Time of the Gods: Into the Amber Age

Turn 21 Results
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
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

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)

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
Gained Influence 8
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 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)
2 + 1 (Confluence) + 72 (Condensation) - 4 (Sate Hunger) = 71
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
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

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
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

You met a new friend yaaaaaay!
 
Last edited:
Defeat of The Witch
[X] Plan New Temple
-[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: See your known Skills.
--[X] Expend 3 DE on Omen Reading
-[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: 30 DE x2
--[X] In your territory x1
--[X] Over an enemy's territory x1
-[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: 35 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: 35 DE
--[X] In your territory
---[X] To fulfill the agreement with Keshketev
-[X] Experiment with Unknown Materials
--[X] Strange Metal
---[X] Do not break down the damaged garment. Abandon action if impossible.
--[X] Electrum
-[X] Innovate something!
--[X] Silver
--[X] Simple Crystals
--[X] Amber
--[X] Obsidian
-[X] Create Art
--[X] Cast paints upon a canvas of hide and fur
-[X] Use Items
--[X] Equip an item
---[X] T2 Waterskin Cloak
-[X] Attack the Crone's closest village. Costs: 6 DE, 3 Sustenance
-[X] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. Costs: 10 DE
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x6
--[X] Targeting Attrouska's people x6
-[X] Lay with [Sea Pixies] x2
--[X] Contribute 9 Sustenance to add Minor Aspect of Humanity 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] 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] Dedicate one reading to the best placement of the temple.
-[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. x2
--[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 x2
--[X] Dedicate one reading to the best placement of the temple.
-[X] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
--[X] Study Electrum. Costs: 10 DE
--[X] Study Precious Gems. Costs: 10 DE
--[X] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
---[X] Strange Silver Figurine
-[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) x2
--[X] Despise Elemental Affinity - Sea
--[X] Despise Elemental Affinity - Cold
-[X] 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).
--[X] Choose a site based on the result of your divinations. Default to improving Keshketev's Caldera shrine if divinations are inconclusive.
--[X] Dedicate 2 Gemmed Figurines, 20 Amber and 3 Obsidian to the construction.
-[X] Meet with Saitev. Costs: 0.5 Sustenance per option
--[X] Learn about him
-[X] Meet with Keshketev. Costs: 0.5 Sustenance per option
--[X] Trade something
---[X] Trade Amber for a good quality bone, obsidian or stone(whichever material is better to work) weapon, with intent to transmute it and enchant it. Preferably a spear or blade of some sort. Supply more Amber if needed.
-[X] Take Ghette stargazing again.
-[X] See about Gaelte playing with the Sea Pixies.
-[X] Take the Frauma raiding
-[X] Get an audience of your attendants for your experiments.
Divine Acts
Bless Sacrifices
Omen Reading rolled 10, 13, 10
Gained 4 DE

Moonlight self
Influence rolled 2
Critical Failure
You didn't want that rolled 11
1 Bad Weird

Harvest self
Influence rolled 16
Epic II Success; Transmute Obsidian to Hard Crystal, up to (40) pieces

Moonlight enemy
Influence rolled 7
Minor Success; +3 to Divine Acts, Personal Mystic acts, and Personal Trickery/Survival Acts
Weird trigger rolled 14
1 Weird

Blood enemy (Stars, Nox, Night)
Influence rolled 6->[Future Strong Mod]->7
Minor Success; IN AREA: +0.25 VE on all Destructive acts, Flesh Weakening

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)

Nega-Weird rolled 7
Violet Destruction (WILD MAGIC!)
Wild Magic rolled 7 - Twisting Red Star
Suffer Mutations rolled 13; Lose 8 Population Modifier, gain 16 VE, Bear Abomination, Mass Mutation
Weird rolled 5
Blue Moon grants +1 Strong Modifier on Water and Weather Acts
+2 VE, +2 Legend

Subtotal VE: 2 + 2 + 16 = 20 VE

Avatar Acts
BEAR ABOMINATION
Great and Terrible Ur-Beast consumes 2 points of Avatar
BEAR ABOMINATION subsumes Pixie action (and sustenance). Sustenance spent converted to 2 ranks of Aspect of the Octopus.
1 Base + 4 (Suffered Pop Mod) + 1d10 (Random Mutations) = 13 Random Traits
A Weight Too Great
Avatar rolled 9
Minor Success; Gaerig Severely Wounded (8/12)
1-4: Aspect Traits
5: Spirit Traits
6-7: Elemental Traits
8-9: Avatar Enhancements
10: Divine Enhancements

Rolled 3, 8, 9, 1, 6, 6, 4, 9, 8, 9, 8, 1, 3
Final Results: 5 Aspects, 2 Elements, 6 Avatar Enhancements
Roll 1
1: Small
2: Medium
3: Large

Roll 2
1: Mammalian
2: Avian
3: Reptillian
4: Amphibian
5: Aquatic
6: Invertebrate

Aspect 1 rolled 3, 5 (Minor Shark)
Aspect 2 rolled 3, 4 (Minor Salamander)
Aspect 3 rolled 1, 4 (Minor Frog)
Aspect 4 rolled 1, 6 (Minor Spider)
Aspect 5 rolled 1, 6 (Lesser Spider)
Roll 1
1-3: Classic
4-5: Affinity
6: Manifestation

Roll 2
1: Fire
2: Air
3: Earth
4: Water

Element 1 rolled 2, 3 (CE- Earth)
Element 2 rolled 4, 3 (EA - Clay)
Roll 1
1-4: Chimeric/Transformative
5: Elemental
6: Exotic

Roll 2 (Chimeric/Transformative only)
1: Major Chimeric Trait
2: Lesser Chimeric Trait
3: Shapeshifter Trait

Avatar 1 Rolled 3, 1: Chimera
Avatar 2 Rolled 6: Giant Avatar
Avatar 3 Rolled 1, 5: Shapeshifter Avatar
Avatar 4 Rolled 1, 1: Greater Chimera I (Extra Head)
Avatar 5 Rolled 4, 3: Adaptive Avatar
Avatar 6 Rolled 5: Clay Avatar
FINAL RESULTS:
Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

Classical Element - Earth
Elemental Affinity - Clay

Giant Avatar
Adaptive Avatar
Clay Avatar
Greater Chimera I (Extra Head)

Melee 0 (6)
Survival 0 (3)
Awe 0 (2)
Craft (Weaving) 0 (1)
Perform (Sing) 0 (1)
Perform (Dance) 0 (2)

Rashelki's Legend Threshold is 33. Rashelki gains 5 Legend.

A Violent Birth (Mortals, Rashelki)
Melee rolled 7 vs 10
Moderate Success; Rashelki gains 4 Legend
Rashelki spends 2 Legend; Gains Melee 1, Survival 1

Mutate Man
Add Spirit of Madness
Add Aspect of the Bird
Civic Violence (War) rolled 7 vs 8
Tie; Birdmen pushed into the wilderness, Take an additional 1 Population Modifier damage

Experiment with Copper (Heavy Penalty, refusing to damage object)
Innovation rolled 16
Minor Success; nothing produced

Experiment with Electrum
Innovation rolled 13
Moderate Success; nothing produced

Innovate Silver, Crystal, Amber, Obsidian
Innovation rolled 9, 9, 12, 13
Minor/Minor/Moderate/Moderate; Created more Crystal Silver, found a source of Green Pigments (Crushed Malachite), created a Poor Amber Figurine, created nothing interesting (Moderates already innovated locally)

Create Art
Painting rolled 8
Minor Failure; Held on spending last Ultramarine, discovered new pigment this turn

Explore (Flight)
Survival rolled 10
Moderate Success; Discovered source of Crushed Malachite Pigment in the Barrens

Study Future
Astrology rolled 10, 10
Major/Major; Gain a +1 Strong Modifier to a check that can benefit from it, Determine location with [greatest influenced area], [most defensible location], and/or [easiest access] for temple (The stars have no clue what you want).

Study Bones
Omen Reading rolled 17, 12
Epic I/Major; Here seems good?
+1 Omen Reading

Study World (Electrum, Gems, Silver Figurine can't be divined again, Crystal Silver is an art component)
Mysticism rolled 10, 6
Minor/Failure; Determined Electrum

Lure (Nox)
Trickery + Sing rolled 11, 17, 5, 14, 13, 6
Moderate/Epic I/Failure/Epic I/Major/Failure
(No Sing, roll has to exceed 100 using [skill]'s modifier alone)

Incite Far Away (Exclusive with attacking the Crone) (Nox)
Direction rolled 15 (Go East)
Melee rolled 5, 16, 14 vs 5
Highest is Major Failure, Overall 1 Success; Gaerig 7/12

Attack the Crone
Survival rolled 10 vs 10
Moderate Success; Cast uninterrupted

Subtotal VE: 3 + 19.5 + 1.25 + (Encounter revealed after miniturn) = 23.75+ VE

Communal Acts
Despise Sea, Cold (Strong Mod: Shrine Attribute - Open Trait Slots)
Shrine olled 16, 16
Successfully despised both

Build a Temple (Site defaults to Keshketev's Caldera due to all locations maybe fitting 'best' criteria) (2 Gemmed Figures, 20 Amber, 3 Obsidian)
Shrine + Quality rolled 6
4 Accumulated Successes stored

Tell me your secrets, bird!
Trade (Learning) rolled 12
4 Degrees; You finally learned something.

Trade with Keshketev
Trade (deal) rolled 18
4 Degrees; Trade 9 amber for work on an Obsidian Spear
Craft (Carving) rolled 14
Mysticism rolled 12
8 Successes, spontaneous transmutation creates a Unique (Tier X) Resonance Spear (+2 External Perform (Sing), Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty)

Ghette is busy!
Ghette rolled 5
Personal Weird rolled 3
Ghette spends 2 Legend, gains Navigation 4

Gaelte's play
Gaelte rolled 16
Gaelte gains +1 Navigation, 4 Legend
Gaelte spends 2 legend, gains Fishing 3, Leadership 3

Command Frauma
Singing rolled 12
Moderate Success, Frauma will approach Attrouska's village

Watch me! (Demand)
Fear rolled 4, [8]
Minor Success

Your year starts quickly as you make to attack the crone for the final time, to put her in the same position she'd put Keshketev and Saiga. Your magic is weaker than usual, and your efforts meet with a shocking amount of failure compared to what you're used to. Regardless, you enter as the entrails say, at the appointed time.

Sneaky Gaerig
Mysticism vs Trickery rolled 5 vs 9
Moderate Success; draw no mortals initially

Stand and Fight!
Trickery or Awe rolled 6 vs 7
Moderate Success
Perform Contest rolled 15 vs 10
Moderate Failure->[Trickery]->Tie; Can run after a round

Fight!
Melee rolled 14 vs 17
Major Success; Crone 1/5 HP

Frauma Arrive! (3*Blood, 1*Transmutation)
Influence rolled 10, 15, 14, 9
Moderate/Major/Epic I/Failure
+2.25 VE on all destructive acts from here on

Run her down!
Survival rolled 17 vs 18
Moderate Success; Caught and executed!

Final Confrontation (-2 Dispersal Strong Mod)
Influence rolled 9
1 Success; Gaerig HP 5/12
All Shrines Occupied; Automatic forced Domination (all compulsions subverted) (all statistics revealed)

The Crone is unable to sense you this time, and you take a moment to observe her, a rarity for you. Now that you look more closely, you notice the oddness of her features, namely, the strangeness in her teeth and eyes. With slit pupils and odd flat teeth, you begin to suspect at least one reason she has consistently escaped your dominance. She has some snake in her. Her bones are visible where her clothes end. She is starved and emaciated. You will put her out of her misery.

At once, you appear, startling her and making her stumble when she tries to fend you off with clever steps. "My end will not be today; I need only to delay!"

Delay she does not, as you strike her over and over, she can barely even limp away when you finally crush her skull like a berry. You hear the Frauma, causing chaos in the distance, and you enter her final shrine.

Her presence coalesces into her odd runes and squiggles. They are comprehensible to you, but you suspect it will only last while you're here, confronting her one final time.

Spare me, Goddess, this I beg of you; Cursed I am by madness of a Shrew!

Born Turn -88
Attributes-
Faith 6
Avatar 5
Influence 5
Shrine 5

Traits-
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)
Aspect of the Shrew (+2 Melee, +3 Survival, +2 Perform (Dance), Double maximum Sustenance and Avatar Hunger Rate (40 and 5 per turn), quadruple Compulsion Hunger Floor (Compulsions at <40 Sustenance), can command rodents directly)
Lesser Aspect of the Snake (+1 Melee, +1 Survival, +2 Perform (Dance), Gain poison, can ignore failures in dominance checks by spending 5 sustenance per degree)

Spirit of Law (+3 Leadership, +3 Writing, +2 Art (Painting), Can impose 2 additional Decrees)
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1)
Lesser Spirit of Premonitions (+3 Omen Reading, +1 Astrology, +2 Survival)
Minor Spirit of Mysteries (+1 Magic (First), +1 Magic (Second))
Lesser Spirit of the Land (+2 Farming, +2 Survival, Gain power over plants)

Classical Element - Fire
Elemental Manifestation - Light
Elemental Affinity - Warmth

Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions)
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions)

Known Skills-
Writing 8 (11)
Leadership 6 (12)
Art (Painting) 7 (9)
Perform (Dance) 6 (10)
Mysticism 10
Magic (First) 2 (3)

Known Additional Titles: The Keeper of Secrets, Grandmother, The Scribe, The Witch
Pantheon Enhancement: Grand Antagonist (Gain a strong bonus when acting against other pantheon members, all means of reclaiming Pantheon Head enhancements are revealed to her)

[] Spare her, use autodomination to forcefully excise a trait.
[] Spare her?
[] Enslave her!
[] Destroy her!
 
