The Amber Age: Pantheon Edition (Collaborative)

Where does it say we'll use the ash in the funeral ritual? I'm not doubting we will, I just believe that won't be its primary purpose. Furthermore, we're already near two luxury resources so a third is a bit overkill imo when we could increase our DE generation instead.
Except growth does not equal more DE. That is under the realm of Influence and Legend.

All growth currently does is slightly decrease the amount of deaths this year. Helpful yes, but with very little known about us, can just as easily be attributed to luck.
Sure, I can roll up a 1 of 5 clairvoyance act.

Honestly it's kind of really difficult to pick in-vote without me grid-numbering every tile, which is difficult as the civ editor doesn't have that for whatever reason. The best I can offer is a plan-maker using Pixlr's online editor to put a white blotch on the map and say "I wan dis un"
It is also a little odd to have the center of the map be the local village, rather than the "shrine" itself.

I assume that the passive Influence sight range is 1 tile per Influence?

The Clairvoyance, is it a view from above, rather than looking from the position?

I ask, so we know if we can use mountains look around or if it would just give us a look of the mountain itself.
 
Except growth does not equal more DE. That is under the realm of Influence and Legend.

All growth currently does is slightly decrease the amount of deaths this year. Helpful yes, but with very little known about us, can just as easily be attributed to luck.

It is also a little odd to have the center of the map be the local village, rather than the "shrine" itself.

I assume that the passive Influence sight range is 1 tile per Influence?

The Clairvoyance, is it a view from above, rather than looking from the position?

I ask, so we know if we can use mountains look around or if it would just give us a look of the mountain itself.
Growth actually raises Influence. More people, more prayer.

You're centered on the village because the village is what you were informed by during your creation.

Passive 'sight' is 1 tile from the shrine per influence, yes.

Clairvoyance is looking onto that position.
 
Where does it say we'll use the ash in the funeral ritual? I'm not doubting we will, I just believe that won't be its primary purpose. Furthermore, we're already near two luxury resources so a third is a bit overkill imo when we could increase our DE generation instead.
Luxury resources are not made equal, so the regional resources don't matter so much as having a unique pigment in the stone age, which in its own right as significant for the purpose of establishing a civilization.

Also noting that THIS particular resource is literally part of our body, because we're the Ash Field Spirit. We could probably do something with that connection later on given our skills at Ritual.
Furthermore, Burial Shrines can still use cremation. In India, there's a practice where cremation is used for all but the most religious souls, who are placed in a Burial Shrine esque temple, and I know of several shrines where cremated ashes are kept.
Wrong model. Crematoriums come later. A burial shrine is literally burial.
Cremations come much later because of how stupidly expensive they can get in fuel. The amount of fuel needed to render a corpse to bone and ash in a pyre is extravagant and usually restricted to nobles, barring some kind of functionally infinite natural heat source or literal magic.

A Burial Shrine would literally be that. A shrine which has being a graveyard as one of its primary duties.

Sure, I can roll up a 1 of 5 clairvoyance act.

Honestly it's kind of really difficult to pick in-vote without me grid-numbering every tile, which is difficult as the civ editor doesn't have that for whatever reason. The best I can offer is a plan-maker using Pixlr's online editor to put a white blotch on the map and say "I wan dis un"
I think for most turns we don't really need to pick unless we're intensely curious about a specific spot. Random pick is good as any. Or else you could assume we target the closest unexplored tile?
 
We really ought to protect them from death. We only have two followers at this point. Two! Growing our people has to be our number one priority. Not to mention it's the right thing to do.
 
The mechanics of Influence:
Each full point of Population that worships you is worth 0.5 Influence. At the moment, you don't have enough loyal supplicants, but now that your shrine has been brought into their influence sphere they're going to start boosting up much quicker.
 
So growth will be useful for boosting our influence and for the Burial Grounds by getting more pop so that we are gaining more DE a turn from it.

Edit- though it does look like there have been changes to how stats work so besides high stats being good no idea on how useful influence gains vs faith gains are right now
Adhoc vote count started by Void Stalker on Apr 26, 2018 at 6:57 AM, finished with 108 posts and 34 votes.
 
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So growth will be useful for boosting our influence and for the Burial Grounds by getting more pop so that we are gaining more DE a turn from it.

Edit- though it does look like there have been changes to how stats work so besides high stats being good no idea on how useful influence gains vs faith gains are right now
Influence only offers a greater reach for powers and abilities. Faith offers Legend spending and DE generation.
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[X] Forge Random Ritual (Unlocked by Ritualist < 3) (Discovers a new ritual): Free
[X] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
-[X] Inspire to Speak Stories (Unlocked by Loremaker) (Generates ???)
[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)

Come on guys, magic. This is the make-our-people-necromancers route!
 
Alright let's see what we've got.
Adhoc vote count started by Powerofmind on Apr 26, 2018 at 10:48 AM, finished with 110 posts and 34 votes.
 
Strange Men: Turn 2
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)
Preside Over Death Rites: +1 DE (??? Spooky other stuff)
Clairvoyance (nearest first) (random roll): Discovered Stone Tile (Mountain) (??? Spooky other stuff)
Discovery: 25+5=30 (Needed 85)

Stored 1 Unique Dye
Gained 1 (Faith) + 1 DE = 2 DE

It takes a great exertion of will, but you look through the scattering of bone and ash, revealing a mountainous region to you with a great deal of loose stone. While notable, it is quite far from the tribe, and will be difficult for them to reach.

