Time of the Gods: Into the Amber Age

So, anybody looking to plot out the next few turns, please don't forget that we've got fearbuys from this turn's plan, too, and 1-2 legend or so from doing Guide the Ships for the first time.

Potential Fearbuys from the plan include: Astrology 5 (low), Navigation 4 (Moderate), OA - Waves (Moderate), OA - Ocean (Moderate), AA - Stars (Low), Avatar 3 (low?), Minor Spirit of the Sea (Moderate), Minor Spirit of Mischief (Moderate), Influence 3* (low?), Fear 2 (?), Minor Spirit of Exploration (?), Minor Aspect of Humanity (?), Minor Aspect of the Fish (We're guiding these ramshackle rafts to fish, after all)(?), and I think that's it? Oh, wait, maybe Fishing 3 (low?) too.

The parenthesis include my best guesses, based upon our actions and how we will be doing said actions (Personally guiding ships to fish, roiling the waters, looking into the future, etc), and what the mortals see of our actions. Might unlock some odd things, too; we'll have to see.

Edit: *: If we're pushing our range, this may come into play; if we're not it probably won't. We'll see how it plays out.
 
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As a random just-to-be-contrary thing, what did you think about my idea about the water burial Decree?
This was already mentioned previously by Powerofmind.

We would be systematically altering the nature of our Holy Place in a manner that we don't have the skills to understand.

Not yet.
That would spec us into possibly unlocking Aspect of Death, which most people might frown at, BUT

I want to be a Goddess of the Afterlife, so...

Then again, it'd be tough wrangling the correct death traits without the hassle we had last time, so it might not be worth it.
Death traits tend to spiral in pretty fast yeah. VERY hard to control or vent productively.
You did all this work and I ended up coming up with a new plan that's more extensive. I feel bad :(

My posted plan was immediate scale(grab the sphere while we can, build up the Legend and DE needed to put up a fight against Saiga and hang on by our teeth). Yours is long term. They aren't incompatible at all.

I hadn't factored in the DE glut from participation yet, but we MIGHT be able do my Turn 1 while also dragging the ball home part of the way. It'd let us know how much progress we need at least.

Thoughts on the Calm/Roil timings?
-Using Calm at night encourages people to come out to fish at a time where vision is unclear, and they must trust to the spirit. It is very easy to produce a steady diet of jump scares that way.

-Using Roil in the day maximizes the chance that people in capsized boats might survive. They will still die, but we won't be killing them nearly as quickly....more importantly, it means more people can see our wrath, which means more Legend/Fear. It should on a meta level, also be EASIER to roil in the day, as warmer waters are more energetic.

Combining both lets them know an Approved Action. Which means Fear rating goes up.

As for the Demispirit/Monster/Skill plans, I would want to point out that currently we don't have the Avatar to have a baby yet, nor the skill slots for them. Fastest route there is to go for Water Avatar.
 
I think it'd probably have more impact to have the successor kill the poor guy. Feeding him the remains is a nice touch though.

On the other hand, this kind of set up also runs a pretty good chance of just outright making a companion spirit from the sacrifice.

Can an Awoken Hero be created from a conglomeration of mortals? it would be fun to create a subordinate spirit that is a hundred faced man, probably focused on reincarnation, and 100% yandere for us.

Or perhaps I should go to sleep. I become more talkative and supervillan like when tired.
 
You guys know we don't even need to have help from anybody or anything else in order to make children, right? We can just kind of will them into existence. The ocean is thematic that way. Who the heck knows where some of the things in there came from?
 
Can an Awoken Hero be created from a conglomeration of mortals? it would be fun to create a subordinate spirit that is a hundred faced man, probably focused on reincarnation, and 100% yandere for us.
maybe even give him the look of gravelord nito if we end up picking the aspect of death.
You guys know we don't even need to have help from anybody or anything else in order to make children, right? We can just kind of will them into existence. The ocean is thematic that way. Who the heck knows where some of the things in there came from?
it's more entertaining that way.
 
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I still say we just nab the more handsome sailora, have our way with him, then see if he can survive the cuddling/swim-of-shame.

...I think this is bringing out the worst in me. Will return later, and see where this madness has gone.
 
This was already mentioned previously by Powerofmind.

We would be systematically altering the nature of our Holy Place in a manner that we don't have the skills to understand.

Not yet.

Death traits tend to spiral in pretty fast yeah. VERY hard to control or vent productively.


