The lost tomb of Amenmeit, Queen of Nakhanu

In the ancient land of Khemet, where the great Aniu River flowed and the sands whispered secrets of old, there lived a chieftain named Amenmeit. She was of the Saresut tribe, a people of humble beginnings, content with their simple lives under the sun.

One fateful night, as the stars painted the sky with their shimmering light, an Angel descended upon Amenmeit in her dreams. With wings of iridescent feathers and eyes that held the wisdom of ages, the Angel spoke of a destiny woven into the fabric of time itself.

"You are chosen, Amenmeit," the Angel's voice resonated like the gentle breeze through the palms. "In your veins flows the blood of rulers, and in your heart burns the fire of leadership. Follow the guidance of the stars, for they shall lead you to a land where your people shall thrive."

Awakening with a newfound resolve, Amenmeit gathered her tribe, and under the guidance of the Angel's vision, they embarked on a journey across the vast expanse of the desert. Through trials of sandstorms and scorching sun, they persevered, guided by the promise of a land yet unseen.

Finally, after what felt like an eternity of wandering, they reached the banks of the great Aniu River, its waters shimmering like liquid gold beneath the rays of the rising sun. Here, amidst the fertile lands blessed by the river's embrace, they would lay the foundations of their future kingdom, Nakhanu. A city that would become the jewel of Khemet.

The city of Nakhanu rose majestically along the banks of the Aniu River, its towering structures casting long shadows upon the bustling streets below. The fertile lands surrounding the city flourished under the gentle touch of the river's waters, yielding bountiful harvests that sustained its growing population.

Under the wise and just rule of Queen Amenmeit, Nakhanu thrived for a hundred years, its prosperity radiating like a beacon amidst the tumultuous world. The city became a beacon of order and stability, a testament to Amenmeit's vision and leadership.

As word of Nakhanu's splendor spread far and wide, tribes from distant lands journeyed to pay homage to its greatness, drawn by tales of its prosperity and magnificence. Yet, with prosperity came envy, and Nakhanu's glory also attracted the attention of those who sought to challenge its power.

However, despite the challenges that arose, Amenmeit ruled with grace and wisdom, navigating the intricate webs of diplomacy and conflict with a steady hand. Her legacy endured long after her passing, for within the depths of her grand tomb lay the echoes of her wisdom, inscribed upon the walls for all eternity to witness.

And so, as the sun set upon Amenmeit's reign, Nakhanu stood as a testament to her greatness, a city built upon the foundations of her vision and the resilience of its people. Her descendants would follow in her path and continue to lead Nakhanu to greatness. The tomb has since become lost to the sands of time and Khemet when the cursed Doom fell upon Cradle.

May the wisdom of the Philosophers and the glory of the Heavens reveal our lost legacy.


-Sekhet-hotep-et, last descendant of Amenmeit
Seem there will be new discoveries wh the Order try to reach the Valley of the Nameless King...
Please roll 1d3 @bioticgrunt
1 : Entropy
2 : History
3 : Restoration
 
Suprised that Entropy is so much involved, but i suppose history fading away into dust is a huge part of that. Entropy is one of my favorite aspects in the quest so far, ever since our little Eye sword, even if i have to admit that as a plan-maker that i often find i'll have to put it to the side. Still! Really cool and interesting lore!
 
Seem there will be new discoveries wh the Order try to reach the Valley of the Nameless King...
Please roll 1d3 @bioticgrunt
1 : Entropy
2 : History
3 : Restoration

Nice, good to see it become canon. And just to make it clear this is supposed to be one of mundane civilizations before the city of Netjertniwet Bit-Irr

Edit: damn, looks like entropy won this battle
bioticgrunt threw 1 3-faced dice. Total: 1
1 1
 
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Nice, good to see it become canon. And just to make it clear this is supposed to be one of mundane civilizations before the city of Netjertniwet Bit-Irr

Edit: damn, looks like entropy won this battle
Yes, one of the founder of what would become the Not-Egypt of Cradle.
The fate of her legacy has been sealed.
But part of her memories live still, to be presented to the cruel and arrogant Kings.
To remind them that they are but man,
And they Work, no matter how mighty, will one day be lost in the sands of time.
 
So, as a thought.
Earlier in the thread oldshadow stated that while the general shape of each tower's initial working was pretty much figured out, so I want to guess at what that general shape is.

