Time of the Gods: Into the Amber Age

I had honestly been assuming power just kept forgetting about it, but I can't help but wonder if it was a deliberate oversight that we had the option to correct through force. It has provided some nice cover for the tidal wave turn, and might work this time around too.
Actually, last time, didn't he forget a gift for 10 years too?
 
Damn, thats a higher surcharge than i remembered...not sure if that means "15 DE surcharge on inspiration, so 20 total surcharge" or 'Just' the 15 DE surcharge on whatever action...also not sure if we can inspire a petitioner to have monster or divine children on our behalf...i'd assume not but religious stories have some weird things :p @Powerofmind ?
Silly, that's formless only. You're just dispersed. Check your only dispersal turn to see just how fucked up you are. You lose communal actions, too.
@Powerofmind, how can somebody have a negative value in unspent legend?
And more importantly, what does this mean for our child ?
Creche uniquely allows spending under 0, that way all creched kids get to at least 10*Spent per turn before getting kicked out.
Also since it got updated and I see no minor Humanity here I think giving the sea pixies humanity failed again and for the final time I think, since we just lost our Avatar, pity :( it was nice while the hope lasted :cry:
Oops.
 
Silly, that's formless only. You're just dispersed. Check your only dispersal turn to see just how fucked up you are. You lose communal actions, too.
So, if that includes shrine and temple construction...we need to explode and really become Formless to get back out? Fortunately we're only two traits away from that, and if we avoided that we'd have raised our Shrine(and be able to pay to reach the diminished Sustenance version with stored ambrosia, so we can reform as soon as we have pop mod room to rampage in)
 
So, if that includes shrine and temple construction...we need to explode and really become Formless to get back out? Fortunately we're only two traits away from that, and if we avoided that we'd have raised our Shrine(and be able to pay to reach the diminished Sustenance version with stored ambrosia, so we can reform as soon as we have pop mod room to rampage in)
Well, Ian reminded me of the Fortune reroll, so we're actually going to see if you disperse at all. Of course, you're probably going to take even more pop damage to avoid exploding.
 
Turn 23 Results; or "Why you should always count your turn budget"
[X] Plan Everyone Combine Blessings
-[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: See your known Skills.
--[X] Expend 16 DE on petitioners for Astrology
--[X] Expend 16 DE on petitioners for Omen Reading
--[X] Expend 16 DE on petitioners for Trickery
--[X] Expend 16 DE on petitioners for Survival
-[X] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. Inspirations are naturally stronger than Blessings, but affect a more limited number of people. Inspirations can target individuals of choice and grant specific skills. Costs: 5 DE x7
--[X] Survival x7
-[X] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea, The Cold and The Sky. Costs: 13 DE x3
--[X] Command Water [How]
---[X] Calm Seas x2
--[X] Command Clouds [How]
---[X] Bring Rains x1
-[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE x2
--[X] In your territory x2
-[X] Yellow Moon* - The shine of the Full Moon in all it's glory, timed with the fertility of the woman and the greatest virility of the man. Greatly increases Fertility and empowers Blessings. Costs: 35 DE
--[X] In your territory
-[X] Lay with Sea Pixies
--[X] Contribute 18 Sustenance to add Minor Aspect of Humanity and FM - Yellow Moon
-[X] Find Seski! Costs: 10 DE, 2 Sustenance
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. (Highly Enhanced Effectiveness of all sub-actions)
--[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE
-[X] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
--[X] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[X] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
--[X] Study Hard Crystals. Costs: 10 DE
-[X] Innovate something!
--[X] Electrum
--[X] Hard Crystals
--[X] Colored Crystals
-[X] Create Art
--[X] Cast paints upon a canvas of hide and fur
-[X] Use Items
--[X] Equip an item
---[X] Singing Spear
-[X] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum Shrines 5/6.
--[X] On the hilltop next to Attrouska's shrine.
-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make Saiga's Hunting Village Shrine grander. Costs: 5 DE.
--[X] Expand another Creche (T2 Limited).
--[X] Dedicate Very Poor and Poor Bone Figurines
-[X] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
--[X] Reduce Fear to 1 if possible
-[X] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 1/2. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
--[X] Continue work on [Keshketev's Basin] temple (4 successes stored).
--[X] Dedicate Amber Figurine
-[X] Meet with Saiga. Costs: 0.5 Sustenance per option
--[X] Learn about him (Current circa turn 13)
--[X] Request to coordinate blessings
--[X] Update him on recent events, particularly regarding whether he can control the Frauma, and the potential problems with controlling Rashelki.
-[X] Meet with Saitev. Costs: 0.5 Sustenance per option
--[X] Learn about him
--[X] Update him on recent events, particularly the birdmen and Attrouska.
--[X] Request to coordinate blessings
-[X] Meet with Keshketev. Costs: 0.5 Sustenance per option
--[X] Trade Amber for him to work the both Crystalline Silver into jewellery for you to enchant. Trade Amber for his work in carving up to 12 Amber Figurines from your amber stocks.
--[X] Request to coordinate blessings
-[X] Show Ghette your reading the omens
-[X] Introduce Gaelte to some small animals
Divine Acts
Bless Sacrifices
Astrology rolled 11, 11, 10, 14, 11. 7, 13, 6, 4, 13. 18, 12, 10, 4, 12. 14
4 Degrees: Gained 26 DE, Gained 16*.04*2.25/2=1 Growth
Omen Reading rolled 10, 21! 15, 11, 16. 14, 19, 13, 2, 9. 9, 10, 7, 10, 9. 3
4 Degrees: Gained 22 DE, Gained 14*.04*2.25/2=1 Growth
+1 Omen Reading
Trickery rolled 6, 13, 12, 12, 4. 10, 7, 6, 16, 7. 12, 18, 12, 10, 15. 12
4 Degrees: Gained 28 DE, Gained 18*.04*2.25/2=1 Growth
Survival rolled 8, 18, 14, 8, 7. 13, 17, 11, 11, 8. 11, 12, 10, 17, 7. 7
4 Degrees: Gained 26 DE, Gained 16*.04*2.25/2=1 Growth

