambrosia
Remaining: 272
Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 6 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 10.4 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 6 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 10.4 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 0 of -26 minimum, was 0 last turn (+ 1 - 0 = Nothing happened at all)
2 + 1 (Confluence) + 72 (Condensation) - 4 (Sate Hunger) = 71
Amber Condensation -66
Gained 22 Amber
Remaining: 5
Amber Condensation -66
Gained 22 Amber
Remaining: 5
220 + 14 + 2 + 2 = 238 total legend
35 + 18 - 8 - 7 - 5 - 5 - 3 - 2 - 1 - 1 = 21 unspent legend
35 + 18 - 8 - 7 - 5 - 5 - 3 - 2 - 1 - 1 = 21 unspent legend
Gained 2 Obsidian
Gained 22 Amber
Gained (2) Bone Figurines (1 Poor, 1 Moderate)
Gained 2 Electrum Pieces
Gained 1 Silver
Lost 20 Amber
Lost (3) Poor Bone Figurines
Lost 1 Obsidian
Lost 1 Ultramarine
Gained 22 Amber
Gained (2) Bone Figurines (1 Poor, 1 Moderate)
Gained 2 Electrum Pieces
Gained 1 Silver
Lost 20 Amber
Lost (3) Poor Bone Figurines
Lost 1 Obsidian
Lost 1 Ultramarine
Divine Actions
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: See your known Skills.
-[] 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, Survival.
-[] 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. Inspirations are naturally stronger than Blessings, but affect a more limited number of people. Inspirations can target individuals of choice and grant specific skills. Costs: 5 DE
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea, The Cold and The Sky. Costs: 13 DE
-[] Command Water [How]
-[] Command Seas [How]
-[] Command Clouds [How]
-[] Command Ice [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 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 (Avatar actions using Trickery, Astrology, etc. and Influence Acts excluding Blessings or Inspirations). Costs: 30 DE
-[] In your territory
-[] Over an enemy's territory
[] Silver Moon* - The silver moon, gray and dull upon an indigo night, colored to better contrast the stars and reveal their incredible secrets. Very strongly alters Astrology actions and empowers Wind Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Harvest Moon* - The orange moon of change, wealth and transformation, cast by the turning of the seasons. Transforms the Inanimate and empowers Fire Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Yellow Moon* - The shine of the Full Moon in all it's glory, timed with the fertility of the woman and the greatest virility of the man. Greatly increases Fertility and empowers Blessings. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blacken* - You are the Goddess of the Night and the Dark, Lady of the Moon, Knower of Countless Hidden Secrets. Blanket the nights in cloying darkness, a veil that only the Nox Arcana can pierce, heavily penalizing all mysticism-based actions for the turn for those who do not possess the Affinity, and greatly enhancing the range and power of Divine Acts and Influence for the turn for those who do. Costs: 60 DE, 2 Ambrosia. WARNING: Cannot currently Manifest Darkness, effect has a higher DC threshold.
[] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 2+ Ambrosia
Avatar Actions (47/50)
[] Form Avatar (15 Ambrosia) (Avatar already formed!)
[] Suffer Avatar (<X>, up to 14 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
[] Sire a Divine Creature, using [X] as a base
-[] Contribute <5X> unspent Legend for each sire in the litter, <X> Ambrosia for Attributes of the litter, and <4X> or <9X> sustenance for random or specific traits of the litter
[] Change your Divine Form - Take on the appearance of a mortal creature or strange elemental manifestation to camouflage yourself, or speak directly to mortals. Costs: 5 Sustenance
[] Experiment with Unknown Materials
-[] Strange Metal
-[] Electrum
[] Innovate something!
-[] Silver
-[] Simple Crystals
-[] Obsidian
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Low-Tier Materials (infinite limit)
[] Create Art
-[] Cast paints upon a canvas of hide and fur
[] Use Items
-[] Equip an item
-[] Gift an item
-[] Consume an item
-[] Destroy an item
[] Attack the Crone's closest village. Costs: 6 DE, 3 Sustenance
[] Find Seski! Costs: 10 DE, 2 Sustenance
[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror in your domain. Costs: 3 DE
[] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. Costs: 10 DE
[] 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.
