Time of the Gods: Into the Amber Age

Actually, what I would really like to make this work is some sort of trait exchange mechanism. Like say from spirit of trade.

In marrying Saiga, we gained his human perspective. And what did he get? Well, maybe Waves is just taking a honeymoon....

tl;dr I like narrative solutions
 
Bless Sacrifices
Navigation rolled 18, 10, 17, 14, 8. 3, 10, 7, 7, 5. 7, 11, 12, 8, 9. 10, 11, 8, 10, 14
Gain 22 DE
Bless Growth
Navigation rolled 5, 10, 11, 2, 10. 7, 12, 4, 6, 12. 11, 4, 18, 4, 6. 9, 13
Gain 14 DE
1 Interesting Result
Weirding rolled 11
No weird
So, Moonlight triggers on funky rolls, so mass Blessing is an effective way to set it off relatively cheaply. Of course, it's kind of random.

Also amazingly shitty rolls there. Given how many 2d10s we threw it's hilarious that the only double rolled was snake eyes, aka Fail So Bad you Win again.

Accidentally Despise (No Mischief)
Shrine rolled 15
... You didn't despise it. Really?
Gaerig is going to do a lot of Mischief this turn when the Weird comes it, obviously.

Seski makes trouble
Trickery rolled 9
Not this time
Kid will find a way eventually.


Hmm, others already assessed this, but I'll try my hand at it.

1 - Moon of Beasts
The Animal Aspect side.

This probably is the bit where animals howl at the moon and generally go hyperactive.
For fish, it means lots of fish swarming. For land animals, it MIGHT act as a random Call Animal event.

Or a "Call everything" event

2 - Moon of Transmutation
Not sure if this is Shapeshifting or Metals/Gems

Second Magic trigger maybe? This makes me think of the moon making water and snow silver, or other odd colors. Maybe transmute metals.

Or maybe people turn into gribblies as werewolves, who knows?

3 - Moon of Life
Spirit of <Life> stuff, which translates into Growth progress.

Note that the orgy is NOT normal. This was a 7,7 roll(so a 70, which a triple success, + crit, so quadruple success).

Meanwhile Saiga-side
Saiga: ;_;, "She exploded after sex with all her shrines. I'll bring her back! I will build her shrine!"
*Shrine built*
*Gaerig shines down on the site*
Saiga: "Oh man I feel horny as hell. Gaerig where are you~"
*Saiga, missing his waifu, just has an orgy with everyone*

4 - Moon of the Earth
The Earth aspect side.
So possible earthquakes? Or maybe soil fertility blessing, in which case Gaerig won't realize it.

5 - Moon of Wild Tide
The Water aspect side.

Tidal effects, so probably Moon Roiling or extreme tides.

6 - Moon of Secrets Revealed
The Mysticism side

In this case we gained Luck? Or Astrology?

7 - Moon of Wrath
The War side

Probably something like a Red Sun effect. Induce rage.

8 - Moon of Darkness
The Night side

The New Moon and the night full of Fear.

9 - Moon of Shifts
What the what?

10 - Moon in the Sun
Eclipse?

Hell if I know what that would do, except it'd be interesting.

Effects should be limited unless we roll too well
 
Meanwhile Saiga-side
Saiga: ;_;, "She exploded after sex with all her shrines. I'll bring her back! I will build her shrine!"
*Shrine built*
*Gaerig shines down on the site*
Saiga: "Oh man I feel horny as hell. Gaerig where are you~"
*Saiga, missing his waifu, just has an orgy with everyone*
Alternatively, since it was a Gaerig-powered orgy he might've seen it as being with her by extension.

9 - Moon of Shifts
What the what?
Either the moon shifting through phases, or possibly the moon of Lunacy.
 
[X] Plan Towards getting a body again

I like veekie's planning, and because I want to see if we can add hands and faces where they don't belong...
Chimera should be the answer.

Octopus-centaur would have teeth in a bad place. :p
After we recover our Avatar, maybe we can convince the voter base to Scour the Future for exactly that event? Wouldn't hurt our long term planning, at any rate...
Theres no lack of future gazing going on for us in general. We'll just need a big crit moon.
True, but I still want to specifically call out her prophecy, if only in private. If we look and find nothing, that means one of three things: A) We flubbed the roll that bad, B) We are the threat she foresaw (and therefore she'll be actively targeting us), or C) She made the whole thing up, as an elaborate scam to take control.

