At the same time he has his awareness trick that very likely helps his stealth. We also don't know what other spirits they may have that could reach through.
EXPANSION
[X] Expand a Wing of Water - Your nature as a Water Goddess is core to your being. Dedicate this temple to you as The Endless Sea.
CONCESSION
[X] Request free passage to pass through and trade within their lands unharmed for your pantheon and their worshippers, so long as the one doing so does no direct harm to them.
Inspirations
Omen Reading rolled 17, 10, 7
5/3/2 degrees; Gain (30) DE, Lose 1 Growth
Astrology rolled 18, 14, 16
6/5/7 degrees; Gain (54) DE, Lose 2 Growth
Trickery rolled 6
2 degrees; Gain (6) DE, Lose 0 Growth
Control Water (Sky, Nox, Night)
Influence rolled 9
3 degrees; gain 6.75 VE, special synergy with Freeze
Freeze Food (Nox, Night)
Influence rolled 8, 15
4/6 degrees; gain 20 VE, lose 13 growth to gain 26 additional VE
Darken (Stars, Nox, Night)
Influence rolled 5, 18
2/6 degrees; gain 12 VE, add 1.6 successes to all applicable checks (self)
Moonlight
Influence rolled 16
5 degrees; add +15 to applicable influence and mystical acts
Weird rolled 4
No weirds
Silver Moon
Influence rolled 11
4 degrees; +4 Strong modifier to Air acts, Twist Mystical IV
Fear rolled 12
Gained 12 Legend
Harvest Moon
Influence rolled 8
3 degrees; +3 Strong modifier to Fire acts, convert (32) Bone to Obsidian
Subtotals: 90 DE, 65 VE, 12 Legend, -16 Growth
REFORM
Lure (Nox, Night)
Sing+Trickery rolled 10, 18
Major/Epic II success; Gain 16 VE
+1 Perform (Sing)
Study Future
Astrology rolled 10
Epic I Success; TWISTED RESULT
Ritual Astrology
Astrology rolled 7
Major Success; TWISTED RESULT
Study Bones
Omen Reading rolled 12
Epic II Success; TWISTED RESULT
Ritual Entrails
Omen Reading rolled 11
Epic I Success; TWISTED RESULT
Mystic Rituals
Mysticism rolled 16
Epic III Success; TWISTED RESULT
+1 Mysticism
The Twist IV (22 Successes)
Maleficent Visions (5)
EQUIP AMULET
GIFT CLOAK
Innovate (Electrum; Amber)
Innovation rolled 11, 12
Minor/Major Success; Might be onto something, created a Poor Many-Faceted Amber Figurine
Create Art
Painting rolled 4, 4
Failure/Failure; lost two units Malachite Green
Subtotal: 16 VE, +1 Singing, +1 Mysticism, Poor Amber Figurine
Demand Storage
Fear rolled 11/15->Use 15
Epic I Success; Canceled out 4 Growth Loss/8 VE
Finish the Temple (Dedicate (5) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate), (13) Transmuted Obsidian Figurines (1 Poor, 7 Okay, 5 Moderate), Dark Gemstone)
I have previously noted that in order to 'move' Grand extensions, you must ruin the shrine housing it. If you wanted a particular extension in a particular place, you should have considered a bit further in advance. You cannot simply shift around components like that.
Shrine+Quality rolled 10
12 Successes! 20 total Successes
10/10 Temple Completion
4/4 Tier 2
6/6 Tier 3
Successes Exhausted
Choose a Temple Extension (activates at the beginning of next turn)
Fear rolled 17
Gained 16 Legend
Saiga
Trade (Learning) rolled 16
4 Degrees
Leadership (Coordinate) rolled 10
2 Degrees; Amenable to all
Saitev
Trade (Learning) rolled 12
2 Degrees
Leadership (Coordinate) rolled 10
2 Degrees; Amenable to all
Keshketev
Trade (Learning) rolled 7
0 Degrees
Trade (Deal) rolled 11
2 Degrees; He'll take one of every three (Get 15 Figurines next turn)
Visit with Seski
Seski rolled 13; adds +3% to The People
Seski gifts back a Poor Many-Faceted Amber Figurine
Seski spends 2 Legend; gains Trade 3, Craft (Carving) 6
Make Ghette suffer with you
Ghette rolls 12
Unfettered Visions (1)
Personal weird rolled 4 (Green)
Ghette discovers Healer's Profession (Organized); +1 Herbalism
Ghette gains 5 Legend; Ghette exceeds threshold (you gain 53 Legend)
Ghette spends 3 Legend (Creche Exit); gains Mysticism 1, Astrology 10, Omen Reading 9
Gaelte hates birds and feeds them to his pets
Gaelte rolled 14
Gaelte gains 4 Legend
Gaelte spends 2 Legend; gains Navigation 4, Animal Handling 6
Rashelki's Violence
Survival rolled 16 vs 9
Epic II Success; caught Rashelki by surprise!
