Hermetic Lore for FfH DI6

Don Alejandro Salvador is an aging adventurer who has spent most of his life getting into trouble, either by journeying into the wild or by breaking the rules alternately. When he was young he was considered the black sheep of the house of Salvador, and has even been disowned for a few years after he was caught breaking into the home of a councilmember (not sure which one, but if anyone wants it to be theirs (or at least the parents of the councilmember's, as this incident is intended to have happened quite a long time ago) and possibly have them still hold a grudge over it, be my guest). He was reinstated a few years later after he warned the town of a goblin invasion and played a large part in its defence. Since then, most of his nephews and children have followed in his footsteps, and so when his aunt, the previous head of the family, died, he was an easy choice for their new leader and councillor. He doesn't really enjoy the responsibility this brings with it and tends to get quite bored in the council, sometimes not even showing up at all.

As for the impression he might make on a newbie, he would look like a reasonably old man, with grey streaks in his black hair and short beard. His clothes are not what you'd expect from a councillor, rough and tattered. He usually keeps his rapier and basic wilderness survival items with him even in the council. He's an impatient, careless, good-natured man who usually seems more concerned with joking around and flirting with any female council members than with the governing of the Amurites. He would probably have built up a bit of a reputation, seen by some as a brave adventurer and by others as a no good petty criminal who's fallen upwards through society, so how Samain Seraph perceives him is likely dependent on which view his family holds.

I do think, by the way, we still need to delete two more civs yet to make some space on the map. My own suggestion would be getting rid of the Kuriotates and maybe the Svartalfar.

I'd be happy to see the Kurios go. There's always that eastern island if we need to create space for all the civs.

I think Samain would have looked on Alejandro as a fun uncle when he was growing up. At this stage, he'd accept Alejandro for what he is. Whilst Alejandro and the rest of the Salvadors are much more irresponsible than the Seraphs, he is someone that Samain would see as a friendly, known face in council. He'd know he couldn't count on Alejandro to turn up but if he was there would expect to be able to reason with him. He'd also support Alejandro when he acted in the interests of the Salvadors, unless it conflicted directly with Seraphs or was blatantly against what he perceived as the Amurite's interests.

After the piece on Samain's first day, I'll post this for Gyra/Samain,
"Gyra sighed. Countless souls were dying. At least, they would be countless to anyone else. Gyra felt them all. She knew when the other Gods claimed souls. She accepted those she could into Arawn's Vault.
With the ice gone, the number of people living on Erebus had increased. The numbers dying had increased also. Gyra wondered whether it could ever reach the stage where she wouldn't be able to manage.
There was a disturbance. A soul was being drawn back out of the Vault. She focussed her attention on the soul. Even as she did, part of her continued its awareness of all the other arriving souls. She could prevent the soul leaving but as she focussed, she felt the bonds of familial love that were pulling it back to Erebus. A tear rolled down her left cheek. Her compassionate nature would not allow her to stand in the way of such love. The soul left and Gyra continued her work.

The skeleton rose from the cold slab. Samain stepped forward and embraced his father."

Draft bit to get across how dangerous the seas are,
"Every day he looked at the sea. He couldn't help it. His front door faced that way. They said the ship that brought them here had disintegrated as soon as it touched the shore. What he thought was amazing was that the ship had lasted until it reached the shore. In all his life, he could not remember a single week when the sea had stayed calm. Any small boats that foolish people had tried to make had quickly been reduced to kindling. Most people accepted that noone could master the sea. When the storms weren't smashing into the coast, you'd occasionally see life out in that ocean. It was big life, the kind that would think nothing of snacking on a ship. Now the wind was building and the waves were too. The storm would be here within an hour. He turned in and closed the door behind him. Even a hundred feet above the shore, when the storm hit, the spray from the waves splashed his house. More than once, he'd woken up in water. Before he did, he always had the most horrific nightmares. He placed his cloth bags filled with sand down on the floor at the gap in the door. Tonight, he hoped to stay dry. . . "
 
That sounds good, the houses of Salvador and Samain being pretty friendly to each other makes sense from them being related. I can also see them both looked down on by some other councillors, the house of Salvador for their chaotic behaviour and the house of Samain because, you know, necromancy.

