Time of the Gods: Into the Amber Age

Created
Status
Ongoing
Watchers
227
Recent readers
1

Okay, so I've picked up permission to continue this wonderful ole darling. I would be a fool not...
New verse, not quite the same as the first

Powerofmind

In Madness Fallen
Location
United States
Okay, so I've picked up permission to continue this wonderful ole darling. I would be a fool not to make a few changes to the rules or put my own spin on the style, but I will be staying true to Academia Nut's setting. I'm not 100% sure I should use the Original Prefix, because it's an Academia Nut original, but... eh, it's technically accurate.

Don't expect Academia Nut-level post speed. Ideally I'll update once every two days, but assuming I don't regularly get more than 20 voters, I'll probably stick to bi-weekly so everybody gets a chance to see each update and vote.

On Co-op Play: If somebody actually wants to QM a paired quest, please note this before the first vote is locked by PMing me and posting in thread that you will be QMing a partner quest. I will provide the link in the OP to the partner quest(s), and we can hash out how we'll do this in PMs. Questers can cross-vote in and discuss freely the events of any hypothetical partner threads if they wish; it is called co-operative for a reason.

--------



Into the Amber Age

Single Player <-
Co-op Play (Experimental beta, expect regular hotfixes)
Options
Exit Game

Single Player
[] Setup New Game
Load Game (Pre-existing save files are not compatible with the current version)
Back to Main Menu <-

Single Player
Co-op Play (Experimental beta, expect regular save hotfixes) <-
Options
Exit Game

Co-op Play
[] Setup Multiplayer Game
Join Game
Load Game

Back to Main Menu <-

This version of the game only supports Direct Hosting. Other players must join through Direct Connection using your game ID.

In other words, only pick this if you've already decided amongst yourselves who the other GM is going to be, because hell to the naw am I GMing the same quest from two perspectives at the same time.

Temperature
-[] Arctic
-[] Cold/Alpine
-[] Boreal
-[] Temperate
-[] Mediterranean
-[] Tropical
-[] Arid
-[] Desert
Landform
-[] Plains
-[] Hills
-[] Mountains
Extras
-[] Floodplains
-[] Coast
-[] Island
-[] Forests
-[] Major Lake
The demo scenario, and other scenarios, are now available in place of custom environments. Select from the below difficulties to experience them if you're feeling nostalgic.
Scenarios
-[] Room to Grow (Presets: Temperate, Plains, Floodplains)
-[] Demo (Presets: Mediterranean, Hills, Floodplains)
-[] The Wild Places (Presets: Tropical, Hills, Forests)
-[] The Cold Dark (Presets: Arctic, Hills, Island)
-[] Animal Spirit - Once you were some grand example of a wild animal, but through fame or infamy you have attained a kind of worship that has elevated you above the other beasts, although getting along with your own "worshippers" may be tricky (Avatar 3) Inherent Trait: Aspect of Animal
--[] Subtype: Choose a Solitary Animal
--[] Subtype: Choose a Pack Animal
--[] Subtype: Choose a Prey Animal
-[] Awoken Hero - A spirit arisen from a prominent local hero, your affinity for humanity strengthens your avatar and ability to reinforce your legend, but you are lacking in magical ability early on (Avatar 2, Shrine 1) Inherent Trait: Aspect of Humanity
--[] Subtype: Crafter
--[] Subtype: Lawgiver
--[] Subtype: Tamer of Beasts
--[] Subtype: Thief of Fire
--[] Subtype: Warrior
-[] Elemental Spirit - You are wind or fire or rain, an embodiment of the elements worshipped to the point where you have gained a sense of awareness of your own, allowing you to make broad workings but also lacking in a strong avatar (Influence 2, Shrine 1) Inherent Trait: Elemental Affinity - Subtype
--[] Subtype: Fire
--[] Subtype: Air
--[] Subtype: Water
--[] Subtype: Earth
-[] Genius Loci - A sacred spring or oasis or cave or the like, reverence for your location has imbued you with sentience and power, allowing you to bless those that come to your location (Avatar 1, Shrine 2) Inherent Trait: Spirit of -Subtype-
--[] Subtype: The Spring (Health)
--[] Subtype: The Gem Cavern (Trade)
--[] Subtype: The Caldera (Crafting)
-[] Custom Spirit
This version supports playing as several new types of spirit.

This version includes a new mechanic called Inherent Traits. Inherent Traits never count against a god's maximum trait limit, even when they are improved. Inherent Traits are especially powerful in determining the form and mindset of a god compared to normal traits, and can be changed or removed only in specific, unusual circumstances, or through a very great deal of effort.
-[X] Neolithic
-[] Chalcolithic
-[] Bronze Age
-[] Iron Age
-[] Amber Age

This patch does not yet support the init. run files for starting in more advanced eras. We plan to release this feature in the next content patch. Sorry!