Sundial tower: World as a board, the only thing that changes depending on their seat would be what the pieces are and thus what game is being played. From managing logistics, to managing people.
Living tower: Crown the hive queen, or some variant of it. A hive of living things serving various purposes. From defense, to literally serving as a living city for mankind, to acting as a communication network.
Tower that Thinks: Some variant of Awaken the God (Blank)s. Could be fortresses, could be farms/fields, or a variant of cities that gathers resources, or it could be the towers themselves, made animate to help coordinate the work of the order.
White Tower: I don't actually know what the fuck they'd do, besides bending fate to ensure something, be that good harvests, or defense, or organization of the mundane.

As a different note, I want to make a guess, the Path of History is not like the paths of Entropy, Elements, or Binding, it is the path to a new Seat. A new slot for a tower equal to the others. I will also make the prediction that just like the other seats whatever tower we make to fill it will have a first Working it undertakes, and the interactions between the tower selected and the seat will come into play to determine overall role in the order beyond the seat's duties.
 
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The Tower of element very much seems like one where the workings improve the natural state of Cradle.

Almost all the path of elements actions are centered around making the world perfect by removing the flaws, purifying the storm, and drawing upon the molten energies of the world for the Order. The city is the odd one out there from those actions.

This also fits with what I'm guessing is the Mountain Tower flaw "The opinion of the ant is meaningless compared to the state of the world" They are a tower, to perhaps a bigger degree then Sundial tower that's focused on ensuring that a world is working effectiv and acting in a harmonious way with the other.

They'll probably not get a seat, since not all towers would get one. I don't think that's a problem because of the fact that the Philosophers are basically nerds whom love learning uttmost, rather then people desiring power to a huge degree. I'm guessing the seats don't just affect the initial workings but also some of their actions.

Like the Living tower, whom distain the mundanes. They would probably not have had as many options surrounding food or tools for the people if not for the fact that their seat demands it as their duty.
 
True. I should say that the reason I'm worrying about Seats at all is that I get the impression that its easier to found a tower if there's an available Seat for them to fill and/or Seated towers may be more powerful/get more possible actions. On that note if I'm right and history is a Seat. It should go to absolutely anyone but the mountain tower. Their disregard for little details over the big picture could be immensely problematic, since I think they'd see individual artifacts and sites as the "little details". They would be a good fit for an ecological seat from what you've said, not that I think we particularly need or will need or want one.
 
For now, i don't the seats gives more powerfull actions. It seems to be more aimed around giving more actions and changing slightly the ones the Tower do allready have
Living tower being the most obvious one of the current ones.

As for history seat. I'd not consider the paths as opening a seat, but it's a really good idea. That said, i think because towers are always going to be inherently flawed by their natire, that every Seat is always going to have some baggage.

Mountain: This is probaly one with extreme focus on the large scale history of things. What happened with an empire, how it grew, and how it ultimately fell. Without much if any attention paid to the individual save for really important ones like King's or Hero's.

I'm guessing their seat action would be more aimed at replicating the conditions that gave rise to prosperity. The Olympians grew strong because of easy minerals, let's ensure this God-City has an easily accessable ore vein. This nation fell because there was no rain for decades, let's ensure that there will always be bountifull rain.

Tower of Chains: I'm guessing these are going to focus more on the fall's of empire. What were the conditions that made it decay and die out. Was it corruption, the greed of men, rebellion, plauges?

Their seat action being aimed around giving rise and form to ancient historical evils. The plauge that devastated a country chained and bound to the Order's purpose.

Tower of Summoning: They'll probaly be the opposite of the Binding tower. Focusing more on what gave rise to an Nation. The heroic and bright people of an empire. The ones that fought to bring prosperity.

I think their actions would be something like the stillborn sisters. Taking the Goddness and heroics of the past to empower current individuals. May the Mundane council be blessed with the wisdom of the King of Kings, and so forth.

The Golden tower: They would probaly be the one most focused on persevering history as it actually happened, without overally focusing too much on individual aspects like the previous towers. Engraving history on indestructible tablets of gold and gems.

And, I'm not sure they would have many actions as a result of this. If you wanted a proper history, they are the tower to go, at the price of the fact we won't be able to extract power from the past like the others.

Tower of Purification:I'm not fully sure how this tower would go about it, something like the golden tower perhaps?
 