Then, strangers started to appear at the edges of the hunting grounds, your own knowledge peripheral of the events proper, though you'd pieced things together on your own. The best huntsmen had begun to see people whose foreheads had not been marked with ash, and others still stumbled upon gathering women. For a time there was fright from both, until the Kut's highest elder was escorted a ways deeper into the jungle than the tribe would usually venture. They camped for several days before a group of the strangers appeared, and spoke at length with the Kut elder. The strangers held great fear of the Kut, for their elder spoke of miracles and the immediate powers of their spirit. Wise men from the neighboring tribe would have to examine these claims, and so a few were invited.

These wise men found the Kut odd, if only for the power of the Elders and Shamans in the council. For a time they debated in simple words with their peers, and seemed quite pleased with the balance of things in Kut. Ultimately, however, they were of the opinion that there was no great and powerful spirit presence here. At least, until the seasonal Rites for the Dead began.

As your presence settles upon the proceedings, a great fervor begins to take hold of the dancers and drum-beaters. The most ornately dressed and painted among them begin a chant that quickly mesmerizes and takes hold of the participants and onlookers. A ceremony takes place as the great firepit burns the bodies of the dead to char, as bright red coals are kicked by bare-footed male dancers into the open, only for nude females to tip jugs of water onto them, blackening the coals for the dancers to crush underfoot in their feverish circling of the pit.

The entire event is a cacophony of color, sound, and undulating bodies, all while a droning chant repeats "Soo Siah'Ah Ikki Eih, Soo Siah'Ah Ikki Ieh."

From the Ash Village come, to the Ash Village go.

The wisemen from the neighboring tribe are so overwhelmed by your presence, and the intensity of the ritual, that they ran, terrified, back to their village. None can know what may happen now.

1 DE per Faith per turn.
0+1=1
+1 DE (DE action)
FINAL: 2 DE
Shrine Power = Maximum Ambrosia
Current conversion cost = 6 DE per Ambrosia
FINAL: 0/3 Ambrosia
0 Total Legend
6 Unspent Legend
0 Spent Legend
Current Torpor=1+(0.5*Faith) rounded up
Quiescence spends 2 legend per turn

ACTIONS:

FREE, CHOOSE UP TO ONE ONLY
[] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
[] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): Free
[] Forge Random Ritual (Unlocked by Ritualist < 3) (Discovers a new ritual): Free

DIVINE MAGIC
[] Slay within Influence (Unlocked by Spirit of Death) (Generates Fear progress): 3 DE
[] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
-[] Inspire to Speak Stories (Unlocked by Loremaker) (Generates ???)
-[] Inspire Medicine Men (Unlocked by Toil (Medicine subtype)) (Generates ???))

MYSTIC
[] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)

Ashform: 10 Legend (+10% chance to negate all damage in a failed Destruction contest) (Unlocked by Ash Field Tile)

Aspect of the Greater Lizard: 5 Legend (+5% success chance of Peerage contests) (Unlocked by local biome)
Aspect of the Hawk: 5 Legend (+5% success chance as Archer or Skirmisher in Destruction contests, +5% success chance of special discovery when revealing new tiles) (Unlocked by local biome)

Spirit of the Ancestors: 8 Legend (+40% effectiveness of Loremaker actions) (Unlocked by Ancestor Shrine)

Element of Earth: 5 Legend (Unlocks Earth actions) (Unlocked by Death Aspect/Genius Loci)
Element of Fire: 5 Legend (Unlocks Fire actions) (Unlocked by Ash Field Tile)

Obsidian Patronage: 10 Legend (+100% effectiveness of Obsidian crafting and enchantment) (Unlocked by Ash Field Tile)
 
The wisemen from the neighboring tribe are so overwhelmed by your presence, and the intensity of the ritual, that they ran, terrified, back to their village. None can know what may happen now.
Very wise.
Brace for incoming Spirit

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free

Charge up. We're going to want some DE for this.
 
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free

Pretty sure we need to build up DR. And not fall asleep. Don't want to lose our people.
 
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free

We might want to start actually getting some mystical power going, considering there seems to be an enemy spirits at our border and their villagers are scared of us, which could mean that they either avoid us or try and confront us.

Edit: Apparently looking at the new tribes hex is a 2 DE cost, so I'm switching over to the DE generator in order to keep us above 0

[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)
- [X] New Tribe (hex marked in red)

I want to figure out more of what these guys are up to, and try and see if there are an immediate threat or not
Is that how you want us to do clairvoyance votes? @Powerofmind
 
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[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free

We know that Preside income comes before Clairvoyance spending at least, which seems to indicate it might come first in general, which inclines me to believe this is safe.

e-

Changed, now that I've successfully learned how spending works.
 
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I want to figure out more of what these guys are up to, and try and see if there are an immediate threat or not
Uh, if they're an immediate threat they'd be coming right over here this turn with their spirit(assuming they have one). We'd have no DE to do anything at all, because we're a Genius Loci, but if we had 2 DE + the income from death rites, we'd be able to retaliate if they mess with our shrine.

Better wait a turn, so that we have energy to act if they attack, than to look, see that they're coming and be unable to do anything about it.
 
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
 
We have almost enough legend now for Spirit Of The Ancestors, which has interesting narrative implications (personal theory; Hive Mind of Ashen Ghosts)

Cool beans!

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
 
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