Animus Ex Nihilo - A God Quest

[X] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)

[X] [Power] Invest the power into your shrine to strengthen it.
 
[X] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)

[X] [Power] Invest the power into your shrine to strengthen it.
 
[X] [Shrine] … on a small, windswept hill. It was made from wood and adorned with ribbons of cloth to honour the one who moved the winds and the clouds. (Gain Weather Domain)

[X] [Power] Learn more about the nature of your powers and how you gain it.


I Like the aesthetic of hanging up loads of ribbons everywhere that blow in the wind. I just think it's neat.
 
[X] [Shrine] … on a small, windswept hill. It was made from wood and adorned with ribbons of cloth to honour the one who moved the winds and the clouds. (Gain Weather Domain)

[X] [Power] Invest the power into your shrine to strengthen it.
 
[X] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)
[X] [Power] Keep putting it all toward answering requests. It will strengthen the peoples faith in you.
 
[X] [Shrine] … on a small, windswept hill. It was made from wood and adorned with ribbons of cloth to honour the one who moved the winds and the clouds. (Gain Weather Domain)

[X] [Power] Invest the power into your shrine to strengthen it.
 
[X] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)

[X] [Power] Invest the power into your shrine to strengthen it.
 
[] [Shrine] … on a meadow in the forest. It was made of wood and deer antlers to thank you for your aid to the hunters and gatherers. (Gain Forest Domain)
The combination of deer and forest makes me think of the great nature spirit from Princess Mononoke, so point.

[] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)
Other people already wrote more than enough, but yeah if we intend to become a sea empire it will be great but I think we will have some problems with more inland problems. But unleash the kraken or send a tsunami seems to be a great problem resolver yes.


[] [Shrine] … on a small, windswept hill. It was made from wood and adorned with ribbons of cloth to honour the one who moved the winds and the clouds. (Gain Weather Domain)
OK I don't now what our endgame powers would look like, but maybe some kind of sky god able to throw thunder, unleash tornadoes and give rain to fields.


[] [Shrine] … on a high rock near the village. It was made from shiny stones and chalk drawings on the stone to praise you for the warmth of the sun. (Gain Sun Domain)
Solar ray ? Aside from that unless we can give photosynthesis or invent solar panels I don't see what other advantage it would give us. I mean Apollo is a sun god so maybe we can get more stuff later.

[] [Shrine] … on a small hill giving a good view of the snow-covered mountains. It was made from dead wood and moss to show deference to the one who made the winters mild. (Gain Winter Domain)
We can maybe become Elsa from Frozen. Winter is a great domain but aside from warmer winters and inventing ice cream I don't see how it could help advance our civilisation.

[] [Shrine] … in the middle of the village. It was a small hut kept furnished for you to show gratefulness for your healing and other aid to the people. (Gain Hearth Domain)
Anyone that likes Danmachi likes Hestia. But yeah aside from that it seems to give us more healing powers.

[X] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)
Let's go for the sea and hope we get waterbenders.
 
Last edited:
[X] [Shrine] … on a tiny island in the bay. It was made from driftwood and sea shells to commemorate your aid to the fishers. (Gain Sea Domain)
[X] [Power] Keep putting it all toward answering requests. It will strengthen the peoples faith in you.


If we had gone for nurturing I would have went for Hearth, as that has amazing and universal synergy and would have basically ensured us a place in any civilization that could ever exist. Alas we went mercenary, which means that we need a domain that can be useful in both boons and punishments. The Sea is pretty standard for that kind of thing. Throw offerings into the Ocean and you get calm waters. Don't throw offerings and we won't stop that tidal wave from destroying your ship full of precious cargo. Simple, transactional, understandable.
 
Turn 1
Adhoc vote count started by Azel on Oct 26, 2021 at 7:18 PM, finished with 57 posts and 37 votes.
Turn 1

When the shamans walked over to the tiny island in the bay during low tide, they seemed not as sure of themselves as usually. You had been wholly silent to their earlier efforts and one or two of them had begun to wonder if this idea of a shrine might have displeased the very spirit they wanted to honour. So, when they began their chants and dances, you made sure to show how pleased you were with this place. A few drops of your might cast into the sea startled the fish, making them jump from wash for all to see and the shamans looked relieved at such a clear sign.

Over the coming days they returned to the island with tools and wood to build a small and sturdy edifice that would weather even springtides and storms. Onto it they hung the finest seashells they could find, and you made sure that it was indeed the finest the bay had to offer by diving through the waters and dragging them into the gatherer's paths. All the while you made sure that the people knew their efforts were appreciated, putting all the power you gained from their devotion right back into blessing them.