OR, She isn't bluffing, and we should start planning around that, at least in the long term.
Or she's not bluffing but interpreted it via her biases. She's a force of civilization while we're one of nature. Her fortified villages come off as prisons to us.

I expect our oracles to say much the same.
To be productive, I would like a trade/explore focus. I would find trade far more palatable than leadership/innovation, providing a mechanism for learning skills that didn't require innovation.
Fortunately Humans T2 gives Trade too.
But teaching skills is limited by the lower of Trade and Leadership
 
Ways to acquire Omen Reading:
-Open skill slot. We cannot learn or even unlock it without any room. This is required for all of them.

-Learn it from someone who knows and is friendly. Saiga's pantheon mates would probably not be a very wise decision, since they won't like us. At all.

They know that someone was inducted into the pantheon and Saitev is an old friend of Saiga's. He might be up for teaching/trade. I wouldn't touch the Crone with a 10 foot pole unless there was a spirit killing point at the end.
We're gonna keep things calm the next turn as well. If we get Saiga who is blind to Gaerig's faults to introduce her and things generally look alright in the village would Saitev be all that suspicous. Gaerig can alter her appearance as well so she won't look too dreadfull. Wouldn't acting in concert with Saiga increase the chances of the trade going through?

Besides with Omen Reading Gaerig and Saiga would be better able to watch out for the real Dread Thing!
 
[X] Plan Towards getting a body again

Need to keep humanity so we can use it to make our aquatic and amphibious worshippers later
 
So if I am tracking what Veekie has been saying correctly, to get second magic we need some sort of art, some sort of perform, omen reading, mysticism, and THEN second magic? If I am understanding that correctly it honestly isn't something I think we should actually be going out of our way to work towards. Picking up that many skills would make us incredibly mono-focused, even if we increase our avatar level somewhat we will still have to drop most non-magic oriented skills.

There is a serious opportunity cost to going for this, and I for one am not sure it is actually worth it. Not yet at least. As it is we can do the offensive side of magic with traits and we are doing pretty well at building up our attributes without rituals at all. Our attributes are skyrocketing, admittedly with some setbacks, but how many rituals do people really think we are going to do for attributes? There is no real need to fall into the Harzivan trap of trying to max (and then break the cap) on all the attributes. We can just try to ascend instead.
 
So if I am tracking what Veekie has been saying correctly, to get second magic we need some sort of art, some sort of perform, omen reading, mysticism, and THEN second magic? If I am understanding that correctly it honestly isn't something I think we should actually be going out of our way to work towards. Picking up that many skills would make us incredibly mono-focused, even if we increase our avatar level somewhat we will still have to drop most non-magic oriented skills.

There is a serious opportunity cost to going for this, and I for one am not sure it is actually worth it. Not yet at least. As it is we can do the offensive side of magic with traits and we are doing pretty well at building up our attributes without rituals at all. Our attributes are skyrocketing, admittedly with some setbacks, but how many rituals do people really think we are going to do for attributes? There is no real need to fall into the Harzivan trap of trying to max (and then break the cap) on all the attributes. We can just try to ascend instead.
We can stop at first magic which is mysticism also some traits merge skills (Saiga has one of these) or cause a skill not to be counted (stargazer does this to astrology if we have mysticism ) so it may not take as many skill slots as we think.
 
I believe this is no longer the case.
Leadership sounds like it's still a requirement.
They know that someone was inducted into the pantheon and Saitev is an old friend of Saiga's. He might be up for teaching/trade. I wouldn't touch the Crone with a 10 foot pole unless there was a spirit killing point at the end.
We're gonna keep things calm the next turn as well. If we get Saiga who is blind to Gaerig's faults to introduce her and things generally look alright in the village would Saitev be all that suspicous. Gaerig can alter her appearance as well so she won't look too dreadfull. Wouldn't acting in concert with Saiga increase the chances of the trade going through?

Besides with Omen Reading Gaerig and Saiga would be better able to watch out for the real Dread Thing!
Possible...though pulling a fast one on an Omen Reader would be tricky
So if I am tracking what Veekie has been saying correctly, to get second magic we need some sort of art, some sort of perform, omen reading, mysticism, and THEN second magic?
You have not.

