Time of the Gods: Into the Amber Age

We could just buy the child off him?
Or arrange a marriage to a female spirit in our pantheon(which as a King thing would forge an alliance). Would need to consult Attrouska if she's interested...then play matchmaker
Is, is that really the sort of thing we want to push though? =_=;
he is all of Attrouska's worst features amplified a hundred times. Bastard creature.
That doesn't sound like a winning combination...
Let's just go with our strengths >.>
 
I'm not seeing a major problem here, but a minor one.
Gaerig doesn't LIKE people telling other people what to do(when it's not her doing the telling anyways), and Heske is a God tier Spirit of Law, so he rubs her wrong. But she's only Spirit of Mischief in terms of compels and not yet Goddess of Freedom, so the friction isn't that bad.

Noting that she considers Attrouska to be a useful member of the pantheon once we pulled her head out of her ass.
Also noting that Attrouska, at no point, needs to come into contact with Heske, only Heske's Plant child(and from the sound of it he's been Legend Starved so badly that it's likely only Plant aspects are left).
As such, them joining forces is logistically unfeasible, as neither Attrouska nor Heske can fly, there's a giant ocean in the middle and neither of their Influence spans that far.
It's also irrational: Heske hates his son, marriage means the spouses must back each other up, so Attrouska is more likely to be obligated to dislike Heske than to team up if she was married to his son.

Though it answers now one of the reasons he's so pissed. Legitimacy is important

At the same time, starting a fight with Heske at this point is extremely ill advised, they're too far away for us to do significant damage(not to mention, God of Kings indicates a PRETTY large civilization), and we already have two enemies. We don't need a God tier foe on top.

Hmm, the Bastard will keep for a bunch more years, but I figure with Heske, we'd try the following in order:
1) Consult Attrouska. She shares his hangups, so we can get a pretty decent idea of what he'd value and how to get the kid.
1.1) After the system revision we can also take the opportunity to learn how to write from her during the commune session. It's very useful and everyone else is missing out on the puns and fiction that a spirit of mischief can put to words. They only got the boring legalisms and textbooks from Attrouska :(
1.2) With the recent Yellow Moons, I think we should check on her status as well as any concerns. She ought to be in a better state now.
1.3) We can also talk to her about Shoshoan, since she had previous conflicts with him and we know she's SORT of a pretty nasty counter to his abilities.

2) Based on Attrouska's advice and our divinations, there may be alternative solution.
2.1) Try to buy the child off him. We can invent and enchant something of Malachite(green rock) in resonance with his Plant and Earth aspects. Just takes a Study World and an Innovate action.
2.2) Reframe the adoption to fit his worldview better. Marriage INTO our family for instance.

3) Depending on how exactly he had been imprisoned, it might be possible for us to sponsor him a shrine in our lands. This requires meeting the Widow to stage a scam.
3.1) Fake a death. IF we can make a new shrine for him in our lands, the next time he gets dispersed, he can just reform in that shrine, and then the Widow wails and gnashes her teeth as the shrine falls to ruin. :p
3.2) This relies on Heske's pantheon lacking any Mystics who might figure it out, and on Heske not havinig forbidden his son from making a new shrine or leaving via domination.

4) Kidnapping is a last resort. I feel that we're unlikely to make it clean away, carrying a spirit under our arm and flying across the sea without being noticed.
4.1) Additionally, if Heske notices, there is a non-zero chance that he smashes the Bastard's sole shrine through the Widow's resistance, which could disperse the guy we're carrying before we can pay for a new shrine for him.
 
That's too long and boring to read through.

Imma just vote for kidnapping because it's the quickest way and he's way over on the other side of the strait and unable to do anything about it.:p

After all kid could maybe not even have a shrine like Gaerig did or any sort of animal spirit starts with and it isn't like he'll realize the kid is gone until he goes to check. The Widow can just fake it on her end.
 
I put a fair bit of effort and thought into planning a successful heist and you'd just YOLO without figuring out how to make a kidnapping successful?
 
Huh just had an odd thought, probably not doable with the player base and the way we raised seski, not to mention her already having a mortal husband and quite a few years left in her, but ... imagine resolving the pantheon conflict via marriage alliance. Marrying Seski to the leader of that pantheon.

For that matter, if we went fully baby crazy we could be the center of a vast web of spirit marriage alliances, with us as the regional Goddess of Terrifying Mother-in-Laws
 
Heh, Seski is probably a poor choice since her own Mischief element says "fuck you I do what I want".
Our sons are too young by far too.
 
Pfft, if Seski wants another husband she can catch one herself!

No one handed our hubby to us just because it was politically convenient.
 
