The Amber Age: Pantheon Edition (Collaborative)

I want an army of golems as a final reserve myself. An untiring legion ready to go and kill those we desire.
I could maybe see golem creation being similar to shoving souls into the stone bodies, and we could probably get some sort of rock trait fairly easily considering we are a mountain and all.

We could try going full Dragon Age Dwarves and shoving peoples' souls into golem bodies before they die.

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Also, another cool idea from the Discord:

Death+Earth+Snek to get cool underground death snake that makes undead, as in Norse Mythology.

We already have death, it shouldn't be too hard to get Earth (being a mountain and all), and getting Snake might be troublesome, but not impossible.
Seem like a good idea?
 
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In the discord I've posted images I doodled up of two potential forms we could make or take. Also an flaming cat skeleton for an potential minion. If people are interested I can post them here too, but... means I have to deal with deviant art yet again, but I don't mind if it's wanted.

ANYWAY!

We've been toying with the idea of skeleton necromancy army in the discord chat. A fire phoenix god of life and death.

I for one advocate for monsters btw. Means we create more cool besties. Also, we've been toying with the idea of eventually making four guardians aka the constellations I talked about earlier. The white tiger, the vermilion bird, the black/purple turtle, and the azure dragon.

ANYWAY!

Monsters.... who says they have to inspire fear and be bad? We can make cute and cools stuff y'know.

Hell.

Let's just Pokemon this shit up. Viva la friendship between man and mon! Shit, let's be Arceus! We're already an mountain/ontop of one, so we're like a fourth of the way there!
 
Benevolent Death: Turn 1
With a tentative reach, you touch the mind of the next one to scoop out the ashes for their rites. For a time, they are beset by a fugue of inspired confusion, eventually painting upon their skin an eerie face of ash and dusted bone that warps in the firelight from beautiful youth to wizened age as the tribe's ritual begins in earnest. Their words are confusing and prophetic, and more than one momentarily shudders in frightful awe of your presence upon the tribe's death rites.

Legend +5, Faith Progress 1/1, Faith 1, +2 DE

The next time the Men and Women come to you, to the ash field, they bow their heads, dusting their foreheads with an ashen gray mark. They are Kut, now. They are The Grey Tribe.

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

SPECIAL ACTIONS:

YOU HAVE A T3 SHRINE, WHICH UNLOCKS AN UPGRADE FOR IT AUTOMATICALLY
[] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[] Focused Reach (Unlocked by Genius Loci): Your shrine passively counts as having 1 additional influence when determining it's influence range.
[] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.

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)

AN: MAP IS UP ON CHARACTER SHEET, CHECK INFORMATIONAL THREADMARKS
 
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)

I NEEEED IT

[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.

Always good to make use of unique resources

[X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): Free

Hoping this will push us closer to undeath/reanimation, which sounds really cool to me.

[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)

Don't really have enough DE for anything else, so I'll bank one for next turn
 
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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)

[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.

[X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): 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)


Let's get started on our long-term goals, shall we?
 
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Aspect of the Greater Lizard: 5 Legend (+5% success chance of Peerage contests) (Unlocked by local biome)
^Presumeably, this refers to Monitor Lizards. AKA the one dragon you can call a lizard without getting eaten

[X] Focused Reach (Unlocked by Genius Loci): Your shrine passively counts as having 1 additional influence when determining it's influence range.

More range! This is importantly when we want to kill stuff that isn't friendly!

[X] Forge Random Ritual (Unlocked by Ritualist < 3) (Discovers a new ritual): Free
Let's know what we have to work with, at least so we know what we can work towards. Who knows, maybe there's some cool stuff in here.

[] Slay within Influence (Unlocked by Spirit of Death) (Generates Fear progress): 3 DE
This is what I reallt want to do, but we can't afford it.

[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) 1 DE
So instead, let's use our newly boosted range to see what's going on in the world.
 
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EDITED VOTE:

[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] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
-[X] Inspire Medicine Men (Unlocked by Toil (Medicine subtype)) (Generates ???))
 
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[X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): Free

NECROMANCY HERE WE COME~~~!!
If you want Necromancy, wouldn't it then make more sense to take a look at the rituals? Instead of an action that has nothing to do with our mysticism skills?

Staving off Death is like the opposite of Necromancy anyways, that's life magic right there.
 
If you want Necromancy, wouldn't it then make more sense to take a look at the rituals? Instead of an action that has nothing to do with our mysticism skills?

Staving off Death is like the opposite of Necromancy anyways, that's life magic right there.
Ah but have you considered that to figure out how to bring back the dead, we need to figure out how to not let people die first? Reverse engineer life itself!
 
[X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.

[X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): 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)
 
Element of Fire: 5 Legend (Unlocks Fire actions) (Unlocked by Ash Field Tile)
[X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.
[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)

Okay here is my revised action.
 
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)

Kinda like Odin's Ravens Huginn and Muninn.
 
Friends, if you're trying to go for one of the nice shinies in the bottom spoiler, you have to sleep for it. Just an fyi, in case you weren't sure how that worked.
 
I could maybe see golem creation being similar to shoving souls into the stone bodies, and we could probably get some sort of rock trait fairly easily considering we are a mountain and all.

We could try going full Dragon Age Dwarves and shoving peoples' souls into golem bodies before they die.

edit:

Also, another cool idea from the Discord:

Death+Earth+Snek to get cool underground death snake that makes undead, as in Norse Mythology.

We already have death, it shouldn't be too hard to get Earth (being a mountain and all), and getting Snake might be troublesome, but not impossible.
Seem like a good idea?

Dragon age golems were one of the things that came to mind for me.


Also traits- obsidian, fire and earth are my focus as that way leads to golems!

Have to consider the actions but pushing more faith for the additional DE would be good
 
I mean, unless you're going into lichdom...
Not reall,y Lichdom is less staving off death and more not having death be a problem anymore.

Ah but have you considered that to figure out how to bring back the dead, we need to figure out how to not let people die first? Reverse engineer life itself!
That's how to ressurrect people, not how to animate skeletons. There's a vital difference!
 
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