@Powerofmind
How does joining (or founding) a pantheon work? Is it as simple as two spirits meeting and simply deciding to work together or is it a more involved process?
EDIT: In the old Amber Age quest it was clear with a pantheon member dominating a new spirit, thereby inducting it into the pantheon, but I assume that has changed along with the now less binary social mechanics.
The seas are a big place the people we do not like could be boating near the people we do like plus why throw the first stone at the hunter spirit. We are water we change and adapt if we find an obsticle we go around it.
Unless someone really pissed us off in which case we drown them. But right now no one has even so much as cursed at us why give them a reason to.
You've been called some rather insulting names not befitting the one you were born with, mostly Sea Witch and Deceiver. The people who follow Saiga think you're an evil spirit bent on fucking with Saiga and tricking people with your mostly innocent appearance (and boy isn't that very nearly a self-fulfilling assumption right now).
@Powerofmind
How does joining (or founding) a pantheon work? Is it as simple as two spirits meeting and simply deciding to work together or is it a more involved process?
There is more nuance to the process, yes, but joining an established pantheon is a little easier than making one from whole cloth. Generally, you can join an existing pantheon by interacting with it frequently enough or with a big enough gesture (marrying Harzivan) that the mortals know you as one of their gods (even if you're a fear spirit they don't like). Getting to a pantheon from nothing requires a longer period of interaction and a minimum number of members (or again, big gestures such as totally dominating other potential members, though these are difficult enough to pull off that even most war spirits will end up proccing pantheon-by-interaction first), and social dominance tests that may devolve into small intervillage warfare would occur several times as a status quo was hashed out for the first time, and pecking order was established.
EDIT: There are actually a number of slots available in most pantheons for the 'major members' that provide small but tangible benefits based on the role they fill. A Trickster that gets a major slot would be even more empowered to go against the grain of the pantheon at large and defy commands.
[X] Plan Faith
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Navigation.
-[X] Expend <5> DE on petitioners
[X] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
[X] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[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, and warn you of potential dangers. Costs: 8 DE
[X] Declare yourself Gaerig, spirit of the sea, and demand offerings! Costs: 5 DE No. of Votes: 2
Plan: ◈Faith Ando Owen MrGazzer
[X] That Which Is Dead
[X] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Current Skills that can be blessed: Astrology, Navigation.
-[X] Expend 4 DE on petitioners
[X] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
-[X] x2 No. of Votes: 2 Pandemonious Ivy Zhade
[X] Make Gaelig Great Again!
[X] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
-[X] x2
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[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, and warn you of potential dangers. Costs: 8 DE
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE No. of Votes: 2 Sivantic sidestory
[X] Make Gaelig Faithful again, ye dirty heathens!
[X] That Which is Dead No. of Votes: 2 redzonejoe codeRR
[X] PlanExplore ForAdvantages No. of Votes: 1 Downstreamer
[X]Shortcut to Demispawn
[X] Upgrade
-[X] Avatar 2
-[X] Elemental Avatar - Water No. of Votes: 1 Romv
[X] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters.Costs: 5 DE No. of Votes: 1 Reader of all
[X] Plan Fear
[X] Disrupt Saiga's fishermen to the south. Costs: 18 DE (reserves 2 uses of Roil Waters). WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE No. of Votes: 0
Plan: ◈Fear
[x] Plan kindness
[x] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exchange for more offerings. Navigation.
-[x] Expend 3 DE on petitioners
[x] Wander the Depthsx2 - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[x] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE No. of Votes: 0
Plan: ◈kindness
Total No. of Voters: 54
Note to self: The quickest way to make a Neutral vote win is to start a Fear Bandwagon.
Alright, I think I'm going to close the vote up now, since I'm not seeing anymore last-minute changes or arrivals. Veekie's Explore for Advantages has it!
Anyone want to beta the pyramid omake i'm currently writing? Should have the draft done in a few minutes, and i'd like to get it out before Powerofmind updates
Anyone want to beta the pyramid omake i'm currently writing? Should have the draft done in a few minutes, and i'd like to get it out before Powerofmind updates
You have time. As far as I can tell, it is the dice' specific purpose in an AN-setting quest to be as trollerific to the QM as possible. Six dice in and the half that aren't nines are still mostly tens.