Start Game <-
Return

You have not played this version of Into the Amber Age before, would you like to experience the tutorial again?
[] Yes
[] No

The tutorial now properly supports all types of spirits, and no longer suggests you go on a hunt with your avatar-less Elemental Spirit to gain legend.
Regardless of selecting Yes or No, you will now always receive Patch Tips when you encounter changes from the previous version 1.0.4.
 
Character Sheet
Character Sheet

Gaerig (Literally: Endless Water)
Devotional Energy: 266
Population Modifier: -4/-32
Ambrosia: 12/12
Legend: 75:411

All Titles: Who Brings Fortune
Current Title: Who Brings Fortune (+1 External Omen Reading, Reroll once if avatar would be dispersed and take the new result)
Current Pantheon Enhancement: The Night Mother (Grants a small amount of free legend to newborn Ur-Spawn, slightly enhanced effect on Influence Actions, the first demand issued each turn is rolled twice, using the higher result)

Ruined Garment - approx. 10 Units Copper (Hard Metal)
Silver - approx. 4 Units (Soft Metal)
Obsidian - 6 Units (Stone)
Amber - 35 Units (Stone)
Precious Gems - approx. 5 Units (Stone)
Hard Crystal - 9 Units (Stone)
Colored Crystals - approx. 1 Unit (Stone)
Malachite Green - approx. 6 Units (Pigment: Green)
(2) Bone Figurines (1 Okay, 1 Moderate)
(3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)
(7) Amber Figurines (4 Good, 3 Great)
(2) Many-Faceted Amber Figurines (2 Poor)
The Sleeping Brew (Tier X Drink) - Grants Spirited Dreams
Sight Upon Sea (Tier X Art) - Grants Legends of the Sea
Resonance Spear [EQUIP LOCKED] (Tier X Weapon) - Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty, +2 External Perform (Sing)
Faces of the Moon (Tier X Mask) - Grants Shapeshifting Tier 2 [Mortal/Immortal Guise]
Songstress' Amulet [EQUIP LOCKED] (Tier 2 Jewelry) - Grants +2 External Perform (Sing)
Waterskin Cloak [EQUIP LOCKED] (Tier 2 Clothing) - Grants Resistance to Water Influence, +2 External Survival
Your divine realm is a place of endless sea and timeless night. Bergs of ice float between the swells of water, and as time bears onward, strips of land appear between the cresting waves. Your Frauma live here, laying out lazily upon the ice and basking in the moonlight.

The border between thought and form is weak in your realm. The unformed and ethereal may act as though they are completely corporeal, and the corporeal can physically strike the formless mystical.

Your realm is abnormally strong with magic and mysticism. The stars sparkle brightly even against the moon, and the swells and moon reveal strange omens.

The moon drips with divine Ambrosia in your most plentiful seasons, a fine coat of the liquid making it's shine especially pleasing.

Within the core of your realm is a strange pool within the sea, a point of opaque, strange fluid casting a rippling reflection. This pool is linked to the Teeth of the Sea, at the point where your ambrosia condenses.

Total Upkeep/Reserve/Maximum Reserve:
4 (Veil Lifted) + 4 (Starry Night) + 6 (Ambrosia Storage I) + 1 (Gateways) = 15/40/40

Effects:
The Veil Lifted - +1 success to mysticism-based actions within your realm.
The Starry Night - The effect of Ethereal and Corporeal is negated, beings without a solid body act as though they do. Grants the ability to perform regular avatar and commune actions in your realm.
Divine Ambrosia I - +25% Ambrosia Storage Capacity per tier, rounded up.

Gateways:
Dark Pool Gateway (Physical) - A physical gate forms within the deepest part of every Holy Site you own.
Accumulated Attribute Discounts: 2/1 Faith (Focus Lockout)

Faith: 0
The locals are subjugated to you and pray to you, but you gain no special power from their mutterings as they pray for safety upon the water.

Fear: 10
You are a mighty, terrible being of both beauty and cruelty, a Goddess and mistress of all the spirits of the pantheon.
The Painted Stars (Grand Tier 1 Extension) - Grants +1 Strong Modifier on all Astrology rolls. Improves at 4, 7, and 10 Shrine Tier.
Creche (Limited Tier 2 Extension) - May attach one Ur-Spawn youth. Grants the Ur-Spawn the ability to spend 1 additional legend per year on skills at Shrine Tier 1, 4, 7, and 10. Grants an additional +1 Strong Modifier on rolls tied to the Ur-Spawn's survival at Shrine Tier 2, 4, 6, 8, and 10. Ur-Spawn are removed from the Creche when they posses at least [Legend Spent per turn*10] skill points or at least [Legend Spent per turn*2+1] skills ranked 5 or higher.))

Avatar: 10 (8)
You are a goddess, and your form reflects this elegance and power. Hair as black as the night sky, pockmarked with specks of white like the stars and eyes that glow solidly the color of silver and black like a shifting moon, you are the picture of celestial radiance and mystery. From your eyes and mouth pours an infinite stream of clear, perfect water, and cloaked about your body are skins of supple ebony, rimmed with white. Standing tall at nearly 12 feet, you are imposing and intimidating, even to most spirits, and your earlier girlish charm has changed, a more mature, calculating gaze replacing your earlier glint of mere mischief.

