Time of the Gods: Into the Amber Age

We could also, of course, not Despise any traits. With capped Skills and Traits, as well as lacking an Avatar, exploding won't actually hurt us that badly, and we have reasonable odds of rolling a Divine Attribute increase.
 
And we should probably do a really benevolent year, to get rid of the population malus as soon as possible. Also our agreement with Saiga, which we haven't really managed to keep thi year.
Actually we totally didn't break our promise.
Remember our promise was to not kill anyone going fishing.
While we did kill a bunch of people none of them were fishing at the time so we totally didn't break our promise.
 
We could also, of course, not Despise any traits. With capped Skills and Traits, as well as lacking an Avatar, exploding won't actually hurt us that badly, and we have reasonable odds of rolling a Divine Attribute increase.

Except:

1. We can't do anything until we beat the cap
2. This adds extra items to the fearbuy list, thus reducing the chances of us getting something we actually need
 
I'm saying to get rid of Humanity, not necessarily for stylistic/preferential reasons, though they do play a part.

Humanity adds Leadership and Innovation to the fearbuy list. As well as another Humanity trait.

These are three things we don't need right now, when we need more Shrine, as opposed to just having to deal with not picking up Humanity on its own.

tl;dr: It adds shit to the purchase list that we don't need.
 
Okay, time to get started, we have a LOT of DE, but no ambrosia, and no avatar:
DE: 0/74
Ambrosia: 0/2

[] Plan The Seas Calm Down
-[] 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, Leadership, Innovation.
--[] Expend 10 DE on petitioners for Astrology
-[] 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 17 DE on petitioners for Navigation
-[] 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 x2
-[] 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.
-[] 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 x3
--[] Calm Seas. x3
-[] 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 Ocean Affinity - Waves
-[] Temporary (Dispersed only): Call to Saiga from beyond. Costs: 10 DE
--[] Aid in Restoring Avatar (Pool Husband's Ambrosia next turn)

Basically, cycle DE with blessings/inspirations, and ask Saiga to help us reform next turn(he should have the ambrosia capacity, and our Calm Waters blessing should make his blessings more powerful as well). Blessing Growth heavily to restore the damage, and Blessing Moon Astrology to see if our mortals can make sense of what happened.
Despising Waves because:
1) It's easy as hell to get back. We just need to throw Roils around and it'd shoot up the fearbuy list. On the other hand, Humanity is harder to get, and at least some of us want their merfolk/octopusmen, which takes Humanity to accomplish
2) We have no use for it at present, if we Roil anymore at this point we're going to run out of population to impress.
3) It's not a tiered trait, which means unlike Humanity, it's not going to roll itself and upgrade quietly. It's going to explode us when we add Tides.

@Powerofmind

Does Moonlight buff Navigation? It does seem easier to navigate at night with a clear moon.
 
Last edited:
Elemental Affinities are full cost per affinity, even if they stack up. They provide fantastic versatility and, again, it better supports a focused build. You get affinities of the element you want, a couple aspects, a couple spirits, and some enhancers, and honestly there's still plenty of room for more if you go long enough into the Shrine attribute.
Damn. So no vertical upgrades at all?

Does that mean optimal play would have us pick us e.g. Water followed by Sea followed by Ocean and then have us drop the first two - or do lower-level traits boost the power of the higher level traits somehow?


I guess my problem is that it get tricky to see what the mechanical difference between closely-related elemental affinities will be, and this ruling suggests that we should be dropping elemental traits which provide too much overlap with what we've got already.
 