You have time. As far as I can tell, it is the dice' specific purpose in an AN-setting quest to be as trollerific to the QM as possible. Six dice in and the half that aren't nines are still mostly tens.
2. I could, but the boggling number of potential plans generally means that even if planmakers set up two plans apiece it would be inadequate to cover what could be done in a turn and how many answers there are to a particular question. If I denied the ability to alter plans or change tack, then the ideas people didn't think of in the X hours of discussion time get no chance to shine.
Which is why we would have a discussion period before hand, also it's not really about stopping people from making plans so much as stopping people from gathering vote's for plans people didn't sign up for (I just want to avoid another [] That Which Is Dead situation) and if all plans were submitted to you and gathered in a threadmark it would be far easier to compare them and avoid the most obvious form of band wagoning
EDIT: 3. I think I get it after going over it a few times. Basically, when upgrades are selected, split what the upgrades are into a separate vote from the turn plan. That could be a fairly good idea (again, only if people aren't opposed to it), though I'd probably have the fill the empty space of the 'what do you want' vote with some kind of fluff...
Yeah that is what I wanted to say, because deciding one thing is already hard enough, if we however tie the two together we will never get anything done
Also maybe you could update Amberpedia someday or create another thread mark on the matter of pros and cons of faith and fear and staying neutral, so that we don't have to discuss the same topic again and again whenever people are trying to vote for a fear plan (because honestly, the kind of misinformation that always floats around puts us at a serious disadvantage)
Alright, I think I'm going to close the vote up now, since I'm not seeing anymore last-minute changes or arrivals. Veekie's Explore for Advantages has it!
Which is why we would have a discussion period before hand, also it's not really about stopping people from making plans so much as stopping people from gathering vote's for plans people didn't sign up for (I just want to avoid another [] That Which Is Dead situation) and if all plans were submitted to you and gathered in a threadmark it would be far easier to compare them and avoid the most obvious form of band wagoning
Ah, that clarifies it a bit. Yes, if there were a set of locked, unchangeable plans that would be a pretty good tool for keeping things mostly civil. Again, I will probably experiment with it in the next full turn vote.
Also maybe you could update Amberpedia someday or create another thread mark on the matter of pros and cons of faith and fear and staying neutral, so that we don't have to discuss the same topic again and again whenever people are trying to vote for a fear plan (because honestly, the kind of misinformation that always floats around puts us at a serious disadvantage)
This particular play element won't last much longer (plus I'm a little lazy about compiling it now that the absolute novelty of the thread is fading). Trust me.
No, no. Winning implies I got to give Gaerig and the players an actual challenge. If you keep getting so many goddamn hyperdice rolls I'll have to pit you against Harzivan just to make it fair.
