Time of the Gods: Into the Amber Age

Control Waters [Roil]
Influence rolled 16, 6, 14
Weird rolled 10
Oh Harzivan. That would have HURT even before Godhood and Double Eclipse.

He who seeks to pacify the furious tides
Discovery rolled 7 vs 17
Sought, but not found; Gaerig gains 2 legend

Saiga braves the furious seas in his kayak, laden with gifts, but the waves turn him in circles, he cannot even reach you from your place on the sea as he calls for you.
Poor Saiga.

Meet the Neighbor Bird
Shock the System
Trickery rolled 13 vs 6
Minor Failure
Posturing
Perform+Awe rolled 4 vs 17
Major Success
Awe +1
Weird rolled 4
Recursive Weirding rolled 13
2 total weirds
I see Saitev has Trickery too.
And we have Awe now! Though it's locked.
Spirit Interaction
Fear rolled 17
Gained 14 Legend
And the world trembles at the thought of Saitev and Gaerig teaming up on this
Fox Hunt (Saiga does not come)
Survival rolled 11 vs 33! (Seriously?)
Survival +1
Weird rolled 12

Spirit Interaction
Fear rolled 13
Gained 12 Legend
Most Kunning.

*Trembling Intensifies*
Wander Earth
Survival rolled 8

Explore Sea
Navigation rolled 9
Exploration didn't do so hot, but it's not a fast returns thing. We do have the energy for it this turn though.

Develop Ritual
Astrology rolled 4
Omen Reading rolled 11
Minor Ritual of the Alluring Singer. Costs: 30-80 DE, 4-7 Ambrosia OR 20-50 total Tiers of appropriate Amber Crafts (?)
Crafts are pretty good. Takes a lot of crafting to get good though.
Still can be refined further.

Field Trip!
Seski rolled 14 vs Saitev's 9
And the girl just keeps on pranking.
Seski rolled 10 vs Fox Spirit's 11
And pranking.
Seski gains 8 Legend
Seski spends 2 legend; gains Perform (Primitive Instrument) 2, Survival 1
Best daughteru. She trolled two Tricksters!

1 - Moon of Beasts
2 - Moon of Transmutation
3 - Moon of Life
4 - Moon of the Earth
5 - Moon of Wild Tide
6 - Moon of Secrets Revealed
7 - Moon of Wrath
8 - Moon of Darkness
9 - Moon of Shifts
10 - Moon in the Sun

Rolled 10 - Moon in the Sun (8)
Rolled 10 - Moon in the Sun (9)
Rolled 6 - Moon of Secrets Revealed (7)
The Night in the Day
Fear rolled 4, 12
Gained 10 Legend
Indigo Moon
+1 Omen Reading
Gained 6 Legend

Damn, Secrets Revealed is pretty nice.
What happens if our Astrology + Omen Reading exceeds the Mysticism cap when fused anyway?

Gained Avatar 7
Gained Influence 5
Gained Survival 2
Gained Omen Reading 3

Okay, I think we could actually flush+Dominate Attrouska now, and we have 3 Shrine slots to spare once we find some actual sites to cap with them.

We must be very careful about avatars now. If this explodes we need a temple just to gather enough ambrosia to reform.
 
I calculate maximum spendable legend on a glut through the adjusted vehemence value.

Personally I thought the fact that you guys got a -90 on your Pop Mod damage check was hilarious, by the by.
Err...68/4 = 17, not 4. 68/5 = 13.6, which would roudn to 4, but we don't have fear 5, right?

And how does the pop mod check work? We rolled 3...so thats a base of 3...then what are the modifiers? (Canvas is still loading, i can't continue the test yet <.< >.>)
 
Alright I'm getting back into the plan making game. lots of fucking growth this turn.

[] Plan: Grow! Grow! Grow!
[] 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, Omen Reading, Mysticism, Navigation, Perform (Trickery), Fishing, Leadership, Innovation, Survival.
-[] Expend <10> DE on petitioners for Leadership.
-[] Expend <5> DE on petitioners for 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, Survival.
-[] Expend <40> DE on petitioners for Fishing.
[] Inspire Petitioner - Navigation.
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea. Costs: 10 DE
-[] Calm the Waters in the Sea and Sky.
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 12 DE
-[] Call Fish.
[] Lay with Greenland Shark
-[] Contribute <12> Sustenance
[] 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.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. 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
[] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
-[] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
[] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[] Study the ??? Action. Costs: 15 DE
[] Meet with the Fox Spirit properly, now that you have proven your superiority as cleverest of all. Costs: 0.5 Sustenance, 5 DE (One time)
[] Play with Seski.
 