[X] Plan Gaerig's Trippy Research Grounds

[X] Choose from among the following three Extensions at [Gaerig's Village] Shrine.
-[X] Creche (Adjusted)
[X] Choose from among the following three Extensions at [Saiga's Fishing Village] Shrine.
-[X] Pool of Bounty (Grants Population Points semi-regularly)
[X] Choose from among the following three Extensions at [Saitev's Home Village] Shrine.
-[X] Chamber of Change (Adjusted)

[X] Choose from [Water] as a Grand Extension to the Temple.
-[X] Reserve the Trait slot.

Seems like a plan to me. Also when we likey inevitable pull off the kidnapping, I'd say that as a trickery spirit, we should be, well, tricky about it. Clever, deceptive, anything but YOLOing it.
 
28.5: Accidents, they happen, ya know?
[X] Request Heske give the spirit into your command. You will take him far from the God of the Earth's domain.
-[X] Explain that this will remove the child from his sight, taken to distant lands, that the Widower will be most effectively punished for her offense by being parted from her child across the sea, than being allowed to hold him within her bosom. A mother would not feel keeping him within her home so onerous as a distant parting.
Convert AP: 2 -> 8
New AP: 13

Empower Realm: 3 Added
New Stored DP: 13 DP

Current Decrees:
Decree of Stones - Receive 2 Obsidian
Decree of Gifts - Receive 1 Good Quality Beastbone Figurine
Decree of Taking - Receive 0.5 Units of Silver
Decree of Attendance - Your standards of beauty are well-known (Gaerig prefers Silver Men, increases Dissemination value)
Bless Petitioners 12
Gain 18 DP for use next turn
Moonlight 1
+10 to appropriate tests (Mystic-based High Skills, Divine Power Tests)

Blood Moon 1
Your Conceptions gain a bonus random Tier 1 Trait; Cause 1 Population Damage to a random village you encounter this turn [Saiga's Fishing Village]

Yellow Moon 1
Grant an additional 0.1 DP per blessing (grants 1.2, rounded down, this turn); Restores 1 unit of Population damage to [Saiga's Fishing Village]
Change Form (3)
Form determined in meeting

Explore (4) (2 Explores)
76 + 25 (Discovery 5) + 25 (Half of Saiga/Saitev's Discovery) = 126! (DC ??, ? Successes)
100! + 23! (Explosion) + 25 + 25 + 7 (Tactical Astrology) = 180! (You passed. A lot)

Enhance Action 1 (Boost Exploration)
+10% of Astrology Bonus to marked action

Ambush Protection 1
+10% of Omen Reading to First Surprise Round of the turn

Omen Ritual Development 1
Accuracy +2/10, now 4/10 (8-20 DP, 4-12 Ambrosia OR 50-80 total Tiers Many-Faceted Amber Crafts)
Communion with Gaelte (Son)
81 + 2 (Gaerig's Leadership) + 15 (Some Talent, little drive) = 98 (DC Varies, Passed 3rd tier, takes to taming a dog breed; process will take time)

Communion with Saiga
Friendly Stance : Spouse Opinion
Expect most requests to be positively reciprocated. Expect any demand to be accepted. Expect most trades to be at parity or favorable. Saiga is distracted and strongly wishes to sleep next year, any requests or demands should be short term.
Saiga is pleased with this communion
You commit (10) Ambrosia, Saiga commits (3) Ambrosia

A new divine:
Minor Aspect of Humanity (Can't exceed your own trait tier)
Minor Aspect of the Snowy Owl (Can't exceed your own trait tier)
Minor Aspect of the Polar Bear (Random Trait 1) (Granted by Saiga)
Lesser Spirit of the Sea (Random Traits 2 and 3) (Granted by Saiga)

Inherent Spirit of Death


Classical Affinity - Air (Blood Trait)
Elemental Affinity - Sky
Elemental Affinity - Wind (Random Trait 4) (Granted by Saiga)

Shrine 2
Avatar 2
Faith 2

Base Skills (10/40)-
Automatic Melee 2
Rolled Hunting 2
Rolled Leadership 4
Rolled Craft (Leatherworking) 2
Dangers in Usko
Rolled 6
Shosho'an dares!
Song of Insults
52 + 35 = 87 (Limited success)
Gained 2 Legend
Usko Explorations adjusted (success tier reduced due to decision)
Discovered 9 new villages across the Usko region
Discovered 2 spirits (by air mostly, little is known of them)
Risks of Kaketor
Rolled 57
Evade notice well enough
Kaketor Explorations complete
Discovered 7 new villages across the Kaketor region
Discovered 2 new spirits (The Ancestor Moon, the Stern Mother)

Critical Exploration Success; Mainland Dangers
Rolled... 100.
Seriously?
Mainland Exploration complete
Discovered 4 new villages
Discovered 4 new divines (God of the Home and Loam, The Warmaker, The Widow, The Bastard)
Convincing Heske
16 + 35 (Trade+Sing) = 51 (Failure)
Convincing The Widow
43 + 35 (Trade+Sing) = 78 (Success)

