Time of the Gods: Into the Amber Age

Sustenance - 1 (additional), Quest progress: 90 + 5 (home stretch hard mode) = 100
Not that this matters much, but that 90 should be 95, :p


[X] Have it forever ornament your shoal! (Gaerig permanently gains Moonbeam while she controls the Teeth of the Sea Holy Place; Moonbeam grants a Minor Legend roll whenever rolling a Major Astrology success or better.), disallows decomposing the Sphere for silver units, Major Legend roll

Regular legend? Hell yes. Also, just like it thematically. That said, Bask is pretty lovely looking as far as short term gain goes...
 
Last edited:
hen we gain Legend, make it Faith/Fear roll instead of an Awe roll. As is, Awe is already super-important as a social-combat roll; it doesn't need to be responsible for Legend gain as well. And thematically, this makes perfect sense - it is the depth of feeling that our people have for us that determine how much our epic actions are remembered and thought about.
I support this in particular wholeheartedly.
We could. If we had Mysticism+Craft/Art unlocked yes. Which takes 3 skills(Omen Reading, Art and Mysticism), and thus, 3 more Avatar to reach it.

It's also fairly unlikely to be nearly as potent as the artifact of a civilization and god at least one tier above us on everything. For shrine upgrade materials, I would point out to the copper scrap lying around, if we were to retrieve that(I would suggest demanding a leather sack from the mortals first though, it's not that heavy, but we won't carry many chunks with just our hands), which should be usable for shrine upgrades or at least ornaments.
Do you have a source for needing those skills to have our people use our materials to improve our shrines? And i'm pretty sure we don't get a boost to our shrine ornamentation with any option but the shrine boost-- @Powerofmind said we get what is listed with these options...for that matter, PoM, is there any support for keeping the orb either providing a discount/increase in likelihood to the Moon Affinity, or boosting shrine ornamentation?
 
[X] Have it forever ornament your shoal!

Why are people saying that we don't know what our theme is? We're fickle, literally do different things just because they're not what we did last time unless they are, screw around with people while blessing them, get people killed because they misjudged us...

We're the Ocean, we mess around with Stars, and we mess around with people Whimsically. Anything else is just a mask we're putting on for giggles, and also because it's maybe shiny. Like, are we really going to change those bits much, compared to anything else we could change?

I eventually want to be both fear and faith.

Not just feared but also loved... also I want to spawn a ton of deep ones and shoggoths and shit.
 
FML. It looks like my post was eaten by the internets (currently on a bus and therefore experiencing internets prone to eating things). This is going to be a pain - it was a long post.



Alright. What I had was threefold. First, I responded to what you said about needing to have keep progress at a "moderate" level (as opposed to the WoW-esk scheme). My counterpoint is that whenever you introduce a rule, it should be significant enough for people to care about and make gameplay decisions based off of. If it isn't, the rule is just extra bookkeeping.

In the current income equation, 1 extra point of Shrine gives us an extra 0.4DE per point of Vehemence. Assuming 1 VE on average per turn, it would take 25 Years for for a single level of Shrine to pay for 10DE, which is about as much as we get from an Omake or Two. It just doesn't feel significant. To mitiage this, one of my suggestions was to double the role of Faith/Fear and to get rid of Shrine in the equation. Then, the calc becomes
4*[(5 + Faith)*3 + Pop]/10 for Faith spirits doing Faith income, and
V*4*[(5 + Fear)*2 + Pop]/10 for Fear spirits doing Fear income. It changes the balance of things slightly, but not in any major way, and it makes the rules for the impact of both Shrine and Fear/Faith on income more meaningful - by eliminating the former entirely (so it is no longer a thing to worry about in the first place) and by doubling the latter (so the effect size at least starts approaching significance).

My second point was in response to your suggestions to move over stuff from Shrine to Faith. I felt that was a bad idea; as is, without a meaningful income component (note: even before the adjustments above, I don't consider the shrine contribution to income meaningful), Shrine is actually reasonably balanced; nerfing it would make it weaker than the other traits. I'd rather have it keep its responsibilities. Plus, thematically, the things you had reassigned to Fear/Faith just felt like thematically Shrine things; in terms of narrative, it seems strange to hacve them switched to be under Fear/Faith.



