however, an important tool we may be forgetting, that also requires significant time and ability to be proficient, let alone perfect in, archery. imagine a formation of 500 archers, each who perfectly pick out a single, separate moving target, and each hit it. and can do that at length and at speed, with magic weapons. that is a force to be reckoned with
however, an important tool we may be forgetting, that also requires significant time and ability to be proficient, let alone perfect in, archery. imagine a formation of 500 archers, each who perfectly pick out a single, separate moving target, and each hit it. and can do that at length and at speed, with magic weapons. that is a force to be reckoned with
That might be good, but the logistics of it is terrible. Remember why guns replaced bows at start. It is much easier to train them. If we spend decades training people into perfect archers, we have a massive disadvantage towards replacing our losses. Our primary fighters should be the hives. Custom made monsters and so forth.
they wouldn't be front line troops, we have magic remember, these archers are our equivalent to artillery. they'd be in the backline, shooting pre-divined shots at specific people, taking out 500 people at a time... probably not that many, but a significant portion of 500, i'd say. and having multiple formations of this.
the problem with this is crafting the tools for this. the bows would be very intensive to make, but might be a decent investment, the issue would be if we wanted to make each arrow predestined to hit someone. that is absolutely not reproducible. perhaps we could set up a ritual of some sort that enhances the flight of the arrows on the battlefield.
i noticed that in sleepy's excellent paper on the paths to helping the mundanes he complained that he was being a bit too materialistic. i think this is fine, since none of us are really capital-p philosophers, but it did inspire me to make this paper myself, written by a member of an undisclosed scientific civilization that will hopefully help us all understand philosophy just that bit more.
this is intended as both an in character writing and a resource for people trying to write omakes from a philosopher's perspective.
A Guide to Writing in the Philosophical Vernacular
We, as noble members of an advanced scientific civilization, are accustomed to a specific kind of evidence when it comes to advancements in knowledge. Cold, hard numbers, backed up by empirical data and founded in objective, observable reality. The main objective of our science is to have many different eyes gaze upon reality and chisel out from it a single, universally understandable standard knowledge. To cut away the subjective interpretations of any Tom, Dick, and Larry and find a way to communicate objectivity, how the universe is, to all.
The Philosophers of Cradle seek, if anything, to do the exact opposite, to focus upon a single subsection of subjective reality, and bring enough people into that line of thinking, to impose that subjectivity upon reality itself. Through what many scientists term as "literal fucking magic" (sic) they are able to achieve with bronze, strange chants, and ritual what would, for science, be like trying to scratch your back with a straight arm. Like, for instance, manipulating gravity, or controlling the weather.
Where science would observe the problem, measure the length and structure of the arm, and come to the sensible, if difficult, solution of, "it's impossible, try bending it." A Philosopher would gaze upon the arm, study the history and nature of what arms are, instruments of scratching, and how they scratch, by running their nails over skin, then, from a dream, proclaim the sensible, if difficult, solution of, "reach out and scratch your back's skin with it."
And to the incredulity and consternation of science, their solution becomes viable. "You can't scratch your back with a straight arm! It won't reach!" scientists shout, while the Philosopher stares at them blankly. "I just did, though." The Philosopher points out. And despite the numbers, and objective reality, saying it shouldn't have, it did anyway.
Philosophers universally seek knowledge and understanding, but the knowledge they seek isn't what the universe is, but what it was and should be. Every school of thought in Philosophy is seeking 'The Source of All.' To them, what made the universe. And so what they look for isn't to describe the happenings of the universe and figure out how they happen. Instead they see the happenings of the universe and ask 'why?'
"But science searches for the 'why!'" You, dear reader, might exclaim, but you forget that our explanations of the world are fundamentally rooted in the 'how' of the world. We ask the question of 'how can we talk to someone far away?' and we come to the solution of projecting radio waves in a coded form from a device to be received, decoded, and projected as a voice from another device far away. All of these steps reproduced from observed and codified phenomenon.
Philosopher's explanations of the world are rooted in the reasoning of why. They ask the question of 'why can we talk to people?' Come to the conclusion that it is because our mouths project sound through the air, then, using literal magic, send that sound faster and further than sound has any right to go, maybe even teleporting the sound waves somehow, right into the listener's ears.
As a result of such divergent modes of thinking, many understandably have difficulty reading or writing in a way that would match the Philosopher's mindset, even I, the writer, do myself! So, in this guide I will be seeking to help you understand and emulate the thought processes and considerations that a Philosopher goes through in order to convey their knowledge.
Matter the first: evidence. Evidence is incredibly important, both to Philosophers and to scientists, however the important part is not just what counts as evidence, but what evidence is.
To a scientist, evidence is observable, repeatable phenomena that can be tested in an experiment and written down as empirical data and shared with other members of the scientific community in such a way that they can do the same thing. And with this evidence you can apply it to repeat that phenomena towards useful, economic ends. Evidence is not something that can be assumed, it must be tested constantly, with its status revocable if it turns out that the data is faulty or misconstrued.
To a Philosopher we must look at the word itself. Evidence. That which is evident. Something that is so obvious as to be taken for granted, if you weren't inclined to question everything. Evidence is a truth of the world, one that can be applied to enhance an object, a ritual, or a thought. But the difference for Philosophers is that it is a fundamental tool that cannot change, because it is a part of the foundation of the world itself. And what's more what is evidence can change between fields of study, or Towers as they are called. Evidence can even be mutually exclusive between towers.
"But that's a paradox!" You, dear reader, might cry, "Something that is true can't not be true, it's a fallacy!" and you, dear reader, would be right! Only if you weren't a Philosopher.
Let's take the eponymous example, Isaac Newton is sitting under an apple tree and an apple falls on his head. Looking up, a bit annoyed at the fruit, he wonders why the apple fell. As a scientist, to answer that question, he looked to see how it was caused to fall.
As a scientist he thought about it, observed the apple's rate of acceleration, and concluded that it was because there was a law of gravity that exerted force based upon the masses of two objects. F=G(m1*m2)/r^2. As this was based upon objective reality, if anyone else had tried to tackle the issue it is likely they would have come to the same answer, because anything else would be unfounded, unreproducible bunk.
However, if he was a Philosopher his answer would have differed dependent on his Tower.
If he were of the White Tower, one that is concerned with divination and capital-F Fate, which believes that the universe was created by a pebble being thrown into a pond, and reality the ripples, he would conclude that the apple fell because if it did not the apple couldn't be eaten and another apple tree could not grow, fulfilling its fate as an apple. You might say this is sophistry, to which Philosopher Newton would say, "yes, I suppose." Then he would use this 'Aspect of Fate' to turn a bird into a metaphorical apple, and have Fate itself plummet it to the earth and get him some roast chicken. How? Magic.
However, if Philosopher Newton were of the Living Tower, one concerned with, as you might guess from the name, capital-L Life, but also strangely capital-L Laws, as in the kind a lawyer studies, that believes the universe (even the nonliving parts) was made from some sort of living universal flesh called the Promethean Caro, he would come to a completely different conclusion. That the apple fell because Life wants to reproduce, so the apple is designed to fall, then using this insight into life designed to fall he would create a bioengineered servant that makes birds fall out of the air for him to eat. How!? Magic!
So from these examples we can see that it is evident that something falls, but the interpretation of this evidence is radically different between all of them. As an aside, I will not be discussing the how of literal magic in this guide because I do not know. The important part to know is that Philosophers accept discrepancies in their research papers between different Towers, and even between different interpretations of the same Tower, as long as the logic leading to the paper's conclusion is sound. That is, it is able to produce magic.
That brings us to matter the second: Logic. The writings of Philosophers are not necessarily logical by our rigorous scientific standards. They are often rife with tautologies, symbologies, non-sequiturs and straight up incoherent leaps. However, notably they do not use other common fallacies such as circular logic. Everything in a Philosopher's paper follows a train of thought, even if those tracks seem wonky to our enlightened scientific minds.
Where a scientist would decry something as idealism, a Philosopher would accept it, because they can enforce their ideals on the world. Each Philosopher has a separate logic all their own in how they view the world, obviously influenced by the Tower they are a part of, so what they seek isn't to impart an objective view of reality, but an understanding of their own subjective view of it, to inspire and conspire with their fellows. They often explain the circumstances, thoughts and emotions that led them to a conclusion, and how that revelation impacts the world as they know it, because for them it is not the happenstance that they seek to recreate, but the "magic of the moment" as it were.
The goal of a Philosophical study is not to meet a rigorous criteria to be peer-tested and proven objectively, it is to explain the emotional and existential significance of an event to a point that another Philosopher can read your paper and see the conclusion you came to and reproduce it through their own logic. Or, failing that, incorporate your view of the world enough into their own that they can use it to do magic anyways. Apparently being able to incorporate and synthesize two unrelated, mutually exclusive modes of thought is a sign of excellence in a Philosopher and allows them to do more magic.
This is why it is important to understand that the Philosophers do not seek to know the 'how' but the 'why.' Because, as far as can be told, magic comes from the heart.
Thus, matter the third and final: lifestyle. Philosophy is not just a study or discipline like it is for so many scientists, but literally a way to live. You cannot just dip your toes into Philosophy a bit and expect to come out able to cast fireball, you have to fundamentally change your view of the world so drastically that it becomes your reality, something which our collective upbringing in a foundation of scientific thought makes basically impossible. Reading a Philosophical paper will not let you become a capital-P Philosopher, at most you can become a philosophologist, which is likely to become a noble and well-respected field, but you will still be unable to do magic.
What you will, however, be able to do is understand the mindset of Philosophy through a scientific lens, and maybe write a paper about your life and experiences that will allow an actual Philosopher to do some cool new magic. And isn't that the most we could ask for?
Put as Informational, very good guide on how to present the Philosopher mindset. Worth one OOC question, and an hint I will give during the next event.
Gods of Cradle: Sol Invictus
Sol Invictus, revered as the paramount deity among the pantheon worshiped by the inhabitants of Theha Megara, holds sway over the realms of Sun, Glory, and Wisdom. His divine presence is one of unparalleled sovereignty, commanding reverence as the ultimate deity. Manifesting in the resplendent guise of a flawlessly formed man, his golden-hued skin is embellished with regal bronze armor. Atop his head rests a majestic bronze wreath, and within his grasp, a formidable golden spear and shield, symbolizing the embodiment of celestial power within the pantheon's divine hierarchy.