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Okay, skills seem to be off. We started the turn with Omen Reading 2 and Survival 0 (1). Not sure about Perform (Trickery), I think that's okay; Awe is obviously okay.

Indigo Moon
+1 Omen Reading

This brings us to Omen Reading 3.

Fox Hunt (Saiga does not come)
Survival rolled 11 vs 33! (Seriously?)
Survival +1

And this brings us to Survival 1 (2).

Rolled 44: Survival (1d3) +1

Rolled 46: Omen Reading (1d3) +1
Gained Survival 2
Gained Omen Reading 3

From the Fearbuy table.

Now, if we somehow rolled 1's on 1d3 + 1 twice, I can see us at Survival 2 (3) and Omen Reading 4 - except that doesn't work, as the values possible are between 2 and 4.

We should be at Survival 3 (4) and Omen Reading 5, at least.

Legend costs do match up for +2 skill twice, though the Vehemence values don't.
 
Oh, right, before people get too committed to plans - we're not going to be doing another big fear turn for a bit, which means we're not going to be replacing most of our ambrosia and sustenance that quickly, either.

This is a good time to use it, but let's keep a reserve until our population recovers, please?
 
Wow. Spirit interactions give a LOT of DE.
Only the first time, and I'm fairly sure that's legend, not DE.
Did these actually give anything? I'm not seeing any effect in the text.
Nothing interesting, mostly just filling out more map space (must. stop. procrastinating. must. draw. shitty map.)
I'm surprised those are both victories. Well, the first isn't a suprise, but how did we win the 10 vs 11?
Eclipse trolling the fox by buffing Seski enough to tie the check (a natural win for a 5 year old girl in the story books).
Ah; stats now give +1d3 on Fear Buy. I strongly approve. (@Powerofmind - is this just god-level behavior, or an overall patch? I'd prefer the former, personally.)
Glut behavior patched out. Normally still just 1 point for regular buys.
What happens if our Astrology + Omen Reading exceeds the Mysticism cap when fused anyway?
Then the excess pukes out as legend.
And how does the pop mod check work? We rolled 3...so thats a base of 3...then what are the modifiers?
Gluts are Roll - (Remaining Pop mod to DE starvation) Strong modifier. 3 - 21 = -18, or -90 (-5 successes, base -2 pop mod). Save an explosion, you literally have to lose something from a glut roll.
We should be at Survival 3 (4) and Omen Reading 5, at least.

Legend costs do match up for +2 skill twice, though the Vehemence values don't.
Aw crêpe. Artifact from an accidental 7th roll. You gained Survival 2 and gained Omen Reading 3 is as written. You gained X skill level, total, not +X skill level.
 
Well shit. That went about as bad as I thought it would. Still an amazing turn, just bad for everyone else.

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, Omen Reading, Mysticism, Navigation, Perform (Trickery), Fishing, Leadership, Innovation, Survival.
-[] 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, Survival.
-[] 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. Inspirations are naturally stronger than Blessings, but affect a more limited number of people. Inspirations can target individuals of choice and grant specific skills. Costs: 5 DE
[] Control Waters*** - You have innate lordship of water and all it's forms, but you have especially strong ties to The Sea. Costs: 10 DE
-[] Command Water [How]
-[] Command Sea [How]
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 12 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: 20 DE
-[] In your territory
-[] Over an enemy's territory
[] Silver Moon* - The silver moon, gray and dull upon an indigo night, colored to better contrast the stars and reveal their incredible secrets. Very strongly alters Astrology actions and empowers the wind. Costs: 25 DE
-[] In your territory
-[] Over an enemy's territory
[] Blacken* - You are the Goddess of the Night and the Dark, Lady of the Moon, Knower of Countless Hidden Secrets. Blanket the nights in cloying darkness, a veil that only the Nox Arcana can pierce, heavily penalizing all mysticism-based actions for the turn for those who do not possess the Affinity, and greatly enhancing the range and power of Divine Acts and Influence for the turn for those who do. Costs: 40 DE, 2 Ambrosia. WARNING: Cannot currently Manifest Darkness, effect has a higher DC threshold.
[] ??? - You feel something curious, a spilling, a bubble upon creation. Costs: ? DE, ?

