Time of the Gods: Into the Amber Age

Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend
I just thought of something...all the ascended humans have an Inherent Aspect of Humanity, which means they all have 2 skills filled up to start--so unless Saiga has taken the effort (and ambrosia) to forget them, he's got 2 of his skills taken up. Add in Walrus' Fishing and Survival, and whatever Polar Bear gives, plus Melee and, going from that dominance roll, either awe or a perform...he's definitely either been dropping skills or has locked ones. ...On that note, can you use locked traits and just can't upgrade them, or do they just not apply until you get more cap?
 
I just thought of something...all the ascended humans have an Inherent Aspect of Humanity, which means they all have 2 skills filled up to start--so unless Saiga has taken the effort (and ambrosia) to forget them, he's got 2 of his skills taken up. Add in Walrus' Fishing and Survival, and whatever Polar Bear gives, plus Melee and, going from that dominance roll, either awe or a perform...he's definitely either been dropping skills or has locked ones. ...On that note, can you use locked traits and just can't upgrade them, or do they just not apply until you get more cap?
You aren't allowed to use them or upgrade them. We had to Raise Avatar before we had the option to use Direct Fish.

Back to Saiga, Assuming he has Avatar 4, that means he has 5 skill slots. I haven't thought of it but you're right.
  1. Leadership
  2. Innovation
  3. Fishing
  4. Survival
  5. Melee
He's probably topped up right now. And no I don't think he had and Awe or Perform Skill, simply that we had a malus for being an equal or lower level Fear Spirit. He can have locked skills, but removing skills is much harder than it is for a Faith Spirit and can potentially require Specialized Rituals, Ambrosia, Exotic Materials, and/or Time. You pick something as a Faith Spirit, you better be absolutely sure you want it. And if he want to go to Avatar 6 to have more skills he's going to have to sleep for six years unless he spend more years discounting somehow. And he better hope nobody, I don't know, does anything during that time...


:whistle:
 
Last edited:
AN/Edit: Based on how people keep giving me credit for stuff other people do, to the point that @Powerofmind yelled at me to just take other peoples credit :p If anyone has a better way to end this, let meknow, cause my ideas kinda petered out towards the end... Part 2 (with a spirit using tricks to take credit for stuff they didn't do) will come...eventually--not tonight :p
On Spirits and Credit

Part 1: Unwanted Credit to an Abnormal Spirit

Radiant light shines brightly upon a great construct of wood and stone, perforated such that when the wind blows its walls sing as though it were a flute, spreading songs of warmth and blessing those who hear it.

Ninittu awakens, reveling in his new powers in his newly improved shrine. He had been wary of sleeping for so long, but he knew now that it was worth it. With his recent pact with the River Hunter and her subordinates the Great Wolf and the Sky Lord, his people would have been safe and secure over the past dozen years. And now, not only could he bring them innovations and creations, he could shine his light upon them and let them create and discover, with a spark of his brilliance. Not only could he keep their fires safe and strong, he could keep them warm without even a fire to use—no one would go cold this winter if he had his way. And of course, with his new shrine, he could do more and create more for them. Yes, this sleep had been a good idea, and now all Ninittu needed to do was decide what to do first. He would need to speak with the River Hunter and the Earth Giant before too long, but for now, it was time to make sure his people hadn't forgotten him…

Walking out of his central shrine, he flexed his power, enshrining himself in spiritual light and flaring up every brazier in the village, spreading from his shrine upon the hill. Soon enough his people were gathered before him, and he felt their awe and their love empower him as his priestess approached.

"My Lord Ninittu! We have missed your flame and your spark, oh great Bringer of Fire!"
"Yes, my Winissu, tell me of what has come to pass whilst I slept."
<->​

As Ninittu listened to tales of how his fellow spirits had protected and blessed his people, he found himself feeling…unusually angry. He had slept before, and he had allowed other spirits to bless his people even whilst he was awake, but this was the first time he had heard the same level of gratitude and worship applied to the Earth Giant as he had himself.

"-And when the people of the valley attacked last year, the River Hunter dispatched half their number, driving them-"

"Yes, yes, thank you for the information, Winissu, but now I have another request—tell me, what tales do they tell of me?"

