Time of the Gods: Into the Amber Age

Tagging and PMing people to vote for your plan.

...

Literally worse than Hitler. And fantasy Hitler Jon Snow. This is the reason Marx rallied against the Capitalist system.

No seriously. Don't do that, it's needless invasive and it gets too personal about such small thing as ONE vote in just ONE quest. Calm down, or else you will have an aneurysm when the stupid comes. Cause the stupid always comes. Always.
 
That is the thing, I'm actually pretty calm and not even salty
It's just that I want to make my case here, in order to aVoid any misunderstandings here
And to Apologize to @Powerofmind for making him aparently as angry as I did despite never having the intention of doing so
Okay. I don't particularly believe it, but I can stomach an apology.

As for the twisted insult, which I can believe was an honest misunderstanding:
Words matter. Style matters. "In some twisted way, you were pleased by this" immediately evokes imagery of open cruelty and sociopathy, ties an outsider's view of me through your narrative to events or situations they mentally assign the word 'twisted' to, like Nazis, people they consider sexually or morally deviant or damaged. This is an insult and a massive one to a native English speaker.

The closest translation of meaning I take from the word twisted as an English speaker was "verbittert und verwirrt" for German. A better term to use instead of twisted for the intent you wanted would be atypical, different, odd, weird, or strange, all of which have significantly less insulting connotations in the English language.
Tagging and PMing people to vote for your plan.

...

Literally worse than Hitler. And fantasy Hitler Jon Snow. This is the reason Marx rallied against the Capitalist system.

No seriously. Don't do that, it's needless invasive and it gets too personal about such small thing as ONE vote in just ONE quest. Calm down, or else you will have an aneurysm when the stupid comes. Cause the stupid always comes. Always.
A mod just weighed in on this, appropriately reprimanding ninjafish for his previous actions, and ninjafish himself apologized and cut it out nearly within the same page as he started doing it. This was at least a little unnecessary, and since I am here now, I'm going to cut this off at the root before anyone gets the idea to also weigh in when they catch up, long after the fact of the transgression.
 
*Cracks knuckles* Okay, seriously I hate you people and your appalling amount of activity.

"So I just had my birthday party last night and I really want to unite Britannia in CK2, I'll just check out how the thread's been doing."
>20 pages within 12 hours
>Ninjafish being a demagogue
>Omegahugger being granted too much power
>GM gets pissed (have a hug)
>Voting already locked
>Mod raising an eyebrow

*deep breath*

FUCK.

I'll just go back to murdering all my dukes then. Elective monarchy is pretty fun when you kill all the other voters *hinthint*
 
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Warning: hello again
hello again Alright, so @sidestory's longer post has been deleted by me and I'd like the whole tangent it was part of to not progress any further.

Speaking of things I wanted to put an end to, @Jean Danjou given I had intervened and @ninjafish hasn't posted since then, your post and its (I'm assuming insincere) hostility is unnecessary.

Everyone just move on with the quest and stop getting twisted up about campaigning tactics. If I come back here a third time for this I might start handing out thread-bans and points.
 
Turn 13 Results
[X] Plan One Year of Peace
-[X] Bless Petitioner for Growth
--[X] Expend 16 DE on petitioners - Navigation
--[X] Expend 8 DE on petitioners - Fishing
-[X] Control Waters***
--[X] Calm Seas. x2
-[X] Direct Fish**
--[X] Call Fish. x2
-[X] Harvest Moon*
--[X] (LOCKED) Self (Per our deal)
-[X] Guide Ships
-[X] Lure (reserve as punishment)
-[X] Study Stars
--[X] Read the Future x2
-[X] Play with Seski
--[X] Let her play with the Condensed Energy stones
--[X] Find some pixies to play with together
-[X] Make Demand
--[X] We Require works of bonecrafting, as to decorate our shrines!
-[X] Improve a Shrine
--[X] Dedicate 1 Moderate quality Obsidian Figurine for progress.
--[X] Expand a Creche
-[X] Meet with Saiga. Costs: 0.5 Sustenance per option
--[X] Learn more about him
--[X] Learn more about Niogg (has a maximum limit on successes)
--[X] Tell him about the coming danger we saw in the stars
--[X] Ask what sort of trades he might be interested in in the future
-[X] Lay with a Silverman
Bless Growth
Navigation rolled 15, 17, 16, 6, 17. 9, 12, 3, 13, 13. 11, 13, 15, 14, 4. 19
Fishing rolled 3, 17, 13, 12, 11. 7, 12, 17
Gained 26 DE