Influence: 8
Your influence extends three miles in all directions from your holy site and shrines. Your hilltop shrine's influence extends twice that distance. Your influence covers many, many miles and you can feel the fears of all within it.

Shrine: 7
You possess a Holy Place and a number of lesser shrines, displaying tokens and pictograms of your past.
Maximum Shrines: (5/8, equal to Influence)
Teeth of the Sea [Confluence Effect: Moonbeam - On an astrology check of 16 or greater, condense a free ambrosia.]
Saiga's Fishing Village (T 3/7) - Creche (Limited)
Gaerig's Fishing VIllage (T 4/7) - The Painted Stars (Grand) - Creche (Limited)
Saiga's Hunting Village (T 1/7) - Creche (Limited)
Saitev's Hunting Village (T 1/7)
Attrouska's Hill (T 1/7)
Keshketev's Caldera (T 3/3) - Wing of Water
Wing of Water: The Wing of Water represents Gaerig's Innate Water Affinity. As long as Gaerig holds this temple, one additional strongly Water-aligned trait is calculated as Innate.
Current Innate Trait: Not Selected
Inherent Traits - Regular Traits

Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Spirit of Mischief (+4 Trickery, +2 Survival, Common ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters)
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Lesser Spirit of the Stars (+3 Astrology, +1 Omen Reading, +2 Navigation)
Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate)
Spirit of Mysteries (+2 Mysticism, +2 Magic (First), +2 Magic (Second), gain strange senses)
Spirit of Death (+3 Melee, +2 Omen Reading, gains an automatic success against mortals when acting to kill them, gains a Strong Bonus against any Ur-Spawn or any Spirit one tier lower than you when acting to kill or disperse them)

Classical Element - Water

Elemental Affinity (Tier 2) - Stars
Elemental Affinity (Tier 3) - Night, Sky, Cold

Elemental Manifestation (Tier 2) - Darkness, Frost
Elemental Manifestation (Tier 3) - Moon

Focused Manifestation (Nox Arcana) - Silver Moon, Blood Moon, Blue Moon, Harvest Moon, Yellow Moon

Grand Affinity - Nox Arcana

Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase)
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions)

Excellence of Astrology (You have mastered all man can comprehend of the stars and their motions. You must go further. Unlocks >10 Astrology bonuses)
Excellence of Trickery (You have mastered all man can comprehend of clever ploys and misdirection. You must go further. Unlocks >10 Trickery bonuses)
Astrology 10 (15) (FREE SLOT)
Omen Reading 9 (16) (11)
Mysticism 4 (6)
Magic (First) 0 (2)
Navigation 5 (8)
Trickery 10 (14)
Perform (Singing) 3 (7)
Melee 9 (12) (10)
Fishing 1 (3)
Leadership 0 (1)
Innovation 1 (2)
Art (Painting) 4
Survival 6 (12)
Ur-Children
Born Turn 9
Minor Spirit of Mischief (+2 Trickery, Limited ability to mask or disguise Avatar)
Classical Affinity - Water

Trickery 6 (8)
Perform (Flute) 7
Craft (Carving) 6
Trade 3
Survival 7

PI
Waterskin Cloak (Tier 3 Clothing) - Grants Resistance to Water Influence, Water Breathing, +2 External Survival
1 Simple Wooden Flute

Legend Threshold Hit! (Granted you 5 Legend on turn 9)
Ascension Threshold Hit! (Will Ascend upon death in Gaerig's Fishing Village)
Unspent : Current // Threshold : Ascension Requirement
27:51 // 3:44
Born Turn 16 [In Gaerig's Fishing Village Creche]
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Elemental Manifestation - Moon
Focused Manifestation - Silver Moon
Grand Affinity - Nox Arcana
Capricious One

Faith 2 (Weakly grants occasional Divine Magics)

Astrology 10
Omen Reading 9
Mysticism 1
Fishing 0 (3)
Navigation 5 (7)
Trade 5 (6)
Leadership 2

PI
None

Legend Threshold Hit! (Granted you 53 Legend on turn 27)
Unspent : Current // Threshold : Ascension Requirement
2:32 // 30:98
Born Turn 19 [Saiga's Fishing Village Creche]
Minor Spirit of the Sea (+2 Fishing, +1 Navigation)
Classical Affinity - Water
Elemental Affinity - Sea
Focused Manifestation - Silver

Fishing 6 (8)
Navigation 4 (5)
Leadership 3
Animal Handling 6

PI
None

Legend Threshold hit! (Granted you 18 Legend on turn 22)
Unspent : Current // Threshold : Ascension Requirement
7:25 // 10:173
Bloodlines
Born Turn 21
All - Classical Affinity - Water

Males - Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Females - Minor Spirit of Mischief (+2 Trickery, Limited ability to mask or disguise Avatar)

SPECIAL FEATURES:
Male-Female Dichotomy (Males only receive Male traits, Females only receive Female traits)

+1 Max Leadership
+1 Max Innovation
+2 Max Trickery

Faith 1 (Weakly increases Rite income per turn and weakly reduces VE gained from own pops when disseminated)

Dissemination: 10%
Fertility bonuses: 0
Social bonuses: 3
Survival bonuses: 1
Transmuted Turn 11
Focused Manifestation - Silver

SPECIAL FEATURES:
Poach Material - Silver (Flaying the corpses of these people produces small amounts of silver, though the act is despicable).
Quicksilver - Increases maximum Trickery by 2, Increases maximum Melee by 1.

