Time of the Gods: Into the Amber Age

Yeah, Ur-Child unless we have a specific trait set we are working on should be random, now starting a bloodline will often be chosen, I added in laying with mortal for bloodline starting minor spirit of seas and water.
 
DE: 182 -22(Attrouska)-30(Flood)-16(Future)-40(Moon)-40(Blacken)-5(Saitev)-5(Shrine Upgrade)-5(appeasement)-18(Lure) =
1 /182
Ambrosia: 3-2(Blacken)-1(Refuel) = 0 /3
Sustenance 31-3(Attrouska)-2(Future)-0.5(Saiga)-1(Saitev)-0.5(Shrine upgrade)-1(appeasement)-3(lure)-1(experiments)-0.5(Seski)+10(ambrosia)-20(Baby)-0.5(Demand) = 8/40

[X] Plan Attrouska, The Night Has Come For You!
Divine Actions
-[X] 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 x2
--[X] Over an enemy's territory x2
---[X] Attrouska's
-[X] 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 x3
--[X] Command Water [How] x3
---[X] Flood Attrouska's village with water and snow from above x3
-[X] 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.

-[X] 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: ?
-[X] Travel elsewhere - Visit one of the villages you've discovered and mess with them! Costs: 6 DE - Crone Village, 8 DE - Imprisoned Settlements
--[X] Crone Village
---[X] Go in disguise until she comes out of her shrines.
-[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
--[X] 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
-[X] 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.
--[X] 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
-[X] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE x3
--[X] Reserve one for Appeasement. Spend remainder(or unused Appeasements) on Attrouska's people
--[X] Preferentially target her woodcutters and hunters. No fuel or fires for her!
-[X] Innovate something!
--[X] Silver

-[X] Meet with Saiga. Costs: 0.5 Sustenance per option
--[X] Learn more about Niogg (has a maximum limit on successes)
---[X] Especially Attrouska
-[X] Meet with Saitev. Costs: 0.5 Sustenance per option, 5 DE (One time)
--[X] Learn about him
--[X] Learn more about Niogg (has a maximum limit on successes)
---[X] Especially Attrouska
-[X] Play with Seski
--[X] Gift her more Amber

-[X] Improve a Shrine - Invest a great deal of materials and ornaments to make [Saiga Village Shrine] grander. Costs: 5 DE.
--[X] Dedicate 6 Bone Figurines for progress.
--[X] Dedicate 1 Okay Obsidian Figurine for progress.
--[X] Expand another Creche (T2 Limited).
-[X] 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)
-[X] Produce a mortal child
--[X] Contribute 30 Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
--[X] Contribute 20 Sustenance to give the child random traits
-[X] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 4
--[X] To bring you the blackest things they have found over the year.

Since it looks like others have the Peace Plan fully in mind...this is the Terrorize Attrouska and use her to power up Saiga one. We drop our Fear rating to bedrock for next turn so we can run full powered blessings for growth with the Attrouska terror.
And also make another Ur Child to help with the recovery work. The people need Heroes for the recovery period.
The new creche is to house the kid.
 
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Blacken is a pretty nice action, it boosts our influence acts and blocks crone's mysticism, but it is limited by us not having EM-Darkness. We should do something to put it on the fearbuy list.
Like decreeing that no light is to enter our shrines ( we are a goddess of the night after all ) or that people are to only sacrifice to us in complete darkness. We aren't using the decree slots anyway.
 
@veekie That looks rather neat. I specially liked messing with snow, being a sea-focused spirit on whats pretty much Alaska without any real Cold powers has been bothering me for a while.

[X] veekie
 
-[X] 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.
Wait so we are able to do so? The Warning seemed to imply otherwise.
 
alright nixed explore, upped our blessing and growth related actions more, lowered the legend used on the Ur-kids to 11 for both.

used the sustenance that would have gone to explore, to give the shark more traits.
Okay. I looked your plan over and it looks fine, but could you put the budget info in as well? I counted your DE costs and they came up to only 172, though I might have slipped up somewhere.

DE: 182 -22(Attrouska)-30(Flood)-16(Future)-40(Moon)-40(Blacken)-10(Explore)-5(Saitev)-5(Shrine Upgrade)-5(appeasement)-6(Lure) =
3 /182
I would definitely swap the explore for a pair of Lures.

Other than that, everything seems mostly reasonable.
 
Sustenance: 31-4.5 maintenance-2 study stars-2 study omens-2 guide and give -1.5 meet spirits -1 shrine improvement-1 study world-18 child= 0 (need to eat an amborsia)
DE: 182-40 bless -20 Calm-24 call fish-16 astrology-16 study omens-14 guide and give-10 meet spirits -5 shrine improvement-15 study world-15 inspire= 12