Soon the shrine was finished and in the moons that followed, you slowly noticed a change in the people's tales and prayers. Fewer and fewer were the calls for aid in the hunt or a warmer summer, instead more and more they asked for calm waters with ample fish and that winters ice would not break beneath the fishers' feet. And in turn, you changed too. At first it seemed as if the land was growing strange to you, it's trees and beasts feeling distant and hard to stir with your powers, yet every time you tried, it came no hard to you than before. What had changed was not the land, but the sea.

As you drifted through the currents chasing fish day after day, you grew more comfortable in the waters. Have every drop of water in the bay felt familiar, every fish like a friend and it became ever easier to steer currents and shoals. The land felt not dull because it rejected your present, but because the sea became a part of you. The Proud Waters the people had named you, for how you turned your back on those who shunned you, but rewarded gifts and supplication with lavish blessings. It was a fine name and so you took it as yours.

Gained Sea Domain.
Gained Nurturing Nature +1.


With your protection, many of the people saw the sea no longer as quite as great a danger and fishing flourished. Most curiously, they began to hollow out wood logs to float in them on the water. From there they cast their nets to cash large swarms of fish and soon enough these 'canoes' were a common sight on your bay. They had their dangers too though and more than few people died in the cold waters when they sank or were pushed out to the open sea.

A few times people returned after they were thought lost in the waters for many moons, talking about far away lands where they had been washed ashore and the harrowing tales of their way back to the village. The wider world seemed to be a wilderness devoid of people, baring the few groups of nomads that the people knew from occasionally trading with. Such a waste. So much sea to explore and so many coasts to build fine villages on, and nobody seemed to be doing so. Or at least no one that the people had found yet.

Maybe in a few lifetimes the people would spread to other villages. The bay had plenty of room and food for it to grow, but maybe other things of worth could be found further away. Like other small island to build shrines on. Having it had gifted you with this new bond to the sea and the sacrifices made at it were much more nourishing than those performed elsewhere. It certainly sounded appealing to see what a second one might do for you. For now, though, you had think where to spent the power you already had. The prayers grew ever more frequent and so it was time to see which to focus on and which to ignore.



You have 3 Power to spend.



Blessings
Bestow a boon without expecting something in return.

[] Inspire the boat makers by spending 1 power.
Description:
The canoes of the people are very simple things, and you are fairly certain that they could be improved to be fast and more stable. Use some power to help the people with this.
Domains: Sea
Power: Minimum 1, Maximum 1

[] Bless the nomads by spending 1 power.
Description:
The wandering nomads passing the village now and then never pray to you, but you could still bestow a few minor blessings on them. Maybe then they will bring you offerings too.
Domains: None
Power: Minimum 1, Maximum 1

[] Give Signs by spending 1 power.
Description:
You have quite successfully communicated with the shamans. Maybe you should try to help the people by giving signs to other people too.
Domains: None
Power: Minimum 1, Maximum 1



Prayers
Answer the requests of the people making sacrifices to you.

[] Bless the fishers by spending X power.
Description:
Steer fish to the fishers and protect them from the dangers of your water.
Domains: Sea
Power: Minimum 1, Maximum 2

[] Bless the hunters by spending 1 power.
Description:
The hunters still use many of the old rituals to ask for your aid. Answer them so that they know you have not forgotten them.
Domains: None
Power: Minimum 1, Maximum 1

[] Heal the people by spending 1 power.
Description:
The old healing rituals are still commonly practiced and some have taken to coming to your shrine for healing.
Domains: None
Power: Minimum 1, Maximum 1

[] Improve the weather by spending 1 power.
Description:
The people still often ask you to intervene in storms and cold winters.
Domains: None
Power: Minimum 1, Maximum 1



Punishments
Smite your enemies. It is not in your Nature to hurt people.



Other
There are a lot of things you could do with your powers that would not directly involve the lives of the people.

[] Bless the bay by spending X power.
Description:
As the fish and the waters cannot ask for boons, you have never tried to invest your power into them yet. Invest some power to see how else you can manipulate them.
Domains: Sea
Power: Minimum 1, Maximum 2

[] Bless the shrine by spending X power.
Description:
Your shrine is far more than wood and shells, but almost a part of you. Spend some power to see if you can strengthen this connection or otherwise make use of it.
Domains: Sea
Power: Minimum 1, Maximum 2

[] Explore the land by spending 1 power.
Description:
Move further inland and see what you can find there.
Domains: None
Power: Minimum 1, Maximum 1

[] Explore the sea by spending X power.
Description:
While you know every detail of the bay, you could always explore the wider sea and its coasts.
Domains: Sea
Power: Minimum 1, Maximum 2

[] Try to learn more about the nature of your power by spending 1 power.
Description:
You still don't really understand how an offering gives you power and why there are so many things that can make the effect weaker or stronger. Experiment a bit and see if you can find out more.
Domains: None
Power: Minimum 1, Maximum 1

[] Try to learn more about the nature of the world by spending 1 power.
Description:
The world is a vast place full of mysteries and you have seen and know little about it yet. Spend some power on trying to understand it better.
Domains: None
Power: Minimum 1, Maximum 1



AN: From here onward plan-voting might be advisable.
 