The Bastard Stays, though if you could just get Heske to approve...
Gain legend for discovering and interacting with members of Heske's pantheon:
80 (Moderate Legend Tier)
Gained 8 Legend
Realm:
Skill (Mysticism) - The realm makes the mystic significance of things visible and material, which makes it easier to interact and interpret them. Gain an action Tier to Mysticism actions performed in the realm (Enhances unchecked actions, adds a Skewed Modifier to tests).
Skill (Innovation) - The realm enriches the potential within everything, expanding the possibilities when trying new things. Gain an action Tier to Innovation actions performed in the realm (Enhances unchecked actions, adds a Skewed Modifier to tests).
Control (Passive Defense) - The appearance of the realm is deceptive and misleading. Within Gaerig's realm, all non-divines who enter without permission must pass a DC 80 Trickery test or be ejected back into the mortal realm. Divines who enter without permission must instead contest Influence against Gaerig, with a penalty applied.

Pool Gateway (Physical) - Diving into the pools within Gaerig's Temples and major Shrines leads to facsimiles within her realm with fixed locations.
Ritual Gateway (Metaphysical) - Performance of a specific ritual, requiring certain Divine capabilities, allows passage of a divine spirit into Gaerig's realm.

Extensions:
Creche (Adjustment) (Passive/Child Phase) - The Creche bestows the Divine's Shrine Defense bonus to attached Ur-Spawn. The Creche grants Ur-Spawn assigned to it an additional free Skill Point per year at Shrine Attribute 4/8/10 (the free skill points may exceed the spawn's current legend, producing a deficit). The Creche automatically ejects Ur-Spawn who possess 20/30/40 skill points at Shrine Attribute 4/8/10.
Pool of Bounty (Passive/Maintenance Phase) - The Pool of Bounty automatically restores 1 Population Unit to the village it is centered in per year as long as it has more than 1 Population Unit, and increases the rate of Population Increase by 0.05 per Shrine Attribute (to 0.5, when combined with the passive rate of 0.2 to be 0.7 per year).
Chamber of Change (Active/Divine Power Phase) - The Chamber of Change enhances the transformative properties of Moonlight and Color Moon actions, increasing dissemination for a random applicable Brood or Bloodline by 1d3% per Color Moon, or distilling 10% of a unit of Quicksilver Draught, which grants a very powerful effect at random the turn after imbibing it.
Saiga's Agendas - 36 (Saiga accomplishes little)
Saitev's Agendas - 99 (??? - Saitev's opinion too low, still secretive)
Keshketev's Agendas - 95 (Gains Legend, Creates unique item!)
Attrouska's Agendas - 68 (Attrouska rebuilds secondary Village to 3/3)

Usko (Enough intelligence for roll checks)
Mo'sagao's Agendas - 94
Shosho'an's Agendas - 21
???'s Agendas - 4
???'s Agendas - 68

Kaketor (Enough intelligence for roll checks)
Bloody Man's Agendas - 46
Ancestor Moon's Agendas - 42
Stern Mother's Agendas - 42

Goegg Mainlanders (Good intelligence for the turn)
Heske's Agendas - 51 (Little of note to you)
Widow's Agendas - 77 (Clever girl, and a lucky one, too)
Warmaker's Agendas - 11 (Major error in judgement)
Bastard's Agendas - 64 (Isn't that curious?)
EVENT: Asylum of a Bastard Decried

Young Mother (Seski)
90 (Converted to +4% Dissemination)
Seski spends 1 Legend (Perform (Flute) 8)

Seer Son (Ghette)
55 + 2 = 57 (DC ???)
Ghette spends 1 Legend (Herbalism 2)

-Gaelte's Action usurped by Parent-
(This has happened every single turn of the game, generally to every single child you have. This is why Seski thinks you're an overbearing mother.)
Gaelte spends 1 Legend (Animal Handling 7)

Caged Beast (Rashelki)
66 (Skewed down from Creche) (DC 70 to escape)
Near failure, there is fighting to restrain her
Rashelki gains 2 Legend; Rashelki spends 2 Legend (Awe 6)

Norte (Keshketev's Eldest)
58 (??? - Gaerig is nosy, but... forgetful of mortal affairs)

Morte (Keshketev's Younger)
25 (??? - Gaerig is nosy, but... forgetful of mortal affairs)

Frauma
Frauma gain Melee 4, Omen Reading 4 from natural growth
Frauma 24/30 BSP

Children of the Rune
12 (Bloodline dying out, -1% dissemination)
10-1=9%

Silver Bloodline
32 (becomes 1% dissemination)
77+1=78%

The People Bloodline
90 (becomes Malleable temporary bonus - The People will be especially receptive to one additional trait infusion: Expires turn 31)
10+4=14%

Sea Pixies Stable

Essence Drinkers
35 (Dissemination activates, becomes 3% dissemination)
6+3=9%

You return upset, but a little time in your realm calms your furious mood. When next you step on mortal soil, it is to bask in the bloody glow of an angry moon, and to run a hand across your swelling belly. To silence the pesky cries and whispers in your ears and mind - mortals never appreciate your efforts, after all - you lay blessings on the people and give them their irksomely bright yellowed moon, watching as they put up their little shacks and tents to accommodate the new life that comes with time.