My final point, and this is BY FAR the most important one, was a suggestion for how I thought Faith/Fear could be treated to make it meaningful. Namely, tie it to our legend. In particular:
  1. When we gain Legend, make it Faith/Fear roll instead of an Awe roll. As is, Awe is already super-important as a social-combat roll; it doesn't need to be responsible for Legend gain as well. And thematically, this makes perfect sense - it is the depth of feeling that our people have for us that determine how much our epic actions are remembered and thought about.
    • Mechanically, I see this as rolling Fear or Faith/2 for Fearsome actions, and Faith or Fear/2 for "Faith-some" actions. This also lets you distinguish Fear and Faith spirits more by classifying legendary acts as Fear allighed or Faith alligned (and thereby making some epic things more useful for Faith spirits and others more useful for Fear spirits).
    • Spirits with Awesome&Fearsome or whatever that thing is called would roll Fear + Faith/2 or Faith + Fear/2 as appropriate.
    • Alternatively, you can make it Faith or Fear for the roll, or the larger plus half the smaller for A&E spirits. Or something. That is if you don't want to characterize epic things by alignment.
  2. The current thing about inspirations being misattributed because of low legend becomes about inspirations being misattributed because of low Faith/Fear.
  3. When we destroy a shrine, how much we gain from it is a Faith/Fear roll. There is already precedent for this from AN's quest when the spirit-kill roll on avatar-kill from Harzivan's Hunter trait was based off of Faith & Fear.
These are excellent points, and they are worth my reconsidering most of my changes outright. I can get behind pretty much everything you've said here, though I'm still considering shuffling one component, either Ambrosia cap or Shrine extensions, over to faith. Thoughts on a single effect shuffle?
We could. If we had Mysticism+Craft/Art unlocked yes. Which takes 3 skills(Omen Reading, Art and Mysticism), and thus, 3 more Avatar to reach it.

It's also fairly unlikely to be nearly as potent as the artifact of a civilization and god at least one tier above us on everything. For shrine upgrade materials, I would point out to the copper scrap lying around, if we were to retrieve that(I would suggest demanding a leather sack from the mortals first though, it's not that heavy, but we won't carry many chunks with just our hands), which should be usable for shrine upgrades or at least ornaments.
Most of the scrap pieces you saw aren't even worth a full unit (a little closer to 7 pounds for copper). It's why you'll only get limited returns, and why the 10 unit ruined armor was so good.
Not that this matters much, but that 90 should be 95, :p
Hush now. It didn't happen.
Do you have a source for needing those skills to have our people use our materials to improve our shrines? And i'm pretty sure we don't get a boost to our shrine ornamentation with any option but the shrine boost-- @Powerofmind said we get what is listed with these options...for that matter, PoM, is there any support for keeping the orb either providing a discount/increase in likelihood to the Moon Affinity, or boosting shrine ornamentation?
The people would need to know how to work the material, which would require a few units in experimentation, with or without your direct hand. The maximum tier of shrines is increased by raising Shrine attribute, but you would still have to pay worked material components to raise it. Your choice in this vote does not affect any of your Fear buy rolls for this turn or in the near future, save Minor Spirit of Strength putting Lesser Strength on the table, or AA - Moon putting other Astral/Moon affinities on the table.
 
Do you have a source for needing those skills to have our people use our materials to improve our shrines? And i'm pretty sure we don't get a boost to our shrine ornamentation with any option but the shrine boost-- @Powerofmind said we get what is listed with these options...for that matter, PoM, is there any support for keeping the orb either providing a discount/increase in likelihood to the Moon Affinity, or boosting shrine ornamentation?

We know:
-Our people can use materials to improve our shrines. The quality of improvements on the following factors:
--Material quality of ornaments(Metals and gems high, Amber moderate, clay and wood poor, animal products depend on notability[so Saiga's Narwhal horn/Polar Bear hide would be more impressive than shellfish])
--Quality of ornament construction(Craft skill)
--Artistic value of ornament construction(Art skill)
--Symbolic resonance(Mysticism skill)

As we have none of those skills, we're going to fall back on our mortals, who have:
-No known artistic tradition.
-No known metalworking tradition.
-No mysticism tradition.
-No Craft/Art spirit Inspiring and Blessing their work.

It's basically just using the scrap value of the material really. There is a possibility that one of our demispirit children might pick up the skill if we give them lots of copper or silver to play with, but that's a long run thing, and they'd need to use up a lot of material practicing.

PoM had said that the Shrine level is based on how blinged out your shrine is, so with the Moon Sphere, I think we could raise the Shrine rating by building a Shrine in our Holy Place despite the redundnancy. The Sphere itself is a massive shrine quality boost.
 
Last edited:
Most of the scrap pieces you saw aren't even worth a full unit (a little closer to 7 pounds for copper). It's why you'll only get limited returns, and why the 10 unit ruined armor was so good.
Yeah, I got that. Hence the mention of taking a sack down to salvage. Sounds like we have maybe a dozen units TOTAL if we scoured the ruins clean?

Forgot about the 10 unit ruined armor, but we really need a craft spirit of some sort to maximize these things.
 
[X] Have it forever ornament your shoal!

The extra legend gain makes this very useful, along with it being rather thematic.
 
Yeah, I got that. Hence the mention of taking a sack down to salvage. Sounds like we have maybe a dozen units TOTAL if we scoured the ruins clean?

Forgot about the 10 unit ruined armor, but we really need a craft spirit of some sort to maximize these things.
Not everything is enchanted or crafted by a powerful enough god to last nearly a thousand years in seawater, especially when shattered. They may have been copper age, but most of the stuff is corroded to the point of near-uselessness.
 
[X] Have it forever ornament your shoal!