Last edited:
Turn 22 Results
[X] Spare her, use autodomination to forcefully excise a trait
Divine Acts
Bless Sacrifices
Omen Reading rolled 10, 13, 10
Gained 4 DE

Moonlight self
Influence rolled 2
Critical Failure
You didn't want that rolled 11
1 Bad Weird

Harvest self
Influence rolled 16
Epic II Success; Transmute Obsidian to Hard Crystal, up to (40) pieces

Moonlight enemy
Influence rolled 7
Minor Success; +3 to Divine Acts, Personal Mystic acts, and Personal Trickery/Survival Acts
Weird trigger rolled 14
1 Weird

Blood enemy (Stars, Nox, Night)
Influence rolled 6->[Future Strong Mod]->7
Minor Success; IN AREA: +0.25 VE on all Destructive acts, Flesh Weakening

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)

Nega-Weird rolled 7
Violet Destruction (WILD MAGIC!)
Wild Magic rolled 7 - Twisting Red Star
Suffer Mutations rolled 13; Lose 8 Population Modifier, gain 16 VE, Bear Abomination, Mass Mutation
Weird rolled 5
Blue Moon grants +1 Strong Modifier on Water and Weather Acts
+2 VE, +2 Legend

Subtotal VE: 2 + 2 + 16 = 20 VE

Avatar Acts
BEAR ABOMINATION
Great and Terrible Ur-Beast consumes 2 points of Avatar
BEAR ABOMINATION subsumes Pixie action (and sustenance). Sustenance spent converted to 2 ranks of Aspect of the Octopus.
1 Base + 4 (Suffered Pop Mod) + 1d10 (Random Mutations) = 13 Random Traits
A Weight Too Great
Avatar rolled 9
Minor Success; Gaerig Severely Wounded (8/12)
1-4: Aspect Traits
5: Spirit Traits
6-7: Elemental Traits
8-9: Avatar Enhancements
10: Divine Enhancements

Rolled 3, 8, 9, 1, 6, 6, 4, 9, 8, 9, 8, 1, 3
Final Results: 5 Aspects, 2 Elements, 6 Avatar Enhancements
Roll 1
1: Small
2: Medium
3: Large

Roll 2
1: Mammalian
2: Avian
3: Reptillian
4: Amphibian
5: Aquatic
6: Invertebrate

Aspect 1 rolled 3, 5 (Minor Shark)
Aspect 2 rolled 3, 4 (Minor Salamander)
Aspect 3 rolled 1, 4 (Minor Frog)
Aspect 4 rolled 1, 6 (Minor Spider)
Aspect 5 rolled 1, 6 (Lesser Spider)
Roll 1
1-3: Classic
4-5: Affinity
6: Manifestation

Roll 2
1: Fire
2: Air
3: Earth
4: Water

Element 1 rolled 2, 3 (CE- Earth)
Element 2 rolled 4, 3 (EA - Clay)
Roll 1
1-4: Chimeric/Transformative
5: Elemental
6: Exotic

Roll 2 (Chimeric/Transformative only)
1: Major Chimeric Trait
2: Lesser Chimeric Trait
3: Shapeshifter Trait

Avatar 1 Rolled 3, 1: Chimera
Avatar 2 Rolled 6: Giant Avatar
Avatar 3 Rolled 1, 5: Shapeshifter Avatar
Avatar 4 Rolled 1, 1: Greater Chimera I (Extra Head)
Avatar 5 Rolled 4, 3: Adaptive Avatar
Avatar 6 Rolled 5: Clay Avatar
FINAL RESULTS:
Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

Classical Element - Earth
Elemental Affinity - Clay

Giant Avatar
Adaptive Avatar
Clay Avatar
Greater Chimera I (Extra Head)

Melee 0 (6)
Survival 0 (3)
Awe 0 (2)
Craft (Weaving) 0 (1)
Perform (Sing) 0 (1)
Perform (Dance) 0 (2)

Rashelki's Legend Threshold is 33. Rashelki gains 5 Legend.

A Violent Birth (Mortals, Rashelki)
Melee rolled 7 vs 10
Moderate Success; Rashelki gains 4 Legend, you gain 4 Legend
Rashelki spends 2 Legend; Gains Melee 1, Survival 1

Mutate Man
Add Spirit of Madness
Add Aspect of the Bird
Civic Violence (War) rolled 7 vs 8
Tie; Birdmen pushed into the wilderness, Take an additional 1 Population Modifier damage

Experiment with Copper (Heavy Penalty, refusing to damage object)
Innovation rolled 16
Minor Success; nothing produced

Experiment with Electrum
Innovation rolled 13
Moderate Success; nothing produced

Innovate Silver, Crystal, Amber, Obsidian
Innovation rolled 9, 9, 12, 13
Minor/Minor/Moderate/Moderate; Created more Crystal Silver, found a source of Green Pigments (Crushed Malachite), created a Poor Amber Figurine, created nothing interesting (Moderates already innovated locally)

Create Art
Painting rolled 8
Minor Failure; Held on spending last Ultramarine, discovered new pigment this turn

Explore (Flight)
Survival rolled 10
Moderate Success; Discovered source of Crushed Malachite Pigment in the Barrens

Study Future
Astrology rolled 10, 10
Major/Major; Gain a +1 Strong Modifier to a check that can benefit from it, Determine location with [greatest influenced area], [most defensible location], and/or [easiest access] for temple (The stars have no clue what you want).

Study Bones
Omen Reading rolled 17, 12
Epic I/Major; Here seems good?
+1 Omen Reading

Study World (Electrum, Gems, Silver Figurine can't be divined again, Crystal Silver is an art component)
Mysticism rolled 10, 6
Minor/Failure; Determined Electrum

Lure (Nox)
Trickery + Sing rolled 11, 17, 5, 14, 13, 6
Moderate/Epic I/Failure/Epic I/Major/Failure
(No Sing, roll has to exceed 100 using [skill]'s modifier alone)

Incite Far Away (Exclusive with attacking the Crone) (Nox)
Direction rolled 15 (Go East)
Melee rolled 5, 16, 14 vs 5
Highest is Major Failure, Overall 1 Success; Gaerig 7/12

Attack the Crone
Survival rolled 10 vs 10
Moderate Success; Cast uninterrupted

Trait removed

Spirit Encounter
Fear rolled 10
Gained 8 Legend

Defeated The Adversary
Fear rolled 8
Gained 10 Legend

Quest Complete! (Prevent the Crone from using the Frozen Disc on you)
Fear rolled 3
Gained 6 Legend
Gained Title: Who Brings Fortune (+1 External Omen Reading, Reroll once if avatar would be dispersed and take the new result)

Frauma do damage before being called off
Melee rolled 14, 17, 13, 11
Major/Epic I/Major/Moderate
Bears destroy Attrouska's village before you can stop them; Attrouska has to move

Encounter VE: 17 + 32.5 = 49.5

Subtotal VE: 3 + 19.5 + 1.25 + 1 (Accumulated Capricious Failures) + 49.5 (Encounter) = 74.25 VE

Communal Acts
Despise Sea, Cold (Strong Mod: Shrine Attribute - Open Trait Slots)
Shrine rolled 16, 16
Successfully despised both

Build a Temple (Site defaults to Keshketev's Caldera due to all locations maybe fitting 'best' criteria) (2 Gemmed Figures, 20 Amber, 3 Obsidian)
Shrine + Quality rolled 6
4 Accumulated Successes stored

Tell me your secrets, bird!
Trade (Learning) rolled 12
4 Degrees; You finally learned something.

Trade with Keshketev
Trade (deal) rolled 18
4 Degrees; Trade 9 amber for work on an Obsidian Spear
Craft (Carving) rolled 14
Mysticism rolled 12
8 Successes, spontaneous transmutation creates a Unique (Tier X) Resonance Spear (+2 External Perform (Sing), Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty)

Ghette is busy!
Ghette rolled 5
Personal Weird rolled 3
Ghette spends 3 Legend, gains Navigation 4, Trade 1

Gaelte's play
Gaelte rolled 16
Gaelte gains +1 Navigation, 4 Legend
Gaelte spends 2 legend, gains Fishing 3, Leadership 3

Command Frauma
Singing rolled 12
Moderate Success, Frauma will approach Attrouska's village

Watch me! (Demand)
Fear rolled 4, [8]
Minor Success

Decrees
Shimmering Stones - Gained 2 Obsidian
Taking - Nothing
Gifts - Gained (2) Bone Figurines (1 Very Poor, 1 Moderate)

Subtotal VE: 0

TOTAL SUSTENANCE SPENT: 54/60; 6 Sustenance remaining!
Compulsion Severity rolled 6
0 Successes; Must sate 4 Compulsions
Primary Compulsions: Nox, Water
WILD MAGIC (sates twice)
Offensive Moons (sates once)
Secondary Compulsions: Night Mother, Trickster
Bore Abomination (sates twice)
Satiation complete; no starvation behavior

FEAR BUY - Vehemence (94) (Boosted 141)
Vehemence>10*Fear
Legend rolled 13
Major Glut; Must spend at least (28) legend and roll at least (7) times on the Glut Buy Table
Table 1
1-15: Shrine 6
16-20: Influence 9
21-40: Fear 8
41: Omen Reading
42: Mysticism
43: Melee
44: Perform (Sing)
45: Survival
46: Art (Painting)
47: Innovation
48: Art (Stonework)
49: Craft (Carving)
50-52: Mastery of Astrology
53-55: Excellence of Trickery
56-70: EM - Darkness
71-80: EM - Frost (Despised)
81-85: Spirit of the Stars
86-90: Spirit of Mysteries
91-100: Inscrutable One

Table 2
1-25: Shrine 6
26-30: Influence 9
31-50: Fear 9
51: Omen Reading
52: Mysticism
53: Melee
54: Perform (Sing)
55: Survival
56: Art (Painting)
57: Innovation
58: Art (Stonework)
59: Craft (Carving)
60-62: Mastery of Astrology
63-65: Excellence of Trickery
66-70: Spirit of Destruction
71-80: Spirit of the Stars
81-85: Spirit of Mysteries
86-90: Lesser Goddess of Freedom
91-100: Inscrutable One

Table 3
1-35: Shrine 6
36-40: Influence 9
41-50: Fear 9
51: Omen Reading
52: Mysticism
53: Melee
54: Perform (Sing)
55: Survival
56: Art (Painting)
57: Innovation
58: Art (Stonework)
59: Craft (Carving)
60-62: Mastery of Astrology
63-65: Excellence of Trickery
66-70: Spirit of the Stars
71-80: Omenseer
81-90: Divine Mystery
91-100: Inscrutable One

Table 4
1-25: Shrine 7
26-30: Influence 9
31-50: Fear 9
51: Omen Reading
52: Mysticism
53: Melee
54: Perform (Sing)
55: Survival
56: Art (Painting)
57: Innovation
58: Art (Stonework)
59: Craft (Carving)
60-62: Mastery of Astrology
63-65: Excellence of Trickery
66-70: Shapeshifter's Avatar
71-80: Omenseer
81-90: Spirit of the Stars
91-100: Divine Mystery

Rolled 34: Fear 8
20 Legend/6 Rolls left; Fear 9 replaces Fear 8
Rolled 70: EM - Frost
19 Legend/5 Rolls left; Spirit of the Stars replaces EM - Frost, Spirit of Mysteries now 81-90
Rolled 65: EM - Darkness
17 Legend/4 Rolls left; Spirit of Premonitions replaces EM - Darkness
Rolled 65: Spirit of Premonitions
Legend exhausted/3 Rolls left; Spirit of Destruction takes 61-70, Lesser Goddess of Freedom takes 56-60, see table 2
Rolled 82: Spirit of Mysteries
15 Unspent Legend remaining/2 Rolls left; see Table 3
Rolled 7: Shrine 6
9 Unspent Legend remaining/1 Roll left; see Table 4
Rolled 35: Fear 9
Rolls exhausted; Glut complete
Gained Fear 9
Gained Shrine 6
Gained EM - Frost
Gained EM - Darkness
Gained Spirit of Premonitions
Gained Spirit of Mysteries
Gained Omen Reading 8

The Witch is pitiful. With her final shrine laid out before you, it is not especially difficult to know the component parts that make her up. Seeking the legends that are the worst offenders, you crack and crush and break the simple painted pots and picture skins. When you are done, the Shrew is no more a part of Attrouska's legend than a victory over you. Her strength faded, she does not manifest again.

Of course... you did accidentally destroy much of what's left of her village before you could call off the Frauma. With two of her villages utterly destroyed, and the first you'd visited in a poor state, her faithful are few and far between. It will take a very long time for her to recover from the blows you've dealt, and in the meantime she will likely be forced to rest for several years.

Oh well. You'll have to do something else while you wait to see if she's still crazy. You perform more experiments with the materials you own, making sure you are seen doing these things; discovering a means of making green dye, refining the process you used to make the crystal silver from earlier, and working all manner of materials. You are directed to the place your people found the green colored stones in the barrens shortly after, and you discover that beneath the weathered, dull grays are sometimes far more valuable stones.

Your experiments with the hard metals are unfruitful, unfortunately, though you manage to determine that the Copper was enchanted, as merely a few weeks after testing it further and accidentally ruining the magic, it starts turning green... almost like... the stones you broke for green pigment! Even decayed, the green parts are sturdy and tough, and you can burnish it with good skins and fur back to it's fine luster. That you can crush the Malachite so easily tells you there must be more steps to the process of making the stone into a metal.

The electrum is odd to you. It resonates a bit with your natural inclination for silver, but there are several pollutants in the metal, and somehow, it holds none of the same mystical powers as silver nor, you suspect, the polluting elements. Instead, electrum has two main properties. When left to the elements, or exposed to them deliberately, it changes, taking on a myriad of new forms. When worked, Electrum retains it's hefty transmutative powers, and your experiments have shown you that if the conditions are right and certain acts are followed through on, it should excite a number of magical processes, violently. In light of this, you relocate the material away from your holy site, as a burgeoning sense of magic tells you that there is a strong confluence passing through it that could be disrupted by the metal.

Originally, you had planned to create an art piece after your experiments, but with the discovery of the green paint, you hold off, dozens of ideas swirling in your head and making you stay your hand at the canvas. Instead, you go to test your might with the Fox's people, pleased by his annoyance when you escape shortly after you discover his people are not quite so trifling as Attrouska's.

You take in some more pixie broods, finally get the bird to spill some of his secrets, and Keshketev even helps you make a fine obsidian spear! You are about to transmute, when something jerks against your pull upon the moon's light. It colors like you've come to expect, but it twists far beyond your control, filling you with... The same sense you get when you experiment with the still shoal! You are completely unable to control the wild flow of magic as it does strange things to the minds and bodies of the people around you, some growing feathers and acting like little more than beasts, others growing mad from the changes wrought upon their physical minds. In simplest terms, you are suddenly surrounded by riotous violence and infighting. Saiga sleeps peacefully through the tumult, but the efforts of the others are enough to push the touched men out of the villages.