Avatar Actions (31/40)

[] Form Avatar (7 Ambrosia) (Avatar already formed!)
[] Suffer Avatar (<X>, up to 6 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)

[] 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
[] Sire a Divine Creature, using [Life form] as a base
-[] Contribute <5X> unspent Legend for each sire in the litter, <X> Ambrosia for Attributes of the litter, and <4X> or <9X> sustenance for random or specific traits of the litter

[] Experiment with Unknown Materials
-[] Strange Metal
[] Innovate something!
-[] Silver
-[] Obsidian
-[] Amber
-[] Low-Tier Materials (infinite limit)
[] Use Items
-[] Equip an item
-[] Gift an item
-[] Consume an item
-[] Destroy an item

[] QUEST: Flee - You must not be present for much of the year. You suspect The Crone may come soon, and the picture-disk frightens you. Costs: 15 DE, 3 sustenance. (Greatly reduces confrontation chance, maximum three times to guarantee no confrontation. Can have other effects) Remaining turns: ?
[] QUEST: Dominate - You will descend upon The Crone suddenly and with much fanfare. She is beneath your notice, a mere speck that all can see at a glance is lesser than you. Dominate her utterly. Costs: 16 DE. Remaining turns: ?

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 6 DE - Crone Village, 8 DE - Imprisoned Settlements
[] 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.
[] 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
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study Omens - Study the thrown bones, the light of the sun upon the clouds, and the entrails of the dead that will explain to you the results of your choices.
-[] Read the Bones - Read the best way to do the things you wish done with the crafted bones. Will aid you in a number of ways during the turn, and reduce potential backlash. Costs: 8 DE
-[] Read the Entrails - Look into the entrails spilled upon the earth. As all life consumes earth's bounty and is returned as new bounty, you can learn from the transition. Helps develop rituals. Costs: 12 DE
-[] Develop Ritual of The Alluring Singer. Costs: 12 DE
[] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[] Study [Material]. Costs: 10 DE
-[] Divine the Purpose (Aids in divine item creation). Costs: 15 DE
-[] Study the ??? Action. Costs: 15 DE
-[] Refine 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)

[] Perform Ritual
-[] Minor Ritual of the Alluring Singer. Costs: 30-80 DE, 4-7 Ambrosia OR 20-50 total Tiers of appropriate Amber Crafts (?)

Commune Actions (31/40)

[] Issue Decree - You take form, or manifest your avatar in order to issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 2/4
-[] Alter the Decree of Attendance - "Each blood family must offer a single beautiful young adult to attend you and your shrines each year, or they will benefit from neither your blessings nor protections on the sea."
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
[] 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 2/3.
-[] Specify a shrine to Leave to Ruin
[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
-[] Dedicate <X> materials for progress.
-[] Expand another Creche (T2 Limited).
[] Build a Temple - You are a Goddess! You are deserving of an incredible edifice to your divinity! Maximum Temples 0/1. Costs: 1 Ambrosia, 10 DE, Significant amount of materials (uses T0 materials for construction if not provided personally).
-[] Improve [name shrine] into a temple.
-[] Create a temple anew at [location].
[] 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)
[] Meet with Saiga. Costs: 0.5 Sustenance per option
-[] Learn about him (Current circa turn 13)
-[] 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)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with Saitev. Costs: 0.5 Sustenance per option, 5 DE (One time)
-[] Learn 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)
-[] Lay with him for a God child, contributing <X> Ambrosia for attributes, and <4X> or <9X> sustenance for random or specific traits
[] Meet with the Fox Spirit properly, now that you have proven your superiority as cleverest of all. Costs: 0.5 Sustenance, 5 DE (One time)

I have no idea what to do for plans. But to maybe offset the growth negative we have maybe a call fish twice, a give bounty (whale or big fish) and inspire some people to fishing? Calm seas as well.
 
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Only the first time, and I'm fairly sure that's legend, not DE.
Yep, I meant legend.

And yes, only for the first time... but this means that a nomadic spirit (insofar as such a thing can exist) could be stable legend-wise just by meeting with people. It is a touch surprising. Not bad, just unexpected.

Glut behavior patched out. Normally still just 1 point for regular buys.
Well. Still better than not having it at all, I guess.

What happens if our Astrology + Omen Reading exceeds the Mysticism cap when fused anyway?
???
I am confused. What are you referring to?
 
@Powerofmind can we also control the sea to split the waters and allow others to look upon the drowned city?

Also, how far is it to the mainland across the sea? Could we travel there or just shove a lot of water in that direction to cause fear over there?

Could we yank off a big chunk of glacier, demand a shrine be built on it, and then travel via shoving the ice around? I mean, I assume it would start melting so it wouldn't last too long, but we kind of need to get access to more people.

