Time of the Gods: Into the Amber Age

[X] Plan Mists of Beasts
-[X] Choose Improvement 1 & 2 - Menageries I - An environment conducive for a Bloodline or Brood exists within your realm, large enough to sustain roughly one Medium sized species, or two Small sized species.
-[X] Choose Improvement - Mists of Svettensog - Outsiders must pass a Trickery test to enter Svettensog proper, or they will be spat back out of the mists at a random real-world location in your influence.
-[X] Choose Primary Gateway - Strange Mists - A weak-spot in the world near your shrines and temples, appearing as thick mists that can swallow up the unwary and take them to your realm.
-[X] Choose Gateway Improvement - Strange Mists II - All throughout your lands, dread fogs appear. It is dangerous to enter, for they all lead to Svettensog.

-[X] Choose from among the following three Extensions at [Gaerig's Village] Shrine.
--[X] Creche (Adjusted)
-[X] Choose from among the following three Extensions at [Saiga's Fishing Village] Shrine.
--[X] Pool of Bounty (Grants Population Points semi-regularly)
-[X] Choose from among the following three Extensions at [Saitev's Home Village] Shrine.
--[X] Chamber of Change (Adjusted)
-[X] Choose from [Sky] as a Grand Extension to the Temple.
--[X] Elemental Manifestation (Tier 3) - Moon

Reasons
for Menageries & Mists
I remember we originally considered to use our Realm to contain some of our more dangerous broods and since some brought up the desire to sire new monsters in the near future I thought it was the perfect point to bring it up again, also combined with the Mists as a gateway we would have an easy and way to deploy our monsters and defend our land, since all we would need to do is to create mists and then let the monster-children wander out of our divine realm to wreak havok, while keeping our people away from the mists


for Moon
@veekie pointed out how taking moon might decrease the costs of using moon related powers, which I disagree with on the base that they alreadly all cost just one DP , therefor it is far more reasonable to assume that taking moon would instead strengthen all our moon related power and since we always use our Moons in some way our another, either to generate DP (Yellow), improve our births (Blood), create more materials (Harvest) or increase the strength of our divine abilities (Silver & Blue), I see it as the most logical to take as inherent trait
 
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-[X] Choose Improvement - Mists of Svettensog - Trickery is improved within Svettensog. Those who enter Svettensog without permission must pass a navigation or discovery check or become lost for a time. Time is not so linear within the mists for those unwelcome.
Write as:
-[] Choose Improvement - Mists of Svettensog - Outsiders must pass a Trickery test to enter Svettensog proper, or they will be spat back out of the mists at a random real-world location in your influence.
-[X] Choose Primary Gateway - Mists of Svettensog (Weakening) - A weak-point in the fabric of the world, where your divine realm and the physical realm appear similar enough that accidents can happen.
-[X] Choose Gateway Improvement - Mists of Svettensog (Weakening) - A weak-point in the fabric of the world, where your divine realm and the physical realm appear similar enough that accidents can happen.
Write as:
-[] Choose Primary Gateway - Strange Mists - A weak-spot in the world near your shrines and temples, appearing as thick mists that can swallow up the unwary and take them to your realm.
-[] Choose Gateway Improvement - Strange Mists II - All throughout your lands, dread fogs appear. It is dangerous to enter, for they all lead to Svettensog.
 
[X] Plan Gaerig's Trippy Research Grounds

[X] Choose from [Night] as a Grand Extension to the Temple.
-[X] Spirit of Mysteries

[X] Choose from among the following three Extensions at [Gaerig's Village] Shrine.
-[X] Creche (Adjusted)
[X] Choose from among the following three Extensions at [Saiga's Fishing Village] Shrine.
-[X] Pool of Bounty (Grants Population Points semi-regularly)
[X] Choose from among the following three Extensions at [Saitev's Home Village] Shrine.
-[X] Chamber of Change (Adjusted)
 
I am definitely going to add more to this vote later, but for now I will just be putting in the grand temple extension vote. People, we can dump multiple research actions into ocean and have it up and running in 2 or 3 turns through ritual, or just get it another appropriate water trait through actions. Either way we NEED more water, and having a big water trait as an innate should do the job for not being tortured to death by shosho.

