Time of the Gods: Into the Amber Age

Something to keep in mind is that we only put 20 DE into it and we aren't in a good place to have an expensive upkeep as we still need to help growth and collect ambrosia to reform. So I suggest we just build a doorway for now.

[X] Plan Bare Necessities
-[X] Dark Pool Gateway (Physical) - 3 Upkeep
 
I just realised a huge problem!

For most of her life, Gaerig's been attended to by beautiful youths of all genders. This is good, as it shows reverence for us and pretty things are pretty. However, that was always dependant on our physical form. Meaning that Gaerig is all alone right now, with only her own beauty to look at.

Clearly we should be getting Gaerig's Maw, go out to people we don't like and steal all their citizens. Who's got your prettyboys now?

So we would flood the world with the restless spirits of the dead once a year?
Awesome feature in my opinion.
Yes, it's all fine and good right until you realise that someone has to gather back all those souls again. Though that could serve as a very fun basis for a Divine Creature.

Alternatively we could get the Siren Lure and make a Pixie Offshoot that Will'o'wisps unfortunate souls into the seas.
 
Okay.

So first we make it capable of sustaining life.
Then we have all the souls in our influence that die become spirits there.
Have a metaphysical entrance become the full moon (possibly)
Create some "gatekeepers" who are designed to retrieve wandering souls.
Set up our Realm so that we can use the spirits as sacrifices for rituals.
Also create monsters that we wouldn't be able to in the real world.

This seems to be the consensus but I might be exhausted and misreading.
 
Yes, it's all fine and good right until you realise that someone has to gather back all those souls again. Though that could serve as a very fun basis for a Divine Creature.

Alternatively we could get the Siren Lure and make a Pixie Offshoot that Will'o'wisps unfortunate souls into the seas.
Why not turn it into a group activity? Let Saitev and Saiga round them up and throw them back into the realms.

Once a year, the souls slumbering in Gearigs depths can escape to haunt the living, but the raven will guide those lost back to their resting place while the hunter will protect the folk from the wicked souls that try to harm them and toss them back into the sea.

Sounds like a great myth and DE/VE/Legend gathering operation to me. I'm sure we can throw in the crone in there by having her provide protections from the dead.
 
Not quite. Divine Realms don't play well with live mortals without hilarious excesses of stability, since Divine Realms are products of Divine Magic (Fourth), which is heavily affected by mortal belief and opinion.
Figures. Basically we can have mortals visit, but part of the reason to make it difficult to enter is that long term significant mortal residence makes it unstable(and this thing being 2 ambrosia and 20 DE, at the LEAST it's going to discharge like a minor earthquake).

Stealing a good looking fellow or two works fine, but starting a village in there would be dangerous.
All at once. Basically your realm stability cap is equal to the amount of Ambrosia you can amass together, with all of your underlings and special abilities.
So Shrine + Underlings combined efforts huh?
Also takes obscene amounts of DE, assuming the ratio grows to match.

It sounds like only the highest expenditure of ambrosia matters for the Divine Realm creation.
Currently we can get to...
Shrine 7 + Saiga 4 + Saitev 4 + Attrouska 5 + Keshketev 3 = 23 ambrosia and 230 DE?

Ghette will be managed in the next update. He's cool. He's just gonna have an adventure.
Okay, so life support is nice(since it should prep the place for a cheaper Menagerie if we don't need to create food magically for any stored broods), but not compulsory.
That's actually a perfectly accurate representation of what the Avatar Gate is. The avatar or presence of the divine as they pass between realms is typically enough to drag wayward mortals into their realm entirely by accident, let alone on purpose. The passage leaves a temporary 'hole' where they were, that others can fall into, or chase into. In this way, a Divine Realm serves as a technical means of escape to an area of a Divine's greatest power, but if they can't fend off a chasing foe by then, they're really screwed.

You can spend Effect slots to make it even more difficult to beat you in your realm, but then you're kind of prepping for failures elsewhere by spending that way.
Probably. Makes more sense as a deployment zone than as a bunker, since anything capable of beating us in our Divine Realm would have us thoroughly spanked as it is.


Petitioner - You're pretty much right, given the technical difficulty of the death (you have to have possession of a corpse to destroy it or 'lose' it in most cases), which cuts away a fair portion of the cost. 3 is accurate.
Maw - It's more expensive because it affects everyone in your territory and not merely your faithful. 5 seems about right.

