Time of the Gods: Into the Amber Age

You don't have to be a fear spirit. Most starts are conducive to the possibility of Faith over Fear, and while you might experience some pains from shifting, it's entirely possible to swap between the two if you feel being Cthulu isn't all it's cracked up to be.
 
You don't have to be a fear spirit. Most starts are conducive to the possibility of Faith over Fear, and while you might experience some pains from shifting, it's entirely possible to swap between the two if you feel being Cthulu isn't all it's cracked up to be.

Yeah. I plan on doing some sort of 'save people from drowning' thing, maybe? Like, we're the spirit that fishes people out of the water...if they worship us.

Also, maybe eventually (vain hope, I know) we could move into Fertility stuff by association, you know? Like, 'water' to 'water'. We deliver to life the drowning as we deliver to life the problem child who might have died in the womb, and they are blessed in our water (of the womb) and thus dedicated almost from birth to serve us yada yada, etc, etc.
 
Yeah. I plan on doing some sort of 'save people from drowning' thing, maybe? Like, we're the spirit that fishes people out of the water...if they worship us.

Also, maybe eventually (vain hope, I know) we could move into Fertility stuff by association, you know? Like, 'water' to 'water'. We deliver to life the drowning as we deliver to life the problem child who might have died in the womb, and they are blessed in our water (of the womb) and thus dedicated almost from birth to serve us yada yada, etc, etc.
Fishing stuff is also something we could do. We are basically starting on an island near Greenland and fishing is a big part of how humans get food there.

Edit: As a starting point for faith based income it's pretty much ideal. Though it's very similar to how hunting was at the start of the last game in that regard.
 
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People having problems with pantheon... are you guys planning on killing every opposing god we meet? I mean, Harzivan certainly tried to kill everybody and he got stuck with a pantheon. how is an elemental avatar going to do better than that?

Or do you just want to be isolationist? in that case, we have to become a jack-of-all trades god, especially as we advance as a civilization and our people's needs become more diverse. plus, isolationism is kinda boring.

That brings us back to fear spirit. Kill things, power up. Kill other things, power up. Scare some things, power up. I'm not seeing how we can have a deep, long-term session if our whole thing is beating up everybody we meet. I suppose we could transfer back into faith (like the volcano example) but that brings up the problem with appeasing worshipers and dealing with a pantheon (or lack of one).

I just... I don't see how you guys plan on doing things long term. Or rather, the various long term outcomes that i'm able to imagine all cycle back into being the guardian of a group of people and probably dealing with a pantheon.

So why not just own that shit from the start? Shape it how we want it to be shaped, instead of being forced into it by our growing needs.

Yeah. I plan on doing some sort of 'save people from drowning' thing, maybe? Like, we're the spirit that fishes people out of the water...if they worship us.

Also, maybe eventually (vain hope, I know) we could move into Fertility stuff by association, you know? Like, 'water' to 'water'. We deliver to life the drowning as we deliver to life the problem child who might have died in the womb, and they are blessed in our water (of the womb) and thus dedicated almost from birth to serve us yada yada, etc, etc.

Fishing stuff is also something we could do. We are basically starting on an island near Greenland and fishing is a big part of how humans get food there.
Things like these... how does this translate into an interesting story? How does it remain an interesting story after 50 turns of doing it? How does this address the growth of our people, and the inevitablity of meeting new people and foreign deitys who would like to annex or conquer us? How does this address other's complaints about pantheons?

I'm just seeing a lot of wishful thinking and 'this would be neat', and not a lot of 'this would make a deep and interesting story'.

I mean, Powerofmind has said he's gonna make things interesting no matter what, and he certainly hasn't complained about you guys picking an island water spirit, so maybe my fears here are unfounded... But I just feel like many of the reasons given for this option over lawmaker are weak and don't hold up in the long run.
 
Neat, a continuation of Amber Age. Looking forward to it. The limiting measures against trait, skill and power bloat seem very sensible. Harzivan got rather silly powerful in the end.

-[X] The Cold Dark (Presets: Arctic, Hills, Island)
-[X] Elemental Spirit
--[X] Subtype: Water
[X] Yes

I'm throwing my support behind this option. Faith or Fear I'm ambivalent about. Both could be interesting.
 