Megaran priests preach that he crafted the sun and stars to illuminate the heavens and push back the darkness of the endless night. In doing so he roused the anger of the monstrosities that dwelled within the endless night and who brought ruin to his works. They were malformed in my both shape and mind, the Fovisménoi Gígantes, and they only sought to bring an end to Sol's light upon their home. Thus, Sol Invictus led his Ilios Polemistís to war upon these creatures and scoured them from creation in a war known as the Gigantomachy. Other gods arose, joining Sol in his war against the Fovisménoi Gígantes throughout his 100 year war until at last they achieved victory. When the last Gigantes was slain, the gods would become the undisputed rulers of creation with Sol Invictus as their king.
In Megaran faith, Sol Invictus is revered as the husband of Cradle, known as Mitéra ólon. This significant role attributes him as the father of mankind, embodying both sternness and love in his paternal relationship with humanity. According to the faith, Sol Invictus played a pivotal role in guiding humanity's progress by imparting knowledge on harnessing fire, the intricacies of civilization, and the establishment of laws for societal order.
As a central figure in Megaran faith, Sol Invictus is further characterized as a virtuous and wise ruler, assuming the divine patronage of mortal rulers. The symbolism of his power and glory is often associated with the brilliance of the sun, radiating strength and majesty. Not only is he a beacon of excellence for himself, but Sol Invictus also encourages others to strive for greatness.
However, alongside his virtues, there is a nuanced aspect to his nature—his wrath, a force that he grapples to temper. This internal struggle adds depth to the portrayal of Sol Invictus, highlighting the multifaceted aspects of his character. It is within this complexity that the faithful find inspiration, recognizing both the benevolent guidance and the formidable challenges embodied by the divine figure they revere.
The nature of the Megáli katára (Great Curse) has been a source of constant debate and arguments amongst Megaran priests. Some believed that it was a punishment cast by Sol Invictus and the other gods for a great transgression. That mankind failed their father so greatly that he would seek their destruction much like the cursed Gigantes. Only Mitéra Ólon and her sister, Arva, remained for she would not abandon her children and her sister wouldn't abandon her. While others believe that it was a Megáli katára (Great Curse) cast by the spiteful Gigantes, to strike against the gods long after their death. It had separated man from the gods which left is why Cradle was beset from all forms of disaster and the gods would no longer speak to man.
What is believed among the priests is that the great Filósofoi (Philosophers) were blessed by Sol Invictus himself. Men and women granted a glimmer of the Dawnbringer's glory and enlightened to the secrets of creation. It's (at least to the megaran faith) the reason why the Filósofoi are able to perform their great works such as the God-Cities.
A/n: my attempt at helping the world building but I'll take constructive criticism. Yes, there's inspiration for the Unconquered Sun from Exalted
Gods of Cradle: Sol Invictus
Sol Invictus, revered as the paramount deity among the pantheon worshiped by the inhabitants of Theha Megara, holds sway over the realms of Sun, Glory, and Wisdom. His divine presence is one of unparalleled sovereignty, commanding reverence as the ultimate deity. Manifesting in the resplendent guise of a flawlessly formed man, his golden-hued skin is embellished with regal bronze armor. Atop his head rests a majestic bronze wreath, and within his grasp, a formidable golden spear and shield, symbolizing the embodiment of celestial power within the pantheon's divine hierarchy.
Megaran priests preach that he crafted the sun and stars to illuminate the heavens and push back the darkness of the endless night. In doing so he roused the anger of the monstrosities that dwelled within the endless night and who brought ruin to his works. They were malformed in my both shape and mind, the Fovisménoi Gígantes, and they only sought to bring an end to Sol's light upon their home. Thus, Sol Invictus led his Ilios Polemistís to war upon these creatures and scoured them from creation in a war known as the Gigantomachy. Other gods arose, joining Sol in his war against the Fovisménoi Gígantes throughout his 100 year war until at last they achieved victory. When the last Gigantes was slain, the gods would become the undisputed rulers of creation with Sol Invictus as their king.
In Megaran faith, Sol Invictus is revered as the husband of Cradle, known as Mitéra ólon. This significant role attributes him as the father of mankind, embodying both sternness and love in his paternal relationship with humanity. According to the faith, Sol Invictus played a pivotal role in guiding humanity's progress by imparting knowledge on harnessing fire, the intricacies of civilization, and the establishment of laws for societal order.
As a central figure in Megaran faith, Sol Invictus is further characterized as a virtuous and wise ruler, assuming the divine patronage of mortal rulers. The symbolism of his power and glory is often associated with the brilliance of the sun, radiating strength and majesty. Not only is he a beacon of excellence for himself, but Sol Invictus also encourages others to strive for greatness.
However, alongside his virtues, there is a nuanced aspect to his nature—his wrath, a force that he grapples to temper. This internal struggle adds depth to the portrayal of Sol Invictus, highlighting the multifaceted aspects of his character. It is within this complexity that the faithful find inspiration, recognizing both the benevolent guidance and the formidable challenges embodied by the divine figure they revere.
The nature of the Megáli katára (Great Curse) has been a source of constant debate and arguments amongst Megaran priests. Some believed that it was a punishment cast by Sol Invictus and the other gods for a great transgression. That mankind failed their father so greatly that he would seek their destruction much like the cursed Gigantes. Only Mitéra Ólon and her sister, Arva, remained for she would not abandon her children and her sister wouldn't abandon her. While others believe that it was a Megáli katára (Great Curse) cast by the spiteful Gigantes, to strike against the gods long after their death. It had separated man from the gods which left is why Cradle was beset from all forms of disaster and the gods would no longer speak to man.
What is believed among the priests is that the great Filósofoi (Philosophers) were blessed by Sol Invictus himself. Men and women granted a glimmer of the Dawnbringer's glory and enlightened to the secrets of creation. It's (at least to the megaran faith) the reason why the Filósofoi are able to perform their great works such as the God-Cities.
A/n: my attempt at helping the world building but I'll take constructive criticism. Yes, there's inspiration for the Unconquered Sun from Exalted
Good, more details, fleshing out the people of Cradle.
For the Philosophers in general and particularely the Tower that Think, the gods venerated by the Mundanes exist, but no in this World.
They are dreams, ideas drifting in the realms of Intelect and Spirit. Stories that have not been given life, power, motion. Anima.
From the might of the Sun and the faith of Mundanes, an idea has been created, awaiting to be given life.
Sol Invictus
Good, more details, fleshing out the people of Cradle.
For the Philosophers in general and particularely the Tower that Think, the gods venerated by the Mundanes exist, but no in this World.
They are dreams, ideas drifting in the realm of Intelect and Spirit. Stories that have not been given life, power, motion. Anima.
From the might of the Sun and the faith of Mundanes, an idea has been created, awaiting to be given life.
Sol Invictus
Nice, something to research in the future and potentially another god in our corner. I can't wait for the more sci-fi civilizations to start rocking back and forth in the corner repeating "we know nothing" over and over again
A time of Growth has come for Union, and for the Order.
The scars upon our world have faded, and the Order can now invoke all the might of our Cradle to reach Enlightenment and triumph against any Doom.
It is…an exhilarating feeling, to know that soon, the glory of Cradle as its apex, before the Doom, will be reached, and then surpassed, all under the guidance of the Order.
Even the Mundanes share this accomplishment, for they can now understand parts of the Order's labors for a better future, as they learn new crafts inspired by our knowledge.
Now, they can tap on the might of the Spawns of the Hive Empress as Hives spread all over the restored nature of Cradle.
Now they can travel from God-City to God-City, sharing knowledge, customs and goods.
But this growth is not without pain, and it is the duty of the Conclave for this Cycle to act as a tether for all toward the Heavens, be they Philosophers or Mundanes.
Once again, below the Fruitless Tree of Unfulfilled Doom, the 4 Masters of the 4 Tower sit, behind them 16 Philosophers elected by their peers. They will debate, they will vote, and their decisions will become laws, written in all scripts of the Mundane and of the Order by 64 scribes behind and below the Conclave platform.
Even if the Order loathes to rule, for Philosophers are not Kings, as the highest authority on Cradle, we must decide for the good of our world and all the people on it.
Know that in stars still far, but ever closer to us, a game is spreading, the war between the black king and his pawns of metals, and the green kings and their pawns of woods, taking place on new grounds.
And, under the weight of their pieces, small, shimmering lights are crushed. You can see some of the lights gather, growing stronger together against the ever encroaching game.
—---------------------------------------------------------------------------------------- When changes happen in the Order and Mundanes societies, especially at the beginning of a new Cycle, the Conclave can be called upon for legal decisions, not as Philosophers but as the highest authority on Cradle.
With the implication of the Order in the Mundanes's lives and the tools developed to monitor them (Keepers of Harmony and the Songbirds of Changes), the capacity of the Order to detect and act in political events has increased, for good and ill.
Write-in are accepted in those decisions, representing legal proposals. If I do not directly say on thread that a Write-In is impossible, you are free to propose almost anything.
‐------‐-------‐‐---------------‐-----------‐---------------------------------------------------------- Secrets Meetings, Unnamed Collaborators
First, the Conclave must concert itself with a discovery made thanks to divinations of the White Tower and reports of the Living Tower.
Since the plan of the Living Tower to repay the Order's debt to the Mundane by enhancing their health has been chosen, and the Living Tower had divided itself between three factions seeking to make this Gift of Health reality by different means, members of each factions have sought the favors of the Conclave for their projects, as the customary intellectual debates, contest of skills and ritual duels are not enough to solve their differences.
Philosophers of the different factions have asked councils from their brethren and friends members of other Towers, seeking new points of view to strengthen their Work, an usual practice in the Order, especially to solve conflicts.
However, with the intensity of the debates and the influx of ressources expected to fulfill the Gift of Health, some have begun to go further than asking for advices, with investigations and divinations revealing members of others Towers becoming collaborators in full for various projects, helping the interpretation of omens, devising of plans and preparation of rituals far beyond what could be expected as advices for a proposal to the Conclave.
This unexpected level of collaboration, once detected, has alarmed the others Towers, for traditionaly joints project can only be started by command of the Order's Quarterly Conclave, and they now fear their Philosophers will begin to ignore their appointed duties or be dragged into the conflicts of the Living Tower.
How will the Conclave adjudicate on the recruitments of Philosophers of other Towers in the projects, and potentially, conflicts of the Living Tower's factions ?
[][Collaboration] [Living Tower] : Their actions do not infringe on their oaths or duties. Let the current collaborations continue.
[] [Collaboration] [Sundial Tower] : Philosophers are not numerous enough to have their attention divided. Issue a ban on any help beyond the usual
advices.
