Time of the Gods: Into the Amber Age

Might as well lock here. Bit of a landslide.

Vote Tally : Original - Time of the Gods: Into the Amber Age | Page 141 | Sufficient Velocity
##### NetTally 1.7.5

[X] Plan Unstoppable Lure
-[X] 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.
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x2
--[X] Preferentially target Saiga's fishermen
-[X] 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.
--[X] Whip Waves. Costs: 5 DE
---[X] Use to support Lure action if possible.
-[X] 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
-[X] Make Demand - You have need of something and you will tell people what you want.
--[X] Demand that your people find out more about Saiga.
--[X] 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.
No. of Votes: 18

[X] Plan Capricious Round 1
-[X] 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.
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
--[X] Reserve for Disrupt.
-[X] 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.
--[X] Whip Waves. Costs: 5 DE
---[X] Reserve for Disrupt.
-[X] 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.
--[X] Calm Seas. Costs: 5 DE
-[X] 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
-[X] Make Demand - You have need of something and you will tell people what you want.
--[X] Demand that your people find out more about Saiga.
No. of Votes: 2

[X] Plan Ball To The Wall
-[X] 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.
--[X] Whip Waves. Costs: 5 DE
-[X] 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
---[X] x2
-[X] Make Demand - You have need of something and you will tell people what you want.
--[X] Demand that your people find out more about Saiga.
--[X] 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.
No. of Votes: 2

Total No. of Voters: 22
 
Turn 7 Results
[X] Plan Unstoppable Lure
-[X] 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.
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x2
--[X] Preferentially target Saiga's fishermen
-[X] 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.
--[X] Whip Waves. Costs: 5 DE
---[X] Use to support Lure action if possible.
-[X] 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
-[X] Make Demand - You have need of something and you will tell people what you want.
--[X] Demand that your people find out more about Saiga.
--[X] 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.
Quest: Labor of the Moon Sphere
Influence rolled 12
Avatar rolled 18
Quest Progress: 30 + 40 = 70

Demand Knowledge
Fear rolled 10

Demand Attendants
Fear rolled 10

Lure
Trickery rolled 13, 9

Whip Waves
Influence rolled 9

Saiga does not come
Awe rolled 18
Gained 3 Legend

FEAR BUY - Vehemence (9)
1-6: Shrine 2
7-8: Fear 2
8-14: Influence 3
15-30: Avatar 3
31: Navigation
32-35: Perform (Trickery)
36: Minor Aspect of the Fish
37: Minor Aspect of the Crustacean
37-40: Minor Aspect of Humanity
41-55: Lesser Spirit of the Sea
56-70: Lesser Spirit of Mischief
71-80: OA - Sea
81-90: OA - Waves
91-100: Capricious One

Rolled 76: Ocean Affinity - Sea
5 remaining Vehemence
Legend Rolled 5
No Additional Purchases
Gained Ocean Affinity - Sea

As the year begins, you return to the open sea where you last left the sphere. With it's weight, it is difficult for the current to take it freely, so the divot left by several stones kept it right where you left it. Your efforts are not interrupted by the pangs of hunger this time, nor the appearance of the Hunter, allowing you to make excellent progress as the sphere climbs the slope towards the shoal. You stop when you have been away for at least two days, securing the sphere, which has lost just a touch of it's brightness, for your next attempt.

You return to your shoal, but appear in your shrine over the village, where a handful of people offer pittances of fat before burning it, the smell barely palatable to you. You rise up and demand that the finest-looking male and female pair wait on you, as compensation for the stench or simply because you enjoy their lavish attentions is hard to determine. For every stumble and mistake, you ask them a name of someone of their blood. You will ensure perfection the next time you desire this treatment, and the best way to do that is to make sure they know the price of failure. But later. For now, you will enjoy yourself.

Weeks later, as you make to leave for the attendants' punishments, and to toy with Saiga some more, you try to have one of the older people tell you more of Saiga and, finding they knew little you didn't already, struck them across the face, knocking them down. Your demand is then echoed, with a time limit imposed, to as many as can hear, and if these people cannot tell you new things, they only have one use left for you.

You draw many a boat into your trap, relatives of your attendants among them. The fishers who swim so well from Saiga's village find their previous mode of escape much less effective now that you have taken to drowning them more forcefully once they're out of their boats. For the times when you are lurking just below the surface, or drifting closer to land, you often hear their worry making itself known; Saiga has sequestered himself in his shrine, and will not leave to face you.

