Time of the Gods: Into the Amber Age

Locking the vote, the winner is Marriage (yes, even counting you Chocolate). Getting things ready, just realized I need a particular somethin' somethin' from @Academia Nut to get all my ducks in a row (If I post before he spots it I'll just mark them as temporarily down).
 
...Would you believe me if i said i'd somehow become convinced that my plan actually asked for permission to build a shrine, not to have one built for us, and that was part of why i thought it was more balanced than it is, and was confused by Sivantic's suggestions? *facepalm* apparently my brain can handle statistics but not simple memory.

Speaking of memory, i somehow remembered the last update as being around 10 or 11, not 8...so now my plan to wake up and make changes to my plan if need be feels both stupid (because no time to get changed votes) and assholish (because changing plans within an hour of lock is not fair to voters)

So i'm leaving it to @Powerofmind there was some confusing discourse on this, and i think some people voted expecting @Sivantic 's plan:
[X] Plan No Husbando (yet)
[X] Acquiesce to Saiga's first condition (not voting for this is implicit refusal of the condition, can be difficult and will likely upset Saiga).
[X] Give something else instead of either condition (can upset Saiga regardless of what is offered if it doesn't include easing up on his fishers).
-[X] However he has not proven that he is worthy of our hand, so if he wants our hand he has to do three things for us to prove that he is capable. For every tasks he completes we will reward him and his people
--[X] First task, build a shrine to Gaerig in your village, In return, we will bless your villagers.
--[X] Second task, we require 'prey'. Tell us of where to hunt and where to avoid dangers and we will offer you knowledge of the future in return. (when we use future reading, we will share what we learn with him if it involves him)
--[X] Third and Final task...will only be given once the others are complete >.> . In return, if we are pleased with his actions and skills we will present him with a magical coat of armor (scrap copper is still magical to them...) and accept his proposal
While others voted for me... so if anyone looks in in the last half an hour and says they want the above plan, but not the original plan, then do so, and tag me and PoM in it; on the off chance we make up the difference in votes, then...i'll let PoM decide if changing the plan so late is ok, because i dont want to make that decision, especially when i just woke up :(
Too late I guess...
 
By the time you've maxed out your first aspect or spirit, all other T1 aspects will cost 5 (3 points for 5 legend) and all T1 spirits cost 6 (3 points for 6 legend) and only grow more expensive from there.
Really? So every tier of Spirit upgrade makes every other tier cost more? In AN's system, the cost increases applied only within the same tier.

That is going to stall progress really quickly. Like, getting to 5 T3 Aspects would start having a cost surcharge of +14 by the time you cap the fifth one, and +15 if you want to start on a sixth aspect.

Straight buys are actually pretty nice when, by the time you have 2 T3's in Spirit purchases, your next T1 costs 9 Legend.
Yes, if you are actually scaling Traits the way you say you are, the cost for Skills is in fact not excessive.

Of course, if you are doing that, the Attributes are vastly underpriced. When getting a third T1 aspect costs as much as upgrading an Attribute from 1->4 or 3->5, the T1 just doesn't doesn't look attractive any more.

Also, at these rates, I'm not sure I'd sleep for anything as a Faith spirit once I've gotten a couple of upgrades and prices have gone up.

Tour choice of skills does give you a fundamental advantage over others. Putting in the right effort can bring you to truly stupid amounts of power (because 20 is just the beginning of how far you can keep stacking up skill points; with the right set of traits you can get there in 3-4, out of 22 maximum), you just can't do it as fast as before.
By "choice of skills", I meant the choice of what we put in our skill slots (and get to 10), not the choice of what we we derive excellencies for (and push to 20). With the system as is, the former is not enough to give you a decisive advantage.

The latter is enough to give you a decisive advantage (though not an absolute, roll-over-everything advantage), but getting even two skills to 20 would require at least 6 T3 upgrades; split evenly between Spirit and Aspect upgrades, the cost increases in each category will be +9 by the time you are done. The cumulative cost just due to increases (and ignoring the base prices) is 1+2+3+4+5+6+7+8 = 36 per category, or 72 total. With the skill costing 10 to max and the excellency costing 5, getting two skills to twenty costs over 100 legend. Again, that is not counting the base costs, which probably average out at at least 10 per trait line and therefore 60 overall.