Melee rolled 18 vs 6
Epic II Success; Spear 1/2, Rashelki 0.5/6 and captured! (Sealed in Creche)
Rashelki gains 2 Legend, Saiga gains a very large amount of legend
Rashelki spends 4 Legend; Rashelki gains Awe 4, Craft (Weaving) 6
Generate 2 VE
Subtotals: 2 VE, Poor Amber Figurine, 53 Legend
Exceeded DE capacity; Converting Sustenance
Severity rolled 10
2:1 Conversion: 20 Sustenance converted
Remaining: 10
You dodged the bullet by not doing actions.
FEAR BUY - Vehemence (75) (Boosted 113)
1-25: Shrine 8
26-40: Influence 9
41: Omen Reading
42: Mysticism
43: Leadership
44: Innovation
45: Perform (Sing)
46: Art (Painting
47-48: Mastery of Trickery
49-50: Mastery of Astrology
51-60: Spirit of the Stars
61-65: Spirit of Death
66-75: EA - Cold
76-85: EM - Ice
86-90: Divine Mystery
91-100: Inscrutable One
Rolled 61: Spirit of Death
Rolled 16; Initiate second buy, replace Spirit of Death with Lesser Inspire
Rolled 68: EA - Cold
Gained Spirit of Death
Gained Elemental Affinity - Cold
Gained Perform (Sing) 5
Gained Mysticism 4
"Shosho'an the Flame, you have insulted me, your better and counterpart in the sky," you intone. "For this I will have repayment."
There is silence and not a small bit of fear, from the mortals as well as the Flame. You revel a bit longer before continuing... "Then what would you have, Gaerig, Volrig?"
The annoying spirit's voice grates on you, draws you out of your reveling. "Did I say I was finished, spirit?" you spit. "I would have free reign in your lands, and all that bears my mark as well! Pray I do not cross your path again, spirit of fire!"
With a flourish and a bit of energy, you disappear into the deep shadows cast by his firepit. You are almost surprised how quickly you come across your domain, slipping between this realm and yours as you cross the threshold somewhere on the great ice plains. You sit, considering the future, when you pour light into the moon, blanketing the skies of both realms in strange pictures and lights, and with it, losing yourself in the portents of the future...
You see many ordered sets, spheres that turn and twist in perfect time, calculating the end of all things.
You cry hoarsely, in suffering and pain. The brutal light of day has touched the hours of darkest night, and where light shines, shadows die. A face laughs at you from within a firepit as you are repeatedly turned to ash. The waters rise and hiss and steam, but there is not enough to quench the fire that casts your shadows, your greatest tools, far and away from your grasp. Your enemy, the dreaded daystar, rules over you with contempt. Those of your court and his seek to aid you but none may compare to the great celestial gods.
You come out of your visions crying out and suffering. Pains wrack your limbs as you crawl from realm to realm. When you surface, in a pool within the boiling basin, the pains have gone. You rest within your shrines as you call your pets and open your personal coffers, seeking to plant a new color upon the moon's surface. The transformative properties of Orange give you no comfort, however, as they also empower fire, your greatest enemy, greatest weakness.
With the transformations brought about by your efforts, the people of the basin finish laying the final stones, cross the beams of wood to hold the ceiling. Your temple, now the greatest accomplishment you have ever displayed, is complete. Within it lie a hundred hundred pictograms and painted skins, all depicting you and your accomplishments. Within the heart of the temple, at it's main alter, is a standing pool with spikes of obsidian reminiscent of the Teeth of the Sea, your holy place, your home before all others. It is a constant reminder of your first nature, if not your greatest one, to the mortals who pay you homage here.