[] 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. (Highly Enhanced Effectiveness of all sub-actions)
-[] 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, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE
-[] Study Rituals - Cast your gaze to the sky, where patterns reveal themselves and show you secrets. Develop a new specific trait ritual or two random rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
-[] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[] Read the Entrails - Look into the entrails spilled upon the earth. As all life consumes earth's bounty and is returned as new bounty, you can learn from the transition. Helps develop rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[] Study [Material]. Costs: 10 DE
-[] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
-[] Refine 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)
[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 30-80 DE, 4-7 Ambrosia OR 20-50 total Tiers of appropriate Amber Crafts (?)
Commune Actions (47/50)
[] 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: 5/7
-[] Alter the Decree of Attendance I - "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 Shimmering Stones I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Gift Offerings I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Taking II - "Return unto the sea they who I have blessed."
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 7
[] 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 5/6.
-[] 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).
-[] Expand Traveler's Alters (T3 Common): Grants bonus DE from Trickery, Survival, Navigation, and Trade blessings.
-[] Expand a Tomb of Divines (T3 Limited): Grants an additional significant legend reward when Ur-Spawn and special characters die.
-[] Expand the Chamber of Change (T3 Grand): A room filled with reflective surfaces, and space for the light of the sun or moon to shine through, granting ???.
[] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 0/2. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
-[] Improve [name shrine] into a temple.
-[] Create a temple anew at [location].
[] 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 (Currently Asleep). Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 13)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Saitev. Costs: 0.5 Sustenance per option
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Keshketev. Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 21)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with the Fox Spirit, who will probably demand a contest when you meet him. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet the Bloodied Man? Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Test dominance (personal)
-[] Treat with pantheon head
[] 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: See your known Skills.
-[] 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, Survival.
-[] 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. Inspirations are naturally stronger than Blessings, but affect a more limited number of people. Inspirations can target individuals of choice and grant specific skills. Costs: 5 DE
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea, The Cold and The Sky. Costs: 13 DE
-[] Command Water [How]
-[] Command Seas [How]
-[] Command Clouds [How]
-[] Command Ice [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 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 (Avatar actions using Trickery, Astrology, etc. and Influence Acts excluding Blessings or Inspirations). Costs: 30 DE
-[] In your territory
-[] Over an enemy's territory
[] Silver Moon* - The silver moon, gray and dull upon an indigo night, colored to better contrast the stars and reveal their incredible secrets. Very strongly alters Astrology actions and empowers Wind Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Harvest Moon* - The orange moon of change, wealth and transformation, cast by the turning of the seasons. Transforms the Inanimate and empowers Fire Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Yellow Moon* - The shine of the Full Moon in all it's glory, timed with the fertility of the woman and the greatest virility of the man. Greatly increases Fertility and empowers Blessings. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blacken* - You are the Goddess of the Night and the Dark, Lady of the Moon, Knower of Countless Hidden Secrets. Blanket the nights in cloying darkness, a veil that only the Nox Arcana can pierce, heavily penalizing all mysticism-based actions for the turn for those who do not possess the Affinity, and greatly enhancing the range and power of Divine Acts and Influence for the turn for those who do. Costs: 60 DE, 2 Ambrosia. WARNING: Cannot currently Manifest Darkness, effect has a higher DC threshold.
[] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 2+ Ambrosia
Avatar Actions (47/50)
[] Suffer Avatar (<X>, up to 14 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
[] Sire a Divine Creature, using [X] as a base
-[] Contribute <5X> unspent Legend for each sire in the litter, <X> Ambrosia for Attributes of the litter, and <4X> or <9X> sustenance for random or specific traits of the litter
[] Change your Divine Form - Take on the appearance of a mortal creature or strange elemental manifestation to camouflage yourself, or speak directly to mortals. Costs: 5 Sustenance
[] Experiment with Unknown Materials
-[] Strange Metal
-[] Electrum
[] Innovate something!