My posted plan was immediate scale(grab the sphere while we can, build up the Legend and DE needed to put up a fight against Saiga and hang on by our teeth). Yours is long term. They aren't incompatible at all.

I hadn't factored in the DE glut from participation yet, but we MIGHT be able do my Turn 1 while also dragging the ball home part of the way. It'd let us know how much progress we need at least.

Thoughts on the Calm/Roil timings?
-Using Calm at night encourages people to come out to fish at a time where vision is unclear, and they must trust to the spirit. It is very easy to produce a steady diet of jump scares that way.

-Using Roil in the day maximizes the chance that people in capsized boats might survive. They will still die, but we won't be killing them nearly as quickly....more importantly, it means more people can see our wrath, which means more Legend/Fear. It should on a meta level, also be EASIER to roil in the day, as warmer waters are more energetic.

Combining both lets them know an Approved Action. Which means Fear rating goes up.

As for the Demispirit/Monster/Skill plans, I would want to point out that currently we don't have the Avatar to have a baby yet, nor the skill slots for them. Fastest route there is to go for Water Avatar.

I approve of your Short Term plans, barring anything weird happening in the next few updates.

At bare minimum, it gives us a path to follow, and if anything requires us to change it, we can do so.
 
Just get Perform - Trickery and sneak into their beds (wait, furs, beds haven't been invented yet) in the middle of the night, no need for anything strange. Well, other than maybe leaving a baby at the entrance to their homes however many months later, after birthing during a perfect reflecting pool?

/Is way too fascinated with our magic trick.
 
You know, that's literally what Loki did. He'd go to a bar as a beautiful woman, hook up with some drunk guy, go back to his place, and then leave their baby on the doorstep and never come back.

Loki was a jerk.
 
Just get Perform - Trickery and sneak into their beds (wait, furs, beds haven't been invented yet) in the middle of the night, no need for anything strange.
May be good for Aspect Human?
Since I don't think we quite understand marriage either, it'd spawn some fear too.

While making demispirits who can pay off in Legend later. Very useful to fearbuy costly stuff then.
 
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Do, our guys even rely on fishing? Wasn't that a big crux of what separates "our guys" from "those other guys"?
May be good for Aspect Human?
Since I don't think we quite understand marriage either, it'd spawn some fear too.
Bonus fear points since our "avatar" was made from the drowned corpse of a woman that a bunch of these people probably knew, at least in passing. Divine-not-necrophilia! Yay!
 
*sees the results, shakes with laughter and cries even tears*
*HUgs @Van Ropen and @Pandemonious Ivy*
We did it, I had already given up, but we did it, you guys are my heroes

*Hugs @veekie and @The Laurent*
Hope we can still work together in the future, we after all share all the same goal

*speaks in a tired voice*
However for now let's just celebrate that the vote is over, regardless of what has won, because I can say one thin is absolutly certain,
If this would have gone any longer I would have died from a heart failure and I'm sure I wouldn't have been the only one
So let's celebrate that
*Pulls out some of @Powerofmind 's hair to throw it into the air*
Let's celebrate !

+ Skill: Awe [Reason: So we can be more awesome and stand a chance of not getting insta-dominated]
+ Attribute: Avatar [Reason: Harder to disperse, hit harder, more skill slots]
+ Attribute: Influence [Reason: So we can aim further and not have 'our' people be the ones we primarily have to hurt in order to grow]
+ Trickster Spirit -> Siren [Reason: So we can have a potent Perform skill and something to help us out so we aren't instantly dominated]
+ Aspect of the Fish -> HC of the Fish [Reason: Demispirits and Monsters]
+ Aspect of the Squid/Octopus, maybe? [Reason: Demispirits and Monsters]
+ EA: Ocean, EA: Waves, maybe EA: Rain [Reason: Thematic, broadens our repertoire, makes our sea-related skills more potent]
+ AA: Moon [Reason: Broadens our limited far-seeing skills, synergizes with our Astrology skill, opens the doorway to magic, synergizes with our water-related nature]
+ Water Avatar [Reason: Increases Avatar, provides a basic defense against dispersion, thematic]
Ivy you forgot to include the Aspect of the sealion, we were a lion in the past life, so continuity demands that we are going to be a sealion in this life :p
 
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That would spec us into possibly unlocking Aspect of Death, which most people might frown at, BUT

I want to be a Goddess of the Afterlife, so...

Then again, it'd be tough wrangling the correct death traits without the hassle we had last time, so it might not be worth it.