With your most important works dealt with, you go to Seski, finally giving her the fine leather cloak you'd intended for her coming of age. She seems joyful, but she is also very busy; even with the attendants she's stolen from your shrine she has her hands - and stomach - full dealing with her many children. You say your goodbyes earlier than you'd hoped after she grants you a gift of her own, a curious figurine of amber, before going to Ghette so that you could try to teach him the secrets of mysticism.
You, perhaps, should have noticed that the bright night sky had returned. Ghette seems pleasantly affected, walking about the village as vines and flowers sprout beneath his feet. He picks some, discards others, and offers a ground mixture to the sick and deformed, their boils fading suddenly, as if by magic. The shamans bow to him and he explains the purpose of many plants and animals to heal man's ailments.
Your visions are less kind.
You see the ordered sets, the perfect spheres once more. They despise you and conspire as fate against you.
Seski lay dead within the wilderness, a crying babe that will not survive the night in her arms. The Raven's forests are filled with terrified screams, and Saiga begs your aid. You cannot help, the monstrosities of murder unstoppable even for one who rules Death itself.
You see a bloody club and gleaming weapon, curved as the moon and shining silver.
You come to your senses with your hands about your neck, stemming a gaping wound that isn't there. You shudder at the frequency of these threatening visions. You pass on some of your mystical might to those who present good choices for it, and set about adding an extra rainy season to the year. Just prior to your next act, you command the people to store all the food they can, being deliberately mysterious before turning your entire domain into a near-solid sheet of ice and frost. Much dies in the time you can maintain the unnatural cold, but your earlier command confuses the supplicants, and they are unsure whether the cold is actually your fault rather than something you warned them against.
You may finally have a means of bending the Electrum metal to your will, though you are terribly untalented at it. Apparently in the time since you've taken command, a number of people have felt comfortable enough to design increasing complex means of heating their homes. One of those methods has created a flame hotter than all others, possibly even hot enough to shape the metals you possess but cannot use. You also manage to copy your daughter's technique well enough to make another curious figurine. It is entrancing, interesting to look at, but detracts from the sight of things around it. It is a poor decoration.
You lose yourself in visions once more as you begin your painting for the season, wishing to create something lively before you are drawn in.
Violent shaking and contortion, spheres striking one another in chaotic fashion. You are uninteresting.
You see ice and snow as far as the eye can reach. The seas have become thick sheaves of floating ice, and the trees and huts are barely visible against the massive drifts. A maddening, bone-chilling night lasting forever, and all of Niogg will die. Meanwhile you float above it all, mad glee contorting your features in a rictus grin.
You laugh, and laugh, caressing and tracing the faces of the pale blue corpses of your former supplicants. With gentle hands you follow the contours of his face, and you come back to yourself, a young man, face a mask of frozen fear in death. You... You... when did you take him? Why? You cannot control the aura of dread cold that billows from you like a cloud of vapor, freezing even the conceptual waters of your private realm. You breathe deeply, distance yourself from the strangeness of the vision, and the chilling vapor fades. For now, a part of you thinks, unconsciously twisting your pensive frown into a vapid smile.
With great care, you wander out, hearing a beautiful, solemn cry. Your youngest is near. You approach the sound, and within your shrine you see her, bound with rope and leathers, weighted down with great stones as your attendants constantly dry the ever-transforming parts of her before she can slither easily from her bindings. Saiga seems to have captured her. You coo and comfort the child, whose wails are not of pain but of undisguised sadness. You feel a prickle at the back of your mind; you do not like to see this kind of imprisonment, yet it will keep Rashelki safe until she is stronger.
Having a clever thought, you gather up some birds to give to Gaelte, wondering if he is smart enough to dominate them as well. Nearly at the first caw of the avian animals, Gaelte scowls, striking the nearest one with a club. When he hears the curious death wail it makes, his scowl twitches slightly, and he kills another. It does not take long before the spatters of blood upon his face tell of his murder of the entire flock you'd taken as he guts them and cuts them to pieces, feeding the innards to his pets.
He severs the giblets once again and an impossible force tugs your mind away. The unstoppable, inevitable End.
Gaelte runs and runs for the sea, desperately seeking escape. A figure looms behind him an instant before a silver crescent splits his chest from behind. Gaelte cries out and is silenced forever, a black, bony hand reaching about his neck.