-[] Silver
-[] Simple Crystals
-[] Obsidian
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Low-Tier Materials (infinite limit)
[] Create Art
-[] Cast paints upon a canvas of hide and fur
[] Use Items
-[] Equip an item
-[] Gift an item
-[] Consume an item
-[] Destroy an item
[] Attack the Crone's closest village. Costs: 6 DE, 3 Sustenance
[] Find Seski! Costs: 10 DE, 2 Sustenance
[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror in your domain. Costs: 3 DE
[] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. Costs: 10 DE
[] 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.
[] 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. (Highly Enhanced Effectiveness of all sub-actions)
-[] 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, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE
-[] Study Rituals - Cast your gaze to the sky, where patterns reveal themselves and show you secrets. Develop a new specific trait ritual or two random rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
-[] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[] Read the Entrails - Look into the entrails spilled upon the earth. As all life consumes earth's bounty and is returned as new bounty, you can learn from the transition. Helps develop rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[] Study [Material]. Costs: 10 DE
-[] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
-[] Refine 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)
[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 30-80 DE, 4-7 Ambrosia OR 20-50 total Tiers of appropriate Amber Crafts (?)
Commune Actions (47/50)
[] 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: 5/7
-[] Alter the Decree of Attendance I - "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 Shimmering Stones I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Gift Offerings I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Taking II - "Return unto the sea they who I have blessed."
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 7
[] 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 5/6.
-[] 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).
-[] Expand Traveler's Alters (T3 Common): Grants bonus DE from Trickery, Survival, Navigation, and Trade blessings.
-[] Expand a Tomb of Divines (T3 Limited): Grants an additional significant legend reward when Ur-Spawn and special characters die.
-[] Expand the Chamber of Change (T3 Grand): A room filled with reflective surfaces, and space for the light of the sun or moon to shine through, granting ???.
[] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 0/2. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
-[] Improve [name shrine] into a temple.
-[] Create a temple anew at [location].
[] 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 (Currently Asleep). Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 13)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Saitev. Costs: 0.5 Sustenance per option
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Keshketev. Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 21)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with the Fox Spirit, who will probably demand a contest when you meet him. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet the Bloodied Man? Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Test dominance (personal)
-[] Treat with pantheon head
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.
AS A LOCAL GODDESS, MANY NEW OPTIONS ARE AVAILABLE TO YOU, AND SOME ARE CLOSED. FEAR LOCAL GODS COUNT THEIR VEHEMENCE AS 50% GREATER WHEN DETERMINING MAXIMUM SPENDING.
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)
Aspects
Aspect of the Fish (+2 Trade, +3 Navigation, +2 Survival, Faster water travel, can command fish directly): 15 (15) Legend
Aspect of the Crustacean (+3 Melee, +2 Fishing, +2 Perform (Dance), Increased wound threshold, can command crustaceans directly): 15 (15) Legend
Aspect of the Walrus (+3 Fishing, +2 Survival, +2 Awe, Increased maximum sustenance, can command walrus and sea lions directly): 15 (16) Legend
Aspect of the Octopus (+2 Fishing, +3 Survival, +2 Perform (Dance), Limited ability to mask or disguise Avatar, can command octopodes directly): 15 (15) Legend
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly): 15 (16) Legend
Aspect of the Ox (+2 Awe, +3 Melee, +2 Survival, Grants a strong modifier when defending or asserting dominance, can command oxen directly): 15 (16) Legend
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade,2 accumulating Legend discount to next Faith Attribute purchase): 13 Legend
Spirits
Spirit of the Sea (+3 Fishing, +2 Navigation, +3 Trade, gain the ability to speak directly with and negotiate with sea creatures): 15 (16) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (24) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (9) Legend
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate): 18 (24) Legend
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses): 18 (19) Legend
Spirit of Motherhood (+3 Leadership, +2 Perform (Sing), reduces Sustenance cost to add random and specific traits by 1 and 1 when siring, grant one additional specific trait when siring): 18 (24)
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia.