Afterlife fits into what I want.

as long as there is a soul crushing ocean vista of pure despair somewhere in there...

we need to remind the mortals of the unfairness of existence at all times... even in death they will not escape our valuable life lessons.
 
*sees the results, shakes with laughter and cries even tears*
*HUgs @Van Ropen and @Pandemonious Ivy*
We did it, I had already given up, but we did it, you guys are my heroes

*Hugs @veekie and @The Laurent*
Hope we can still work together in the future, we after all share all the same goal

*speaks in a tired voice*
However for now let's just celebrate that the vote is over, regardless of what has won, because I can say one thin is absolutly certain,
If this would have gone any longer I would have died from a heart failure and I'm sure I wouldn't have been the only one
So let's celebrate that
*Pulls out some of @Powerofmind 's hair to throw it into the air*
Let's celebrate !


Ivy you forgot to include the Aspect of the sealion, we were a lion in the past life, so continuity demands that we are going to be a sealion in this life :p
how about a prawn lion instead
 
Hmm Honestly we are now discussing for plans to focus on getting one action I find that ironic since one of the arguments for fear was flexibility and there is nothing flexible in doing an entire turn just so the dice has a higher chance of getting the trait that you want.

Oh well it could be interesting playing a villain quest for once because let's face it that is what we are now. The hunter's people are too far away so we have no choice but to terrorize our own people until we are powerful enough however long that will take.

So I am thinking something like a Echidna build from greek myth she gave birth to a ton of monsters, or maybe a Khali build so we are the bringer of the Apocalypse.
 
we need to remind the mortals of the unfairness of existence at all times

Not all times. Randomly and for no apparent reason.

Sticks out more that way, gets us more/better Fear and Legend. If the seas always suck, why bother going out? If they only frequently suck? Well, they'll still go out onto the ocean to Fish.

...

Are people playing Impossible Creatures now? I want my Whales to have Owl Wings, please. And Lobster-Scale Armor, because Lobsters were OP as fuck in that. They had resistances to a ton of effects and regeneration!
 
Turn 4 Results
[X] Fear0->1
[X] Avatar 1->2
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
--[X] Attempt to find best time for Roil Waters.
[X] Roil Waters** - You bend the waters to your command against your enemies, sending larger waves at the settlement near you, or creating deadly sprays and whirlpools that will capsize any boat they dare put upon the surface of your waters. Costs: 5 DE
[X] x2
[X] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE

Read the Future
Astrology rolled 12

Roil the Waters x2
Influence rolled 10, 8

Guide the Ships
Navigation rolled 4

Drawn to Danger
Awe rolled 13
Gained 4 legend

Avatar increased to 2
Fishing 2 Unlocked

As the year begins, your mind goes back to the energy that the villagers feed you. You ruminate and consider, and soon you enter a fugue without knowing. It is nearly spring by the time you stir once more, body grown, both in size and maturity. Your gaze passes over a fisherman, and though you hear his mumblings as you did before, it is in his startling, his visceral reaction that feeds you most. That could be very useful, seeing as you need a great deal of energy to acquire the sphere, and their prayers didn't give you all that much anyway.

After gleefully chasing the night fisherman away, you settle in to look at the stars once more. You see many short but helpful warnings and much advice comes from the skies on how you can make use of your newfound powers. Giddy to experiment as always, you swiftly begin turning away Saiga's dissidents, causing the waves to rise and cap with white when they put their boats to your sea. When the ones who praised you set to water, however, you leave them be, instead choosing to swim at their bow, directing them through the stony shallows of your Holy Place so they can fish in peace. Only... without the calming effect you'd had on the waves the year prior, your efforts to direct them often send them close to hidden crags and sharp points that any wayward current or wave causes them to sink!

Your last attempt to direct was the worst of all, two young men following you eagerly as you accidentally passed over a high rock. When they followed, the wave they rode dipped, and the hull of the boat was suddenly impaled, half sunk on the rock. In your sudden panic to fix the problem, you pushed the boat off with a sudden upsurging wave... and threw the men from it. The sudden fury of the waves was too much for their mortal bodies, and like the first man you knocked from his boat, one's side is pierced by the hidden dangers beneath the surface. The other, younger than the first, could not swim at all, drowning while you tried to fix the injured one.

A very old woman spits and curses at you, and though you feel more full, you are still upset. You did not want to hurt the ones that liked you, just Saiga's.

Saiga's dissidents do not go on their boats at all after this, trekking along the rocky cliffs to the walrus beds. Your waves churn, reaching to the beaching shore, where you sometimes let them take the dissident's boats, instead.