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

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

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

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

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

Subtotal VE: 30 VE

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

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

Read Future
Astrology rolled 4
Moderate Success; Indeterminate boost

Study Bones
Omen Reading rolled 3
Minor Failure

Study Hard Crystal
Mysticism rolled 12
Moderate Success; discovered properties

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

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

Subtotal VE: 0

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

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

Demand Appeasement
Fear rolled 11
Moderate Success; Punishment normal value

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

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

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

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

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

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

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

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

Subtotal VE: 5

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

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

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

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

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

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

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

You found Seski this year!

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

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

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

Ahhh, at least you aren't hungry anymore!

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

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

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

Divine Actions
Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: See your known Skills.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing, Survival.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. Inspirations are naturally stronger than Blessings, but affect a more limited number of people. Inspirations can target individuals of choice and grant specific skills. Costs: 5 DE
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self
-[] Another [Which?]
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea, The Cold and The Sky. Costs: 13 DE
-[] Command Water [How]
-[] Command Clouds [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 18 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Deadly Chill** - Suck the warmth from the earth and from all life, coating it in frost. Costs: 13 DE
-[] Freeze [What?]
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
-[] Over an enemy's territory
[] Moonlight** - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Avatar actions using Trickery, Astrology, etc. and Influence Acts excluding Blessings or Inspirations). Costs: 30 DE
-[] In your territory
-[] Over an enemy's territory
[] Silver Moon* - The silver moon, gray and dull upon an indigo night, colored to better contrast the stars and reveal their incredible secrets. Very strongly alters Astrology actions and empowers Wind Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blue Moon* - The blue moon, rare and beautiful, shining down upon the seas and casting out cool winds. Strengthens all Water and Weather Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blood Moon* - The bloody red moon, eclipsed by the earth and denied the light of the sun, casts curses and suffering upon the earth in spite. Transforms the Flesh and induces Bestial Madness. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Harvest Moon* - The orange moon of change, wealth and transformation, cast by the turning of the seasons. Transforms the Inanimate and empowers Fire Influence acts. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Yellow Moon* - The shine of the Full Moon in all it's glory, timed with the fertility of the woman and the greatest virility of the man. Greatly increases Fertility and empowers Blessings. Costs: 35 DE
-[] In your territory
-[] Over an enemy's territory
[] Blacken* - You are the Goddess of the Night and the Dark, Lady of the Moon, Knower of Countless Hidden Secrets. Blanket the nights in cloying darkness, a veil that only the Nox Arcana can pierce, heavily penalizing all mysticism-based actions for the turn for those who do not possess the Affinity, and greatly enhancing the range and power of Divine Acts and Influence for the turn for those who do. Costs: 60 DE, 2 Ambrosia.
[] Form Divine Realm - You feel something curious, a spilling, a bubble upon creation. Costs: 20+ DE, 2+ Ambrosia

Avatar Actions (No Avatar, Greatly Limited)