Could a spirit/god with enough of a stranglehold on power over their worshippers actions shape their legend directly by say ... demanding all the children be raised at the equivilent to a boarding school, and then controlling what those children learn of it?

Also kind of curious about how spirits/gods interact with strong but non-emotional belief. Water-is-wet belief.
 
The moon glows brightly in the nights, and as the day grows longer, you feel weaker. Quite suddenly, you are overwhelmed with power, your preparations to send the seas into a frenzy at a sudden peak you had not expected.
Confirmed that our ascension weakens us in the day, especially the Long Day. I'd bet Attrouska visited us at the brightest day, right?
Eclipses upset that, which is why she hurried up, if we can turn off the sun, then OH SHIT.

The sea vanishes.

A handspan, two, three, six, ten. More and more of the sea retreats from the shore, Saiga still spun in circles by whirlpools and impossible currents. And then it bulges, rising, rising, rising, and finally cresting; a miles-long wave so grand and so terrible that the heady taste of terror reaches you before the thing even breaks into white foaming death, and when it does... You are in ecstasy.
A tsunami, my god.
Almost immediately upon stepping into the village, Saiga approaches you, laying at your feet a pretty figurine of obsidian. "I am sorry, dear wife, for not giving you my gifts as promised," he says. "Please, I beg you, do not harm the people any further, they cannot survive it."
Nice mythology there.
Apparently as delighted by this as Seski was earlier, Saiga nods, offering you his hand. You take it with the hand not cradling Seski to your breast, and he leads you inland.
So...we're a fair bit taller than Saiga now right?

That gives me an amusing image.

His voice is deep, but warbles like the crowing of the creatures of his namesake. "So this is Gaerig, great terror from the sea?" he says immediately, to Saiga's immense confusion.
Saiga simply didn't hear that eh? Heh.

The raven continues, leaning in to look at you with one large beady eye. He caws again. "Not so much of the Sea anymore, are you?" he queries, and you flinch at his insights. He is... much smarter than you expected. "Do not fear me, little Goddess, never me. Content to see and watch and wait, am I. My beak has blooded enough, my eyes seen far, so that now I am averse to making trouble, though I am glad you will in my stead."
Saitev: "Ah, the good old days. Not very sustainable though"
As you travel back, Seski giggles, sneakily revealing to you a bone and a severed strand of string. Clever little Seski earns a tickle for the theft as you share her mirth.
...just when did she steal his Omens?

And what stories you will tell indeed. You venture out past the ice floes to the east, seeking the Fox Spirit. You cross a point, and suddenly there is an unspoken agreement, a contest of hunter and hunted, thief and owner.
Gaerig: "Challenge fucking accepted."
With a word of caution, you release Seski into the thick woods around you, pointing her to her target, and saunter deeper into the wood.
Gaerig: "I Choose You! Seski!"
Twice, you enter his village personally, joining Seski in trading about the mens' beds, tricking the children into the woods with the starlight of your hair, the changes of your eyes.

Well, that's going to do some pop mod damage to the Fox.
The third time you hear his snarl, see your daughter running with tears of unabated laughter streaming from her face, and the moon covers the sun, bathing the village in artificial darkness.
Well, that left a mark!
 
@Powerofmind question about kids. If we wanted to could we meet with Saitev and have a mortal kid with him? Or wear the shapeshifting mask to make us appear mortal and have a Demi spirit kid with him? Give him a bit of a legend boost by giving him a kid to watch over and stuff.
 
Well we need full grow after this turn, also note that due to how low our pop is we get little DE from Vehmence, which means we need enemy populations to hit. Really where a fear spirit would excel.
 
@Powerofmind can we also control the sea to split the waters and allow others to look upon the drowned city?

Also, how far is it to the mainland across the sea? Could we travel there or just shove a lot of water in that direction to cause fear over there?

Could we yank off a big chunk of glacier, demand a shrine be built on it, and then travel via shoving the ice around? I mean, I assume it would start melting so it wouldn't last too long, but we kind of need to get access to more people.

Could a spirit/god with enough of a stranglehold on power over their worshippers actions shape their legend directly by say ... demanding all the children be raised at the equivilent to a boarding school, and then controlling what those children learn of it?

Also kind of curious about how spirits/gods interact with strong but non-emotional belief. Water-is-wet belief.
You cannot part the Red Sea two hundred feet deep for twenty miles in a line. I have a hard time parsing whether or not that'd be possible for a National god, let alone a local one.