+1 Max Melee
+2 Max Trickery

Dissemination: 77%
Fertility bonuses: -1
Social bonuses: 1
Survival bonuses: 1
Ur-Beasts
Spawned Turn 22
Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

Classical Element - Earth
Elemental Affinity - Clay

Giant Avatar
Adaptive Avatar
Clay Avatar
Greater Chimera I (Extra Head)

Melee 4 (10)
Survival 7 (10)
Awe 4 (6)
Craft (Weaving) 6 (7)
Perform (Sing) 0 (1)
Perform (Dance) 0 (2)

13 away from Legend Threshold.
Unspent : Current // Threshold : Ascension Requirement
3:20 // 33:217
Monsters
Spawned Turn 9
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase)

Minor Spirit of Mischief (+2 Trickery, Limited ability to mask or disguise Avatar)

Focused Manifestation - Silver
Focused Manifestation - Yellow Moon

SPECIAL FEATURES:
Lesser Shapeshifter - Can transform into another object of similar size to it's natural size (approx. 4 inches). Preference: Human.
Domesticated - Known as pets and fishing aides. (When Disseminated, passively add half of own Fishing to General Mortal Fishing and passively add half of own Trickery to General Mortal Trickery) Reduced ecological weight
Small - Reduced ecological weight

Leadership 1 (2)
Innovation 2 (3)
Trickery 4 (6)
Fishing 4

Disseminated on turn 27! (Ecological weight: <I I I I I X I I I>) (Stable)
Fertility bonuses: 1
Predator bonuses: 2
Survival bonuses: 4
Spawned Turn 25
Lesser Aspect of the Spider (+2 Melee, +1 Craft (Weaving), +1 Perform (Dance), Gains Poison, gains Webbing)
Lesser Aspect of the Octopus (+2 Melee, +2 Survival, +1 Perform (Dance), Limited ability to mask or disguise Avatar)
Minor Aspect of the Shark (+2 Melee, Deals damage to opponents or weapons when successfully attacked in melee)
Minor Aspect of the Frog (+1 Survival, +1 Perform (Sing), Gains Poison)
Minor Aspect of the Salamander (+2 Awe, Gains Fire Resistance)

Classical Element - Earth
Elemental Affinity - Clay

Giant Avatar
Adaptive Avatar
Clay Avatar
Greater Chimera I (Extra Head)

SPECIAL FEATURES:
Asexual: Procreation is mostly internalized for this brood, and they slowly create additional eggs that they control the laying of.

Melee 0 (6)
Survival 0 (3)
Awe 0 (2)
Craft (Weaving) 0 (1)
Perform (Sing) 0 (1)
Perform (Dance) 0 (2)

Dissemination: 6%
Fertility bonuses: -1
Predator bonuses: 3
Survival bonuses: 5
Born Turn 20
Attributes
Fear 1
Avatar 1
Influence 1
Shrine 0

Traits-
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)

Elemental Manifestation - Moon
Focused Manifestations - Blood Moon, Harvest Moon

Skills-
Melee 3 (6)
War 3
Awe 5
Survival 2 (4)
Fishing 3 (5)
Astrology 3
Omen Reading 3

Names: Kar, Kin, Sol, San
Members of the Geshtaf (Gaerig's Pantheon) 4/4 Pantheon Enhancements
Born Turn -119
Known Attributes-
Faith 4
Avatar 6
Influence 5
Shrine 4

Traits-
Lesser Aspect of the Walrus (+2 Fishing, +2 Survival, +1 Awe Increased maximum sustenance)
Aspect of the Polar Bear (+3 Melee, +2 Survival, +2 Fishing, Can communicate with and command Bears, Reduce Wound Threshold of enemies by one degree)
Aspect of Humanity (+2 Leadership, +3 Innovation, +3 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)

Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade)
Spirit of Exploration (+3 Survival, +3 Navigation, +1 Trade, Expanded exploration range, greatly reduces detection risk when exploring)
Spirit of the Hunter (+2 Survival, +2 Melee, +3 Ranged, Gain a Strong bonus against spirits with inherent T2 or T3 animal aspects, Gain an automatic success against spirits with inherent T2 or T3 animal aspects)

Wanderlust (Drawn forever to new and strange places, you must discover, you must see! Navigation and Survival merged into Discovery (Survival/Navigation provide 0.5 Discovery per point), enables enhanced exploration actions)