[] Form Avatar (12 Ambrosia)
[] Suffer Avatar (<X>, up to 11 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with [Animal]
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Sire a Divine Creature, using [X] as a base
-[] Contribute <5X> unspent Legend for each sire in the litter, <X> Ambrosia for Attributes of the litter, and <4X> or <9X> sustenance for random or specific traits of the litter
[] Change your Divine Form - Take on the appearance of a mortal creature or strange elemental manifestation to camouflage yourself, or speak directly to mortals. Costs: 5 Sustenance

[] Innovate something!
-[] Silver
-[] Electrum
-[] Colored Crystals
-[] Hard Crystals
-[] Precious Gems
-[] Amber
-[] Ultramarine
-[] Malachite Green
-[] Low-Tier Materials (infinite limit)
[] Create Art
-[] Cast paints upon a canvas of hide and fur
[] Use Items
-[] Equip an item
-[] Gift an item
-[] Consume an item
-[] Destroy an item

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror in your domain. Costs: 3 DE
[] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. Costs: 10 DE
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE

[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be. (Highly Enhanced Effectiveness of all sub-actions)
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, including direct mechanical bonuses with high enough success, and warn you of potential dangers in future turns. Costs: 8 DE
-[] Study Rituals - Cast your gaze to the sky, where patterns reveal themselves and show you secrets. Develop a new specific trait ritual or two random rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
-[] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[] Read the Entrails - Look into the entrails spilled upon the earth. As all life consumes earth's bounty and is returned as new bounty, you can learn from the transition. Helps develop rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[] Study [Material]. Costs: 10 DE
-[] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
-[] Refine Rituals. Costs: 12 DE
-[] Follow the strands of Magic. Costs: 20 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves one use of Control Waters)

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


Commune Actions (No Avatar, Greatly Limited)

[] Issue Decree - You take form, or manifest your avatar in order to issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 5/10
-[] Alter the Decree of Attendance I - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
-[] Alter the Decree of Shimmering Stones I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Gift Offerings I - + or - 1 Decree slot to affect the degree of the decree.
-[] Alter the Decree of Taking II - "Return unto the sea they who I have blessed."

-[] Alter the Decree of Appeasement IV - + or - 2 Fear to affect the degree of the decree (Should not reduce below 1 Fear)
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 10
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum Shrines 5/8.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand another Creche (T2 Limited).
-[] Expand Traveler's Alters (T3 Common): Grants bonus DE from Trickery, Survival, Navigation, and Trade blessings.
-[] Expand a Tomb of Divines (T3 Limited): Grants an additional significant legend reward when Ur-Spawn and special characters die.
-[] Expand the Chamber of Change (T3 Grand): A room filled with reflective surfaces, and space for the light of the sun or moon to shine through, granting ???.
[] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 1/3. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
-[] Improve [name shrine] into a temple.
-[] Create a temple anew at [location].
-[] Continue work on [Keshketev's Basin] temple (4 successes stored).
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)

[] Commune with Saiga. Costs: 5 DE (One Time)
-[] Learn about him (Current circa turn 13)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Saitev. Costs: 5 DE (One Time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with with Keshketev. Costs: 5 DE (One Time)
-[] Learn about him (Current circa turn 21)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Commune with Attrouska. Costs: 8 DE (One Time)
-[] Learn about her (Current circa turn 22)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from her (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)

-[] Share <X> Ambrosia (sets of 2)
-[] Siphon Ambrosia to reform (dominance test)
[] Meet with the Fox Spirit, who will probably demand a contest when you meet him. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him (Costs 5 Sustenance per skill point)
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet the Bloodied Man? Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Test dominance (personal)
-[] Treat with pantheon head
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

AS A LOCAL GODDESS, MANY NEW OPTIONS ARE AVAILABLE TO YOU, AND SOME ARE CLOSED. FEAR LOCAL GODS COUNT THEIR VEHEMENCE AS 50% GREATER WHEN DETERMINING MAXIMUM SPENDING.

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

Aspects
Aspect of the Fish (+2 Trade, +3 Navigation, +2 Survival, Faster water travel, can command fish directly): 15 (15) Legend
Aspect of the Crustacean (+3 Melee, +2 Fishing, +2 Perform (Dance), Increased wound threshold, can command crustaceans directly): 15 (15) Legend
Aspect of the Shark (+4 Melee, +3 Awe, Deals damage to opponents or weapons when successfully attacked in melee, can command sharks directly): 15 (15) Legend
Aspect of the Walrus (+3 Fishing, +2 Survival, +2 Awe, Increased maximum sustenance, can command walrus and sea lions directly): 15 (16) Legend
Aspect of the Octopus (+2 Fishing, +3 Survival, +2 Perform (Dance), Limited ability to mask or disguise Avatar, can command octopodes directly): 15 (15) Legend
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly): 15 (16) Legend
Aspect of the Ox (+2 Awe, +3 Melee, +2 Survival, Grants a strong modifier when defending or asserting dominance, can command oxen directly): 15 (16) Legend
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree): 15 (16) Legend
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 13 Legend