First Magic is the one that requires two Perform skills to unlock(we already have one, and need a second Perform skill). It's based on sound.
-Performs are more powerful the more of them you have, while Trickery also needs a second social skill to get the most out of when used this way.

Mysticism is what Rituals are based off, particularly trait upgrade rituals, Inherent trait modification rituals and trait fusion rituals. It requires Omen Reading and Astrology. We already have Astrology, and we know a trait which can remove Astrology from the skillcap. Possibly upgradable(I think it was mentioned earlier, but no link until @Powerofmind shows up to confirm deny or refuse to answer) to a higher tier skill merger like Saiga did with Navigation and Survival. Mysticism is based on timing.
-Astrology is great for the Big Picture stuff, setting the ideal timing of actions.
-Omen Reading is great for assessing the consequences of actions.

Second Magic is the one we didn't unlock as Harzivan, but which is based on Light. We've already been doing Second Magic unknowingly twice now with the Reflecting Pool, which is a potent Second Magic tool. It has been theorized to be based on having two Art skills to unlock, but due to the astrologically significant time both our attempts triggered at, it might need or be enhanced by Mysticism. Until we have Second Magic, all Reflecting Pool will do is unleash a burst of uncontrolled magic.
-Art skills are used to contribute towards shrine upgrades when you're not forcing it by living at the edge of the trait cap. They also produce trade goods, which as we've seen, give substantial modifiers to social interactions. Art skills are finally, used to produce ritual implements used for rituals and Magics.

Clearer?
 
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[X] Plan Towards getting a body again

I like veekie's planning, and because I want to see if we can add hands and faces where they don't belong...


[X] Plan Towards getting a body again

Need to keep humanity so we can use it to make our aquatic and amphibious worshippers later
There seems to be some sort of miscommunication going because my plan has us keep humanity as well?

I also have us doing more blessings so that when we hit Shrine 3, So that we would have more DE to work with as well as Improving our Shrine by painting a map of the stars into the ceiling to help increase Shrine.
 
... and now that Interlude... Saiga doesn't even know. Fantastic. Hilarious that one of his blind spots is our very existence, but also sad. Perhaps... someday, we'll get him exploring again.

He also seems unable to realize that we are the thing that's causing problems/he was warned about. Possibly because of our first impressions and tricking him?

Though, how did Gaerig become a blindspot for Saiga? Gaerig's success with tricking Saiga into not interfering with her terrorizing of his worshipers, mixing with high Vehemence turns for Gaerig to establish Saiga simply can't acknowledge Gaerig's destructive actions? ...Doesn't jive with Saiga's condition that Gaerig stop attacking his worshipers.

Now that I'm caught up, how did you guys (and anyone else saying similar things, I'm sure I didn't catch everything) not realise that the Saiga interlude took place in the past? You're all usually fairly with it.
 
I also have us doing more blessings so that when we hit Shrine 3, So that we would have more DE to work with as well as Improving our Shrine by painting a map of the stars into the ceiling to help increase Shrine.
I'm delaying this because I want to cap the Holy Place with a Shrine, then put our Wonder upgrade in it.

We've had the discussion just immediately before the update.
Additionally, we'd likely get a better selection of shrine extensions after the Shrine rating purchase.
 
Now that I'm caught up, how did you guys (and anyone else saying similar things, I'm sure I didn't catch everything) not realise that the Saiga interlude took place in the past? You're all usually fairly with it.
I actually noted you were a type of blindspot to Saiga, due to the concept of Gaerig having a lot of presence in his prayers and rites, and because of his particular traits
 
Fear: Depth of terror in those under the the spirit's influence, affects prevalence in culture and increases the multiplier of DE earned while the spirit is doing frightful things. +Vehemence DE, +Shrine Extension Unlocks
Shrine/Holy Place/Confluence: Greater shrines support more impressive rituals and display more of the god's history and power, raising maximum traits. Gives a multiplier defensively against all foreign Influences, increasing with closeness to the shrines themselves. Larger shrines require more time and effort to be raised. Holy Places have a higher Shrine Defense bonus, and Confluences provide special bonuses. +Ambrosia Capacity, +Trait Capacity, +Maximum Shrine Tier, +Shrine Defense Bonus
I'm delaying this because I want to cap the Holy Place with a Shrine, then put our Wonder upgrade in it.