Skills-
Awe - 6 (7)
Innovation - 4 (7)
Fishing - 8 (15)
Melee - 7 (12)
Discovery - 10 (17)
Trade - 5 (10)
Craft (Carving) - 8
Craft (Woodworking) - 5

Titles: The Monster Hunter, The Wanderer, The Protector
Pantheon Enhancement: Adventurous Hero (Grants a Strong bonus when exploring, battling known outsider spirits, or when encountering new spirits peacefully)
Born Turn -102
Known Attributes-
Faith 5
Avatar 6
Influence 4
Shrine 4

Traits-
Aspect of the Raven (+1 Survival, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly)
Aspect of the Reindeer (+2 Survival, +4 Awe, +1 Omen Reading, Grants a free supply of Tier 2 Bone materials, can command deer directly)

Spirit of Premonitions (+3 Omen Reading, +2 Astrology, +2 Survival, gain the ability to Twist Fate)

Giant Avatar (Increases size by an additional foot per Avatar level, Increases total wounds by 50%, Increases wound threshold, Increases sustenance demand per turn by 2)

Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions)

Skills-
Survival 10 (18)
Perform (Sing) 6 (11) (10)
Omen Reading 10 (17)
Trade 8
Melee 10
Astrology 5 (7)
Mysticism 5

Pantheon Enhancement: Companion Spirit (Has a small chance to spontaneously aid other pantheon members when using the Explore action)
Born Turn -88
Attributes-
Faith 6
Avatar 5
Influence 5
Shrine 5

Traits-
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase)
Lesser Aspect of the Snake (+1 Melee, +1 Survival, +2 Perform (Dance), Gain poison, can ignore failures in dominance checks by spending 5 sustenance per degree)

Spirit of Law (+3 Leadership, +3 Writing, +2 Art (Painting), Can impose 2 additional Decrees)
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1)
Lesser Spirit of Premonitions (+3 Omen Reading, +1 Astrology, +2 Survival)
Minor Spirit of Mysteries (+1 Magic (First), +1 Magic (Second))
Lesser Spirit of the Land (+2 Farming, +2 Survival, Gain power over plants)

Classical Element - Fire
Elemental Manifestation - Light
Elemental Affinity - Warmth

Omenseer (Omen Reading no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Omen Reading actions)
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions)

Known Skills-
Writing 8 (11)
Leadership 7 (13)
Art (Painting) 7 (9)
Perform (Dance) 6 (8)
Mysticism 10
Magic (First) 2 (3)
Magic (Second) 1 (2)

Known Additional Titles: Grandmother, The Scribe
Born Turn -54
Attributes-
Faith 2
Avatar 4
Influence 2 (3)
Shrine 2 (3)

Known Traits-
Spirit of Crafting (+2 Craft (Weaving), +2 Craft (Woodworking), +2 Craft (Carving), +1 Shrine, Creating Art with a Craft skill is more effective and creating Crafts with an Art skill is more effective)
Spirit of the Glacier (+4 Craft (Carving), +1 Influence, Can craft using ice as though it was a T2 Material, 2 Accumulating Legend discount to next Shrine Attribute Purchase)

Classical Affinity - Fire, Water
Elemental Manifestation - Ice

Excellence of Carving (You have mastered all man can comprehend of chipping and whittling away at strong minerals. You must go further. Unlocks >10 Craft (Carving) bonuses)

Skills-
Craft (Weaving) 5 (7)
Craft (Woodworking) 5 (7)
Craft (Carving) 10 (16)
Melee 4
Leadership 4

Known Additional Titles: He that Creates, The Potter
Pantheon Enhancement: The Gentle Potter (Has a small chance to innovate while crafting using the same roll result, Crafting for mortals produces 20% better results.)
Members of the Usko (Eastern Neighboring Pantheon) Unknown Head
Born ???
Known Attributes-
Faith 7
Avatar 4
Influence ?
Shrine ?

Known Traits-
Aspect of the Fox (+3 Trickery, +2 Survival, +2 Melee, Always informed when being observed, can command Foxes directly)

Lesser Spirit of Mischief (+3 Trickery, +1 Survival, Limited ability to mask or disguise Avatar (False Mortality), grants a small chance of escaping disadvantaged encounters)

Known Skills-
Trickery 10 (??)
Perform (Flute)

---
Members of the Kaketor (Westerly Neighboring Pantheon) Unknown Head
Born ???
Known Attributes-
Focus ?
Avatar ?
Influence ?
Shrine ?

Known Traits-

Known Skills-
Melee 10 (??)

---
 
Last edited:
Amberpedia

Courtesy of @Sivantic, this is a very accurate map of the known area circa turn 7.


Courtesy of Gaerig, describing WHERE STUFF IS AT. From left to right:
Saiga's hunting place.
Birdy's places.
Little hunting place.
Saiga's place.
Bad Old Lady's places.
Stuff-Maker's places.
My places!
Big Ice place.
Stupid Guy place.


Courtesy of @Sivantic, this is a very accurate map of the half of the island you're on and have seen circa turn 25.