I think asking for another week is probably the best idea, we don't seem nearly ready. Also, everyone who hasn't declared themselves as their god yet in the main thread should probably go do so.
 
Divine Etiquette

1. Make sure to tell us when you have the save in whichever thread! If someone else takes the save and makes changes because you didn't let us know, you'll have an outdated save and your intervention might end up not happening!

2. After Interventions, save the game then play a dozen or so turns to make sure it doesn't crash. Make sure you don't upload a save after those 20 turns!

3. When adding units to the barbarians, check their racial promotions. By default, units without a racial are given the Orcish promotion, which causes trouble with the Clan of Embers world spell. Even if your created unit starts with a race, make sure it has the right one.

I'm a bit confused by 3) - can you give units the or ish promotion or avoid it entirely?
 
Could someone explain the talk about council members? Also which nation is Ravus Sol playing as? I'll look through the whole thread later, sorry if the questions are obvious...

I'm thinking of trying Mammon - I could encourage nations to be greedy for land and resources. I could reward civs for building gambling houses (but should there be a negative effect otherwise it's just a good building and getting a reward from me. Maybe the downside is that as a civ worships me more, I take more control over them in some way? Ideas anyone?).

Overall, what would the god of greed want the world to do? I assume it would be something like short term gain at long term expense - if resources could be depleted that would be one option, or if global warming from pollution was in the mod that would be another option...
 
I kind of see house Seraph as the "evil" house of the Amurites

The Seraphs definitely are not the "evil" house. At the moment the only people I'm having them raise are family members, all of whom would have expressed a wish for this during their life. They seek to master necromancy so that they can save the souls that would otherwise go to the God's Vaults. They see the Gods as selfish beings who enslave and use these souls for their own purposes, with no regard for what the souls would want. The Seraphs want to give people a choice to stay free from the Gods and continue to help the Amurite people as members of the Seraph family have now been doing for over a century.
Bentyr really does not belong in this family. If he's as powerful as described, he did not need to be adopted by them. With family meaning so much to them, they wouldn't be quick to adopt a grown man.

As described, Bentyr has been with the Amurites for over a 100 years (ageing slowly/not ageing?), which makes him very distinctive among the council members. Has that aroused anyone's suspicions?

Regarding necromancy, remember that every mortal Amurite will have grown up seeing skeletons working for the Seraphs in Kylorinite. Some will have just been jealous of the obvious magic involved. Some will always feel something is wrong when dealing with animate skeletons. Some will just see it as normal. Many wouldn't even notice it or think anything of it. The mortal Amurites do not have the heavenly baggage that Cassiel has. They've never spoken with the God of Death and so don't appreciate His perspective of how wrong undead are.

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Speaking of civs to remove, the Grigori have got to go.

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@Bad Player,
The issue with the orcish promo was that it seemed to cause crashes in previous a DI game. That's why you need to look out for it.

Ravus is playing the Amurites. They are led by the Council. There are council members for each sphere of magic, except Ice. When a player picks a God to play, they're also playing the Council Member associated with that God's sphere. Ravus is playing as Cassiel, who occupies the seat of Force. Council members agendas may match the sphere's God's agenda (Bentyr) or may oppose it (Samain).

Mammon wants it all for himself. He wants everything, all souls. Ultimately, He does not want to share. He is regarded as the most powerful of the Gods because so many people are driven by greed. He has big plans and schemes. Within the lore, it's His arch angel, Hastur that gives Danalin the nightmares to create the OO and He's also close to conquering Oghma's Vault. Gold, temptation, corrupt desires are just some of His tools. Nightmares and mind manipulation would also be used by Him. He's a very busy God.

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Council, so far:
Cassiel (Force)
Alejandro (Air)
Samain (Death)
Bentyr (Dimensional)

I had made some suggestions for Spirit, Enchantment & Entropy in an early post. Are people okay with them being included also? The Ice idea is obviously redundant now.