[X] Inspire the boat makers by spending 1 power.
[X] Heal the people by spending 1 power.
[X] Bless the bay by spending 1 power.
 
[X] Plan Spread the Good Word
- [X] Bless the nomads by spending 1 power.
- [X] Bless the bay by spending 2 power.

The more people who worship us the more power we receive, the more power we receive the more actions we can take, the more actions we take the more people we can get to worship us, and then repeat. That's why I want to try and recruit the nomads as quickly as possible, and also why I want to bless the bay which will hopefully permanently lead to an increase in food production for our people allowing their population to grow more quickly and for our people to colonize the coastlines more quickly after we develop better boats.

But, from the sounds of it, we won't have the population for that by next turn so I'm putting off inspiring the boat makers for a turn in exchange for further empowering the bay in hopes of further boosting pop growth.
 
[X] Spreading the Faith
-[X] Bless the nomads by spending 1 power.
-[X] Try to learn more about the nature of your power by spending 1 power.
-[X] Inspire the boat makers by spending 1 power.


Spread among the nomads and encourage boats to move out far, but also investigate.

Important to do learning actions so we understand more.
 
The more people who worship us the more power we receive, the more power we receive the more actions we can take, the more actions we take the more people we can get to worship us, and then repeat. That's why I want to try and recruit the nomads as quickly as possible, and also why I want to bless the bay which will hopefully permanently lead to an increase in food production for our people allowing their population to grow more quickly and for our people to colonize the coastlines more quickly after we develop better boats.
Well to counter that, it's iunlikely that osmeone with a small amount of power would be able to musch, and considering the deeds we've done our position is still precarious. Not to mention that before trying to expand influence we should build up ourselves to have a strong position where we are now, and instead focus onto ourselves. Too many times has it been seen where people just go for 'expand expand expand' without first thinking about building good roots and foundations. With proesperity, more fame and influnece will naturally come. And blessing the hunters (trump those fruits and protien!) is where a good portion of the food comes from, as well as what makes more jobs for stronger individuals.

Spread among the nomads and encourage boats to move out far, but also investigate.
The nomads themselves will soon see the strength, and even if they don't immediately take a look, the people that we have will do it for them. People are jealous of what others have, and prosperity sure is a good thing to have. By trading alone, influence will be able to spread. I agree with the Learning thing.
 
Well to counter that, it's iunlikely that osmeone with a small amount of power would be able to musch, and considering the deeds we've done our position is still precarious. Not to mention that before trying to expand influence we should build up ourselves to have a strong position where we are now, and instead focus onto ourselves. Too many times has it been seen where people just go for 'expand expand expand' without first thinking about building good roots and foundations. With proesperity, more fame and influnece will naturally come. And blessing the hunters (trump those fruits and protien!) is where a good portion of the food comes from, as well as what makes more jobs for stronger individuals.
We were able to do more with less power at the start of the quest with us convincing our current tribe of people to worship us in a very similar manner to what we'll be doing with the nomads so I don't see why we shouldn't be able to do so again, and I don't exactly see how our position is precarious either considering we're more powerful than ever and just went all-in on showing our approval to our people last turn as well which should have shored up our foundation greatly.

I'd also note that I'm investing quite strongly in building up our current position in fact I'm investing an equivalent amount of power in doing so as you have I've just re-distributed it towards the hopefully more permanent bay action which synergizes with our domain rather than spreading it between the bay, and hunting the latter of which doesn't synergize with our domain.

And, we aren't the only god in existence either I'd point out so just adopting the wait, and see approach is dangerous since we won't be doing anything to distinguish ourselves from other gods which runs the risk of losing us potential followers nor will we be actively expanding like at least some other gods will be which will lead to them eventually out escalating us if we don't step carefully.
The nomads themselves will soon see the strength, and even if they don't immediately take a look, the people that we have will do it for them. People are jealous of what others have, and prosperity sure is a good thing to have. By trading alone, influence will be able to spread. I agree with the Learning thing.
This assumes they won't just develop their own god, and that we're the only group they're interacting with that has a god which is a very dangerous mindset to adopt in this case, and could very easily allow another god to swoop in to snap up the nomads if we don't do so now.
 