Turn 5 Results
Turn 5 Results

-[X] Plan Elemental Growth
-[X] Straightening of the World [1/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners], -1 AP
-[X] Awake the Fortress of the Void [0/1] [Use 3 Scale, Consume 1 Unit of Asteroid and 1 Mundane Population], -1 AP, [Dawn Watcher]
-[X] From Stone to Walls [0/1] [Mundane only], -1 MAP
-[X] Seed of the Explorer [Omake reward: Mundane Dreams, Shameful True]
-[X] A Name for a Fortress [Citlalee, God of Air]
-[X] A Seed of Ice [Increase cost by 1 unit of Comets and 1 Scale]
-[X] Purify the Storm [0/3] [Path of the Elements] [White Tower; Living Tower], -1 AP
-[X] Righteous Reordering of Travels [1/2] [Consume 1 Scale] [Sundial Tower], -1 AP, [Abandonner of Distance]
-[X] Build the Heavenly Cities [Mundane] Updated
-[X] Ever Higher [0/1] [Tower that Think] [Precises] -1 MAP

[X] Changeless [Eye] : How can a mind exist that may stay unchanged until the stars die ?

[X] Changeless [Eye] : How can a mind exist that may stay unchanged until the stars die ?

This Quarter, the nameless seekers in grays do not reach toward the Mind, but simply gaze upon its working.

First, the housing of the Mind, an orb made in a metal forged from the very stars, harder than all materials known of the Order, upon which are engraved the silvery rivers that made up the Mind, like veins of minerals in a mountain.
This orb could endure until the end of time, the Order's divination show, but the Order has in its records the story of immortal sorcerers of old,with body made impervious to the passing of the years, falling into madness or simply losing all will to live, their mind and soul unable to endure the eons like their bodies.

So how can the Mind endure time unchanged, its memories revealing years spent in the void between the stars ?

Gazing upon a mirror of water filled with starlight reflected upon the orb of the Mind for years, they see the truth.

The Mind is made of two parts.
An unchanging core of silver, that cannot change without great effort or the actions of an outsider, its rigidity allowing it to face the years unbent like a mountain.
And structures of light attached to the silver mandala that make up the core, ever-changing links made as needed, shifted for the Mind's need, and discarded when their short lifespan is spent, like hair or skin.
A scarred Core unchanging and lesser, ephemeral minds of lights slaved to the Core and easily discarded. This is how the Black King of the Engines of Destructions makes a mind that can endure the years untouched.

Secret of the Immortal Mind : A Core shaped and unchanging using lesser structures to provide flexibility, that can be produced as needed and discarded when beginning to degrade.
However, such a mind is divided between the inflexible and what cannot be preserved, unbent stone covered with short-lived rice paper.


Concerns

Gift of Health
[X] Sowing the Fields of Tomorrow [Mundane] [Living Tower] [Singing Shepherds]
-[X] Food of the Soul [0/1] [Potiooners, Healers] Mundane Conclave MAP


With all the lands under the Order's stewardship, it is quite easy to simply lend various fields to the Mundane Conclave to plant the luxuries of old, with a few journeypersons of the Living Tower ensuring that good practices are followed.
Rapidly, pushed from above by the Mundane Conclave and below by the Mundanes masses, the Singing Shepherd left the Cities with their Spawns and many eager Mundanes workers, using this abundant labor and the skills they learned from the Living Tower to set great fields all over Cradle, will still respecting the Order's guidelines.
In a few years, vast crops of tea, cotton, pepper, coca and a thousand others plants are grown and harvested by the endless work of Spawns supervised by Singing Shepherd and skilled Mundane laborers, and brough to each God-Cities in great ships, using the fast journeys of the Pillar of Reordered Travel.
And from the God-Cities, come the tools and refined wastes needed to ensure the field's production.

What were once precious materials for the Order's Workings have become almost widespread, even the less well-off Mundane able to have a cup of tea or a spiced meal a few times per week. The things they desired so much…

This caused a great shift in Mundane society, for what was once almost inaccessible has become reachable with labors by all.
Now, trade and exchanges between Mundane is done in luxuries, beautiful work of craft for cotton, hard labor for pepper, favors for tea. There are even words of people sharing their beds for beans of cacao.
At each step, we of the Order watch, as the spices we obtain in exchange for the leased lands and Spaws fill our stockpiles.
There are opportunities in abundance.

Mundane have developed the Spice Economy, an economic system built upon the assurance of fulfilled need and the exchange of labor for precious goods.
Access to medicines, spices, silk and other luxuries for the Mundane greatly enhanced.
The Order now has access to great stocks of reagents for their Workings or for other projects.


Perfecting the World
[X] Straightening of the World [1/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners], -1 AP


The Sundial has compiled one map of the Cradle that is, and planned the Cradle that should be.