And if you want to start working on a third skill line, or generally want to branch out into buying things that aren't skill related? Then it gets even more expensive.
 
Yes, if you are actually scaling Traits the way you say you are, the cost for Skills is in fact not excessive.

Of course, if you are doing that, the Attributes are vastly underpriced. When getting a third T1 aspect costs as much as upgrading an Attribute from 1->4 or 3->5, the T1 just doesn't doesn't look attractive any more.

Also, at these rates, I'm not sure I'd sleep for anything as a Faith spirit once I've gotten a couple of upgrades and prices have gone up.
That's a fair point. I can dial the extra back to (+1 in Tier, +3 in line) for costs. Would put the costs at something more bearable. I might tack on an extra +1 to the in-tier cost for Tier 3, though.
 
I can dial the extra back to (+1 in Tier, +3 in line) for costs
What does +3 in line mean?

I might tack on an extra +1 to the in-tier cost for Tier 3, though.
This system essentially establishes two introductory tiers (T1, T2) which are both roughly the same price, and then a capstone tier (T3) which costs as much as the first two put together. I see no problem with this if it is in fact what you want to do, though I don't know if this is in fact your intention.
 
What does +3 in line mean?


This system essentially establishes two introductory tiers (T1, T2) which are both roughly the same price, and then a capstone tier (T3) which costs as much as the first two put together. I see no problem with this if it is in fact what you want to do, though I don't know if this is in fact your intention.
In-line means every tier of the same trait, so T1 is 2, T2 is 5, T3 is 8. Your second of each is 3, 6, and 9, so on, so forth. It's dramatically lower than AN's, which was typically as much as a +5 increase for every tier upgrade as well as a +5 increase for every trait of the same tier with the same descriptor (aspect/spirit).
 
It's dramatically lower than AN's, which was typically as much as a +5 increase for every tier upgrade as well as a +5 increase for every trait of the same tier with the same descriptor (aspect/spirit).
Wait, what? I'm not sure about the difference between tiers, but the surcharge for having additional traits of the same tier was definitely 1, not 5. Otherwise we wouldn't have been able to get nearly as many traits as we did.

Can anyone else confirm one way or another?
 
Wait, what? I'm not sure about the difference between tiers, but the surcharge for having additional traits of the same tier was definitely 1, not 5. Otherwise we wouldn't have been able to get nearly as many traits as we did.

Can anyone else confirm one way or another?
Idk, maybe I messed that up. Either way, it's still a nice ~33% reduction in overall legend costs compared to AN's prices.
 
In any case, 2/5/8, with +1/+1/+2 or +1/+1/+1 advancement for parallel in-tier upgrades is entirely reasonable. Still don't think Skill Upgrades are going to be worth purchasing until very late in the game, but I can deal. Not like we really need to worry about buying them as a Fear spirit anyway.
 
Turn 8 Results
[X] Plan Weddings Mean Shared Assets right?
-[X] Acquiesce to Saiga's first condition (not voting for this is implicit refusal of the condition, can be difficult and will likely upset Saiga).
-[X] Acquiesce to Saiga's second condition (binds Gaerig and Saiga together in marriage, much easier to refuse).
-[X] Demand more in exchange for granted requests.
--[X] That you would spare only those who would have an attractive young man or young woman of their blood serve you well each year as a mark of proper respect.
--[X] That he builds you a shrine, in or near his village where you choose, before you would marry him, so that you may meet more often.
Saiga only agrees to your first demand assuming you spare everyone entirely for at least two years beforehand, your decree comes into effect automatically at that time (until then, you cannot harm any mortal fishers)
Your shrine will be finished at the end of turn 9

Joining the Geshtef
Astrology rolled 12, 14, 17
Discovered [The Giver]; Discovered one of Attrouska's titles: The Keeper of Secrets; Discovered [The Imprisoned One], and receive significant information on him