People having problems with pantheon... are you guys planning on killing every opposing god we meet? I mean, Harzivan certainly tried to kill everybody and he got stuck with a pantheon. how is an elemental avatar going to do better than that?

Or do you just want to be isolationist? in that case, we have to become a jack-of-all trades god, especially as we advance as a civilization and our people's needs become more diverse. plus, isolationism is kinda boring.

That brings us back to fear spirit. Kill things, power up. Kill other things, power up. Scare some things, power up. I'm not seeing how we can have a deep, long-term session if our whole thing is beating up everybody we meet. I suppose we could transfer back into faith (like the volcano example) but that brings up the problem with appeasing worshipers and dealing with a pantheon (or lack of one).

I just... I don't see how you guys plan on doing things long term. Or rather, the various long term outcomes that i'm able to imagine all cycle back into being the guardian of a group of people and probably dealing with a pantheon.

So why not just own that shit from the start? Shape it how we want it to be shaped, instead of being forced into it by our growing needs.




Things like these... how does this translate into an interesting story? How does it remain an interesting story after 50 turns of doing it? How does this address the growth of our people, and the inevitablity of meeting new people and foreign deitys who would like to annex or conquer us? How does this address other's complaints about pantheons?

I'm just seeing a lot of wishful thinking and 'this would be neat', and not a lot of 'this would make a deep and interesting story'.

I mean, Powerofmind has said he's gonna make things interesting no matter what, and he certainly hasn't complained about you guys picking an island water spirit, so maybe my fears here are unfounded... But I just feel like many of the reasons given for this option over lawmaker are weak and don't hold up in the long run.

The fertility option, for instance, if taken that way would involve us saving the lives of children in the womb in exchange for them being dedicated to us. That would likely manifest as them being great priests and hunters and other such figures, since they'd be specially marked by us or the like. People who spread our word and defend against any other tribes or groups that might muscle in. With us aiding in fishing, we could support a larger population than other possibly-nearby islands, allowing us to slowly guide our people to general dominance.

More specifically, the thing is, the story hasn't even started yet: we don't know what we're going to face, so I'm not sure how we can have a 'fifty turn plan.'

I'm also sure as heck that YOU don't actually have a fifty year plan, just vague goals. Just like us.
 
People having problems with pantheon... are you guys planning on killing every opposing god we meet? I mean, Harzivan certainly tried to kill everybody and he got stuck with a pantheon. how is an elemental avatar going to do better than that?

Or do you just want to be isolationist? in that case, we have to become a jack-of-all trades god, especially as we advance as a civilization and our people's needs become more diverse. plus, isolationism is kinda boring.

That brings us back to fear spirit. Kill things, power up. Kill other things, power up. Scare some things, power up. I'm not seeing how we can have a deep, long-term session if our whole thing is beating up everybody we meet. I suppose we could transfer back into faith (like the volcano example) but that brings up the problem with appeasing worshipers and dealing with a pantheon (or lack of one).

I just... I don't see how you guys plan on doing things long term. Or rather, the various long term outcomes that i'm able to imagine all cycle back into being the guardian of a group of people and probably dealing with a pantheon.

So why not just own that shit from the start? Shape it how we want it to be shaped, instead of being forced into it by our growing needs.




Things like these... how does this translate into an interesting story? How does it remain an interesting story after 50 turns of doing it? How does this address the growth of our people, and the inevitablity of meeting new people and foreign deitys who would like to annex or conquer us? How does this address other's complaints about pantheons?

I'm just seeing a lot of wishful thinking and 'this would be neat', and not a lot of 'this would make a deep and interesting story'.

I mean, Powerofmind has said he's gonna make things interesting no matter what, and he certainly hasn't complained about you guys picking an island water spirit, so maybe my fears here are unfounded... But I just feel like many of the reasons given for this option over lawmaker are weak and don't hold up in the long run.
Don't worry so much, bro. I've accounted for a lot of the major choices and paths you can take, and I do have means of keeping all of them engaging for quite some time (in terms of the grand narrative, I give no promises about the turn-by-turn). I also wouldn't have included that particular environment scenario if I didn't have a fairly good idea where you could go with it (not to say I can't whip something up for a custom environment, but those four were the ones I had at the forefront of my mind).