Calm Seas x2
Influence rolled 7, 12

Direct Fish x2
Influence/FIshing rolled 15, 11
(Half modifier each)
Fear rolled 14
Gained 6 legend

Harvest Moon
Influence rolled 13
Bone to Obsidian
Converted (6) bone figurines to Obsidian
Saiga gifts (2) Obsidian figurines (1 Good, 1 Moderate)

Guide Ships
Navigation rolled 16

Lure
Trickery rolled 7

Read the Future
Astrology rolled 14, 10
Astrology +1, Astrology to Capacity

Minor Legend x2
Fear rolled 14, 10
Gained 8 Legend

Let Seski mess with Amber
Innovation rolled 13
Spent 1 Strange Stone, Discovered Amber
Seski gains 2 legend
Seski spends 1 legend; gains Craft (Stoneworking) 1

Let Seski play with Sea Pixies
Innovation rolled 10

Demand figurines!
Fear rolled 13
Mortal Craft rolled 14, 4, 17, 10. 7, 16
Gained (6) Bone Figurines (2 Very Poor, 1 Poor, 2 Moderate, 1 Good)

Improve [Assumed apostate village shrine, next time specify *finger wag*]
Quality + Shrine rolled 12
Gained 5 of 2 necessary successes
Raised to T2, 3 overflow successes
Gained 3 of 3 necessary successes
Raised to T3, no overflow

Expand Creche [Assumed apostate village shrine, next time specify]
Shrine rolled 18
(WHAT THE FUCK, DICE)
Creche enabled in [Apostate Village Shrine] at no additional material cost
((The Creche is a set of rooms and facilities ideal for the raising of a child in the best possible environment, constantly attended by devotees, or the containment of a powerful beast, appeased by it's effect on it's attendants. Grants the Ur-Spawn the ability to spend 1 additional legend per year on skills at Shrine Tier 1, 4, 7, and 10. Grants an additional +1 Strong Modifier on rolls tied to the Ur-Spawn's survival at Shrine Tier 2, 4, 6, 8, and 10. Ur-Spawn are removed from the Creche when they posses at least 25 skill points or at least 4 skills ranked 5 or higher.))

Learn from Saiga (absorbed 'what would you trade')
Trade rolled 17, 13
Learn about Niogg
Trade rolled 11

Lay with Silvermen
Avatar rolled 18
Sterility... negated? Really?

(This whole turn deserves special mention, because HOLY SHIT you guys are lucky you didn't go for a moonlight turn or you'd be over-fucking-run with weirds. You rolled 8 sets of doubles, which is a little over double what you should have for the number of rolls put in at around 20%, on top of so many high dice my god what is this nonsense.)

FEAR BUY - Vehemence (6)
1-5: Shrine 4
6-15: Influence 3
16-20: Fear 5
21-30: Avatar 5
31-35: Perform (Trickery)
36-40: Navigation
41-45: Astrology
46-50: Fishing
51-60: Minor Aspect of the Fish
61-65: Minor Aspect of the Crustacean
66-70: Lesser Aspect of Humanity
71-75: Minor Spirit of the Stars
76-80: Minor Spirit of Motherhood
81-90: OA - Waves
91-95: AA - Stars
96-99: Lesser Bless
100: Stargazer

Rolled 29: Avatar 5
Vehemence exhausted, no additional buy
Gained Avatar 5
Unlocked Survival (0) 1

This year, you change the tune of your blessings, not especially caring for overt sacrifices, but rather being especially interested in the additional power you get when you have more live people around to terrify. The people are happy, though not enough to feed on, and since you let them keep their bounty, you don't gain as much from their rituals, but there is a certain thickness, like particularly wet snow, that comes with more people giving you power, that you are coming to appreciate and enjoy quite a bit!

You even lay with a few of the silver men, bearing their children some months later. There is a subtle difference in their bodies and blood from their parents, and you get the feeling they'll have much better fortune having children of their own. Apparently, all they needed was a little more direct help!

In keeping with trying to make the people make more babies (and keep the ones they have alive), you draw deeply from your powers over the sea to direct massive surpluses of fish to your shoal and about the coast. Combined with the stillness of the sea, and your direct hand in pointing fishermen to the most prolific spots, the people you lord over are especially healthy and content, which makes the moments of extreme joy as you direct the starving to fish, and overwhelming terror as you direct the irreverent to the rocks, all the sweeter.

