Do monsters with larger souls generally have stronger abilities than monsters with small souls?
Do monsters with larger souls generally have stronger abilities than monsters with small souls?
Oh, so I might just need one more Vote for mine to pass at Greater?Cult, which gives +1 to the Act you author.
This is where most players are.
Yes. A bigger soul means more potential to unlock.Do monsters with larger souls generally have stronger abilities than monsters with small souls?
Taking a name is a Divine Act.[X] The Metsavana, Wildman Of The Forests
-[X] Divine Act
[X] Take A Name: ᚼᚨᛒᛊᛏᛆᛓ, The Wild And Eldritch
Well, this is just what I understood, could have gotten something wrong that's why I was asking for confirmation
Here are the rules about faith if you wanna take a lookFaith can happen whenever a population of mortals is driven to your worship. Depending on the population you gain one of three tanks of worship. A very minor population of the mortals of the world most have not heard of you must less are faithful, this is a cult and grants +1 vote to acts your divinity undertakes and +0 votes to acts your divinity supports. A not insubstantial population, possibly a large gathering but not the majority of the mortals worship you. This is a minor religion, and grants you +2 votes to acts your divinity undertakes and +1 vote to acts your divinity supports. If your worship and faith make up a majority of mortals in this world then you are the major religion and it grants you +3 votes to acts your divinity undertakes and +2 votes to acts your divinity supports.
These are the divine action rules.The divinity action can be used to do one of 4 things. Take a name, name your divinity this allows you to be recognized and supported by mortals in the world and build a faith. Make an act, this is a second authored act functionally but can not be supported by the act votes. You pass this act one level lower than the rank of your divinity automatically (a greater divinity can enact a Major act with no support), if this act is in line with your greatest authored main act you gain +2 votes to it, enough to matter to a minor divinity itself but not enough to have a major effect elsewhere. You can also support an act with your divinity, if you do your divinity counts for a number of votes based on your rank. (Under 1, Lesser 2, Minor 3, Major 4, Greater 5, Divine 6) And if the act is online with your nature you grant another +1 vote to that act. You can have additional power based on events in the game or faith, this can be used to support other divinities in their personal actions. Finally, a divinity can work against an act, you provide negative half the support you would if you were supporting the act normally, allowing you to force acts to fail if you so wish.
I like the tree one.Alright, so The Heart to Lead Man just needs one more vote to pass! Nice. I hope someone will have a vote to share... Anyway, I've been developing my nest turns acts. I could probably fit them into one turn, but I'm unsure if I want to use my Divine act for that at the moment. Edit: I came up with another act, so I probably will.
[] The Past Builds The Future
When a hero dies, the seed of heroism vacates their body but leaves behind its roots. Now, Aeos will give purpose to those roots as, from them, a beautiful golden flower will grow. An ephemeral flower that, when fully matured, will release a haze of golden dust. Seeds. All smaller than a grain of sand. Nearly all of them will be barren. But one, and very rarely more than that, will live. Those rare, fertile seeds will be a new seed of heroism.
The requirements for its growth will always be a variant of its predecessor, as will the benefit it grants, though it will always require some sort of adversity to grow. How fast the flower grows depends on how developed the root system already is, meaning that the corpses of the greatest heroes will almost immediately bloom a fully mature flower and release a haze of golden seeds. It can take decades for a flower to bloom from a body with practically no root system.
[] The Call To Adventure
A beautiful sound that is not a sound. A golden light that cannot be seen. A celestial scent that doesn't exist. A soft caress that never happened. A heavenly flavor that isn't real. The Call To Adventure is all of these things. It is a map unheard, unseen, unsmelled, unfelt, and untasted by all. Except those rare few who have been chosen by The Call To Adventure. People who, whether they know it or not, are on the cusp of a life-changing adventure. They need only follow the call.
The chosen will hear, see, smell, feel, taste The Call to varying degrees based on how grand their calling, their adventure, is. A person who is slightly Called might only smell a faint scent they aren't even sure is real, while another might hear and feel it enough to describe it. Rare are the people who will be Called with more than two senses strongly. A person that is Called with all five senses and senses it so much it seems real would likely only appear once in a thousand years and would change the world.
It's important to note, The Call is just that, a calling. It will lead you to the starting line safely and it might guide you in the right direction occasionally if there is no other option, but it will do no more than that. Additionally, it can be ignored until it and its opportunity is lost or just outright rejected. That being said, it's rarely ever a good idea as to ignore The Call is to ignore an opportunity to grow, and to reject it is to reject change. In some cases, refusing The Call doesn't even allow you to avoid the adventure, it merely makes you less prepared when it arrives.
[] The Glory Of Heroes
From the magic of Bonds and Glory, Aeos carves something both new and old. The magic of Fame. A fusion of the power earned from your Deeds and riding the links created by Familiarity. Unlike Glory, this power comes not from your Deeds but from those that others believe you have accomplished and unlike Bonds, this is power is granted through one way familiarity though not exactly by choice.
These falsely attributed Deeds shall be marked as Accolades in the Soul.
The amount of power that is granted by Fame, however, is miniscule to the point that most do not even realize they are giving or receiving power. It's for that reason that only a person who has acquired sufficiently high amounts of Fame gain any notable amount of power. The least amount of Fame required for the power to be noticed by the average person is a village's worth. Godly beings would have Deeds that are known by billions to have any notable power.
It is important to note that the power granted by your Fame may not manifest as pure power, especially if they come from Accolades, instead it might show itself as new abilities. If stories of a person breathing fire become Famous enough, they might manifest in that person gaining the ability to do so.