[X]Plan Recovery
-[] 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 <20> DE on petitioners-10 Astrology, 5 Trickery, 5 Navigation
-[] 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 <30> DE on petitioners Navigation
-[] 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 DEx3
-[] 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 Sea [Calm the Seas]x2
-[] 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.x2
-[] 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 DEx2
-[] 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 DEx2
-[] 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
-[] 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
-[] Meet with Saitev. Costs: 0.5 Sustenance per option, 5 DE (One time)
--[] Learn about him
-[] Meet with Saiga. Costs: 0.5 Sustenance per option
--[] Learn more about Niogg (has a maximum limit on successes)
-[] 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)
-[] Improve a Shrine - Invest a great deal of materials and ornaments to make [name shrine] grander. Costs: 5 DE.
--[] Dedicate 6 Bone Figurines for progress.
--[] Dedicate 1 Okay Obsidian Figurine for progress.
--[] Expand another Creche (T2 Limited).
-[] Produce a mortal child
--[] Contribute 18 Sustenance to give the child Minor Spirit of the Sea and Classical Element - Water
-[] Consume Ambrosia to regain sustenance

So idea here is to recover our pop modifier along with trying to get our aquatic worshippers started. Also doing some study actions to guard against the crone and to see what we can learn. Also meeting with the Fox Spirit in case we can turn him into an ally against the Crone and if he is closer to the Crone then us maybe let us setup a shrine there so her villages are in influence range.
 
plan with alterations put in.

DE used: 180 (blessing)+5 (inspiration) + 20 (Calm) + 24 (Call fish) + 14 (Guide and Bounty) + 16 (Future reading actions) + 15 (Study ???) +5 (Fox Meeting)
Sustenance used: 26.5 +4.5 maintenance = 31

[] 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 <16> DE on petitioners for Leadership.
[] 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 <50> DE on petitioners for Fishing.
-[] Expend <16> DE on petitioners for Navigation
[] 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 seas. x2
[] 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. x2
[] Produce a mortal child
-[] Contribute <22> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <8> Sustenance per trait.
[] Lay with Greenland Shark
-[] Contribute <8> Sustenance per trait.
[] 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.

Alright latest iteration of my plan, One monster shark, one ur child, both get two random traits (@Omegahugger I swear to fuck if you whine about the type of shark involved I will find away to punch people through the internet, Gaerig's a goddess now, a mature and classy lady, she needs a Higher class of shark to satiate her needs now, and Greenland shark's can go for ages.)

Lots of growth, metric shittons of growth in fact, more growth than they will know what to do with, we go and meet the fox properly this time, we do some future reading, we do some inspirations, we study that mystery box in hopes of figuring out how much it costs.

And that's pretty much it.
 
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A thought, am I the only one who wants Gaerig to move towards the sky on the whole? It occurred to me now that sun is a possible buy along with snowy owl(shiny) that I Really do like Gaerig has the sea and sky.

Ramble but I personally would like to be a more metaphorical sea, water and sky and dreams and such.
 
Silver Moon doesn't make sense if we don't do any astrology actions. Unlike generic moonlight, it ONLY affects astrology actions (and I guess partially mysticism).

The intent was to screw with the Crone's mysticism actions, which she doubtlessly takes even if she's still injured. Combined with a few read the futures of our own, we may well manage to mess with something important.
 
Wait so we are able to do so? The Warning seemed to imply otherwise.
Warning said its hardee to activate, but Astrology+Omens+Moon+Moon should even the odds.
I would definitely swap the explore for a pair of Lures.
Will do so after lunch.
>ninjafish voting for growth
>veekie voting for destruction
Its more optimal to grow next turn AFTER we engage Appeasement. Significantly so.

Since we need fear DE, we need to fuck over the Crone...combine them.
Plus, she should be recovered now and her ice disc will have trouble getting Solarbeams in epic rain.

If we don't take a swing now, she'll come to us and the fight will kill many
 
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[X] Plan Attrouska, The Night Has Come For You!

One thing to note, the 'Fling snow and water from above' might qualify in part as a Wind action, meaning it may benefit from Silver Moon.

Up to you whether or not it goes in; I'm not sure what I'd remove to put it in, especially with the DE cost at 25...
 
Could you post the breakdown in the same way that the other plan makers do? It makes it easier to both confirm that your count is right and to see at a glance where you are spending your DE.

plan with alterations and budget put in

DE used: 82 (blessing)+5 (inspiration) + 20 (Calm) + 24 (Call fish) + 14 (Guide and Bounty) + 16 (Future reading actions) + 15 (Study ???) +5 (Fox Meeting) = 181 (Getting conflicting info about how much DE we have, can easily strip 4 de from blessings if needed)
Sustenance used: 26.5 +4.5 maintenance = 31

[X] Plan: Grow! Grow! Grow!
[X] 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.
-[X] Expend <15> DE on petitioners for Leadership.
[X] 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.
-[X] Expend <52> DE on petitioners for Fishing.
-[X] Expend <15> DE on petitioners for Navigation
[X] Inspire Petitioner - Navigation.
[X] 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
-[X] Calm seas. x2
[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 12 DE
-[X] Call Fish. x2
[X] Produce a mortal child
-[X] Contribute <22> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[X] Contribute <8> Sustenance per trait.
[X] Lay with Greenland Shark
-[X] Contribute <8> Sustenance per trait.
[X] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[X] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] 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
[X] 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.
-[X] 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
[X] Study World - Examining the signs and functions of the world, you may determine how things are they way they are.
-[X] Study the ??? Action. Costs: 15 DE
[X] 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)
[X] Play with Seski.