Spirits
Spirit of the Sea (+3 Fishing, +2 Navigation, +3 Trade, gain the ability to speak directly with and negotiate with sea creatures): 15 (22) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (30) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (11) Legend
Spirit of Motherhood (+3 Leadership, +2 Perform (Sing), reduces Sustenance cost to add random and specific traits by 1 and 1 when siring, grant one additional specific trait when siring): 18 (30) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (30) Legend
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Strong Bonus against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them): 18 (28)
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (30)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (30) Legend

Goddess
Lesser Goddess of Freedom (+2 Trade, +1 Faith, greatly weakens the effects of domination by and against you): 20 Legend
Lesser Goddess of Knowledge (+2 Mysticism, +2 Writing, +1 Faith): 20 (17) Legend

Elemental Affinities
Classical Element - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (4) Legend
Classical Element - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (9) Legend
Classical Element - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 2 (9) Legend

Elemental Affinity (Tier 2) - Lake (Stagnation save the ripple of action upon it): 5 (8) Legend
Elemental Affinity (Tier 2) - Sea (All the waters of the world converge, and spill into the sea): 5 (7) Legend

Elemental Affinity (Tier 3) - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 8 (11) Legend
Elemental Affinity (Tier 3) - Cold (The chill of the night, the smoke of the breath): 8 (6) Legend

Elemental Manifestation (Tier 2) - Light (A being of the sky, you are naturally drawn to the light): 5 (8) Legend

Elemental Manifestation (Tier 3) - Tidal Waves (Push and Pull, Rise and Fall, yours is the domain of the water that reclaims even the high earth): 8 (11) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (11) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (6) Legend

Focused Manifestation (The Deep) - Obsidian (Black as night, hiding a deadly edge): 5 (1) Legend
Focused Manifestation (The Deep) - Silver (Divine Silver, whose light even hints at darkness): 8 (3) Legend

Focused Manifestation (Lord of the Sky) - Rain (What the sun takes, the sky returns): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Snow (Beautiful flakes in geometric patterns, or haphazard clumps, driven in blizzards): 5 (5) Legend
Focused Manifestation (Lord of the Sky) - Storms (Whip with furious wind, scour with pelting water): 8 (8) Legend
Focused Manifestation (Lord of the Sky) - Dread Storm (The winds scour the earth, the rain drives through the skin; this is The Hurricane, cleanser of all that dare crawl upon the earth): 11 (11) Legend

Focused Manifestation (Lord of the Orbits) - Eclipse (The Moon in the Sun! The Moon in the Sun!!): 20 (15) Legend

Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 5 (4) Legend
Elemental Avatar - Silver (3 accumulating Legend discount to next Avatar Attribute purchase, can transmute silver, +2 Awe): 5 Legend
Elemental Avatar - Shadow (3 accumulating Legend discount to next Influence Attribute purchase, can perform shadow teleportation within linked domains, gain Ethereal, gain Vulnerability towards light/fire based attacks): 5 Legend
Elemental Avatar - Light (3 accumulating Legend discount to next Influence Attribute purchase, gain Ethereal, gain a free success when performing any light or heat-based Influence Act, all light and heat-based Influence Acts gain bonus damage): 5 (10) Legend
Shapeshifter's Avatar (gain Full Shapeshifting, granting the ability to display only a specific set of traits (disables penalties of forms you possess, but also disables bonuses), grants the ability to perform a ritual to shift inherent traits onto other inherent slots, Imparting specific traits to sired spawn now costs Base Sustenance Cost + 1): 10 Legend
Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases wound threshold, Increases sustenance demand per turn by 2): 10 Legend

Divine Enhancements
Inscrutable One (A natural evolution of capriciousness, you are not merely fickle, your motives are utterly incomprehensible. +2 Trickery, FEAR ONLY (Faith only locked): Traits may be despised without normal limitations, are always despised successfully, and the last (Shrine Attribute) despised traits can be manually restored for no cost in Legend): 8 (14) Legend
Divine Mystery (As spirits grow to godhood, secrets are revealed to them that are unsuited to mortal minds. +2 Mysticism, may elect to swap current Focus Attribute using a basic ritual): 8 (9) Legend
Lesser Bless (Your blessings are slightly improved, and you gain access to specialized blessings apart from Sacrifice and Growth, based on the skills you possess): 3 (9) Legend
Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions): 8 (13) Legend
Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

Divine Excellence
Mastery of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses, +1 Strong Modifier for all Astrology Checks): 10 Legend
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses): 5 (8) Legend

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

As a Goddess and pantheon head, you are capable of granting or taking DE and Ambrosia from pantheon members and subordinates far in excess of your limit, or theirs. You can collude with them to have access to their budget in the future, or, since you're dispersed, the option to pressure them to give you any they can spare immediately is noted especially (the same can be done with DE and Ambrosia any time as a special demand).
 