You feel so nice you even give Seski a gift! She seems somewhat enamored with the weird stone you plucked from your ambrosia pool a while back, carrying it about and eventually wearing it down by striking it with sharp bone bits and stones into something resembling a circle, which she ties to a string and wears as a necklace. Such an industrious little girl! Since you're so incredibly nice to everyone, except for the stupid mortals who think they can get away with not giving you proper dues, you decide you deserve some appreciation for it. You tell your attendants to spread the word; you want pretty figurines of bone and shells!

Of course, you don't expect them to stay as mere shells and bones. You're hoping for the very nice Obsidian that looks like the night sky. At least until Saiga appears, carrying nearly a dozen small and large figures, all of you, crafted of tusks and larger bones. You're... pretty sure you can't change that much at once. Like any good divine being, you prove yourself right in the end, when only half a dozen of Saiga's things are changed, though he seems perfectly happy with the results. He gifts you the finest two, an eye-catching ebony replica of his first gift to you that would be more impressive - if you hadn't transformed the first one also - and another of you in a different pose that looks especially enticing, perfectly smooth lines and edges giving you a strong appreciation for it.

You spend a night with Saiga, imploring he continue his saga for you. From what he speaks about, he is starting to run out of stories. It is a little upsetting, because you very much enjoy the way Saiga tells stories. You will have to see about making him go do things so he can tell you more! When you warn him that something dangerous is coming next year, he seems especially excited, and you share in it, right up until he says he should check with Attrouska, to see if she can be any more specific. You hit him repeatedly until he runs from your shrine, wrapped only in blanket-furs, the idiot.

Now with two copies of your first gift, you figure you can display one of them properly, and bring together some attendants to generally spruce up your closer shrine. Things go very well, and you get the pleasure of ordering people around again, as the shrine ends up with a grand extension going out from the center, a whole living space for your daughter, Seski, who is immensely pleased to sleep in a dedicated bed rather than an admittedly comfortable pile of furs.

As the expansion continues, your people even make some minor improvements to the Painted Stars mural. The structure is not yet large enough to display a more extensive map, but it shouldn't be long before you can also start charting seasonal changes in the sky's orientation.

You've had such a productive year that by the time you search the skies you nearly forget to check about the threat coming soon. With the appointed time nearing, it is much easier to tell that it is Attrouska, the Crone! She has been preparing to come this far for some years now, and your moon-focused efforts have sped up her time-table. She will come with a terrible frozen disc, made just for you, etched with squiggles and pictures. Alongside her will be two stern men, carrying a great drum and a wooden flute. You must be far away when the time comes, because she will not dare harm your shrines or people directly for fear of Saiga's wrathful vengeance. You do not like your chances of confronting the picture-disk and escaping the same...

[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.]

You have gained a Quest - Do not let the Crone confront you with the Frozen Disk!

Divine Resources Available

82 - 82 (Expended) = 0 + 26 (Blessings) + 10 (Rites) + 34 (6 Vehemence) + 7 (PB) = 77
Holy Place Condensation -5
Gained 1 Ambrosia
Remaining: 72

Equations Noted for this turn's income: (Rite Income = 4*[(15+[Base Fear/2]+Pop Modifier)/15] = 10 DE) /// (Income per Vehemence = 4*[(10+[Base Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*2.25*[(15+[Fear/2]+Pop Modifier)/15] = 11 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 6.8 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: 3 of -18 minimum, was 0 last turn (+3 Growth acts)
0 + 1 (Condensation) - 1 (Sate Hunter) = 0
93 + 6 + 8 = 107 total legend
30 + 14 - 5 = 39 unspent legend
Lost 1 moderate quality Obsidian Figurine (Shrine Tier)
Lost 1 Unit Amber
Gained (6) Bone Figurines of various quality (Demand)
Gained (2) Obsidian Figurines of various quality (Trade Condition)

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
[] 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.
[] 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.
[] Harvest Moon* - Shine down the light of the orange moon, the moon of plenty and change where one thing becomes another; stone to ash, bone to gems, lead to gold. Costs: 20 DE
-[] Self - Transmute minerals and baser metals into more valuable, more powerful things.
-[] Enemies - Transmute minerals and metals into weaker, brittler forms, collapsing buildings and dulling weapons.

Avatar Actions (17/20)

[] 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 Metal

[] QUEST: Flee - You must not be present for much of the year. You suspect The Crone may come soon, and the picture-disk frightens you. Costs: 15 DE, 3 sustenance. (Greatly reduces confrontation chance, maximum three times to guarantee no confrontation. Can have other effects) Remaining turns: ?

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 8 DE - Fox Village, 10 DE - Crone Village, 8 DE - Saitev's Village, 12 DE - Imprisoned Settlements
[] 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)
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: ? DE, ? Ambrosia OR ? appropriate Amber Crafts (?)

