Time of the Gods: Into the Amber Age

Hm, lots of changes and stuff to read.

@Powerofmind Two things I noticed on my first read-through:

I believe you forgot to apply some of Saiga's external skill bonuses. His Leadership should be 0(4) from Aspect of Humanity and Divine Charisma. His Trade should be 5 (12). I will check the rest on my second read through.

Is it no longer possible to create god-children?
It's possible, you just have to take the miniturn meeting.
 
Quite a bit to digest here, but also much simpler by far. Going to need to remap long term planning once it's internalized.
One thing at least is that we no longer need Mystic after the skills change, which relieves things quite a bit.

We can also indulge a little more in 'splash' skills we need to fulfill a role but not excel in.
Divine Charisma (This divine is preternaturally talented even among it's kind as a charismatic being. +2 Leadership, +2 Trade, Increases successes in Social Interactions initiated by the divine by variable amounts based on relationship)
Saiga now has Charisma. He's going to be natural leadership material once he ascends.
Aspect of the Raven (+1 Trickery, +3 Perform (Sing), +3 Omen Reading, Avatar gains Flight, Can communicate with and command some Birds)
Saitev can talk to Birds in general with the maxed out Raven, but from the bonus patterns, it looks like this is an enhancement derived from inherent traits.
Spirit of Crafting (+2 Craft (Highest 3 Crafts), +1 Shrine, Crafting has a small chance not to consume materials)
Spirit of Crafting has been greatly refined, and is still amazing, but now that External Shrine only adds an ambrosia production and capacity bonus without being a 'free' trait from trait cap expansion, it's no longer super advantageous.

Though when you're working with silver, gold and other high tier materials, the ability to craft without consuming materials means that Keshketev will eventually build up a reserve of high tier materials saved from our commissions.

Aside from us shoving him full of amber all the time.


Elemental Avatar - Fire (3 accumulating Legend discount to next Avatar Attribute Purchase, gain a Flame Aura that deals damage to enemies in melee, with Elemental Affinity - Fire mimic Full Shapeshifting, doubles water-based influence damage received)
Elemental Avatar - Light (3 accumulating Legend discount to next Influence Attribute purchase, gain Ethereal, gain a free success when performing any light or heat-based Influence Act, all light and heat-based Influence Acts gain bonus damage)
Surprisingly, Fire Avatar can shapeshift.
...which could have been seen coming since Fire aspected creatures in mythology shapeshift VERY often.
 
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@Powerofmind
Stuff I noticed on second read-through:
Seski
Craft(Carving) should be Craft (Bonecarving)
Waterskin Cloak (Tier 3 Clothing) - Grants Resistance to Water Influence, Water Breathing, +2 External Survival – Survival bonus needs to be replaced

Saiga
Spirit of the Hunter- Is the strong bonus still a thing with the new dice system?
Craft(Carving) should be Craft (Bonecarving)
The hunting skill is missing entirely. Since he is at skill cap perhaps lower some other skills? Hunting external bonus is 7.
Melee - 7 (12) should be Melee – 7 (10) due to hunter trait changes.

Attrouska
Lesser Aspect of the Snake (+1 Melee, +1 Trickery, +2 Perform (Dance), Gain poison, can ignore failures in dominance checks by spending 5 sustenance per degree)
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1)

Both traits need changing due to the removal of Sustenance mechanic.

[] Suffer Avatar (<X>, up to 11 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)
needs changing due to removal of Sustenance mechanic

[] 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

Not a mistake, but in light of the new skill cap and ambrosia income mechanics it might be a good idea to make it less binary. Perhaps change it to 1 Ambrosia per forgotten skill level? Ambrosia is now much more available and a divine needing to go on a multi-year drinking binge (or consuming a truly massive amount of Ambrosia at once) to reduce a high skill rating to nothing seems thematically appropriate.
 
Hmm, what's the sustenance rampage threshold replaced with now?
EDIT: Also, does adding extensions to a Temple cost an ambrosia?
 
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I am slowly working my way through all this new information, but I think one of the most crucial things is that we have a TON of item slots to fill up with stuff. We should absolutely fill those slots. We have a crafter that we are friendly with, and we should take full advantage of that now that we know what can be equipped.
 
I am slowly working my way through all this new information, but I think one of the most crucial things is that we have a TON of item slots to fill up with stuff. We should absolutely fill those slots. We have a crafter that we are friendly with, and we should take full advantage of that now that we know what can be equipped.
And then we pick up Chimera and get even more limbs to tie items to!

You thought Gaerig was an arctic goddess but turns out she was indian all along!
 