Fear spirits are supposed to be a tumult of fighting, and of adversity, at least at first. When pantheons form, there's places pure fear spirits can find in them, even if they're not especially welcome. Loki is a pretty good example of a god who draws more power from fear and destruction than faith, and he's one of the three big names in the Norse pantheon. Wanton destruction and death isn't forever with a fear spirit, just as crafting isn't your only choice with a crafter spirit and healing isn't the only thing you'll ever ever do with a healer spirit.
 
People having problems with pantheon... are you guys planning on killing every opposing god we meet? I mean, Harzivan certainly tried to kill everybody and he got stuck with a pantheon. how is an elemental avatar going to do better than that?
Specifically, the complaint that I saw was about being the head of a pantheon, which is rather different than being a part of one. I, for one, habe no problems playing second fiddle to another god provided they don't hard-lock me out of my own goals.

But even without that there are many ways one can play without joining a pantheon, the obvious one being Fear. While Loki proves that you can be a Fear Spirit and still be part of a pantheon (probably by keeping the actual Fear stat low), it is just as plausible to be someone like Echidna or Cthulhu spreading terror from the outside without having to share with anyone.

Outside of that there are at least a few ways you could play without needing to offcially join a pantheon. For example, imagine a Spirit with low Shrine and high Influence with its followers spread across large distances, possibly even having them be nomadic. Such a build could overlap with multiple pantheons, staying neutral because both pantheons prevent the other from recruiting us.
With a Water Spirit this could easily be us having followers on both sides of the pond/sea despite those ports officially falling within the control of other gods.

Are there vast advantages of being part of a Pantheon? Naturally. But there is also fun to be had in bing independant.
 
There is cool stuff a water spirit can do. We could become the patron god of proto vikings or something. Sponsor whalers and great expeditions to hunt sea creatures. Go on actual voyages and explore the world, which is harder for a countrybound spirit.

Hell, I don't even know. Sponsor sailing shrines to spread our name far and wide and roll 1d100 for random encounter each turn?
 
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The fertility option, for instance, if taken that way would involve us saving the lives of children in the womb in exchange for them being dedicated to us. That would likely manifest as them being great priests and hunters and other such figures, since they'd be specially marked by us or the like. People who spread our word and defend against any other tribes or groups that might muscle in. With us aiding in fishing, we could support a larger population than other possibly-nearby islands, allowing us to slowly guide our people to general dominance.

More specifically, the thing is, the story hasn't even started yet: we don't know what we're going to face, so I'm not sure how we can have a 'fifty turn plan.'

I'm also sure as heck that YOU don't actually have a fifty year plan, just vague goals. Just like us.
I'm not trying to advocate for a 50 turn plan. I'm trying to point out that blessing for glory, or the water spirit equivalent of blessing the fishermen, gets old fast.

harzivan's story was livened up by going on great hunts, by leading our warriors against other tribes, and then with dealing with the River Mother, the Fish Trader, The Fire thief. yes, we fought things as our main calling, but there was always more going on. Interpersonal interaction to deal with, to cause change, to create conflict.

As an isolationist, how are we going to get that?
As an elemental spirit, what meaningful interactions are we going to have with our worshippers?
As a fear spirit, what non-violent meaningful interactions would we have with anybody?

Being a river spirit by itself won't cut it. we'll have to evolve into bigger and better things. Like you said with fertility, that'd be neat.

But that brings me back to my other points; this doesn't actually solve any of the problems people seem to have with lawgiver. Either we're going to become a jack-of-all trades to deal with all our peoples needs, and become Harzivan-lite with a different start, or we're going to have to deal with friendly allied spirits and find ourselves at the head of a pantheon. And if we're going to have to deal with those issues, why not deal with them in the way of our choosing? Lawmaker does this.

Don't worry so much, bro. I've accounted for a lot of the major choices and paths you can take, and I do have means of keeping all of them engaging for quite some time (in terms of the grand narrative, I give no promises about the turn-by-turn). I also wouldn't have included that particular environment scenario if I didn't have a fairly good idea where you could go with it (not to say I can't whip something up for a custom environment, but those four were the ones I had at the forefront of my mind).