You would have helped yourself, but the wild magic imposed by the moon seems to have taken a special affect on you, driving you to consume many of the warped people, even some of your untouched supplicants, as your pregnancy contorts with many of them; no longer mere pixies, but something much greater... something much more dangerous. Your birth is sudden, and with it, your craving for flesh to satiate the thing vanishes. Your womb bursts and the creature crawls from your bleeding stomach, already too large even for you to bear fully to term.

You name it, but your voice fails you, and Rashelki, your newest child, goes on a rampage of hungry need. It fares well enough, quickly developing a pattern of transforming into collections of stones or earth before it's second head lashes and grasps passersby, sucking them dry of blood and even viscera. Hunters and warriors rise against it, but are summarily defeated when their clubs and stone spears break even as they injure the monstrosity, and it's grinding teeth from the first head mulch those who dare go too close. Rashelki eats very well, though it eventually retreats into the shallows of the sea to simply transform it's wounds away in a facsimile of your own divine regeneration. You receive many prayers asking that the beast not harm their families, but the only way you think you could manage that is by taming your wayward child, and you don't think it will be quite so easily swayed as the mostly-divine Frauma, or your much more reliant demi-human children.

Speaking of those selfsame children, you play further with Ghette and Gaelte this year, your youngest human child proving his talent once again when he hides away in the sea to avoid the attentions of the many dangers you've wrought this year and your middle son plying his skills for the stars in other similar ways. Still, you wish for Seski's return. You wonder if perhaps she wished for a bigger place to live, so you order the construction of something grand, a shrine among shrines, a temple. The construction goes well enough at first, though even with many, many materials, Keshketev's people at the basin are still busy restoring his shrine to it's former glory and only lend their efforts some of the time. By the end of the year, you fear you are not yet even halfway finished. This will be trickier than you thought...

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
272 - 272 (Expended) = 0 + 4 (Blessings) + 6 (Rites) + 978 (94 Vehemence) + 5 (PB) = 993 DE
Holy Place Condensation -5
Overflow Condensation -730
Gained 78 Ambrosia
Remaining: 258

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] = 3 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 8 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -10 of -30 minimum (Extinction Threshold -20), was 0 last turn (+ 7 (Natural Growth + Saitev + Keshketev) - 12 (VE Damage + Rashelki's rampage) = -1 Pop Modifier, -9 Additional Pop Modifier)
5 + 78 (Condensation) - 1 (Temple Construction) - 4 (Sate Hunger) = 78
Amber Condensation -72
Gained 24 Amber
Remaining: 6
238 + 18 + 14 + 10 + 4 + 2 = 286 total legend
21 + 48 - 24 - 19 - 9 - 8 - 6 - 2 - 1 = 0 unspent legend
Gained 2 Obsidian
Gained 24 Amber
Gained (2) Bone Figurines (1 Very Poor, 1 Moderate)
Gained 1 Unit Crystalline Silver
Lost 30 Amber
Lost 9 Obsidian
Lost 1 Colored Crystal
Lost 1 Unit Silver
Lost (2) Gemmed Figurines (1 Moderate, 1 Good)
Lost 1 Electrum

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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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 Clouds [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.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] 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.
[] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 2+ Ambrosia

Avatar Actions (39/40)

[] Form Avatar (12 Ambrosia) (Avatar already formed!)
[] Suffer Avatar (<X>, up to 11 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

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] 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

[] 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] 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 (39/40)

[] 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 1/2. 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].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).
[] 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)
-[] 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 Attrouska. Costs: 0.5 Sustenance per option, 3 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
[] 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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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): 15 (16) Legend
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 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) 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 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
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 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (11) 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 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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): 10 Legend

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
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

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
 
Last edited:
Turn 23 Results; or "Why you should always count your turn budget"
[X] Plan Everyone Combine Blessings
-[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: See your known Skills.
--[X] Expend 16 DE on petitioners for Astrology
--[X] Expend 16 DE on petitioners for Omen Reading
--[X] Expend 16 DE on petitioners for Trickery
--[X] Expend 16 DE on petitioners for Survival
-[X] 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 x7
--[X] Survival x7
-[X] 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 x3
--[X] Command Water [How]
---[X] Calm Seas x2
--[X] Command Clouds [How]
---[X] Bring Rains x1
-[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE x2
--[X] In your territory x2
-[X] 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
--[X] In your territory
-[X] Lay with Sea Pixies
--[X] Contribute 18 Sustenance to add Minor Aspect of Humanity and FM - Yellow Moon
-[X] Find Seski! Costs: 10 DE, 2 Sustenance
-[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)
--[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
-[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 Hard Crystals. Costs: 10 DE
-[X] Innovate something!
--[X] Electrum
--[X] Hard Crystals
--[X] Colored Crystals
-[X] Create Art
--[X] Cast paints upon a canvas of hide and fur
-[X] Use Items
--[X] Equip an item
---[X] Singing Spear
-[X] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum Shrines 5/6.
--[X] On the hilltop next to Attrouska's shrine.
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make Saiga's Hunting Village Shrine grander. Costs: 5 DE.
--[X] Expand another Creche (T2 Limited).
--[X] Dedicate Very Poor and Poor Bone Figurines
-[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] Reduce Fear to 1 if possible
-[X] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 1/2. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
--[X] Continue work on [Keshketev's Basin] temple (4 successes stored).
--[X] Dedicate Amber Figurine
-[X] Meet with Saiga. Costs: 0.5 Sustenance per option
--[X] Learn about him (Current circa turn 13)
--[X] Request to coordinate blessings
--[X] Update him on recent events, particularly regarding whether he can control the Frauma, and the potential problems with controlling Rashelki.
-[X] Meet with Saitev. Costs: 0.5 Sustenance per option
--[X] Learn about him
--[X] Update him on recent events, particularly the birdmen and Attrouska.
--[X] Request to coordinate blessings
-[X] Meet with Keshketev. Costs: 0.5 Sustenance per option
--[X] Trade Amber for him to work the both Crystalline Silver into jewellery for you to enchant. Trade Amber for his work in carving up to 12 Amber Figurines from your amber stocks.
--[X] Request to coordinate blessings
-[X] Show Ghette your reading the omens
-[X] Introduce Gaelte to some small animals
Divine Acts
Bless Sacrifices
Astrology rolled 11, 11, 10, 14, 11. 7, 13, 6, 4, 13. 18, 12, 10, 4, 12. 14
4 Degrees: Gained 26 DE, Gained 16*.04*2.25/2=1 Growth
Omen Reading rolled 10, 21! 15, 11, 16. 14, 19, 13, 2, 9. 9, 10, 7, 10, 9. 3
4 Degrees: Gained 22 DE, Gained 14*.04*2.25/2=1 Growth
+1 Omen Reading
Trickery rolled 6, 13, 12, 12, 4. 10, 7, 6, 16, 7. 12, 18, 12, 10, 15. 12
4 Degrees: Gained 28 DE, Gained 18*.04*2.25/2=1 Growth
Survival rolled 8, 18, 14, 8, 7. 13, 17, 11, 11, 8. 11, 12, 10, 17, 7. 7
4 Degrees: Gained 26 DE, Gained 16*.04*2.25/2=1 Growth

Inspire Survival
Survival rolled 9, 16, 13, 8, 12. 14, 16
2/5/4/2/4/5 degrees of success; 22*(3)=66 DE, 22*.25=5.5*2.25/2=6 Growth

Control Waters (Calm waters - you don't have sea anymore veekie; Bring rains) (Sky to Bring Rains only)
Influence rolled 14, 5
Influence rolled 8
Epic II/Minor/Moderate; 6*.75=4.5+2=6.5 VE

Disappear Fish (Punishment Action) (you removed all of your affinities for it)
Fishing rolled 16
Epic I Success; 4*1.5=6 VE

Darken (Night, Nox, Stars)
Influence rolled 2, 15
CRITICAL FAILURE/Epic II Success; 5*1.5=7.5, Crit Failure: 10 VE (convert all Darken VE to destructive), cancels success bonus
Fear rolled 19
Gained 14 Legend

Yellow Moon
Influence rolled 17
Epic II Success; Growth increased to 225% normal value, Add 1.25 Successes to all blessings

Subtotal VE: 30 VE

Avatar Acts
Lay with Pixies
Add Minor Humanity+Yellow Moon
Humanity adaptation (+1 Survival factor, high adaptation) rolled 15; successful adaptation of Minor Humanity
Moon adaptation (+1 Fertility factor, high adaptation) rolled 9; successful adaptation of Yellow Moon
Successful adaptations reduce dissemination by 20%, no dissemination check this turn

Find Seski!
Survival rolled 6 vs 13
Epic I success; Caught Seski!
Fear rolled 7
Gained 2 Legend; Seski gains 4 Legend
Seski Spends 2 legend; gains Survival 7, Trade 2

Read Future
Astrology rolled 4
Moderate Success; Indeterminate boost

Study Bones
Omen Reading rolled 3
Minor Failure

Study Hard Crystal
Mysticism rolled 12
Moderate Success; discovered properties

Innovate (Electrum; Hard Crystal; Color Crystal)
Innovation rolled 4, 15, 10
Failrure/Major/Minor; lost Electrum, Innovated a Tier 2 Songstress' Amulet (Grants +2 External Perform (Sing)), Converted additional green pigment
Gained 2 Legend

Create Art
Art (Painting) rolled 15
Epic I Success; created Sight upon Sea (Grants a large discount or preference towards Water-based Affinities and Manifestations)
+1 Art (Painting)

Subtotal VE: 0

Communal Acts
Build Shrine
Shrine rolled 6
Success, Shrine complete (1 Ambrosia anointing)

Expand Creche (2 bone figurines, 1 Very Poor, 1 Poor)
Shrine + Quality rolled 13
4 Successes of 4 successes; Creche expanded

Demand Appeasement
Fear rolled 11
Moderate Success; Punishment normal value

Continue Temple Work (4 Stored Successes) (Poor Amber Figurine)
Shrine + Quality rolled 12
4 additional successes stored

Meet Saiga (Learn Saiga; Coordination; Teach Saiga)
Trade (learning) rolled 15
Leadership rolled 11
Trade (teaching) rolled 12
3 degrees/Minor/3 degrees; Character sheet updated, Success in blessing coordination, Saiga may perform unique actions next turn

Meet Saitev (Learn Saitev; Coordination; Teach Saitev)
Trade (learning) rolled 8
Leadership rolled 11
Trade (teaching) rolled 11
1 degree/Minor/2 degrees; Character sheet updated, Success in coordination, Saitev warned and informed

Meet Keshketev (Trades; Coordination)
Trade rolled 8
Leadership rolled 18
1 Degree/Major; Haggles 6 Amber to work with crystal silver, promises figurines at end of following turn but wants 1 ambrosia for it by then, adjusts turn plan to accommodate blessings
Craft (Carving) rolled 10
Mysticism rolled 5 (used stored 9)
3 degrees/2 degrees; created (1) Tier 2 Dark Gemstone (Consumed for significant shrine progress or Fear Attribute progress)
Gained 2 Legend

Teach Ghette Omens
Trade rolled 8
Ghette rolled 8
Ghette spends 3 legend (2 in the hole); gains Trade 3, Omen Reading 1

Gaelte wants pixies!
Gaelte tantrums rolled 8
Gaelte gets what he wants; gains 2 legend
Gaelte spends 2 legend; gains Animal Handling 2

Rashelki Strikes!
Survival rolled 10 vs 3
Epic I Success to Saiga; Saiga faces the beast!
Melee rolled 9 vs 13
Tie! Rashelki 2/6, Saiga's Narwhal Spear ruined! Rashelki Evolves!
Melee rolled 10 vs 13
Moderate Failure for Saiga!; Saiga 7/7. Rashelki Evolves!
Avatar rolled 18 vs 8
Saiga not poisoned
Melee rolled 11 vs 2
Crit Failure for Rashelki; Saiga deliberately drives Rashelki off with 1/6 hit points
Rashelki gains 2 legend
Rashelki spends 4 legend; Gains Survival 4, Melee 2

Decrees
Stones - 2 Hard Crystal
Gifts - (2) Bone Figurines (1 Okay, 1 Moderate)
Taking - 1 Silver

Subtotal VE: 5

Over DE limit; rolled 10
Convert Sustenance at a 2:1 ratio to DE; Lose 10 Sustenance
Sustenance Compulsion threshold (Must sate 11 times)
Severity rolled 5
0 Successes; Must sate all 11 times
Primary Compulsions: Nox, Water
Darken (sates once)
Secondary Compulsions: Night Mother, Trickster
Infuse Pixies (sates once)
Take Fish (sates once)
8 satiety unfulfilled
Avatar Starves? rolled 12
Not yet, begin rampage
Personally Incite
War vs Sing rolled 13 vs 12
Moderate Success, no dogpiles
Melee rolled 15, 12, 9, 9 vs 12
Major/Epic I/Epic II/Epic II Successes; Convert Negative Growth to Sustenance at 4:1, Generates -17 Growth and 34 VE (Sates 4 of 8)
+1 Melee
Avatar Starves? rolled 9->(Fortune reroll)->13
Not yet, continue rampage
Personally Incite
War vs Sing rolled 8 vs 7
Minor Success, no dogpiles
Melee rolled 14, 11, 8, 17 vs 4
Moderate Fail/Tie/Minor Success/Major Fail; Generates -2 Growth and 4 VE (Sates 1 of 4)
Avatar Starves? rolled 6
Disperses

FEAR BUY - Vehemence (73) (Boosted 110)
1-15: Shrine 7
16-30: Influence 9
31-40: Fear 10
41: Omen Reading
42: Mysticism
43: Navigation
44: Perform (Singing)
45: Melee
46: Leadership
47:Innovation
48: Art (Painting)
49: Survival
50-52: Mastery of Astrology
53-55: Excellence of Trickery
56-60: Spirit of the Stars
61-70: EA - Cold
71-80: EA - Sea
81-83: Lesser Bless
84-86: Aspect of Humanity
87-89: Aspect of the Octopus
91-95: Divine Mystery
96-100: Inscrutable One

Rolled 33: Fear 10
Legend rolled 8; Buy complete
Gained Fear 10
Gained Omen Reading 9
Gained Art (Painting) 4

This year, you try to work on not killing people and helping them do the things they want to do, like hunt and fish. You quiet the seas, mask their forms, and bless their efforts. You even come to some of them in dreams of grandeur to gift them your talent in tracking game. And then you accidentally make the shadows too long, make them take on devilish shapes and hide more violent beasts. At least the people don't push the limit of your demands for appeasement this year...