Initial discussions can be about what needs to be built/trained and what should be researched.
Samain would see the need to grow and would support Agriculture. The Entropy seat as I outlined would also want to encourage natural cycles, so might also go for agriculture. Nature seat might push for Hunting. I'm not sure what resources are around the starting position. Some seats may be trying to beeline KoE. If we're not gifting Ravus with a Council of Elders then some may want this built as soon as possible. Enchantment might push for the mining line to get materials to forge weapons worth enchanting. There could also be talk of raising a monument to Kylorin given that it's a hundred years since he slew Mulcarn.
 
OK put me down for Mammon, he sounds fun.

I still don't fully understand the council - what does my council member (who acts like an avatar it sounds like?) do and how do I manipulate him/her?

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Ideas for Mammon:
- Quest for civs to aquire (through trade or owning the resource) x number of resources (e.g. gold or maybe a functional resource) by turn y
- I could provide forges?/iron weapons promotion?/some other buff? in cities that worship me but this increases global warming (I could randomly warm some squares around the world). Thus the effect is that if you worship Mammon, you get a decent reward but it punishes the whole world (thus Mammon worshippers overall do well but other civs suffer a little)
- Give or sell civs hidden nationality mercenary units which they will undoubtedly use on pillaging neighbours' towns (but what do I personally get out of that? See comment below)

- I'm sure there is a way I could tie in trying to corrupt the Khazad or Runes of Kimorph religion (because of the gold/money love) but I don't have an exact idea yet. Any suggestions?
- If I want everything for me, how do I get stuff in this world? I could try to get civs to conquer or raid or aquire things but if my motivation is to get everything for myself, ultimately, then how do I *get* stuff as a god? :confused: As Junil, my motivation was to spread law and order, kill demons, protect my beloved Bannor (and other good civs). But as Mammon, I am not out to look after people in an altruistic manner, I am trying to get things for myself through using people as pawns.
 
OK put me down for Mammon, he sounds fun.

I still don't fully understand the council - what does my council member (who acts like an avatar it sounds like?) do and how do I manipulate him/her?

--------------------

Ideas for Mammon:
- Quest for civs to aquire (through trade or owning the resource) x number of resources (e.g. gold or maybe a functional resource) by turn y
- I could provide forges?/iron weapons promotion?/some other buff? in cities that worship me but this increases global warming (I could randomly warm some squares around the world). Thus the effect is that if you worship Mammon, you get a decent reward but it punishes the whole world (thus Mammon worshippers overall do well but other civs suffer a little)
- Give or sell civs hidden nationality mercenary units which they will undoubtedly use on pillaging neighbours' towns (but what do I personally get out of that? See comment below)

- I'm sure there is a way I could tie in trying to corrupt the Khazad or Runes of Kimorph religion (because of the gold/money love) but I don't have an exact idea yet. Any suggestions?
- If I want everything for me, how do I get stuff in this world? I could try to get civs to conquer or raid or aquire things but if my motivation is to get everything for myself, ultimately, then how do I *get* stuff as a god? As Junil, my motivation was to spread law and order, kill demons, protect my beloved Bannor (and other good civs). But as Mammon, I am not out to look after people in an altruistic manner, I am trying to get things for myself through using people as pawns.

Council
The council member is a "mortal" Amurite (Cassiel and Bentyr being exceptional). The Council Member is not an avatar of the God. The Amurite form of government is based around the magical spheres so there is one representative for each sphere.

If emphasising the Mammon/Greed link with your Council Member, then maybe the councillor found a way to buy his way onto the Council.

The council member's sphere would be Mind magic. One would, therefore, expect that the Council member could be quite persuasive. You could reflect this by organising the Mind councillor as the head of a faction on this thread.

Mammon might try to encourage lobbying of Council members, in the way that there is lobbying in Washington and other political centres. Whether it's true or not, Mammon would like the perception that every Councillor is for sale. It's also in Mammon's interest that Councillors get in the habit of making deals between each other - he'd prefer that people always expect some return and do not give anything away for free.