Commune Actions (17/20)

[] Issue Decree - You take form, or manifest your avatar in order to issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
-[] Alter the Decree of Appeasement - + 2 Fear to affect the degree of the decree (Cannot reduce written Fear to 0).
[] Make Demand - You have need of something and you will tell people what you want. 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>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 2/2.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand another Creche (T2 Limited).
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 13)
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a spirit child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for traits
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

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

Spirits
Spirit of Mischief (+4 Perform (Trickery), +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters): 9 (8) Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (6) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 (5) Legend
Minor Spirit of the Stars (+2 Astrology, +1 Navigation): 3 (5) Legend
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1): 3 (5)

Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 6 (8) Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 6 (8) Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 6 (8) Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 6 (8) Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 3 (5) Legend

Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 3 (5) Legend

Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 (5) Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 (1) Legend

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 (5) 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
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 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): (8) 11 Legend
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
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): (3) 6 Legend

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

As usual, catch my notation errors, though I think I did this one better...
 
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You even lay with a few of the silver men, bearing their children some months later. There is a subtle difference in their bodies and blood from their parents, and you get the feeling they'll have much better fortune having children of their own. Apparently, all they needed was a little more direct help!
Woo!
We banged some life into them alright.
You spend a night with Saiga, imploring he continue his saga for you. From what he speaks about, he is starting to run out of stories. It is a little upsetting, because you very much enjoy the way Saiga tells stories. You will have to see about making him go do things so he can tell you more! When you warn him that something dangerous is coming next year, he seems especially excited, and you share in it, right up until he says he should check with Attrouska, to see if she can be any more specific. You hit him repeatedly until he runs from your shrine, wrapped only in blanket-furs, the idiot.
Saiga you dumbass.
 
Blessed are the planmakers
For they shall inherit the blame when the dice inevitably cause things to go horribly wrong
I accept full blame for this:
Improve [Assumed apostate village shrine, next time specify *finger wag*]
Quality + Shrine rolled 12
Gained 5 of 2 necessary successes
Raised to T2, 3 overflow successes
Gained 3 of 3 necessary successes
Raised to T3, no overflow

Expand Creche [Assumed apostate village shrine, next time specify]
Shrine rolled 18
(WHAT THE FUCK, DICE)
 
[] QUEST: Flee - You must not be present for much of the year. You suspect The Crone may come soon, and the picture-disk frightens you. Costs: 15 DE, 3 sustenance. (Greatly reduces confrontation chance, maximum three times to guarantee no confrontation. Can have other effects) Remaining turns: ?
Hmm, extremely costly, but we'd need to take a Fearful turn to take this three times and still have any energy left. I'd suggest at least twice. Fortunately the pop mod rebounded but we need to be careful of making children or other Sustenence intensive activities.

I think Moon + Trickery Inspiration + Trickery Blessing might also help with diverting the Crone.
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand a Creche (T2 Limited): Grants bonus protections and growth speed for a single Ur-Child or Ur-Beast that is marked as living in the shrine.
-[] Expand Sacrificial Bowls (T2 Common): Grants a small amount of DE/turn based on total Shrine Tier.
-[] Expand the Shadowed Shrine (T2 Grand): Collect many skins, covering over the icons and ornaments of the shrine, and defacing the outside of the shrine, granting ???.
@Powerofmind
Is our T2 slot locked or do we have another?
Now would be a VERY good time to expand the sacrificial bowls(and use the new Obsidian Figurine to upgrade our shrine with Saiga to T3) if not

EDIT: Argh, going to sleep. Can't stay up at this hour, work tomorrow.
Maybe I can still find a good plan in the morning.
 
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@Powerofmind
Is our T2 slot locked or do we have another?
Now would be a VERY good time to expand the sacrificial bowls(and use the new Obsidian Figurine to upgrade our shrine with Saiga to T3) if not

EDIT: Argh, going to sleep. Can't stay up at this hour, work tomorrow.
Maybe I can still find a good plan in the morning.
DAMMIT! And I thought I was doing so well this time! No, that isn't an option right now >.>
 
Well don't I look silly for all my fertility-boosting schemes. Should've trusted in the tried and true brute-force method.

Mind you, we should still try and see if we could get the Crone seduced, but that's just as much to unlock Spirit of Shipping.
 