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Strong Bonus against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them): 18 (21)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (24)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (24) Legend
Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Elemental Affinities
Classical Element - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (4) Legend
Classical Element - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (9) Legend Inherent Lockout
Classical Element - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (9) Legend
Elemental Affinity (Tier 2) - Lake (Stagnation save the ripple of action upon it): 5 (7) Legend
Elemental Affinity (Tier 3) - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 8 (10) Legend
Elemental Manifestation (Tier 2) - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 5 (1) Legend
Elemental Manifestation (Tier 2) - Darkness (You are one with the dark places, granting you power over shadow): 5 (2) Legend
Elemental Manifestation (Tier 2 - Light (A being of the sky, you are naturally drawn to the light): 5 (7) Legend
Elemental Manifestation (Tier 3) - Tidal Waves (Push and Pull, Rise and Fall, yours is the domain of the water that reclaims even the high earth): 8 (10) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (11) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (6) Legend
Focused Manifestation (The Deep) - Obsidian (Black as night, hiding a deadly edge): 5 (2) Legend
Focused Manifestation (The Deep) - Silver (Divine Silver, whose light even hints at darkness): 8 (3) Legend
Focused Manifestation (Lord of the Sky) - Rain (What the sun takes, the sky returns): 5 (7) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (7) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (11) Legend
Focused Manifestation (Lord of the Sky) - Dread Storm (The winds scour the earth, the rain drives through the skin; this is The Hurricane, cleanser of all that dare crawl upon the earth): 11 Legend
Focused Manifestation (Lord of the Orbits) - Eclipse (The Moon in the Sun! The Moon in the Sun!!): 20 (15) Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 5 (4) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Elemental Avatar - Shadow (3 accumulating Legend discount to next Influence Attribute purchase, can perform shadow teleportation within linked domains, gain Ethereal, gain Vulnerability towards light/fire based attacks): 5 Legend
Elemental Avatar - Light (3 accumulating Legend discount to next Influence Attribute purchase, gain Ethereal, gain a free success when performing any light or heat-based Influence Act, all light and heat-based Influence Acts gain bonus damage): 5 (10) Legend
Shapeshifter's Avatar (gain Full Shapeshifting, granting the ability to display only a specific set of traits (disables penalties of forms you possess, but also disables bonuses), grants the ability to perform a ritual to shift inherent traits onto other inherent slots, Imparting specific traits to sired spawn now costs Base Sustenance Cost + 1): 10 Legend
Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases wound threshold, Increases sustenance demand per turn by 2)
Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 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 (14) Legend
Divine Mystery (As spirits grow to godhood, secrets are revealed to them that are unsuited to mortal minds. +2 Mysticism, may elect to swap current Focus Attribute using a basic ritual): 8 (9) 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 (9) Legend
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Divine Excellence
Mastery of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses, +1 Strong Modifier for all Astrology Checks): 10 Legend
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses): 5 (8) 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)
Omen Reading
Mysticism
Navigation
Perform (Sing)
Trickery (MAXED OUT)
Melee
Fishing
Leadership
Innovation
Survival
AS A LOCAL GODDESS, MANY NEW OPTIONS ARE AVAILABLE TO YOU, AND SOME ARE CLOSED. FEAR LOCAL GODS COUNT THEIR VEHEMENCE AS 50% GREATER WHEN DETERMINING MAXIMUM SPENDING.