Fine I'm convinced,Also strongly suggest demanding that the village ornament the shrine. We may very well be at max traits and at best we would have to give up Spirit of the sea or Ocean Affinity-Sea and I am loathe to give either up.
These are excellent points, and they are worth my reconsidering most of my changes outright. I can get behind pretty much everything you've said here, though I'm still considering shuffling one component, either Ambrosia cap or Shrine extensions, over to faith. Thoughts on a single effect shuffle?
I assume you mean Fear/Faith? I personally would put Shrine extensions. Also was wondering if you wouldn't mind answering a few questions?
-Is the Trait limit : Shrine formula/ratio known or intentionally obfuscated?
-Should the current Trait and Skill cap be made explicit on the OP?
 
It was obfuscated, but at this point I might as well be a little more open about certain basic elements. Traits are (Tier+Shrine)*2, and top out at 22.
What was Tier again?(was it Fear/Faith level?)

Also, minor Changes to map:
Added/ Changed names to what you have on the front page(and may have accidentally deleted the earlier form from account:oops:)
 
Not everything is enchanted or crafted by a powerful enough god to last nearly a thousand years in seawater, especially when shattered. They may have been copper age, but most of the stuff is corroded to the point of near-uselessness.
?
I was thinking the raw copper scrap, which is normally pretty corrosion resistant(even to seawater, considering we have salvaged intact metallic copper from the seabed from the Grecoroman era, even if it's not really usable due to warping). Just need to remelt it , which would be quite the achievement for a water spirit :p
It was obfuscated, but at this point I might as well be a little more open about certain basic elements. Traits are (Tier+Shrine)*2, and top out at 22.
Ah, that's good to know!
As in, they top out at 22 at the current, Spirit level, or that even at Local God and above, it caps at 22, whether at Local God + Shrine 9, or Local God + Shrine 10, etc?
22 would say (Tier 1+Shrine 10)*2 = 22

Remember, 22 traits are a FUCKTON, especially if you consider that at god level you are supposed to consolidate traits and reforge them into the god-tier equivalent for your most significant.
 
Last edited:
So Tier 1 Ethereal is Spirit, Tier 2 is Local God and Tier 3 is Regional? Is it only currently topped at 22 for being a Spirit or is it hard capped at 22?
 
The formula is pretty straightforward guys.
Maximum possible traits for a spirit with extremely bling shrine is 22, a local god has 24(and reduces his existing traits by upgrade and consolidation into ascensions), a regional god has 26.

Counterbalanced by the fact that any god packing the maximum shrine rating should have 1-3 traits sunk into material production/craft/trade to afford to do so.
 
These are excellent points, and they are worth my reconsidering most of my changes outright.
:D

I can get behind pretty much everything you've said here, though I'm still considering shuffling one component, either Ambrosia cap or Shrine extensions, over to faith. Thoughts on a single effect shuffle?
It is hard to say; at this point, I haven't seen Shrine Extensions or the actual implementation of my Fear/Faith suggestion, so I don't know how powerful Shrine would be relative to Fear. That said, assuming that I can believe that Fear/Faith could use a boost - in which case, the natural thing to switch is either the number or max level of Shrine Extensions. That switch is nice because having two different traits control Level and Quantity of shrine extensions makes more gameplay sense than stacking it all in one place for quadratic growth. It also fits with the Faith/Fear to Legend connection; you need a certain amount of reverence before your Symbols are able to hold power.

In that sense, I'd actually slightly lean towards Shrine controlling quantity and Faith/Fear controlling max level. It feels like Faith being a bound for how much power your shrines can store is more natural than it bounding how many places can store it. Especially since Shrine already bounds how many places can store the-threshold-level-of-power-needed-to-make-a-shine-in-the-first-place (i.e. Shrine cap). That said, this is a weak preference and you have info on the system that I don't, so your original choice of having Shrine control max upgrade level and Faith/Fear control number might be the better option after all.
 
[X] Have it forever ornament your shoal!

@Powerofmind, if we ever want the silver, can we still get it in exchange for giving up the moonbeam trait?
o_OIt'd be like like melting down your infinity+1 sword to make a crappy axe or sell it for crappy steel. We are nowhere near capable enough to build anything as advanced as the Moon-sphere. Even if we up and drop everything we're doing that would still be at least another 15 turns to get even moderately good at the three different traits we would need to even start on such project.
 
*dry voice*

1. it is not an 'infinity+1 sword', if this were an rpg then it would have been the first our first magical item, while this makes it by far better then the 'common trash' we would have worn up til now, it doesn't change the fact it will become 'useless' later on when we can get better things

We are nowhere near capable enough to build anything as advanced as the Moon-sphere
2. if you would have properly read the post you would have known that I was talking about future, you know where we might actually get to do something with a crap ton silver or find a crafting spirit that can actually make something better

3. There might come a time where we will encounter a spirit that will dominate us, and shouöd this happen he will probably try to advantage of this as much as he can,
As in 'oh that is a really pretty sphere that you have here, sadly it's not yours anymore'
Should something like this happen or another scenario where we need something for either trade or appeasement I want to know if the silver will be an option or whether breaking whatever enchantment is still left later on will destroy the silver in the process
 
Back
Top