(Realized i needed to work on dinner, so not waiting for a beta; any corrections/suggestions are welcome anyway and i'll just edit this post)
Tales of The Ages, Volume 6: Sprits of the Lands of the Kran, Endian Era
Chapter Highlight/Summary:
As discussed in earlier volumes, each region and era we study has unique difficulties and opportunities. The Lands of the Kran in particular have seen wildly divergent civilizations, with wildly different record keeping ability and traditions. At one extreme, we have the Pre-Kran Era, of which we know almost nothing, with even the greatest Star Scryers unable to gleam more than the most basic of information. At the other, we have the three great periods of the Kran, whose method of using songs to teach and store information, and whose spiritual significance1 both play a role in the difficulty scrying pervious time periods, and ensure that we know at least the broad strokes of the era, its polities, and its spirits. The Endian Era lies somewhere in between these extremes, being slightly occluded by the Kran periods, but with the benefit of the Structa Mounds ensuring a strong physical record. Ironically, given that physical record, the origins of the first Structa Mound has been lost to history, having presumably been constructed in the period immediately preceding the Third Restructuring2. The awakening of Structa Majora (then referred to as simply "Structa", at the time a proper noun with no inherent meaning) is, however, well known. In the chaos after the Third Restructuring, the Lands of the Kran was as bereft of spiritual protection and aid as any other area, and the loss of the Third Kran Pantheon was devastating. A population exceeding a hundred thousand dropped to a scattering of tribes each with perhaps a hundred people. One such tribe, the Yucasin, settled near a shaped earthen mound with faded signs of ornamentation, and—as is the nature of spiritless persons—their awe of such an unheard of structure spawned Structa Majora—to the tribe's initial displeasure. Structa Majora, as with all Genius Loci, had difficulty understanding the tiny beings that lived in its shadow, and its early experimentation ended poorly for the villagers. It reached out with its essence and found unusual structures of earth, only slightly like itself, and it attempted to make them more similar. Unfortunately, the simple earth and mud houses the tribe had made were flimsy enough for even a newborn spirit to collapse them into "mounds" like itself. Several families were killed or lost their home before Structa realized that it's actions had caused the strange wailing coming from the tribe. Curious, Structa emerged from itself, an avatar of earth which combined a vague human shape with the vague and worn steps shaped into its full self. The next few years were confusing for all involved, but eventually, the Yucasin and Structa Majora formed a pact—It would strengthen their homes and join their hunters, and they would do their best to repair the worn away steps and ornamentation, and bury some of their kills within it's slopes. Over the years, the tribe and spirit prospered, joining with other tribes and spirits to form the Pantheon of the Structa. Within a century over a dozen imitation Structa had been raised, though they paled in comparison to the original Structa Majora. None of these original Structa mounds survived in their original form past the Endian era, as all were upgraded or replaced in the time of the Ivy of Pandemonium. Scholars of the era will recall that the Ivy of Pandemonium was the offspring of Structa Majora and the Verdant Hill, who developed into an unusual trickster spirit, using methods of fear to aid its people and methods of faith to destroy its enemies. The Ivy's greatest accomplishment was to turn the mortal offspring of its monster children to constructive uses, using their bulk and affinity for the earth to aid the Yucasin villagers in constructing and maintaining larger and more elaborate Structa mounds. Many of these mounds, of course, remain in the area to this day, with the practice having spread as far as the Valley of Wolves to the east and the Island of the Sky to the west. Unfortunately, The Ivy of Pandemonium and the Structa Majora themselves were destroyed by discontent within the pantheon after less than two centuries after the Structa's ascent to godhood, leading to the Postendian era, which is of course the subject of the next volume.
1. For more information, a good high-level summary can be found in the work Kiskattu and the Clay Giant
2. For more information, the Second University of the Ancient Amber will be releasing The Rhythm of the Cosmos later this year, detailing their new findings on the inner workings of Magic and their role in the Restructurings.
(Also, just in case: @Pandemonious Ivy if you dislike your cameo spirit, i can remove the reference and make it a generic spirit <3)
Also maybe you could update Amberpedia someday or create another thread mark on the matter of pros and cons of faith and fear and staying neutral, so that we don't have to discuss the same topic again and again whenever people are trying to vote for a fear plan (because honestly, the kind of misinformation that always floats around puts us at a serious disadvantage)
If you win this, @Sivantic, I will quite possibly die from the irony of a fear vote with that name pulling a thirteenth hour upset when everyone expected something else and went to sleep
[X] Plan Explore For Advantages
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[X] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Calm the Waves
Influence rolled 11
Read the Past
Astrology rolled 18
Astrology +1
(can I go one turn without a ridiculously high crit?)
Tracking Down a Lead
Navigation rolled 19
Navigation +1
(...)
Far from Home
Influence rolled 19
Carrying it back?
Size rolled 11
Can move it, but only by rolling it along the sea floor
Faith or Fear?
Faith rolled 12
Fear rolled 7
Attribute Development
66 + (72 - 21) = >100 Faith Progress
Faith 1 (exclusive) discounted to 0. Autobuy in (Spirit of Superstition disabled, no autobuy).