Okay, time to get started, we have a LOT of DE, but no ambrosia, and no avatar:
DE: 0/74
Ambrosia: 0/2

[] Plan The Seas Calm Down
-[] 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, Leadership, Innovation.
--[] Expend 10 DE on petitioners for Astrology
-[] 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 17 DE on petitioners for Navigation
-[] 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 x2
-[] 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.
-[] 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 x3
--[] Calm Seas. x3
-[] 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 Ocean Affinity - Waves
-[] Temporary (Dispersed only): Call to Saiga from beyond. Costs: 10 DE
--[] Aid in Restoring Avatar (Pool Husband's Ambrosia next turn)

Basically, cycle DE with blessings/inspirations, and ask Saiga to help us reform next turn(he should have the ambrosia capacity, and our Calm Waters blessing should make his blessings more powerful as well). Blessing Growth heavily to restore the damage, and Blessing Moon Astrology to see if our mortals can make sense of what happened.
Despising Waves because:
1) It's easy as hell to get back. We just need to throw Roils around and it'd shoot up the fearbuy list.
2) We have no use for it at present, if we Roil anymore at this point we're going to run out of population to impress.

@Powerofmind

Does Moonlight buff Navigation? It does seem easier to navigate at night with a clear moon.

1. I support everything up until Waves. Waves doesn't add extra options to the fearbuy that we 'need' to avoid. Humanity does.
2. I don't think we need to restore our avatar this soon. Honestly, I think we're better off waiting and trying to up our shrine by doing minimalistic actions and hoping for the best, so we don't have to fret over exploding again.
 
@veekie - I definitely don't want to despise Waves, and will vote against any plan that does it.

Anyway, weren't you just saying (last turn) that we should hold off on despising a trait while at cap so that we can get Attribute increases more easily? Shouldn't that still apply this turn? Actually, shouldn't it apply more, since we have less to lose now that our Avatar has gone poof?
 
I think optimally, we shouldn't despise any traits at all. As I understand the only consequence of having too many traits is an inability to form an Avatar.

We don't have an Avatar right now.

So if we do pick up more traits, we can just Despise them.
 
@veekie - I definitely don't want to despise Waves, and will vote against any plan that does it.

Anyway, weren't you just saying (last turn) that we should hold off on despising a trait while at cap so that we can get Attribute increases more easily? Shouldn't that still apply this turn? Actually, shouldn't it apply more, since we have less to lose now that our Avatar has gone poof?

I think optimally, we shouldn't despise any traits at all. As I understand the only consequence of having too many traits is an inability to form an Avatar.

We don't have an Avatar right now.

So if we do pick up more traits, we can just Despise them.
Good points, especially pertinent since this was reasoning I had during the last voting period.
 
Damn. So no vertical upgrades at all?

Does that mean optimal play would have us pick us e.g. Water followed by Sea followed by Ocean and then have us drop the first two - or do lower-level traits boost the power of the higher level traits somehow?


I guess my problem is that it get tricky to see what the mechanical difference between closely-related elemental affinities will be, and this ruling suggests that we should be dropping elemental traits which provide too much overlap with what we've got already.
Mechanically I think we're supposed to look for Rituals to upgrade our inherent elemental traits or add to them.

Like:
-Inherent Water is relatively weak, but broad. It covers all water, in all it's forms. It has some conceptual conflict with Fire and Earth, but not so strongly that we cannot overcome that threshold and get it.

-Inherent Sea/Ocean are by contrast, stronger, but narrower. It defines itself by the water in the SEA, which removes Rivers and Rain from direct influence in exchange for massive bitchin waves. It is more strongly defined by it's contrast with Land, so I suspect if we upgrade to Inherent Ocean, Earth and Land traits are much more strongly forbidden, and likely our ability to wander on land will grow more limited.
 
@Powerofmind

Does Moonlight buff Navigation? It does seem easier to navigate at night with a clear moon.
So long as it's appropriate, it buffs it. Moonlight isn't super effecting for fishers (who tend to fish on the long-day period of the year).
Damn. So no vertical upgrades at all?

Does that mean optimal play would have us pick us e.g. Water followed by Sea followed by Ocean and then have us drop the first two - or do lower-level traits boost the power of the higher level traits somehow?


I guess my problem is that it get tricky to see what the mechanical difference between closely-related elemental affinities will be, and this ruling suggests that we should be dropping elemental traits which provide too much overlap with what we've got already.
Lower tier elemental traits do provide notable increases to the strength of their associated elemental powers. If you were to pick up ocean and tide, you could start dropping actual tidal waves on the island that could cause damage up to a mile or so inland.
Caught a thing; I think this should be 0/2.