Mammon
Souls are the most valuable commodity to the Gods. Mammon will try to get as many as he can. Due to the Compact, he can stake his claim to the souls of people corrupted by greed. He will try to encourage greed in as many mortals as he can. He'll try to make sure that noone is satisfied with what they have.
If Mammon was around in our world, he'd be making programs like "Cribs", selling people on a lifestyle that they can never afford. In Erebus, if a nation has some luxuries, Mammon would want them to Open Borders with other nations so that the people in those other nations are envious and dissatisfied with what they have.
Mammon would encourage people to get used to opulent lifestyles and then take away the luxuries/resources that the lifestyle is built on. No matter how good the people have it, they'll never be satisfied after that (i.e. he likes boom/bust situations).
Mammon would encourage trade. It's difficult to imagine a successful merchant, who does not have some level of greed.
Religion wise, Mammon might support Runes of Kilmorph or AV. In RoK people are encouraged to work hard. If someone works themselves to death out of desire for something they'll never be able to afford, Mammon would get the soul. In AV, everyone is trying to get power for themselves and damn everyone else and the world. Mammon would not want any spiritual beliefs that help people find peace or accept their life as it is.
Mammon prefers unequal society's, e.g. Slavery, where people want what others have. Consumption would be another Civic that he'd encourage (perhaps His favourite).
Mammon would encourage hoarding of what you have. Don't spend it, keep it, no matter what the apparent need now there may be a more pressing need in the future. So what if people suffer now, you're secure knowing you've a big pile of gold. You could use a gift of the Khazad UB Vault to the Luchuirp to show how the Luchuirp are being corrupted by greed. You could also offer a vault as a reward to Ravus if he manages to save a certain amount - it's a good reward and will automatically punish him if he stops being greedy.
Mammon isn't necessarily a warmonger. It's just a side-effect when people covet the land and resources of their neighbours. Mammon can do just as well from peace time, when there's lot's of trade.
 
@ Bad Player :
If you are interested, please hear my thoughts on Mammon :
Mammon: God of mind. Mammon’s domain is greed.
see one of the opening post
Spoiler :
His Archangel is Hastur, lord of nightmares. Mammon is worshiped by merchants and corrupt rulers, but has few priests or church. He wishes to encourage selfishness, not community. Still, a few gather in his name to plot and scheme under the name Stewards of Inequity. Many commercial guilds are infiltrated by these merchant priests, who use underhanded tactics to drive away competition, often employing thugs and assassins. After a few years, the cartels tend to turn on themselves in bloody feuds, with survivors fleeing to start the destructive process elsewhere.
There is no formal ordination for priests of Mammon; after a particularly selfish and short-sighted act, he may bestow his blessing upon a chosen instrument of avarice, usually via material gainst that come at great cost to close friends or family, such as an opportunity to sell a son or daughter into slavery. Once the man or woman has started down this path they find it very hard to turn away, and the blessing Mammon sends their way ensure that. Followers of Mammon will often donate to other evil gods’ temples for protection after being hunted for cheating or swindling.
I do not see Mammon as greedy per se, he only wants to control. It seems to be to counter his feeling of FEAR. He fears the One and Defeat and Death.
He is more someone who want all mortals (and gods) to act as selfishly as him and become as greedy as him (plus he gain more power for souls he temped into greedery). He is the god of MIND (but lost the prescience...aspect of it) He can use the command spell, he KNOWS what people desire the most and knows how to make use of it. He is the ultimate tempter.
Spoiler :
http://www.scribd.com/doc/48169072/FFHLoreCompendium-v3#outer_page_210
As each petitioner enters the city he is given a coin, and the only way to progressthrough the city is to give seven coins to the Balors that guard the gateway at the cities heart.As such the entire plane is a trial to gather the seven coins needed to escape (little do they know that only worse lays beyond). Balors guard the city and maintain some illusion of order. This keeps wars from breaking out and makes for some safe areas where you can’t simply at-tack people to take their coins. the point of this realm isn’t to teach the petitioners how to effectively get the coins,but to have them spend years, decades and centuries wanting them. Getting them to thepoint where they are completely subject to their greed and unbound by any morale con-straints in getting them. They will lie, they will steal, but mostly they will become ruled by their desire in a city full of lies, false hope, and degradation.