@Powerofmind

Mid-crafting the new plan, can I check what formula godbabies use for their stuff?
So I know how much energy to reserve when meeting Saiga.
Godchildren are most similar to Divine Creatures.
Seski
Craft(Carving) should be Craft (Bonecarving)
Waterskin Cloak (Tier 3 Clothing) - Grants Resistance to Water Influence, Water Breathing, +2 External Survival – Survival bonus needs to be replaced
Thank you, I didn't catch that.
Saiga
Spirit of the Hunter- Is the strong bonus still a thing with the new dice system?
Craft(Carving) should be Craft (Bonecarving)
The hunting skill is missing entirely. Since he is at skill cap perhaps lower some other skills? Hunting external bonus is 7.
Melee - 7 (12) should be Melee – 7 (10) due to hunter trait changes.
I could have sworn I fixed some of these.
Attrouska
Lesser Aspect of the Snake (+1 Melee, +1 Trickery, +2 Perform (Dance), Gain poison, can ignore failures in dominance checks by spending 5 sustenance per degree)
Minor Spirit of Motherhood (+1 Leadership, reduces Sustenance cost to add random and specific traits by 1 and 1)

Both traits need changing due to the removal of Sustenance mechanic.
I missed more than I thought...
[] Suffer Avatar (<X>, up to 11 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)
needs changing due to removal of Sustenance mechanic

[] 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

Not a mistake, but in light of the new skill cap and ambrosia income mechanics it might be a good idea to make it less binary. Perhaps change it to 1 Ambrosia per forgotten skill level? Ambrosia is now much more available and a divine needing to go on a multi-year drinking binge (or consuming a truly massive amount of Ambrosia at once) to reduce a high skill rating to nothing seems thematically appropriate.
Erm... Right.
Hmm, what's the sustenance rampage threshold replaced with now?
EDIT: Also, does adding extensions to a Temple cost an ambrosia?
Yes. I'm fiddling with how Extensions work in general. Each major shrine or temple can only have a single one, period.
So we can only communicate with one divine in a turn? That is honestly pretty harsh.
It's meant to be. I want to make peer interactions feel more meaningful in general.
 
Hmm, on second thoughts, instead of jumping the gun I'll sleep on it and hit it tomorrow. Safer that way.
Plenty of time anyways...
I am slowly working my way through all this new information, but I think one of the most crucial things is that we have a TON of item slots to fill up with stuff. We should absolutely fill those slots. We have a crafter that we are friendly with, and we should take full advantage of that now that we know what can be equipped.
Noting that we need Study World actions to maximize the ability to enchant them since Mysticism is not very high.
But we do have the setup to make stuff. If haphazardly.

Head
-Helmet - No hard metals yet, but we do have bone, shell, coral and stone. Stone would be a bit heavy for a helmet though
-Hat - Fabric, leather or fur. Nothing exceptional here unless we make something strange with a pigment again or get Ur-beast fur.
-Crown/Tiara - Precious stones and soft metals mainly. We got this, but Innovating one of these would take a lot of experiments with relatively rare materials.
-Veils and scarves probably count as an accessory instead.

Head slot primarily requires innovation to actually discover headgear, and then finding a material other than base to use, then working on enchanting.

Torso
-Leathers - Requires exceptional leathers or furs.
-Shirt - Requires fabrics to make. We got Ur-beast silk we can gather with a Commune action, but otherwise we're going to need to explore for better plant options.
-Armor - Requires bone or metal. No exceptional bone, and while we have some copper, nobody knows how to work it, or for the matter, produce enough of it to work with.

We can start this immediately, just start gathering Rashelki's silk, dye some of it and Innovate with another bundle of it next turn to get the design, then run a Mysticism research on it the turn after, then pass a bale to Keshketev.

Cloak: Waterskin Cloak (Tier 2 Clothing) - Grants Resistance to Water Influence, +2 External Navigation

We already have the slot filled, but it could be better.

Legs
-Pants/Skirt - Takes fabrics, see Shirt. Might be combined in a slot for a dress?
-Leggings - Takes leather, furs or bone to make leg armor.

Mostly same as torso

Feet
-Boots - Leather and furs. Nothing exceptional here yet.

Mostly same as torso

R/L. Hands: Resonance Spear (Tier X Weapon) - Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty, +2 External Perform (Sing)

Unlikely to find better weapon for a while.

Trinket 1: Songstress' Amulet (Tier 2 Jewelry) - Grants +2 External Perform (Sing)

We could probably make more trinkets just by playing with metal and gems. Especially gold and silver.


Overall, on equippables, our near-term reachable items are dyed silk products(Torso, Legs, Cloak) from Rashelki(which we need to harvest before she graduates the Creche), and Trinkets from experiments with gems and soft metals.

Stone materials are not suitable for anything but weapons and trinkets, but we can experiment with leather and bone base materials to get designs for stuff that we can substitute higher tier materials into.
 
Yes. I'm fiddling with how Extensions work in general. Each major shrine or temple can only have a single one, period.
Hmm, going to hold off until I see what that looks like first then. It'd change things quite a bit considering all the Creches we have spread around, not to mention current Wonders.

Also, is the rampage mechanic still there and if so, what threshold does it trigger on?
It's meant to be. I want to make peer interactions feel more meaningful in general.