"Of course, my Lord Ninittu! Just last week, young Sinsassu wrote a song telling of your creation of the Brazier, earning her right to be a junior priestess of yours!"

Ahh yes, of course—one of his favorite inventions…

"We speak often of how great your power is, to harness the wily flames of creation and keep them safe for us weak mortals!"

Fire-his first improvement to his own greatness! Just wait until his people see his new control over heat and flame!

"And just a few years ago, several of our people lived solely due to your genius in improving our traps!"

Yet another great innovation by—wait…

"Old Tintattu won't stop talking about how much easier it is getting around with your improved walking stick"

…I don't remember coming up with that…

"And of course we could never live without those new bed designs!"

I know I didn't come up with that!

"Yes, my Lord Ninittu, we-"

"Stop! I didn't do these things!"

"What? But…my Lord, of course you did! You are the Great Spirit of Innovation! All new ideas are your doing!"

"But…I wasn't here for several of those, that was all you! And the walking stick was my son's idea, now that I think about it!"

"…are you saying we shouldn't give you credit for them?"

"No! I mean…yes? I don't think so… I'm so confused…"

Having just upgraded the things in bold (Shrine, EA Light, and EA Warmth)
Faith 5
Avatar 4
Influence 2
Shrine 3

Skills:
Innovation
Leadership
Wood working
Stone working
Perform (flute)

Inherent Aspect of Humanity (T2)
Spirit of Innovation (T2)
Spirit of Crafting (T1)
EA - Fire
EA – Light
EA - Warmth

(Not sure what new affinity types Light and Warmth would be, but Warmth seemed like something that would exist in the new system, since Frost does :p)

Edit: (To avoid double post)
[X] Plan Stolen Spear
 
Last edited:
Being a female spirit, we can/could-if-we-had-the-stats then store said Ambrosia for a later birth, right?
Fertility spirits can do that, not any female. At least, not without some pretty specific symbolic actions.
Niogg is your island.
On that note, can you use locked traits and just can't upgrade them, or do they just not apply until you get more cap?
No use at all.
removing skills is much harder than it is for a Faith Spirit
Skills are always easy to remove. Sometimes a preferred component trait just has a shitty skill on it.
AN/Edit: Based on how people keep giving me credit for stuff other people do, to the point that @Powerofmind yelled at me to just take other peoples credit :p If anyone has a better way to end this, let meknow, cause my ideas kinda petered out towards the end... Part 2 (with a spirit using tricks to take credit for stuff they didn't do) will come...eventually--not tonight :p
On Spirits and Credit

Part 1: Unwanted Credit to an Abnormal Spirit

Radiant light shines brightly upon a great construct of wood and stone, perforated such that when the wind blows its walls sing as though it were a flute, spreading songs of warmth and blessing those who hear it.

Ninittu awakens, reveling in his new powers in his newly improved shrine. He had been wary of sleeping for so long, but he knew now that it was worth it. With his recent pact with the River Hunter and her subordinates the Great Wolf and the Sky Lord, his people would have been safe and secure over the past dozen years. And now, not only could he bring them innovations and creations, he could shine his light upon them and let them create and discover, with a spark of his brilliance. Not only could he keep their fires safe and strong, he could keep them warm without even a fire to use—no one would go cold this winter if he had his way. And of course, with his new shrine, he could do more and create more for them. Yes, this sleep had been a good idea, and now all Ninittu needed to do was decide what to do first. He would need to speak with the River Hunter and the Earth Giant before too long, but for now, it was time to make sure his people hadn't forgotten him…

Walking out of his central shrine, he flexed his power, enshrining himself in spiritual light and flaring up every brazier in the village, spreading from his shrine upon the hill. Soon enough his people were gathered before him, and he felt their awe and their love empower him as his priestess approached.

"My Lord Ninittu! We have missed your flame and your spark, oh great Bringer of Fire!"
"Yes, my Winissu, tell me of what has come to pass whilst I slept."
<->​

As Ninittu listened to tales of how his fellow spirits had protected and blessed his people, he found himself feeling…unusually angry. He had slept before, and he had allowed other spirits to bless his people even whilst he was awake, but this was the first time he had heard the same level of gratitude and worship applied to the Earth Giant as he had himself.

