The Amber Age: Pantheon Edition (Collaborative)

Damn, well I'm glad I could bring you in! Feel free to catch up, welcome home!

Ash form would be great, and it'd be an amazing thing to have for a mobile death turtle. But if the plans to have the tribe/village on our back? Not the best idea unfortunately. Probably need giant aspect, turtle aspect, reptile aspect and a multitude of earth aspects.

See if we can round it out with some form of life type blessings to grow food and ascend as a spirit of life, growth and death. Go for the cycle this time. Actually become a god again, and not a stupidly powerful spirit capable of contending against them.
 
Ash form would be great, and it'd be an amazing thing to have for a mobile death turtle. But if the plans to have the tribe/village on our back? Not the best idea unfortunately. Probably need giant aspect, turtle aspect, reptile aspect and a multitude of earth aspects.

See if we can round it out with some form of life type blessings to grow food and ascend as a spirit of life, growth and death. Go for the cycle this time. Actually become a god again, and not a stupidly powerful spirit capable of contending against them.
Fastest route I can see for that is:
-Death -> Earth -> Fertility -> Life
-Fire + Earth -> Ash + Life -> Rebirth

Animal aspects would of course, add a whole bunch of shiny distractions...but I'd note that its entirely possible(based on mythology) to spawn monster animals without the animal aspects, if you had the life/fertility aspects
 
What was people's idea of an Ashen Herald or whatever? A dementor?

Was... thinking of picking up pencil drawing again. I'm not very good though.
 
Fastest route I can see for that is:
-Death -> Earth -> Fertility -> Life
-Fire + Earth -> Ash + Life -> Rebirth

Animal aspects would of course, add a whole bunch of shiny distractions...but I'd note that its entirely possible(based on mythology) to spawn monster animals without the animal aspects, if you had the life/fertility aspects
Tiamat. Echidna. Lilith. Angrboda.

E: Actually wait no. I think these all had animal elements.
 
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As far as I can tell, Angerboda didn't have any of those. She was just a giant.

And while Lillith is often associated with snakes, I don't think she had an actual snake element to her.
Ah so indeed. Funny little detail is that Lilith's name also has relation to the word for screech owl, lilith or lilit.
 
Big Changes for AA Veterans
Alright guys, I've been interrogating Pomegranate for a while now and I think I have information that'll be helpful in future plans:

Build Votes and You

Those of us who have been here since the very first Amber Age quest have become rather accustomed to the intricate and freeform build options of the spirits. With this latest iteration, things have been altered in ways that aren't immediately apparent, but easy to understand and adapt to.


This is how things used to be. And still are, largely. Take two (or more) components, unlock a new one! The difference here is in the intent.

With the previous iterations, the intent used to be around the fluff. The narrative. The "this would be cool" feelings that we all share. However, with Pantheon, there's a fundamental change. The mechanics came first here.

So what that means is simple (and I'll use a verified example so there's no false speculation):

Element of Water is the baseline.
The Tier 2 of E: Water would be either E: Rivers or E: Lakes.
However, there are specialty T2s that are unlocked by specific biomes on specific tiles.
So if you make it to a tile that has a snowy/icy tile, then you'd unlock the special T2 Snow/Ice.

Now, here's the difference between the new and the old system.

Old system: Oh hey, yeah, sure, from Snow/Ice, you can go into the T3 which is Blizzard or something.
New system: There's only snow on that specific tile, so if you want a T3, you have to find one that isn't so narrow.

The way things have been designed are set up in a way that it exists as long as the mechanics justify it first and not after. So, with you guys, you have access to the T2 'Adjacent' Fire trait: Ash. But that doesn't mean you have access to the T3 Fire trait (which may or may not be the same as it used to be). The way this works is, going back to water:

T1 Water: X mechanics and modifiers
T2 Water: +X modifiers
T2 Snow: +X modifiers
T3 Water: +X modifiers

So 'Adjacent' T2 traits merely add numbers to the overall potency (behind the scenes) and change the narrative fluff of the fallout (the end result).

This also means that for animals, things are a bit more constrained, to prevent excessive bloat...

How To Classify An Animal
To put it shortly: Variety is dead, long live Variety.

Previously, we would have instances where we'd argue over whether or not we wanted to get a Basking Shark or a Great White Shark or a Hammerhead Shark and... that's too much.

Things have been boiled down to a list of characteristics for each things to qualify for first before being given a strict mechanical role, based off of the purpose they fulfill in their respective biomes.

Article:
Size: Miniscule, Tiny, Small, Medium, Large, Massive
Diet: Omnivore, Carnivore, Herbivore/Fungivore, Detritivore/Scavenger
Classification: Mammal, Fish, Amphibian, Bird, Reptile, Insect/Spider
Source: Word of Pomegranate


So, for example, let's use an established example:

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)

Hawk would be:
Medium, Carnivore, Bird. But instead of having to differentiate between a Red-Tailed Hawk, a Northern Goshawk, or an Augur Buzzard, we get a general archetype for "Hawk".