Well then, you'll just have to survive without his tender attentions for a while.

Your return to your shrine is met with a handful of exhausted people, their lips spilling words mingled together and unrecognizable to a mortal man. But you pick apart the different voices and consider what each of them says carefully. Saiga is old, older than his appearance would suggest, at least. It is good that you will not age and die like a human, though you may look the part. Saiga has been the patron of that village and one or two others for longer than any man in either village has been alive, over a hundred long nights have passed, and all have known Saiga. Saiga is also very restrained from the time of the oldest generations. The grandmothers tell stories that they were told but have never seen, depicting Saiga as brash, adventurous, and far more magnanimous than he is today. For as long as any have known him, he has gone to hunt game and fish when the people need him most, but little else. The last man gives perhaps the most useful information; he had waited, into the Long Night, as Saiga remained in his shrine, hoping to glimpse what the spirit did. Instead, he ducked away as a mortal approached during a time of rest, raising a stone disk with a few images depicted on it. He spoke carefully, and your informant could not hear, but Saiga turned his head and bowed!

You had your man describe the disk to many people of your village, and eventually you have what you want to know. Those who sneered and spat, refusing to utter the name of their spirit patron, now clamor for your affection when the disk is described, and the situation it was found in explained. The disk, and the images upon it, are the symbol of Attrouska, The Crone.

You have discovered Attrouska, The Crone.

[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
40 - 39 (Expended) = 1 + 2 (0.5*2*2 Faith Income) + 36 (9*1*2*2 Total Fear Value) + 20 (Omake) + 4 (PB) = 64
Remaining: 64
1
17 + 3 = 20 total legend
9 - 4 = 5 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
[] 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: 4 DE
-[] Calm Seas. Costs: 4 DE

Avatar Actions (15/20)

[] 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: 12 DE. (Note: may need to be taken multiple times) Turns left: 2

[] 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
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide 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: 14 DE (reserves two uses of Calm Seas)

Commune Actions (15/20)

[] 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): 5 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 5 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 5 Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 8 (7) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 4 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 4 Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 4 Legend
Classical Affinity - Stone (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 4 Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 4 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)
 
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okay lets do the moonsphere thing multiple times this turn.

Also let up on the villagers for a bit, bless them and the like, and stop killing them off for awhile.
 
Saiga has sequestered himself in his shrine, and will not leave to face you.
So, Saiga has gone to sleep. Probably to boost his Awe for a rematch.
Saiga is old, older than his appearance would suggest, at least. It is good that you will not age and die like a human, though you may look the part. Saiga has been the patron of that village and one or two others for longer than any man in either village has been alive, over a hundred long nights have passed, and all have known Saiga. Saiga is also very restrained from the time of the oldest generations. The grandmothers tell stories that they were told but have never seen, depicting Saiga as brash, adventurous, and far more magnanimous than he is today.
That is worrying, he's likely to have maxed out his combat stats at least.
For as long as any have known him, he has gone to hunt game and fish when the people need him most, but little else.
But he doesn't behave like a top dog.
The last man gives perhaps the most useful information; he had waited, into the Long Night, as Saiga remained in his shrine, hoping to glimpse what the spirit did. Instead, he ducked away as a mortal approached during a time of rest, raising a stone disk with a few images depicted on it. He spoke carefully, and your informant could not hear, but Saiga turned his head and bowed!
And someones figured out amulets.
You had your man describe the disk to many people of your village, and eventually you have what you want to know. Those who sneered and spat, refusing to utter the name of their spirit patron, now clamor for your affection when the disk is described, and the situation it was found in explained. The disk, and the images upon it, are the symbol of Attrouska, The Crone.
Saiga's already a witch's bitch apparently. Heh.
 
That is worrying, he's likely to have maxed out his combat stats at least.
Not necessarily. Combat stats only take you so far without something to apply it to, and are only one of several stats that could come up during a test between spirits.

Also, I really want to see this action taken next turn:
[] Meet with Saiga.
-[] Demand to know what's taking him so long to get us a gift.
-[] Is it the Crone? Is that Crone keeping him from us?!? NO ON TAKES OUR HUBBY!

If it's still applicable, maybe reserve some 'whip the waves' actions to make our entrance suitably dramatic entrance and exit. It's usefulness for beating a hasty retreat is purely coincidental.
 
