[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.
We're are still at trait cap. Any trait would cause us to explode.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.
... Is that really an argument against it?We're are still at trait cap. Any trait would cause us to explode.
Welcome back baby![X] Kill everyone except the Bastard.
-[X] "Welcome to Svettensog!"
You're actually at 17 of 18 since the rework.We're are still at trait cap. Any trait would cause us to explode.
Welcome back baby!
You're actually at 17 of 18 since the rework.
Oops, still going off the front page. Will that be changed any time soon?
I already addressed that.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.
End of the turn.Oops, still going off the front page. Will that be changed any time soon?
I have some questions about the latest information from Actions of Others. Are high rolls how much they learn from us or us from them?
Also is the trait granted to the People dimorphic as well or will both sexes have it?
Gaerig's R&D lab go!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.
Much the same as it was.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.
Covers for 1 pop worth of damage per year, which is pretty nice for crawling out of another Gaerigsplosion.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).
If we go full lunar disco, we could add 5-15% dissemination. We're going to be cracking this every turn anyways.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.
Well, Saiga's sleepy anyway.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)
Fox has a fine day.Usko (Enough intelligence for roll checks)
Mo'sagao's Agendas - 94
Shosho'an's Agendas - 21
???'s Agendas - 4
???'s Agendas - 68
Oh good. Stay that way.Kaketor (Enough intelligence for roll checks)
Bloody Man's Agendas - 46
Ancestor Moon's Agendas - 42
Stern Mother's Agendas - 42
Ahaha. Ahahaha!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
...has Seski been having babies every year?Young Mother (Seski)
90 (Converted to +4% Dissemination)
Seski spends 1 Legend (Perform (Flute) 8)
No idea what Ghette is up to.Seer Son (Ghette)
55 + 2 = 57 (DC ???)
Ghette spends 1 Legend (Herbalism 2)
Heh.-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)
*Pokeball wobbles*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)
Oh, Keshketev had some kids?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)
Awesome for them. Bearacles.Frauma
Frauma gain Melee 4, Omen Reading 4 from natural growth
Frauma 24/30 BSP
Too bad for the Children of the Rune, but Attrouska would probably be working on rebuilding them in the future.Children of the Rune
12 (Bloodline dying out, -1% dissemination)
10-1=9%
Silver Bloodline
32 (becomes 1% dissemination)
77+1=78%
Ooo.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%
Pixies are pixies.Sea Pixies Stable
Essence Drinkers
35 (Dissemination activates, becomes 3% dissemination)
6+3=9%
Hmm, seems like that's a Nox bias.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.
Oh clever boy.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.
...they have more advanced boats!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.
Hmm, hard to tell his traits from here.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.
Ah, clever Widow. Heske wasn't watching.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.
Yeah, Morte and Norte.
Clever, but the final two components would have to be special choices next turn.Does the below work?
[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] Draw him and his raft into your Divine Realm with you, then guide him to the pool within your Temple. Keep the raft, it's interesting.
-[X] Scatter logs, grass and leathers across the sea around where you took him, so it seems like the raft had been struck by foul weather.
-[X] Set up his new place near the Caldera where your Temple is, far from where Heske might see, where the lands are warm and rich for his plants.
-[X] Plot how the Bastard may disguise his appearance, such that even his father would not recognize him if they met again.
That's... it's hard to picture that as anything but minecraft Steve, if only because despite the blocky features, Steve is exceedingly normal-looking.Yeah, Morte and Norte.
The Ice twins.
I can't help but imagine him as something of a cross between a completely normal guy who just happens to be a spirit of craftsmanship and minecraft Steve.
Clever, but the final two components would have to be special choices next turn.
Yes. I need to remind myself of which other characters exist every turn, and giving them agendas makes them more than plot devices to spring on you apparently ex nihilo.@Powerofmind So is Actions of others going to be a consistent thing then?
That would be great for finding ways to spend time with the kids without being overbearing...
Also what do you mean that it would depend on the trait? Would it be possible to upgrade both Humanity and Mischief instead?
Steve, yes, but more casual.That's... it's hard to picture that as anything but minecraft Steve, if only because despite the blocky features, Steve is exceedingly normal-looking.
Spirit of the Sea is still a minor though. We're also working at getting Ocean so if you really want to go that route, I think that might be better.Willing, but difficult:
-Rituals - Unlikely to bang out a ritual fast enough from past experience. This ritual is in the 14 legend zone
-Fearbuys - From past record, fearbuying Humanity involves making heavy use of Demands and Decrees, while not doing anything else scary. Tricky.
Overall I feel adding Spirit of the Sea to the People adds more for us than Humanity. They'd hit the 2 aquatic trait threshold to be able to breath water, and they have innate Faith so they can perform minor water magic like communicating with sealife every month or so.
Still worth trying to get more Humanity regardless of that though. I'll see what I can do for Demands.
The higher up in the totem pole you go, the more distant you're going to get (it's simply the nature of divines). A regional or national god, for example, is barely (if at all) capable of mentally recognizing that Spirits are any different than mortals, which are basically relegated to 'these little mortals are like my lungs; I need them to live, but because I'm not a hyper-obsessed fitness nut, the only thought I put into them on a daily basis is when I get particularly introspective or forget to breath.'Alternatively see if we can figure out what sort of politics is going around in the villages? That was what helped Harzivan out didn't it? Getting involved with what people do might also help push Humanities as well.
Then what do you recommend?The higher up in the totem pole you go, the more distant you're going to get (it's simply the nature of divines). A regional or national god, for example, is barely (if at all) capable of mentally recognizing that Spirits are any different than mortals, which are basically relegated to 'these little mortals are like my lungs; I need them to live, but because I'm not a hyper-obsessed fitness nut, the only thought I put into them on a daily basis is when I get particularly introspective or forget to breath.'
Aren't those the names of the two ice golem children he already had?
I really think adding minor spirit of the sea into the people is the better call, rather than upgrading their traits. More groups that can live underwater is a great thing for us.Okay, @veekie Would you consider helping Gaerig upgrade her minor Spirit of Humanity into a full one? Since we're still in turn 28 and have until turn 31 to try and upgrade the People to full Spirit of Mischief and Humanity.
There's little you can do to regularly manage mortal affairs after a certain point has been reached. You can try to extend the time you have left, but as mortals go from being viewed as independent of you to 'just another part of you', Gaerig's attention will slide farther away.
Veekie, do we even need to figure out a disguise for the bastard? We have the mask after all. I know people like keeping their magical artifacts close, but avoiding a war seems pretty important.
Spirit of the Sea is still a minor though. We're also working at getting Ocean so if you really want to go that route, I think that might be better.