[][Collaboration] [Tower that Think] : The collaboration is not the issue, but the fact that it was hidden from the Order's structures and the other Towers. Implement a procedure to officially create a collaboration, with each Towers informed and the duties and ressources attributed to the collaborators adjusted.
[][Collaboration] [White Tower] : Create a meeting ground to facilitate collaborations and ensure every affected party is aware of it. Collaboration is Harmony, excessive secrecy and undisclosed division of focus is not.
[][Collaboration] Write-In
—------------------------------------------------------------------------------------------- Travelers and Merchants
Second, the Conclave must answer a string of petitions from the Mundanes.
Since the waterways of Cradle have been purified and tamed, and thanks to the work of the Guild of Navigators, there has been regular contact between the God-Cities.
What was at first a few pilgrims seeking the truth of ancient legends or people seeking a cure to their wanderlust asking for a place on ships chartered by the Order, traveling between vast cargoes of food and materials, has rapidly evolved.
Now, Mundanes are chartering ships from the Guild of Navigators to exchange goods and luxuries between Cities or transporting in masses eager craftsmen seeking to learn new crafts and test their mettle against the masters of far-away Cities.
With the lack of strangers and travelers beyond those working for the Order in the God-Cities for decades, and the fact that most God-Cities do not really have rulers like the Old Kingdoms, being ruled by a patchwork of nobles families, old religious cults and traditionals councils, it is with hindsight inevitable that conflicts would occur.
If the fights (and with a few cases attempted arsons and murders) were stopped by the God-Cities, no one knows how to deal with a Mundane of one God-City committing a crime or being hurt by someone in another.
Worst, a few of the new merchants (or Practitioner of the Art of the Deal, as they call themselves to not be considered without craft) have proven untrustworthy, lying on their goods and leaving the City before the people they have tricked can act (one of the most infamous was even found collecting the tablets of complaints sent by his "clients" !).
Beyond this, travelers complain of being mistreated during their travels, having no way to defend themselves in Cities with customs they do not know and far from any friends or kin they have.
So the Mundanes seek our guidance in solving those news problems, as the Order is the only organization with power over all of Cradle.
How will the Conclave adjudicate on the laws governing travelers and merchants ?
[][Travel][Living Tower] : This is below the Order's care. Give freedom to each God-Cities to act as they see fit with strangers.
[][Travel][Sundial Tower] : The Mundanes should be taught how to solve their problems. Let us summon a Conclave of important Mundanes to create rules for travelers and merchants all over Cradle.
[][Travel][Tower that Think] : Demand that each new arrivant swore to be honest and have good conduct before an altar of the local God-City, and allow the Gods to punish those that break this oath as criminals. Make it known that abusing sworn strangers is an insult against the God-Cities.
[][Travel][White Tower] : Let's take the easier path. Say that all travelers of Cradle are under the Order's protection…and the Order's judgment. After making a few examples of the worst offenders, the problem will solve itself.
[][Travel] : Write-in
—------------------------------------------------------------- Guilds and Tyrants
Third, urgent messages from Philosophers doing their duties in the God-Cities reach the Conclave's ears, reminding them of old sins.
In the past, before the Order, there were a few, rare cases where a Philosopher interacted and lived with a Mundanes.
They were of course respected by the Mundanes for their wisdom, learning and might, many coming to them for advice.
And, seeing the errors of the Mundanes, the Philosopher sought to guide them, to direct on how they should better themselves.
Inevitably, generals' advice proved themselves imperfect in correcting the Mundanes, and those Philosophers sought a better way to help their lessers, how to better guide them…
This is the point where those Philosophers, no matter how well-intentioned, erred.
For rapidly, they were not advising, they were ordering.
So they became Sorcerer-Tyrants, seeking control over every aspect of the Mundanes' lives, and, in the worst case, turning once free-willed souls into mere extensions of themselves, men and women turned into countless limbs of one Philosopher-Tyrant.
To prevent the birth of new Sorcerer-Tyrants, the Order sought Wisdom, Isolation from the Mundanes, burdened itself with Duties and bound itself with Rituals.
But, some fear, we may have unleashed new Tyrants. For those we have gifted with knowledge, those that are part of what is now called the Guilds, have grown in influence amongst the Mundanes.
The Doomed, the Keeper of Harmony, The Navigators, the Precises, the Singing Shepherds.
Now, more and more, they are the ones to win the Contest of craft in each God-Cities, before being sought by countless ambitious Mundanes, seeking to become their apprentices.
Now, more and more, the Mundanes listen to them, before their elders, before their customs, before priests, nobles and other Mundanes of power.
Of course, they lack the power of true Philosophers, and no one in their ranks even thinks of opposing the Order.
But how long, warry Philosophers say, before they grow even more in influence over others Mundanes thanks to their skills and knowledge.
How long before they no longer influence, they no longer advise, but they rule ?
How long before, again, one seeks to impose their dream upon many, taking their freedoms ?
Some say we should act.
How will the Conclave react to the growth of the influence of the Guilds over Mundane affairs ?
[][Tyrants][Living Tower][Teacher] : We shall let the Guilds grow in power, but urge them to invest their resources and power in more schools of their arts and more teaching. This way, the Mundanes will be pushed toward learning knowledge that will elevate them, and the Guilds may find the Wisdom that comes from being a teacher for the willing, and not a tyrant ruling over slaves.
[][Tyrants][Sundial Tower]: Great might imply great Duties. As the Guilds grow in power, we will ask more of them. Let them bear the lesser part of the Philosopher's eternal labors, until they do not have the time to seek power.
[][Tyrants][Tower that Think] : In each of the Mundane people, there are holy folks, respected but kept apart from most of their society by rituals and interdict. The Guilds will become such holy folks, bound by Rituals to prevent an excess of influence over Mundane affairs.
[][Tyrants][White Tower] : By their actions, the Guilds risk to muddy the rivers of Fate of the Mundanes. We shall separate Guilds members from the rest of the society, with their own quarters and Contests, in a lesser replica of the Order's own Isolation.
[][Tyrants][White Tower] : By trying to crush potential Tyrants, the Order may begin to become such Tyrants.
We shall wait and watch the Guilds, and act if they overstep. The Guilds shall not become Kings. The Order shall not become Kings.
[][Tyrants] : Write-in
—-----------------------------------------------------------------------
What will the Order study this Quarter in the soulless mind of the Eye ?
[] Gates of Violence [Eye] : How do the Eye fight ? What imprinted instincts command its strike, and how do it differentiate between friends and foes ?
[] Gates of Obedience [Eye] : Imprinted Gates control the gates, forcing it to obey orders, process information in a certain ways and follow rules, like a man cannot force itself to not breathe. We shall study those locks in a mind, and see if they can be broken or subverted.
[] Changeless [Eye] : How can a mind exist that may stay unchanged until the stars die ?
[] Memories [Eye] : What is left of the Eye's memories, to be extracted and translated. How was it born ? How was it raised and shaped ? Toward which goals ?
[] Introspection [Eye] : The mind is trapped in a cage of circular thoughts, never to be free. Can such a soulless mind learn from this ? Could it reach wisdom ? Or has the Order found a perfect weapon against the Engines of Extinction ?
Know of the Order's resources and Power for the First Quarter of the Cycle of Growth
Action Points : 4
Mundane Point : 2
Action Points can be used on all actions, Mundane Point only on [Mundane] tagged actions.
Usable Scale: 4 (Available Scale (16) – Used Scale (12))
Action can Consume Scale, reducing the Usable Scale of the Order permanently, Or Use Scale, using up Usable Scale for 1 turn
There are 2 unit of usable comets floating above Cradle
A belt will appear above Cradle in 5 turns
A cycle takes 50 years, according to the course of the Star of Wisdom, guiding star of the Order. Each Cycle is divided into four quarters of 12,5 years.
This turn, Guilds tags have been unlocked. [Guilds] indicate a project implicating every Guilds.
Concerns Concerns are the main focus of the Order, with actions staying active until their Concern is resolved
Gift of Health
Despite the ongoing debates in the gardens-halls of the Living Tower, a Gift of Health must be given to the Mundanes, and a debt repaid.
There are three proposals on how to do so.
The Gardeners want to perfect the environment of the Mundanes, to create the surrounding that will free them from illness, lack and distraction.
The Teachers want to educate each Mundanes until they can correct their individual wounds, weakness and imperfections by themselves.
The Potioneers, who desire to correct the ill health and imperfection of the Mundanes with elixirs and drugs.
To the Conclave, the duty to choose. Actions with the [Gardeners] [Teachers] or [Potioneers] tags contribute to the Gift of Health and strengthen one of the Living Tower's factions.
[] Sowing the Fields of Tomorrow [Mundane] [Living Tower] [Singing Shepherds] NEW
With the spread of life all over Cradle, come the spread of the Hives, ready to claim new lands and cultivate them.
Those new Hives and fields far away are not currently needed to feed the Mundane in the God-Cities, and, many in the Living Tower argue, should be dedicated to fulfilling the Gift of Health and preparing the future, not fill granaries when the Order already manages vast food reserves. You can take one Sowing the Fields of Tomorrow action per turn, thank to uncultivated lands and untapped Hives
-[] Restore Past Gardens [0/1] [Gardeners]
Even with the recovering nature of Cradle, many plants and beasts are still only kept in the hidden gardens and menageries of the Living Tower, a reminder of lost natural wonders : fallen mangroves, dead primevals forests, isolated islands and valleys.
Now, without the Scars of the Doom and all the lands of Cradle under our Stewardship, we can restore those lost wonders. +1 Scale, restore unique ecosystems and reintroduce species extinct in the wilds, ???
-[] Pasture of Tomorrow [0/1] [Gardeners, Healers]
With vast expanses of plains made fertile again, it had been proposed by some to reintroduce to Cradle vast herds of livestocks, be they horses, bisons or the wooly mastodons of the northern tundras. Beyond restoring another part of the nature destroyed by the Doom, such an endeavor would provide leather, fur, blood meat and milk for the Order and the Mundanes, and finally allow us to give backs dogs and cats to the Mundanes, for those treasured companions could not easily by feed with the food available in the God-Cities. Introduce herds in the Wilds. Provide animal products. Provides more companions to the Mundane and the Order.
-[] Food of the Soul [0/1] [Potiooners, Healers]
Sugar,poppy,peppers,coca, cotton, tea and countless others. Those luxuries were lost to the Doom for most Mundanes, now the privilege of the Order for our Workings and of those we reward for their work.
The Order now has the lands, the laborers and the supervisors to create great plantations able to provide those luxuries, those food for the soul, to the Mundanes. Provide vast amounts of textiles, spices, medical herbs and drugs for the Mundanes and the Order.
[] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements] NEW
To provide the Gift of Health, all factions of the Living Tower agree that both infrastructure will be needed, and the Tower that Think has an idea to provide both.
North of the Second God-City lie two vast freshwater lakes, once the center of a Kingdom devoured by the Doom, and connected again by canals last Quarter.
The proposal is to create a vast network of controlled garden and floating island all over the lakes, built around massives temples dedicated to gods and figures of healing, health and growth, until those two massives expanse of water can be weaved into one, gigantic God-City, that would allow the creations of multiples localized, controlled environment, the growth of almost any plants and provide a blessing from a God dedicated to Health and Growth.
A…somewhat ambitious project.
This expanded over two lakes the size of lake Victoria
Perfecting Cradle
The scars upon Cradle's surface have been healed. The evils of the Doom are already fading into history and legends.
In the World of Ideas, Philosophers can gaze upon a perfect Cradle, an unblemished gem of blue and green floating in the Void. Now, they can touch this perfection, and , with efforts, bring it into the World of Matter Scars of the Doom healed
New Maximum Scale of Cradle at 20
[] Carve the World-Spine [0/1] [Mundane] [White Tower]
As high as Towers lie the World-Spine Mountains, bringing ill omens to those foolish enough to brave them, attracted by the legendary veins of gold, silver and copper hidden under the rocks.
The White Tower would turn those omens against the Mountains, until fortunate avalanches shape ways to untouched valleys and peaks, and the World-Spine, with their riches, will be under the Order's control. [Relentless Pursuit of Arété]
If we desire, Mundanes could be sent to shape the Mountains through their work, carving starways and shelters into hard rocks, claiming with banners and pillars the peaks and reaching the wealth of the World-Spine through caverns dark and deep. Increase Available Scale by 1, access to abundant metals, ???
[] Explore Times Forgotten [Ruins] [0/1]
In the wastes of Cradle lies the ruins of countless achievements, labors of millennium led low by the light of Cruel Stars.
[Mastery of the Second Circle of Divination Omake Reward (Olympia)]
In the depths of the ruins, we divine dangers and opportunities, works of traditions forgotten left to fallows, or worse, to be corrupted by the Doom. We shall send Philosophers from the four Towers, escorted by brave Doomed, into the dept of those ruins, to destroy wickedness and claim lost glory.
First, the Maze of Olympia, where the works of sorcerers past was sealed by a precursor of the Order. Explore the ruins, ???
-[] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] NEW
The ruins are vast and dangerous, entire cities fallen to the Doom. So, we could send not simply expeditions, but entire armies, enough might to explore deep and fast into the ruins and face any dangers hidden in them.
[Teaching of Precision]
The Mundanes could be more than a liability in such armies, if commanded by wise Philosophers. Doomed to protect, Navigators to guide, Singing Shepherd to command Spawns, Precises to labors, Keepers of Harmony to watch them all. Explore the ruins in force, ???
OR
[] Unleash Cruel Entropy [Ruins] [0/1] [Use 1 Scale] [Sundial Tower;White Tower] [Path of Entropy]
Or we could let the White and Sundial Tower unleash the full might of time on what remains. What lies in the ruins will now longer be preserved from decay, and will be broken apart by the weight of centuries, leaving only dust behind.
Many would be unwilling to unleash again the might of entropy, but it could be done. Destroy the Ruins
[] Fires of the Earth [0/1] [Sundial Tower] [Path of the Elements]
Now that the great volcano has been tamed, the Sundial Tower feels ready to tame and bend to the Order's will the flows of molten rock and heat hidden far below our feets.
Taming such power would be dangerous, but rewarding. Dangerous action
+ 2 available Scale, ???
[] Straightening of the World [0/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] NEW
Cradle is unperfected, shaped by countless disasters, thousands of years of Mundanes buildings and the Workings of the Order, creating a mess of influences clashing against one another all over the world.
For centuries, this has been believed to be the natural state of the material worlds, weighted down and unable to do more than gaze a few instants upon perfection.
The Sundial Tower never accepted this.
[Scar of the Dooms healed]
With the Scars healed and all of Cradle under the rule of the Order, now they can straighten Cradle, harmonizing all the power of it into one, seamless whole, a perfected map reflected on a perfected world.
Such an achievement would have enormous, if subtle consequences, reducing conflicts, accidents, illness and natural disasters all over Cradle.
Such a task is enormous in its scale, millions of errors to correct, millions of conflicts to solve, all over the landscape of Cradle.
[Relentless Pursuit of Arete + Teaching of Precision]
Thankfully, the Order can call upon thousands of craftsmen imbued with Precision to help the Order in this glorious task.
+2 Scale, +1 Maximum Scale (Toward Perfection), Reduce conflicts and pollution on Cradle.
Perfecting Mundane Craft
With the Working realized by the Mundanes through craftsmanship and small guidance from the Order, the eyes of many Philosophers turned toward those that live under the Tower, some wondering if Mundanes could be elevated through there own craft, other simply what to do, now that they could relies on more than apprentices to perform lesser labors.
[] Meditations on Craft [0/2] [Tower that Think;White Tower]
A proposal by the White Tower and the Tower that Think after the recent events related to the Temple-Workshops, they would like to see if spreading exercise of meditations and spiritual purification amongst Mundanes and fusing them with the practice of craft could make Mundanes more stable and more able to handle the strain of the Temple-Workshops. Spread exercises of meditations amongst the Mundanes, potentially making them more stable and more resilient to supernatural influences.
[] See the Invisible Stars [0/1] [Sundial Tower;White Tower]
Skilled are the Navigators, able to find their ways far from any coasts through the stars alone. But there may be more. Let the White Tower teach them how to follow any light to its source. Let the Sundial Tower teach them how to know where and when one is, even if chained and blinded. Let the Guild of Navigator learn how to find their way even when the stars are hidden. Enhance capacities of the Guild of Navigators, ???
[] Mysteries of the Gods [0/1] [Tower that Think] [NEW]
Of all the Towers, one has shared none of its secrets with the Mundanes.
The Tower that Thinks fear to do so, fear to spread even the lowest hint on how where created the God-Cities.
How will the Mundanes react if they ever learn how their beliefs were weaved together, how they were manipulated to create the God-Cities ? How will they react if they realize the Order is not inspired by the Gods, but inspired them ? That the rites of faith of the Tower that Thinks are a means of control over the Gods as much as they are acts of faith ?
Still despite their fear, they are still curious. Some amongst them, encouraged by the good results of the others Towers, are ready to teach a few, carefully selected and trained Mundanes how to reach for the minds of the God-Cities and speak to those vast, dreaming beings.
[Mastery of the Second Circle of Divinations]
Taste the Sea of Dreams, let it fill you.
God-Speakers created, ???
Or
[] Build the Palace of the Mind [0/1] [White Tower, Tower that Think] [NEW]
Another proposal would be to teach a few Mundanes how to organize their own mind into a palace of the self, where they can store their memories and express part of their psyche into almost independent beings living in them.
[Mastery of the Second Circle of Divinations]
Sing to Me, Oh Muses !
Muses-Gifted created, ???
[] Material Mastery of the Body [0/2] [Living Tower] [Healers] [Gift of Health] NEW
The Teachers desire to spread far and wide every secret of medicine that only requires a keen mind and agile fingers.
Surgery, the brewing of medicines, how to balance diet, exercise and sleep, the secrets of meditations, the influence of the stars on health, everything.
Transmitting such an enormous body of knowledge will take enormous efforts, especially since the healers want to spread it as widely as possible.
In their currents, they want to create enough schools to provide at least one trained healer for one thousand Mundanes, each trainer educated for at least 10 years.
This is…quite ambitious.
Provide the best possible healers with Bronze Age technology.
[] Lesser Mastery of Herbs [0/1] [Living Tower] [Potioneers] [Gift of Health] NEW
The Potioneers, for their parts, desire able assistants to help them in producing the colossal quantity of elixirs their plan demands, and spread them to the Mundane.
They have already planned for schools where those assistants would train and test their productions.
For some reasons, they insist on the last part.
Provide skilled Mundane alchemists
[] Glorious Sharing of Wisdom [0/4] [Mundane] [Guilds] NEW
The Guilds have proved their use, providing a vast amount of skilled help to the Order.
Some argue that this is enough, that we should simply call upon the Guilds and let their knowledge slowly spread in the Mundanes population.
Others have far more ambitious proposals, calling for the creation of entire districts in the God-Cities, dedicated to sharing as much knowledge deemed safe for the Mundanes as possible with as many Mundane as possibles.
Those plans would consume vast resources, but, according to most omens, would ensure at least 1 out a 100 Mundanes would hold a faint spark of enlightenment.
Massive educational efforts, construction of vast universities, explosion in the memberships of the Guilds.
Comets-born Fortress
Beyond more worldly matters, the 4 Towers agree that, above all else, they need to reach the void, and track down the light of the Cursed Stars.
[] Mightily Reach Beyond the Moon [0/1] [Use 2 Scale] [Sundial Tower]
The Order needs voidrock, but they lie beyond reach.
The Sundial Tower solution is simple : Select one massive voidrock, trace on the earth immense diagrams invoking supremacy over space and time, and simply bring down the rock, making it travel the void in one instant.
[Mastery of the Second Circle of Divinations]
Doing such a Working would generate prodigious amounts of momentum, enough to crush a mountain, but the Sundial Tower will solve this issue by transferring most of the momentum in the sea, dissipating it and ensuring an intact rock will fall without disaster on Cradle. Provide one, big asteroid on the surface off Cradle.
[] Made Prophecy Fact [0/1] [Sundial Tower]
The Sundial Tower desires certainty, exactitude, control, and will never be satisfied by omens.
However, they can satisfy himself with turning omens into certainty, and they propose to enhance the Celestial Mirror of the Announced Belt by erecting pillars of rocks around them that could use power bound but unused by the Order to empower the Mirror. Enhance the Celestial Mirror of the Announced Belt with the Towers of Omen made Certainty.
For each point of Scale unused in a Turn, increase the gathering roll for asteroid and comet by 20 %.
[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think]
In the past, the Order has gathered a trove of void-born materials, stones and metals touched by alien lights and vibrations.
The Tower that Though would like to use this trove in the building of a spiritual wound, where they would create the seeds of future Gods of the Voids, and be able to shape and weave them into new forms, when they are still unborn. Reduce cost of making God-vessel, allow to select specific traits for the God, ???