"-And when the people of the valley attacked last year, the River Hunter dispatched half their number, driving them-"

"Yes, yes, thank you for the information, Winissu, but now I have another request—tell me, what tales do they tell of me?"

"Of course, my Lord Ninittu! Just last week, young Sinsassu wrote a song telling of your creation of the Brazier, earning her right to be a junior priestess of yours!"

Ahh yes, of course—one of his favorite inventions…

"We speak often of how great your power is, to harness the wily flames of creation and keep them safe for us weak mortals!"

Fire-his first improvement to his own greatness! Just wait until his people see his new control over heat and flame!

"And just a few years ago, several of our people lived solely due to your genius in improving our traps!"

Yet another great innovation by—wait…

"Old Tintattu won't stop talking about how much easier it is getting around with your improved walking stick"

…I don't remember coming up with that…

"And of course we could never live without those new bed designs!"

I know I didn't come up with that!

"Yes, my Lord Ninittu, we-"

"Stop! I didn't do these things!"

"What? But…my Lord, of course you did! You are the Great Spirit of Innovation! All new ideas are your doing!"

"But…I wasn't here for several of those, that was all you! And the walking stick was my son's idea, now that I think about it!"

"…are you saying we shouldn't give you credit for them?"

"No! I mean…yes? I don't think so… I'm so confused…"

Having just upgraded the things in bold (Shrine, EA Light, and EA Warmth)
Faith 5
Avatar 4
Influence 2
Shrine 3

Skills:
Innovation
Leadership
Wood working
Stone working
Perform (flute)

Inherent Aspect of Humanity (T2)
Spirit of Innovation (T2)
Spirit of Crafting (T1)
EA - Fire
EA – Light
EA - Warmth

(Not sure what new affinity types Light and Warmth would be, but Warmth seemed like something that would exist in the new system, since Frost does :p)

Edit: (To avoid double post)
[X] Plan Stolen Spear
Good stuff, fine sir. Good stuff.

And on that note. Locked with Plan Stolen Spear. You guys so mean, beating up the poor nerdy craft/innovate spirits for their lunch money.
 
Fertility spirits can do that, not any female. At least, not without some pretty specific symbolic actions.

Niogg is your island.

No use at all.

Skills are always easy to remove. Sometimes a preferred component trait just has a shitty skill on it.

Good stuff, fine sir. Good stuff.

And on that note. Locked with Plan Stolen Spear. You guys so mean, beating up the poor nerdy craft/innovate spirits for their lunch money.
Aren't we also getting it on with the "poor nerdy craft/innovate spirits"?
 
Turn 6 Results
[X] Plan Stolen Spear
-[X] Beckon him closer.
--[X] While he is distracted, you'd use your control over water to wash his spear away to a hidden place in your Holy Place.
-[X] Ask him for a favor
--[X] To not come back unless he has a proper gift for you next time.
Coupling
Siphon 1 Ambrosia. Avatar low, convert to sustenance (+1 DE)

Sleight of Hand
Trickery rolled 4 vs 8
Total threshold too low for success, no failure

Extended Interaction
Awe rolled 7
Gained 1 Legend

Luring
Trickery rolled 11

Luring
Awe rolled 4
No legend gained

FEAR BUY - Fear value (5)
1-15: Shrine 2
16-20: Fear 2
21-35: Avatar 3
36: Astrology
37: Navigation
38-40: Perform (Trickery)
41-45: Minor Aspect of the Walrus
46-50: Minor Aspect of Humanity
51-60: Minor Spirit of the Sea
61-65: Lesser Spirit of Mischief
66-70: AA - Moon
71-80: OA - Sea
81-85: OA - Waves
86-90: AA - Stars
91-100: Capricious One

Rolled 58: Minor Spirit of the Sea
1 remaining Fear Value
Legend rolled 11
(Trait/Attribute purchases disabled, secondary roll: Astrology 1-30, Navigation 31-50, Perform (Trickery) 51-100)
Rolled 63: Perform (Trickery
No additional Purchases
Gained Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Gained Perform (Trickery) 3, Gained Navigation 4, Gained Fishing 2 (Locked)

Guided by the domain your people see in you, you beckon Saiga closer to the rock you wait on. He draws close, and you cup his bearded face as he rises out of the water to meet you. A kiss is drawn from him, and you attempt to wash away the spear. It does not move far, having been caught between the stones upon the beach, but you cover your pout by drawing Saiga into embrace. At least you will still have your conquest, you muse, before everything blurs together in pleasure.

