[X] Encourage the practice by giving blessings to the next of kind of the deceased.
I just really like the imagery. The dead being carried off to the afterlife in beautifully carved boats.
Imagine what this could look like in a few generations, dozens of carved funeral boats pushed out by the sea on a moonlight night, the villagers grieve for their dead and say their goodbyes lit by candlelight.
Perhaps somebody will sing? Or maybe they will push flowers or paper lanters out to sea together with the boats? These kind of traditions just give a lot of character to a culture.
When you gave the signs that they had been asking for to the shamans, the people were still sceptical of the new rites. The old ways had been tradition for lifetimes beyond count after all and the nomads still practiced the same burials in the forests. So as the next boats came bearing the remains of the deceased, you steer great waves to crash over them, making it clear for all to see that you have accepted them and taken them into your sea. That silenced many doubters of the new rite and the minor blessings of health and plenty you gave to those who had passed their dead to you settled the matter. Still, the old rite persisted alongside the new, both being equally accepted.
Still, it soon was a common sight that torches burned on the beach near the mouth of the bay. There the bereaved spoke farewells and laid gifts down with the dead for their last journey. To have it done by night was neither a mandate by you, nor one of the shamans, but turned into custom all on its own. Many worried that the boats might drift off or return to shore when they could no longer see them, so they put torches and sent them at night to make sure they knew they were truly gone when you dragged them beneath the waves.
For you, the new rite was a duty with no great benefit. You could draw some power from the act of reverence, but barely any from the sacrifices made during the rite. You could not fathom why that was, nor find an easy answer when examining the sinking boats, and so the matter was added to the many unsolved questions about how the mortals empowered you. Regardless of the why, the trickle of power gained from the rite as just enough to cover what you needed to claim the bodies and bestow those small blessings in return. At least it was one more connection between the people and you, and maybe one more rite that could be spread to the nomads.
While the journeys of the dead had been arranged, the living had planned something similar. As the prayers of the fishers remained unanswered for many seasons, the village had fallen on harder times. Between the goats and the riches of the bay, the people did not starve, but it were harder years none the less and so a few of the people had begun to talk about moving elsewhere. Some wanted to spread along the nearby beaches to claim more fishing grounds and meadows, while others wanted to go even further. A whole second village did they wish to erect so that the people could trade food and other things between the two whenever one was threatened by hunger.
That proposal caused quite a stir. Quite a few thought it might anger you if the people moved too far from the bay and other invoked again that it was simply tradition for seasons uncounted that all the people lived together in the village. But the people proposing it were not deterred. "Then let the sea judge our deeds," one of them proclaimed on the village square. "The Proud Waters will be our final rest, if our journey displeases them." The shamans cautioned them against inviting your wrath in such a public way, and yet again, they were undeterred. One the next day, they began to prepare for an expedition across the sea, both by gathering supplies and making offerings to your shrine while asking for your blessing.
You have 4 Power to spend.
Blessings
Bestow a boon without expecting something in return.
[] Inspire the boat makers by spending X power.
Description: The canoes of the people have greatly improved, but further blessings might yield new inspiration for the boat makers. Domains: Sea Power: Minimum 1, Maximum 2
[] Bless the nomads by spending 1 power.
Description: A few nomads have begun to make offerings to your shrine, but rarely do they observe your rites on their travels. Bless them again to hopefully convince them of your generosity. Domains: None Power: Minimum 1, Maximum 1
[] 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
[] 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
[] Bless the goats by spending 1 power.
Description: Your efforts with the fish prove that your power could change an animal. Maybe your would have more impressive results from the goats. 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 sea. Domains: Sea Power: Minimum 1, Maximum 2
[] Bless the explorers by spending X power.
Description: The explorers wish to find a good place to erect a new settlement and ask for your blessing for their journey. Domains: Sea Power: Minimum 1, Maximum 2
[] Curse the explorers by spending X power.
Description: The explorers have asked for your judgement and they shall receive. Curse their efforts so that the people learn to not take your name in vain. Domains: Sea Power: Minimum 1, Maximum 2
[] 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
[] Bless the bereaved by spending 1 power.
Description: The new burial rite as not managed to fully supplant the old. Spend some of your power to bestow blessings to those practicing the new rite to discourage the use of the old. Domains: None Power: Minimum 1, Maximum 1
[] Improve the weather by spending 1 power.
Description: The people regularly call on you to tame the storms and the cold winds coming from the mountains. 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: While the bay already has become a great source of food for the people, you still think that you might be able to improve upon your work if you spent some more power on it. Domains: Sea Power: Minimum 1, Maximum 2
[] Bless more fish by spending X power.
