The Amber Age: Pantheon Edition (Collaborative)

Waking to Chaos: Turn 11
Ashform, Element of Fire

Have avatar, acquired Silken Robe (+5% success chance as Majesty, +5% success chance when contesting Earth manipulation)

Interaction progress: Arisee (6/???)

Trait Dominion Overlap, Enemy Shrine in-influence!
Social Contest
Majesty (contested by Scoundrel): 45 or less
Rolled 3!
Eclipsed I'Ah'Nieh (1/6)
Scoundrel (Contested by Majesty): 55 or less
Rolled 21
I'Ah'Nieh Eclipses you (1/12)

You stir. It is a most unusual sensation, as you have never had much form to stir before this moment. You feel the urge to tense a muscle you never had before, feeling a sense of self spread out among the ashes and embers all all that is your purview, but the feeling, the building tension needing release, grows the strongest within your shrines, your places of power...

Huh, since when did you have more than one?

Your previous sense of sight-without-sight is clouded, vague. You can sense a truly massive throng, a tide of human flesh, performing solemn rituals invoking your name across the whole of the land, but nowhere is the ritual as powerful as at your first shrine, the Ash Village. You flex the unknown sense, and a violent swirl of ash and still-smoldering embers coalesce into a shape you might call human, but is infinitely more comfortable than merely inspiring men with your thoughts and knowledge, entering as a passenger in their minds.

For a time you are entranced by your own form, flexing your fists, raises your arm to your face. Within the ashen soot of your skin you can see veins of pulsing fire, and your gaze casts a dim glow upon all you survey. You look down, at the sloughing cloud of smoke and ember that obscures your lower half from view, though a second sense tells you that the billowing curtain is your lower half, for now.

Shouts and frightened cries for mercy, even begging demands for the return of An'Wah'Muo, assail your formless ears, and your smoke-belching red-hot eyes take in the sight of many hundreds of faithful. You... cannot sense the figure that once was, the Gold Man who seemed so interesting before...

"Where has that King, An'Wah'Hei, gone?" you say, quiet contemplation for you, but a booming voice for the mortals around you. "I could not find him."

A priest bows low, before speaking with a tremulous voice. "Master of Death, O Spirit of the Ash..." he hesitates, shedding tears. "An'Wah'Hei has become An'Wah'Muo, who has become An'Wah'Eih, when the evil Spirit called Kalea drowned him only days past! We... We could not find his body to burn!"

You sense, now, the immense depth of sorrow and anguish in the rites performed in your name, desperately seeking some way to garner your blessing for the lost King's passage to the afterlife... You cannot grant this request. The sorrows and cries for mercy strike you, and thoughts you'd thought yourself incapable of well to the surface. A spark of joy fills you at the sudden emotion, but it is crushed, smothered under the weight of imposed sadness. Your body dims in response as your sense is cast across all of your domain, reaching each corner to both consume and be consumed by feeling, when...

A spark of cold, burning fury engulfs your entire being! You shudder and the ashen body you hold transforms into a blazing furnace, contained only by the barest shell of smoke and soot. Distantly you recognize the shouts of the faithful at the sudden shift, but your mind is elsewhere. A foe! A pretender! Some... Abominable thing can be sensed within your dominion, grating against your sanity, your caution, your reason! You feel an unnatural pounding, like that of the ritual drumbeats, as you turn to the west...

It, too, senses your hateful gaze, and returns it equally. Sounds escape your throat, hoarse and guttural, and the challenge is echoed back from a great distance. There shall only be one Death!

It must DIE!

1 DE per Faith per turn.
15 accumulated during rest
FINAL: 18 DE
Shrine Power = Maximum Ambrosia
Current conversion cost = 6 DE per Ambrosia
FINAL: 0/6 Ambrosia
25 Total Legend
10 Unspent Legend
15 Spent Legend
Current Torpor=1+(0.5*Faith) rounded up
Quiescence spends 3 legend per turn

ACTIONS:

AN'WAH'HEI, the First and Last of his Kind, has been slain by the spirit Kalea, to the South-east.
You sense the presence of an enemy to the west, a spirit of death and ritual like yourself. It must be purged.