The deed done, and a great deal of power transferred from him to you, you whisper into the hunter's ear, "Good hunter, I am a young and powerful woman. If you wish to meet with me again, remember the offering, as is custom, hmm?" He nods haltingly, and when he seems unwilling to leave, you hide yourself, disappearing to your other shrine. Your sense of him fades eventually, and you return to your shoal, especially pleased with yourself.

Taking advantage of your condition, you go out among the shallows and the bay that the fishermen from Saiga's village frequent, disguising yourself as a woman of great beauty and hiding among the dangers of the shallows and near the floating ice chunks in the evenings, where you draw the young men out with cries of distress and coos of invitation. More than once, the fishermen swim with preternatural skill, even when capsized, and so escape the final pull of the sea. It does not take long for you to hear them whisper and their eyes flit among the waves, and even though their village is distant, you can still feel their burgeoning fright as it feeds you.

Saiga does not come out to stop you, still bound by whatever power your coupling had over him, so it is with recklessness and mirth that you draw men to their deaths this year, unbound by pity or care.

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

Divine Resources Available
28 - 28 (Expended) = 0 + 1 (gluttony) + 2 (0.5*2*2 Faith Income) + 20 (5*1*2*2 Total Fear Value) + 15 (Omake) + 7 (PB) = 45
-5 (Holy Place condensing)
Remaining: 40
0 + 1 (condensation) = 1
12 + 5 = 17 total legend
11 - 5 = 6 unspent legend

Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)

[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery).
-[] 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.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends.
-[] Whip Waves. Costs: 5 DE
-[] Calm Seas. Costs: 5 DE

Avatar Actions (20/20)

[] Form Avatar (2 Ambrosia) (Avatar already formed!)
[] 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

[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 17 DE. (Note: may need to be taken multiple times) Turns left: 3

[] Punish locals - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the 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
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves two uses of Calm Seas)

Commune Actions (20/20)

[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/1
[] Make Demand - You have need of something and you will tell people what you want.
[] 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 1/2.
[] 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) Currently unavailable, not enough Fear (need 3).
[] Meet with Saiga. Costs: 5 DE

AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (1) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (1) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend

Spirits
Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters): 7 Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 7 Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 5 Legend

Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Sea (All the waters of the world converge, and spill into the sea): 5 (4) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend
Classical Affinity - Stone (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout

Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend

Divine Enhancements
Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase): 5 (4) Legend

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

Spirits are lightly compelled to default to their previous encounter archetype when follow-up encounters occur.

EDIT: Because I've never been good at typing numbers without devolving into index-finger-stare-at-keyboard level typing (changed a 4 to a 5 on the first fearbuy to correctly reflect the winning result).
 
Last edited:
This was a fairly profitable run.

Here's what I want to do:

[] Playing Hard To Get (40 DE)


[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!

[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 17 DE. (Note: may need to be taken multiple times) Turns left: 3

[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE

The goal here is 1. Hopefully finish the Moon Sphere, 2. Try to get Spirit of Exploration, 3. Maybe find something cool, 4. Get something cool going with our people, through Inspirations.
 
Should have asked him about the surrounding area rather than trying to get a crafted spear oh well.

