"Helping" by driving the Acterians further into darkness, because now they know that if they run scared for long enough, the darkness will rip them away from everything they've ever known.
Now, see, you're just biased against the Darkness. The Acterians love the Darkness. What's so great about the Light, anyway?
(But seriously, what's wrong with the darkness?)
@NUKE: Nah, Lu doesn't care what you do as long as it doesn't mess with his toys. I think wanton meddling with the phopu would cause a gambit, depending on what you wanted to do. Perhaps some sort of agreement could be made.
Well, I was thinking of teaching the Holy Ones a few things. Irrigation, writing, construction. This game being what it is, I suppose there's a 25% chance that this will drive them all insane, but that'd be purely accidental.
@Glass + NUKE: Armiles just wants Kol back. If he is given to Armiles alive, then Armiles would leave. However, I'd hate to think of what Armiles would be like if she no longer had a purpose to pursue. She seems like the kind of demigod to get rather upset if she fails her task...
Hmm, hmm. A compelling argument. Do what you say and you won't continue to destroy stuff. Until you want something else, that is, whereupon you will immediately begin destroying things again, since you know that will get you what you want.
I have a counteroffer: Withdraw Armiles, return Darkness to the caves (both that banished by Armiles and the sun-birds), and swear to bring no High Profile cards into the Acterian Gambit (or take control of/influence High Profile cards to do your bidding)(and withdraw any High Profile cards you may have already played concealed). And agree to call the Kol gambit a draw. Do those things, and I shall release Kol, though I will not hesitate to strike him down should his actions prove detrimental to the Acterians or their pursuit of wisdom.
In fact, let me make this offer IC.
(PS: Where are you talking to Phalanalin from? Are you floating next to her above the First?)