Some few never leave this stage of hell and intentionally become permanent citizens of this city. They occasionally rise into powerful positions, slave traders, dream merchants, cultleaders, etc. Mammon may take those that seem stuck and wipe their memories, forcing themto restart their entry into the city, but sometimes he leaves them be. Mammon is quite proudof his city, and one of the few (along with Esus) who views it as something more than just apart of a great machine.Oddly the city features a long street full of various temples. There are hundreds of godsrepresented, and temples are regularly switched from one religion to another. Most of the“religions” are unique to this city. Some worship various demons that may or may not be inthe city, some worship petitioners pretending to be gods. All of the gods of Erebus are repre-sented except one are represented, though most in blatant parody of the real religion. There is a temple to Lugus, for example, that claims that Lugus is dead and they worship hideously disfigured statues of their fallen god
you see, he is as much a god of deception as Esus. Save that Esus does it to be wicked and for the Lulz, the fun of it... while Mammon does it with a purpose : to drive a person into a situation where he will become autonomously greedy :D..
I can't say if Mammon would prefer to have the illusion of control or to be the mastermind hidden from the scenes. I think it would be the first one ...


Mammon would likely be behing Hastur and OO.
He would like baleseraphs.
He would push for Mathematics, Slavery, Way of the Wicked, Philosophy, Currency, mercenaries...Etc
I think he would love some other "evil civs" that sacrifice a part of their pop for immediate gains : Calabim that sacrifice their humans for xp with even some of those humans sacrifying their families for reward from the Great vampires (think Morois), Doviello that sacrifice their elders (I make that up) to favor the strongs, Sheaim that sacrifice their people for magic, the
He would like Lanun and Hippus in their pirate and mercenary forms

Mammon could give short term advantages but with a long term loss ; sometimes, a loss that the civ/player will never know he payed :
like a new tech, a new ressource, a new unit,

-the ressource may be deleted/removed next god-turn (to show the short term part)
-the unit may get the illusion promotion next turn, or become crazed

-the cost can be : delete some "good terrain tiles" that are "just outside" the civ, making following expansion harder to get ex : delete 1 or 2 ressources nearby, or an "un-discovered" strategic ressource : copper or iron / horses, or add some mountains, or desert, remove an oasis, add some ice : becomes marsh or tundra ... or create an ocean tile, whith a "held" kraken on it...etc
- give a unit/building...etc... but add a building that reduces happies

exemples :
-give a weak elemental... (small water elemental, or lightening elemental with weak promotion (if early game) .... but destroy a nearby mana node...
-reward with a nice unit from another civ / from barbs (that the original civ can not normally get)... but with the crazed promotion : to show that it is under the domination spell ; or with the illusion promotion.

...Etc

IMO, what defines Mammon (as a difference with Mammon in DI4) is :
-Mind
-get people to prefer short term gain (with long term loss, hidden or not) instead of long time gain.
-If he is possessed by his aspect, he would also be more attracted to short term gain even at some later cost.. As he controls his sphere, I would say that this part might be limited to his inconscious behaviour.... and not to his own main planing.
something like : very good at planning the increase of greedy behaviour on others... but sometimes not seeing that his own plans to make one or two interesting people / civ fall into greed might result in bigger loss to his plans (like creating the seed for a vigiliant-like hero...or else). Generally he think of all possibilities, but sometimes he miss some points, his "concentration" all focused on one part of the plot, and relying inconsciously on his former prescience power ... that he has no more.

well, that's my interpretation of him... feel free to do what you want :D

Edit : nice post from Lplate on Mammon
other ideas : give a unit a boost but add a big predator nearby :D that works on the same principle :
exemple : your unit is proposed a strengthening potion by a merchant : do you take it ?
yes : reward the unit during god turn with the mutation promotion and with either Strong or a combat promotion or something that boost the stats.
then, create a big barbarian with same promotions, but increased in might (2 strength increasing promotion): "unseen from you the merchant went to sell the same potion to a nearby aggressive traveller / or he was attacked and devoured by some lizard... that transformed into Allosaurus
....
 
Another religion Mammon would probably like would be the Council of Esus. It's a very money-focused one, almost as much as his own religion, the Stewards of Inequity (who are more like a guild in many ways).

As for your councilmember, he could be anyone. A rich merchant who bought his way onto the council or forced the people who work for him to protest until the seat was given to him, a cunning mind mage with a lack of persuasion, a wise sage looking to expand the scientific knowledge of the nation... Because the councilmember needn't be similar to the god, but it is possible.