Because you can no longer exploit the SoS mechanic for a large number of discounted quiescence years, you aren't automatically yanked out of SoS mode at first opportunity. Mechanically this does not affect your potential turn income, and you can still free-buy Faith 1 in your turn planning to receive the associated income boost the following turn as would have been the case with a forced auto-buy.
Fully rested and restored from the physically draining experience you suffered from your visions, you invoke another aura of calm on the waters of your domain, calming the worst of the white-capped waves, and blunting the tide's and winds' power over the sea. Whether your ministrations are noticed or not is difficult to feel, unfortunately, the people still confused as to how you should be treated. You briefly consider accepting their praise into you, but you know instinctively that it will change you forever, and you quite enjoy yourself as you are for the moment.
Sticky matters of faith successfully put off for later, you focus back on what you were really hoping to do, explore! The stories about a great cataclysm and distant mainland intrigue you, but the sea is vast, and even in all your domain there isn't a single thing crafted by mortal hands that didn't sink from the sea. You will need to look to the stars for direction and guidance to have any hope of finding what you seek. Choosing to avoid the strange mirror, you gaze into the night sky itself for once, and find it much less oppressive without the mirror bringing the illusion of proximity, or the magic it apparently wrought.
You follow the path of a constellation that stands out to you, one of stars with dimming light and fading history. You read, but do not see, though your imagination fills the missing sensations quite well.
Stone of purest white with runnels of black, perfectly shaped. A house grander than any you have ever seen, for a being much grander than yourself. Stone more plentiful than the ice in the Long Night, arranged like the wooden huts you know. A perfect globe of material you have never seen but reminds you of the moon lies hidden within.
A thousand thousand suffering cries as all things fall to ruin, with tenfold the number echoing a harmony of terrible doom until all cries are silenced forever as [darkness and fire overwhelming writhe upon the words of history, so none may know the folly]. A divine thing, twisted in wretched suffering, lamenting and cursing it's downfall, a [Writhing, all-consuming] eternally until it's final mote of light lies extinguished in the dark, cloying deep. A place of power, of life, and of beauty turned cold, dark crypt.
Fascinating! you think as you rise from the trance your reading brings you to. You leap into the open sea from your perch, following closely the path the stars have laid for you. You swim for hours, until the shores of Niogg and Goegg both are but thin films between the horizon and the sea.
And then you dive.
You sink deep, and deeper still. You travel nearly twice the span of the bottom near your shoal, so deep even even your hardy, divine body blessed by the sea begins to feel the beginnings of pressure. You find the place you had read about, just where the stars indicated it would be. You see many creatures of the sea unlike any other you have seen before, and though the light is somewhat dimmer, now that you have touched the bottom, the water has grown a touch warmer.
The great village is oddly slanted, curving down towards a great, dark pit in the distance. You set to exploring.
You find many great, carved stones, covered with plants and barnacles. Sometimes, hidden among the stones is a treasure. You find a few strange scraps and pieces of a hard, red-brown thing, like stone, but gleaming and amazingly durable. You even find what could have been the remains of a garment, crushed and bent in a way stones most certainly don't. Taking the bent and ruined big piece, you wander for a while longer, and at least a day passes where you lift the stones you can, push the stones you can't, and swim to examine at all angles those larger still. Near the end of your search, just as you are going to give up, you come across the Great House. Melancholy emanates from it as a flowing tide, residue of a being whose death throes have even been forgotten to time.
Nestled and displayed proudly on a strangely shaped platform lies the globe you read of, that you imagined, and even your boundless mind was unprepared for it's splendor, which surely surpasses even the moon's! A perfect sphere, with a length roughly as long as your forearm, bright even in the dim hall you found it in. You drop the ruined garment to take the sphere, but it is unbelievably heavy! With all your might, you manage to dislodge it from it's place, but it would take the effort of days, maybe even months, time you do not have at a distance you can barely travel, to roll it back up the seafloor to your shoal. You think you cry, though the sea makes knowing impossible, as you reluctantly leave with your booby prize, the ruined garment.