We've had the discussion just immediately before the update.
Additionally, we'd likely get a better selection of shrine extensions after the Shrine rating purchase.
That is false
Fear: Depth of terror in those under the the spirit's influence, affects prevalence in culture and increases the multiplier of DE earned while the spirit is doing frightful things. +Vehemence DE, +Shrine Extension Unlocks
Shrine/Holy Place/Confluence: Greater shrines support more impressive rituals and display more of the god's history and power, raising maximum traits. Gives a multiplier defensively against all foreign Influences, increasing with closeness to the shrines themselves. Larger shrines require more time and effort to be raised. Holy Places have a higher Shrine Defense bonus, and Confluences provide special bonuses. +Ambrosia Capacity, +Trait Capacity, +Maximum Shrine Tier, +Shrine Defense Bonus
 
There seems to be some sort of miscommunication going because my plan has us keep humanity as well?

I also have us doing more blessings so that when we hit Shrine 3, So that we would have more DE to work with as well as Improving our Shrine by painting a map of the stars into the ceiling to help increase Shrine.
Oh that was not the only reason big one is that I want shrine extensions at our holy place. that reason was what I viewed as important for dispensing a trait
 

Attributes
-Fear 4
-Avatar 4
-Influence 2
-Shrine 2
Traits (6/6)
-Inherent CA - Water
-Minor Aspect of Humanity
-Minor Spirit of the Sea
-Minor Spirit of Mischief
-OA - Seas
-OA - Waves
-AA - Moon
Skills (6/6)
-Astrology 5
-Navigation 4
-Perform(Trickery) 3
-Fishing 2
-Innovation 1
-Leadership 1


(So i'm still not sure if blessings get skill boosts or not)
(Navigation is at 4 atm, and gives +8. I will list the base value, and put any that would go over a success threshold in italics)

Bless Sacrifices
Navigation rolled 18, 10, 17, 14, 8. 3, 10, 7, 7, 5. 7, 11, 12, 8, 9. 10, 11, 8, 10, 14
(97, 55, 94, 79, 28. 3, 45, 21, 21, 10. 21, 55, 64, 28, 36. 45, 55, 28, 45, 79.)
(Total flat successes: 11+4+8+10=33, avg = 33/20 = 1.65)
(With Skill mod, +6 successes = 41, avg = 41/20 = 2.05)
(Also, clever way to keep track of how many you'd rolled, PoM, with the periods every 5 :) )

Gain 22 DE
(Avg 1.65/2.05 -> 2 net DE)
Bless Growth
Navigation rolled 5, 10, 11, 2, 10. 7, 12, 4, 6, 12. 11, 4, 18, 4, 6. 9, 13
(10, 45, 55, 1, 45. 21, 64, 6, 64. 55, 6, 97, 6, 15. 36, 72)
(Note: For this i'm assuming crit fail is -1 success)
(Total Flat Successes: 5+7+6+4=22. avg = 22/17 = 1.29)
(With Skill Mod +6 Successes = 28. avg = 28/17 = 1.65)

Gain 14 DE (Avg 1.29/1.69 -> -3 net DE. Hmm)
(Also, no pop mod gain. Not sure if we just rolled too low or what...)
(So average rolls without skill mods or crit boosts should be 2.5 avg successes, so given this either way you get DE churn without very high rolls)

1 Interesting Result
Weirding rolled 11 (55)
No weird (55 Not high enough)
(Triggered by)

Inspiration
Influence rolled 13, 16 (72 + 4 = 76, 3 Flat successes. 90 + 4 = 94; 4 Flat successes)

Moonlight
Influence rolled 9 (36 + 4 = 40, 2 flat successes, barely met DC 40...)
Minor Success
Fear rolled 4 (6 + 8 + crit = 14 + crit, 1 flat success)
Gained 3 Legend
(So pretty good base legend, for 3 legend with 1 success)
Weirding rolled 11 (55)
No weird (55 not high enough)
(Triggered by doubles roll on Fear)