Fear spirits are supposed to be a tumult of fighting, and of adversity, at least at first. When pantheons form, there's places pure fear spirits can find in them, even if they're not especially welcome. Loki is a pretty good example of a god who draws more power from fear and destruction than faith, and he's one of the three big names in the Norse pantheon. Wanton destruction and death isn't forever with a fear spirit, just as crafting isn't your only choice with a crafter spirit and healing isn't the only thing you'll ever ever do with a healer spirit.
I am worried by the turn-by-turn, unless you end up updating pretty frequently. I mean, we have to read this stuff, it's best for each individual segment to be worth reading, right? I'm glad to hear you've got a plan, but I still think that having the players help you create an engaging story will be better than having the players turtle up on an island afraid of meeting other gods for fear that they might be friendly, the horror!

Different people want different things, so it's hard to say what kind of water spirit we'll be and i'm trying to argue against all of them at once. Shit's hard. But the common themes I've noticed are

1- Fear spirit
2- hate pantheons
3- I don't like lawmaker specifically out of all the options because reasons?!?

Specifically, the complaint that I saw was about being the head of a pantheon, which is rather different than being a part of one. I, for one, habe no problems playing second fiddle to another god provided they don't hard-lock me out of my own goals.
And I've suggested we not be the head of one. And then people objected to it. What am I supposed to do, wise one? (not sarcasm, that'd be rude. help me. i'm drowning in words right now. SO MANY WORDS. I can't argue everything at once!)

For example, imagine a Spirit with low Shrine and high Influence with its followers spread across large distances, possibly even having them be nomadic. Such a build could overlap with multiple pantheons, staying neutral because both pantheons prevent the other from recruiting us.
With a Water Spirit this could easily be us having followers on both sides of the pond/sea despite those ports officially falling within the control of other gods.
Hmm. I'm not sure how viable these are, but I guess i'm not horribly opposed to those ideas. I've specified in several of my arguments that 'I can't imagine...' or something similar, so really, tossing out ideas like this helps ease my concerns. Of course, these being likely to happen is another question... but not one i'm willing to get into, so whatever. thanks.

There is cool stuff a water spirit can do. We could become the patron god of proto vikings or something. Sponsor whalers and great expeditions to hunt sea creatures. Go on actual voyages and explore the world, which is harder for a countrybound spirit.

Hell, I don't even know. Sponsor sailing shrines to spread our name far and wide and roll 1d100 for random encounter each turn?
Eh. Given Omega's timely suggestion of being a nomad or having great influence and affecting multiple different groups at once, I can see this being more possible than before. But this still means getting involved in the affairs of mortals, and having an avatar, and just feels like more of an island warrior thing than a water spirit.

What do people see lawmaker as? I've spoken for a long time about my objections to water spirit, and I've spoken a bit about why I want lawgiver in particular (pinnacle of human interaction, shaper of society, etc), but I'd like to hear some objections to lawmaker that aren't something you're probably gonna have to deal with anyways.

Like, you can't say you hate pantheons, and then say that you want to be the ambassador and honorary member of 3 different pantheons as an 'independent' nomad. That's silly.
 
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-[x] The Cold Dark (Presets: Arctic, Hills, Island)
[x] Animal
-[x] Solitary
--[x] Snowy Owl

-this or the short-faced bear
 
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I am worried by the turn-by-turn, unless you end up updating pretty frequently. I mean, we have to read this stuff, it's best for each individual segment to be worth reading, right? I'm glad to hear you've got a plan, but I still think that having the players help you create an engaging story will be better than having the players turtle up on an island afraid of meeting other gods for fear that they might be friendly, the horror!
Oh come now. If you're constantly at odds with something or doing something unique and different every single turn, there's no sense of interest or excitement when events happen. Naturally you'll have to have turns at a time of downtime, partly so you can grow and partly so you can rest between STUFF.

And just because you'd be on an island doesn't mean you're out in the Falklands or actually in Greenland or Arctic Hawaii, so far from a mainland with other groups that you'd have to be a god to even dream of reaching them. That would be horribly cruel bait to trap you into hundreds of turns of mindless sandboxing that I'm fairly sure I wouldn't be able to write continuously, which I would never do to you guys.
 