Also, as for house Seraph not being evil, I like the idea of basically decent necromancers a lot, and I think it's much more interesting than the alternative.
 
Further Mammon thoughts:

Complementing someone by pointing out how great their clothes/jewellery/property/magical skills/promotion/whatever is could be a simple way to try to provoke envy of the mentioned quality in other characters in earshot.

Oghma is a traditional enemy of Mammon and the Amurites are associated with Oghma. He might get an extra kick out of corrupting the Amurites.

Mammon could focus greed among some Amurites on acquisition of magical power. They'll always want more power. This could be included in the story by mages establishing their homes close to mana nodes and controlling access to it. Adepts might be required to pay/swear fealty to a specific mage or else pass a (corrupt) interview in order to be trained in that particular field of magic. Control of any of the Towers of Magic that get built would also be seen as a position of power. Eventually, one of them would want the power of a God (or maybe just to get rid of anyone with more power than themselves) and go looking for the Godslayer.

You could do a storyline on the development of trade in magical favours among the Amurites. This would lead to the poor missing out as mages would use their power selfishly and those without magic would become even more of an underclass.
 
I really like and appreciate those ideas but my main sticking point is how to know that I'm getting souls for my vault.

Let's say I encouraged the Amurites to be deceptive to gain access to someone's mana node, that's kind of a greed-based corruption plot. But is there some kind of greed "counter" or souls that will come to me counter? One non-violent way they might want to get a mana node from a neighbour is through culture bombing to push back the plot. I could help an Amurite city gain culture (building/bard/whatever) if they act in some way greedy (e.g. build a glorious market which has culture also).


Quests:
- I could encourage the building of markets, gambling houses, etc which then makes the Consumption civic very attractive to a player (since they will get maximum happy benefit). But so what if I get civs to follow consumption... It might be nice if I could get some "hard" return in the form of souls or whatever (if there was some way to count how many I'm getting).
 
I'll post a description of Bentyr shortly and then tomorrow we can perhaps compile a big story post and post the save as well.

At which point we can start Divine Interventioning with things?
 
well
1) as a player you don't get soul counter.
2) as the impersonated Mammon, you will get any soul that you can argue it acted once out of pure greed (and you can try to take liberty in your argumentation), that is, unless so other god insist on claim it soul to them.
IMO you shouldn't play your part as Mammon in taking that into account.
there is no counting of points at the end.
and further it may launch the plotting and story into the same direction as FFH DI 4.

It's like Camulos trying to count which souls he will get : do bar fights count or not ?
well the Player playing Camulos will try to increase far and violence... but not try to rewrite every action of every player as "an act of violence"... in that case, maybe even shouting is a sort of act of violence. singing too....etc
 
Maybe Bentyr is pretending to be his own son/grandson? Like, when people start getting suspicious about his age, he changes his hair and clothing and puts on some make-up and says "My father died, sadly. I'm his son, Bentyr III Dabanir."
 
Updated opening for Samain
Spoiler :