You are compelled to appear before the enemy spirit, and it is compelled to appear before you. You will automatically, and freely, engage it in a social contest this turn if you do not undermine it's Narrative in some other way. You will continue to incur this compelled social contest every turn until either your Narrative or his becomes a part of the other, or if one of you purchases traits such that you no longer have heavy overlap.

Successes against I'Ah'Nieh in martial or magical contests will give eclipse progress directly.


[Settlement] - Choose one named settlement to replace this with in-vote (Kut - Faithful, Amatsae - Faithful, Nonas - No Faithful Yet).


PICK ONE:
[] Ritualist (Unlocks better rituals)
[] Mystic (Unlocks better fate manipulations)
[] Magi (Increases the effectiveness of Divine Magic slightly)

CHOOSE UP TO TWO ONLY
[] Bless the Warriors (Destruction Act, Generates 1 Legend): 1 Sustenance
[] Bless the Leaders (Peerage Act, Generates 1 Faith Progress): 1 Sustenance
[] Bless the Priests (Dominion Act, Generates 1 DE): 1 Sustenance
[] Bless the Medicine Men (Toil Act, Generates [0.1] Growth): 1 Sustenance
[] Bless the Storytellers (Loremaker Act, Generates [0.3] Culture): 1 Sustenance
[] Divine Rituals (Ritual Act, Generates a random ritual): 1 Sustenance

TRUE MAGIC
[] Form Ambrosia: 6 DE for 1 Ambrosia, any number of times per turn

DIVINE MAGIC
[] Slay in Influence (Generates 3 Fear progress, Kills 1 Pop): 3 DE
-[] General location or [Settlement]
[] Inspire in Influence (Generates 2 Faith progress): 3 DE
-[] Inspire to [Free Action Type] (Enhanced Blessing effect, does not require blessing to be selected)
[] Ignite (Generates Fear progress, Influence Attack on [Settlement]): 6 DE
[] Purifying Fire (Generates a little Faith progress and has a small chance to raise Development at [Settlement]): 6 DE

AVATAR ACTIONS
[] Punish Populace of [Settlement] (Deals damage to a settlement's Population in return for significant VE): 3 Sustenance
[] Destroy [Settlement] (Deals damage to a settlement's Development in return for VE): 2 Sustenance
[] Preside in [Settlement] (Has a small chance for a number of positive settlement effects, and may convert mortals): 3 Sustenance
[] Crush Settlement (Personally attack a settlement alone, may reserve Divine Magic for use during the combat test): 3 Sustenance

MYSTIC ACTIONS
[] Oracle Sight (Gain [Mystic] bonus skill points for a single selected course of action this turn, must have at least 1 skill point in the chosen skill): 1 DE, 3 Sustenance

DOMINION ACTIONS
[] Call a Raid (Tests combat to steal resources from a settlement) (Can also target settlement controlled tiles): 1 Sustenance, 3 Sustenance if personally present

PEERAGE ACTIONS
[] Contact Ari'see (Prompts decisions): 1 Sustenance
[] Contact Kalea (Prompts decisions): 1 Sustenance

Aspect of Humanity: 5 Legend (May see the social pressure sliders for controlled settlements, +5% success chance in Peerage contests) (Unlocked by Human Actions)
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)
Aspect of the Spider: 5 Legend (Produce T1 Silks each turn, +20% effectiveness of Craft Actions) (Unlocked by local biome)

Spirit of Kings: 8 Legend (10% chance of a Great Effort being made through Dominion actions) (Unlocked by Notable Mortal King)
Spirit of the Ancestors: 8 Legend (+40% effectiveness of Loremaker actions) (Unlocked by Ancestor Shrine)
Spirit of Words: 8 Legend (+20% effectiveness of Dominion Actions, +20% effectiveness of Loremaker actions) (Unlocked by mortal action)

Element of Earth: 8 Legend (Unlocks Earth actions)
Element of Ash: 8 Legend (Enhances all contested checks by 5% on ashen tiles. Enhances all solo checks by 20% on ashen tiles. Enhances all Fire-Based Divine Magic)
Element of Water: 8 Legend (Unlocks Water actions)
Element of Air: 8 Legend (Unlocks Air actions)

Obsidian Patronage: 10 Legend (+100% effectiveness of Obsidian crafting and enchantment) (Unlocked by Ash Field Tile)
Divine Inspiration: 10 Legend (Inspire actions are 50% more effective)
 
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3 per level of avatar.