Wishing to improve your Sea Pixies, you change them further, granting them human cleverness and unnatural fertility. The changes take easily, though it takes some time for the new Sea Pixies to spread out among all of them. When you look to the stars and the bones this year, your visions are clouded, and forecasts vague. Perhaps if they'd been a little better, you'd have known what was lurking about after your nicer successes.

Though they are still nice successes. You determine that the harder crystals interact weirdly with amber and ambrosia, and that it may be a good thing you haven't used your spear on another divine yet. On their own, they naturally improve the power of performances and your singing, but they are actually rather weak if struck hard enough. You crush more green pigment, and accidentally warp the electrum beyond restoration, but your work with the hard crystal lends to the creation of a small amulet that you can string up about your neck.

Finally, your efforts to paint go well for once, and you create a beautiful depiction of the land as seen out on the sea. It is so excellent that your attendants ask when you will display it in your shrine properly, probably so they can see it after their pledge to you is complete.

You found Seski this year!

You meet with your various subordinates, learning more about them and telling them how they should bless and grow this year with much success. Keshketev, who is always eager, even manages to change his plans to accommodate your suggestions. And then the two of you join in carving and cutting a dazzling gemstone of opaque silver. By itself, it is an incredible display of beauty and is darkly entrancing. You spend days simply staring at it, even as you absently anoint your newest shrine and oversee the construction efforts of your temple. Even as your body shakes and shivers with need, slowly withering away...

Abruptly you drop the pretty stone, clutching at your stomach and howling in sudden agony. You take form within your village's shrine, little Ghette asking his momma to explain the stars for him again, but you are busy, you are so hungry. Taking your spear in hand, you go out, a towering, vengeful goddess wishing to sow destruction and suffering if only to end her own. Your spear rings a loud and terrible note, deafening the people as you skewer them, raising them to your mouth to bite and chew, rip and tear.

You are still so hungry! You think you tell Gaelte to come with you, but he does not, so you are forced to eat elsewhere once again. The mortals are harder to fight, this time, your skin hangs off of your bones like loose hide, and you cannot capture enough to sate your need. You fall apart, your body mere skin and bones as it fades into nothingness.

Ahhh, at least you aren't hungry anymore!

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
258 + 5 (Emergency Sustenance conversion) - 263 (Expended) = 0 + 168 (Blessings and Inspirations) + 3 (Rites) + 584 (73 Vehemence) + 2 (PB) = 757 DE
Holy Place Condensation -5
Overflow Condensation -510
Gained 52 (-5 previous turn error) = 47 Ambrosia
Remaining: 242

Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 3 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 8 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 8 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 1 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -13 of -32 minimum (Extinction Threshold -21), was -10 last turn (+ 25 (Natural Growth + You + Saitev + Keshketev) - 45 (VE Damage + Avatar Rampage) = -20 Final Growth; becomes -3 Pop Modifier)
6 + 47 (Condensation) - 1 (Temple Construction) - 1 (Shrine Anointment) - 1 (Sate Hunger) = 50
Amber Condensation -45
Gained 14 Amber
Remaining: 5
286 + 14 + 2 + 2 + 2 = 306 total legend
0 + 20 - 10 = 10 unspent legend
Gained 2 Hard Crystal
Gained 14 Amber
Gained (2) Bone Figurines (1 Okay, 1 Moderate)
Gained 1 Silver
Gained a T2 Songstress' Amulet
Gained a T2 Dark Gemstone
Gained Sight Upon Sea
Lost 18 Amber
Lost 2 Crystalline Silver
Lost 1 Hard Crystal
Lost 1 Colored Crystal
Lost 1 Electrum
Lost 1 Ultramarine Blue/Malachite Green
Lost (1) Amber Figurine (1 Poor)

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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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 Clouds [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.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] 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.
[] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 2+ Ambrosia

Avatar Actions (No Avatar, Greatly Limited)

[] Form Avatar (12 Ambrosia)
[] Suffer Avatar (<X>, up to 11 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

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] 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

[] 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] 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 (No Avatar, Greatly Limited)

[] 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: 5/10
-[] 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."

-[] Alter the Decree of Appeasement IV - + or - 2 Fear to affect the degree of the decree (Should not reduce below 1 Fear)
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 10
[] 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 5/8.
-[] 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 1/3. 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].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).
[] 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)

[] Commune with Saiga. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 8 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] 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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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): 15 (16) Legend
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 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) 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 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
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 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (11) 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 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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): 10 Legend

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
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

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 Goddess and pantheon head, you are capable of granting or taking DE and Ambrosia from pantheon members and subordinates far in excess of your limit, or theirs. You can collude with them to have access to their budget in the future, or, since you're dispersed, the option to pressure them to give you any they can spare immediately is noted especially (the same can be done with DE and Ambrosia any time as a special demand).
 
Last edited:
Realm of Gaerig; Svettensog
[X] Plan Hopefully Stop Breaking Things
-[X] Bless Petitioner for Sacrifices [Total Cost 41 DE]
--[X] Expend 36 DE on petitioners for Astrology
--[X] Expend 5 DE on petitioners for Perform (Sing)
-[X] Bless Petitioner for Growth [Total Cost 35 DE]
--[X] Expend 35 DE on petitioners for Survival
-[X] Inspire Petitioner [Total Cost 80 DE]
--[X] Survival x8
--[X] Astrology x8
-[X] Direct Fish**[Total Cost 18 DE]
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Darken**[Total Cost 13 DE]
--[X] In your territory
-[X] Yellow Moon* [Total Cost 35 DE]
--[X] In your territory
-[X] Form Divine Realm [Total Cost 20 DE, 4 Ambrosia]
--[X] Use 20 DE, 4 Ambrosia
-[X] Reserve 1 Ambrosia for Kesh, as per our deal
Divine Acts
Bless Sacrifices
Astrology rolled 18, 18, 9, 17, 10. 12, 12, 13, 11, 10.. 12, 7, 14, 13, 16. 4, 14, 12, 7, 6.. 15, 5, 11, 13, 8. 13, 11, 10, 15, 8.. 19, 11, 16, 11, 15. 5
4 Degrees: Gained 61 DE, Gained 4 Growth
Sing rolled 9, 12, 9, 10, 12
3 Degrees: Gained 8 DE, Gained 0 Growth

Bless Growth
Survival rolled 11, 15, 8, 17, 17. 18, 6, 8, 18, 11.. 14, 13, 10, 5, 12. 18, 13, 10, 2, 9.. 11, 11, 7, 9, 9. 6, 8, 13, 6, 10.. 12, 8, 13, 11, 8
3 Degrees: Gained 35 DE, Gained 13 Growth

Inspire Petitioners
Survival rolled 7, 18, 14, 13, 6. 7, 11, 14
2/5/5/4/1/2/3/5 Degrees: Gained 27 DE, Gained 19 Growth
Developed The Bow
Astrology rolled 9, 19, 7, 4, 5. 9, 17, 12
3/6/2/2/2/3/6/4 Degrees; Gained 28 DE, Gained 19 Growth
Developed The Sundial

Direct Fish (Punishment)
Fishing rolled 12
Epic I Success; 4*1.5=6

Darken (Nox, Night, Stars)
Influence rolled 11
Major Success; 3*1.5=4.5, increase applicable skill checks by 0.6 successes

Yellow Moon
Influence rolled 6
Minor Success; Growth increased to 125% normal value, add 0.25 successes to all blessings

Form Divine Realm
Costs: 20 DE and 2 Ambrosia
2 Ambrosia extra->+2
Forms at Stability 2; miniturn to build the realm.
Fools wander in rolled (Ghette)
Fear rolled 8
Gained 6 Legend

Subtotal VE: 11
Avatar Acts
Seski's music
Perform (Flute) rolled 12
Seski gains 2 legend
Seski spends 1 legend; gains Perform (Flute) 7

Ghette's sight
Astrology/Omen Reading rolled 8
Ghette spends 3 legend (5 in the hole); gains Omen Reading 3, Navigation 5

Gaelte's minions
Animal Handling rolled 12
Gaelte gains 2 legend
Gaelte spends 2 legend; gains Fishing 4, Animal Handling 3

Rashelki's Rampage!
Survival rolled 19 vs 12
Moderate Failure; Saiga engages once more!
Melee rolled 6 vs 17
Epic I Failure! Saiga 5/7
Avatar rolled 12 vs 13
Saiga not poisoned!
Melee rolled 16 vs 13
Major Success! Rashelki 4/6 - Saiga 4/7
Avatar rolled 14 vs 16
Saiga not poisoned!
Melee rolled 10 vs 14
Major Failure! Saiga 3/7
Avatar rolled 12 vs 8
Saiga not poisoned!
Saiga retreats! Rashelki deals 4 VE (retreat) + 4 VE (personal attacks)
Rashelki gains 8 legend
Rashelki spends 4 legend; gains Melee 10, Survival 5, Awe 1

Subtotal VE: 8
Communal Acts
Decrees
Stones - 2 Hard Crystal
Gifts - (2) Bone Figurnines (1 Okay, 1 Moderate)
Taking - None

Keshketev takes a hint
Leadership (initiative) rolled 11
Takes the ambrosia left for him

Keshketev crafts for you
Craft (Carving) rolled 16, 15, 14, 5, 10. 7, 12, 14, 12, 14. 17, 17
6/5/5/2/3/2/4/5/4/5/6/6; (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

Saiga offers to you (Gained VE may not be Destructive the following turn as per marriage contract)
Craft (Carving) Stored 8, 12, 16
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)

Subtotal VE: 0

FEAR BUY - Vehemence (19) (Boosted 29)
1-25: Shrine 7
26-40: Influence 9
41: Perform (Singing)
42: Survival
43-46: Mastery of Astrology
47-50: Excellence of Trickery
51-60: Spirit of the Stars
61-70: EA - Cold
71-80: EA - Sea
81-90: Omenseer
91-95: Divine Mystery
96-100: Inscrutable One

Rolled 4: Shrine 7
Legend rolled 13; buy complete
Gained Shrine 7

With your body once again vanished out from under you, you are left rather bereft of options for the year. You push and poke and prod, but without a body you are mostly stuck doing boring things, watching everybody do fun things.

Well, fine then. You'll make a fun thing. You know what the pressure you exert on reality really is, and you're gonna make a place just for you, like the Great One had, except yours will have more water and less sun... and less mean things that try to get you, too! You push against the fabrics of time and space, and the world groans in protest to your actions. You push further and further, and with a pop your essence suddenly floods into the hole you've made like water into a skin, and the black emptiness about you adapts, transforms, meets your inner self perfectly.

It is always night here, among blade-like crags of rock and rolling waves. Land seems to appear and disappear between swells like mirages, never appearing in the same place twice as a bright moon illuminates Your Place. Beneath the waves is a plethora of imitations of life, fish and weeds of the sea alike. It is calm. The cold and chill about the water forms permanent shelves of ice. Your Frauma have somehow found their way here.

Include up to two effects, subject to QM veto (Warning: Some effects have higher upkeep than others). Include at least one Physical Gateway and any number of additional Gateways to enter the realm by (Warning: Additional and broader Gateways increase upkeep).

[] Write-in only: Your choices are easily varied and wide-reaching in your personal realm. If you think of something you especially want, including at least one new effect in your vote, tag @Powerofmind to discuss the balance and receive particulars for the write-in.

Terminology:
Gateway - A means of entering the Divine Realm. The creator of a Divine Realm is it's own gateway, but they must also specify a physical location that leads to the realm. Additional gateways can be created for an additional cost in upkeep, with broader gateways costing more. Additional Gateways can be metaphysical as well as physical in nature, and conditions can be imposed on them to restrict or allow entry. All Realms with an afterlife must have a Death Gateway (people who die under specific conditions have their spirits automatically transported to your realm).

Stability - A value that determines how many and what kind of restrictions and effects your Realm can possess. Stability begins at 1 and increases by 1 when spending ambrosia equal to the new stability level.

Upkeep - Upkeep rises as new Gateways are built and benefits are added. If a very large number of Divines or sapient souls home in the Realm, Upkeep also increases. Upkeep goes down when Stability increases or when restrictions are imposed. DE upkeep can be stored in advance, up to 20 times the current Realm Stability.

Effect - A specific function granted to the Divine Realm. Crafting spirits can cause their realms to naturally condense materials for their use, pantheon heads can force other pantheon members to meet in the realm they form, designating it as the prize realm of the pantheon, and gods of the dead can allow access to particular individuals, either to incentivize or deincentivize being taken there upon death.
Gateways:
The Depression - It is possible to emerge in your Divine Realm by diving into the old Ambrosia Pool within your Holy Place, and there is a similar pool-within-the-sea in the Divine Realm.
The Journey - Sail into a thick fog within your Influence Radius. Those who become lost in the fog emerge within the Divine Realm.
The Drowned - Those who die by drowning at sea have their soul transported to your realm (in your influence only or your devout only, double upkeep for both).
Effects:
Afterlife (Choose a distinct subculture group or type of death to determine who you take)
Better Afterlife X (Improve the quality of your afterlife to those forced to experience it, having a number of effects)
Manifestation (Spirits from your afterlife can manifest in a specific way or under specific circumstances)
Private Realm (Your realm is not physically connected to other realms in your pantheon)
Supporter of Life (Your realm can support some life)
 
Turn 24 Results
[X] Dark Pool Gateway (Physical) - A physical gate to Svettensog exists within Gaerig's Holy Shites. Upkeep (Holy Sites).
[X] The Veil Lifted - Svettensog is a place where the physical and ethereal are one in the same, and those with the intent may interact as though they are either, granting the Formless and Dispersed a form of telekinesis. Upkeep 4.
[X] The Starry Night - The stars within Svettensog are always bright and sparkling, improving Mystical acts in the realm. Upkeep 4.
Divine Acts
Bless Sacrifices
Astrology rolled 18, 18, 9, 17, 10. 12, 12, 13, 11, 10.. 12, 7, 14, 13, 16. 4, 14, 12, 7, 6.. 15, 5, 11, 13, 8. 13, 11, 10, 15, 8.. 19, 11, 16, 11, 15. 5
4 Degrees: Gained 61 DE, Gained 4 Growth
Sing rolled 9, 12, 9, 10, 12
3 Degrees: Gained 8 DE, Gained 0 Growth

Bless Growth
Survival rolled 11, 15, 8, 17, 17. 18, 6, 8, 18, 11.. 14, 13, 10, 5, 12. 18, 13, 10, 2, 9.. 11, 11, 7, 9, 9. 6, 8, 13, 6, 10.. 12, 8, 13, 11, 8
3 Degrees: Gained 35 DE, Gained 13 Growth