Honestly, a lot of this discussion reminds me of the time I tried to run my own spin-off quest of PMAS. People are voting to be ridiculously divergent simply for the sake of "being different".
 
Alright. I'm going to sleep for about 3 days now. Give or take. Guess I'm not gonna get to talk about the finer details of being a lawmaker with anybody, and that's a shame. Hope to see 3kans in the thread later. I also hope I mantain a comfortable 2nd place in post count in the thread. At 25 now. Guess you got me all excited for this quest @Powerofmind, shame so much of what I've been saying here is combative.
 
As an isolationist, how are we going to get that?
As an elemental spirit, what meaningful interactions are we going to have with our worshippers?
As a fear spirit, what non-violent meaningful interactions would we have with anybody?
Isolationist: At the beginning, finding solutions to the tribal problems. We might not be able to hunt without a body, but we can do things like guide Captain Ahab on his hunt for Moby Dick (provided Moby Dick isn't our baby) or try leading the schools of fish away from opposing shores. And, of course, we'll probably get Avatar 1 relatively quickly, and at that point we can help more directly.

As an Elemental Spirit, we have pretty much the same as any other spirit. We listen to them and try to solve their problems while also progressing whatever agenda the players have. Sure, we'll have problems undertsanding them at times, but who doesn't?

As a Fear Spirit, there are actually a manner of ways. First of all, you don't have to do anything violent to garner Fear, an implied threat can be sufficient. Fear Spirits also gather DE through Faith like regular spirits, so there's an incentive to spare at least some "cultists". On a diplomacy-level, even ignoring being a Loki-style partner there's nothing to prevent us from working together with other gods.

Let's say that we're an angry Sea spirit surrounding the Island and devouring any boat who set sail without sufficient protection from the local seafaring Spirit. We have a few opposed rolls and maybe kill a few of the locals but most of the time the Faith Spirit wins and the sailors get off with a scare. Now, the locals catch wind that another, more developed Pantheon is about to invade them via a fleet, and if they make landfall they are almost certain to win. The Faith Spirit could try to dissuade the ships himself, but his powers are more along the lines of protection and has skimped on Influence for more personal power. So instead he comes to us, the prime ship crasher, with an offer. If we focus on stopping the invaders, he'll give us a boon of some sort in return. A Fear Spirit gets power no matter who fears it, so it would actually turn into a win-win for us.
An alternative could also be the opposite, an invading force offering something of use in return for us wrecking shit up before their arrival.

I am worried by the turn-by-turn, unless you end up updating pretty frequently. I mean, we have to read this stuff, it's best for each individual segment to be worth reading, right? I'm glad to hear you've got a plan, but I still think that having the players help you create an engaging story will be better than having the players turtle up on an island afraid of meeting other gods for fear that they might be friendly, the horror!
Spirits could rather easily arise on our own Island, so just because we don't want to deal with them doesn't mean we won't.

What do people see lawmaker as? I've spoken for a long time about my objections to water spirit, and I've spoken a bit about why I want lawgiver in particular (pinnacle of human interaction, shaper of society, etc), but I'd like to hear some objections to lawmaker that aren't something you're probably gonna have to deal with anyways.
My problem with Lawmaker is that it's strengths run directly counter to what I want to do.

I want to be the reason people fear leaving shore. I want to be the force that heroes and gods contest against. I want townsfolk to look upon a washed up Vampyroteuthis infernalis and go "probably one of their spawn". I want to be the reason why locals build the strongest ships in the world, as anything less won't make it. I an overboard sailor gape in awe as he looks at the vastness of the sea, and see it turn to terror as realises he is now in our domain.

Is it possible to get that with Lawmaker? Yes. I mean Harzivan went from "Warrior" to "Insane Fire Lion", so it's clearly possible. Water Spirit is just a much better start for it.

(and @redzonejoe went to sleep while I was posting, now I feel kinda like a dick. Shame that Character Creation so often turns combatative)
 
Also for going the whole fear spirit route, I think we are voting for a cooperative quest so we might want to consider a spirit who can work with others. I mean if we go water be more like fish spirit and less horror from the deep.
 
