The Amber Age: Pantheon Edition (Collaborative)

Actually what can a Spirit of the Dead do for a people when he can't create an afterlife? After all those associated with death are venerated because of the belief that they are involved in the afterlife in some manner, but we can't do that right now. Unlike Fertility or War or crafts spirits our main theme does not really have anything beyond the belief of the people behind it.
 
Actually what can a Spirit of the Dead do for a people when he can't create an afterlife? After all those associated with death are venerated because of the belief that they are involved in the afterlife in some manner, but we can't do that right now. Unlike Fertility or War or crafts spirits our main theme does not really have anything beyond the belief of the people behind it.

The question is exactly how much more powerful we need to be before we can make an afterlife. At least, that's the question to me.
 
Actually what can a Spirit of the Dead do for a people when he can't create an afterlife? After all those associated with death are venerated because of the belief that they are involved in the afterlife in some manner, but we can't do that right now. Unlike Fertility or War or crafts spirits our main theme does not really have anything beyond the belief of the people behind it.
We Stave Off Death and act as a vengful guardian of our people. I said it once before. A God of Death does not conquer they Slay and Butcher. They do not wage battles to win. They destroy and obliterate to kill.
@King Tharassian I am currently working on another Omake for the Kut that I admit is slow going but I am plodding away at it.
 
Actually what can a Spirit of the Dead do for a people when he can't create an afterlife? After all those associated with death are venerated because of the belief that they are involved in the afterlife in some manner, but we can't do that right now. Unlike Fertility or War or crafts spirits our main theme does not really have anything beyond the belief of the people behind it.
You preside over the death rights and stave off death and tell stories. You are also an awesome ashy hole in the ground. IC when you develop an afterlife it means that your people want/need an afterlife and believe it exists. Before then they don't believe you provide one if they even believe such a thing can exist.

An afterlife is also in general a God thing, cause in this it's more like a godly domain from what I remember from AA2.
 
You preside over the death rights and stave off death and tell stories. You are also an awesome ashy hole in the ground. IC when you develop an afterlife it means that your people want/need an afterlife and believe it exists. Before then they don't believe you provide one if they even believe such a thing can exist.

An afterlife is also in general a God thing, cause in this it's more like a godly domain from what I remember from AA2.
Also being the God of mystic secrets and occult knowledge that only the shadow of oblivion can give.
 
Well...we could make the mountain move.
I have no idea how far we are from, from moving major geographical things, but if you need to be a God or higher you shouldn't plan it for your starting steps, of what your actually planning, we cant do it now and as such we have no reason to be a moving death mountain ever not counting powerdaydreams. This is a major SV planning flaw where you guy think of the end game and thus try to forget the whole mid game. And sometimes even the beginning.
 
I have no idea how far we are from, from moving major geographical things, but if you need to be a God or higher you shouldn't plan it for your starting steps, of what your actually planning, we cant do it now and as such we have no reason to be a moving death mountain ever not counting powerdaydreams. This is a major SV planning flaw where you guy think of the end game and thus try to forget the whole mid game. And sometimes even the beginning.
Burning and Slaying is the beginning.
 
I have no idea how far we are from, from moving major geographical things, but if you need to be a God or higher you shouldn't plan it for your starting steps, of what your actually planning, we cant do it now and as such we have no reason to be a moving death mountain ever not counting powerdaydreams. This is a major SV planning flaw where you guy think of the end game and thus try to forget the whole mid game. And sometimes even the beginning.
Given sufficient elemental mastery dragging the island around is a matter of DE and Influence range, so probably God, but as long as we have Earth and Water together its possible, even if slow or irregular.
 
Given sufficient elemental mastery dragging the island around is a matter of DE and Influence range, so probably God, but as long as we have Earth and Water together its possible, even if slow or irregular.
Also not caring about the tidal waves we could stir up that wreck other distant spirit's stuff in other regions :V
 
Given sufficient elemental mastery dragging the island around is a matter of DE and Influence range, so probably God, but as long as we have Earth and Water together its possible, even if slow or irregular.
We can't spread out too much so I would focus on Aspects of those that relate back to the grand theme of Fire. Keeping focused is what will build us a strong power base and the very start of our mythos is built on Fire and Death. So those are the two main principles we should go for. I do want storms for our volcanic ash clouds and Lahar - Wikipedia for burning water but stay on target.
Also not caring about the tidal waves we could stir up that wreck other distant spirit's stuff in other regions :V
Tsunami of tar:D
 
If you guys manage to summon the Abyss I will be royally amused.
Darkness would go very well with a God of Death in any form and very well with Magic based on the Black Moon and Sun if we can get that. For a God of Ash and Fire too? Shadows and absence of clear light fits in nicely. Our role in the pantheon with how long it takes to get Afterlife is seeming to be teaching and being the war magnus with Magi and Ritual Secret Sphere and army building.
 
We can't spread out too much so I would focus on Aspects of those that relate back to the grand theme of Fire. Keeping focused is what will build us a strong power base and the very start of our mythos is built on Fire and Death. So those are the two main principles we should go for. I do want storms for our volcanic ash clouds and Lahar - Wikipedia for burning water but stay on target.

Tsunami of tar:D
Keeping in mind that the elements amplify. The more elements you control the very much vastly easier it is to accomplish a complex task.
 
Keeping in mind that the elements amplify. The more elements you control the very much vastly easier it is to accomplish a complex task.
But that then goes back to how spread out you are. Its why I am sticking with Fire and Death with the other Aspects being connected to that or Magic. I would like to get all the Elements but it does not seem to work out.
 
Is it? I don't really remember that from the previous AAs.
Think the elemental synergy effects. Weather is hard as hell to work with either of Air or Water, but becomes really easy with both and easier yet with both and Weather specific aspects. Moving rivers is hard, but if you have both Earth and Water you can move rivers you have no business doing. Etc.

Ignoring things like Earth Fragmentation, Water Dessication, Wind Agitation, Fire Ignition things like Harzivan was doing anyways.
 
Think the elemental synergy effects. Weather is hard as hell to work with either of Air or Water, but becomes really easy with both and easier yet with both and Weather specific aspects. Moving rivers is hard, but if you have both Earth and Water you can move rivers you have no business doing. Etc.

Ignoring things like Earth Fragmentation, Water Dessication, Wind Agitation, Fire Ignition things like Harzivan was doing anyways.
I dunno I honestly don't remember it that way with Gaerig, and most of the more vocal folks seem to want more specificity.
 
I dunno I honestly don't remember it that way with Gaerig, and most of the more vocal folks seem to want more specificity.
Well my personal goal is specificity as a pan-elemental titan, so of course you can see why I'd find getting a spread of elements as minor a problem as the Magic focused wanting 4-5 magic traits? :p
As for Gaerig, it was a big deal since we had a lot of trouble using our water control to do anything on non-coastal settlements, until we got Air and Ice, upon which we could start dropping blizzards, yet when we lost any one component, it went from deadly to inconvenient.

Elemental synergy is huge.
 
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