You started early, and were thorough in your efforts, so it does not take long for many of the dissidents to be seen at your shore, faces scraping stone as they beg your bounty or curse you before leaving forever. Magnanimous as you are, you allow them to serve you instead, and leave the others to go as they wish. Though you refuse to guide the people any further in their fishing, their nets fill easily enough in your rich waters, and as they grow fatter and the dissidents grow thinner, the last vestiges of resistance to you drain away, and the whole of the village bows to you and you alone.

As the emaciated and sick scrape and prostrate themselves at the shore, you make another discovery. Tears are much the same consistency as the sea. In the light of the moon, when none can see, you revel in them.

[Plan creation will unlocked TWO HOURS after this has been posted]: Before then, you may freely make player proxy votes if you feel you will not have the time/access to vote in the next ~24 hours. This is an experiment to see how well the idea takes. Planners and voters, know that if you take advantage of the trust of people who voted for you (on the premise that you would produce or vote for a certain type of plan for them), this experiment will be ended immediately.

Divine Resources Available
24 - 24 (Expended) = 0 + 2 (0.5*2*2 Faith Income) + 32 (8*1*2*2 Total Fear Value) + 20 (Omake) + 15 (PB) = 69
Ambrosia full - no condensation
Remaining: 69
1
5 + 4 = 9 total legend
9 - 3 = 6 unspent legend

Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)

[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE. WARNING: Your Legend is low, Inspiring may result in the Petitioner receiving credit instead of you!
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends.
-[] Roil Waters. Costs: 5 DE
-[] Calm Waters. Costs: 5 DE
[] Direct Fish* - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer.
-[] Call Fish. Costs: 6 DE
-[] Drive Fish Away. Costs 6 DE

Avatar Actions (11/20)

[] Form Avatar (2 Ambrosia) (Avatar already formed!)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling

[] QUEST: LABOR OF THE MOON-SPHERE - You will return to the Moon-Sphere's resting place and retrieve it for yourself. Costs: 21 DE. (Note: may need to be taken multiple times) Turns left: 5

[] Punish locals - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE. WARNING: Low Avatar and poor combat skills make this a dangerous act without reserving divine powers for punishment.
[] Disrupt Saiga's fishermen to the south. Costs: 18 DE (reserves 2 uses of Roil Waters). WARNING: Outside of effective influence range; divine powers will have reduced effectiveness.
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Guide the Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] 'Guide' the Ships - Lead the fishermen and hunters to their doom to be dashed upon the rocks. Costs: 6 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 16 DE (reserves 2 uses of Calm Waters)

Commune Actions (11/20)

[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Decrees Issued: 0/1
[] Make Demand - You have need of something and you will tell people what you want.
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2.
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement) Currently unavailable, not enough Fear (need 3).

AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 2 Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 2 Legend
Minor Aspect of Humanity (+1 Leadership, +1 Innovation, 2 accumulating Legend discount to next Faith Attribute purchase): 2 Legend Temporary Action Lockout

Spirits
Minor Spirit of Mischief (+2 Perform (Trickery), Limited ability to mask or disguise Avatar): 3 Legend
Minor Spirit of the Sea (+2 Fishing, +1 Navigation): 3 Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 3 Legend

Elemental Affinities
Astral Affinity - Moon (A being of the sea and tide, you are intrinsically linked to the phases of the moon): 4 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 4 Legend
Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 4 Legend
Ocean Affinity - Sea (All the waters of the world converge, and spill into the sea): 5 Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 3 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 3 Legend
Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend
Classical Affinity - Stone (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 3 Legend Inherent Lockout

Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 Legend

Divine Enhancements
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): 5 Legend

Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation

As a Fear spirit, you will receive traits, attributes, and skills automatically during the results phase of every turn. You can affect the items present on the table with your actions, and items on the table will generally always include elements similar to ones you already possess. The table is a single 1d100, rolled using 2d10 with a designated 'tens place' die.

As per usual, please keep an eye out for stuff that looks contradictory or different (for apparently no reason) in case I missed something.

I have replace Ocean with Sea, and replaced your Sea affinity with a basic Water affinity, after realizing I had accidentally stuck you with the Tier 2 trait of the line. THERE WILL BE NO DIFFERENCE IN ACTIONS DUE TO THIS, BUT YOU HAVE LOST A SMALL AMOUNT OF INFLUENCE RANGE.

EDIT: Fuck spoiler tags, they dumb.
EDIT again: Forgot to unlock fishing, NEW STUFF HAPPEN.
 
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