Love it when eyeballing gets it right.

Personal allowance is actually not a restriction you can impose so easily. You can make it difficult to pass into your realm, and adding survival checks, astrology checks, etc. are means of trying to screen people in, but you can't exclusivize a gateway. Any being that can trick the conditions of a metaphysical gateway in your influence could technically sneak into your realm, and any being that can reach your physical gates can get in.
So basically the fog or other easily accessible ones leave us vulnerable to people sneaking in with poor border control, and we want physical gates in places we can protect(so temples, or really high tier shrines)
Metaphysical gateways are also not exclusive to death. Deep meditation, or meeting a number of unique conditions while supplicating in your temples or shrines could also be feasible means of a sort of temporary 'astral' entry, or exit (yes, people could take things through metaphysical gates; think Kings of Dragon Pass Questing). You can impose a nearly upkeep-free mode of entry for pantheon mates this way. If you allow it by opening the way, clever Mediums and Shamans could gain access to the spirits of your realm and ask them for advice or even assistance (of course, the fewer conditions of activation, and the more allowances made for those who succeed, the costlier it is for you).
Hmm, so that's a useful consideration.
Pretty big vulnerability too, but it's much more convenient for a large pantheon of spirits under us, since spirits have VERY limited ranges, we cannot use the Temple physical entry method as primary in the long run, as many of the weaker spirits simply cannot physically reach it.

Astral entry works out for that. Hmm...need to think on ways to restrict entry for that.

It's mostly fake, they're just particularly shaped lumps of divine power. Supporter of Life, like all effects, push against the Stability of your realm to make it take forms more pleasing or even more tangible for you and others.
Gotcha. That makes Supporter of Life extremely good for the Carrier option of scooping mortals or monsters in to deploy to a distant location(i.e. Gaerig takes them into her realm, spends a few days flying to the target, then disembarks with her army), or sheltering some worshippers in the event that we're downwind of some Harzivan so they can rebuild after we clear out some safe space.

Fog Trap (Effect I think?) - Be warned that the narrative component of this effect would open you up to a weakpoint, a place that someone in the know could exploit to make a temporary gateway into your realm. There's already a natural weak area in any temple or holy site that can be exploited for entry (though it's fucking hard to get there to exploit a weakening), but major environmental elements, using Mount Olympus as an example, is an area of weakness in the space between Divine and Mortal. The weakening is actually a plus for upkeep, so it'd only be around 6 despite the powerful bonuses it grants.
Sounds pretty risky.
Weird Moons (Effect) - This would work, but the upkeep will be rather tough to deal with, and it couldn't guarantee a good moon every time. I'd have to think a little longer... probably at least upkeep 10.
Hmm, it's fun, but makes it difficult to use the Divine Realm for anything. A 1/10 chance of Violet Moon Laser and 1/10 chance of Blood Moon makes the place hideously unsafe.
Silver Lake (Effect) - This is neat. I like neat things. Upkeep 8 though, it's got some incredibly powerful innate effects.
It's very cool, but given the cost, probably should wait for when it's a better DE generator.

Got enough discussion that I think I can start to make a decision now. Our kid isn't in danger of starving to death in our Divine Realm, so we don't need to put life support in(which would encourage mortal )

Currently leaning towards:
[X] Gateway(Physical) - The Dark Pool - Upkeep 3 DE - It's possible to travel to your Divine Realm by diving into the dark depths of the Ambrosia Pools within your holy sites. However, those who aren't in your pantheon must navigate the starry maze within and find the hidden moon in the deeps to reach your Realm or return to the mortal world. Failure means they emerge, lost somewhere random on the side they entered from.
[X] Effect - The Star Sea - Upkeep 5 - The sea of your realm extends to the skies, and vice versa. The stars are islands in the night, the sea the endless dark. There, the intangible and the tangible are one and the same. Dispersed spirits and Ethereal avatars within your realm interact as if they were manifest and material, while even mortal flesh may paint with light and weave with shadow.

Going for cool shit we can figure out how exactly to exploit in play. Blurring the boundaries of spirit and material means that some exotic crafts and magical effects can be done here, and we might also do things like reproducing with light or music.

More friendly to dispersed or formless pantheon members as well, when we get around to making the meeting place

But mainly cool shit.
We need at least 3 stability to make an afterlife to begin with though. Physical entry, Metaphysical entry and afterlife trait.
 