Isolationist: At the beginning, finding solutions to the tribal problems. We might not be able to hunt without a body, but we can do things like guide Captain Ahab on his hunt for Moby Dick (provided Moby Dick isn't our baby) or try leading the schools of fish away from opposing shores. And, of course, we'll probably get Avatar 1 relatively quickly, and at that point we can help more directly.

As an Elemental Spirit, we have pretty much the same as any other spirit. We listen to them and try to solve their problems while also progressing whatever agenda the players have. Sure, we'll have problems undertsanding them at times, but who doesn't?

As a Fear Spirit, there are actually a manner of ways. First of all, you don't have to do anything violent to garner Fear, an implied threat can be sufficient. Fear Spirits also gather DE through Faith like regular spirits, so there's an incentive to spare at least some "cultists". On a diplomacy-level, even ignoring being a Loki-style partner there's nothing to prevent us from working together with other gods.

Let's say that we're an angry Sea spirit surrounding the Island and devouring any boat who set sail without sufficient protection from the local seafaring Spirit. We have a few opposed rolls and maybe kill a few of the locals but most of the time the Faith Spirit wins and the sailors get off with a scare. Now, the locals catch wind that another, more developed Pantheon is about to invade them via a fleet, and if they make landfall they are almost certain to win. The Faith Spirit could try to dissuade the ships himself, but his powers are more along the lines of protection and has skimped on Influence for more personal power. So instead he comes to us, the prime ship crasher, with an offer. If we focus on stopping the invaders, he'll give us a boon of some sort in return. A Fear Spirit gets power no matter who fears it, so it would actually turn into a win-win for us.
An alternative could also be the opposite, an invading force offering something of use in return for us wrecking shit up before their arrival.
How did you get my preliminary ideas for that vote?! I haven't even written them down yet!

But you did catch on to a notable loophole, and I see no reason not to expand it further for you. You don't have to cause damage to garner Fear DE (though death and pain certainly add extra juice to your DE return, just as blood and live sacrifices dramatically boost your Faith DE returns), it's gained through awesome displays, the first of each also tends to grant Legend when you do them. Harzivan stopped the massive sandstorm, which was an awe-inspiring display of divine power. Even the most faithful would quake at the sight of such power (and under the modified rules, Harzivan would have picked up a token DE bonus on top of the legend he earned for doing it)! It was also a purely protective act done by a faith spirit.

Your example of being the Japanese Kamikaze to the Chinese invasion would also be an awesome display, and the sight of that display would grant you DE not just from the fear of the invader, but the awe of the defending islanders.
 
(and @redzonejoe went to sleep while I was posting, now I feel kinda like a dick. Shame that Character Creation so often turns combatative)
I suck at sleeping. I had to check for alerts one last time... I'll get around to it in a bit :p

Isolationist: At the beginning, finding solutions to the tribal problems. We might not be able to hunt without a body, but we can do things like guide Captain Ahab on his hunt for Moby Dick (provided Moby Dick isn't our baby) or try leading the schools of fish away from opposing shores. And, of course, we'll probably get Avatar 1 relatively quickly, and at that point we can help more directly.

As an Elemental Spirit, we have pretty much the same as any other spirit. We listen to them and try to solve their problems while also progressing whatever agenda the players have. Sure, we'll have problems undertsanding them at times, but who doesn't?

As a Fear Spirit, there are actually a manner of ways. First of all, you don't have to do anything violent to garner Fear, an implied threat can be sufficient. Fear Spirits also gather DE through Faith like regular spirits, so there's an incentive to spare at least some "cultists". On a diplomacy-level, even ignoring being a Loki-style partner there's nothing to prevent us from working together with other gods.

Let's say that we're an angry Sea spirit surrounding the Island and devouring any boat who set sail without sufficient protection from the local seafaring Spirit. We have a few opposed rolls and maybe kill a few of the locals but most of the time the Faith Spirit wins and the sailors get off with a scare. Now, the locals catch wind that another, more developed Pantheon is about to invade them via a fleet, and if they make landfall they are almost certain to win. The Faith Spirit could try to dissuade the ships himself, but his powers are more along the lines of protection and has skimped on Influence for more personal power. So instead he comes to us, the prime ship crasher, with an offer. If we focus on stopping the invaders, he'll give us a boon of some sort in return. A Fear Spirit gets power no matter who fears it, so it would actually turn into a win-win for us.
An alternative could also be the opposite, an invading force offering something of use in return for us wrecking shit up before their arrival.
This some good shit. Thanks hugger. I feel better about losing now.