A Weirding (This is what triggers all the other weirding rolls, including those before)
Rolled 15 (85)
Strangeness may occur under this moon

Calm Seas
Influence rolled 12, 14, 10 (64 + 4 = 68, 79 + 4 = 83, 45 + 4 = 49)
(All are doubles, so 4, 5, and 3 flat successes each)

Huh.
Weirding rolled 10, 17, 9 (45 + crit, 94, 36)
Aaand that's two (so 45 + crit (64?) and 94 is high enough)
(Triggered by those 3 doubles rolls)

Weirding of a Weirding rolled 13 (72)
No mastur-weirding (72 not high enough...at least for double weirding, likely would have been enough for regular)
(Triggered by the double's roll on the weirding roll)


Build Shrine
Influence rolled 14 (79 + 4 = 83, 4 flat successes)

Accidentally Despise (No Mischief)
Shrine rolled 15 (85 + 4 = 89; iirc PoM said this was DC 80, so with our +4 we had to roll a 14 or higher, so we had a 21% chance ignoring doubles (and even that would need a 12, so 22% chance to keep it! To improve chances, we need shrine 4 or higher, to boost rolls of 13 to a value of 72 + 8 = 80, that would give 29% total chance)
... You didn't despise it. Really?

Seski makes trouble
Trickery rolled 9 (36 + 6 = 43, 2 flat successes)
Not this time (So likely DC 40)

(With the weirding done, lets look at it: 55 wasn't high enough, 45 was, so i'm guessing DC of 60?)

1 - Moon of Beasts
2 - Moon of Transmutation
3 - Moon of Life
4 - Moon of the Earth
5 - Moon of Wild Tide
6 - Moon of Secrets Revealed
7 - Moon of Wrath
8 - Moon of Darkness
9 - Moon of Shifts
10 - Moon in the Sun

Rolled 6 - Moon of Secrets Revealed (10) (45, 2 flat successes)
Rolled 3 - Moon of Life (14) (79 + crit, 4, almost 5 flat successes)
(What, no weirding roll on this? :p)


+1 Astrology (2 successes on Moon of secrets gets us +1 astrology)
Major III Growth Event (4 (assuming PoM didn't round up) successes on Moon of Life gets us a Magnitude-6 growth event...)
Rolled 3 (3...well, that's annoying)
Population Modifier +3 (A zero-success roll gave us +3 on a Major III, so presumably half the value?)
Gained 4 Legend
(I think this is just base legend; no Fear roll...)

(Our actions: A bunch of blessings, 3 calm seas, our first moonshine, and first Moon of secrets + crit power/bad roll result moon of life)

FEAR BUY - Vehemence (13) (...Moonlight is scary, divinely inspired orgies are terrifying D=)
1-30: Shrine 3
31-40: Influence 3
41-45: Fear 5
46-50: Avatar 5
51-55: Fishing
56-60: Perform (Trickery)
61-70: Navigation
71-80: Astrology
81-85: AA - Yellow Moon (Night Moon)
86-90: AA - Silver Moon (Waning Light of Day)
91-95: AA - Blue Moon (Strange Moon)
96-100: Capricious One
(30% Shrine. 10% Influence, Navigation, Astrology. 5% Fear, Avatar, Fishing, Trickery, Yellow Moon, Silver Moon, Blue Moon, CO)
(50% Attributes, 30% Skills, 20% Traits)
(...I'm confused why we got the moons we got; Silver Moon might be default via moonlight, blue moon was the moon of secrets...which means yellow moon is fertility? So we'd need to weird moon of the earth to get harvest moon up there, likely...)

Rolled 96: Capricious One (...Seriously???)
9 Vehemence Remaining
Legend rolled 10, No buy (reduced chance of extra buys for balance adjustment, requires much higher unspent legend or roll)
(55 + (legend mod), not enough for bonus with 9/13 vehemence, on new set)

Gained Capricious One
Trait Cap Exceeded
Become Formless
(Welp.)

Your first year in quite a while without a body is easier to adjust to than you'd expected, like slipping off a glove to work with your bared fingers. You brighten the moon, still the seas, and give your blessings to the people who ask. Saiga seems forlorn that your body has gone the way of the shrine he made for you, but he curiously decided to begin work on another shrine despite the accident with the last one, even going so far as the bless it for you, since you are too weak to do it yourself. (...So was this only the case cause we got a high (4 flat successes) roll on shrine building?)