I figure if we want to call a general pantheon meeting then...we'd best make a meeting place in the Divine Realm anyways...

Also, what's Independence do? It reads like it relates to Compels based on how the "Make Land of Ice" option is written.
 
Noting that we need Study World actions to maximize the ability to enchant them since Mysticism is not very high.
But we do have the setup to make stuff. If haphazardly.
I think it is important to note that maximizing our gain from each slot is completely unnecessary at this point. We just want some gain from as many as possible. This is a pretty big deal considering talking with our crafter takes up our entire divine communication budget for a year, so getting the highest quality stuff we can make is a huge expense before we consider the resource costs. Unless more gets done in a single communication than we have gotten used to, which is possible considering the communications are supposed to have become more significant.

Honestly this change is probably going to make letting someone else be the pantheon head considerably less painful.
 
@Powerofmind, noticed this error. Perform (Singing) only has its base value of 3 listed, but it should be 3 (7)
Inventory
Equipped:
R/L. Hands: Resonance Spear (Tier X Weapon) - Disorients enemies between rounds by contesting War rolls with Perform (Sing) at a -1 Strong Modifier penalty, +2 External Perform (Sing)
Trinket 1: Songstress' Amulet (Tier 2 Jewelry) - Grants +2 External Perform (Sing)

Skill and Trait Reworks
Perform (Singing) 3
 
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I think it is important to note that maximizing our gain from each slot is completely unnecessary at this point. We just want some gain from as many as possible. This is a pretty big deal considering talking with our crafter takes up our entire divine communication budget for a year, so getting the highest quality stuff we can make is a huge expense before we consider the resource costs. Unless more gets done in a single communication than we have gotten used to, which is possible considering the communications are supposed to have become more significant.

Honestly this change is probably going to make letting someone else be the pantheon head considerably less painful.
Easy workaround: We figure out 2-3 different items, do the mysticism research parallel(which I may note, is much more accessible now, and is actually easier to stack up for 3-4 materials at once with Silver Moon buffing) and then go to Keshketev ONCE to have a complete set made at once.

Since Communing with Divines now is a miniturn, we can conduct as many transactions as we have available at one go.
 
Hmm, going to hold off until I see what that looks like first then. It'd change things quite a bit considering all the Creches we have spread around, not to mention current Wonders.

Also, is the rampage mechanic still there and if so, what threshold does it trigger on?
It's going to also get a miniturn segment. I'll be resetting everything on the extension front, which will have a short segment where you can drop three extensions out for free.

It isn't. I need to figure another means of getting avatar without ambrosia... if one is really needed.
I figure if we want to call a general pantheon meeting then...we'd best make a meeting place in the Divine Realm anyways...

Also, what's Independence do? It reads like it relates to Compels based on how the "Make Land of Ice" option is written.
Good catch.

Independence is tracked between beings who follow the rules of divine interaction. It is effectively a long-term "Hit Points" regarding one other entity. If you have less Independence towards an entity, they can be more aggressive and domineering towards you. If independence is low enough the 'dominant' half of the relationship can even enforce the use of actions they prefer immediately.
 
Personally I'm planning to abstain from plan making this turn. The problem had been that the rules had been too confusing for others, so I want to see successful plans from others as proof of concept.
 
I have basically a full copy of the charsheet in the update post. I figure I can get away with leaving it as is for now.

Then I'm gonna ask directly,
What about the shrines, can we get a list on them and what changed about them?

also where does is this 'Gaerig's New Village: 2/2' come from and do we even have a shrine there ?
 
So considering that last turn we set up an adventure with Saiga and Saitev to explore for a plant spirit do we have to commune with them to actually go, or will they both show up off an explore action? And if they do will that use up our commune action? And would we be able to fit sleeping with Saiga for a God child into that miniturn?
 
Then I'm gonna ask directly,
What about the shrines, can we get a list on them and what changed about them?

also where does is this 'Gaerig's New Village: 2/2' come from and do we even have a shrine there ?
The shrines you have are unchanged as of yet. Their locations are no different, but they no longer have individual tiers (granularity gone, simplicity now). I will temporarily leave all of your creches in play, but there will be a miniturn where you will get 3 free extensions (each shrine and temple can have ONE extension) and the old ones will disappear.

That's one of the villages formed during the mass migration your fertility magic caused. You do not.
@Powerofmind, does consuming Ambrosia still restore 10 AP or is the number now reduced ?
No. You get 5 AP a turn, and can make up to 10 more by spending TWO ambrosia.
So considering that last turn we set up an adventure with Saiga and Saitev to explore for a plant spirit do we have to commune with them to actually go, or will they both show up off an explore action? And if they do will that use up our commune action? And would we be able to fit sleeping with Saiga for a God child into that miniturn?
They'll still show up from pre-planned action. You can ask for, trade, or engage however you wish in a given communion between divines. There is no additional associated cost save initiating the meeting.
 
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