Time of the Gods: Into the Amber Age

The actual actual argument is that it is an In-Character vote which leaves the others to put out the fires and starts a few turns of reduced activity, like what Fear spirits should experience. It is also a chance to start with a powerful Divine Realm, whatever the consewuences to that are. But seriously, it's mostly the IC thing. I like quirky, short-attention span Gaerig more than desperate, trying hard to be a Faith spirit Gaerig.
 
[X] Plan Hopefully Stop Breaking Things

As of now we have NO IDEA of how much DE+ambrosia(or number of successes) we need to make a divine realm(unless I missed something), so the "Sulking plan" may leave Gaerig with NO divine realm, on top of very little DE and ambrosia to keep working on it.

Everything is always political.
Like Oscar Wilde said it:
"Everything in the world is about sex except sex. Sex is about power."
 
As of now we have NO IDEA of how much DE+ambrosia(or number of successes) we need to make a divine realm(unless I missed something), so the "Sulking plan" may leave Gaerig with NO divine realm, on top of very little DE and ambrosia to keep working on it
Pretty sure we've seen the minimum cost of a Divine Realm drop while we've been playing. It might be the size of an outhouse, but we should be pretty sure to get at least a Divine Realm from it.

Provided there aren't some rolls we fail, of course. (But even then I suspect putting Gaerig out of commision for 3 years is a net gain for our people)
 
Pretty sure we've seen the minimum cost of a Divine Realm drop while we've been playing. It might be the size of an outhouse, but we should be pretty sure to get at least a Divine Realm from it.

Provided there aren't some rolls we fail, of course. (But even then I suspect putting Gaerig out of commision for 3 years is a net gain for our people)
Its dropped as we gain influence, specifically. IIRC it started at 50 DE, 5 Ambrosia minimum at Influence 5, and decreased by 10 and 1 every influence point after that.
 
[X] Plan Hopefully Stop Breaking Things

As of now we have NO IDEA of how much DE+ambrosia(or number of successes) we need to make a divine realm(unless I missed something), so the "Sulking plan" may leave Gaerig with NO divine realm, on top of very little DE and ambrosia to keep working on it.


Like Oscar Wilde said it:
"Everything in the world is about sex except sex. Sex is about power."
We do. Minimum is 20 DE and 2 ambrosia, with more for more.
 
Realm of Gaerig; Svettensog
[X] Plan Hopefully Stop Breaking Things
-[X] Bless Petitioner for Sacrifices [Total Cost 41 DE]
--[X] Expend 36 DE on petitioners for Astrology
--[X] Expend 5 DE on petitioners for Perform (Sing)
-[X] Bless Petitioner for Growth [Total Cost 35 DE]
--[X] Expend 35 DE on petitioners for Survival
-[X] Inspire Petitioner [Total Cost 80 DE]
--[X] Survival x8
--[X] Astrology x8
-[X] Direct Fish**[Total Cost 18 DE]
--[X] Drive Fish Away.
---[X] Reserve for punishment
-[X] Darken**[Total Cost 13 DE]
--[X] In your territory
-[X] Yellow Moon* [Total Cost 35 DE]
--[X] In your territory
-[X] Form Divine Realm [Total Cost 20 DE, 4 Ambrosia]
--[X] Use 20 DE, 4 Ambrosia
-[X] Reserve 1 Ambrosia for Kesh, as per our deal
Divine Acts
Bless Sacrifices
Astrology rolled 18, 18, 9, 17, 10. 12, 12, 13, 11, 10.. 12, 7, 14, 13, 16. 4, 14, 12, 7, 6.. 15, 5, 11, 13, 8. 13, 11, 10, 15, 8.. 19, 11, 16, 11, 15. 5
4 Degrees: Gained 61 DE, Gained 4 Growth
Sing rolled 9, 12, 9, 10, 12
3 Degrees: Gained 8 DE, Gained 0 Growth

Bless Growth
Survival rolled 11, 15, 8, 17, 17. 18, 6, 8, 18, 11.. 14, 13, 10, 5, 12. 18, 13, 10, 2, 9.. 11, 11, 7, 9, 9. 6, 8, 13, 6, 10.. 12, 8, 13, 11, 8
3 Degrees: Gained 35 DE, Gained 13 Growth