And then the strange things start happening. In the night, as you go about brightening the yellow glow of the moon, all throughout your domain you can sense a churning, roiling passion. (Ok, so yellow moon is definitely the fertility moon) It is enough to feed you, and when you try to pull your attentions to something resembling sight, you discover that a mad orgy has begun in the village, and Saiga's as well. Saiga seems unable to control himself, either, taking woman after woman for his pleasure.

Good thing you don't have a body right now. That looks draining.

On the other side of the long day, the first full moon to rise is strangely purple, and though this time the people are asleep, you are the one entranced, staring and churning the waters in strange, perfect shapes. (Blue moon is secrets) Your blessings prove a lucky choice, this year, as the many, many pregnancies you'd accidentally brought about have made the women hungrier and the need for good preserves in the long night greater. (Did the fertility buff counter our growth blessings? is that why we didn't get pop mod from the growth blessings?) There is one issue, however. The pair you'd blessed with dreams followed along after an especially foolish young man, traveling around the ice shelf to the east and provoking a fight with the people on the other side before they returned, bloody, but alive. (...Isn't this how Harzivan's war with the Eagle Warrior started?)

[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
74 - 74 (Expended) = 0 + 15 (Blessing rollover error) + 36 (Blessings) + 3 (Rites) + 70 (13 Vehemence) + 4 (PB) = 128
(...Wait. 13 * 5.6 = 72.8, we should have 2 more DE (actually 3 if it rounds like in the past))
(Edit: Wait. We had two omakes since last turn, didn't we?)

Holy Place Condensation -5
Overflow Condensation -10
Remaining: 113 (116)
(PoM mentioned later that we get 50% more cap atm; so 120...also, an error here; the PB overflows, so if we actually produced 128 income, we should have 123 DE and 1 ambrosia. However, we actually made 121, so we should have 116 and 2.)


Equations Noted for this turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 3 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
(Same as listed last turn)
Equations Noted for next turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 5 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 6.4 DE per Vehemence, rounded up)
(4(15+2+-2)/15 = 4, not 5. 4(10+8+-2)/10 = 6.4
CURRENT POPULATION MODIFIER: -2 of -18 minimum, was -4 last turn (+3 event, +1 natural growth [weak], -2 Vehemence exhaustion)
(So no bonus from growth blessings...unless that is the natural growth, which seems unlikely.)
0 + 2 (Condensation) = 2
58 + 4 + 3 = 65 total legend
14 + 7 - 4 = 17 unspent legend
(Looks right)

Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
-[] FORMLESS: Drive Petitioner to (Avatar Action). Costs: +15 DE surcharge
(Useful, if expensive; formless isn't as crippling as expected, which is good seeing how easy it was to hit it :p)
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Call Wave* - You twist and churn the waters, making them rise and rise to batter even the high land with the relentless, consuming sea. Costs: 14 DE
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.

Avatar Actions (FORMLESS, DISABLED EXCEPTING SCRY)

[] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait

[] Experiment with Unknown Materials
-[] Strange Stone
-[] Strange Metal

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] 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. Turns remaining: 1
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)

-[] Scry Distant Places - View the places you have not seen, the places you cannot go. Costs: 15 DE
(Very useful, if expensive)

Commune Actions (FORMLESS, HEAVILY ALTERED)