So, Saiga has gone to sleep. Probably to boost his Awe for a rematch.
This is possible but I don't think it is that likely. He seems a bit too active for that to be the case.

I am sort of assuming that in the catastrophe quite a few of his shrines got blown up and he lost some traits. That would certainly explain dramatic shifts in character. Being dominated explains it too, but I think both happening is more likely. His look of awe might be as much about finally seeing a new spirit forming after the catastrophe as our stats and being a hot lady.
 
Okay, then looking at our DE.
Thanks to our Omakes, we have enough DE to run the sphere multiple times.
Critical Influence and high Avatar rolls gave us 40 progress. Assuming it's home at 100 progress, we need two attempts on average if they roll average.

Looking at our worshippers, they were nice and obedient last turn, so we can reward them(especially with Saiga asleep so we can abuse those guys)

So:
DE: 0/64
Ambrosia: 1-1(satiation refill)/1
Satiation: 15-4(Moon Sphere)-1(stars)-1(disrupt)-2(lure)-2(demands)= 5/20(Ambrosia refill used at this point. )

[] Plan Ease off on Locals, Keep Kicking Foreigns.
-[] 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 2 DE on petitioners
-[] 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: 4 DE
---[] Use to support Lures where possible
--[] Calm Seas. Costs: 4 DE
---[] Use to reward petitioners who performed well on demands on this year and the last.
-[] 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
-[] 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
-[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 12 DE. (Note: may need to be taken multiple times) Turns left: 2. x2
-[] 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 x2
--[] Focus on Saiga's village.
-[] Make Demand - You have need of something and you will tell people what you want.
--[] Demand that your people find out more about Attrouska.
--[] 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? Blessing a bit to see how that works with our Inspirationfor the matter, try out the inspiration), move the sphere twice, and then mostly sustain the pressure on what we did last turn.
 
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This is possible but I don't think it is that likely. He seems a bit too active for that to be the case.
Well
For the times when you are lurking just below the surface, or drifting closer to land, you often hear their worry making itself known; Saiga has sequestered himself in his shrine, and will not leave to face you.
This is the standard "Sleeping for upgrades" text there, especially for an avatar heavy spirit. We have maybe a year or two to pick up the traits or skills to beat him on the rematch if he has gone to sleep for Awe....or if he simply gone to sleep for craft so he can make us a present, that works too.
I am sort of assuming that in the catastrophe quite a few of his shrines got blown up and he lost some traits. That would certainly explain dramatic shifts in character. Being dominated explains it too, but I think both happening is more likely. His look of awe might be as much about finally seeing a new spirit forming after the catastrophe as our stats and being a hot lady.
This sounds coherent though. I think you might be right on that.
 
--[] 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.
You realize that, if you keep this up, their going to start kidnapping orphans or something for this job, right? ... Actually, that could be hilarious. Still not sure what your doing this for, other than possibly as a Fear Mill.

I'd say that we should just take them home with us, but that seems like something we'd need to spend DE on, if we wanted them to, you know, actually continue to function as our servants. Seem's like it would need to be a custom action to keep them alive...

OH! Noticed this though:
[] 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
No more risk of being overshadowed by our own minions now! We'll use that for something... eventually.

RAPID EDIT: Do we actually know when the crater happened though? I was under the impression that it was the oldest thing around here, including Saiga, who is a relatively paltry 100-some years old.
 
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This is the standard "Sleeping for upgrades" text there, especially for an avatar heavy spirit. We have maybe a year or two to pick up the traits or skills to beat him on the rematch if he has gone to sleep for Awe....or if he simply gone to sleep for craft so he can make us a present, that works too.
I would agree on the sleep interpretation if he didn't later interact with a mortal carrying an amulet to another spirit. Fire Thief was able to compel Harzivan to do work during his sleep, but I doubt a priest of Fire Thief would have been able to do the same. That is why I think he was awake but avoiding us as he made a gift. Straight up being asleep is still possible, but I'm not entirely sold on it.
 
@Powerofmind - where did the 9 come from? I thought the 4 multiplier for Total Fear Value was the Vehemence total; are you saying that there are two such tracks (one for Fear Buy, one for Fear DE)?
I'm great at math, I swear I am. I don't think I've ever done anything below trig in my head, and that's only because I despise the entire set of equations relating to triangles.

This means that my notation is... rather poor. You know, having never actually done it. Just keep catching my notation errors, I'm at least accurate when it comes to the results.
This is possible but I don't think it is that likely. He seems a bit too active for that to be the case.