Inspire Petitioners
Survival rolled 7, 18, 14, 13, 6. 7, 11, 14
2/5/5/4/1/2/3/5 Degrees: Gained 27 DE, Gained 19 Growth
Developed The Bow
Astrology rolled 9, 19, 7, 4, 5. 9, 17, 12
3/6/2/2/2/3/6/4 Degrees; Gained 28 DE, Gained 19 Growth
Developed The Sundial

Direct Fish (Punishment)
Fishing rolled 12
Epic I Success; 4*1.5=6

Darken (Nox, Night, Stars)
Influence rolled 11
Major Success; 3*1.5=4.5, increase applicable skill checks by 0.6 successes

Yellow Moon
Influence rolled 6
Minor Success; Growth increased to 125% normal value, add 0.25 successes to all blessings

Form Divine Realm
Costs: 20 DE and 2 Ambrosia
2 Ambrosia extra->+2
Forms at Stability 2; miniturn to build the realm.
Fools wander in rolled (Ghette)
Fear rolled 8
Gained 6 Legend

Subtotal VE: 11
Avatar Acts
Seski's music
Perform (Flute) rolled 12
Seski gains 2 legend
Seski spends 1 legend; gains Perform (Flute) 7

Ghette's sight
Astrology/Omen Reading rolled 8
Ghette spends 3 legend (5 in the hole); gains Omen Reading 3, Navigation 5

Gaelte's minions
Animal Handling rolled 12
Gaelte gains 2 legend
Gaelte spends 2 legend; gains Fishing 4, Animal Handling 3

Rashelki's Rampage!
Survival rolled 19 vs 12
Moderate Failure; Saiga engages once more!
Melee rolled 6 vs 17
Epic I Failure! Saiga 5/7
Avatar rolled 12 vs 13
Saiga not poisoned!
Melee rolled 16 vs 13
Major Success! Rashelki 4/6 - Saiga 4/7
Avatar rolled 14 vs 16
Saiga not poisoned!
Melee rolled 10 vs 14
Major Failure! Saiga 3/7
Avatar rolled 12 vs 8
Saiga not poisoned!
Saiga retreats! Rashelki deals 4 VE (retreat) + 4 VE (personal attacks)
Rashelki gains 8 legend
Rashelki spends 4 legend; gains Melee 10, Survival 5, Awe 1

Subtotal VE: 8
Communal Acts
Decrees
Stones - 2 Hard Crystal
Gifts - (2) Bone Figurnines (1 Okay, 1 Moderate)
Taking - None

Keshketev takes a hint
Leadership (initiative) rolled 11
Takes the ambrosia left for him

Keshketev crafts for you
Craft (Carving) rolled 16, 15, 14, 5, 10. 7, 12, 14, 12, 14. 17, 17
6/5/5/2/3/2/4/5/4/5/6/6; (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

Saiga offers to you (Gained VE may not be Destructive the following turn as per marriage contract)
Craft (Carving) Stored 8, 12, 16
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)

Subtotal VE: 0

FEAR BUY - Vehemence (19) (Boosted 29)
1-25: Shrine 7
26-40: Influence 9
41: Perform (Singing)
42: Survival
43-46: Mastery of Astrology
47-50: Excellence of Trickery
51-60: Spirit of the Stars
61-70: EA - Cold
71-80: EA - Sea
81-90: Omenseer
91-95: Divine Mystery
96-100: Inscrutable One

Rolled 4: Shrine 7
Legend rolled 13; buy complete
Gained Shrine 7

With your body once again vanished out from under you, you are left rather bereft of options for the year. You push and poke and prod, but without a body you are mostly stuck doing boring things, watching everybody do fun things.

Well, fine then. You'll make a fun thing. You know what the pressure you exert on reality really is, and you're gonna make a place just for you, like the Great One had, except yours will have more water and less sun... and less mean things that try to get you, too! You push against the fabrics of time and space, and the world groans in protest to your actions. You push further and further, and with a pop your essence suddenly floods into the hole you've made like water into a skin, and the black emptiness about you adapts, transforms, meets your inner self perfectly.