Empowered by materials gathered from Arva, the Shielding Moon
[] Study the smallest lives [0/1] [Living Tower]
The Living Tower studies all living beings upon Cradle, even the smallest. From their arcane art, the Tower knows of the existence of animalcula, animals too small and simple for the mundane senses to perceive them.
Study of the animalcula is hard even for Philosophers, and they are mostly of interest for spiritual reasons : Small animalcula in a large man, small man in a large world, small world in a big universe.
All is relative, all is reflected, as above, so below, and the animalcula are used by the Living Tower as symbols of those fundamental principles of the Order's Arts.
However, the Order projects to create God-Fortress has attracted new attention toward these small beings. From divinations and meditations on them, the Order know that some animalcula can feed from the weakest of light, or on floating particles of mineral matter. If they could be enlarged, or spread in one cohesive whole, the Order could have found a way to seed fields on rocks. Study bacteria to develop lifeforms usable on God-Vessel, particularly to feed worshipers.
Warning ! Bacteria are little understood by the Order, and cannot be truly observed, only divined with their technological level.
[] Weave the Chapter of Celestial Ice [0/1] [Use 2 Scale,1 Unit of Comets]
Above Cradle, comets await, dragged by the power of the Celestial Mirror. Our might has been gathered, our rites perfected. Let us give each comet an Anima, and fuse them into one mind. Let us create a floating city of ice, a God-Fortress to explore the void.
This will be the Order's first step into the Void, and certainly not the last. Create a Chapter of Celestial Ice, a collective consciousness of Comets-Gods forming a city of ice. Faster, but relatively fragile and with poor living conditions. Only a few thousand worshipers (a number below the Order's notice).
-[] Shape a Palace of Ice [0/1] [Mundane only]
More than ever, the Mundanes have grown in their mastery of craft. Let us once again call upon them, let a thousand chitine chisels shape raw ice into a Palace, and a thousand dreams feed the Comets-Gods.
Reduce cost of Weave the Chapter of Celestial Ice to 1 Scale. Unlock Mundanes features for the Chapter.
-[] Seed of the Explorer [Omake reward: Mundane Dreams, Shameful True]
Despite our sin, our defacing of Mundane work, something beautiful has been born. A seed of Anima, filled with the curiosity and bravery of the greatest explorers. Let us empower the Chapter with this seed, let us bring into this world four great Comets-Gods, the Captain, the Scholar, the Healer, the Shipwright, the Navigator and the Interpret.
Empower the Chapter with the drive to discover new worlds and meet new life.
-[] Greater than a Chapter [Increase cost by 1 unit of Comets, 2 Scale] New
With the numbers of comets above Cradle, it could be possible to fuse them all into one, titanic Chapter, the size not of a palace but a small city. Such size would increase the strength of the God-Fortress, but perhaps reduce its speed. Create a Monastery of Celestion Ice, bigger, more powerfull and less fragile than a Chapter, but perhaps less fast.
Caged Storm
The Storms of Doom have been chained, bound to one valley and weaved into one Storm.
The Storm rage, powerless, never again to kill, destroy or turn fields to wastes.
The Storm is our, to enslave, destroy or purify.
[] Enslave the Storm [0/1] [Consume 1 Scale] [Tower that Think] [Path of Binding]
Let us shape further the Storm, by invoking all aspects of destruction from the Storm, the killing lighting and the scourging winds, ritually submitting them to the Order. The Storm will be given a form, a body, a mind, all chained, and with the mask of the hangman imposed upon the Storm.
Evil shall survive, but never again harm the innocents, turned into a punishment for criminals, sinners and thoses that should not be. The Caged Storm became the Storm of Torments, evils turned into weapons and punishment against those that deserve pain.
OR
[] Purify the Storm [0/3] [Path of the Elements] [White Tower; Living Tower]
Storms were once like winters or forest fires, a necessary, if dangerous, part of the cycle of nature. It is the Doom that turned them into agents of pure destruction. Let us call on the memories of the storms of old, that cleaned the land off dead trees and ended fates, let us slowly drag with hardened leaves and mirror of ice the cruel light of Doom, hidden in cutting winds and dreadful lighting. Let us work until the sea of corruption hidden in the Caged Storm is empty, and the storms of nature can exist again. The Caged Storm became Storms of Cradle, winds and lighting of nature, to spread and be used by the Order.
OR
[] Destroy the Storm [0/1] [Use 4 Scale] [Sundial Tower] [Path of Entropy]
One day, there will be no storms on Cradle. No winds, no lighting. Let us reach forward, and bring the death of Storm today.
Never again will the Storms of Doom be allowed to exist. Caged Storm destroyed. No Storm will ever come to Cradle.
Interests [8/8 + 1 Free Interest] Interests represent the various interests of the Order, shifting according to Omens, political favor and discovery. They have a chance to shift from turn to turn, and there will be a shift when the Cycle changes.
There is a limit on the number of Interest equal to twice your number of Towers.
[] Worship of the Mindless [0/1] [Living Tower; Tower that Think]
Can being without minds feed a God ?
This is the question asked by Philosopher of the Living Tower and the Tower that Think, debating if it would be possible to sustain God-Hives with spawns of the Hive-Empress.
They ask for support to solve this question. Try to create God-Hive, sustained by spawns of the Hive-Empress's
[] Build the Heavenly Cities [Mundane] Updated
With our new knowledge, and the growing skills of the Mundane, the possibility of remodeling in depth the God-Cities has been opened.
Many projects have been proposed, to construct new districts or remodel entire parts of the landscape of the Cities, and all must be considered by the Order. Build new specialized districts or remodel completely the God-Cities.
Chose one sub-option
The Living Tower would introduce in every God-Cities vast amounts of life. Trees lining every street. Gardens on every building. Vast parks managed in the Cities, filled with plants and animals. Life anew. Turn the God-Cities into garden cities.
-[] Halls of Battles [0/1] [Sundial Tower] [Doomed]
The Sundial Tower would build gymnasiums, arena and halls to practice strategy and tabletops games, seeking to spread the arts of battle amongst the Mundanes, and, they hope, empower the Doomed. Create sports and martials districts in the God-Cities
-[] Coliseum of Trials [0/1] [Living Tower] [Singing Shepherd]
The Living Tower would push the idea even further.
They would vastly expand the arenas and training fields, creating vast Coliseum in every Cites, vast enough to allow small armies to fight in formations.
Here, the Mundanes would test themselves against each other and Spawns of the Hive-Empress, here strategy would be honed, and here again, great chariot races could be organized again !
Create vast coliseum for sports, entertainment, military training and the development of strategies.
-[] Ever Higher [0/1] [Tower that Think] [Precises]
With the help of the Precises and by invoking the might of the God-Cities, it should be possible to raise a vast number of incredibly high buildings, dwarfing the pyramids and towers of the old Mundanes Kingdoms.
Beyond a proof of the strength of the Order and the Mundanes, the sheer weight and height of those buildings would act as powerful mystical anchors to the God-Cities, and serve as foundation for far more…grandiose plans.
And it would prevent excessive spread of the God-Cities, in more…earthly concerns. Massive buildings built in the God-Cities. Strengthen the God-Cities. Open majors actions (powerful but costly). Reduce urban sprawl.
-[] Build Urbans Hives [0/1] [Living Tower] [Singing Shepherds] [Gardeners]
Now that the Order can call upon the Singing Shepherd to control them, it could be possible to create Hives in or under the God-Cities, giving to the masses of Mundanes access to the help of the Hives and a fresh source of chitines for their tools.
Of course, such Hive would increase the food consumption of the Cities, but not enough to endanger the Order's granaries. Build urban hives, providing laborers to the Cities. Increase food consumption. ???
[] Righteous Reordering of Travels [0/2] [Consume 1 Scale] [Sundial Tower]
Cradle is a large world, where, even with roads, the help of the Spawns and the new sea and rivers ships, going from one God-City to another can take months.
The Sundial Tower is a simple solution to these problems, one they have developed long-ago, and can now propose with the better state of Cradle.
Taking the most used routes, and making them shorter.
By erecting towers of stone at regular intervals on lands and seas, and mystically connecting them, they would reduce the time needed to travel the distance between each tower.
Mouths of travels would become weeks, weeks become days, and days become hours.
[Mastery of the Second Circle of Divinations]
This is just the first step.
But on many paths first step is the hardest, and the most dangerous.
Reduce travel time between the Cities. ???
[] Seek the Egg [0/1]
Neter nature nor a merciful creator brought humanity to Cradle, but a cruel Egg, creating and destroying in service of one vision. Thanks to Fate, the Egg now lies broken in the depths of the seas, and our kind was able to grow without the Egg's presence and cruel judgements.
Like a boy wounded by his father, and now a man, it is time for us to seek the Egg, reach it, and demand answers.
Why were we made ? Where do the Egg and our kind come from ? Why was the reason for the Egg's cruelty ? Seek the Egg, and extract answers from it.
[Second Circle of Divination]
Even wounded, the Egg can still destroy. Be prepared.
[] Forge a Sword of Entropy [0/1] [Use 1 Scale] [White Tower, Sundial Tower, Tower that Think] [Path of Entropy]
The Order has unleashed the ending that awaits all matter, flesh and mind, and the Philosophers have learned from this. They now wonder if a weapon could be made, a rusted, almost broken sword, from which the Order could unleash Entropy without having to sacrifice the work of Mundanes.
The fate of all bound to the will of the Order. Create a Sword called Entropy, inevitable decay turned into a one-shot weapon.
[] Make Flesh harder than Bronze [Living Tower]
The Living Tower fell...inadequate, for they now know from the Eye that metal exists beyond the strongest flesh on Cradle, able to survive a thousand battles and the dangers of the void between the stars.
This shall not stand.
The Bloodscribes shall create flesh that puts the masters of the Eye to shame, flesh harder than any mere metals ! Choose one path of study to create stronger flesh
-[] Under-Spawns [0/1]
The Living Tower shall create spawns of the Hive-Empress able to dig deep under the earth, and integrate the metals and stones found below into their flesh. -[] Strengthen with Fire [0/1]
The Living Tower shall force life to survive and thrive into the harshest of conditions, until they can swim through lava and endure the deepest part of the seas. -[] Shield of Flesh [0/1]
The Living Tower shall create lives protected by layers of fat, furs, carapaces and flesh, layers that can be shed without harm and rapidly grow anew.
[] Provide Precious Elixirs [0/1] [Consume 1 Scale] [Living Tower] [Potioneers]
From the production of elixirs to empower the Order against the Eye, a new faction has been born amongst the Living Tower, alchemists desiring to keep the Order supplied in philters and drugs.