Alright latest iteration of my plan, One monster shark, one ur child, both get two random traits (@Omegahugger I swear to fuck if you whine about the type of shark involved I will find away to punch people through the internet, Gaerig's a goddess now, a mature and classy lady, she needs a Higher class of shark to satiate her needs now, and Greenland shark's can go for ages.)

Lots of growth, metric shittons of growth in fact, more growth than they will know what to do with, we go and meet the fox properly this time, we do some future reading, we do some
 
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@veekie @ninjafish
So. I've looked over both your plans, and honestly I'd be okay with either plan winning. They both do useful and interesting things, and both do them well.

The main question is whether I would prefer a peace turn right now or a war turn. It is a tricky question. Our current position is actually kind of awkward, in that next turn would actually be better for both peace and war. Though I guess there are some advantages brought by moving quickly as well. Argh.

Alright; lets take this one step at a time. What are the advantages of starting with Peace vs the advantages of starting with War?

+ By starting with Peace, we improve our income multiplier, letting us profit more from the War turn.
+ By starting with Peace, we get the chance to receive an extra Fear roll, which has a high likelihood of getting us an extra Moon Color to work with. (*Assuming that we still get a Fear roll even without doing basically anything scary)
+ By starting with War, we get the opportunity to turn on an Appeasement Rite for next turn, making Peaceful actions significantly more effective.
- By starting with War, we run the risk of screwing up / escalating the conflict with the Crone. Since we are activating the Rite of Appeasement, that leaves us in a poor position where we should be doing domestic stuff but have to deal with the crone instead.
- By starting with Peace, we run the risk of the Crone visiting again and trying to ritually bind us.

I'm sure there are more, though I can't think of them at the moment.
 
@veekie @ninjafish
So. I've looked over both your plans, and honestly I'd be okay with either plan winning. They both do useful and interesting things, and both do them well.

The main question is whether I would prefer a peace turn right now or a war turn. It is a tricky question. Our current position is actually kind of awkward, in that next turn would actually be better for both peace and war. Though I guess there are some advantages brought by moving quickly as well. Argh.

Alright; lets take this one step at a time. What are the advantages of starting with Peace vs the advantages of starting with War?



- By starting with Peace, we run the risk of the Crone visiting again and trying to ritually bind us.

I'm sure there are more, though I can't think of them at the moment.


that was originally the reason I had the explore actions, combined with the future reading I figured it would result in us being out of the village if the crone showed up.

But I personally think its better for us to confront her on our home ground anyway, we're a god, and her ritual was designed with something much less in mind, combine that with our homefield advantage and I think we should be fine if she comes calling.


Confronting her on her home turf, on the other hand, isn't so great an idea, she's proven to be pretty damn good at crafting magical bullshit, I have no doubt that she'd be much more dangerous on her home turf, even with our godhood being taken into account.
 
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[X] Plan Attrouska, The Night Has Come For You!

One thing to note, the 'Fling snow and water from above' might qualify in part as a Wind action, meaning it may benefit from Silver Moon.

Up to you whether or not it goes in; I'm not sure what I'd remove to put it in, especially with the DE cost at 25...
It was left out for cost reasons yes.
I'm sure there are more, though I can't think of them at the moment.
Attrouska is going to come over once she recovered her Ambrosia/Sustenance score. She was too low last turn.

Now while she can't find us easily, running away is not compatible with blessing effectively, since growth turns have little free DE. Any conflict at ALL might deal damage to pop mod we can't afford to lose. The amusing explosion Seski made her do would be unpleasant at this point even if it hit nothing

Also I suspect Saiga might get more work done if we spend a lot of time fucking over Attrouska instead of abusing people at home.

Anyways, the idea is to force her to come out of her village before she's ready by literally shutting down her magic and flooding them by airdrop(nice walls ya got there for keeping water in)
 
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I'm sure there are more, though I can't think of them at the moment.

Yeah, the Peace plan includes zero 'Run Aways', and we don't know enough about her situation to know whether she's recovered, or how much she's recovered.

The War plan directly confronts her, so that 'solves' that - if she's fully recovered, we dance around her and screw with her; if she isn't, we trash her village(s) and laugh about it.

I'm hoping Blacken goes off - it should royally screw with her plans.

Edit: Without Appeasement up, Growth Blessings have a much more limited effect, iirc, in terms of both actual Growth and DE return - a Con to Peace, perhaps?
 
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Yeah, the Peace plan includes zero 'Run Aways', and we don't know enough about her situation to know whether she's recovered, or how much she's recovered.

The War plan directly confronts her, so that 'solves' that - if she's fully recovered, we dance around her and screw with her; if she isn't, we trash her village(s) and laugh about it.

I'm hoping Blacken goes off - it should royally screw with her plans.

Every one is forgetting that we ascended, I find it unlikely her ritual will work very well, and I have no doubt we could fuck it up pretty easily.

Also, we get an advantage on our home turf.

You guys are also not accounting for the fact that she has tons of Demi-spirits that she might send to fuckup our mortals in this really bad fucking time.
 
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