[] Issue Decree - You condense into a roiling mass just barely capable of overwhelming, booming speech in order to address those beneath you and issue a decree about the right way to live and how to worship you correctly. Costs: 15 DE. Maximum Decrees: 0/4
-[] LOCKED: Decree that families who send one of their beautiful members to attend your shrines for a time will be spared your wrath. Costs: 15 DE
(i think PoM said that this means we have to take this this turn; presumably Gaerig is compelled to do so since we've done so a lot. So 15 DE less to our budget)
[] Make Demand - You have need of something and you will tell people what you want. Costs: 15 DE. Issues per turn: 4
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
(Should probably do this)
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Costs: 10 DE. Maximum shrines 1/2.
-[] Specify a shrine to Leave to Ruin
(Should do this, only question is if we do so in holy place or in village)
[] Improve a Shrine - Invest a great deal of materials and ornaments to make a shrine grander. Costs: 10 DE.
-[] Dedicate <X> materials for progress.
-[] Expand a Pool of Endless Fish (T1): Grants free growth based on Shrine Tier per turn.
(Ooooh, thats very useful, especially if we keep failing at helping people grow and making things explode. Surprised it's available with fishing 2...)
-[] Expand Sacrificial Bowls (T1): Grants a small amount of DE/turn based on total Shrine Tier.
(Ehh; more useful than in AA, since passive income is much lower, but not the best)
-[] Expand the Painted Stars (T1): A map of stars will be painted upon the skins inside a single shrine, granting ???.
(...i really want this, even though i know we should get Endless Fish pool to help keep Pop mod high...)
(...Wait. We should have 6 available, if we unlock 3 every even focus level. We have Fear 4...)

[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 20 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Costs: 4 DE per option
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance (LOCKED and FREE with all other meeting options)
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Consummate your marriage, but refuse a child for now
-[] Consummate your marriage, contributing <X> Ambrosia for Attributes and <4X> Sustenance for traits or <9X> Sustenance to choose traits, in order to bear a Spirit Child

(Probably shouldn't, since it will make us test dominance...)

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

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked), Fear 2/5 (Ironically not that useful; just means it costs slightly less when it gets rolled)

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 (3) Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 2 (3) Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend
(No changes, aside from the improvement in notation :) )
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): 6 (5) Legend (Discount of 1 from Capricious One)
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (5) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend


Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (7) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (7) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (7) Legend
Astral Affinity - Harvest Moon (You have a special affinity with the moon of plenty): 6 (7) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (7) Legend
(Confirmation that these are all T2/base 6, increased by 1 by OA - Waves)
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (6) Legend
(Confirmation that this is T1, increased by CA - Water, OA - Seas i think, and OA - Moon)
(Wait...isn't Seas T2?)


Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (6) Legend
(Same as stars)

Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
(T3, discount from Spirit of the Seas iirc)
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (6) Legend (T1)
Ocean Affinity - Tides (Your affinity for the rolling waves has expanded to include even the tide itself): 6 (7) Legend (T2)

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (6) Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (6) Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (6) Legend Inherent Lockout
(All T1)

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
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Perform (Trickery), FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): 11 Legend (Very nice, but expensive--Increase in 6 from CO, and confirmed to not be a direct upgrade :/)
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (10) Legend (This had a discount(likely from Moon), so each Divine Enhancement increases all other costs by 3)
The new mechanic, Formless, comes into play when a spirit or god has exceeded his trait capacity, the carvings of them too varied and their tales too contradictory for their form to be stable enough for an Avatar.

Formless gods are helpless masses of power, unable to form avatars to interact directly, thus losing the ability to use many skills and temporarily deactivating certain traits regarding form (though this does not reduce the number of traits they possess). Formless gods' inherent traits do not exert additional influence on them as they normally would. (This is interesting...and kind of weird...I guess it prevents a situation where a character has, say, Inherent Firestorm, fills up on fire traits, and then can't despise traits cause they are compelled to burn so they're always doing destructive acts that apply to their traits?) They lose the ability to stray from the protections of their supplicants and shrines, thus cannot travel or explore. (...Talismans?) They can no longer physically defend their shrines, (But still get free divine action?) and interaction with other gods is relegated to aggressive dominance tests, and cannot be naturally peaceful (Formless gods can still trade and interact, but all encounters are first tested through aggressive dominance, and relations are at a natural penalty with other gods, making interaction less fruitful). (Interesting...)

Formless gods add half of all skill levels to effective Awe in encounters with other gods. (Very powerful!) This bonus is not calculated towards a successful domination, but still protects from domination or cowing before others. (...being formless makes it a hell of a lot safer to try to dominate; we already have 17 skill levels, or +34, which is a major defensive boost. Also we have to try, so if we fail, we can say we were just there to trade :p) They do not have to consume sustenance to maintain an avatar, and their incomprehensible lack of form greatly increases the maximum Divine Energy and Ambrosia they can store, as well as slightly increasing the effect of all divine acts (fires, fertility, tornadoes, etc.). (50% increase to cap, per PoM)

Formless gods can mimic direct interaction with the world, but the process is especially expensive, DE negative and does not have the same degree of accuracy or effectiveness as a god with an Avatar would have.(Good to know; at first i thought the inspire just made it more expensive, but its also less effective.)