They are arguing for the creation of empowered orchards and laboratories, to increase production... beyond what some would say is reasonable. Create Elixirs Plantations, providing alchemical products. Unlock alchemical and drugs actions. Will provide 1 additional AP, thanks to stimulants, with negative effect if abused.
[] The Gates of Logic NEW
The Order has learned of the Gate of Logics, imprint on the mind of beings that allow the creation of artificials instincts.
With it, we could turn an untrained youth into a skilled warrior in a day, or teach a new language in the same time, knowledge that must be taught until they imprint deeply into a mind carved in a few instants.
With it, we could also enslave, or maim, preventing one from using their senses or from disobeying orders.
Whatever is the case, we must study those Gates, how to apply them, how to change them, how to destroy them.
How will the Gates be tested ?
-[] Instincts to the Mindless [0/1] [Living Tower; Tower that Think] Mindless are the Spawns, obeying orders imprinted in their very beings by the rites of the Living Tower.
Asleep are the God-Cities, bound by the legends and rites used to weave them into the world of matter.
With the examples of Gates, some believe we could learn how to imprint knowledge, skills and new orders on those beings that cannot learn them naturally. Try to imprint Gates of Logic on mindless, or at least unconscious beings.
-[] Teach the Unenlightened [0/1] [Living Tower; Tower that Think] [Teachers] With the help of the Gates, it may be possible to accelerate the learning of the Mundanes, or even the Order's apprentices. If the Order, for example, could create a hall filled with Anima that imprint on every mind in it the ability to read one language, how much effort would be spared from countless childrens ! Try to use the Gates to rapidly imprint knowledge and skills.
-[] Of Chains [0/1] [White Tower ; Sundial Tower]
In every God-Cities, they are Mundanes that desire death but cannot or do not want to join the Doomed. This is a truth that the Order cannot affect. Yet.
Some, amongst those Mundanes, still desire to help others. So they offer themselves to the Order. We do not use them, beyond letting them sample a few new, minor elixirs, before sending them to the White Halls.
Now, we shall call upon them, and, only on the willings, test how the Gates of Logic can bind a Mind, reduce a person to obedience or to infirmity.
Then, we shall test how to break those bounds, how to liberate a mind from the tyranny of the Gates.
We do not use people. Try to use the Gates to bind and enslave minds, before seeing how those Gates can be destroyed.
[] Sow the Seas [Living Tower] [0/1]
Compared to the lands of Cradle, the seas are somewhat untouched and unexploited. As such, they are an opportunity.
The fishponds set-up by the Mundanes in the God-Cities has inspired some of the more food-focused members of the Living Towers, who now seek to create vast aquacultures around the coast of Cradle cared for by modified spawns of the Hive-Empress.
It would be but a first step, they claim. After the coasts, the Seat of Prosperity will claim all the seas for the Order and the Mundanes. Create aquaculture farms around the coasts. Initial step for seas colonizations.
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1 Day Moratorium, its a big one.
On one hand, lots of politicals issues, on the others, you did not roll well for the Interests, and a lots of things are still locked. Vote by plan for the actions, and freely for the political choices.
Scheduled vote count started by OldShadow on Jan 20, 2024 at 6:51 PM, finished with 62 posts and 13 votes.
[X][Collaboration] [White Tower] : Create a meeting ground to facilitate collaborations and ensure every affected party is aware of it. Collaboration is Harmony, excessive secrecy and undisclosed division of focus is not.
[X][Travel][Sundial Tower] : The Mundanes should be taught how to solve their problems. Let us summon a Conclave of important Mundanes to create rules for travelers and merchants all over Cradle.
[X] Plan: To Plan for the morrow.
-[X] Sowing the Fields of Tomorrow [Mundane] --[X] Restore Past Gardens [0/1] [Gardeners] -1 MAP -[X] Carve the World-Spine [0/1] [Mundane] [White Tower] -1 MAP
-[X] Explore Times Forgotten [Ruins] [0/1] - 1 AP
-[X] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] - 1 AP -[X] Righteous Reordering of Travels [0/2] -1 AP -[X] Straightening of the World [0/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] -1 AP
[X][Tyrants]: The Guilds hold in their hand a Sword of Power, and to prevent its misuse its Hilt must be made of those they might wield it against. This Blade must be used for as many as possible by as many as possible, create a Council of Guiding Hands selected from the Mundanes and overseen by a Philosophical (apprentice) appointee that may point this Sword justly. Place the Guilds under their power and have them hold court for offenses the Guilds may take against the Mundanes to ensure fair action. Thus, as the Blade's Power grows it will be properly Guided.
[X] Memories [Eye] : What is left of the Eye's memories, to be extracted and translated. How was it born ? How was it raised and shaped ? Toward which goals ?
[X] Plan: Turning to the Past in Strength
-[X] Sowing the Fields of Tomorrow [Mundane]
--[X] Restore Past Gardens [0/1] [Gardeners] - 1 AP
-[X] Carve the World-Spine [0/1] [Mundane] [White Tower] - 1 Mundane AP
-[X] Explore Times Forgotten [Ruins] [0/1] - 1 AP
--[X] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] - 1 Mundane AP
-[X] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] - 1 AP
-[X] Build the Heavenly Cities [Mundane] Updated
--[X] Halls of Battles [0/1] [Sundial Tower] [Doomed] - 1 AP
[X][Travel][Tower that Think] : Demand that each new arrivant swore to be honest and have good conduct before an altar of the local God-City, and allow the Gods to punish those that break this oath as criminals. Make it known that abusing sworn strangers is an insult against the God-Cities.
[X] Gates of Violence [Eye] : How do the Eye fight ? What imprinted instincts command its strike, and how do it differentiate between friends and foes ?
[X] Plan: Restoration Of Ancient Power
-[X] Sowing the Fields of Tomorrow [Mundane] --[X] Restore Past Gardens [0/1] [Gardeners] -1 MAP
-[X] Explore Times Forgotten [Ruins] [0/1] - 1 AP --[X] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] -1 MAP -[X] Purify the Storm [0/3] [Path of the Elements] [White Tower; Living Tower] -3 AP
[X][Collaboration] [Tower that Think] : The collaboration is not the issue, but the fact that it was hidden from the Order's structures and the other Towers. Implement a procedure to officially create a collaboration, with each Towers informed and the duties and ressources attributed to the collaborators adjusted.
[X][Tyrants][Living Tower][Teacher] : We shall let the Guilds grow in power, but urge them to invest their resources and power in more schools of their arts and more teaching. This way, the Mundanes will be pushed toward learning knowledge that will elevate them, and the Guilds may find the Wisdom that comes from being a teacher for the willing, and not a tyrant ruling over slaves.
[X] Introspection [Eye] : The mind is trapped in a cage of circular thoughts, never to be free. Can such a soulless mind learn from this ? Could it reach wisdom ? Or has the Order found a perfect weapon against the Engines of Extinction ?
[X] Plan: Turning to the Past in Strength with Travel
-[X] Sowing the Fields of Tomorrow [Mundane]
--[X] Restore Past Gardens [0/1] [Gardeners] - 1 Mundane AP
-[X] Carve the World-Spine [0/1] [Mundane] [White Tower] - 1 Mundane AP
-[X] Explore Times Forgotten [Ruins] [0/1] - 1 AP
--[X] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] - FREE MAP SPENT
-[X] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] - 1 AP
-[X] Build the Heavenly Cities [Mundane] Updated
--[X] Halls of Battles [0/1] [Sundial Tower] [Doomed] - 1 AP
-[X] Righteous Reordering of Travels [0/2] [Consume 1 Scale] [Sundial Tower]
that's a lot of options to vote on I suppose this means that we should pick a goal and to focus on it. A few important goals I can think of would be to explore the ruins, to gain more AP (though Towers, and MP), to expand to new planets, to fulfill the gift of life, and to clean up our Interests. not sure what to prioritize but i would like to have the Tower of Elements
Actions points
Interest are a limite on available actions in a Turn that are not Concerns.
Interests are your hand of cards, Action Points the ressource you pay to play the cards.
we would have an educated mundane population know how to prescribe medicine/heal who can assist in the creation of Elixirs that can then grant us AP next turn with the MP being spent on the Growth of medical herbs inside/outside of the Godcitys. this both fulfills the gift of life, and works to help ourselves out of AP hell and hopefully mitigates the risks of Precious Elixirs due to the mundane research in what a safe dosage is.
[][Collaboration] [Tower that Think] : The collaboration is not the issue, but the fact that it was hidden from the Order's structures and the other Towers. Implement a procedure to officially create a collaboration, with each Towers informed and the duties and ressources attributed to the collaborators adjusted.
[][Travel][Sundial Tower] : The Mundanes should be taught how to solve their problems. Let us summon a Conclave of important Mundanes to create rules for travelers and merchants all over Cradle.
[][Tyrants][Living Tower][Teacher] : We shall let the Guilds grow in power, but urge them to invest their resources and power in more schools of their arts and more teaching. This way, the Mundanes will be pushed toward learning knowledge that will elevate them, and the Guilds may find the Wisdom that comes from being a teacher for the willing, and not a tyrant ruling over slaves. [][Tyrants][Sundial Tower]: Great might imply great Duties. As the Guilds grow in power, we will ask more of them. Let them bear the lesser part of the Philosopher's eternal labors, until they do not have the time to seek power.
power begets power, power is a tool that must be used judiciously and with care for the powerless, thus we should aim to create a cycle of power that does not take from the mundanes, but instead gives to them. i think these would be the best for achieving that goal. however, we must ask where this power comes from, and how the guilds achieve more. it is not a sin that the mundanes have power, it is a sin for them to hoard it, to gaze upon their fellow mundanes and hold themselves as petty sorcerers. the guilds gain power from the knowledge they hold, and the unique services they dispense, so a synthesis of these two approaches would be best. the guilds must not deny their power to any, either to supplicants or to beseechers, and thus make their power dependent on how many serve and how many they may serve
[][Tyrants]: The Guilds hold in their hand a Sword of Power, and to prevent its misuse its Hilt must be made of those they might wield it against. This Blade must be used for as many as possible by as many as possible, create a Council of Guiding Hands selected from the Mundanes and overseen by a Philosophical (apprentice) appointee that may point this Sword justly. Place the Guilds under their power and have them hold court for offenses the Guilds may take against the Mundanes to ensure fair action. Thus, as the Blade's Power grows it will be properly Guided.