You rush to him, body back in your control, and cradle him in your arms, reaching, reaching for a spark that has already been taken. His clammy hand strikes against your arm, and you realize you've nearly suffocated him, holding him too closely, too tightly. You are frozen with confusion for a moment before you vanish in a cloud of smoke and vapor, going to hide yourself in the Teeth. You search, tempt, and enchant dozens across your realm, seeking the figure of your vision.
You cannot find him. It does not take long for Saiga to approach you in your manic state, appeasing your fears with trinkets of useless volcanic glass and brittle wood. It is... enough. You will stop your hunt for now.
You let him lead you back to shore, where you sit and discuss the future. He wishes to rest again soon, his constant battles with your daughter putting him into a drunken fugue of ideas, but he would like to wander one last time beforehand. That you have a goal in mind only helps focus him in his haze. He barely realizes you've transformed his weapon, or perhaps weapons is more accurate, as you visit with him you note the veritable armory of spears, clubs, and axes he's apparently been working on in tandem with Keshketev.
He has a son, borne of your blood, borne of your Silver Men.
The End declares an ultimatum, and you hear, foolish enough to open your ears and bring form to this fate.
A field of blood and dead. A thousand and more lay dead, useless, as the world smokes and burns. A man, dripping blood, towers over your battered, broken husband. He crushes Saiga and laughs at your misery. You feel so hungry, so needy, you are starving! Vanishing once again as you come up from the vision, you sip fine ambrosia to slake your thirst, your body cannibalizing itself to feed your activities.
Exhausted by the consecutive, draining visions, you visit with your other subordinates, mumbling and barely cogent as you ask and offer in turn. Thankfully they seem mostly able to comprehend your requests, and are all too willing to acquiesce.
Your year ends, and begins again, with palpable dread.
[Voting is locked for 2 hours following the initial posting.]
Equations Noted for this turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 7 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 13.6 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(17+[Fear/2]+Pop Modifier)/15] = 5 DE) /// (Income per Vehemence = 4*[(12+[Fear*2]+Pop Modifier)/10] = 11.2 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -4 of -32 minimum (Extinction Threshold -21), was 2 last turn (12 (Natural Growth + Pantheon) - 44 (VE Damage + Direct Damage) = -32 Final Growth; -6 Population Modifer)
Gained 2 Obsidian
Gained 1 Silver
Gained 24 Amber
Gained (2) Obsidian Figurines (1 Okay, 1 Moderate)
Gained (2) Many-Faceted Amber Figurines (2 Poor)
Lost 23 Amber
Lost 1 Electrum
Lost 3 Malachite Green
Lost (13) Bone Figurines (1 Poor, 7 Okay, 5 Moderate)
Lost (5) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate)
Lost Dark Gemstone
Lost Waterskin Cloak (T3)
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.
Divine Realm Actions (31/40) (Next Turn Upkeep - 22/40)
[] Increase Stability of the Realm - Pay <X> Ambrosia equal to the level of stability you wish to purchase (costs are cumulative; Stability 2->4 is 3+4=7 Ambrosia).
[] Empower Realm - Pay <X> DE to reserve more energy for upkeep.
[] Exert Will - Pay <5X> DE per effect or gateway added to your realm.
[] Rebound - Pay <X> DE equal to five times the Upkeep of effect or gateway you wish to remove.
[] Choose an Avatar Action and perform it (usable only while Dispersed or Formless). Cost: See action.
[] 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
-[] Develop Ritual of Unknowable Bodies. 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
-[] Develop Ritual of Unknowable Bodies. 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 a Ritual. Costs: 12 DE
Avatar Actions (40/40)
[] 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
-[] 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. Your power over death grants you unparalleled ability to silence mortal enemies in your influence. Costs: 3 DE
[] Personally Incite (Distant) - Travel onto the cold earth and indulge in sowing chaos and terror elsewhere. While weaker, your power over death allows you significant advantages even in distant lands. 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: 50 DE, 5 Ambrosia OR 40 total Tiers of appropriate Amber Crafts (?)
-[] Ritual of Unknowable Bodies. Costs: 50-200 DE, 1-12 Ambrosia OR 40-80 total Tiers Many-Faceted Amber Crafts (DC 60)
-[] Ritual of the Deep Expanse. Costs: 90-120 DE, 8-11 Ambrosia OR 50-90 total Tiers of appropriate (?) crafts (?)