Now begins the first Straightening, of Matter.

For the entire Quarter, every seven days, one ill is corrected.

Some are small canals disturbing a land or a growing forest being trimmed, to prevent it from clashing with the landscape.

Others are harder, as the victims of forgotten massacres are unearthed and given proper burials, or an underground lake cleaned of the poisoned ashes of ancient volcanic eruptions.

And some are titanic, such as rearranging the land of the west of Cradle to prevent rifts in the bedrock from creating gigantic earthquakes in the future, or finding every part of the silver throne of Avertor the Mind-Slaver, and sealing them away from any unshielded minds.

But all those countless tasks are done without rest and complaints by the Philosophers of the Sundial, and Cradle is cleansed of the dirt of age.
But simply cleaning the dirt does not turn things pure.

A deeper Straightening is needed, one of Mind and Spirit.

Void-born Fortress
[X] Awake the Fortress of the Void [0/1] [Use 3 Scale, Consume 1 Unit of Asteroid and 1 Mundane Population], -1 AP, [Dawn Watcher]
-[X] From Stone to Walls [0/1] [Mundane only], -1 MAP
-[X] Seed of the Explorer [Omake reward: Mundane Dreams, Shameful True]
-[X] A Name for a Fortress [Citlalee, God of Air]
-[X] A Seed of Ice [Increase cost by 1 unit of Comets and 1 Scale]
-[X] A Name for a Fortress [Citlalee, God of Air]


It is finally time
Years of planning have come to fruition.
The Order will reach the void

From above the Cradle, with a carefully changed strand of the Celestial Mirror, a comet and an asteroid are put in a downward spiral toward the ground, to reach the soil on the right time and right place divined by the Dawn Watcher, who lead this Working's diviners, and who ponders the force that make meteors fall upon Cradle.

First, one exact year after the beginning of the Working, a vast void rock the size of a city fell upon Cradle, in a valley near the coast and rivers, where Mundane lodgings and workshops have been built, as comfortable as possible without the power of a God.
With great care, the Philosophers of the Sundial and White Tower have trapped the heat and speed that should have come from such a fall, until the rock falls like a leaf on the ground, and a thrumming crystal charged with colossal heat is sealed by the Order.

Then, as the Tower that Thinks prepares their rituals, the Mundane get to work, guided by overseers of the Living Tower.
At every hour of day and night, under the light of the sun or the light of rock oil lamps, they work, they dig, they carve, each work teams supplied with abundant food and tools by barges from all over Cradle. It took years to turn the vulgar form of rocks into the calculated angles and curves of a temple, to dig vast tunnels into the rock, to smooth and engrave every visible feature of the future God-Fortress names and tales.
But it is done.

When the last strike of the chisel is done, the comet called down years ago begin the final part of its fall, over the now shaped Fortress, and the final rite begins.

From Above, the falling Comet, ice of the void filled with the power contained of a fall, almost reaches the fortress.
From Below, the seed of a goddess made from the memories of a fallen lord of the winds and a seed born of wonder sparred is unleashed from the Godly Womb, toward the fortress.
And inside the Fortress, city that is a temple that is a stronghold, words of power long prepared are spoken, every inch of the fortress filled with the smokes of incense from each of Cradle's Direction and fan made of the feathers of songbirds touched only by the light of the stars waved.

Might immense is unleashed, all the might of two fall from the heavens and two earthquakes bound by the Order's consumed in one instant.
All toward uniting stone and ice and prayers and fortress and temple and god and men and void.
Winds from all corners of Cradle rush toward the site of the rite, bringing water from every direction, entering the fortress, toward its center.
At the last minute of the last hour of the last day of the Quarter, comes the first word of a newborn God, heard by all upon Cradle.

I AM CITALEE

A Goddess is born, with a heart of ice filled with winds and starlight, pumping icy blood in the veins of a body of stone.
Her breath is winter's winds and mist, filling her every crevice. Outward, eyes peer from an engraved skin of voidborn rocks, countless pearls of ice eager to gaze upon new vistas.
She rise on a cloud of mind, unbound by the tyranny of the earth, her people brought in by winds like gentle hands to fill her body-temple, and the Philosopher that made her watching in awe, for they have made a Goddess beyond what they though possible,
one they cannot control
One they do not control, but with whom they share their fate by the hand of the Dawn Watcher, who shaped Fate at the beginning of the Working, so that the Goddess would be one with her people, and one with the Order.
It does not matter if you can be bound or not a being, if it follows the same goals and principle as you.