Now, you might think that the council will grow big heads about their power over the Guilds, but as they keep the Guilds in line, the philosophers will keep the mundane members of the council in line, and the white tower wil have an easier time keeping track of potential tyrants from "all of the guilds across the world" to "all the people in this council." it's also a good way to introduce proto-democracy. discuss
[][Collaboration] [White Tower] : Create a meeting ground to facilitate collaborations and ensure every affected party is aware of it. Collaboration is Harmony, excessive secrecy and undisclosed division of focus is not.
we really don't to bureaucratize collaborations between the towers, we just need to make sure that people are comfortable doing it where other people can keep an eye on them, and don't try to do anything too fucky. the ones who would do bad shit with their magic collaborations are going to do it in secret, bureaucracy or not. there's a moderating power in being in a place where you might not be watched, but are still seen.
[][Travel][Sundial Tower] : The Mundanes should be taught how to solve their problems. Let us summon a Conclave of important Mundanes to create rules for travelers and merchants all over Cradle.
this could be a good seeding point for the council of guiding hands, and continuing the mostly hands off rule of the philosophers is, i think, mostly a good thing. philosophers shouldn't concern themselves with mundane power, but advise them in the proper use of it
[] Plan: To Heal The Last Scars, To Look To The Stars
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners] -[] Carve the World-Spine [0/1] [Mundane] [White Tower]
-[] Explore Times Forgotten [Ruins] [0/1]
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think]
-[] Righteous Reordering of Travels [0/2]
this is my proposed plan, we need to start looking towards getting off the planet and actually scouting our solar system, and for that we need to make the godly womb. well, we don't need it, but it would be important to have so we should do it first, a strong foundation and all. and in the vein of preparing for our travels, we should knock out the righteous reordering so that we have experience in space/time warping magic. sowing the fields of tomorrow, carve the world spine and times forgotten are to finish our reparations of cradle, as from the descriptions these are the last actions that are needed to truly restore our ecosystems and our lost knowledge, so also count towards the theme of preparing for our vacation. make sure the house is in order so that you don't return to a dingy wreck.
[] Plan: Turning to the Past in Strength
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners] - 1 AP -[] Carve the World-Spine [0/1] [Mundane] [White Tower] - 1 Mundane AP
-[] Explore Times Forgotten [Ruins] [0/1] - 1 AP
--[] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] - 1 Mundane AP
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] - 1 AP
-[] Build the Heavenly Cities [Mundane] Updated
--[] Halls of Battles [0/1] [Sundial Tower] [Doomed] - 1 AP
Okay, so this is my preferred plan. At least I think it works? How do sub-options work with AP again @OldShadow ? I'm thinking the Sowing the Fields option and Build the Heavenly Cities options both 'naturally' include a sub-option into their AP Cost because of how they are written, yet the Explore Times Forgotten doesn't say we can get 'Explore in Force' for free so I think it doesn't count?
With my suspicion being that Explore in Force 'amplifies' the initial Explore Times Forgotten action rather than replacing it. Basically consider it as doing three or four Explore Times Forgotten actions at once, or at least the equivalent impact of having done that action multiple times making sure every inch of the ruins are scoured rather than just those areas which call to the Philosophers.
As for why I chose the actions I did, as follows:
Restore Past Gardens is all about making our world as lively as possible, with all the wounds of the Doom healed. Thus offering us unique or rare resources rather than just 'what we have, in massive bulk'. I do want Pasture of Tomorrow but that's secondary to making sure all the ecosystems are as diverse and established as possible.
Carve the World-Spine finishes spreading our influence to all parts of the world's surface, and grants us great qualities of resources. Doing it with Mundanes furthers our effort to increase the diversity in Crafts our Mundanes practice and make them more aware of the world.
Explore Times Forgotten is because we really want that Lore and to clear our the dangers hidden in the ruins.
Explore in Force, undertaken by the Mundanes, is to boost just what we get from the ruins, accelerate how fast they are all explored and actually to deliberately expose the Mundanes to what was lost to the Doom. I am wanting to see a revival of culture, beliefs and also interested in seeing if we don't have some of the Mundanes start the path towards being Philosophers of the lost Paths. Because it is going to be those who aren't Philosophers of the current Paths who are most likely to spawn new Paths for us to take as they aren't 'locked in' to an existing one. Especially as Philosophers of Two Paths are rare and those are the other option for gaining them.
The Godly Womb is all about setting us up for creating the best star-vessels we can next turn. Because we need at least one up and running, exploring our system, soon. I was tempted by Study the Smallest Lives but after looking over both options again, I think The Godly Womb is the better option to take now, rather than simultaneously with creating the star-vessels themselves.
Halls of Battles is because this action should bolster both Explore in Force and Carve the World-Spine in terms of results. Because it is all about teaching planning such as expeditions would benefit from and improving the physical health of those going on said expeditions. There's also the fact it bolsters our combat capabilities which should help protect the Mundanes from any non-environmental or magical dangers in the ruins.
Peoples thoughts?
Edit: Oh, and regarding the Tyrants, Travel and Collaborations options, I am thinking some combination of these:
[][Collaboration] [Tower that Think] : The collaboration is not the issue, but the fact that it was hidden from the Order's structures and the other Towers. Implement a procedure to officially create a collaboration, with each Towers informed and the duties and resources attributed to the collaborators adjusted.
[][Collaboration] [White Tower] : Create a meeting ground to facilitate collaborations and ensure every affected party is aware of it. Collaboration is Harmony, excessive secrecy and undisclosed division of focus is not.
[][Travel][Sundial Tower] : The Mundanes should be taught how to solve their problems. Let us summon a Conclave of important Mundanes to create rules for travelers and merchants all over Cradle.
[][Tyrants][Sundial Tower]: Great might imply great Duties. As the Guilds grow in power, we will ask more of them. Let them bear the lesser part of the Philosopher's eternal labors, until they do not have the time to seek power.
[][Tyrants][White Tower] : By trying to crush potential Tyrants, the Order may begin to become such Tyrants.
We shall wait and watch the Guilds, and act if they overstep. The Guilds shall not become Kings. The Order shall not become Kings.
I'm leaning towards the Tower that Think Collaboration choice, but I do foresee that it make lead to bureaucracy issues, so I can be argued away from it. I honestly think that the over precision of the Sundial Tower is actually what's needed here for Travel, even if I suspect we might end up with multiple sub-sets of rules regarding travel. At least they'll be formalised so everyone knows what they are and we aren't going to be pushing for all authority to go to either the Philosophers or God-Cities. That way lines either group becoming too busy managing the Mundanes to do what they should be doing, or the creation of yet another group of Tyrants.
And for the Tyrant issue... I'm split between trying to push the Guilds to develop themselves so they actually can rule the Mundanes well without the interference of the Philosophers as they know what the limits are, or exploit the hell out of the Guilds so we get the most benefit from the skilled manpower we get, even if that kicks the issue of who rules the Mundanes down the road again. because it means the ambitious and power-hungry aren't going to enter the Guilds for the most part because said Guilds are too busy and involved with Philosopher Business to show off what they've achieved and/or glory in their power.
Great Might implies Great Duties does however mean we're likely to see the Guilds evolve into a true 'half-way step' between Mundane and Philosopher however because the more skilled, knowledgeable and powerful Guildsmembers are absolutely going to end up exposed to enough Philosopher lore and methods that they'd probably count as Apprentices or Journeymen if they joined the Towers at that point.
[] Plan: Turning to the Past in Strength
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners] - 1 AP -[] Carve the World-Spine [0/1] [Mundane] [White Tower] - 1 Mundane AP
-[] Explore Times Forgotten [Ruins] [0/1] - 1 AP
--[] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] - 1 Mundane AP
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] - 1 AP
-[] Build the Heavenly Cities [Mundane] Updated
--[] Halls of Battles [0/1] [Sundial Tower] [Doomed] - 1 AP
Okay, so this is my preferred plan. At least I think it works? How do sub-options work with AP again @OldShadow ? I'm thinking the Sowing the Fields option and Build the Heavenly Cities options both 'naturally' include a sub-option into their AP Cost because of how they are written, yet the Explore Times Forgotten doesn't say we can get 'Explore in Force' for free so I think it doesn't count?
If there is a cost tag like [0/1], there is an AP cost, if not its free.
Also if the option is tagged [Mundane], all sub-options can use Mundane Point.
Oh wow! That's so many new and cool options! Way too many, wahhh. Really amazing work Oldshadow, I'm loving what you've written here.
I'm gonna do a proper reaction and commenting to the Post itself and come up with my own plans(and I'll do multiple ones with spesisfic focus like last time), though from a quick Glance i think Lord_Abadon's was pretty good. Mh mh, amazing stuff
Yes, outside of plans. I will add this to the update.
If there is a cost tag like [0/1], there is an AP cost, if not its free.
Also if the option is tagged [Mundane], all sub-options can use Mundane Point.
Ah, so my plan is valid then. And yeah, I knew about that but as we're currently limited more by Mundane Points than Action Points, I spent our two Mundane AP where I felt it was more critical that we have the Mundane population involved in an activity. Unless an action having the [Mundane] tag means we'll get the Mundane Population benefits from taking an action even if we use AP on it?
Ah, so my plan is valid then. And yeah, I knew about that but as we're currently limited more by Mundane Points than Action Points, I spent our two Mundane AP where I felt it was more critical that we have the Mundane population involved in an activity. Unless an action having the [Mundane] tag means we'll get the Mundane Population benefits from taking an action even if we use AP on it?
Using AP on a [Mundane] action mean the Philosophers do the work.
Benefices for the Mundanes depend on the actions.
What I can say without too much spoilers is that part of the results and what is learned from an action is influenced by the use of AP or MP.
There's the question of Collaboration. The main issue here, is that people are going away from their duties in order to focus on their pet project. While the ones of living tower argue that this isn't.
I think, if we allow them to act freely, we'll get new interested and maybe even some actions pop up at times, with the drawback being that sometimes invested AP actions may fail, because they were busy doing their own things, or have increased cost in actions. I'm not that huge a fan of this option.
The Sundial tower is a general utter shutdown, no benefits but also no drawbacks. I don't want this one either, because i do think we do want collaboration between the Tower, not only for more perspectives, but the main goal of Philosphers is to learn all the different arts right? Which means working with their other towers would allow them to accomidate into other views, at least that's what i feel about it.
Which means i think, it's between the Tower that thinks and the White tower. The Tower that thinks seems to be more resources and duties adjusted, while the white Tower is more "it's allowed, but you aren't getting that much out of it". Out of the Two i think i'm leaning White Tower. It's the mildest one in terms of direct benefits and drawbacks, but i think it's a good starting point, that we can potentially build further up from, ensuring we've got a solid foundation before we make a proper house of collaborations.