None Currently

Traits
Typically individual components (though there are some trees and evolutions) that raise attributes or skills by one or more with other unique effects. A god is limited based on his Shrine attribute and Tier in maximum number of traits, and any god that does exceed this value becomes [Not yet encountered].

[Mechanic not yet encountered].

Inherent Traits never count against a god's maximum trait limit, even when evolved. Inherent Traits are especially powerful in determining the form and mindset of a god compared to normal traits, and can be changed only under rare and special circumstances.

Attributes
A value scaling from 0-10, attributes cost their current natural level plus one per point (Shrine 1 costs 0+1=1 Legend; Avatar 4 costs 3+1=4, Shrine 6 (7) costs 5+1=6).

Faith: Depth of reverence under the spirit's influence, affects prevalence in culture, intricacy of rites, and increases passive DE per turn. +Passive DE, +Shrine Extension Unlocks

Fear: Depth of terror in those under the the spirit's influence, affects prevalence in culture and increases the multiplier of DE earned while the spirit is doing frightful things. +Vehemence DE, +Shrine Extension Unlocks

Faith and Fear are mutually exclusive, and choosing to increase one bars a spirit from raising the other, though they will always receive the unspecialized advantage from the path not taken.

Avatar: Solidity and connection of the god's form to the earthly realm. Affects the size of the avatar somewhat, and makes it harder to defeat and disperse. +Avatar Max Sustenance, +Wounds, +Wound Threshold, +Skill Capacity, Increases Size, -Increases Avatar Sustenance Decay

Influence: Breadth of devotion or terror of the spirit, the strength and distance to which their legend feeds back into the collective minds of men, even if they have no name for the power they unconsciously sense is out there. A higher influence allows the spirit to partake in expeditions from shrines more cheaply, and, in conjunction with Faith and population of influenced areas, peripherally increases DE/turn. +Influence Zone, +Maximum Population Modifier (slight), +Population Modifier Resistance, -Increased Divine Act Cost

Shrine/Holy Place/Confluence: Greater shrines support more impressive rituals and display more of the god's history and power, raising maximum traits. Gives a multiplier defensively against all foreign Influences, increasing with closeness to the shrines themselves. Larger shrines require more time and effort to be raised. Holy Places have a higher Shrine Defense bonus, and Confluences provide special bonuses. +Ambrosia Capacity, +Trait Capacity, +Maximum Shrine Tier, +Shrine Defense Bonus

Skills
Skills are values from 0 to 10, costing 2 legend to learn and 1 to increase. A god is limited in the number of skills it can develop equal to God Tier + Avatar Attribute, so skills should be chosen carefully. There are several classes of skills, and having a good mixture of these skills is an important part of creating a balanced and competent spirit or god.

Crafting Skills: Crafting skills focus on a particular material the god develops a talent for shaping. Stone, Glass, Iron, Wood, Weaving, all are open to choose from. Unlocks and improves divine item creation, with certain properties unique to certain materials.
Known Crafting Skills:

Artistic Skills: Art skills, while having some overlap with craft and performance, are intended to paint pictures or evoke emotion, whereas crafting is practical to an extent, and performance is cultural and focused on interaction rather than chronicling or displaying beauty. Art produced by a god has unique properties depending on the category of creation. Carved? Etched? Molded?
Known Artistic Skills:

Performance Skills/Awe: Performance and Awe skills are interpersonal in nature and dictate meetings and relationships with other gods. When two gods meet non-violently to decide dominance in a negotiation, they use one performance skill the other god does not possess and awe together to display their standing. If both gods possess no unique performance skills, only the god with the highest performance skill in common can add his performance to awe. If that is also a tie, then only awe is used.

Hostile gods also use awe to determine comparative majesty before battle, but performance is not added except in specific cases. Total dominance within a pantheon's hierarchy is more nuanced than an individual encounter and can shift with time. In some cases, Animal Handling is used in place of performance against bestial gods.
Known Performance Skills: Awe, Perform (Trickery)

Toil Skills: Physical skills are represented among the warrior class, the hunters, and the gatherers and herders. Skill with weapons, survivalism, the handling of beasts, as well as farming fall under Toils.
Known Toil Skills: Fishing, Survival, Navigation

Lordship Skills: Lordship skills are tied to the noble class, or in small enough groups, the elders. Medicine, Writing, Leadership, Diplomatic, and Mystical skills fall under this umbrella.
Known Lordship Skills: Astrology, Trade

Anecdotes

Clever Girl - @MrGazzer
-Adventures of Niogg's premier Confidence Girl, Clever Seski (Canon).

Adventures of Seski - @MrGazzer
-Another installment of Clever Seski's adventures (Canon).

Stories

Story to Children by the Sea - @Ian Drash
-A few decades down the line, a variation of what may be told to children about Gaerig's shenanigans during her first year (Non-Canon).

The Hero, The Witch, and The Whale
- @MrGazzer
-A story whose possibility in the skeins of the future is all too real. Though this may not occur, it is an excellent representation of what could be (NC) (QM Favorite).