Hmm we should ask our mortals if there are any other villages we can terrorize
 
Alright, we failed the roll to steal his spear, but he didn't notice and he's now bound not to come back until he has a present.
Which means we can harass his dudes lots for DE

*Hauls Balls*

0/40 DE left
1/1 Ambrosia left
20-1(disrupt)-3(lure)-3(Ball)-2(demands)= 11/20 Satiation

[] Plan Unstoppable Lure
-[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
-[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x3
--[] Preferentially target Saiga's fishermen
-[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 17 DE. (Note: may need to be taken multiple times) Turns left: 3
-[] Make Demand - You have need of something and you will tell people what you want.
--[] Demand that your people find out more about Saiga.
--[] Demand that one man and one woman of their most attractive youths serve you while in the village for a year. If they lapse in their duties at all, you will use Lure on their family members.

Thoughts?
Very Lure heavy, to focus towards Trickery, but spens a lot of effort on hauling the ball too. No astrology this year or water actions, mostly because we need to ensure enough DE to move the sphere again next turn.
If we can keep it up by using the period Saiga can't return in to terrorize his dudes, we should be able to complete it.

Trying out the Demand terrorizing as well, since it costs no DE to try, and the last time was soured by being too nice. We'd just experiment until we get the right model.
 
Last edited:
So If we double down on the Moonsphere we'll have only 6 DE left to work with. We may be able to complete the quest next turn, which would allow us to gain at least some legend, but it's not guaranteed.

Alternatively, we could go for Moonsphere once and focus on gaining DE from Saiga's village, which will very likely give us enough DE for the next turn as well, and probably gain us a water-themed trait. A variation of this plan would have us terrorize our own village to conserve the extra 5 DE needed to affect the faraway village, but i wouldn't count on many people voting for that.

The problem I see (at first glance) with @Pandemonious Ivy's Plan is low DE gain. I would swap the inspirations for Whip Waves, and possibly the Wander the Depths part to a Whip + Disrupt Saiga's fishermen, but the latter has less priority.

For now no explicit critique to veekie's plan, although I'd prefer going for more water-traits, only because of personal preference.
 
How much useful information do you think you would have gotten having rolled an 8 and then filtered through spirit blindspots?
Enough that we wouldn't be spending DE to ask our mortals or to explore our surroundings. Saiga is older than us by a lot he was here when our village was still being formed and he has explored more of the surrounding area on his hunts.
 
... You are taking the action once, tho?

Focusing on Lure is a good idea, but maybe we could go for that Spirit of Exploration?

Or can we spend Legend and buy that Tsundere Aspect?
Can't. Fear Spirits can't sleep. No Rest for the wicked

And mainly remember, Saiga literally can't come over here again until he has a nice present for us, so trolling his people is very lucrative.
I'm focusing on Lure partly because I want the Mischief upgrade before our rematch. It worked out this time, but it was too damned close if you look at the dice. We won by luck.
 
Last edited:
Enough that we wouldn't be spending DE this turn to ask our mortals or to explore our surroundings
>mfw we're spending 0, because demands don't cost DE

Okay dude.

... You are taking the action once, tho?

Focusing on Lure is a good idea, but maybe we could go for that Spirit of Exploration?

Or can we spend Legend and buy that Tsundere Aspect?

Getting more powerful in manipulating the waters is very appealing, too.
We're at our limit for traits, actually. Need to upgrade Shrine. The issue with taking it more than once is that it leaves with, at best, 10 DE to earn income for next turn.
 
--[] Demand that one man and one woman of their most attractive youths serve you while in the village for a year. If they lapse in their duties at all, you will use Lure on their family members
Some thoughts on this: first, cut out the explicit threat, they'll do as we command anyway, and they can always fill in any blanks we leave (plus, if they actually are unsatisfactory, we can always pay them back next year...)

Second, not sure we want to indulge ourselves quite yet, although it definitly seems more appealing, if you spin it as us rising from the water, demanding that they learn as much about Saiga as they can, then plop ourselves down with our attendants, waitng for whatever they figure out.
 
Can't. Fear Spirits can't sleep.

And mainly remember, Saiga literally can't come over here again until he has a nice present for us, so trolling his people is very lucrative.
I'm focusing on Lure partly because I want the Mischief upgrade before our rematch. It worked out this time, but it was too damned close if you look at the dice. We won by luck.
Wait he cannot I thought all he had to do was make a will save roll? Especially since we failed to take his crafted spear making it that we did not get a trophy or proof of us dominating him.
 
Back
Top