[X] Choose from [Water] as a Grand Extension to the Temple.
-[X] Reserve the Trait slot.
 
That was never possible.
You make it sound so final
Therefore I assume there are any other conditions beyond the 'you can't access your Divinve realm outside of your influence range' that can't be met?

Because as it is, it should be possible, as longs as the enemy territory lies in our influence range, like Mo'sagao's village for example
 
You make it sound so final
Therefore I assume there are any other conditions beyond the 'you can't access your Divinve realm outside of your influence range' that can't be met?

Because as it is, it should be possible, as longs as the enemy territory lies in our influence range, like Mo'sagao's village for example
You can mess around with realm hopping IN YOUR INFLUENCE RANGE. I have said this over and over and over.
 
I meant it more the other way,
My idea was to deploy monster from our realm into enemy territory, would that be possible?
The Divine Realm is only capable of touching the mortal world at all within our Influence and in our immediate presence(though the latter is very unreliable).

However, due to our massive Influence, if you have a mortal usable access point, you could have a mortal disembark people from one edge of our territory to the other.
It's the lack of water traits again, isn't it ?

If you want to create mists and fog you need one of the following:
-Both classical Air and Water traits.
-EM - Rain
-EM - Steam
-EM- Clouds/Mist

Currently we only have Classical Water, which allows us to MOVE existing clouds, fog and mist by pushing the water in them around crudely, but we don't have the ability to make aerosolized mists. Because mist aren't a Gaerig thing. You could probably make any pool of water into an access point however, as well as deep darkness , or even the moonlight(probably rather indiscriminate though!), since these are our innate traits.

But the bigger problem with the realm plan is that we can do the menagerie cheaply as soon as we dump Death, and can expand the Realm whenever we have excess ambrosia and willing to eat the upkeep.

Like all realm picks, you can make them yourself. A higher tier just means it does better stuff than the tier below it.
I think the issue might be that we don't have benchmarks for higher tiers. I just eyeballed and went by gut feel :)
 
I think the issue might be that we don't have benchmarks for higher tiers. I just eyeballed and went by gut feel :)
Generally, any given improvement has (to me) a sort of parity with others of the same level. You want a defense measure? It's a moderately difficult Human Test (DC 80) Every boost thereafter is just another 10 tacked on (Though you can't exceed Gaerig's own ability to reasonably pass her own test, that would be kind of cheating). You want something skill-related? A skew bonus, and a skew bonus every time thereafter.

The new mechanics of the realms are such that you can't feasibly produce an infinitely large realm, since by the time you hit Stability 10 or so, you'll be absorbing half a turn's income just on maintaining the thing (that is, of course, ignoring the fact that you'll still have to spend DP to get DP to pay for the realm, so even for a Fear income you'd be spending at least 14-15 DP a turn just on maintenance and churn). There are ways to go higher, but they're mostly god-tier locked.
 
@sidestory You need to make a movable shrine( I think there where a few in AA) and some way to make think mist and we can use realm hopping to launch Divine Creatures, Ur-beasts and/or their broods more or less wherever.
We can already try to make it but such a shrine has no power unless you can make a viable moving village.

Which is to say wait for Age of Sail first.
 
[X] Plan Gaerig's Trippy Research Grounds

[X] Choose from [Night] as a Grand Extension to the Temple.
-[X] Spirit of Mysteries

[X] Choose from among the following three Extensions at [Gaerig's Village] Shrine.
-[X] Creche (Adjusted)
[X] Choose from among the following three Extensions at [Saiga's Fishing Village] Shrine.
-[X] Pool of Bounty (Grants Population Points semi-regularly)
[X] Choose from among the following three Extensions at [Saitev's Home Village] Shrine.
-[X] Chamber of Change (Adjusted)
 
For a brief moment, as I read through the updates, I got excited that we'd be adopting a divine that was probably Earth and Life based, who would become the foster sibling to our Air and Death divine, which would make a lovely contrast between the two, but then this happens:

"No," he states with finality, and as you look up to meet his eyes, you can see the callous pride he takes in the refusal. You gain terrible insight in the workings of his mind; he is all of Attrouska's worst features amplified a hundred times. Bastard creature.