Give Me the Moon - @Ando Owen
-Not for the faint of heart or the younger audience, a series of innuendos with the subtlety of an ocean liner (NC).

Tall Tales

The Sundering of Harzivan - @Abby Normal
-An interesting take on what would happen to Harzivan if the rules suddenly changed around him (NC).

Tales of the Ages: Volume 6 - @Abby Normal
-A tale of pyramids, for those who don't feel they get enough in their diet (NC).

The Worst Goddamn Vote: The Omake - @Raising Kittens
-What happens when the primordial fates, a la voters, can't fucking decide on anything (NC).

The Djinni - @Lailoken
-As all things that become known, Fear becomes Faith, and the dark is illuminated in light (NC).

Unwanted Credit: Part 1 - @Abby Normal
-What happens when your influence is too high, and your faith too deep (NC).

YOTA: Goddess of South California Traffic? - @Raising Kittens
-This poor author seems to take issue with their local traffic problems (NC)!

Unwanted Credit: Part 2 - @Abby Normal
-What happens when you're too clever for your own good (NC).

Excerpt from Saiga-Quest - @Ando Owen
-Classic, questionably canon parallel universe quests. Gotta love it (NC).

Moana of the Amber Age: Part 1
Moana of the Amber Age: Part 2 - @Abby Normal
-This one's probably going to be a doozy (NC).

Orca's Tale - @Swimmingly
-Just another telling of a tale older than the spirits themselves (NC).

The Nine Nines - @Swimmingly
-Because the goddamn silly dice are silly (NC).

Night and Day - @Terrabrand
-Assuming Saiga ever stops being a mopey boring sentry (NC).

Aha-Natwa - @TheCrownedVassal
-A fire spirit in the high mountains (NC).

Nursery Rhymes

Mother Sea, Smother Me - @MrGazzer
Haunting little nursery rhyme about dear darling Gaerig (Semi-Canon).

 
Last edited:
Room to grow and ancestor hero have the most interest for me. how does the max traits work?


-[x] Room to Grow
-[x] Awoken Hero
--[x] Subtype: Crafter


Edit :
@Evilness42 good point on the tutorial
[X] Yes
 
Last edited:
Room to grow and ancestor hero have the most interest for me. how does the max traits work?
Traits are now limited in number (mostly to prevent mindless trait grinding). You can only have a number of traits based on the Shrine attribute of your spirit (the reasoning for this is that your spirit's Shrine attribute dictates how extensive your shrine is in detailing your spirit's actions and deeds; a small shrine simply cannot fit as many relics of successes or painted pottery showing your spirit's traits). There are means of exceeding this limit, but doing so comes with a set of problems not everyone will find particularly palatable. You will know when you've reached your limit, and what will happen should you try to exceed it, but in keeping with AN's veiling of mechanics, you only get more exact details when you first encounter something (or are about to first encounter something).
 
Last edited:
I wanna make a demi-human race. So to that end I'm choosing Animal.
-[x] The Cold Dark (Presets: Arctic, Hills, Island)
[x] Animal
-[x] Solitary
--[x] Snowy Owl

I'm going for the Cold Dark because that will give us more worship due to the harsh climate, and when we start creating demi-humans it will be more advantageous.
 
Traits are now limited in number (mostly to prevent mindless trait grinding). You can only have a number of traits based on the Shrine attribute of your spirit (the reasoning for this is that your spirit's Shrine attribute dictates how extensive your shrine is in detailing your spirit's actions and deeds; a small shrine simply cannot fit as many relics of successes or painted pottery showing your spirit's traits). There are means of exceeding this limit, but doing so comes with a set of problems not everyone will find particularly palatable. You will know when you've reached your limit, and what will happen should you try to exceed it, but in keeping with AN's veiling of mechanics, you only get more exact details when you first encounter something (or are about to first encounter something).


Interesting, also would some traits be mutually exclusive or for that matter the number of a type of trait be determined by inherent trait. for example a elemental spirit with the elemental affinity inherent trait would have no limits on what element traits they have beyond their overall max. but an animal spirit may be limited to two elemental types or five elemental traits.
 
I think I'm going to try my hand at actually planning something for once.

[X] Setup New Game

-[X] Mediterranean
-[X] Plains
-[X] Coast
I intend to go for a sort of... Well, Mediterranean start in the hopes of eventual Romanlike/European style development in later eras. I'm not certain that Plains is a better choice than hills in this instance, though.

-[X] Awoken Hero
Sticking with what we've done here-though Loci might be interesting as well.

--[X] Subtype: Lawgiver
But changing it up a bit! We'll likely develop in this direction regardless, so having it as a focus might unlock something interesting.

[X] Yes
Eh, why not? I don't remember the last tutorial, after all, and I'm hoping to actually participate in this quest.
 