It is always night here, among blade-like crags of rock and rolling waves. Land seems to appear and disappear between swells like mirages, never appearing in the same place twice as a bright moon illuminates Your Place. Beneath the waves is a plethora of imitations of life, fish and weeds of the sea alike. It is calm. The cold and chill about the water forms permanent shelves of ice. Your Frauma have somehow found their way here.

Include up to two effects, subject to QM veto (Warning: Some effects have higher upkeep than others). Include at least one Physical Gateway and any number of additional Gateways to enter the realm by (Warning: Additional and broader Gateways increase upkeep).

[] Write-in only: Your choices are easily varied and wide-reaching in your personal realm. If you think of something you especially want, including at least one new effect in your vote, tag @Powerofmind to discuss the balance and receive particulars for the write-in.

Terminology:
Gateway - A means of entering the Divine Realm. The creator of a Divine Realm is it's own gateway, but they must also specify a physical location that leads to the realm. Additional gateways can be created for an additional cost in upkeep, with broader gateways costing more. Additional Gateways can be metaphysical as well as physical in nature, and conditions can be imposed on them to restrict or allow entry. All Realms with an afterlife must have a Death Gateway (people who die under specific conditions have their spirits automatically transported to your realm).

Stability - A value that determines how many and what kind of restrictions and effects your Realm can possess. Stability begins at 1 and increases by 1 when spending ambrosia equal to the new stability level.

Upkeep - Upkeep rises as new Gateways are built and benefits are added. If a very large number of Divines or sapient souls home in the Realm, Upkeep also increases. Upkeep goes down when Stability increases or when restrictions are imposed. DE upkeep can be stored in advance, up to 20 times the current Realm Stability.

Effect - A specific function granted to the Divine Realm. Crafting spirits can cause their realms to naturally condense materials for their use, pantheon heads can force other pantheon members to meet in the realm they form, designating it as the prize realm of the pantheon, and gods of the dead can allow access to particular individuals, either to incentivize or deincentivize being taken there upon death.
Gateways:
The Depression - It is possible to emerge in your Divine Realm by diving into the old Ambrosia Pool within your Holy Place, and there is a similar pool-within-the-sea in the Divine Realm.
The Journey - Sail into a thick fog within your Influence Radius. Those who become lost in the fog emerge within the Divine Realm.
The Drowned - Those who die by drowning at sea have their soul transported to your realm (in your influence only or your devout only, double upkeep for both).
Effects:
Afterlife (Choose a distinct subculture group or type of death to determine who you take)
Better Afterlife X (Improve the quality of your afterlife to those forced to experience it, having a number of effects)
Manifestation (Spirits from your afterlife can manifest in a specific way or under specific circumstances)
Private Realm (Your realm is not physically connected to other realms in your pantheon)
Supporter of Life (Your realm can support some life)
 
Inspire Petitioners
Survival rolled 7, 18, 14, 13, 6. 7, 11, 14
2/5/5/4/1/2/3/5 Degrees: Gained 27 DE, Gained 19 Growth
Developed The Bow
Astrology rolled 9, 19, 7, 4, 5. 9, 17, 12
3/6/2/2/2/3/6/4 Degrees; Gained 28 DE, Gained 19 Growth
Developed The Sundial
Woah, wait, what?
We just were getting 3 DE/success last turn? o_O
Inspire Survival
Survival rolled 9, 16, 13, 8, 12. 14, 16
2/5/4/2/4/5 degrees of success; 22*(3)=66 DE, 22*.25=5.5*2.25/2=6 Growth
 
So rashelki just whooped saiga's ass.

and then used the legend to get to melee ten.

thank fuck Gaelte is getting animal handling... because we may need his help soon.
 
I propose a gateway at the bottom of the Teeth, accessible to those who manage to dive into the depths and survive.

I wish to warn people from making our divine realm an afterlife, because having a lot of spirits in the DR raises its upkeep, while imposing narrow enough restrictions to avoid the problem (for example only allow our direct descendants into the afterlife) is beyond us atm, i believe.

Furthermore, I'd like to add the "Supporter of Life" effect, just cause i like it.
 