Spirits could rather easily arise on our own Island, so just because we don't want to deal with them doesn't mean we won't.
I... uh... huh? I don't know how to react to this. I kinda said this already when I was talking about this other thing... so if you're saying this now when talking about the thing you quoted... Wait, did I just point out why my own arguments were flawed without realizing it?


My problem with Lawmaker is that it's strengths run directly counter to what I want to do.

I want to be the reason people fear leaving shore. I want to be the force that heroes and gods contest against. I want townsfolk to look upon a washed up Vampyroteuthis infernalis and go "probably one of their spawn". I want to be the reason why locals build the strongest ships in the world, as anything less won't make it. I an overboard sailor gape in awe as he looks at the vastness of the sea, and see it turn to terror as realises he is now in our domain.

Is it possible to get that with Lawmaker? Yes. I mean Harzivan went from "Warrior" to "Insane Fire Lion", so it's clearly possible. Water Spirit is just a much better start for it.
So your problem with lawmaker is that you want to be a fear spirit? I mean... I guess that works, but I was kinda hoping to point out how lawmaker isn't horrible. Unfortunately I can't do that, because lawmaker isn't fear spirit. Fancy that. You win this round, hugger! Gib hugs pls?
 
Okay. Let me flesh things out in regards to my feels for Ocean Spirit. Much as I supported pyramids, I too have been wanting to play an ocean spirit for a while. There's something very effortless and thematic about it that does not require constant busywork.

I am also just very leery of the crafting/civbuilding playstyle, personally. Let me explain why as best I can.

People who are supporting Crafting/Lawgiver seem to be suggesting 'we can do ALL THE THINGS with this'. Well, it just doesn't work that way. You have a limited amount of actions every turn. If those turns are taken up by crafting, or technological innovation, they're not going to go to worshipper interaction or social innovation.

And we all know most of the technology presented- inventing the wheel isn't exactly thrilling the xth time you've done it in a game, and if the game is portrayed realistically a lot of technology is useless without the accompanying economic stimuli to make it relevant. Magic swords are just magic swords. Unless they are PEOPLE they're only so interesting.

I would also find it more interesting to present mortals with challenges and see what innovations THEY respond with than to basically hand them technology on a golden platter. The whole 'strengthening through hardship' thing. Obviously it's a balancing act, but letting our worshippers find their way to a great extent is just something I prefer to the idea of being the Lawgiver and outright telling them or the Crafter and giving them stuff.
 
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Alright. Glad to see this, I'm looking forward to this.

That said, and having read the discussion up until now, i'm a bit disappointed by the kind of arguments that have been thrown around. Personally, I would have liked a fertility spirit, along the lines of what Laurent proposed, although the Crafter build proposed by Yorick's Skull is also pretty attractive. This is because i want a god that is actually helpful to his people, and drives their progress and/or expansion. I want our people to be successful, because they are the primary way we become successful: we don't need actual great deeds attributed to our name, if our people are the most technologically savvy in the region, or most artistic, or simply the healthiest, and thus export their culture and religion to neighbouring people.

An island god, as it seems we will be playing, doesn't have as much opportunity to grow his worshipper base, at least not initially. At this point, my hope is that we can evolve from a Water spirit to a more Life-aspect focused build, or follow the footsteps of the previous Quest's Fish-god, and become a spirit of trade.


That said, if we go for the demi-people path, we could build a supernice underwater culture, which is very defensible, puts our people directly inside our domain and weakens the potential influence of other gods on our people (since we don't want a pantheon, apparently) and strengthens the understanding between us and our tribe (which is a major worry for a non-human-derived spirit).
 
[X] Setup New Game
-[X] Mediterranean
-[X] Plains
-[X] Coast
-[X] Awoken Hero
--[X] Subtype: Lawgiver
[X] Yes
 
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