Then the Travelers and Merchants. And how to deal with the fact that many mundanes don't know each other cultures and the swindling merchants.
I think the Living tower, is giving them too much freedom, because every city is so different, some may act in good faith, while other may become very xenophobic, so this doesn't feel like it's properly solving the issue. I fear this may lead to a few cities having travellers go and come, but other shutting down fully, refusing everyone.
The Sundial tower is creating a Guild basically to make the rules and stuff. This might work, but again, this could become a hotspot of power-brooking, where they trade favours and items in order to ensure that the rules favour their "Faction", rather then a proper fix.
The White tower is basically the path of making every trouble maker wake up with a dozen crystal daggers in their back. But, this is very much a rule of tyrany, so this isn't something i'm that fond off, espesically since it might brew a lot of resentment over time from the mundanes, losing families, friends and just generally being afraid.
So my favorite option is the Tower that think. I think given the importance of Gods, and the general cultural importance, this is something every person would allready be respectfull towards. And it will make a culture that perhaps isn't always accepting of strangers, but will at the very least not abuse them.
Then there is Guilds and Tyrants. And how to deal with the fact that the Order is the top dog around now.
I'm far less unsure here, to be honest. I'm leaning towards either Tower that thinks, or the White tower Tyrany. This is a society that is allready naturally build around the ideas of Priest and Gods. So i feel that making the Guilds into a natural extension of that, would fit in quite well. The other is that we just act in if the Guilds start to overstep. Of course, this means the Guilds is still gonna accumulate a lot of soft power, even if they may not always be able to transform that into hard power.
I don't think the living tower that much, because i think it mono-focuses the mundane society too much on to the Guilds we have, instead of letting the guilds be natural extensions of it, with mundane society itself being very varried and spread out.
And with the general thoughts on the actions there out of the way, there is all the different plans, and the myriad of new options we got opened for us. So Plans.
I think the most important to remember, for both voter and plan-makers now, is that we're reaching a point, where actions are starting to cost 2/3/4 Ap in order to perform. While every plan untill now has been build around the different synergies, we now need to consider the plan less from current synergies and more from Past and future synergies, because some actions will take time over an cycle in order to be fully performed.
Now, Lord_Abaddon have allready made a plan that fufilled most of what i think i'd like out of a plan for this turn. I'm not sure i like the Travel actions however. We picked the God-Fortress as our means of travel, and it doesn't seem like they use the bending of space-time to the degree that the other options by the Sundial and White tower was, when we first picked out FTL options, so i don't think it's going to synergize that much.
I'm also a tad afraid that making the travel between God-cities so short so soon, before there's been proper time for the mundane to adjust, would make the conflicts which were allready slowly rising burst more quickly into higher degree's. I think, if we wanted to do the travel, we should wait a bit untill the mundanes's culture regarding other cities have settled down a bit more. Now, if we have multiple planets, i think this would help with going between them, but for the start, when we need to explore this won't help much, since it's about re-treading used roads and making those roads shorter.
Then there is Pyro Hawk's plan. I think most of it really work, but i think i'd swap the Mundane and Order AP on the garden and Ruin action around. We allready know there is a ton of ancient Philospher lore and traps hidden in the ruins, and i don't think the mundanes would be able to properly handle that. Be it with caution or greed, so i fear that while we may be able to explore a ton more, it won't give us as "good results" and at worst may cause some mundanes to habour secrets the Order wouldn't prefer them to have. The Order would use the Doomed and selected trusted mundanes, if they were the ones to do exploration anyway, but overall i don't want to unleash a locust of mundanes on the ruins. I fear it may backfire on us too much. Other then that i like most of the plan.
Now that being said, both Pyro and Abaddon have made plans about what i was most focused on, but for the sake of having presented them so merits and thoughts can be thrown around, and plans be refined to perfections. So, i'm making three more plans with different focused. Does also feel like something, someone in the Order would present to the conclave as well.
[] Plan: Oh potions a'plenty
-[] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements]
-[] Sowing the Fields of Tomorrow [Mundane] --[] Food of the Soul [0/1] [Potiooners, Healers]
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think]
-[] Lesser Mastery of Herbs [0/1] [Living Tower] [Potioneers] [Gift of Health]
-[] Provide Precious Elixirs [0/1] [Consume 1 Scale] [Living Tower] [Potioneers]
This one is based around the Potion stuff we've unlocked a ton of. I was originally against the idea, because of the fact that abusing the potions seemed like it would have negative consqunces. Which i still think they do, but if we could have a potential extra AP every 2 or 4 turns, that is still a lot. Given the scale of Food of soul and Lesser mastery, i think we'd be able to make a ton of lesser potions, that not as amazing as the Living tower, is still providing minor benefits. Overall, i'm growing more fond of this, because i think we need to get more AP somehow. The drawback here, is that people may grown dependent upon, which i don't think will be too bad as long as we're on Cradle, but if we step beyond it, may start become something we need to worry about.
The Godly womb is here, because we are reaching the point, where we need to build around future synergies more, instead of just current ones. The Comet should be arriving soon, and when it does, i think we do want to build fully around it in that turn, because we need to start exploring soon.
[] Plan: The Icy Explorer
-[] Weave the Chapter of Celestial Ice [0/1] [Use 2 Scale,1 Unit of Comets]
--[] Shape a Palace of Ice [0/1] [Mundane only]
--[] Seed of the Explorer [Omake reward: Mundane Dreams, Shameful True]
--[] Greater than a Chapter [Increase cost by 1 unit of Comets, 2 Scale]
-[] Build the Heavenly Cities [Mundane]
--[] Ever Higher [0/1] [Tower that Think] [Precises]
-[] See the Invisible Stars [0/1] [Sundial Tower;White Tower]
So, this one is fully focused on actually getting a God-Ship made and out there. Every moment we do delay, is one where the King of Black and Green is expanding more and more. We don't yet know how much time it will take to explore unto other planets, which means getting a ship out now, could actually be really important, before we get suprised against, by a new Pawn entering our system. Now, this one is mono-focused so the drawback here is that we aren't getting much else done, and the fact we're doing this with an icy comet, which the inherent drawbacks from that. But, i think this is something we do need to maybe consider doing soon. [] Plan: The Tower of Flames upon purified Storms.
-[] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements]
-[] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements]
-[] Carve the World-Spine [0/1] [Mundane] -[] Straightening of the World [0/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners]
-[] Straightening of the World [0/4] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners]
-[] Purify the Storm [0/3] [Path of the Elements] [White Tower; Living Tower]
So, the path of elements is how we are starting towards unlocking the Tower of Elements, which most importantly ,will grant us a potential new AP. So this is one that is very monofocused upon the idea of working towards that. A new tower is one of the biggest boost in actions we can currently get, but the main problem with this is that many of it's action are costly, so this is something we'd need to work towards over multiple turns.
I think that the city of Growth and Straightening the world are going to syngergize really well, with the world-spine and work together into turning Cradle into a "Working" upon itself. The less conflict from the Straigthening seems really promising. This is in part why i'm not doing the "Fires of Earth" actions yet, which i do think is the main gate for unlocking tower of Elements. Because i think that doing Straighten first, means that the Sundial tower will be better at giant world-actions, so the dangerous actions from Fires of Earth won't be as dangerous, with maybe even using the Flesh Stronger then Steel fire actions, for full effect.
I do actually really like this, but the main problem here, is that we're going to need to use at least two turns on this, and that's two turns where we aren't getting much else done. That might be potentially worth it for the Tower of Elements though.
[] Plan: The Icy Explorer
-[] Weave the Chapter of Celestial Ice [0/1] [Use 2 Scale,1 Unit of Comets]
--[] Shape a Palace of Ice [0/1] [Mundane only]
--[] Seed of the Explorer [Omake reward: Mundane Dreams, Shameful True]
--[] Greater than a Chapter [Increase cost by 1 unit of Comets, 2 Scale] New
-[] Build the Heavenly Cities [Mundane]
--[] Ever Higher [0/1] [Tower that Think] [Precises]
-[] See the Invisible Stars [0/1] [Sundial Tower;White Tower]
I think you are only spending 4 AP with this plan. Or well, 2 AP and 2 Mundane Points as I'm assuming you are spending Mundane Points on Shape a Palace of Ice and Ever Higher.
That said, I do agree that I want to get any Ship launched very soon, but I don't think it's critical we get it done now. Hence why I've bumped it back for next turn and instead have taken several actions I'm hoping bolster the resulting Ship when we craft it (Godly Womb, Carve the World-Spine, possibly the combat knowledge from Halls of Battle) so we get a better result. Particularly by also grabbing Studying the Smallest Lives and others next turn when we're crafting the actual Ship.
Regarding your last plan however, there's actually one issue you need to keep in mind: Towers Consume Scale. We're running a bit short on Scale, especially as we need Available Scale in order to craft our Ships and do our mystical actions which is what we'd need to actually colonise other worlds. Even ones that are inhabitable as-is. Reaching the maximum cap for the planet at 20 Possible Scale is going to free that up a touch, but I'm concerned about building a fifth Tower on our current world when we might need Scale to improve the existing Towers, Rituals or doing other things which will give us access to new Worlds.
That said, I'm not against unlocking new Towers, I just don't think we're best served rushing to build new ones at this point when it might not be something which we can sustain right now whilst still growing in the future. My bigger worry with that plan is actually Straightening the World at the current time. Because I don't think we're best positioned to create an 'optimal' world like that desires as we just don't know a bunch about how the world is put together and how it's parts combine. So they'll try to achieve it and unknowingly create an issue.
That may in fact be unavoidable, and I do want to take it eventually. But I'd prefer it if we took actions such as Study the Smallest Lives, Fires of the Earth, Sow the Seas and whatever Storms action we take first so as to have the widest view of what the world actually is first.
Just like I'd also want to take the Explore the Ruins action before or alongside the City of Growth. Because that city is meant to be built across two massive lakes which were the heart of a previous civilisation on the world and whilst the lakes themselves will have been cleansed of the Doom? The shores of the lakes are certain to be covered in Ruins from the Doomed Civilisations which previously centred on said lakes that may impact just what we can get from building the City of Growth. I'd also be interested in doing Sow the Seas alongside it as I feel like there'd be some very strong synergy between starting to colonise the seas and creating a 'floating lake city' that's meant to be a centre of agriculture, medicine and alchemy production.