Woah, wait, what?
We just were getting 3 DE/success last turn? o_O
And that was on a turn when you had a base Rite income of 3.
I propose a gateway at the bottom of the Teeth, accessible to those who manage to dive into the depths and survive.

I wish to warn people from making our divine realm an afterlife, because having a lot of spirits in the DR raises its upkeep, while imposing narrow enough restrictions to avoid the problem (for example only allow our direct descendants into the afterlife) is beyond us atm, i believe.

Furthermore, I'd like to add the "Supporter of Life" effect, just cause i like it.
Imposing more restrictions is actually free.
 
And that was on a turn when you had a base Rite income of 3.

Imposing more restrictions is actually free.
Ahh. Well that puts a wrench in my DE recovery plan, then. :/ Even then, though, we have a base of 4/3, not 1, assuming "base" means we don't count the *6 from DA, so it should be higher. What multiplier did our DA give us for growth, btw? Iirc, one level of it almost doubled our bonus to growth, right?

As for the realm, how reasonable would either of the following be:
Realm of the Stars: The sky in your realm replicates the night sky, decreasing the cost of astrology actions (This assumes that time spent in our realm is cheaper on sustenance and/or DE compared to outside it, since its ours)
Mystical Reality: Grants <Whatever PoM thinks is reasonable> Bonus to mysticism actions done within.
 
So rashelki just whooped saiga's ass.

and then used the legend to get to melee ten.

thank fuck Gaelte is getting animal handling... because we may need his help soon.
Well.... I mean Saiga is off brawling with him solo. Surely a bit of magical help from his wife would make the defense easier. We personally don't need Gaelte's help to deal with this at all.
 
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Inspire Petitioners
Survival rolled 7, 18, 14, 13, 6. 7, 11, 14
2/5/5/4/1/2/3/5 Degrees: Gained 27 DE, Gained 19 Growth
Developed The Bow
So it turns out we really should have been doing Inspires more than "oh lets dump some spare DE into this", because that's how you actually move up tech tiers.
Also Darkens make for kickass Inspire Survival

Faced with the threat of dealing with poisonous T-1000, the people learned the art of dakka.

Astrology rolled 9, 19, 7, 4, 5. 9, 17, 12
3/6/2/2/2/3/6/4 Degrees; Gained 28 DE, Gained 19 Growth
Developed The Sundial
And they can tell time now!

Form Divine Realm
Costs: 20 DE and 2 Ambrosia
2 Ambrosia extra->+2
Forms at Stability 2; miniturn to build the realm.
Fools wander in rolled (Ghette)
Fear rolled 8
Gained 6 Legend

Ghette, what are you doing here, this is a construction area!
Ghette's sight
Astrology/Omen Reading rolled 8
Ghette spends 3 legend (5 in the hole); gains Omen Reading 3, Navigation 5
Please navigate soemwhere else...
Gaelte's minions
Animal Handling rolled 12
Gaelte gains 2 legend
Gaelte spends 2 legend; gains Fishing 4, Animal Handling 3

Meanwhile Gaelte is learning how to bribe the Sea Pixies into going where he can't.
Rashelki's Rampage!
Survival rolled 19 vs 12
Moderate Failure; Saiga engages once more!
Melee rolled 6 vs 17
Epic I Failure! Saiga 5/7
Avatar rolled 12 vs 13
Saiga not poisoned!
Melee rolled 16 vs 13
Major Success! Rashelki 4/6 - Saiga 4/7
Avatar rolled 14 vs 16
Saiga not poisoned!
Melee rolled 10 vs 14
Major Failure! Saiga 3/7
Avatar rolled 12 vs 8
Saiga not poisoned!
Saiga retreats! Rashelki deals 4 VE (retreat) + 4 VE (personal attacks)
Rashelki gains 8 legend
Rashelki spends 4 legend; gains Melee 10, Survival 5, Awe 1
Man, Saiga is having a hard time here. Nearly got dispersed. He needs a new weapon.