Serious question. If we could pay Ambrosia directly to buy off the sterility trait (I know we can't. But if we could?), how much would you think would be a fair price?
Just one. It's not a fairly disseminated bloodline, and really because you rolled over 100 you skipped the entire process of re-breeding out the original bloodline's sterility (you could have gotten this result if you took silverman partners enough times overall before they died out).
 
think Moon + Trickery Inspiration + Trickery Blessing might also help with diverting the Crone.

I'd drop the moon this turn. It cost the same as Fleeing, so why take the chance of trickery when we can make sure we're not meeting the Crone?
Would be better to visit some of the other villages then or take wander the depths in conjunction with fleeing.

Drive fish away could make for a story: The Crone comes to do something to Gaerig and when Gaerig leaves the fish goes with her. I'd whip the waves as well.
 
With the appointed time nearing, it is much easier to tell that it is Attrouska, the Crone! She has been preparing to come this far for some years now, and your moon-focused efforts have sped up her time-table.
Okay, so this journey is NOT cheap for her to accomplish. Downright exhausting even. She can't keep it up.
She will come with a terrible frozen disc, made just for you, etched with squiggles and pictures.
Art(Carving) created ritual tool. Tailor made to bind us.
Ice brings Water into stasis.
Alongside her will be two stern men, carrying a great drum and a wooden flute.
Perform(Percussion) and Perform(Flute)
She's running Magic on us to bind us to her laws.
You must be far away when the time comes, because she will not dare harm your shrines or people directly for fear of Saiga's wrathful vengeance. You do not like your chances of confronting the picture-disk and escaping the same...
Escaping will be high difficulty. We're facing someone who's also using Astrology to buff her ability to get here at the right time. Heck, Gaerig specifically mentioned that escaping it is very difficult.

But she cannot attack our shrines or worshippers because Saiga would be broken out of his own binding if she physically attacks our stuff, and Saiga is a Melee monster with his own T1 magic Spear. She'd be skewered.
Therefore, if we do the right kind of Trickery Inspiration, she might be goaded to do so by our faithful.

Finally...do we take Seski for a walk when we escape?
 
What does the 0 DE at Harvest Moon mean? Is it free this round?

For the plan, I say go for Fear and 2 Quest. I don't fancy facing her without a tank full of DE. Or at all. Actually, transmuation could deprive her followers from their instruments, so that's something we could do. Or not, depending on the rules.
 
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Yay, the Silvermen are saved! Too bad about the shark though.

Anyway, for next turn, I'm in favor of @Edkose 's suggestion: we run away and take the fish and calm waters with us, and then go explore a bit.
 
Titles: The Hunter, The Wanderer, The Fool Usurped
Pantheon Enhancement: Adventurous Hero (Grants a Strong bonus when exploring, battling known outsider spirits, or when encountering new spirits peacefully)
Okay, Saiga used to be pantheon head. His Role is the Kirk, to go where no man has gone before fight hostile natives and bang sexy alien babes.
Known Additional Titles: The Keeper of Secrets
Pantheon Enhancement: High Elder (Enhanced effectiveness of Mystical actions, can impose 2 additional decrees, gains 1 legend per turn)
Attrouska has the pantheon Elder position, which gives us extra powerful magic. Do not try to contest her spells
DAMMIT! And I thought I was doing so well this time! No, that isn't an option right now >.>
Uh...we can still build a second Creche in Saiga's village can't we?
I'd drop the moon this turn. It cost the same as Fleeing, so why take the chance of trickery when we can make sure we're not meeting the Crone?
The issue is that the Crone will keep coming. Note the number of turns we need to keep doing it is ???
I'd bet that it's variable based on HOW we avoid her:

Slow way:
-We keep fleeing, until she just can't afford to pursue us and still maintain an economy. We play the role of The One That Got Away for this conflict. She can't find us, for we're cunning and slippery and she's OLD.

Faster way:
-We misdirect her by visiting the Fox villages while she chases us, leading her into conflict with others when she catches up to find the wrong Trickster. This may tie her down in additional conflicts, where she's prepared for the wrong target. We play the role of the Strifemaker. What Loki did, kite enemies into each other, dodge and laugh.

Riskier(but gives her a clear defeat) way:
-We flee, but set up our blessings so that she attacks our people, believing them to be us in disguise. Saiga would be obligated to protect them, and then now they'd be fighting. If Saiga gets a hit in, she's going to disperse FAST. We lay the role of the Tempter, by goading her into unwise actions against her will.
Drive fish away could make for a story: The Crone comes to do something to Gaerig and when Gaerig leaves the fish goes with her. I'd whip the waves as well.
I'd suggest no whipping waves, we require visuals to pull it off.
Fish...well there's the potential Fish aspect problems, but it's an idea.
 
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