I am sort of assuming that in the catastrophe quite a few of his shrines got blown up and he lost some traits. That would certainly explain dramatic shifts in character. Being dominated explains it too, but I think both happening is more likely. His look of awe might be as much about finally seeing a new spirit forming after the catastrophe as our stats and being a hot lady.
Sightsear has noticed the issue with this line of thinking. Saiga is an entirely post-catastrophe being.
RAPID EDIT: Do we actually know when the crater happened though? I was under the impression that it was the oldest thing around here, including Saiga, who is a relatively paltry 100-some years old.
The catastrophe is multiple centuries old, closer to a millennium than Saiga's hundred plus some decades or so in change.
 
Man now I have this image stuck in my head of Saiga being so happy there is finally another relatively fresh spirit around as opposed to that bossy old crone. Surely they will get along and be in love and grow together! Life is going to be awesome!
 
Saiga, is so damn pathetic, at his age Our awoken hero hunter spirit Harzivan was already humiliating gods, and glassing civilizations.

Saiga's fate is to be Gaerigs househusband/bottom bitch forever.
 
You realize that, if you keep this up, their going to start kidnapping orphans or something for this job, right? ... Actually, that could be hilarious. Still not sure what your doing this for, other than possibly as a Fear Mill.
Fear shaping. Bumping Carpricious aspect up on the table.

It's all about failing an action and then getting credited anyway, so in this case, it's demanding something of our followers, if they obey, great, fear us! If they fail, great, fear us!

It probably won't work for more than three or four turns, which I expect is right when our little minions finally perfect their service and get used to it or they figure out how to game the system with orphans.
Then we find another way to do that. :D

It's fairly cheap at least, and 'training' our population to value perfectionism might be interesting.
Saiga, is so damn pathetic, at his age Our awoken hero hunter spirit Harzivan was already humiliating gods, and glassing civilizations.

Saiga's fate is to be Gaerigs househusband/bottom bitch forever.
It's I think, inherent to the new skill system.
A super martial spirit simply isn't going to be good at social and craft at the same time.
He's got Melee, Ranged, Survival, Navigation, Fishing as essential skills. No socials.

Whenever he meets a social specced spirit, he's likely to get trolled.
 
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Fear shaping. Bumping Carpricious aspect up on the table.

It's all about failing an action and then getting credited anyway, so in this case, it's demanding something of our followers, if they obey, great, fear us! If they fail, great, fear us!

It probably won't work for more than three or four turns, which I expect is right when our little minions finally perfect their service and get used to it or they figure out how to game the system with orphans.
Then we find another way to do that. :D

It's fairly cheap at least, and 'training' our population to value perfectionism might be interesting.

It's I think, inherent to the new skill system.
A super martial spirit simply isn't going to be good at social and craft at the same time.
He's got Melee, Ranged, Survival, Navigation, Fishing as essential skills. No socials.

Whenever he meets a social specced spirit, he's likely to get trolled.

Except were not pure social, were element fuckery too... and eventually a wizard.
 
Except were not pure social, were element fuckery too... and eventually a wizard.
We're not very good at social. We just have it at all.
Trickery especially is the high risk high reward social skill, if you succeed you remove their advantages but if you fail they're going to be pissed.

We need one more skill for socials at least. Awe or Trade probably.
 
[] Plan Calm before the Storm
[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 12 DE. (Note: may need to be taken multiple times) Turns left: 2
[] x2
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
-[] Focus on the strange creatures
[] 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 <20> 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
[] x2
I agree with Ninjafish and I did say I wanted to do inspire/sacrifice turn. The wander the depths is an effort to find the more exotic creatures of the sea because I want my Aspect of Squid/Octopus darn it!

We did Lure twice in a row already. Trying to do it to the same village too often loses some of its Vehemence.

I want to give them a sense of false security before we Drown them in our uncaring embrace
 
Insufficient tickles

What's scarier than awaking one morning to discover that the frozen corpses of your loved ones have washed ashore? The fact that they clearly died laughing. If you want capricious, that's the way to do it.
 
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Now that we are physically slapping around our villagers I am a bit inclined to work for something more directly deadly. Either aspect of crustacean or elemental aspect frost. Right now when we are out of the water we are bigger and stronger than any human, but not by much. Unless we get into the water we really can't defend ourselves from numbers or a spirit.
 
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