Feeling especially motherly, you approach Gaelte with a number of creatures, asking if he can make them like the Sea Pixies. You have a clever idea to deal with Rashelki's violent temper, but you need to see if your son's talent extends to creatures of the earth as well as the sea, first. Your suspicions are proven true as, after several days of the boy being awfully picky (what was wrong with the biggest wolves, really?), he spies the unique breed of wolf he wants from among the smaller ones, with colored furs and icy eyes. Almost immediately he demands you catch him some of the pups, becoming indigent when you ask why he needs pups specifically.

"You wouldn't understand, mama," he tells you. "I just need to have the very youngest pups you can get, both male and female!"

You must have spoiled him too much. He's so demanding! You catch his pups as requested, taking a whole litter of newborns. You are forced to kill the little pack that fights rather furiously for them, but you have at least ten of the pups for your son to raise.

You are resting in your realm, awaiting the birth of your newest child, when a curious tingle races up your spine. You submerge yourself in the waves of Svettensog, floating calmly to the bottom, where you open a way to the seas within your realm. Peeking out amidst the waves, you spy a curious boat of boring design, little more than a large flat of logs strapped together with leathers and corded grass. Upon the boat stands a handful of mainlanders, and a presence you sense among them leads you to the shifty, frightened form of a somewhat tall man, robed in what must have once been finer clothing, before countless rips, tears, and smears of blood revealed the state of the spirit's body and the shape of his features.

It is the Bastard, son of the Widow and Heske, and a handful of young men with a small retinue of elderly women. They venerate the Bastard and speak phrases of concern and safety at him while the men row the contraption across the sea that bore your name. It is not hard to guess that the Widow learned of your meeting and request and, hoping to last see her son alive, sent him to you using some of her followers.

As a leader, you know this could become a terrible, scandalous mess, and quite quickly, at that. But as a mother, and more importantly as a sneak yourself, you feel compelled to continue the charade as long as possible... It's not like it's hurting anyone for the Bastard to be here...

Of course, you've experienced the sweet taste of subsuming the souls of your fellow divines, even if only by parts. You could do it... you could finally see how it feels to lay a spirit to rest forever...

[] Appear to him and cast him out. Your wants cannot exceed your need to avoid yet more conflict.
[] Appear to him and destroy him. Your power over the seas has weakened dramatically, but destroying such a boat will be child's play. Then you will drown the bastard spirit, never to be seen again...
[] Appear to him and guide him home. Guiding the Bastard to his new home with you, you will try to settle him in your lands.
-[] And inform Heske. Nobody ever said you had to be quiet about this, and the Widow deserves a good punishment for going around your own efforts, even if they'd have been slower.
 
[X] Appear to him and guide him home. Guiding the Bastard to his new home with you, you will try to settle him in your lands.
-[X] And inform Heske. Nobody ever said you had to be quiet about this, and the Widow deserves a good punishment for going around your own efforts, even if they'd have been slower.
 
[] Appear to him and destroy him. Your power over the seas has weakened dramatically, but destroying such a boat will be child's play. Then you will drown the bastard spirit, never to be seen again...

W̼̖̬a̱͍̰̠n͎̹̼̘̭t̞̹̟͉̪͘

The Fear Spirit in me desires absolute destruction and maybe a chance of gifting his traits to a proper child of ours. However I must resist as we would simply explode and it is too bothersome to reform, despite how fun it is.

[X] Appear to him and guide him home. Guiding the Bastard to his new home with you, you will try to settle him in your lands.
 
[X] Appear to him and guide him home. Guiding the Bastard to his new home with you, you will try to settle him in your lands.
-[X] And inform Heske. Nobody ever said you had to be quiet about this, and the Widow deserves a good punishment for going around your own efforts, even if they'd have been slower.

Tentatively, at least.

Also, caught up!
 
The Fear Spirit in me desires absolute destruction and maybe a chance of gifting his traits to a proper child of ours. However I must resist as we would simply explode and it is too bothersome to reform, despite how fun it is.
Remember that it is especially difficult to subsume the traits of lower-tier divines. Killing him would still provide a significant advantage, but it wouldn't be as good as granting you full traits anymore.
 
Back
Top