Inspire Petitioners
Survival rolled 7, 18, 14, 13, 6. 7, 11, 14
2/5/5/4/1/2/3/5 Degrees: Gained 27 DE, Gained 19 Growth
Developed The Bow
Astrology rolled 9, 19, 7, 4, 5. 9, 17, 12
3/6/2/2/2/3/6/4 Degrees; Gained 28 DE, Gained 19 Growth
Developed The Sundial

Direct Fish (Punishment)
Fishing rolled 12
Epic I Success; 4*1.5=6

Darken (Nox, Night, Stars)
Influence rolled 11
Major Success; 3*1.5=4.5, increase applicable skill checks by 0.6 successes

Yellow Moon
Influence rolled 6
Minor Success; Growth increased to 125% normal value, add 0.25 successes to all blessings

Form Divine Realm
Costs: 20 DE and 2 Ambrosia
2 Ambrosia extra->+2
Forms at Stability 2; miniturn to build the realm.
Fools wander in rolled (Ghette)
Fear rolled 8
Gained 6 Legend

Subtotal VE: 11
Avatar Acts
Seski's music
Perform (Flute) rolled 12
Seski gains 2 legend
Seski spends 1 legend; gains Perform (Flute) 7

Ghette's sight
Astrology/Omen Reading rolled 8
Ghette spends 3 legend (5 in the hole); gains Omen Reading 3, Navigation 5

Gaelte's minions
Animal Handling rolled 12
Gaelte gains 2 legend
Gaelte spends 2 legend; gains Fishing 4, Animal Handling 3

Rashelki's Rampage!
Survival rolled 19 vs 12
Moderate Failure; Saiga engages once more!
Melee rolled 6 vs 17
Epic I Failure! Saiga 5/7
Avatar rolled 12 vs 13
Saiga not poisoned!
Melee rolled 16 vs 13
Major Success! Rashelki 4/6 - Saiga 4/7
Avatar rolled 14 vs 16
Saiga not poisoned!
Melee rolled 10 vs 14
Major Failure! Saiga 3/7
Avatar rolled 12 vs 8
Saiga not poisoned!
Saiga retreats! Rashelki deals 4 VE (retreat) + 4 VE (personal attacks)
Rashelki gains 8 legend
Rashelki spends 4 legend; gains Melee 4, Survival 5, Awe 1

Subtotal VE: 8
Communal Acts
Decrees
Stones - 2 Hard Crystal
Gifts - (2) Bone Figurnines (1 Okay, 1 Moderate)
Taking - None

Keshketev takes a hint
Leadership (initiative) rolled 11
Takes the ambrosia left for him

Keshketev crafts for you
Craft (Carving) rolled 16, 15, 14, 5, 10. 7, 12, 14, 12, 14. 17, 17
6/5/5/2/3/2/4/5/4/5/6/6; (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

Saiga offers to you (Gained VE may not be Destructive the following turn as per marriage contract)
Craft (Carving) Stored 8, 12, 16
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)

Subtotal VE: 0

FEAR BUY - Vehemence (19) (Boosted 29)
1-25: Shrine 7
26-40: Influence 9
41: Perform (Singing)
42: Survival
43-46: Mastery of Astrology
47-50: Excellence of Trickery
51-60: Spirit of the Stars
61-70: EA - Cold
71-80: EA - Sea
81-90: Omenseer
91-95: Divine Mystery
96-100: Inscrutable One

Rolled 4: Shrine 7
Legend rolled 13; buy complete
Gained Shrine 7

You fill out the emptiness of your realm with ideas and concepts. Things that are and things that might be are one in the same, the stars shine brightly and it is the act of reaching for the sky to swirl them as water and send ripples across the moon. You are marveling at the sensation of having no body and at the same time touching, feeling, smelling, seeing, when you realize something weird. Some parts of your realm, your Svettensog, are slightly more rigid, subtly conforming just a bit more to the natural realm than the rest. You go to check that out...

Ghette falls into your realm!
Ghette rolls 22!
Ghette experiences strangeness
1: Some Power?
2: Some Time?
3: Some Talent?
4: Some Object?

Rolled 1 - Some Power? Gained Faith 2

Figure out how to leave
Astrology rolled 8
Minor Success

Traversing the crests of earth
Omen Reading rolled 5
Danger! Navigation rolled 9
Minor Success

Hello Bears!
Trade rolled 13
Major Success!

Ghette gets something before he goes?
Rolled 2
A bad sickness of chills and fever

Surviving the chills
Ghette rolled 13
He lives!

Ghette gains 15 Legend
Ghette spends an additional 4 Legend; Gained Omen Reading 5, Leadership 2

And there is Ghette, swimming close at the flank of your Frauma, who leads him to the hole you'd made that leads back to the mortal realm. How did he get in here? He grows a little ill from the chill waters, but there is some difference in him that helps him survive the swim to shore from the Teeth, some force of will that takes him home to rest and recover. What a good boy.

Much of your remaining year is spent in isolation, pleasantly hidden away in your private realm. You take note of a force shackling you for some time and peek out to see Saiga shouting his requests and offering you stuff. Silly husband, you weren't really expecting to do much smashing anyway. While you're out, you take note of a number of pretty amber figures made for you by Keshketev, and also note that he'd taken his agreed on price right out from under you. At least he didn't complain that you didn't give it to him directly.

At least you have a fun place to do stuff in considering the otherwise boring year...

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
242 - 242 (Expended) = 0 + 159 (Blessings and Inspirations) + 8 (Rites) + 23 (19 Vehemence) + 5 (PB) = 195 DE
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 190

Equations Noted for this turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 8 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 1.2 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 32 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 7.2 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 2 of -32 minimum (Extinction Threshold -21), was -13 last turn (+ 80 (Natural Growth + You + Saiga + Saitev + Keshketev) - 6 (VE Damage) = 74 Final Growth; becomes +15 Pop Modifier)
5 + 1 (Condensation) - 1 (Keshketev's Bargain) - 4 (Svettensog Created) = 1
306 + 6 = 312 total legend
10 + 6 - 7 = 9 unspent legend
Gained 2 Hard Crystal
Gained (2) Bone Figurines (1 Okay, 1 Moderate)
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)
Gained (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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 Clouds [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.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] 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.


Divine Realm Actions (20/40) (Next Turn Upkeep - 11/40)
[] Increase Stability of the Realm - Pay <X> Ambrosia equal to the level of stability you wish to purchase (costs are cumulative; Stability 2->4 is 3+4=7 Ambrosia).
[] Empower Realm - Pay <X> DE to reserve more energy for upkeep.
[] Exert Will - Pay <5X> DE per effect or gateway added to your realm.
[] Rebound - Pay <X> DE equal to five times the Upkeep of effect or gateway you wish to remove.

[] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
[] 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

Avatar Actions (No Avatar, Greatly Limited)

[] Form Avatar (12 Ambrosia)
[] Suffer Avatar (<X>, up to 11 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

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] 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

[] 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] 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 (No Avatar, Greatly Limited)

[] 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: 6/10
-[] 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."

-[] Alter the Decree of Appeasement IV - + or - 2 Fear to affect the degree of the decree (Should not reduce below 1 Fear)
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 10
[] 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 5/8.
-[] 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 1/3. 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].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).
[] 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)

[] Commune with Saiga. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 8 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] 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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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): 15 (16) Legend
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 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) 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 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
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 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend
Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (30 Legend)

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (11) 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 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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): 10 Legend

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
Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) 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
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

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
 
Turn 25 Results
[X] Plan In The Darkness Help Them
-[X] 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 x 21 = 105 DE
--[X] Survival x6
--[X] Trickery x5
--[X] Omen Reading x5
---[X] Direct one to Ghette
--[X] Astrology x5
---[X] Direct one to Ghette
-[X] 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
--[X] In your territory
-[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Empower Realm - Pay 20 DE to reserve more energy for upkeep.
-[X] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
-[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)
--[X] 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
---[X] Develop a ritual for Inscrutable One
-[X] 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: 6/10
--[X] Alter the Decree of Appeasement IV - + or - 2 Fear to affect the degree of the decree (Should not reduce below 1 Fear)
---[X] Revoke the Decree of Appeasement
Divine Acts
Inspirations
Survival rolled 10, 15, 7, 13, 6. 13
3/5/2/4/1/4 Degrees; Gain 95 DE, gain 26 Growth
Trickery rolled 19, 8, 16, 6, 9
5/2/6/1/2 Degrees; Gain 80 DE, gain 22 Growth
Omen Reading rolled 5, 11, 10, 11, 10
1/3/3/3/3 Degrees; Gain 65 DE, gain 18 Growth
Astrology rolled 14, 11, 7, 16, 13
5/4/2/7/5 Degrees; Gain 115 DE, gain 32 Growth
Discovered Writing (Disseminates into population)
Gained Writing 1
Fear rolled 12
Gained 5 Legend

Invention Legends that I forgot from last turn
(Bow/Sundial) Fear rolled 14, 15
Gained 13 Legend

Yellow Moon
Influence rolled 27!
Critical Success! Grants an additional 300% Growth on all acts, Grants +3 Successes to all blessings, +3 Pop Modifier (additional)

Drive Fish Away (Nox, Night)
Fishing rolled 7
Minor Success; 1.5 VE

Subtotal VE: 2

Avatar Acts
Devise Ritual
Astrology rolled 8
Moderate Success, Ritual unlocked

Seski rolled 16
Bloodline Test rolled 19 (Lines up with The People, grants Water Affinity to The People)
Seski gains 3 Legend
Seski spends 1 Legend; gains Craft (Carving) 4

Ghette rolled 6
Ghette spends 3 Legend; gains Omen Reading 7, Trade 4

Gaelte rolled 19
Discovered Domestication (Sea Pixies are considered pets and fishing helpers)
Gained Animal Handling 4, Gained 5 Legend
Spent 2 Legend; gained Animal Handling 5, Fishing 5

Rashelki Strikes!
Survival rolled 12 vs 18
Moderate Failure! Rashelki nests for children!
Brood Test rolled 17 (Created the Essence Drinker Brood)
Rashelki gained 5 Legend
Spent 3 Legend; gained Craft (Weaving) 2, Awe 2
Generated 4 VE

Subtotal VE: 4

Communal Acts
End Appeasement

Decrees
Stones - 2 Obsidian
Gifts - (2) Bone Figurines (2 Okay)
Taking - 1 Silver

Subtotal VE: 0

FEAR BUY - Vehemence (6) (9 Boosted)
1: Shrine 8
2: Influence 9
3: Survival
4: Omen Reading
5: Fishing
6: Writing (First to Public Discovery in area)
7: Excellence of Trickery
8: Mastery of Astrology
9: Lesser Inspiration
10: Divine Mystery

Rolled 3: Gained Survival 6
Gained Writing 1

For the first time in ages, you don't feel full to start your year off. Regardless, you soldier on, playing in your new realm to imitate the form you had and discovering a ritual to further emphasize your capricious nature. Pleasantly, you find you are able to grant inspiring dreams and empower the moon even from your personal realm, and with your body still in tatters you're inclined to do so. Thanks to the dreams you give people, you even manage to keep up with the current news.

Seski has eloped with some hunter, and gotten herself pregnant! You are quite upset, you didn't even get a chance to preside as head of her house! Fortunately, she wasn't foolish, and though she's made a home with the hunter, she made sure that she didn't take the hunter's House name. As the year draws to a close, the child, your first human granddaughter, is born. From what you can see, she shares a great deal of similarity with one of your other children, save her affinity to water.

Ghette and Gaelte continue to explore their personal interests, but Gaelte really outdoes himself when he discovers a means of teaching Sea Pixies to do certain things, like lead the boat he'd forced his attendants to take out to rich fishing grounds and carry up slow mollusks or prawn. Apparently, by teaching them on easier targets and rewarding them with tiny bits of venison, which the Pixies seem especially fond of, he has managed to get them to associate doing these things with rewards. What a smart boy.

For Rashelki, sneaky as the child is, you nearly stumble upon it with an inspiring dream to a young man, who wriggles free of being buried neck deep on the earth. Rashelki has conjured up some eggs, it seems, and has prudently left the newborns food for when they hatch. The man you inspired, however, has escaped certain doom when he flexes and clenches his body beneath the ground, leaving enough wiggle room to break free.

He does not seem to care much about the other victims, though...

You absently note the swell of people in your villages, and how frequently some of them have taken to packing up and going elsewhere when they marry. Attrouska's ruined villages will be restored very soon it seems.

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
190 - 190 (Expended) = 0 + 355 (Blessings and Inspirations) + 32 (Rites) + 43 (6 Vehemence) + 2 (PB) = 432 DE
Holy Place Condensation -5
Overflow Condensation -160
Gained 17 Ambrosia
Remaining: 267

Equations Noted for this turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 32 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 7.2 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 7 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 10 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 3 of -32 minimum (Extinction Threshold -21), was 2 last turn (+ 104 (Natural Growth + Pantheon) - 2 (VE Damage) = 102 Final Growth; becomes +6 Pop Modifier, +3 Additional Pop Modifier, -4 Overpopulation (Settle), -4 Overpopulation (Settle))
1+ 17 (Condensation) = 18
Amber Condensation - 12
Gained 4 Amber
Remaining: 6
312 + 13 + 5 = 330 total legend
9 + 18 - 1 = 26 unspent legend
Gained 2 Obsidian
Gained 1 Silver
Gained (2) Bone Figurines (2 Okay)
Gained 4 Amber

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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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 Clouds [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.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] 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.


Divine Realm Actions (31/40) (Next Turn Upkeep - 22/40)
[] Increase Stability of the Realm - Pay <X> Ambrosia equal to the level of stability you wish to purchase (costs are cumulative; Stability 2->4 is 3+4=7 Ambrosia).
[] Empower Realm - Pay <X> DE to reserve more energy for upkeep.
[] Exert Will - Pay <5X> DE per effect or gateway added to your realm.
[] Rebound - Pay <X> DE equal to five times the Upkeep of effect or gateway you wish to remove.

[] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
[] 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
-[] Develop Ritual of Unknowable Bodies. 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
-[] Develop Ritual of Unknowable Bodies. 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 a Ritual. Costs: 12 DE

Avatar Actions (No Avatar, Greatly Limited)

[] Form Avatar (12 Ambrosia)
[] Suffer Avatar (<X>, up to 11 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

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] 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

[] 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 30-80 DE, 4-7 Ambrosia OR 20-50 total Tiers of appropriate Amber Crafts (?)
-[] Ritual of Unknowable Bodies. Costs: 50-200 DE, 1-12 Ambrosia OR 40-80 total Tiers of appropriate Amber Crafts (?)


Commune Actions (No Avatar, Greatly Limited)

[] 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: 6/10
-[] 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: 10

[] 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 5/8.
-[] 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 1/3. 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].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).

[] 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)
[] Commune with Saiga. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 5 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] 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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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): 15 (16) Legend
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 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) 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 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
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 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend
Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (30 Legend)

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (11) 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 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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): 10 Legend

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
Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) 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
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

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

Okay, something's getting removed or nerfed from Inspirations, I just don't know what yet.
As a Fear Focused Divine, you have little ability to ensure your Avatar score is always low enough to safely reform from your Shrine-based Ambrosia capacity. To mitigate this risk, try lowering your Avatar score by bearing Ur-Beasts regularly.
 
Last edited:
Turn 26 Results
[X] Plan Rising Tide
-[X] 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
--[X] Expend <10> DE on petitioners on Survival
--[X] Expend <10> DE on petitioners on Perform(Sing)
--[X] Expend <5> DE on petitioners on Mysticism
---[X] For Ghette
-[X] 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
--[X] Command Water [How]
---[X] Calm Seas
----[X] x2
--[X] Command Clouds [How]
---[X] Call Rain
-[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
--[X] Call Fish.
---[X] x2
-[X] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
--[X] In your territory
---[X] x2
-[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: 30 DE
--[X] In your territory
---[X] x2
-[X] Increase Stability of the Realm - Pay <3> Ambrosia for Stability 3
-[X] Empower Realm - Pay <18> DE to reserve more energy for upkeep.
-[X] Exert Will - Pay <5> DE per effect or gateway added to your realm.
--[X] Divine Pool of Ambrosia
-[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)
--[X] 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
---[X] Develop a ritual for Elemental Affinity - Ocean
--[X] Develop Ritual of The Alluring Singer. Costs: 12 DE
-[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] Ritual of Unknowable Bodies. Costs: 12 DE
-[X] Commune with Saiga. Costs: 5 DE (One Time)
--[X] Share <2> Ambrosia (sets of 2)
-[X] Commune with Saitev. Costs: 5 DE (One Time)
--[X] Share <2> Ambrosia (sets of 2)
-[X] Commune with with Keshketev. Costs: 5 DE (One Time)
--[X] Share <2> Ambrosia (sets of 2)
-[X] Commune with Attrouska. Costs: 5 DE (One Time)
--[X] Share <2> Ambrosia (sets of 2)
Divine Acts
Inspirations
Survival rolled 13, 15
4/5 Degrees; Gain 27 DE
Sing rolled 13, 13
3/3 Degrees; Gain 18 DE
Mysticism rolled 14
4 Degrees; Gain 12 DE
Gain 0 Growth

Control Waters (Still don't have Sea affinity, Sky)
Influence rolled 12, 17
Influence rolled 11
4/6/4 Degrees; Gain 14 VE, 1 Growth

Call Fish
Fishing rolled 10, 34!
3/Critical! Degrees; Gain 2.25+11.25=14 VE, 2 Growth
+1 Fishing

Darken (Nox, Night, Stars)
Influence rolled 12, 11
5/4 Degrees; Gain 13.5 VE, +1.8 Successes to applicable personal checks

Moonlight
Influence rolled 9, 10
Moderate/Moderate Success, +12 to personal Divine or Influence Acts, and +12 to Mystical Acts
Weird rolled 13, 13
No Weirds

Subtotal Earnings: 57 DE, 42 VE, 0 Legend, 3 Growth

Realm Acts
Gain Stability 3
Exert Will (Expand Ambrosia Storage)

Avatar Acts
Design Rituals (EA - Ocean; Alluring Singer)
Astrology rolled 9
Major Success; Ritual of the Deep Expanse (90-120 DE, 8-11 Ambrosia OR 50-90 Tiers of appropriate (?) Crafts (?)
Astrology rolled 10
Major Success; Ritual of the Alluring Singer (50 DE, 5 Ambrosia OR 40 Tiers of appropriate Amber Crafts (?)

Study the Bones (Ritual of Unknowable Bodies)
Omen Reading rolled 16
Epic II Success; Accuracy raised to 100%, Amber Craft revealed to be Many-Faceted Craft (DC 60 to create)

Seski rolled 12
Boosted The People: +3%
Seski spends 1 Legend, gains Craft (Carving) 5

Ghette rolled 10
Ghette spends 3 Legend; gains Astrology 9, Omen Reading 8, Trade 5

Gaelte rolled 12
Gaelte spends 2 Legend; gains Fishing 6, Navigation 3

Rashelki Strikes!
Survival rolled 12 vs 15
Tie; Rashelki defends a nest!
Saiga (and new weapon) vs Rashelki
Melee rolled 17 vs 13
Moderate Success; Spear 1/2, Rashelki 2/6
Rashelki evolves!
Rashelki abandons her nest!
Generate 2 VE
Rashelki gains 2 Legend, Saiga gains Legend
Rashelki spends 4 Legend; gains Survival 7, Craft (Weaving) 4

Subtotal Earnings: 2

Communal Acts
Beg Saiga
Leadership rolled 10
Ambrosia open to you (4)

Beg Saitev
Leadership rolled 10
Ambrosia not open to you

Beg Keshketev
Leadership rolled 9
Ambrosia open to you (2)

Beg Attrouska
Leadership rolled 7
Ambrosia not open to you

Decrees
Stones - Gained 2 Obsidian
Gifts - Gained (2) Bone Figurines (1 Poor, 1 Okay)
Taking - None

Subtotal Earnings: 0

FEAR BUY - Vehemence (44) (66 Boosted)
1-25: Shrine 8
26-40: Influence 9
41: Fishing
42: Omen Reading
43: Survival
44: Mysticism
45: Perform (Sing)
46: Leadership
47-48: Excellence of Trickery
49-50: Mastery of Astrology
51-60: Spirit of the Stars
61-70: Spirit of the Sea
71-80: EA - Sea
81-85: Omenseer
86-90: Lesser Inspiration
91-95: Divine Mystery
96-100: Inscrutable One

Rolled 47: Excellence of Trickery
Legend rolled 3; Buy complete
Gained Excellence of Trickery
Gained Fishing 1

Once again you are forced to stay within the relative safety of your Realm, your form still mostly smoke and vapor. You do a few little displays of power, remind people who's in charge, and their healthy respect for you earns you a great deal of energy for a small amount of effort. How useful.

Once again, Rashelki tries for more children, but this time her efforts are thwarted by an especially persistent Saiga, making use of your darkness empowerment to catch her. The fight for the nest is short and somewhat disappointing, as Saiga seems to have crafted himself a new spear, almost certainly in conjunction with Keshketev, that doesn't break so easily upon Rashelki's skin, and breaks through it much easier as well. Rashelki's retreat is swift from the nest, where Saiga smashes the few eggs there and frees the victims slated to be food. You honestly aren't sure whether to be happy or upset.

Your other children do less interesting things without you around, Seski making a set of twins, Ghette studiously delving further into mystical knowledge, and Gaelte... well Gaelte has managed to prove that he's a good fisherman, and in Saiga's village, your attendants more and more are the particularly good-looking orphans who do not have a parent to barter skills for food. Gaelte is generous with his catches, it seems.

You... were forced to call upon your subordinates, however, in order to make sure you could properly reform your avatar soon. Saiga and Keshketev, the two who are closest to you, offer without a second thought their reserves, but Saitev is cautious and refuses, as does Attrouska, who has only just managed to reform her body, looking curiously different now without the strangeness of the shrew affecting her. She has grown decidedly plump, and despite the age she appears to show, is not so much a mad hag as a wizened woman.

She's still not as pretty as you are, though.

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
267 - 265 (Expended) = 2 + 57 (Blessings and Inspirations) + 7 (Rites) + 616 (44 Vehemence) + 2 (PB) = 684 DE
Holy Place Condensation -5
Overflow Condensation -410
Gained 42 Ambrosia
Remaining: 269

Equations Noted for this turn's income: (Rite Income = 4*6*[(17+[Fear/2]+Pop Modifier)/15] = 7 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 14 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 7 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 13.6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 2 of -32 minimum (Extinction Threshold -21), was 3 last turn (+ 10 (Natural Growth + Pantheon) - 13 (VE Damage) = -3 Final Growth; -1 Population Modifer)
6 + 42 (Condensation) - 3 (Realm) = 45
Amber Condensation - 36
Gained 13 Amber
Remaining: 9 + 6 (Shared) = 15
330 total legend
26 - 8 = 18 unspent legend
Gained 2 Obsidian
Gained (2) Bone Figurines (1 Poor, 1 Okay)
Gained 3 Amber (Net)
Gained 1 Electrum

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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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 Clouds [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.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] 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.


Divine Realm Actions (31/40) (Next Turn Upkeep - 22/40)
[] Increase Stability of the Realm - Pay <X> Ambrosia equal to the level of stability you wish to purchase (costs are cumulative; Stability 2->4 is 3+4=7 Ambrosia).
[] Empower Realm - Pay <X> DE to reserve more energy for upkeep.
[] Exert Will - Pay <5X> DE per effect or gateway added to your realm.
[] Rebound - Pay <X> DE equal to five times the Upkeep of effect or gateway you wish to remove.

[] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
[] 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
-[] Develop Ritual of Unknowable Bodies. 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
-[] Develop Ritual of Unknowable Bodies. 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 a Ritual. Costs: 12 DE

Avatar Actions (No Avatar, Greatly Limited)

[] Form Avatar (12 Ambrosia)
[] Suffer Avatar (<X>, up to 11 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

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] 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

[] 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 50 DE, 5 Ambrosia OR 40 total Tiers of appropriate Amber Crafts (?)
-[] Ritual of Unknowable Bodies. Costs: 50-200 DE, 1-12 Ambrosia OR 40-80 total Tiers Many-Faceted Amber Crafts (DC 60)
-[] Ritual of the Deep Expanse. Costs: 90-120 DE, 8-11 Ambrosia OR 50-90 total Tiers of appropriate (?) crafts (?)


Commune Actions (No Avatar, Greatly Limited)

[] 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: 6/10
-[] 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: 10

[] 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 5/8.
-[] 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 1/3. 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].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).

[] 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)
[] Commune with Saiga. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 5 DE (One Time)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 5 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] 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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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): 15 (16) Legend
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 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) 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 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
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 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend
Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (30 Legend)

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (11) 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 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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): 10 Legend

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
Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) 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
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

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
Mastery of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses, +1 Strong Modifier for all Trickery Checks): 10 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
 
Last edited:
Night and Day
[X] Plan Rite of the Inscrutable
-[X] 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 x7 = 35 DE
--[X] Omen Reading x3
--[X] Astrology x3
--[X] Trickery x1
-[X] 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 x1
--[X] Command Clouds [How] x1
---[X] Call Rain x1
-[X] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE x2
--[X] Freeze [What?] x2
---[X] Freeze food
-[X] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE x2
--[X] In your territory x2
-[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: 30 DE
--[X] In your territory
-[X] 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
--[X] In your 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: 35 DE
--[X] In your territory
---[X] Bone
----[X] Prioritize the higher qualiy figurines and Saiga's weapon if he wants to transmute it.
-[X] Form Avatar (12 Ambrosia)
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x2
-[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)
--[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
--[X] Develop Ritual of Unknowable Bodies. Costs: 12 DE
-[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] Develop Ritual of Unknowable Bodies. Costs: 12 DE
-[X] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
--[X] Refine a Ritual. Costs: 12 DE
---[X] Ritual of Unknowable Bodies
-[X] Use Items
--[X] Equip an item
---[X] Songstress' Amulet
--[X] Gift an item
---[X] Waterskin Cloak (Tier 3 Clothing) to Ghette
-[X] Innovate something! x2
--[X] Electrum
--[X] Amber
-[X] Create Art x2
--[X] Cast paints upon a canvas of hide and fur x2
-[X] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 10
--[X] Demand that people gather their food stores where you're freezing.
-[X] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 1/3. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
--[X] Continue work on [Keshketev's Basin] temple (4 successes stored).
--[X] Dedicate 2 Very Poor Amber Figurines
--[X] Dedicate 1 Poor Amber Figurine
--[X] Dedicate 2 Moderate Amber Figurines
--[X] Dedicate the Transmuted version of the Bone Figurines
--[X] Dedicate the Dark Gemstone ONLY if it would have the same effect as using it to improve a shrine.
--[X] If overflow on construction results, put that towards moving the Painted Stars improvement to the temple.
-[X] Commune with Saiga.
--[X] Learn about him (Current circa turn 13)
--[X] Request something
---[X] Gift him a piece of amber
---[X] Ask him to go with you to search for a Plant spirit next year.
---[X] Ask him to build a shrine near your new temple when it's convenient for him.
---[X] Ask if he wants you to try to transmute his new weapon, if it's made of bone. Include it in your Harvest Moon if he agrees.
-[X] Commune with Saitev.
--[X] Learn about him
--[X] Request something
---[X] Gift him a piece of amber
---[X] Ask him to go with you to search for a Plant spirit next year.
---[X] Ask him to build a shrine near your new temple when it's convenient for him.
-[X] Commune with with Keshketev.
--[X] Learn about him (Current circa turn 21)
--[X] Trade something
---[X] Pay in Amber for crafting your amber, up to 20 pieces expended total.
-[X] Commune with Attrouska.
--[X] Learn about her (Current circa turn 22)
--[X] Request something
---[X] Gift her a unit of Malachite Green
---[X] Request that she teach people how to write.
---[X] Ask her to build a shrine near your new temple when it's convenient for her. You understand that this may take a while for her to have the resources to spare for it. You can wait.
-[X] 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)
--[X] Learn about him
--[X] Request something
---[X] Ask him about the rest of his pantheon.
-[X] Visit Seski's family
-[X] Have Ghette join you in your Mystic research
-[X] Bring Gaelte some small birds, now that he has the Sea Pixies at his beck and call.
-[X] Have the Frauma help with your Harvest Moon transmutations
Inspirations
Omen Reading rolled 17, 10, 7
5/3/2 degrees; Gain (30) DE, Lose 1 Growth
Astrology rolled 18, 14, 16
6/5/7 degrees; Gain (54) DE, Lose 2 Growth
Trickery rolled 6
2 degrees; Gain (6) DE, Lose 0 Growth