Hawks are vicious in combat (thus increased success to Archer and Skirmisher traits) and keen of eye (thus increased special discovery chance). Do they have other 'general' traits? Yes. But if you add every other trait for all of the possible types of creatures (spiders, wasps, sharks, jellyfish, hawks, pigeons, whales, dolphins, goats, lions, etc) it's... easy to get overwhelmed as a QM.

Now, that being said, and I'm not 100% sure what it'd look like, but more 'esoteric' traits (like poisonousness) would be gated behind obtaining Chimera, which is gated behind some combination/quantity of animal traits and the ability to take on a Beast Form.

So, What Does This All Mean?

Well, in short, it means that we aren't allowed to roam as freely as we did before. But, what we lost in random variety, we gained in focus and potency. Instead of needing to pick the very specific type of animals and elements and etc down to very specific criteria, we can breathe easier because we know we can look for "X thing in General". So instead of worrying about finding a Fire Ant, we can just look for Ant, and we can figure things out from there.

So, for those hoping for certain things, I hope this is a bit more helpful in allowing you to make future plans without falling down the rabbit hole, so to speak.

Aspect of the Hawk, Aspect of the Owl, Aspect of the Greater Lizard, Aspect of the Cow, stuff like that.

But Aspect of the Red-Tailed Hawk, Aspect of the Barn Owl, Aspect of the Gila Monster, Aspect of the Oxen is just too much. Especially since most of them, mechanically, would end up looking identical.

Cheers, have fun with your build plans, I hope this was helpful!

Update:

I sent the above to @Powerofmind and although there were a few points I was faulty on, they've given their approval with the following conversation:

PMs said:
Powerofmind-Today at 12:03 AM

Mostly good, small thing though, all T2 elements are 'specialty'. Depending on your home biomes, you get specific T2's that make you better with your home biome's material (it's basically a raw upgrade to get any T2, plus a 'home field advantage' type deal). The only weirdo on this is Fire and Wind, which don't really get baseline biome specialties, because they kind of exist in literally every biome in a form that's 'not to niche'. Ashe is special for fire, and there is basically nothing for air. It's weird, but them's the breaks. Though, fire and air tend to be the most stupendously destructive elements when specced right, so it's only fair they're less interesting early on.

Oh yeah, in case you don't catch it. @(⊙‿⊙✿)


(⊙‿⊙✿)-Today at 12:06 AM

Hmm

So should I copypaste this into the end chunk?

Powerofmind-Today at 12:07 AM

Well, like lakes, and rivers, for water
they are specialties
all T2's for water and earth are basically specialties that give 'baseline T2 bonuses+homefield advantage bonuses to those tiles.
Ash is similar, you can absolutely still use it to springboard into T3 fire
it just makes you better with ash tiles

(⊙‿⊙✿)-Today at 12:09 AM

So, I'll quote this at the end, saying "PoM approved with these statements", yeah?

Powerofmind-Today at 12:09 AM

Yeah, sure. It does mess with some of the things you said about T2 elements, but it's otherwise basically perfect

(⊙‿⊙✿)-Today at 12:10 AM

That's fine, I'll just note that I was corrected on some points and leave it otherwise exactly how it is
So people know

So yeah, here you go. (Another point I didn't note was that I don't believe there are T2 versions of Animal traits, for the same reasons explained for everything else, but whenever PoM double checks the thread, they can confirm or deny that, so I don't mess up anything else.)
 
As far as I can tell, Angerboda didn't have any of those. She was just a giant.

And while Lillith is often associated with snakes, I don't think she had an actual snake element to her.
Nearly all of them are associated with fertility though. Pick animals if you want to be a Chimera(or otherwise want to specialize in more and more physical aspects of monsters), Shapeshifter(which CAN be approached from other directions) or you want a specific type of animal to dominate your spawn.

If you just want Thousands Young, then go for fertility/virility, then go forth and fuck everything remotely fuckable.
If it ain't fuckable, you just need the right elements!

Personally curious what our avatar would be like if we had no human or animal aspects at all though.
 
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Nearly all of them are associated with fertility though. Pick animals if you want to be a Chimera(or otherwise want to specialize in more and more physical aspects of monsters), Shapeshifter(which CAN be approached from other directions) or you want a specific type of animal to dominate your spawn.
Were they? I mean, I know Tiamat was and I can kinda maybe see it with Lillith and Echidna, but Angerboda wasn't.

But even if they weren't, we could still consider the likes of Typhon and Loki, who also spawned a great number of monsters and aren't known for their virility or fertility.

Personally curious what our avatar would be like if we had no human or animal aspects at all though.
You know how Zeus came to Danae as a golden rain? Like that except with clouds of ash instead.
 
So, Earth elements (mountain and stones specifically), turtle (somehow), massive (were a mountain), fertility (celebrating the life of the dead by having an orgy during the ritual) and finally life (because of the aforementioned orgies).

I have puzzled out how to become the mobile death mountain turtle that feeds its worshippers.
 
So, Earth elements (mountain and stones specifically), turtle (somehow), massive (were a mountain), fertility (celebrating the life of the dead by having an orgy during the ritual) and finally life (because of the aforementioned orgies).

I have puzzled out how to become the mobile death mountain turtle that feeds its worshippers.
I wish I could insightful this too.
 
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