Also, Guess who just murdered half the notable mortals on the map in one action!

This guy!

 
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YES! YES!

Enemies to butcher? No king to eclipse us? Considered a spirit of ritual?! Is this... Wait, um. Christmas doesn't exist, what can I reference ... It's like there's a hundred funerals all happening on the same day!
 
YES! YES!

Enemies to butcher? No king to eclipse us? Considered a spirit of ritual?! Is this... Wait, um. Christmas doesn't exist, what can I reference ... It's like there's a hundred funerals all happening on the same day!
Hmmmmmmm... yes. Indeed. It is Christmas...

*Gendo Pose*
 
So, right now we don't really have much of an advantage in anything, skills wise.

One of the ways I was going to think about countering a hostile death Spirit was having Goldie dominate them while we stopped them from killing him, but he got rekt while we were sleeping :(

Regardless of whatever else we do, we need to contact Ari'see to try and coordinate some sort of defense against this spirit. It should be within both of our best interests, and thus not too hard to accomplish.

While we do that, we should try and either raid the enemy premptively or shore up our defenses for a decisive engagement to try and disperse the Spirit.

Parleying with someone who raided our people and murdered our King is a no go on my book, and thus it was not considered.

Overall, an exciting turn to wake up on. :V
 
Parleying with someone who raided our people and murdered our King is a no go on my book, and thus it was not considered.

Overall, an exciting turn to wake up on. :V
Also you mis read who killed An'Wah. That was Kalea to your south east. To your west is another spirit I'Ah'Nieh and this spirit has serious overlap with you.
 
For the record, I never raided you guys.

You know about me because of a notable mortal.

Ko'has got smashed because it had a personal enemy of mine it.

I didn't even know about An'wah being there until I was told I killed him.

I'm not sorry though.
 
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Well we want to outdo this guy

[X] Mystic (Unlocks better fate manipulations)
It just fits for Death to know when someone dies :3

[X] For we are Death!
-[X] Preside in [Nonas] (Has a small chance for a number of positive settlement effects, and may convert mortals): 3 Sustenance
-[X] Bless the Storytellers (Loremaker Act, Generates [0.3] Culture): 1 Sustenance
-[X] Bless the Storytellers (Loremaker Act, Generates [0.3] Culture): 1 Sustenance x2
-[X] Call a Raid (Tests combat to steal resources from controlled tiles- Northwest Enemy Tile): 1 Sustenance
-[X] Ignite (Generates Fear progress, Influence Attack on [Northwest Enemy Tile]): 6 DE
-[X] Inspire in Influence (Generates 2 Faith progress): 3 DE
--[X] Bless the Warriors (Destruction Act, Generates 1 Legend)
-[X] Inspire in Influence (Generates 2 Faith progress): 3 DE x2
--[X] Bless the Warriors (Destruction Act, Generates 1 Legend)
-[X] Inspire in Influence (Generates 2 Faith progress): 3 DE x3
--[X] Bless the Leaders (Peerage Act, Generates 1 Faith Progress)
-[X] Inspire in Influence (Generates 2 Faith progress): 3 DE x4
--[X] Bless the Storytellers (Loremaker Act, Generates [0.3] Culture)

We have a big windfall of 18 DE right now, unless we want to stay at only 3 DE per turn for the near future, now is the time to boost our Faith as much as possible.

Meanwhile we set fire to them at the same time of our raid. Because war is always good! Because Magical and Martial Prowess gives eclipse progress so both is good :3
You flex the unknown sense, and a violent swirl of ash and still-smoldering embers coalesce into a shape you might call human, but is infinitely more comfortable than merely inspiring men with your thoughts and knowledge, entering as a passenger in their minds.

For a time you are entranced by your own form, flexing your fists, raises your arm to your face. Within the ashen soot of your skin you can see veins of pulsing fire, and your gaze casts a dim glow upon all you survey.
>Avoids human form
>still appears human
:anger:
:V rawwwwwr!
You guys realize you need to vote right?
Making plans

Chill
 
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