Control Water (Sky, Nox, Night)
Influence rolled 9
3 degrees; gain 6.75 VE, special synergy with Freeze

Freeze Food (Nox, Night)
Influence rolled 8, 15
4/6 degrees; gain 20 VE, lose 13 growth to gain 26 additional VE

Darken (Stars, Nox, Night)
Influence rolled 5, 18
2/6 degrees; gain 12 VE, add 1.6 successes to all applicable checks (self)

Moonlight
Influence rolled 16
5 degrees; add +15 to applicable influence and mystical acts
Weird rolled 4
No weirds

Silver Moon
Influence rolled 11
4 degrees; +4 Strong modifier to Air acts, Twist Mystical IV
Fear rolled 12
Gained 12 Legend

Harvest Moon
Influence rolled 8
3 degrees; +3 Strong modifier to Fire acts, convert (32) Bone to Obsidian

Subtotals: 90 DE, 65 VE, 12 Legend, -16 Growth
REFORM

Lure (Nox, Night)
Sing+Trickery rolled 10, 18
Major/Epic II success; Gain 16 VE
+1 Perform (Sing)

Study Future
Astrology rolled 10
Epic I Success; TWISTED RESULT

Ritual Astrology
Astrology rolled 7
Major Success; TWISTED RESULT

Study Bones
Omen Reading rolled 12
Epic II Success; TWISTED RESULT

Ritual Entrails
Omen Reading rolled 11
Epic I Success; TWISTED RESULT

Mystic Rituals
Mysticism rolled 16
Epic III Success; TWISTED RESULT
+1 Mysticism

The Twist IV (22 Successes)
Maleficent Visions (5)

EQUIP AMULET
GIFT CLOAK

Innovate (Electrum; Amber)
Innovation rolled 11, 12
Minor/Major Success; Might be onto something, created a Poor Many-Faceted Amber Figurine

Create Art
Painting rolled 4, 4
Failure/Failure; lost two units Malachite Green

Subtotal: 16 VE, +1 Singing, +1 Mysticism, Poor Amber Figurine
Demand Storage
Fear rolled 11/15->Use 15
Epic I Success; Canceled out 4 Growth Loss/8 VE

Finish the Temple (Dedicate (5) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate), (13) Transmuted Obsidian Figurines (1 Poor, 7 Okay, 5 Moderate), Dark Gemstone)
I have previously noted that in order to 'move' Grand extensions, you must ruin the shrine housing it. If you wanted a particular extension in a particular place, you should have considered a bit further in advance. You cannot simply shift around components like that.
Shrine+Quality rolled 10
12 Successes! 20 total Successes
10/10 Temple Completion
4/4 Tier 2
6/6 Tier 3
Successes Exhausted
Choose a Temple Extension (activates at the beginning of next turn)
Fear rolled 17
Gained 16 Legend

Saiga
Trade (Learning) rolled 16
4 Degrees
Leadership (Coordinate) rolled 10
2 Degrees; Amenable to all

Saitev
Trade (Learning) rolled 12
2 Degrees
Leadership (Coordinate) rolled 10
2 Degrees; Amenable to all

Keshketev
Trade (Learning) rolled 7
0 Degrees
Trade (Deal) rolled 11
2 Degrees; He'll take one of every three (Get 15 Figurines next turn)

Attrouska
Trade (Learning) rolled 13
3 Degrees
Leadership (Command) rolled 14
4 Degrees; Will spread writing

Fox Spirit
Trade (Learning) rolled 12
2 Degrees
Leadership (Diplomacy) rolled 12
3 Degrees; Will direct you to the Head's nearest shrine

Frauma Arrive!
Influence rolled 9, 15, 9 ,15
2/5/2/5 Degrees; Transmute (14) more units

Decrees
Stones - 2 Obsidian
Gifts - (2) Obsidian Figurines (1 Okay, 1 Moderate)
Taking - 1 Silver

Subtotals: 4 Growth, -8 VE, 16 Legend, 2 Obsidian, 2 Figurines, 1 Silver
Visit with Seski
Seski rolled 13; adds +3% to The People
Seski gifts back a Poor Many-Faceted Amber Figurine

Make Ghette suffer with you
Ghette rolls 12
Unfettered Visions (1)
Personal weird rolled 4 (Green)
Ghette discovers Healer's Profession (Organized); +1 Herbalism
Ghette gains 5 Legend; Ghette exceeds threshold (you gain 53 Legend)
Ghette spends 3 Legend (Creche Exit); gains Mysticism 1, Astrology 10, Omen Reading 9

Gaelte hates birds and feeds them to his pets
Gaelte rolled 14
Gaelte gains 4 Legend
Gaelte spends 2 Legend; gains Navigation 4, Animal Handling 6

Rashelki's Violence
Survival rolled 16 vs 9
Epic II Success; caught Rashelki by surprise!
Melee rolled 18 vs 6
Epic II Success; Spear 1/2, Rashelki 0.5/6 and captured! (Sealed in Creche)
Rashelki gains 2 Legend, Saiga gains a very large amount of legend
Rashelki spends 4 Legend; Rashelki gains Awe 4, Craft (Weaving) 6
Generate 2 VE

Subtotals: 2 VE, Poor Amber Figurine, 53 Legend

Exceeded DE capacity; Converting Sustenance
Severity rolled 10
2:1 Conversion: 20 Sustenance converted
Remaining: 10
You dodged the bullet by not doing actions.

FEAR BUY - Vehemence (75) (Boosted 113)
1-25: Shrine 8
26-40: Influence 9
41: Omen Reading
42: Mysticism
43: Leadership
44: Innovation
45: Perform (Sing)
46: Art (Painting
47-48: Mastery of Trickery
49-50: Mastery of Astrology
51-60: Spirit of the Stars
61-65: Spirit of Death
66-75: EA - Cold
76-85: EM - Ice
86-90: Divine Mystery
91-100: Inscrutable One

Rolled 61: Spirit of Death
Rolled 16; Initiate second buy, replace Spirit of Death with Lesser Inspire
Rolled 68: EA - Cold
Gained Spirit of Death
Gained Elemental Affinity - Cold
Gained Perform (Sing) 5
Gained Mysticism 4

You stretch and crack the conceptual bones of your restored body, infinitely pleased to have a more solid one back once again. You have much to do this year, but you plan your visit to the Fox first of all. He seems surprisingly unwilling to test you again this visit; apparently the clever beast has kept an eye on your prodigious growth and has decided to quit while he's ahead. Cheater, you'd been hoping to come by and absolutely twist him in knots with the divinely inspired tricks you can conceive.

At last, you learn his name, Mo'sagao, and he is unable to refuse you what you wish to know. "My master is Shosho'an, Spirit of the Flame, Benevolent One, and Master of the Day. Gaerig of the Night and Sea, if you wish to meet with him, there is a fine shrine of his a little ways north of here."

"Why are you being so accommodating Mo'sagao,"
you question warily. "I will have revenge if you're trying to lead me into a trap."

The fox grins. "I merely wish to watch the whole thing blow up in your faces," he states plainly. "I doubt either of you will see eye to eye."

Test Dominance (Pantheon Tier)
(Narrative/Power) Comparison: Usko < I I I I I X I I I I > Geshtaf
Lightly favors the Geshtaf

Test Dominance (Personal)
Awe/Trickery rolled 14 vs 12
Minor Success!
Perform rolled 4 vs 11
Major Success; Demeanor is Threatened (Successes+Innate Friction)

True to his word, the Fox leads you to the shrine several miles north. At once, you feel a challenge, spread in some unknowable way. You make yourself known in a swirl of night and shadow, seeming imposing and frightening to the locals despite the massive bonfire at the foot of the shrine. A booming voice sounds across the shrine, drawing the attentions of the attendants and some villagers. "Who dares!" cries the spirit, rising up out of the fire and forcing you to shroud yourself even further in shadows and nighttime lest his shining, blazing form actually burn you. You must admit, you've never seen a spirit that didn't wear a form of flesh and blood; this Shosho'an seems to be made entirely of sunlight. "The Crone sends you to extinguish my light? She will find I am not so easy to snuff out as The Explorer and his ilk!"

Unintentional the insult may have been, but you are still coldly furious at the insinuation, at the sheer blindness of this stupid creature to your magnificence. How could you, of all beings, possibly serve another with your divine form and your incalculable might?

"Pitiful candle, shining only to reveal your ignorance; you've erred, blinded by your own light!

I do not serve the defeated, withered Crone; I am The Endless Water, The Dark of Night!"


Breathing harshly to keep yourself in control, you derive sadistic pleasure to see the overblown hearthfire reel and fluctuate from your little performance. Despite what you feel is a natural power over the spirit of fire, he does not bow immediately; he is likely being propped up by his pantheon's faith and strength. You would have to insinuate yourself in his little group to show the pompous fool his place.

Still... he isn't far off from you in terms of divine might. If the sense you've got is any indication, he's merely an exertion of will away from unlocking the extra power you've so far hoarded to yourself...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[] Expand a Wing of Water - Your nature as a Water Goddess is core to your being. Dedicate this temple to you as The Endless Sea.
[] Expand a Wing of Night - Your nature as a seductive and playful Night Goddess is core to your being. Dedicate this temple to you as The Night Mother.
[] Expand a Wing of Seers - Your nature as a Mystery Goddess is core to your being. Dedicate this temple to you as The Mysteries Of The Night.
[] Expand Cleansing Baths - Your temple was built upon bubbling, warm springs with many mineral properties. Dedicate this temple as a place of healing and restoration.

[] What do you want from Shosho'an the Flame? You can probably get away with some things...
 
Turn 27 Results
EXPANSION
[X] Expand a Wing of Water - Your nature as a Water Goddess is core to your being. Dedicate this temple to you as The Endless Sea.
CONCESSION
[X] Request free passage to pass through and trade within their lands unharmed for your pantheon and their worshippers, so long as the one doing so does no direct harm to them.
Inspirations
Omen Reading rolled 17, 10, 7
5/3/2 degrees; Gain (30) DE, Lose 1 Growth
Astrology rolled 18, 14, 16
6/5/7 degrees; Gain (54) DE, Lose 2 Growth
Trickery rolled 6
2 degrees; Gain (6) DE, Lose 0 Growth

Control Water (Sky, Nox, Night)
Influence rolled 9
3 degrees; gain 6.75 VE, special synergy with Freeze

Freeze Food (Nox, Night)
Influence rolled 8, 15
4/6 degrees; gain 20 VE, lose 13 growth to gain 26 additional VE

Darken (Stars, Nox, Night)
Influence rolled 5, 18
2/6 degrees; gain 12 VE, add 1.6 successes to all applicable checks (self)

Moonlight
Influence rolled 16
5 degrees; add +15 to applicable influence and mystical acts
Weird rolled 4
No weirds

Silver Moon
Influence rolled 11
4 degrees; +4 Strong modifier to Air acts, Twist Mystical IV
Fear rolled 12
Gained 12 Legend

Harvest Moon
Influence rolled 8
3 degrees; +3 Strong modifier to Fire acts, convert (32) Bone to Obsidian

Subtotals: 90 DE, 65 VE, 12 Legend, -16 Growth
REFORM

Lure (Nox, Night)
Sing+Trickery rolled 10, 18
Major/Epic II success; Gain 16 VE
+1 Perform (Sing)

Study Future
Astrology rolled 10
Epic I Success; TWISTED RESULT

Ritual Astrology
Astrology rolled 7
Major Success; TWISTED RESULT

Study Bones
Omen Reading rolled 12
Epic II Success; TWISTED RESULT

Ritual Entrails
Omen Reading rolled 11
Epic I Success; TWISTED RESULT

Mystic Rituals
Mysticism rolled 16
Epic III Success; TWISTED RESULT
+1 Mysticism

The Twist IV (22 Successes)
Maleficent Visions (5)

EQUIP AMULET
GIFT CLOAK

Innovate (Electrum; Amber)
Innovation rolled 11, 12
Minor/Major Success; Might be onto something, created a Poor Many-Faceted Amber Figurine

Create Art
Painting rolled 4, 4
Failure/Failure; lost two units Malachite Green

Subtotal: 16 VE, +1 Singing, +1 Mysticism, Poor Amber Figurine
Demand Storage
Fear rolled 11/15->Use 15
Epic I Success; Canceled out 4 Growth Loss/8 VE

Finish the Temple (Dedicate (5) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate), (13) Transmuted Obsidian Figurines (1 Poor, 7 Okay, 5 Moderate), Dark Gemstone)
I have previously noted that in order to 'move' Grand extensions, you must ruin the shrine housing it. If you wanted a particular extension in a particular place, you should have considered a bit further in advance. You cannot simply shift around components like that.
Shrine+Quality rolled 10
12 Successes! 20 total Successes
10/10 Temple Completion
4/4 Tier 2
6/6 Tier 3
Successes Exhausted
Choose a Temple Extension (activates at the beginning of next turn)
Fear rolled 17
Gained 16 Legend

Saiga
Trade (Learning) rolled 16
4 Degrees
Leadership (Coordinate) rolled 10
2 Degrees; Amenable to all

Saitev
Trade (Learning) rolled 12
2 Degrees
Leadership (Coordinate) rolled 10
2 Degrees; Amenable to all

Keshketev
Trade (Learning) rolled 7
0 Degrees
Trade (Deal) rolled 11
2 Degrees; He'll take one of every three (Get 15 Figurines next turn)

Attrouska
Trade (Learning) rolled 13
3 Degrees
Leadership (Command) rolled 14
4 Degrees; Will spread writing

Fox Spirit
Trade (Learning) rolled 12
2 Degrees
Leadership (Diplomacy) rolled 12
3 Degrees; Will direct you to the Head's nearest shrine

Frauma Arrive!
Influence rolled 9, 15, 9 ,15
2/5/2/5 Degrees; Transmute (14) more units

Decrees
Stones - 2 Obsidian
Gifts - (2) Obsidian Figurines (1 Okay, 1 Moderate)
Taking - 1 Silver

Subtotals: 4 Growth, -8 VE, 16 Legend, 2 Obsidian, 2 Figurines, 1 Silver
Visit with Seski
Seski rolled 13; adds +3% to The People
Seski gifts back a Poor Many-Faceted Amber Figurine
Seski spends 2 Legend; gains Trade 3, Craft (Carving) 6

Make Ghette suffer with you
Ghette rolls 12
Unfettered Visions (1)
Personal weird rolled 4 (Green)
Ghette discovers Healer's Profession (Organized); +1 Herbalism
Ghette gains 5 Legend; Ghette exceeds threshold (you gain 53 Legend)
Ghette spends 3 Legend (Creche Exit); gains Mysticism 1, Astrology 10, Omen Reading 9

Gaelte hates birds and feeds them to his pets
Gaelte rolled 14
Gaelte gains 4 Legend
Gaelte spends 2 Legend; gains Navigation 4, Animal Handling 6

Rashelki's Violence
Survival rolled 16 vs 9
Epic II Success; caught Rashelki by surprise!
Melee rolled 18 vs 6
Epic II Success; Spear 1/2, Rashelki 0.5/6 and captured! (Sealed in Creche)
Rashelki gains 2 Legend, Saiga gains a very large amount of legend
Rashelki spends 4 Legend; Rashelki gains Awe 4, Craft (Weaving) 6
Generate 2 VE

Subtotals: 2 VE, Poor Amber Figurine, 53 Legend

Exceeded DE capacity; Converting Sustenance
Severity rolled 10
2:1 Conversion: 20 Sustenance converted
Remaining: 10
You dodged the bullet by not doing actions.

