Animus Ex Nihilo - A God Quest

[X] Plan: Wouldn't you like to know weatherboy?
-[X] Try to learn more about the nature of your power by spending 1 power.
-[X] Explore the sea by spending 1 power.
-[X] Improve the weather by spending 1 power.


The basic idea behind my plan is to prioritize gathering information so that we can get the jump on anything in our surrounding area as well as to give us direction for future growth.

I'm power testing, which seems to be a staple for every plan, but I'm also exploring the sea and trying to do some weather manipulation. Sea exploration should be self evident: we need to proactive in exploring the world and since we can't take every option I'd like to start with what we're good at. We might even find something useful out there.

Lastly: weather manipulation. Probably the most disagreeable part of my plan(edit: surprisingly not actually), but necessary to use this sweet name since I'm trying to experiment and wanted something useful to everyone in our civilization. Unlike hunting, fishing or even healing, everybody is directly impacted by the weather, and more than that it fits with our start as a mercenary sea god so I'm trying to snap it up before anyone else. I'm also curious to see if this will have any impact on studying our nature, since imo, the best way to learn is to do.
 
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[X] Plan: The Fisher King
-[X] Inspire the boat makers by spending 1 power.
-[X] Bless the bay by spending X power.
-[X] Try to learn more about the nature of your power by spending 1 power.
 
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.)
You can't actually know how much a different update style did or did not help us get started with our current people I'd point out but if we were to argue this I'd actually argue the opposite namely that, that update style came around as a result of us lacking power, and therefore the ability to convert, and grow our people quickly which is why you see such massive periods of time passing with our character doing little to nothing, and only during the second update getting any real power to spend.

I'd also note that the nomads don't seem to be in any better a position than our people were, to begin with, I'd actually argue the opposite here as well as their food sources shouldn't be as reliable as our people's during the winter, and they should be more dangerous to acquire to boot. And, we aren't actually new like you seem to think either we're actually older than the history of our people as our people still appear to use oral history which has actually forgotten much of our original rituals, and the like already which points towards us having been around for a very, very long time for these people meaning our position almost certainly isn't a tenth as precarious as you seem to think.

Also, again I'm investing just as much in strengthening our starting position as you are so I don't even see why we're arguing about this.
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.
Based on its description investing in it appears to give us more control over our people's bay which is all we really need we don't need to produce anything with it we just need control of the fish, and its weather to get a massive return on our investment. And, the reason I talk about it synergizing with our domain is because we can do more with power dedicated to actions within our domains than those outside of them for example if one power got you a pound of meat from hunting then it would get you one, and a half pounds of meat from fishing.
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.
Alright, but my plan does power, deeds, evidence, and whatever other examples you want to use better than your plan does as it's far more convincing for someone to convert if they see you directly touching their life rather than hearing stories from a hunter about how their god might have aided their catch, and seeing first hand the control a god has over something like our bay would also be more convincing than this.

The nomads just seem to be that random nomads I don't see why they would be special enough to be resistant to the lure of another god, to be frank. And, I don't see why gods wouldn't invest their power in expanding their own power that seems like a supremely obvious thing to do it's just they'll be doing so in different ways depending on which of the three natures they follow.

And, just sitting around, and developing our land isn't going to make us any different than any other benevolent alignment god out there, and it means we're most likely going to fall behind gods who do search out other followers as they'll gain those outside followers in addition to more followers from internal population growth just as both our plans do. Therefore, if we want to compete with other gods in a serious manner for followers even if we fully intend to do so in a benevolent manner we should be seeking out extra followers for more power to do more things so that we have grander deeds to spread the worship of us with.
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.
I doubt they'd be shy about sharing the news if they did already have a god if you're referencing the nomads. And, more followers from the nomads now is a lot more valuable than the more followers from the nomads later as we'll most likely begin out expanding them in terms of population soon enough meaning the longer we wait to grab them the less of a boost they provide to us so its both the best for us in the short, and the long run to grab them now since in the short run we immediately net a bit of extra power, and in the long run since population growth is exponential adding them to our population will speed up our growth considerably.
 
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[X] Plan: Wouldn't you like to know weatherboy?
Okay okay, I have to admit that's the coolest name so far I believe.

[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.
Well just a little to say. First of all, learning more about our powers is sort of a necessity right now, as the sooner we know about htem the more actiosn we can unlock to effectively utilize them and boost our abilities. Improving the weater currently though may be within the power we have, doesn't help as much as hunting or have the utility of blessing the bay for our purposes right now. I sorta agree with your first paragraph, but two things.

1. We aren't limited by what we chose to be the domain, so there's no need to be worried about being seen as what we chose for weather, because there'll surely be more choices to come for us once influence is expanded. And Storms are a package deal with the sea anyway.
2. To strengthen our people, we have to strengthen our foundations, improve our population, and care for the people. Blessing the fishers goes alright for now, but land is king for living, because it's where our subjects live and die.
 
Okay okay, I have to admit that's the coolest name so far I believe.