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I'm not too sure about that.

Looking at the description of Afterlife, it looks to me like it is a Metaphysical entry in itself.

From the update
All Realms with an afterlife must have a Death Gateway (people who die under specific conditions have their spirits automatically transported to your realm).
Looks pretty clear we need a separate Gateway.
Afterlife is categorized as an Effect.

Afterlife (Choose a distinct subculture group or type of death to determine who you take)

Remember, Gateway means how you can enter(or theoretically, exit if you have a sloppy definition), Afterlife determines if a departed soul is sustained by the realm.

So for instance
[] Gateway(Metaphysical,Death) - Gaerig's Maw - Upkeep 5 DE - Those in your Influence whose bodies are lost to man have their souls transported to your realm.

This would open for EVERYONE who loses their bodies. Including potentially ascending Ur-spawn and dispersed spirits(probably has a check or primacy comparison here if they want to resist or if another Divine Realm's Gateway is met).
But they just end up in the Divine Realm. Nothing more. The spirits can probably have a bit of an adventure trying to reach a physical gateway, trigger a metaphysical escape or try to raise some hell, though being dispersed limits that somewhat, and I wager being in your Divine Realm is worse than being in your Holy Place for penalties for fighting you.

[] Effect(Afterlife,Culture) - The Drowned Lands - Upkeep ? DE - This afterlife houses the faithful of the Geshtaf.

This means that ONLY Geshtaf members who get sucked up by the Maw stay there as ghosts. All other affected ghosts are not sustained and presumably disperse or move on, unless we have another Effect that uses them.

[] Effect(Afterlife,Means) - The Exploded Ones - Upkeep ? DE - This afterlife houses those slain by Gaerig.

This means that everyone killed by Gaerig gets to have a round two being toyed with by her for all eternity. Joy.

I'd hazard a guess that a broad "I have an afterlife for everyone" isn't applicable as a Means of Death or Culture for the purpose of Afterlife retention unless you are actually a Death ascension god.

HOWEVER, something like this can be used:
[] Effect - The Grinder of Souls - Upkeep ? DE - Souls in your Divine Realm that are not headed to an afterlife are crushed and transmuted to valuable materials.

To process any souls that wind up here which we don't plan to keep.
 
HOWEVER, something like this can be used:
[] Effect - The Grinder of Souls - Upkeep ? DE - Souls in your Divine Realm that are not headed to an afterlife are crushed and transmuted to valuable materials

To process any souls that wind up here which we don't plan to keep

Depending on the soul I think we should maybe try to recycle them into divine beasts or ur monsters. If they were hunters that stood out? Probably divine monsters to defend their villages. Or ur beasts that we let loose to attack other villages.
 
Personally I would prefer to begin with a Valhalla like afterlife aka. A place where Gaerig can play around without ger toys breaking. Something like overcoming challanges (monsters, waves, Gaerig) during the day and enjoying pleasures (music, food, companionship, Gaerig) diring the night. So neolithic Valhalla, but survival focused (Trickery, Astrology, Survival, etc.) instead of combat.
 
[X] Gateway(Physical) - The Dark Pool - Upkeep 3 DE - It's possible to travel to your Divine Realm by diving into the dark depths of the Ambrosia Pools within your holy sites. However, those who aren't in your pantheon must navigate the starry maze within and find the hidden moon in the deeps to reach your Realm or return to the mortal world. Failure means they emerge, lost somewhere random on the side they entered from.
[X] Effect - The Star Sea - Upkeep 5 - The sea of your realm extends to the skies, and vice versa. The stars are islands in the night, the sea the endless dark. There, the intangible and the tangible are one and the same. Dispersed spirits and Ethereal avatars within your realm interact as if they were manifest and material, while even mortal flesh may paint with light and weave with shadow.

Expensive in upkeep, but I think even Gaerig will find it difficult to break immaterial things that don't actually exist.
Mind you, I don't doubt that she'll eventually do so, only that it will be difficult.
 
I'm not so sure about getting the star sea because it feels like it would reduce some of the urgency of getting her Avatar back. People are going to want to start doing avatar actions immediately.

We also wouldn't have a use for it once we reform.
 
I'm not so sure about getting the star sea because it feels like it would reduce some of the urgency of getting her Avatar back. People are going to want to start doing avatar actions immediately.