FEAR BUY - Vehemence (75) (Boosted 113)
1-25: Shrine 8
26-40: Influence 9
41: Omen Reading
42: Mysticism
43: Leadership
44: Innovation
45: Perform (Sing)
46: Art (Painting
47-48: Mastery of Trickery
49-50: Mastery of Astrology
51-60: Spirit of the Stars
61-65: Spirit of Death
66-75: EA - Cold
76-85: EM - Ice
86-90: Divine Mystery
91-100: Inscrutable One

Rolled 61: Spirit of Death
Rolled 16; Initiate second buy, replace Spirit of Death with Lesser Inspire
Rolled 68: EA - Cold
Gained Spirit of Death
Gained Elemental Affinity - Cold
Gained Perform (Sing) 5
Gained Mysticism 4

"Shosho'an the Flame, you have insulted me, your better and counterpart in the sky," you intone. "For this I will have repayment."

There is silence and not a small bit of fear, from the mortals as well as the Flame. You revel a bit longer before continuing... "Then what would you have, Gaerig, Volrig?"

The annoying spirit's voice grates on you, draws you out of your reveling. "Did I say I was finished, spirit?" you spit. "I would have free reign in your lands, and all that bears my mark as well! Pray I do not cross your path again, spirit of fire!"

With a flourish and a bit of energy, you disappear into the deep shadows cast by his firepit. You are almost surprised how quickly you come across your domain, slipping between this realm and yours as you cross the threshold somewhere on the great ice plains. You sit, considering the future, when you pour light into the moon, blanketing the skies of both realms in strange pictures and lights, and with it, losing yourself in the portents of the future...

You see many ordered sets, spheres that turn and twist in perfect time, calculating the end of all things.

You cry hoarsely, in suffering and pain. The brutal light of day has touched the hours of darkest night, and where light shines, shadows die. A face laughs at you from within a firepit as you are repeatedly turned to ash. The waters rise and hiss and steam, but there is not enough to quench the fire that casts your shadows, your greatest tools, far and away from your grasp. Your enemy, the dreaded daystar, rules over you with contempt. Those of your court and his seek to aid you but none may compare to the great celestial gods.


You come out of your visions crying out and suffering. Pains wrack your limbs as you crawl from realm to realm. When you surface, in a pool within the boiling basin, the pains have gone. You rest within your shrines as you call your pets and open your personal coffers, seeking to plant a new color upon the moon's surface. The transformative properties of Orange give you no comfort, however, as they also empower fire, your greatest enemy, greatest weakness.

With the transformations brought about by your efforts, the people of the basin finish laying the final stones, cross the beams of wood to hold the ceiling. Your temple, now the greatest accomplishment you have ever displayed, is complete. Within it lie a hundred hundred pictograms and painted skins, all depicting you and your accomplishments. Within the heart of the temple, at it's main alter, is a standing pool with spikes of obsidian reminiscent of the Teeth of the Sea, your holy place, your home before all others. It is a constant reminder of your first nature, if not your greatest one, to the mortals who pay you homage here.

With your most important works dealt with, you go to Seski, finally giving her the fine leather cloak you'd intended for her coming of age. She seems joyful, but she is also very busy; even with the attendants she's stolen from your shrine she has her hands - and stomach - full dealing with her many children. You say your goodbyes earlier than you'd hoped after she grants you a gift of her own, a curious figurine of amber, before going to Ghette so that you could try to teach him the secrets of mysticism.

You, perhaps, should have noticed that the bright night sky had returned. Ghette seems pleasantly affected, walking about the village as vines and flowers sprout beneath his feet. He picks some, discards others, and offers a ground mixture to the sick and deformed, their boils fading suddenly, as if by magic. The shamans bow to him and he explains the purpose of many plants and animals to heal man's ailments.

Your visions are less kind.

You see the ordered sets, the perfect spheres once more. They despise you and conspire as fate against you.

Seski lay dead within the wilderness, a crying babe that will not survive the night in her arms. The Raven's forests are filled with terrified screams, and Saiga begs your aid. You cannot help, the monstrosities of murder unstoppable even for one who rules Death itself.

You see a bloody club and gleaming weapon, curved as the moon and shining silver.

You come to your senses with your hands about your neck, stemming a gaping wound that isn't there. You shudder at the frequency of these threatening visions. You pass on some of your mystical might to those who present good choices for it, and set about adding an extra rainy season to the year. Just prior to your next act, you command the people to store all the food they can, being deliberately mysterious before turning your entire domain into a near-solid sheet of ice and frost. Much dies in the time you can maintain the unnatural cold, but your earlier command confuses the supplicants, and they are unsure whether the cold is actually your fault rather than something you warned them against.

You may finally have a means of bending the Electrum metal to your will, though you are terribly untalented at it. Apparently in the time since you've taken command, a number of people have felt comfortable enough to design increasing complex means of heating their homes. One of those methods has created a flame hotter than all others, possibly even hot enough to shape the metals you possess but cannot use. You also manage to copy your daughter's technique well enough to make another curious figurine. It is entrancing, interesting to look at, but detracts from the sight of things around it. It is a poor decoration.

You lose yourself in visions once more as you begin your painting for the season, wishing to create something lively before you are drawn in.

Violent shaking and contortion, spheres striking one another in chaotic fashion. You are uninteresting.

You see ice and snow as far as the eye can reach. The seas have become thick sheaves of floating ice, and the trees and huts are barely visible against the massive drifts. A maddening, bone-chilling night lasting forever, and all of Niogg will die. Meanwhile you float above it all, mad glee contorting your features in a rictus grin.

You laugh, and laugh, caressing and tracing the faces of the pale blue corpses of your former supplicants. With gentle hands you follow the contours of his face, and
you come back to yourself, a young man, face a mask of frozen fear in death. You... You... when did you take him? Why? You cannot control the aura of dread cold that billows from you like a cloud of vapor, freezing even the conceptual waters of your private realm. You breathe deeply, distance yourself from the strangeness of the vision, and the chilling vapor fades. For now, a part of you thinks, unconsciously twisting your pensive frown into a vapid smile.

With great care, you wander out, hearing a beautiful, solemn cry. Your youngest is near. You approach the sound, and within your shrine you see her, bound with rope and leathers, weighted down with great stones as your attendants constantly dry the ever-transforming parts of her before she can slither easily from her bindings. Saiga seems to have captured her. You coo and comfort the child, whose wails are not of pain but of undisguised sadness. You feel a prickle at the back of your mind; you do not like to see this kind of imprisonment, yet it will keep Rashelki safe until she is stronger.

Having a clever thought, you gather up some birds to give to Gaelte, wondering if he is smart enough to dominate them as well. Nearly at the first caw of the avian animals, Gaelte scowls, striking the nearest one with a club. When he hears the curious death wail it makes, his scowl twitches slightly, and he kills another. It does not take long before the spatters of blood upon his face tell of his murder of the entire flock you'd taken as he guts them and cuts them to pieces, feeding the innards to his pets.

He severs the giblets once again and an impossible force tugs your mind away. The unstoppable, inevitable End.

Gaelte runs and runs for the sea, desperately seeking escape. A figure looms behind him an instant before a silver crescent splits his chest from behind. Gaelte cries out and is silenced forever, a black, bony hand reaching about his neck.

You rush to him, body back in your control, and cradle him in your arms, reaching, reaching for a spark that has already been taken. His clammy hand strikes against your
arm, and you realize you've nearly suffocated him, holding him too closely, too tightly. You are frozen with confusion for a moment before you vanish in a cloud of smoke and vapor, going to hide yourself in the Teeth. You search, tempt, and enchant dozens across your realm, seeking the figure of your vision.

You cannot find him. It does not take long for Saiga to approach you in your manic state, appeasing your fears with trinkets of useless volcanic glass and brittle wood. It is... enough. You will stop your hunt for now.

You let him lead you back to shore, where you sit and discuss the future. He wishes to rest again soon, his constant battles with your daughter putting him into a drunken fugue of ideas, but he would like to wander one last time beforehand. That you have a goal in mind only helps focus him in his haze. He barely realizes you've transformed his weapon, or perhaps weapons is more accurate, as you visit with him you note the veritable armory of spears, clubs, and axes he's apparently been working on in tandem with Keshketev.

He has a son, borne of your blood, borne of your Silver Men.

The End declares an ultimatum, and you hear, foolish enough to open your ears and bring form to this fate.

A field of blood and dead. A thousand and more lay dead, useless, as the world smokes and burns. A man, dripping blood, towers over your battered, broken husband. He crushes Saiga and laughs at your misery. You feel so hungry, so needy,
you are starving! Vanishing once again as you come up from the vision, you sip fine ambrosia to slake your thirst, your body cannibalizing itself to feed your activities.

Exhausted by the consecutive, draining visions, you visit with your other subordinates, mumbling and barely cogent as you ask and offer in turn. Thankfully they seem mostly able to comprehend your requests, and are all too willing to acquiesce.

Your year ends, and begins again, with palpable dread.

[Voting is locked for 2 hours following the initial posting.]

Divine Resources Available
269 - 279 (Expended) + 10 (Converted) = 0 + 90 (Blessings and Inspirations) + 7 (Rites) + 616 (75 Vehemence) + 4 (PB) = 1121 DE
Holy Place Condensation -5
Overflow Condensation -850
Gained 86 Ambrosia
Remaining: 266

Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 7 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 13.6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 5 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 11.2 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -4 of -32 minimum (Extinction Threshold -21), was 2 last turn (12 (Natural Growth + Pantheon) - 44 (VE Damage + Direct Damage) = -32 Final Growth; -6 Population Modifer)
15 + 86 (Condensation) - 4 (Sate Hunger) - 12 (Form Avatar) - 1 (Temple Work) = 84
Amber Condensation -72
Gained 24 Amber
Remaining: 12
330 + 53 + 16 + 12 = 411 total legend
26 + 81 - 28 - 6 = 75 unspent legend
Gained 2 Obsidian
Gained 1 Silver
Gained 24 Amber
Gained (2) Obsidian Figurines (1 Okay, 1 Moderate)
Gained (2) Many-Faceted Amber Figurines (2 Poor)
Lost 23 Amber
Lost 1 Electrum
Lost 3 Malachite Green
Lost (13) Bone Figurines (1 Poor, 7 Okay, 5 Moderate)
Lost (5) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate)
Lost Dark Gemstone
Lost Waterskin Cloak (T3)

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
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] 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 Clouds [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.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] 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.


Divine Realm Actions (31/40) (Next Turn Upkeep - 22/40)
[] Increase Stability of the Realm - Pay <X> Ambrosia equal to the level of stability you wish to purchase (costs are cumulative; Stability 2->4 is 3+4=7 Ambrosia).
[] Empower Realm - Pay <X> DE to reserve more energy for upkeep.
[] Exert Will - Pay <5X> DE per effect or gateway added to your realm.
[] Rebound - Pay <X> DE equal to five times the Upkeep of effect or gateway you wish to remove.

[] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
[] 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
-[] Develop Ritual of Unknowable Bodies. 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
-[] Develop Ritual of Unknowable Bodies. 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 a Ritual. Costs: 12 DE

Avatar Actions (40/40)
[] Form Avatar (12 Ambrosia)
[] Suffer Avatar (<X>, up to 11 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

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Malachite Green
-[] 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

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror in your domain. Your power over death grants you unparalleled ability to silence mortal enemies in your influence. Costs: 3 DE
[] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. While weaker, your power over death allows you significant advantages even in distant lands. 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
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 50 DE, 5 Ambrosia OR 40 total Tiers of appropriate Amber Crafts (?)
-[] Ritual of Unknowable Bodies. Costs: 50-200 DE, 1-12 Ambrosia OR 40-80 total Tiers Many-Faceted Amber Crafts (DC 60)
-[] Ritual of the Deep Expanse. Costs: 90-120 DE, 8-11 Ambrosia OR 50-90 total Tiers of appropriate (?) crafts (?)

Commune Actions (40/40)
[] 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: 6/10
-[] 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: 10
[] 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 5/8.
-[] 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 1/3. 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].
[] UNIQUE: Choose a Water-Aligned Trait to become innate. Can only be selected one time. Has no costs.
[] 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)
[] Commune with Saiga. Costs: 0.5 Sustenance per choice
-[] Learn about him (Current circa turn 27)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 0.5 Sustenance per choice
-[] Learn about him (Current circa turn 27)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 0.5 Sustenance per choice
-[] Learn about him (Current circa turn 27)
-[] 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)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 0.5 Sustenance per choice
-[] Learn about her (Current circa turn 27)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] Meet with Mo'sagao, 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 with Shosho'an, your... peer. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
(Gaerig despises this character too much to consider the following options)
-[] 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 Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks 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): 15 (16) Legend
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 (26) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (36) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (13) 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 (36) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (36) Legend
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (33)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (36) Legend
Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (36) Legend

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) 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
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 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 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 (12) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) 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 (12) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (12) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (7) Legend

Focused Manifestation (The Deep) - Obsidian (Black as night, hiding a deadly edge): 5 (1) 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 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) 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 (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): 10 Legend

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
Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) 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
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

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
Mastery of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses, +1 Strong Modifier for all Trickery Checks): 10 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
 
Last edited:
Back
Top