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And so, by cleverly starving the body of Gaerig, Gaerig succesfuly proved that she's stronger than Gaerig and is the mightiest spirit in the area.

Attrouska: "Just how did I lose to this idiot..."
 
So, I'm thinking that Gaerig clearly needs some help cleaning up her messes and not blowing everything up. While the Sai-Sai Duo are doing their best, it's obvious that two spirits are simply not enough to keep the ship going once we start rocking the boat. Attrouska could help, but she's currently busy healing from when Gaerig wiped out 50+% of her worshippers.
What we need is a new Faith Spirit, and preferably one that is clever, trustworthy and we know can deal with Gaerig being Gaerig.

Oh look, Seski's reached her Ascension Threshold.
 
@Powerofmind
Some errors I've found:
Form Avatar should not say we have an avatar, as it just starved to death. Edit: to clarify a bit, the "(Avatar already formed!)" part is what is wrong.
Avatar Actions (No Avatar, Greatly Limited)
[] Form Avatar (12 Ambrosia) (Avatar already formed!)
Ambrosia should be 5/6 like it is on the front page and inside the spoiler, not the 6/6 it is on the spoiler's heading.
6 + 47 (Condensation) - 1 (Temple Construction) - 1 (Shrine Anointment) - 1 (Sate Hunger) = 50
Amber Condensation -45
Gained 14 Amber
Remaining: 5
 
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So, I'm thinking that Gaerig clearly needs some help cleaning up her messes and not blowing everything up. While the Sai-Sai Duo are doing their best, it's obvious that two spirits are simply not enough to keep the ship going once we start rocking the boat. Attrouska could help, but she's currently busy healing from when Gaerig wiped out 50+% of her worshippers.
What we need is a new Faith Spirit, and preferably one that is clever, trustworthy and we know can deal with Gaerig being Gaerig.

Oh look, Seski's reached her Ascension Threshold.

...well there are WORSE ideas. That being said, I almost hope one of the sea pixies would form a faith spirit. They have some nice traits to help us out even if it's only because yellow moon and I'd find it funny if Gaerig accidentally a spirit.
 
...well there are WORSE ideas. That being said, I almost hope one of the sea pixies would form a faith spirit. They have some nice traits to help us out even if it's only because yellow moon and I'd find it funny if Gaerig accidentally a spirit.
You do realise that if the Pixies accidentally formed anything, it'd either be an Ur-Beast or a straight up Fear Spirit? We might've been making them human, but they're still more animalistic than anthropomorphic.

Of course, we are only 201 Legend away from forming a Fear Spirit. Said Fear Spirit of course being the glorious accident Rashelki.
 
You do realise that if the Pixies accidentally formed anything, it'd either be an Ur-Beast or a straight up Fear Spirit? We might've been making them human, but they're still more animalistic than anthropomorphic.

Of course, we are only 201 Legend away from forming a Fear Spirit. Said Fear Spirit of course being the glorious accident Rashelki.

I know, it'd just be funny if either they made a spirit and people thought it was us or if the humans were so desperate for their little friends to help that a spirit was born out of the Sea Pixie's shape(fairly certain that a faith spirit could form out of a brood if a different group was supplying the faith and belief/desperation).

ClayShark is fun but he/she/it/they're just going to make it on their own or not at all. There's no real room in our pantheon for them.

EDIT: As a sidenote, praise GM PowerOfMind, he's great. Praise the QM!
 
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Powerofmind, quick question, if we perform on us
[] Twist Fate** - You are capable of warping the course of fate, making a moment of critical importance favor you, or strongly disfavor one you dislike. Costs: 60 DE
-[] Self

will it affect
[] Suffer Avatar (<X>, up to 11 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)

?

SHould we still have this option
[] Find Seski! Costs: 10 DE, 2 Sustenance
despite having found her this turn ?
Find Seski!
Survival rolled 6 vs 13
Epic I success; Caught Seski!
Fear rolled 7
Gained 2 Legend; Seski gains 4 Legend
Seski Spends 2 legend; gains Survival 7, Trade 2

Edit:
Also @Powerofmind, will the Pixies get another special feature due having 2 new traits breed into them or will it stay with lesser Shapeshifting ?
 
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