We also wouldn't have a use for it once we reform.
I dunno, I find the prospect of allowing our children to literally fingerpaint with starlight to be adorable, and we can do that body or not.

It's not like we're likely to get our Avatar back soon either.
 
I'm not so sure about getting the star sea because it feels like it would reduce some of the urgency of getting her Avatar back. People are going to want to start doing avatar actions immediately.

We also wouldn't have a use for it once we reform.
Huh, a divine realm where we can do avatar actions would interact interestingly with going Formless.
 
I just realized that if choose the Dark Gate, somebody with the T3 Waterskin Coat should be able to get in pretty easily. And if we take it away, getting out becomes pretty hard. Just a thought that popped into my mind.
 
[X] Gateway(Physical) - The Dark Pool - Upkeep 3 DE - It's possible to travel to your Divine Realm by diving into the dark depths of the Ambrosia Pools within your holy sites. However, those who aren't in your pantheon must navigate the starry maze within and find the hidden moon in the deeps to reach your Realm or return to the mortal world. Failure means they emerge, lost somewhere random on the side they entered from.
[X] Effect - The Star Sea - Upkeep 5 - The sea of your realm extends to the skies, and vice versa. The stars are islands in the night, the sea the endless dark. There, the intangible and the tangible are one and the same. Dispersed spirits and Ethereal avatars within your realm interact as if they were manifest and material, while even mortal flesh may paint with light and weave with shadow.
 
We need at least 3 stability to make an afterlife to begin with though. Physical entry, Metaphysical entry and afterlife trait.
Gateways don't expend Stability. They're two distinct components.
Gateways can be infinite in number, but because they're holes in reality, reality leaks through them. The broader they are, metaphysically or otherwise, means you have to expend more effort keeping your rules in your realm the way you want them to be.
The Dark Pool would actually be exceedingly cheap, a mere 1 Upkeep, due to the size of the opening, even with the survival/nav restrictive check.
Effects are the actual rules you're enforcing on your Realm. It's your world, you decide how they work, what they do, and you can push those rules until the stability of your realm is 'used up' maintaining them.
[] Gateway(Metaphysical,Death) - Gaerig's Maw - Upkeep 5 DE - Those in your Influence whose bodies are lost to man have their souls transported to your realm.

This would open for EVERYONE who loses their bodies. Including potentially ascending Ur-spawn and dispersed spirits(probably has a check or primacy comparison here if they want to resist or if another Divine Realm's Gateway is met).
But they just end up in the Divine Realm. Nothing more. The spirits can probably have a bit of an adventure trying to reach a physical gateway, trigger a metaphysical escape or try to raise some hell, though being dispersed limits that somewhat, and I wager being in your Divine Realm is worse than being in your Holy Place for penalties for fighting you.

[] Effect(Afterlife,Culture) - The Drowned Lands - Upkeep ? DE - This afterlife houses the faithful of the Geshtaf.

This means that ONLY Geshtaf members who get sucked up by the Maw stay there as ghosts. All other affected ghosts are not sustained and presumably disperse or move on, unless we have another Effect that uses them.

[] Effect(Afterlife,Means) - The Exploded Ones - Upkeep ? DE - This afterlife houses those slain by Gaerig.

This means that everyone killed by Gaerig gets to have a round two being toyed with by her for all eternity. Joy.

I'd hazard a guess that a broad "I have an afterlife for everyone" isn't applicable as a Means of Death or Culture for the purpose of Afterlife retention unless you are actually a Death ascension god.

HOWEVER, something like this can be used:
[] Effect - The Grinder of Souls - Upkeep ? DE - Souls in your Divine Realm that are not headed to an afterlife are crushed and transmuted to valuable materials.
Drowned Land - That particular degree of specificity will have a fuckhuge upkeep, as a heads up. Maybe 10 or 12; I haven't completely finagled the cost-over-time of afterlives.
Gaerig's Favs - This is cheaper, but the metaphysical rules say that anyone slain by the sea end up there, not just those killed by Gaerig personally. Upkeep of maybe 8?
Afterlife for Everyone - Is a viable thing you could do. Afterlives in general are cheaper with life/death traits, but 'Everybody' is an option. It would, of course, take everybody who died invading you, and everybody who doesn't like you, and so on, which comes with a set of issues you probably don't want to touch. At that point, you could start trying to delineate between who gets what advantages of your afterlife, which would be roughly the same cost as saying "you get an afterlife, and you get an afterlife, and you get an afterlife." Baseline for this would be well over 20 DE in upkeep per turn, likely higher.
Soul Grinder - You'd have to tie it to a specific group of people, rather than 'everyone else', but generally this would only be an upkeep negative effect that makes people really do not want. You'd need an extra effect to take that free DE and convert it to something particular.
 