Interesting, also would some traits be mutually exclusive or for that matter the number of a type of trait be determined by inherent trait. for example a elemental spirit with the elemental affinity inherent trait would have no limits on what element traits they have beyond their overall max. but an animal spirit may be limited to two elemental types or five elemental traits.
There are no conditional limits to traits, allowing you to specialize or generalize as you wish. Taking on too many traits, however, runs certain risks regardless of what you are innately tied to. There are ways of picking up extra Inherent Traits, which never count towards your maximum limit, but they're few and far between.
I intend to go for a sort of... Well, Mediterranean start in the hopes of eventual Romanlike/European style development in later eras. I'm not certain that Plains is a better choice than hills in this instance, though.
Curiosity is fine. Consider that you're not picking 'the general terrain for hundreds of miles', but rather the particular area your tribe/victims have settled personally, and how they make their living. Islands and coasts tend to be fishers and nomadic herders rather than farmers or gatherers, while floodplains are extremely conducive to most everything at once, but also have demands of self-defense against greedy neighbors. You could be within a few days walk of enormous mountains, or rolling hills could literally be beyond the treeline. You could be a day's travel from a massive desert plain or steppeland. Like the real world, you don't have to go far for the environment to change dramatically.
 
Hrm, still trying to think about what to pick. I sorta lost track with the original Amber Age somewhere a tenth of the way into it, or so, so I'm not sure what has been done and what hasn't in terms of interesting new characters or something. I know we had a warrior thing going, right? In the previous version?
 
Hrm, still trying to think about what to pick. I sorta lost track with the original Amber Age somewhere a tenth of the way into it, or so, so I'm not sure what has been done and what hasn't in terms of interesting new characters or something. I know we had a warrior thing going, right? In the previous version?
We had a warrior and a bit of everything, and we were also absolutely nuts. Do my vote, because Inuit owl-men are awesome.
 
Hrm, still trying to think about what to pick. I sorta lost track with the original Amber Age somewhere a tenth of the way into it, or so, so I'm not sure what has been done and what hasn't in terms of interesting new characters or something. I know we had a warrior thing going, right? In the previous version?
We started as an Awoken warrior and thanks to a vendetta, omake train and some other factors turned into a trait machine.
 
[X] Evilness42

Me like lawgiver. When have literacy? me need.

Edit: First page hype!
 
Last edited:
[X] Evilness42

Never got to properly join the last game, so hopefully I can help with this one.
 
Hrm, still trying to think about what to pick. I sorta lost track with the original Amber Age somewhere a tenth of the way into it, or so, so I'm not sure what has been done and what hasn't in terms of interesting new characters or something. I know we had a warrior thing going, right? In the previous version?
We were, but then the desire for overprep and a sort of memetic joke turned him into more of a Yahweh lite than a warrior god.

I will confirm that Yahweh lite is still a viable direction to take your god in, but it does have certain inherent weaknesses now that will (hopefully) turn some of the more conservative and cautious away from it.
 
I am so happy you're doing this.

Can there be a 'magician' awoken hero subtype? If not, which one is closest to that?
 
I like the idea of Awoken Hero and setting ourselves up as head of a pantheon, with trait limits it would be best to have other spirits join us so we all can cover different areas. also want to play with developing our civilization more
 
-[X] Temperate
-[X] Hills
-[X] Forests

-[X] Animal Spirit - Once you were some grand example of a wild animal, but through fame or infamy you have attained a kind of worship that has elevated you above the other beasts, although getting along with your own "worshippers" may be tricky (Avatar 3) Inherent Trait: Aspect of Animal
--[X] Subtype: Choose a Pack Animal

I rather do something different like a wolf/dog that acts as protector/friend to humanity in general.
 
I am so happy you're doing this.

Can there be a 'magician' awoken hero subtype? If not, which one is closest to that?
The Lawgiver is the closest natural fit. You could create a custom spirit that would be more closely tied to the magical skills and traits than that, but I'd be the one figuring the Inherent Trait and starting 3 attribute points for it. A purely arcane spirit or spirit of the stars would probably be influence only, which is a decidedly difficult start.
 
I am so happy you're doing this.

Can there be a 'magician' awoken hero subtype? If not, which one is closest to that?
I think magic has to be discovered as a god, so we don't have access to it at the start, being an awoken human.

They could probably all spec into magic though, though different paths. Warrior might get into battle magic like morale, or elemental attacks like fire. lawgiver might get into healing or boosts to aptitude. Animal tamer might boost their animals to make them stronger or smarter, fire tamer might... tame fire.

Then once they have a foot in the door, they can of course look into other kinds of magic. It's all about what direction you want to take to start.

edit: :ninja:
 
The Lawgiver is the closest natural fit. You could create a custom spirit that would be more closely tied to the magical skills and traits than that, but I'd be the one figuring the Inherent Trait and starting 3 attribute points for it. A purely arcane spirit or spirit of the stars would probably be influence only, which is a decidedly difficult start.

Let's see. What would a fertility god/goddess/thing be? Or would it be custom?

Maybe Fertility plus jungles=Fertile diseases to eventually to kill our enemies?

Edit: Edited for spelling. God, I hate making a stupid mistake like that.
 
Last edited:
Back
Top