[Heske ascended as a God of Kings]

*grumble* More like "Heske ascended as a God of Fuck You and Your Dreams" *grumble*

[X] Choose from [Water] as a Grand Extension to the Temple.
-[X] Reserve the Trait slot.

While I'd consider Spirit of the Sea to be a better fit for an inherent water trait from a character perspective, I do understand the appeal of making Ocean inherent.

Also:
You don't contest invaders personally. You'd need a divine creature specifically tasked with guarding the way to do that. As is, that particular control just forces a fairly tough check (for your average mortal) if you aren't aware and welcoming.

Lets make the Guardian to our Realm a Giant Three Headed Doggo that's Ice-Themed :V
 
[X] Plan Gaerig's Trippy Research Grounds

[X] Choose from among the following three Extensions at [Gaerig's Village] Shrine.
-[X] Creche (Adjusted)
[X] Choose from among the following three Extensions at [Saiga's Fishing Village] Shrine.
-[X] Pool of Bounty (Grants Population Points semi-regularly)
[X] Choose from among the following three Extensions at [Saitev's Home Village] Shrine.
-[X] Chamber of Change (Adjusted)

[X] Choose from [Water] as a Grand Extension to the Temple.
-[X] Reserve the Trait slot.

Kinda sad to kick Gaelte out of his creche, but I suppose he has already enough of a skill-base to make it work. While I see the worth of Spirit of Mysteries I would prefer something water-related as our next inherent trait.

So, Heske is a God of Kings. What are the implications?

This ascension trait probably grants him great insight into power dynamics. He knows who is in charge and who is a follower, who claims what lands and what people. He also understands what role his servants are best suited to and can give them appropriate orders because he is naturally the best leader there is.

Personality-wise, a king needs to be in charge. Imperiousness defines his character. He is the ultimate authority. His will is unquestionable. There is also a certain capriciousness inherent to a being a king. His whims are law. He gains satisfaction from exercising his authority and knowing that there are none who can gainsay him.

What are possible blind spots?

At a guess, Heske can't imagine that someone might simply disregard his authority and not follow his commands... unless and until he sees direct proof of it. Then disproportionate, excessively cruel retaliation and punishment follow. I guess this is what the Widow fell afoul of. Heske had probably expressly denied to have a child with her. When he discovered that she took advantage of him while he slept and broke his command he got really angry, leading to this display of vicious cruelty.

Every king desires homage. He might be vulnerable to flattery and lavish gifts. If a king receives a valuable present from a guest it behooves him to respond in kind. This might look a lot like a trade, but it is important to note that it isn't one. There is nothing so crude as haggling. Instead it is a display of magnanimity that only emphasizes the king's authority, wealth and splendor.

Assuming the above is true, I see two ways forward to get plant boy. Firstly, we can simply steal him away. Heske is unlikely to suspect anything if the Widow claims her son finally succumbed. The problem is, once he somehow learns that we did it and plant boy lives as our subject Heske becomes our implacable enemy. Such an affront to his authority can't be forgiven easily or perhaps at all. The gulf between Goegg and our home will probably prevent him from doing anything directly for the time being, but we can look forward to an outright invasion in the future.

The other option is to shower Heske with gifts and hope that he changes his mind.
 
I'd have to go with steal. As a mischief spirit and that giving gifts seems like it would take too long.

Also if he wants to invade us, he would have to pass through our domain with no earth to call upon.
 
We could just buy the child off him?
Or arrange a marriage to a female spirit in our pantheon(which as a King thing would forge an alliance). Would need to consult Attrouska if she's interested...then play matchmaker
 
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