Keshketev crafts for you
Craft (Carving) rolled 16, 15, 14, 5, 10. 7, 12, 14, 12, 14. 17, 17
6/5/5/2/3/2/4/5/4/5/6/6; (12) Amber Figurines (2 Very Poor, 1 Poor, 2 Moderate, 4 Good, 3 Great)

Saiga offers to you (Gained VE may not be Destructive the following turn as per marriage contract)
Craft (Carving) Stored 8, 12, 16
Gained (3) Gemmed Figurines (1 Okay, 1 Moderate, 1 Good)
Sure, we'd bless the shit out of everything.
Is Appeasement punishment still applicable?
We got the materials to do the temple now I think.
1-25: Shrine 7
26-40: Influence 9
41: Perform (Singing)
42: Survival
43-46: Mastery of Astrology
47-50: Excellence of Trickery
51-60: Spirit of the Stars
61-70: EA - Cold
71-80: EA - Sea
81-90: Omenseer
91-95: Divine Mystery
96-100: Inscrutable One

25% Shrine
15% Influence
40% Attributes

10% Skills

10% Spirit of the Stars
10% EA - Cold
10% EA - Sea
10% Omenseer
5% Divine Mystery
5% Inscrutable One
50% Traits
40% Nox traits

Looks like we're going to be putting the Shrine rating to use. Ideally we roll Omenseer and then fuse it into Mystic, clearing out 2 traits from the buylist without using any additional slots.
You push against the fabrics of time and space, and the world groans in protest to your actions. You push further and further, and with a pop your essence suddenly floods into the hole you've made like water into a skin, and the black emptiness about you adapts, transforms, meets your inner self perfectly.
Sounds vaguely lewd. Or I have a potty mind.

Your Frauma have somehow found their way here.
Frauma Grin

Gateway - A means of entering the Divine Realm. The creator of a Divine Realm is it's own gateway, but they must also specify a physical location that leads to the realm. Additional gateways can be created for an additional cost in upkeep, with broader gateways costing more. Additional Gateways can be metaphysical as well as physical in nature, and conditions can be imposed on them to restrict or allow entry. All Realms with an afterlife must have a Death Gateway (people who die under specific conditions have their spirits automatically transported to your realm).
Hmm, first thought is using the depths of the Teeth as a Gateway.

Stability - A value that determines how many and what kind of restrictions and effects your Realm can possess. Stability begins at 1 and increases by 1 when spending ambrosia equal to the new stability level.
Makes sense

Upkeep - Upkeep rises as new Gateways are built and benefits are added. If a very large number of Divines or sapient souls home in the Realm, Upkeep also increases. Upkeep goes down when Stability increases or when restrictions are imposed. DE upkeep can be stored in advance, up to 20 times the current Realm Stability.
Okay...so basically we need to store a fair bit of Upkeep, because otherwise we go pop and so does the Realm.

Effect - A specific function granted to the Divine Realm. Crafting spirits can cause their realms to naturally condense materials for their use, pantheon heads can force other pantheon members to meet in the realm they form, designating it as the prize realm of the pantheon, and gods of the dead can allow access to particular individuals, either to incentivize or deincentivize being taken there upon death.
That's pretty neat for condensing materials.

What happens with the pantheon head rule if you lose leadership?

Gateways:
The Depression - It is possible to emerge in your Divine Realm by diving into the old Ambrosia Pool within your Holy Place, and there is a similar pool-within-the-sea in the Divine Realm.
This seems the most natural one to me for a gateway

It looks like currently we have a fairly sparse afterlife if we set that up immediately though, and upkeep rises for number of souls, which is potentially a problem if we start an afterlife early.

@Powerofmind
Questions on afterlives:
-Do keeping sapient souls within them grant any benefit or is it mainly saving them for later use?
-What kind of thresholds would the sapient resident population cause the upkeep to rise? Just need a ballpark to see how fast we can expect it to increase, and whether we want to make the entry conditions easy(allowing our people to consign enemies to us as well) or hard(where we make it so only certain exceptional people wind up here).
-Can corpse disposal methods be a Gateway or is this strictly for at the point of death?

Currently I'm leaning towards making it support some life, with a Gateway in the Teeth initially.
Mostly because Gaelte already wandered in and I'd prefer if he survived :p
 
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