Nearly forty miles. You can get there, but it's not going to be easy, and causing fear would be a pipe dream.

Uhh... Technically... yes? No... that can't be... yes. Yes it is.

This is what rituals do, significantly faster and with less trouble, I might add.

Ritual belief, that which is done because it simply must be done, is one of the core components of the Faith Focus Attribute.
@Powerofmind question about kids. If we wanted to could we meet with Saitev and have a mortal kid with him? Or wear the shapeshifting mask to make us appear mortal and have a Demi spirit kid with him? Give him a bit of a legend boost by giving him a kid to watch over and stuff.
If you wanted to produce a demi-spirit with a divine being, you could wear a mortal face, though you would have no control of the traits it's given like that.
 
Okay, new traits:
Aspect of the Snowy Owl (+3 Survival, +2 Awe, +2 Perform (Sing), Grants a free degree of success when attacking a divine of equal tier from ambush, can command owls directly): 15 (16) Legend

Meeting Saitev gave us this. Pretty powerful for a Trickster, especially when we're explicitly hard to find. Not urgent, since we don't have the skill slots to take advantage anyway.
Cool though, as we can fly with this.

Owls also have a Moon association, which is handy. It's the big eyes.


Elemental Manifestation (Tier 3) - Sun (The Moon in the Sun! The Moon in the Sun!!): 8 (10) Legend

Ooo, we have Sun unlocked. We could go full Light In The Sky if we wanted. Difficult to do on purpose though, barring rituals.

Focused Manifestation (Lord of the Orbits) - Eclipse (The Moon in the Sun! The Moon in the Sun!!): 20 (15) Legend

Is this umbrella'ed under Moon or Sun, or is it leading into a hybrid ascension of the two?
 
Confirmed that our ascension weakens us in the day, especially the Long Day. I'd bet Attrouska visited us at the brightest day, right?
Eclipses upset that, which is why she hurried up, if we can turn off the sun, then OH SHIT.

We should definitely get the Eclipse Moon manifestation, then. And start using it habitually. Maybe we could even dream of a day when the whole world is engulfed in an Endless Night. Because this is what we are. We were born the Endless Sea, and became the Endless Night.

Edit: Also!

My beak has blooded enough, my eyes seen far, so that now I am averse to making trouble, though I am glad you will in my stead."

translation: it's good that you're continuing to resist Attrouska, since I am not fulfilling that Role anymore.
 
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So hey, guess what is completely frozen? The website i need to finish my take home test :V (Luckily i have another 6 hours to do it, should be fine. Still, i have time to do a bit more of this)
I'm voting against any plan that includes the mystery box.

I'm mostly okay with mystery options - but not ones with unknown costs. Not only do we risk blowing up, but we also risk effects of unknown magnitude. I'd prefer not to.
Its not a complete mystery box-it's almost certainly making a divine realm, between
-When we ascended "You dont have enough influence to make a divine realm"
-We just got inf 5.
-I commented before the update "hopefully we have enough influence to make a divine realm", and PoM insightful-d it, iirc
-The description very much fits it.

Still, you're right. we shouldn't take the ??? action yet...but we should definitely study the shit out of it.

@Powerofmind in lieu of a map for the moment, can you give us a list of the nearby villages we know about from saiga? And which spirits are in them, whether or not we're already allowed to build a shrine or if we have to ask, and how much DE and Ambrosia, if any beyond the norm, we'd need to spend to build a shrine there?

Edit: Also, PoM, the spoiler title for the DE is wrong. Says 177, but inside it says we have 182 DE.
 
Is this umbrella'ed under Moon or Sun, or is it leading into a hybrid ascension of the two?
Basic Celestial Ascension + Mysticism Ascension + Sky Lord or Nox Arcana = Lord of Orbits
@Powerofmind in lieu of a map for the moment, can you give us a list of the nearby villages we know about from saiga? And which spirits are in them, whether or not we're already allowed to build a shrine or if we have to ask, and how much DE and Ambrosia, if any beyond the norm, we'd need to spend to build a shrine there?
By distance from the holy place:
Your village
Saiga's village
A smaller trapper's village
Another of Saiga's villages
Fox's village
-Exit Influence Zone, beyond this point costs at least 1 Ambrosia-
Saitev's village
Another of Saitev's villages
Crone's village
Another of Crone's villages
Imprisoned settlements
Edit: Also, PoM, the spoiler title for the DE is wrong. Says 177, but inside it says we have 182 DE.
My life is suffering.
 
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