Catch my notation errors, please and thanks as usual.

WEIRDINGS occurred on especially odd rolls (you were just inside the first DC, so you got no free Weird table stuff), and would activate only if the Weirding check was high, low, or a rare occurance (not a DC check).
(...Didn't notice this the first time through; apparently its not just a DC check. 17/94 was high enough, 9/36 wasn't low enough, 11/55 wasn't high enough, 13/72 was not high enough (but was alsoa double weirding so might be different) and of course doubles is a "rare occurance")

Character Sheet

Gaerig (Literally: Endless Water)
Devotional Energy: 113
Population Modifier: -2
Ambrosia: 0/3
Legend: 21:65

Ruined Garment - aprox. 10 units unknown material (metallic)
Condensed Energy - 1 unit unknown material (stone)
Accumulated Attribute Discounts: 2/1 Faith (Focus Lockout), 2/5 Fear

Faith: 0
The locals are subjugated to you and pray to you, but you gain no special power from their mutterings as they pray for safety upon the water.

Fear: 4
You have done something great and terrible, shown your thoughtless abandon for secrets and power.

Avatar: 4
You have acquired an avatar, a simulacrum of a young woman who died in your waters, pale and blue-lipped. Your avatar is perpetually dripping wet, and when it speaks, water comes with it's words. It is garbed in tattered furs, draped and bound with seaweed. It's irises and pupils have been replaced by images of the moon, hypnotically changing in phase.

Influence: 2
Your influence extends roughly a half-mile in all directions from your Holy Place and Shrines, an area of the strait just off the island where fish abound, and currents are fickle. Your influence overlaps with the coast and a local village.

Shrine: 2
You possess a Holy Place, after accidentally destroying your other shrines.
Maximum Shrines: (1/2, equal to Influence)
Teeth of the Sea [Confluence Effect: Moonbeam - Gain Minor Legend from all Major+ Successes in Astrology]
Saiga's Fishing Village (T 1/2)
Inherent Traits - Regular Traits

Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)

Astral Affinity - Moon
Ocean Affinity - Waves, Sea
Classical Affinity - Water

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)
Astrology 6
Navigation (3) 4
Perform (Trickery) (1) 3
Fishing (0) 2
Leadership (0) 1
Innovation (0) 1
Ur-Children
Born Turn 9
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)
Classical Affinity - Water

Perform (Trickery) (0) 2

Legend Threshold Hit! (Granted you 5 Legend)
Unspent : Current // Threshold : Ascension Requirement
3:3 // 3:44
Monsters
Spawned Turn 9
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar)

SPECIAL FEATURES:
None yet matured enough for Special Features.

Perform (Trickery) (0) 2

Dissemination: 2%
Fertility bonuses: 0
Predator bonuses: 1
Survival bonuses: 1
Born Turn -119
Known Attributes-
Faith ?
Avatar ?
Influence 3
Shrine ?

Known Traits-
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 3 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)

Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Lesser Spirit of Exploration (+3 Survival, +1 Navigation, +1 Trade, Expanded exploration range)

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)

Known Skills-
Awe
Innovation
Fishing
Melee
Discovery
Craft (Bonecarving)
Craft (Woodworking)

----
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Aspect of the Raven (+1 Survival, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)

Known Skills-
Survival
Perform (Sing)
Omen Reading
Trade

---
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Spirit of Law (+3 Leadership, +3 ???, +2 Art (Painting), Can impose 2 additional Decrees)

Known Skills-
???
Leadership
Art (Painting)
Astrology

Known Additional Titles: The Keeper of Secrets
 
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Oh that was not the only reason big one is that I want shrine extensions at our holy place. that reason was what I viewed as important for dispensing a trait
That's, not something either plan is doing?? That would require building a shrine on top of Teeth of the Sea. The people are nor sufficiently advanced enough to make the attemp. I do have shrine extensions in my plan though.

@Abby Normal I have us doing shrine extensions in my plan
 
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