Commune Actions (40/40)
[] 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: 6/10
-[] 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."
[] 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].
[] UNIQUE: Choose a Water-Aligned Trait to become innate. Can only be selected one time. Has no costs.
[] 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: 0.5 Sustenance per choice
-[] Learn about him (Current circa turn 27)
-[] 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: 0.5 Sustenance per choice
-[] Learn about him (Current circa turn 27)
-[] 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: 0.5 Sustenance per choice
-[] Learn about him (Current circa turn 27)
-[] 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: 0.5 Sustenance per choice
-[] Learn about her (Current circa turn 27)
-[] 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 Mo'sagao, 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 with Shosho'an, your... peer. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
(Gaerig despises this character too much to consider the following options) -[] 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 (26) Legend
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring): 18 (36) Legend
Spirit of the Stars (+3 Astrology, +2 Omen Reading, +2 Navigation, gain the ability to Shift Stars): 9 (13) 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 (36) Legend
Spirit of Fertility (+3 Farming, +2 Fishing, enhances growth generated by growth blessings, may hold births to add more sustenance and ambrosia): 18 (36) Legend
Spirit of Destruction (+3 Melee, +2 Ranged, gains an automatic success when destroying structures, gains an automatic success when destroying enemy items): 18 (33)
Spirit of Madness (+3 Omen Reading, +2 Fear, 6 accumulating Legend discount to next Fear Attribute purchase): 18 (36) Legend
Spirit of the Leader (+3 Leadership, +2 Awe, +1 Influence, 3 accumulating Legend discount to next Faith Attribute Purchase, gain new options when dealing with subordinates): 18 (36) 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 (12) 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 (12) Legend
Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (12) Legend
Elemental Manifestation (Tier 3) - Ice (The dread chill that saps even the hardiest fire of warmth): 8 (7) 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
Lord of the Realms I (You are skilled in the creation and maintenance of Divine Realms. Combined upkeep is reduced by 10%, +1 Maximum Divine Realms): 5 (11) 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
Lesser Inspiration (Your inspirations are slightly improved, and you gain access to specialized inspirations apart from basic skill inspirations, based on the skills you possess): 4 (10)
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
Mastery of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses, +1 Strong Modifier for all Trickery Checks): 10 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
So if I understand correctly we may or may not have glimpsed a doom and either averted it or forced it to happen. We may have also just messed with the fundamental forces of the universe.
Also We're really torn on our nature. So switching inherent traits seems almost traumatic in how we've been lately.
...Dang it, i'm too tired to try and figure out twisted visions X-)
As to things that changed...
-"Wing of Water: The Wing of Water represents Gaerig's Innate Water Affinity. As long as Gaerig holds this temple, one additional strongly Water-aligned trait is calculated as Innate. Current Innate Trait: Not Selected"
Interesting...too bad our only water related affinity is maybe cold/frost, and i'm not even sure if those count
-Dissemination changes: People 7->10, Silver men 70->77, Sea Pixies 91->100, Essence Drinkers 6->6
--Sea Pixies: "Disseminated on turn 27! (Ecological weight: <I I I I I X I I I>) (Stable)"
-We Know all of Saitev's skill numbers now
-We know a bit about the Fox Spirit: Faith 7, Avatar 4, Trickery 10 (??).
Hmm... @Powerofmind Did i manage to miss it, or do we not get an explanation of the Temple mechanics? Also, does having Spirit of Death not unlock a Goddess level trait? And do we not get a character sheet for Shosho'an?
Hmm... @Powerofmind Did i manage to miss it, or do we not get an explanation of the Temple mechanics? Also, does having Spirit of Death not unlock a Goddess level trait? And do we not get a character sheet for Shosho'an?
Temples are pretty simple. For each tier you get +1 ambrosia cap, and each temple can fit one of those 'innate boost' components, as well as a regular Grand and any number of Limited extensions.
Spirit of Death isn't enough for a Local tier trait by itself, and any possible combinations it has with existing elements of your build haven't been unlocked yet.
Shosho'an isn't up yet. I'm tired and can't think hard enough to figure on what to give away so far.
So if I understand correctly we may or may not have glimpsed a doom and either averted it or forced it to happen. We may have also just messed with the fundamental forces of the universe.