[] The Hero Is Remembered
Aeos will create an ephemeral golden tree. A sapling really. Yet, even as a sapling, it will stand taller than most normal trees. Its potential for growth is nearly infinite, though the requirements for said growth are specific. It feeds on the Stories of Heroes.
When a bearer of a Seed of Heroism perishes, the Seed will now return to the Tree to relinquish its power to the Tree. Similarly, when someone of great Fame passes, their continued Fame will now enrich the Tree instead of being lost. With each passing, as the Tree grows, its trunk inscribed with intricate patterns that tell the tales of those who have contributed to its growth.
As these patterns grow, the Tree will begin producing its own Calls to Adventure based on the Heroes carved into its trunk. These Calls will search for those compatible with them, creating a path for future heroes to follow based on the Heroes of Old.
It feels very thematic and entwined, and fits the current setting really well. I really like them.Alright, so The Heart to Lead Man just needs one more vote to pass! Nice. I hope someone will have a vote to share... Anyway, I've been developing my nest turns acts. I could probably fit them into one turn, but I'm unsure if I want to use my Divine act for that at the moment. Edit: I came up with another act, so I probably will.
[] The Past Builds The Future
When a hero dies, the seed of heroism vacates their body but leaves behind its roots. Now, Aeos will give purpose to those roots as, from them, a beautiful golden flower will grow. An ephemeral flower that, when fully matured, will release a haze of golden dust. Seeds. All smaller than a grain of sand. Nearly all of them will be barren. But one, and very rarely more than that, will live. Those rare, fertile seeds will be a new seed of heroism.
The requirements for its growth will always be a variant of its predecessor, as will the benefit it grants, though it will always require some sort of adversity to grow. How fast the flower grows depends on how developed the root system already is, meaning that the corpses of the greatest heroes will almost immediately bloom a fully mature flower and release a haze of golden seeds. It can take decades for a flower to bloom from a body with practically no root system.
[] The Call To Adventure
A beautiful sound that is not a sound. A golden light that cannot be seen. A celestial scent that doesn't exist. A soft caress that never happened. A heavenly flavor that isn't real. The Call To Adventure is all of these things. It is a map unheard, unseen, unsmelled, unfelt, and untasted by all. Except those rare few who have been chosen by The Call To Adventure. People who, whether they know it or not, are on the cusp of a life-changing adventure. They need only follow the call.
The chosen will hear, see, smell, feel, taste The Call to varying degrees based on how grand their calling, their adventure, is. A person who is slightly Called might only smell a faint scent they aren't even sure is real, while another might hear and feel it enough to describe it. Rare are the people who will be Called with more than two senses strongly. A person that is Called with all five senses and senses it so much it seems real would likely only appear once in a thousand years and would change the world.
It's important to note, The Call is just that, a calling. It will lead you to the starting line safely and it might guide you in the right direction occasionally if there is no other option, but it will do no more than that. Additionally, it can be ignored until it and its opportunity is lost or just outright rejected. That being said, it's rarely ever a good idea as to ignore The Call is to ignore an opportunity to grow, and to reject it is to reject change. In some cases, refusing The Call doesn't even allow you to avoid the adventure, it merely makes you less prepared when it arrives.
[] The Glory Of Heroes
From the magic of Bonds and Glory, Aeos carves something both new and old. The magic of Fame. A fusion of the power earned from your Deeds and riding the links created by Familiarity. Unlike Glory, this power comes not from your Deeds but from those that others believe you have accomplished and unlike Bonds, this is power is granted through one way familiarity though not exactly by choice.
These falsely attributed Deeds shall be marked as Accolades in the Soul.
The amount of power that is granted by Fame, however, is miniscule to the point that most do not even realize they are giving or receiving power. It's for that reason that only a person who has acquired sufficiently high amounts of Fame gain any notable amount of power. The least amount of Fame required for the power to be noticed by the average person is a village's worth. Godly beings would have Deeds that are known by billions to have any notable power.
It is important to note that the power granted by your Fame may not manifest as pure power, especially if they come from Accolades, instead it might show itself as new abilities. If stories of a person breathing fire become Famous enough, they might manifest in that person gaining the ability to do so.
[] The Hero Is Remembered
Aeos will create an ephemeral golden tree. A sapling really. Yet, even as a sapling, it will stand taller than most normal trees. Its potential for growth is nearly infinite, though the requirements for said growth are specific. It feeds on the Stories of Heroes.
When a bearer of a Seed of Heroism perishes, the Seed will now return to the Tree to relinquish its power to the Tree. Similarly, when someone of great Fame passes, their continued Fame will now enrich the Tree instead of being lost. With each passing, as the Tree grows, its trunk inscribed with intricate patterns that tell the tales of those who have contributed to its growth.
As these patterns grow, the Tree will begin producing its own Calls to Adventure based on the Heroes carved into its trunk. These Calls will search for those compatible with them, creating a path for future heroes to follow based on the Heroes of Old.
I think it's mainly due to the fact that the voting economy is fairly strict in this quest. Only three votes (unless you don't author an act) is a very limited resource to spend. It's also likely that people are currently waiting to see where the votes land so they can support the acts they like that aren't passing.My Cotton Cloud reef doesn't seem to be picking up any attention.
Probably falls under skin, so I would say yes. And maybe it would be an advantage? Honestly, that's an act synergy that I didn't really think about.@SleepyCaterpilar quick question, does turtle shell count as protection against necromancy in your act, and if so do they have a natural advantage in that over others?