Minor Legend
Fear rolled 12
Gained 2 legend

Spirit Encounter
Fear rolled 15
Gained 4 Legend

Blessings (rolled 1, bless Astrology)
Influence+Astrology Rolled 8, 11

Inspirations (becomes Inspire Astrology)
Influence+Astrology Rolled 12

Investigating Attrouska
Rolled 10

FEAR BUY - Vehemence (10)
1-5: Shrine 2
6-15: Fear 2
16-20: Influence 3
21-35: Avatar 3
36-40: Minor Aspect of Humanity
41-55: Lesser Spirit of Mischief
56-70: AA - Moon
71-75: OA - Ocean
76-80: OA - Waves
81-100: Capricious One

Rolled 66: Astral Affinity - Moon (5 Legend)
5 Vehemence remaining
Legend rolled 15
Additional full purchase, AA - Moon split between AA - Yellow Moon, Blood Moon, Blue Moon, Harvest Moon, and Silver Moon
Rolled 27: Avatar 3 (3 Legend)
(Double Purchase Turn) No additional purchases
Gained Astral Affinity - Moon
Gained Avatar 3
Unlocked Fishing (0) 2

You ponder but a moment before replying, "O Saiga, you who would shower me with lavish things and promise contentment, I accept these terms, with two conditions."

"What do you ask of me, beautiful Gaerig?" he asks, eagerness clear in his eyes.

"I would be surrounded not just by beauty of your making, but of mortal men and women! Those who do not offer me the beauty I desire will always suffer my displeasure!" you announce to Saiga, to the peeping mortals by the beaches.

Saiga bellows his reply, and something cements itself. "It will be done!"

"I would have you build a place for me, so that I may be with you always!" you continue, and at this Saiga seems to puzzle out the worth of your demand, before finally acquiescing with another bellow and another solidified sense of truth. "It will be done!"

There is a sense of joining, a unification, though you feel you could still slip free of these self-imposed shackles. Another great weight quickly follows, one that you fear you will never be able to escape, as well as a vague sense of three other presences you had not known before. One of them immediately grates upon your ears and being, giving you a distinct hatred for the Crone, knowing this act is of her design.

It cries with tortured anguish, watching as all it loves is stripped of meaning and function. For every faithful it suffers another impalement, and though it has no mouth, it's screams echo in the chamber of it's final imprisonment.

When you return to your senses, Saiga has already left, eager to put in place your home in his village so that you may share a marriage bed. With little else to do this year, you opt to grant small boons on a few of your people, granting them a taste of your star-knowledge. For one, you do not hold back at all, giving him the full weight of your comprehension. He acts funny, gibbering strange things on occasion and telling people the successes they may meet in love and life. Maybe you will do it again sometime, considering it was somewhat effective when the others you'd blessed translated for him.

Those you'd commanded to discover knowledge of The Crone come back empty-handed, but not for lack of trying. The Crone's villages are fortified, and her favored are dangerous, powerful people. Many were too afraid to even approach.

[Voting opens 2 hours after the update. Voters who are unsure if they will be capable of voting within approximately one day may enact proxy votes early.]

Divine Resources Available
64 - 64 (Expended) = 0 + 2 (0.5*2*2 Faith Income) + 40 (10*1*2*2 Total Fear Value) + 30 (So many Omakes I should consider diminishing returns) + 7 (PB) = 79
Holy Place Condensation - 5
Remaining: 74

NEW EQUATIONS NEXT TURN: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 4.8 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: +0 of -12 minimum, was +2 last turn
1 - 1 (Sate Hunger) + 1 (Condensation) = 1
20 + 16 = 36 total legend
21 - 9 = 12 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, Perform (Trickery), 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
[] 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. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.

Avatar Actions (16/20)

[] Form Avatar (3 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
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness. Turns remaining: 1
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 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: 14 DE (reserves two uses of Calm Seas)

Commune Actions (16/20)

[] 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. Maximum Decrees: 0/2
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 2
[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 2/2.
-[] Specify a shrine to Leave to Ruin
[] 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).
[] Meet with Saiga. Each selection costs 0.5 Sustenance. Costs: 5 DE
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Consummate your marriage, but refuse a child for now
-[] Consummate your marriage, contributing <X> Ambrosia for Attributes and <4X> Sustenance for traits or <9X> Sustenance to choose traits, in order to bear a Spirit Child
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 (1) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 2 (1) 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

Spirits
Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters): 6 Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (5) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 5 Legend

Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 7 Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 7 Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 7 Legend
Astral Affinity - Harvest Moon (You have a special affinity with the moon of plenty): 7 Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 7 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 5 Legend

Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 5 Legend

Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 5 Legend
Ocean Affinity - Waves (Push and Pull, High and Low, forever lapping at the earth and reclaiming the land into the sea): 5 Legend

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 5 Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 5 Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 5 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 (3) 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 (4) 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
Perform (Trickery)
Fishing

Siring an Ur-Child is a major expense and gamble. If the child doesn't survive to acquire the amount of legend committed, you lose the legend you spent to make it. If it does last that long, however, you get the legend you spent back, with 75% interest (rounded up)!

Siring an Ur-Beast is a major expense. You become weaker and lose the ability to perform your weakest skill while it is alive and still under it's legend threshold. An Ur-beast has a legend threshold of the spirit's (Focus Attribute*2)+Legend Cost of written Avatar paid to create it, so the tougher you are, the harder it is for the monster to give you legend back.

All Ur-Children can ascend upon their death if they have earned legend during their natural lifetime equal to or exceeding the parent spirit's current spent legend.

Changelog:
-Attributes have had several of their effects reorganized. Check out The Character in the Amberpedia for details.
-The Vehemence mechanic has been updated as part of an income system overhaul.
-The Population Modifier mechanic has been updated as part of an income system overhaul.
-There has been an income system overhaul.

New equations have been put in place and will be added to the Amberpedia in a hotfix later today or tomorrow.
 
Last edited:
time to explore the deeps to find octopus and squid.

also sharks, can't have shark giants without sharks.

Also prepare to murder the Crone.

also gotta get that blood and silver moon.
 
Last edited:
Saiga only agrees to your first demand assuming you spare everyone entirely for at least two years beforehand, your decree comes into effect automatically at that time (until then, you cannot harm any mortal fishers)
Your shrine will be finished at the end of turn 9
Okay, no smacking the fishermen at all for two years.
I'd suggest then, not spending all our DE this time and do some bless-churning.
Rolled 66: Astral Affinity - Moon (5 Legend)
5 Vehemence remaining
Legend rolled 15
Additional full purchase, AA - Moon split between AA - Yellow Moon, Blood Moon, Blue Moon, Harvest Moon, and Silver Moon
Rolled 27: Avatar 3 (3 Legend)
Sweet. Moon AND babies unlocked!
Unlocked Fishing (0) 2
Hi Fishing, nice to meet you again!
Another great weight quickly follows, one that you fear you will never be able to escape, as well as a vague sense of three other presences you had not known before. One of them immediately grates upon your ears and being, giving you a distinct hatred for the Crone, knowing this act is of her design.
Okay, we're in a Pantheon now, with the Crone as the leader Saiga as the fighter and three others. Time to start plotting against her mwahaha.
It cries with tortured anguish, watching as all it loves is stripped of meaning and function. For every faithful it suffers another impalement, and though it has no mouth, it's screams echo in the chamber of it's final imprisonment.
Hmm...ominous, it sounds like the Crone rose out of another dead god?
With little else to do this year, you opt to grant small boons on a few of your people, granting them a taste of your star-knowledge. For one, you do not hold back at all, giving him the full weight of your comprehension. He acts funny, gibbering strange things on occasion and telling people the successes they may meet in love and life. Maybe you will do it again sometime, considering it was somewhat effective when the others you'd blessed translated for him.
Productive!
Those you'd commanded to discover knowledge of The Crone come back empty-handed, but not for lack of trying. The Crone's villages are fortified, and her favored are dangerous, powerful people. Many were too afraid to even approach.
Okay...good to know, do not fuck.
 

Is it time? IS IT FINALLY TIME!?

@Powerofmind, since the action specifies <[Animal]>, does that mean that human monsters are no longer possible/are just a subset of Ur-Children?
People are animals, but you don't have strong enough shapeshifting traits to get a human base for a monster (you'd have to convince the human to lay with a non-human form to get a monster with a human base).
 
I'm thinking now is a good time for an Ur-child, since we're on two turns worth of "no abusing the fishermen", so we can do that without getting wrecked too hard.
 
Back
Top