Also a reminder that the moonbeam is still pending; disregard if it is already on your to-do list.
Good catch. And moonbeam was already rolled in (it's the Minor Legend immediately after your astrology check).
Is that additive with our previous disguise abilities?
Not quite additive, but having two does give you a greater bonus and unlock certain traits.
 
[] Minimizing the Aftermath V.2

[] 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, Leadership, Innovation.
--[] Expend 10 DE on petitioners for Astrology
[] 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 17 DE on petitioners for Navigation
[] 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 x2
[] 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.
[] 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 x3
--[] Calm Seas. x3

[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2. x2

There.
 
Actually we totally didn't break our promise.
Remember our promise was to not kill anyone going fishing.
While we did kill a bunch of people none of them were fishing at the time so we totally didn't break our promise.
Yep!
We killed a whole bunch of people in the village. None at sea!
@veekie - I definitely don't want to despise Waves, and will vote against any plan that does it.

Anyway, weren't you just saying (last turn) that we should hold off on despising a trait while at cap so that we can get Attribute increases more easily? Shouldn't that still apply this turn? Actually, shouldn't it apply more, since we have less to lose now that our Avatar has gone poof?

I think optimally, we shouldn't despise any traits at all. As I understand the only consequence of having too many traits is an inability to form an Avatar.

We don't have an Avatar right now.

So if we do pick up more traits, we can just Despise them.
Excellent points. Persuaded to drop Despising so that we can push that Shrine up a bit more for breathing room.
 
Currently I think we should try growing our populatio with regular blessings for the next few turns, since low pop mod hurts future DE income poorly.
None of the voting options seem to give any hints. Hmmm. Good question.
I think we need to grab Mysticism somehow, and plan out rituals.

And maybe find a way to merge the traits or someth.
 
So long as it's appropriate, it buffs it. Moonlight isn't super effecting for fishers (who tend to fish on the long-day period of the year).
Hmm, so following cases:
Bless Petitioner for Sacrifices
-Astrology, Yes
-Navigation, Yes
-Perform (Trickery), Yes
-Fishing, No
-Leadership, No
-Innovation, No

Bless Petitioner for Growth
-Navigation, No
-Fishing, No

Inspire Petitioner
-Astrology, Yes
-Navigation, Yes
-Trickery, Yes

Which is to say:
-Blessing Navigation for Sacrifices is basically Blessing for Glory. They sacrifice to us to seek new places, treasures, islands, or fishing grounds. Basically to show off, so Moon buffs it, since the clear shining moon allows them to range further and safer.
-Blessing Navigation for Growth is basically Blessing for Necessities. They sacrifice to us to be able to navigate rocky shoals, fish and come home in the day. The Moon does basically nothing in this situation.
-Inspired Navigation is basically someone dreaming of a treasure of the seas and then sailing out there. Good for founding new villages and the like.

Am I right?
Lower tier elemental traits do provide notable increases to the strength of their associated elemental powers. If you were to pick up ocean and tide, you could start dropping actual tidal waves on the island that could cause damage up to a mile or so inland.
Jeez.

Though that would be good for fear glut and kicking over enemy targets, that sounds hilariously expensive. And also liable to wipe out the target audience after one big hurrah of fear.
[] Minimizing the Aftermath V.2

[] 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, Leadership, Innovation.
--[] Expend 10 DE on petitioners for Astrology
[] 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 17 DE on petitioners for Navigation
[] 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 x2
[] 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.
[] 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 x3
--[] Calm Seas. x3

[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2. x2

There.
That is exactly the plan I want to do, so you will have my vote(and I can actually get some sleep!)
 
Last edited:
Of course.

What we need to do is to revel and burn away one of our skills, then somehow spend 2 legend to learn Mysticism...

...We can't shape fearbuys into this.

Ugh.

Spam Astrology actions and hope we can sidebuy our way into a Mysticism trait?
 
Back
Top