Also We're really torn on our nature. So switching inherent traits seems almost traumatic in how we've been lately.
Maleficent visions are BAD FOR YOU in some way or another, the same as Unfettered visions are good.
In the case of... say... the Frozen Wasteland vision, there's solid odds I'll hijack your votes by part to bring it about, or simply add near-stupid numbers of successes to acts that could assist in bringing the vision about by the appointed time.
At pop mod -4, I suggest we do a Blessings turn to bring it back up or oodles or Faith actions. Another reason for it is so we can despise both Cold Trait and Stars. Reason for those is that we don't really need Cold, and Stars is frustratingly easy to get back. Major point of it however, is to boost chances of increasing Influence to open up more trait slots.
Needed VE for full DE cap with no ambrosia use or and no Avatar or Commune actions is 24.11
Any Ambrosia use or 10 Sustenance use is another VE needed.
[] 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]
--[] Calm Seas
---[] x3
[] 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.
--[] x2
[] Darken** - Artificially draw away the light, strongly enhancing Melee, Ranged, War, Trickery, and Survival skill tests. Costs: 13 DE
-[] In your territory
--[] x2
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
-[] x3
That's 119 DE for DE Churn
6.75 VE
4.5 VE
9 VE
6.75 VE
27 VE total
Promises this turn
[] Empower Realm - Pay <18> DE to reserve more energy for upkeep.
To keep up Divine Realm
[] 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.
-[] Go East
Planned exploration to go check out the Usko pantheon and meet the spirits there. Probably should be taken multiple times though.
[] 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 <2 Traits>
To avoid exploding and boost chances of increased Shrine level.
That's 28 DE use, and 3 Sustenance
Total amount left to play with this turn:
119 DE
32 Sustenance
12 Ambrosia
One idea is to meet with the Attrouska to discuss the vision we saw. Another possibility would be to use the yellow moon to boost growth actions, work on developing both the ocean and inscrutable one rituals so that we know more about the costs to perform them. Wouldn't mind doing some exploration and seeing if there is anything useful if we can afford it. Another idea would be to work with Kesketev to enchant a weapon for Saiga or try to enchant tools that would help him. Could also try to use twist fate on Saiga to help him in his exploration.
Also we should try and work toward stopping the vision from coming to pass since it seems to fortell the destruction of our people and pantheon.
The one thing I do want is to add the chamber of changeshrine extension since it would make it easier to disseminate bloodlines into the population.
@Sivantic here is a thought if we want to pick up ocean or a water based trait. Swap one or two control water actions into forming either hands that reach out and grab things, or a large looking version of us in the sea. Something scary and awe inspiring.
Also if we want to have a God child with Saiga now is the time. He will be going to sleep soon after all.
@Powerofmind For our planned journey Eastward to meet the Usko Pantheon, what sort of actions do we need to take? Do we need to commune with Saiga and Saitev or will they automatically come with us? Is Explore the Land option sufficient to do so or is there additional actions needed for it, as in do we need to reserve a Personally Incite(Distant) as we did with meeting other spirits or...?
Sensible. Should probably meet up with Saitev as well since he has Omen Reading, Astrology and Mysticism as well.
Another possibility would be to use the yellow moon to boost growth actions, work on developing both the ocean and inscrutable one rituals so that we know more about the costs to perform them.
Yellow Moon helps Fertility and Blessings. Moonlight is the one that boosts our water and ritual actions. If we want to work on rituals then that would be the way to go
Wouldn't mind doing some exploration and seeing if there is anything useful if we can afford it.
Actually already been done, we've enhanced his spears, but he's a little punch drunk from fighting our Ur-spawn and is about to go to Sleep after this turn(so he can go exploring with Saitev and Gaerig). So probably not urgent.
@Sivantic here is a thought if we want to pick up ocean or a water based trait. Swap one or two control water actions into forming either hands that reach out and grab things, or a large looking version of us in the sea. Something scary and awe inspiring.
@Powerofmind, that was a nice read. I like the fluff you write, and it is interesting to see Gaerig being somewhat serious.