The Goddess rises, upward and upward, beyond the sky, until, from a thousand mirrors of ice, projected on a vast cloud of mist, all in her can see the void, and Cradle.
As long as Citalee is, she shall travel and discover, her people shielded by her might from the void, provided fresh air, cool water and pleasant chilly weather.

And by the Work of the Dawn Watcher, Citalee shall hold her people in place, spared the weightlessness of the void, for weight can bend light, fate and mass. Weight of Matter upon Cradle, Weight of Spirit upon Citalee.

First Fortress of the Void created, Citalee, God of Air, Ice and Exploration !
Void actions unlocked next turn ! Void actions do not use AP but your currently available God-Fortress !

Features of Citalee :
Air : Can generate air and winds, maintain breathable atmosphere when on a planet and provide better control of atmosphere and temperature on board.
Ice : Can generate and control ice, and, to a lesser extent, water.
Exploration : Increased perception of the God-Fortress

Mundane Work : Increased resilience of the God-Fortress, Mundane population on board provide a form of emergency powers (arts produced and offered to Citalee), Mundane craftsmanship on board will help repair damage and provide reagents for emergencies Working.

Air+Ice = Mist, Can generate mist, better control ice, and expel concentrated mist as a form of propulsion.

Air+Ice+Exploration = Eyes of the Goddess, what the Goddess can see can be projected upon panels of Ice lifted by the winds or moving cloud of mist, and the position of the Fortress projected on star maps with the same principle.
Enhanced navigation and divination on board.

Dawn Maker + Omakes rewards : Fortress stabilized, reduced risks of losing controls or corruption.
Fortres can generate artificial gravity.
Will be expanded next turn, for the First Flight of Citalee.

- 1 Mundane Population on Cradle to crew Citalee


Caged Storm
[X] Purify the Storm [0/3] [Path of the Elements] [White Tower; Living Tower], -1 AP


None has as much knowledge of purifying the land as the Living Tower, who spread many plants and beasts all over Cradle to eliminate the scars of the Doom and restore the wildlands of old.
But even they cannot simply purify the Storm, filled with cruelty , for the Caged Storm would reduce to dust even their hardest seedlings before they could begin to face it.
So, will they work relentlessly on creating a plant able to purify the Storms, the White Tower labor on work of twisted fate and light, unearthing old records of the illusions their progenitors once used to trick the mightiest beast of the Doom.
The White Tower will create a great, false foe for the Storm, and in the shadow of this illusion, the seedlings will grow.

Interests
[X] Righteous Reordering of Travels [1/2] [Consume 1 Scale] [Sundial Tower], -1 AP, [Abandonner of Distance]


On the place where pillars will be, a single coin of lead is set, each perfectly identical, each carried through arcane means to the right places in the time it takes to travel between the pillars.

Then, for seven time seven journeys, Philosophers of the Sundial travel between the coins, using their personal Workings to only need the time for their journey it would take for a Mundane to travel between the pillars, still in their plain.
When the final journey begins, another group of Philosopher begin the journey in the plain, between the pillars, connected to their brethren by chains of bronze cut in two, each Philosopher holding one pair of broken links.

Two journeys become one, and from the plain, pillars and Philosophers fade, the Philosophers joining their brethren, and the pillars being set in the bedrocks of Cradle, in their righteous places, topped by the rock of the land where they will now be until the end of the Order.

No matter how distant they are, traveling between two pillars on Cradle now takes a week, be it for Mundane on foot or ships heavy with goods.

And, with the work of the Abandonner of Distance, the pillars are not finished.
More may be added, she tells the Conclave, her calculations engraved on a tablet of clay. Pillars could be set at the bottom of the sea or, perhaps, upon Arva itself.

Already, from all directions, goods and men travel, long pilgrimages turned into short journeys, and the warehouse of the Order fills far more easily, now that the strain of rot and travel time have been lessened.

Working Pillars of Reordered Travel (Lv 1) has been cast upon Cradle.
All journeys between the pillars take one week, no matter the distance.
Pillars network can be expanded.
Combined with Food of the Soul, One Mundane AP will be provided per 4 Mundane Populations on a World.

[X] Build the Heavenly Cities [Mundane] Updated
-[X] Ever Higher [0/1] [Tower that Think] [Precises] -1 MAP


There has always been a limit to the power of construction of the God-Cities.
Despite their might, they could only make what could be made by Mundanes hand, for the dreams of their inhabitants are the source of their might.