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)
Aspects
Aspect of the Fish (+2 Trade, +3 Navigation, +2 Survival, Faster water travel, can command fish directly): 15 (15) Legend
Aspect of the Crustacean (+3 Melee, +2 Fishing, +2 Perform (Dance), Increased wound threshold, can command crustaceans directly): 15 (15) Legend
Aspect of the Walrus (+3 Fishing, +2 Survival, +2 Awe, Increased maximum sustenance, can command walrus and sea lions directly): 15 (16) Legend
Aspect of the Octopus (+2 Fishing, +3 Survival, +2 Perform (Dance), Limited ability to mask or disguise Avatar, can command octopodes directly): 15 (15) Legend
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly): 15 (16) Legend
Aspect of the Ox (+2 Awe, +3 Melee, +2 Survival, Grants a strong modifier when defending or asserting dominance, can command oxen directly): 15 (16) Legend
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade,
Spirits
Spirit of the Sea (+3 Fishing, +2 Navigation, +3 Trade, gain the ability to speak directly with and negotiate with sea creatures): 15 (16) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (24) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (9) Legend
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate): 18 (24) Legend
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses): 18 (19) Legend
Spirit of Motherhood (+3 Leadership, +2 Perform (Sing), reduces Sustenance cost to add random and specific traits by 1 and 1 when siring, grant one additional specific trait when siring): 18 (24)
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia.
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Strong Bonus against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them): 18 (21)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (24)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (24) Legend
Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Elemental Affinities
Classical Element - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (4) Legend
Classical Element - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (9) Legend
Elemental Affinity (Tier 2) - Lake (Stagnation save the ripple of action upon it): 5 (7) Legend
Elemental Affinity (Tier 3) - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 8 (10) Legend
Elemental Manifestation (Tier 2) - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 5 (1) Legend
Elemental Manifestation (Tier 2) - Darkness (You are one with the dark places, granting you power over shadow): 5 (2) Legend
Elemental Manifestation (Tier 2 - Light (A being of the sky, you are naturally drawn to the light): 5 (7) Legend
Elemental Manifestation (Tier 3) - Tidal Waves (Push and Pull, Rise and Fall, yours is the domain of the water that reclaims even the high earth): 8 (10) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (11) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (6) Legend
Focused Manifestation (The Deep) - Obsidian (Black as night, hiding a deadly edge): 5 (2) Legend
Focused Manifestation (The Deep) - Silver (Divine Silver, whose light even hints at darkness): 8 (3) Legend
Focused Manifestation (Lord of the Sky) - Rain (What the sun takes, the sky returns): 5 (7) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (7) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (11) Legend
Focused Manifestation (Lord of the Sky) - Dread Storm (The winds scour the earth, the rain drives through the skin; this is The Hurricane, cleanser of all that dare crawl upon the earth): 11 Legend
Focused Manifestation (Lord of the Orbits) - Eclipse (The Moon in the Sun! The Moon in the Sun!!): 20 (15) Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 5 (4) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Elemental Avatar - Shadow (3 accumulating Legend discount to next Influence Attribute purchase, can perform shadow teleportation within linked domains, gain Ethereal, gain Vulnerability towards light/fire based attacks): 5 Legend
Elemental Avatar - Light (3 accumulating Legend discount to next Influence Attribute purchase, gain Ethereal, gain a free success when performing any light or heat-based Influence Act, all light and heat-based Influence Acts gain bonus damage): 5 (10) Legend
Shapeshifter's Avatar (gain Full Shapeshifting, granting the ability to display only a specific set of traits (disables penalties of forms you possess, but also disables bonuses), grants the ability to perform a ritual to shift inherent traits onto other inherent slots, Imparting specific traits to sired spawn now costs Base Sustenance Cost + 1): 10 Legend
Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases wound threshold, Increases sustenance demand per turn by 2)
Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 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 (14) Legend
Divine Mystery (As spirits grow to godhood, secrets are revealed to them that are unsuited to mortal minds. +2 Mysticism, may elect to swap current Focus Attribute using a basic ritual): 8 (9) 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 (9) Legend
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Divine Excellence
Mastery of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses, +1 Strong Modifier for all Astrology Checks): 10 Legend
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses): 5 (8) 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
Omen Reading
Mysticism
Navigation
Perform (Sing)
Melee
Fishing
Leadership
Innovation
Survival
You met a new friend yaaaaaay!
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