Last edited:
W-what is this? A counter-argument!? My only weakness...opposition!

We were able to do more with less power at the start of the quest with us convincing our current tribe of people to worship us in a very similar manner to what we'll be doing with the nomads so I don't see why we shouldn't be able to do so again, and I don't exactly see how our position is precarious either considering we're more powerful than ever and just went all-in on showing our approval to our people last turn as well which should have shored up our foundation greatly.
We were able to do more with less power because it was a different update style (more character generation really), one that didn't invlolve what I suspect is going to be our regular routine updates concerning this game. The Nomads aren't our current people, and we shouldn't treat them as if they'll just bow so easily, not to mention that it was definitely easier to convince our current citizens sincce 1. It was Character Generation 2. They weren't well off; Oour position is precarious because we're new, and because we haven't invested much into strengthening our starting position. Yeah, we invested a vote or two into it, but that doesn't exactley build us up by much. It helped, I won't deny that, but it's not as large as you believe it to be. (Ha....shore up our foundations.)

I'd also note that I'm investing quite strongly in building up our current position in fact I'm investing an equivalent amount of power in doing so as you have I've just re-distributed it towards the hopefully more permanent bay action which synergizes with our domain rather than spreading it between the bay, and hunting the latter of which doesn't synergize with our domain.
I see blessing the bay as a bit of a wild card, since the description is "As the fish and the waters cannot ask for boons, you have never tried to invest your power into them yet. Invest some power to see how else you can manipulate them." and the fact that it's not in the Blessings tab reiterates that. The blessing for hunters directley contributes to the people, while blessing the bay can contribute to hte people, btu it's an action that spreads in a different direction. Note how it speaks of manipulation, not production or something like that. And it's still early in our career, and I don't beleive that making positive things from hunting would somehow demean Sea power? After all, there wasn't exactely a 'Land', 'Forest', or 'Earth' option.

And, we aren't the only god in existence either I'd point out so just adopting the wait, and see approach is dangerous since we won't be doing anything to distinguish ourselves from other gods which runs the risk of losing us potential followers nor will we be actively expanding like at least some other gods will be which will lead to them eventually out escalating us if we don't step carefully.
Aha, there's apart of my point! We're not the only one, which makes it even more imperitave to building up our power and deeds. This isn't the 'wait and sea approach', it's the 'building foundations' approach. Spreading influence early might seem wantable at this stage, but without the power, evidence, absolute loyalty, and deeds to back it up we won't be able to properly impact those who hear. I'm not saying put all our eggs in a single basket, but I'm saying to not stretch yarn more than it can go. Nomads, I doubt, will fall so easily to other influences and potential enemies as they're our first and closest option, and have traded with our current people so we know they're reliable at least. Distinguishing ourselves....man what? Hold on, are you trying to say that those who we've never heard, or seen hide nor hair of, are doing the smae things we are? Literally all of them are going to go for one aproach or another, and what makes us distinguishing is what we've done and our proesperity. Making oursleves nad our current position better is 'stagnation' or 'conforming' or 'unoriginal', it's plain improving ourselves. The quest's only begun, and spreading ourselves thinner on the chance we can get to more people (that won't be as loyal yet due to lack of deeds and power) when we can do a simple thing to gain more power and population looks to be very un-cash money.

This assumes they won't just develop their own god, and that we're the only group they're interacting with that has a god which is a very dangerous mindset to adopt in this case, and could very easily allow another god to swoop in to snap up the nomads if we don't do so now.
Well that assumes that they don't already have one, huh? I mean those who trade with them would probably know whether or not they do, so since it hasn't been mentioned I doubt they do. I never said we were the only group interacting with them, but from the exploration that's just hapened we cna see that so far, there's no tangible groups for miles. Acting out of unknown fear to try and do a fast cash-grab won't help much in the short-walk long-run.
 
[X] Plan Lord of the Sea
-[X] Bless the fishers by spending 1 power.
-[X] Bless the bay by spending 1 power.
-[X] Improve the weather by spending 1 power.

I'm leaning on the fact that we are both a mercenary God (for the most part) and that civilization as we know it...doesn't really exist yet. Nomads wandering the steppes aren't exactly prime targets for a Sea god, but we could easily angle our way into being seen as one of Weather (or at least a specific kind of weather; maybe Storms?) as well.

Consolidate the gains we have and make our chosen people stronger, more plentiful. They already have an urge to explore; soon with plenty that will become an urge to settle the untamed wilderness, and bring the worship of us with them.
 
Back
Top