"Samain Seraph looked up into the empty eye sockets.
"Thanks Father Tovias" he mouthed. It was Samain's first day at Council. He was nervous but the presence of his ancestor Tovias, who had served Kylorin himself, was very reassuring.
He looked around to see Cassiel looking over at him. He raised his glass in greeting. If Cassiel saw it, he made no effort to acknowledge the greeting. Perhaps, the great Cassiel thought himself too amazing to deign to acknowledge Samain. The other Councillors had not been so aloof. It had been interesting the way some offered condolences on the death of his father first while others prioritised congratulating him on becoming a Councillor. After his father's demise, he was the natural choice for the Death seat. It was not a position he'd sought or expected to enjoy. It was, however, the way he could be of most service to the family and the Amurites. As such, he accepted this duty.
The Seraphs placed great value on service and duty. One did what one could to be of service during life and then continued to be of as much service as possible to one's family and people when that first life was over. Even as Samain sat here, the preparation for his father's return was underway.
Samain remembered his arrival in Council. He'd arrived with Uncle Alejandro, who was supposed to introduce him to all the other councillors. He wasn't surprised when Uncle Alejandro vanished from his side as soon as they arrived. If there was one thing you could rely on Uncle Alejandro to do, it was not to do whatever he was supposed to. Alejandro Salvador had blown around the room like a leaf in the wind. He'd settled for the moment with Belle the Enchantress. From her laughter, it sounded like he was doing the enchanting.
The first group to intercept Samain had been led by Devus Aragade, the Mind Councillor. He seemed to want to make Samain the latest addition to his voting block and his reasons were very persuasive. Samain played the naivety card to buy himself more time. His rescue was completed by Catreena Uiscenna. The water councillor had a calming effect on discussions and Samain felt less pressurised after her arrival. Devus and his cabal had moved on. Shanda, the Councillor for the Seat of Chaos had been next to introduce herself. Samain still was not sure what to make of her. He wasn't sure whether she actually was trying to convince him of the rightness of her point of view or just provoke a discussion (or maybe an argument) out of him. She was a great contrast to the serene Catreena. Shanda's blunt challenges seemed to flow like water off a duck's back to Catreena. Samain had excused himself to meet the other Councillors.
A withered hand had grabbed Samain and a second equally withered hand began to pump Samain's left hand. "It's great to have you once more in the council chambers. Just like old times." Samain was faced with the blind, old face of Landre Osh. Old was too mild a word for it. Landre could be the reason why someone invented the word ancient. He looked like he could have been around long enough to witness the creation of Cassiel. Samain tried but found it difficult to follow the ancient Councillor's discussion. He was impressed with the grandson who stood by Landre's side always ready to assist. Respect is something that is earned and Landre obviously had his grandson's respect.
Before the session began, all of the councillors except Cassiel has made themselves known to Samain. Samain had sat in the Death seat to try to pull his thoughts together. He'd learned as much as he could about the councillors after his father's accident. Samain would need to understand the motivations of all of these councillors if he was to be an effective councillor himself.
Cassiel stood at his chair and called the session to order. He spoke with authority and all of the other councillors responded quickly, moving to their seats. Cassiel was an intimidating figure. One could almost see an aura of latent power around him. Samain closed his eyes and remembered his father's words, "Cassiel may have been an arch angel but now he is defined not by what he was but rather by all the things he refuses to do. A good man who will take what actions he can to help his people is worth more than a thousand angels who will fold their arms and refuse to oppose the tyranny of the Gods." He felt a skeletal hand rest on his shoulder. Samain opened his eyes, ready to say what ever needed to be said and not to bow to intimidation or what ever other force the other Councillors might use against him.
The agenda for the session this day was not too contentious; exploration, defence and developing means to better use our resources. Time had even been included to discuss raising a monument to Kylorin's victory over Mulcarn, given that it was the centennial."


I'll probably post this tomorrow.
Minor question. but how do we refer to the councillors?
  • Air Councillor
  • Councillor for Air
  • Councillor for the Air Seat
  • something else
  • any of the above
Do we want to use any kind of honorific for councillors like M.P. or sir?

@Bad Player, what's the name of your councillor and is my representation of him okay?
@apenpaap, is this okay for Alejandro?
I didn't give much info out in the others but if there's a problem with the Enchantment and Water Councillors as depicted, I'll change it.
Are there any other councillors that any if you would specifically like me to mention in Samain's first day?

I'm not giving any quest this round.

---

Thinking more about Laroth, I was going to have him capture and subdue Gyra around the time Necromancy is discovered.
 
That seems like a great depiction of Alejandro, good job. I'll probably make a post myself later working the bit I posted on him in as well as a little story of him in the council (perhaps Samain's first day from Alejandro's point of view?). The only thing is that I think the houses of Seraph and Salvador would be more distantly related than Alejandro being Samain's direct uncle. Since the Age of Ice ended 100 years ago, I had intended for Alejandro to be the great-grandson or great-great-grandson of the original Salvador, so Alejandro and Samain would be third or fourth cousins. Though that of course doesn't rule out the possibility of Samain calling him uncle at all, since their families are relatively close and Alejandro might've been like an uncle to him.

As for the depiction of councillors of gods that aren't here right now like the Enchantment and Water councillors, I'd say we should just go ahead and do it; if that god ends up joining and they don't like the persona we made, the old councillor can just have died and a new one gotten appointed.
 
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