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[] Effect: Transmutation - Nonpious individuals killed by Gaerig have their spirits converted into energy used to reveal and fuel various rituals.

@Powerofmind I think this does what I want it to do?
 
Gateways don't expend Stability. They're two distinct components.
Gateways can be infinite in number, but because they're holes in reality, reality leaks through them. The broader they are, metaphysically or otherwise, means you have to expend more effort keeping your rules in your realm the way you want them to be.
Ah, gotcha, so we could start with an afterlife if we wanted. Hmm.
Am I right on the Gateway/Afterlife conditions though?
So DO we want to immediately start with one? They're kind of expensive to upkeep. 8 DE for even the limited one is nothing minor.
The Dark Pool would actually be exceedingly cheap, a mere 1 Upkeep, due to the size of the opening, even with the survival/nav restrictive check.

I was under the impression that our pantheon members could fit into the pool? Or was I mistaken on the size? Main consideration is Saitev really.
I'd probably tweak it once I wake up if not.
 
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[] Effect: Transmutation - Nonpious individuals killed by Gaerig have their spirits converted into energy used to reveal and fuel various rituals.

@Powerofmind I think this does what I want it to do?
Soul Rituals - Nonpious individuals killed by Gaerig within her domain are stored for use in applicable rituals. Upkeep 3+ (increases when you store more for bigger rituals).
Ah, gotcha, so we could start with an afterlife if we wanted. Hmm.
Am I right on the Gateway/Afterlife conditions though?
So DO we want to immediately start with one? They're kind of expensive to upkeep. 8 DE for even the limited one is nothing minor.


I was under the impression that our pantheon members could fit into the pool? Or was I mistaken on the size? Main consideration is Saitev really.
I'd probably tweak it once I wake up if not.
A given afterlife type is tied to a gate. The conditions to join the afterlife make up the conditions of the gateway that is automatically and silently attached to it.
Base-grade afterlives are relatively poor, they merely offer 'life beyond death' to people who can afford or earn the conditions of entry. In that way it grants some extra income and changes the way people act. Afterlives specifically made for certain groups of people grant different benefits, but 'bask in my awesomeness' nothing-in-particular afterlives have mostly stable income/upkeep growths (they grow at roughly the same rate, so it always costs the same upkeep).

The pantheon members can fit in the pool, but the openings available are currently one opening, and despite the check restriction is limited enough that it's still just an easy 1.
 
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The pantheon members can fit in the pool, but the openings available are currently one opening, and despite the check restriction is limited enough that it's still just an easy 1.
Ah okay, it'd increase once we build more, but that seems to be a nice and cheap starter entrance, which we can expand as needed.

We'd probably be punching more metaphysical entries once we have uses for them.

A given afterlife type is tied to a gate. The conditions to join the afterlife make up the conditions of the gateway that is automatically and silently attached to it.
Base-grade afterlives are relatively poor, they merely offer 'life beyond death' to people who can afford or earn the conditions of entry. In that way it grants some extra income and changes the way people act. Afterlives specifically made for certain groups of people grant different benefits, but 'bask in my awesomeness' nothing-in-particular afterlives have mostly stable income/upkeep growths (they grow at roughly the same rate, so it always costs the same upkeep).
Cool. Seems mostly like an afterlife doesn't pay off well until we have a Faith score though. Fear Spirit rite income is crap enough that it mostly just costs upkeep without catching up.
 
[X] Gateway(Physical) - The Dark Pool - Upkeep 3 DE - It's possible to travel to your Divine Realm by diving into the dark depths of the Ambrosia Pools within your holy sites. However, those who aren't in your pantheon must navigate the starry maze within and find the hidden moon in the deeps to reach your Realm or return to the mortal world. Failure means they emerge, lost somewhere random on the side they entered from.

[X] Soul Rituals - Nonpious individuals killed by Gaerig within her domain are stored for use in applicable rituals. Upkeep 3+

Next on my list: Supports life, then Valkyries.
 
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