@Sivantic Use Control Waters to do something awe inspiring and great instead of just calming the seas. If we dedicated our temple to water, we should remind our subjects what that means. Also, it would be an interesting idea to set Gaerig to prepare for th future she has seen. Because it seems our little ball of watery-magic insanity is growing up somewhat. Not sure exactly how to prepare though. Scouts? Training? Magical beasties? We have some options.
@Sivantic here is a thought if we want to pick up ocean or a water based trait. Swap one or two control water actions into forming either hands that reach out and grab things, or a large looking version of us in the sea. Something scary and awe inspiring.
Also if we want to have a God child with Saiga now is the time. He will be going to sleep soon after all.
As an advance warning, if you take water actions, it's significantly easier for me to hijack that part of your turn to push the Vision Agenda. You will know when 'The Appointed Time' has come and gone, but until then, water influence acts are especially risky.
@Powerofmind For our planned journey Eastward to meet the Usko Pantheon, what sort of actions do we need to take? Do we need to commune with Saiga and Saitev or will they automatically come with us? Is Explore the Land option sufficient to do so or is there additional actions needed for it, as in do we need to reserve a Personally Incite(Distant) as we did with meeting other spirits or...?
They are automatically set to explore at least once each with you. Saiga will likely appear more, and Saitev could appear regardless.
To meet the Usko pantheon, you merely have to take the 'meet bloodied man' option with the pantheon meeting attempt suboption. If you want to try to find a pantheon leader, explore land works.
You have enough ability to perform simple water cantrips like this. It would be extending them for any appreciable deal of time that would make it much more challenging.
Even if that isn't possible some other scary water based option should be added. Calming the waves for our people just won't put water on the fear buy table. Perhaps as an alternative if we lack that sort of control would be to make a giant water spout off the coast, or a massive whirlpool...... Or if we do have sufficient control a giant whirlpool that whatever we can form out of water rises up from.
I am hoping that this will be a good turn for people to talk about it. We have 12 ambrosia, and a decent chunk of that could be set aside to load our child with divine attributes to be immediately helpful. We also have enough sustenance to provide at least two picked traits and maybe a random, and then whatever we seduce out of Saiga. Even if he didn't budget for it I doubt he will win a roll against pouring some of his essence into finally knocking up his wife.
As an advance warning, if you take water actions, it's significantly easier for me to hijack that part of your turn to push the Vision Agenda. You will know when 'The Appointed Time' has come and gone, but until then, water influence acts are especially risky.
To meet the Usko pantheon, you merely have to take the 'meet bloodied man' option with the pantheon meeting attempt suboption. If you want to try to find a pantheon leader, explore land works.
@Sivantic Use Control Waters to do something awe inspiring and great instead of just calming the seas. If we dedicated our temple to water, we should remind our subjects what that means. Also, it would be an interesting idea to set Gaerig to prepare for th future she has seen. Because it seems our little ball of watery-magic insanity is growing up somewhat. Not sure exactly how to prepare though. Scouts? Training? Magical beasties? We have some options.
Even if that isn't possible some other scary water based option should be added. Calming the waves for our people just won't put water on the fear buy table. Perhaps as an alternative if we lack that sort of control would be to make a giant water spout off the coast, or a massive whirlpool...... Or if we do have sufficient control a giant whirlpool that whatever we can form out of water rises up from.
As an advance warning, if you take water actions, it's significantly easier for me to hijack that part of your turn to push the Vision Agenda. You will know when 'The Appointed Time' has come and gone, but until then, water influence acts are especially risky.
Oh, I got the names reversed. Shoot. I forgot to add that part in.
[] Meet with Shosho'an, your... peer. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
(Gaerig despises this character too much to consider the following options) -[] 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
Oh, I got the names reversed. Shoot. I forgot to add that part in.
[] Meet with Shosho'an, your... peer. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn about him
-[] Request something
-[] Trade something
-[] Test dominance
(Gaerig despises this character too much to consider the following options) -[] 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
I think the big problem is that while part of what we saw is screaming 'water and ice bad' the first part of it is also saying that we will be tortured with fire due to not being able to call water to us. It looks like a bit of a damned if we do damned if we don't situation. I am honestly willing to be swayed either way. The visions definitely make me more interested in a child without any water or ice traits though.
Honestly if I wasn't nervous about the death trait in a child leading to a fear God I would be suggesting putting it into a high avatar God child to provide a buffer against the part of the vision where Saiga is crushed by the bloodied man.