But the precise can do far more than other Mundane, perfectly arranged stones and hair width precision in their work allowing far greater work.
So for one Quarter, the God-Cities provide stone and mortar, and the Precises work with utmost precision, each making one gigantic tower, engraved with the names and faces of the local God-City.

As the towers grew, their shadow began to fill the dreams of the Mundanes, and their sheer weight shape the world around them like mountains shape the landscape, allowing the Precise to reach ever higher, until finally, in each City, there is one, half-mile high tower-temple.
With those tower builds, and inspections from the Precises, the buildings of each God-Cities began to grow higher, and higher, and higher, whole districts being contracted into a few blocks of massive buildings.

By the grace of the Gods, those buildings, pagodas, towers and pyramids are still filled with light, air and clean waters.

And in the dreams of the God-Cities, the Tower that Think can see the projects that the God-Cities could now support.
The population of entire cities into one, colossal pyramid, filled with gardens and workshops.
Colossus able to move by themselves.
Temples able to bring lesser gods upon the world.
And, greatest of them all, a tower reaching beyond the sky, toward the void.

Megastructures unlocked, reduced urban sprawl. The God-Cities can now support constructions like a space elevator made of stone or mudbricks.
 
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Okay if we want to make arcologies we need get the garden city action. Once that is done we can practically make them self sustaining.

That said we should work on materials.
 
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Awesome turn!!!

poisoned ashes of antique volcanic eruptions
Antique technically works here but reads as kinda odd, generally it means collectable / valuable objects, and only slightly old (a century or two). Ancient or primordial would be better, for instance.

to prevent rift in the bedrock from creating gigantique earthquakes in the future
rift -> rifts
gigantique -> gigantic

and Cradle is cleaned of the dirts of age.
dirts->dirt

cleaned works, but cleansed makes more sense to me here.

and a thrumming crystal charged with colosal heat is sealed by the Order.
colosal -> colossal

When the last strike of the chisel is done, the comet called dow years ago begin the final part of its fall, over the now shaped Fortress, and the final rite begin
dow years ago begin -> down years ago began
the final rite begin -> the final rite begins.

But even they can simply purify the Storm
can -> cannot

not that the strain of rot and travel time have been lessened.
not -> now

One they do not control, but with whom they share their fate by the hand of the Dawn Watcher, who shaped Fate at the beginning of the Working, so that the Goddess would be one with her people, and one with the Order.
It does not matter if you can be bound or not a being, if it follows the same goals and principle as you.
Loved this! Unity through shared values, not chains! Aligned with freeing the void minds.

And by the Work of the Dawn Watcher, Citalee shall hold her people in place, spared the weightlessness of the void, for weight can bend light, fate and mass. Weight of Matter upon Cradle, Weight of Spirit upon Citalee.
Awesome effect!

Void actions unlocked next turn ! Void actions do not use AP but your currently available God-Fortress !
@Sa'kage you were right! :p

When the final journey begins, another group of Philosopher begin the journey in the plain, between the pillars, connected to their brethren by chains of bronze cut in two, each Philosopher holding one pair of broken links.
Loved this! Very cool imagery and ritual.

Adding Pillars of Travel to Arva, and making Giant Walking Cities are super cool!

So much juicy stuff!

edit:
the mundane AP for every 4 pops is also huge.
 
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Secret of the Immortal Mind : A Core shaped and unchanging using lesser structures to provide flexibility, that can be produced as needed and discarded when beginning to degrade.
However, such a mind is divided between the inflexible and what cannot be preserved, unbent stone covered with short-lived rice paper.
Hmm, not exactly important right now, but perhaps might prove useful is god-making.

Mundane have developed the Spice Economy, an economic system built upon the assurance of fulfilled need and the exchange of labor for precious goods.
Access to medicines, spices, silk and other luxuries for the Mundane greatly enhanced.
The Order now has access to great stocks of reagents for their Workings or for other projects.
Hmm, strange, I would have though that increased supply of luxury goods would lead to reducing their societal importance, not make them a quasi-currency. I really hope this will not result in creation of cartels and artificial scarcity, when we were so close to magitech Culture.

First Fortress of the Void created, Citalee, God of Air, Ice and Exploration !
Void actions unlocked next turn ! Void actions do not use AP but your currently available God-Fortress !