Gained Quest - Labor of the Moon-Sphere (Get the Moon-Sphere to your shoal, where it can be properly displayed)
Mood of the Village is now Expectant (The people await your declaration, the continued confusion on your nature is making them further divided)
[Plan creation is currently OPEN]: You may now vote freely. This is an experiment to see how well the idea takes. Planners and voters, know that if you take advantage of the trust of people who voted for you (on the premise that you would produce or vote for a certain type of plan for them), this experiment will be ended immediately.
[If you vote to enter quiescence, please do not include your planned purchases, I am test-running a split vote for upgrades to aid in creating a more accurate consensus in voting.]
Divine Resources Available
28 - 27 (Expended) = 1 + 2 (0.5*2*2 Faith Income) + 4 (2*0.5*2*2 Total Fear Value) + 10 (Omake) + 7 (PB) = 24
Ambrosia full - no condensation
Remaining: 24
1
5
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 exchange for more offerings. Current Skills that can be blessed: Astrology, Navigation.
-[] 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.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[] Calm Waters** - You calm the waves and direct the currents for those under your care, ensuring the boats that travel your surface are safe and see greater success in their endeavors. Costs: 5 DE
Avatar Actions (13/20)
[] Form Avatar (1 Ambrosia) (Avatar already formed!)
[] 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
[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 25 DE. (Note: may need to be taken multiple times) Turns left: 6
[] Punish locals - Travel onto the cold earth and punish the dissident villagers! Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 18 DE (reserves 2 uses of Roil Waters). WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE -[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)
Commune Actions (13/20)
[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/0 WARNING: Your total Legend is currently too low issue a Decree.
[] Make Demand - You have need of something and you will tell people what you want.
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Can fail until Faith or Fear is at least 1. Maximum shrines 0/2.
[] Declare yourself Gaerig, spirit of the sea, and demand offerings! Costs: 5 DE
[] Declare yourself Gaerig, spirit of the sea, and threaten destruction! Costs: 5 DE
Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Current Spirit of Superstition Quiescence Time: -3 Years spent in next quiescence [LOCKED IN]
Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend
Spirits
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar): 3 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 3 Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 Legend
Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 3 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend
Divine Enhancements
None currently available
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
Navigation
You have discovered your first Quest. Quests are very rewarding actions or chains of events that sometime occur as the result of good fortune. The reward and difficulty of a quest is proportional to the spirit's current statistics. This means that a harder quest (on the turn you received it) has a greater reward (compared to what you have on the turn you received it).
As per usual, please keep an eye out for stuff that looks contradictory or different (for apparently no reason) in case I missed something.
EDIT: Resized the Moon-Sphere to something more reasonable. EDIT: Did it again.
Woohooo faith spirit won wooo I am quite happy. So aspect of humanity and spirif of mischief seem to be good picks maybe the waves affinity to get the moon sphere that way when we become a faith spirit we get a massive discount on buying aspect of the moon
The Faith coalition is strong, as is the "indulge humanity" front. Effeciency is also always highly sought. Don't forget the desire for Monsters either. It's a bitter pill, but such is life.
I'm personally actually thinking Mischief for the first buy. Would add some nice flavor even if we do end up going boring vanilla with Humanoid Faith, and sets us up nicely to survive Saiga.
We don't have a lot of resources, and no way to do everything we want to, although Faith seems pretty much a natural way to go forward from here.
We don't know how many turns the Moon Sphere Quest will take, likely dependent on our rolls for carrying a big heavy thing ( for which Ocean Affinity would be a good match, as well as one of the animal traits, but we don't want those). Also we definitely need to declare ourselves now, ince we will need DE in the next few turns (since the only way we are even able to start the Quest is having an Omake each turn).
Also, let's not enter a more-than-two-turns-long quiescence, since we got an exciting quest that expires in a few turns.
So, I think best for completing the Quest as soon as possible would be taking Faith 1, and Ocean Affinity (which we should be able to without sleeping at all, someone correct me if I'm wrong) , making a few waves and maybe responding to the prayers of our followers, and start the 25DE actions (my heart is bleeding at the thought of so much energy expended in one action) the turn after the next.
I don't think Humanity or Mischief would help us much for the Quest, except maybe in easing the aquirement of DE? which is important, but I don't really know how much...