Well just a little to say. First of all, learning more about our powers is sort of a necessity right now, as the sooner we know about htem the more actiosn we can unlock to effectively utilize them and boost our abilities. Improving the weater currently though may be within the power we have, doesn't help as much as hunting or have the utility of blessing the bay for our purposes right now. I sorta agree with your first paragraph, but two things.

1. We aren't limited by what we chose to be the domain, so there's no need to be worried about being seen as what we chose for weather, because there'll surely be more choices to come for us once influence is expanded. And Storms are a package deal with the sea anyway.
2. To strengthen our people, we have to strengthen our foundations, improve our population, and care for the people. Blessing the fishers goes alright for now, but land is king for living, because it's where our subjects live and die.
Inquisitiveness is nice, and important, but imo we shouldn't rest on our laurels. We are a mercenary God; we live and die based on our ability to grant blessings and provide for those who sacrifice. Our People have provided much sacrifice and praise; we should reward them for doing so.

I'll also say that it looks like civilization, if you can call it that, is in an extremely early stage of development. Our two main food sources we could provide assistance with are fishing (a newer source from our domain of the Sea) and hunting (the old, seemingly primary source of food acquisition). I'm sure that there is some level of gathering going on, but it's likely that farming isn't even really a thing that can provide for a community yet. The Sea on the other hand is teeming with fish, more than enough to support a small community of a few hundred at most, and unlike plants fish are full of protein and fats that promote strength and muscle growth. If anything encouraging the spread of fishing, and thus communities based around finding and exploiting good fishing spots in coastal communities, is the best thing we can do to strengthen the foundations of our worship.
 
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.
Even if nomads aren't our first choice for conversion, any groups settled along the coast absolutely would be, and the only way we can get to them before they start developing gods is by exploring. Anything else is ceding initiative to someone else, and is going to force us to fight other gods to keep our domains. IMO, you're not planning for future expansion.
 
[X] Plan: Cleansing Waters
-[X] Heal the people by spending 1 power.
-[X] Bless the bay by spending 1 power.
-[X] Try to learn more about the nature of your power by spending 1 power.

We find ourselves at an early point in our being, we have our flock our worshipers and keeping them stable and strong is by far are most important duty. There are a great many ways to go about such a task as others have pointed out, and then there are those that wish to spread our influence which is also reasonable. While any Prayer action would help our young community I think to Heal and Rejuvenate those that come seeking aid will reinforce our power, injuries and ailments are common and tales of spectacular survival spread and develop long lasting stories. The other actions are likely much more subtle, and I think potentially developing a secondary Domain in healing or medicine produces an interesting character that isn't as common as some other combinations in myth.

Improving the Bay just seems reasonable, even with a wish to expand its going to be powerful to have a strong and stable center of influence, and if the food is plenty, and the waters safe others may flock to the bay, a more stable and stationary population is better.

Finally to learn more about ourselves and our nature just seems like the most wise option, to understand the world and its many aspects is great, but to understand one's self is ever greater.
 
[X] Plan Lord of the Sea
next turn gotta spend a bit power to learn more of ourselves (mechanics reveal, probably), but for now things don't seem hectic and spreading some power around to establish better position seems reasonable.
 
I do not really buy the urgent necesity to learn stuff about how we can do things at the cost of actually doing them. The thing to keep in mind about humans, or even just generally life is that it snowballs, the more help we give them now the more solid their footing will be later. There will be time for boats later and for learning about magic, but for right now I think we need to focus on the two things that make any successful tribe more than anything, population and territory.

I do think we should take the self-reflection action next turn once the tribe is on its feet.
 
Adhoc vote count started by Azel on Oct 27, 2021 at 12:29 PM, finished with 36 posts and 26 votes.

  • [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.
    [X] Plan Spread the Good Word
    - [X] Bless the nomads by spending 1 power.
    - [X] Bless the bay by spending 2 power.
    [X] Plan: Wouldn't you like to know weatherboy?
    -[X] Try to learn more about the nature of your power by spending 1 power.
    -[X] Explore the sea by spending 1 power.
    -[X] Improve the weather by spending 1 power.
    [X] Plan: Cleansing Waters
    -[X] Heal the people by spending 1 power.
    -[X] Bless the bay by spending 1 power.
    -[X] Try to learn more about the nature of your power by spending 1 power.
    [X] Plan Sea Saftey, Land Labours
    -[X] Bless the hunters by spending 1 power.
    -[X] Bless the bay by spending 1 power.
    -[X] Try to learn more about the nature of your power by spending 1 power.
    [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.
    [X] Plan: The Fisher King
    -[X] Inspire the boat makers by spending 1 power.
    -[X] Bless the bay by spending X power.
    -[X] Try to learn more about the nature of your power by spending 1 power.
    [X] Spreading the Faith

Looks firmly settled to me. Vote closed.
 
Decent plan. Keeps to our mercantile nature, focuses on our domains, and branches out to a pretty closely related domain that would be useful both on the sea and on land so I can't complain. Doesn't recruit the nomads though so here's to hoping they're still around to recruit next turn for a bit of extra power.
 
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