Features of Citalee :
Air : Can generate air and winds, maintain breathable atmosphere when on a planet and provide better control of atmosphere and temperature on board.
Ice : Can generate and control ice, and, to a lesser extent, water.
Exploration : Increased perception of the God-Fortress

Mundane Work : Increased resilience of the God-Fortress, Mundane population on board provide a form of emergency powers (arts produced and offered to Citalee), Mundane craftsmanship on board will help repair damage and provide reagents for emergencies Working.

Air+Ice = Mist, Can generate mist, better control ice, and expel concentrated mist as a form of propulsion.

Air+Ice+Exploration = Eyes of the Goddess, what the Goddess can see can be projected upon panels of Ice lifted by the winds or moving cloud of mist, and the position of the Fortress projected on star maps with the same principle.
Enhanced navigation and divination on board.

Dawn Maker + Omakes rewards : Fortress stabilized, reduced risks of losing controls or corruption.
Fortres can generate artificial gravity.
Will be expanded next turn, for the First Flight of Citalee.

- 1 Mundane Population on Cradle to crew Citalee
That was a badass description.

Judging from the influence of Mundane Work, I think we will want to use MAPs on any Void Fortress we intend to travel beyond our established territory, which most likely will mean most of them. Emergency repairs and power generation are just too good to not have when nearest help is lightyears away.

I hope there will be option next turn to codify the work of Dawn Watcher and make artificial gravity a standard feature for our fortresses.

Working Pillars of Reordered Travel (Lv 1) has been cast upon Cradle.
All journeys between the pillars take one week, no matter the distance.
Pillars network can be expanded.
Combined with Food of the Soul, One Mundane AP will be provided per 4 Mundane Populations on a World.
Fast travel unlocked! And more AP is always welcome.

The God-Cities can now support constructions like a space elevator made of stone or mudbricks.
Gods alive and dead, what an image... :rofl:
 
Hmm, strange, I would have though that increased supply of luxury goods would lead to reducing their societal importance, not make them a quasi-currency. I really hope this will not result in creation of cartels and artificial scarcity, when we were so close to magitech Culture.
Before the fields, luxuries were too rare to reach the general population.
Now, their are the only material goods everyone want, cannot obtain for more or less free but can obtain for favors/labor.
So spices are used as a mean of exchange for the Wants (since Needs are more or less fullfilled for everyone)
 
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Hmm, strange, I would have though that increased supply of luxury goods would lead to reducing their societal importance, not make them a quasi-currency. I really hope this will not result in creation of cartels and artificial scarcity, when we were so close to magitech Culture.
Before the fields, luxuries were too rare to reach the general population.
Now, their are the only material goods everyone want and cannot obtain for more or less free.
Yeah and I bet after making the Health Farm City, and adding Garden Cities to the others, there will be a big ole surplus.
 
I like the bronzepunk stuff, how we don't have a conception of computing, of DNA, of the deep chemistry and metallurgy and electrical and material science that underpins 21st century tech and instead have stuff that goes on completely different principles.
 
I like the bronzepunk stuff, how we don't have a conception of computing, of DNA, of the deep chemistry and metallurgy and electrical and material science that underpins 21st century tech and instead have stuff that goes on completely different principles.
Yes, the Order starting position is more or less equal to an united modern world reaching spaceflight...but with magic.
In many ways, Faith and the Gods are to Cradle what electricity is to us.
 
The Philosophers sometimes behave in a way that for more advanced civilisation would be Achievements In Ignorance, a.k.a. no one told us it can't be done, so we did it.
 
Air : Can generate air and winds, maintain breathable atmosphere when on a planet and provide better control of atmosphere and temperature on board.
So, does this mean that if Citalee goes to Arva she can provide Arva with an atmosphere temporarily?

If it does, I have an idea.
We can make Pillars upon Arva. And now we can make God Cities which are mobile, and we can see how Gods with a domain of air are able to provide atmosphere for inhabitants. So what if we use Citalee to give us the time and space to set up the pillars on Arva, then use them to transfer a God City from Cradle to Arva, one equipped with the domains and features it needs in order to provide for people while upon the moon's surface, even without Citalee providing an atmosphere.
 
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So, does this mean that if Citalee goes to Arva she can provide Arva with an atmosphere temporarily?

If it does, I have an idea.
We can make Pillars upon Arva. And now we can make God Cities which are mobile, and we can see how Gods with a domain of air are able to provide atmosphere for inhabitants. So what if we use Citalee to give us the time and space to set up the pillars on Arva, then use them to transfer a God City from Cradle to Arva, one equipped with the domains and features it needs in order to provide for people while upon the moon's surface, even without Citalee providing an atmosphere.
Only in a limited space (about 3 to 4 time Citalee size)
Your proposal is theorically possible, but would need work from the Philosophers.
For example, you do not simply need a Pillar on Arva, but in the void beetween Arva and Cradle (beyond a certain distance , the Pillar cannot join the network).
 
Honestly an orbital pillar network would also be helpful. Since it would let us put stuff into orbit way easier. Like telescope arrays, or experimental equipment. Beyond what our new Space elevator capabilities enable.
Of the things megastructures unlock though, I'm particularly interested in this bit.
Temples able to bring lesser gods upon the world.
This sounds like it might be a booster to either the stillborn god projects or allow us to mass produce some lesser god-craft, either as like, shuttles of a sort for surface to orbit operations, or in some other role.
 
Ohhhh, new update! Lot's of interesting stuff here.

Secret of the Immortal Mind : A Core shaped and unchanging using lesser structures to provide flexibility, that can be produced as needed and discarded when beginning to degrade.
I'm not fully following along on this one to be honest. It's using circuts with memories that it discards whenever it doesn't need it anymore? Or is there something else at play there.

Mundane have developed the Spice Economy, an economic system built upon the assurance of fulfilled need and the exchange of labor for precious goods.
Well, the Order having ton of new materials is really nice. I'm not that much against the spice economy as a concept that we need to actively intervine with. As long as the people's actual needs are provided for, and this doesn't become a hotbed of corruption and issues, i think this is fine for now.

A deeper Straightening is needed, one of Mind and Spirit.
Right. I was theorizing if doing a MAP on the next turn for the straightening was going to be allright or not, but this is making me lean very much towards a No for that. Seems like the later two actions are going to be high-requirment workings, something where we really want our actual good philopshers to be the ones doing the work, so this is probaly best discarded for now.

First Fortress of the Void created, Citalee, God of Air, Ice and Exploration !
Oldshadow, the way you write in mystique and add flair to actions is really good. It's really great the way you write this stuff, and it's always such a huge treat to read, you do a really great work with this, because this was a really awesome showing of our first God-Fortress.

It seems my guess on the air making her faster didn't quite pan out, but i think all the other results we got, does make this a really great ship overall. Pretty satisifed with our Firstborn Ship Goddess. The thing of worry, is of course the Corruption/out of controll. We're going to need to figure out why exactly this happened, and what to do in order to stop it in future creations, because that is something we'll want to do.

My best guess, is the fact that we were putting in like three different God seeds into the God-Fortress, and that if it had just been a single one, it would have been fine, but it's a guess. It seems the Dawn-Watcher, and the omake did ensure that we didn't run into an issue this time around. I'm guessing out of controll, would be something like a God-Fortress of war, running of on her own into enemy lines and not listening to the Order, while Corruption may mean it will actively turn against us.

Something to consider when we're going to be making the next one. Either have less seeds, assuming the Philopshers God-skills haven't matured more, or we'll need to make some kind of workings for this. Important to note how the seeds also work together for new synergies, the mist in this case. It also didn't use AP as i'd hoped it wouldn't, though as a drawback this means we're entering God-Fortress AP hell instead. So from frying pan to in between two rocks.



Not that much to say here. Seems to be going as plan for now. I don't see any issues or something we'll need to be concerned about for now.

Working Pillars of Reordered Travel (Lv 1) has been cast upon Cradle.
Okay, i'll admit i was very wrong about this. When we were first debating about this in the start of the cycle, i wanted to delay this, not because i thought it was bad, but because i figured it would be better served once we've gotten proper space planets up and running. But since everyone else wanted it, it was included.

I was completly wrong about that. This is an amazing reward. And this was pointed out as being the hardest and most dangerous of the steps. Means we got 3 MAP next turn. Which is going to go really well into the potential God-Cities actions we may be unlocking soon. Just, really good choice this.


Megastructures unlocked, reduced urban sprawl. The God-Cities can now support constructions like a space elevator made of stone or mudbricks.

Huh, shame it didn't synergize with the God-Fortress like i had hoped, but i still think this was a good pick because of the MAP point we got going around now. I'm really excited to see what kind of megastructures we can possible make now. Assuming they aren't going to rob our scales blind, which would be annoying, since that means we'll need to delay them a bit.

Next turns' going to be really excited. We're looking at the Elemental stuff, and the past dwellers but beside that? Quite curious indeed. Thank you so much for the update Oldshadow! It was really enjoyable.
 
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