Description: The effects of your power on the fish were undeniable, but your efforts still crude. Spend some more power to experiment and see if you can make greater alterations to their nature. 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
[] Find the village near the mountains by spending 1 power.
Description: While you know decently well where to find the village that your people are trading with from listening in on the nomads, it is too far away to travel there without spending some power on the effort. Domains: None Power: Minimum 1, Maximum 1
[] Try to find the skittish spirit by spending 1 power.
Description: The other spirit might still be nearby and just trying to hide itself from your presence. You could spend some power to try and find it and then maybe gain it's friendship. Domains: None Power: Minimum 1, Maximum 1
[] 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
[] Try to learn more about the burial rite by spending 1 power.
Description: The new burial rite only grants you a trickle of power and the sacrifices made alongside it are meagre in their power too. Try to find out why that might be. Domains: None Power: Minimum 1, Maximum 1
[X] Plan Tall Tide
-[X] Bless the hunters by spending 1 power.
-[X] Bless the fishers by spending 2 power
-[X] Explore the land by spending 1 power.
The bay's fine and provides enough, so really no need to bless it. this is probably unpopular, but I don't think we should give focus to the expeditions.
Foreign powers and all that, as well as spreading our power, would result in us having a larger sphere of influence so to speak, but weaker in respects when trying to do actions.
Too long have plans neglected the land which the people live on, so I support helping the Hunters and exploring it.
[X] Plan Explore and Expand
-[X] Bless the explorers by spending 2 power.
-[X] Bless the bereaved by spending 1 power.
-[X] Try to learn more about the burial rite by spending 1 power.
Reasoning:
I think he explorers are one of the most important things to handle, as far as we know their numbers are our power. In a sense they and Proud Waters are in symbiosis and so a new colony of the tribe is both more power and more security, as a single calamity is less likely to kill all of them. Since we want them laying down more villages often we should go as far as we can 2 power bless
I think this is the way to the death domain which likely opens up its own unique actions, and allows us to spend more power, who knows maybe we can even raise the dead as legions of zombies
This goes with the above, we need to know why this is not working
I think he explorers are one of the most important things to handle, as far as we know their numbers are our power. In a sense they and Proud Waters are in symbiosis and so a new colony of the tribe is both more power and more security, as a single calamity is less likely to kill all of them. Since we want them laying down more villages often we should go as far as we can 2 power bless
Kinda worried that full power might make too many leave the village, essentially just move them, rather than let them spread out while most stay in the bay.
[X] Plan Expand but secure
-[X] Bless the fishers by spending 1 power.
-[X] Bless the explorers by spending 1 power.
-[X] Bless the bereaved by spending 1 power.
-[X] Try to learn more about the burial rite by spending 1 power.
[X] Plan Let Them Swim
-[X] Bless the fishers by spending 1 power.
-[X] Bless more fish by spending 1 power.
-[X] Bless the explorers by spending 1 power.
-[X] Try to learn more about the burial rite by spending 1 power.
2 power for people who stay, 1 for people who go and 1 for finding out about burial rites (no point in empowering something that clearly doesn't work well).
For you, the new rite was a duty with no great benefit. You could draw some power from the act of reverence, but barely any from the sacrifices made during the rite. You could not fathom why that was, nor find an easy answer when examining the sinking boats, and so the matter was added to the many unsolved questions about how the mortals empowered you.
I think this might be a result of not having a domain connected to death. Definitely something to look into.
[X] Plan Fishing and Finding -[X] Bless the fishers by spending 1 power.
-[X] Bless more fish by spending 1 power.
-[X] Bless the explorers by spending 1 power. -[X] Try to learn more about the burial rite by spending 1 power.
Edit: changing plan to this since they're identical.
[X] Plan: I Am Here
-[X] Bless the fishers by spending 1 power.
-[X] Bless more fish by spending 1 power.
-[X] Bless the explorers by spending 1 power.
-[X] Give Signs by spending 1 power.
Keeping our people fed is important, and promoting the spread of our people isn't a bad thing. However I think really showing our people that we are here is important and powerful, perhaps being a bit overt will make their faith in us more potent.
But if we manage to befriend it and gain a subordinate we could gain more actions.
[X] Plan: Expand Friendship
-[X] Bless the fishers by spending 1 power.
-[X] Bless the explorers by spending 1 power.
-[X] Bless the bereaved by spending 1 power.
-[X] Try to find the skittish spirit by spending 1 power.
Reasoning: We can wait to investigate and in fact we might have better odds if we wait until the ritual is more established and the stream of power more noticeable. The explorers and the fishers because the more our people grow the more power we gain and for that we need food and a new village will help the people grow faster.
The spirit is currently an unknown, if it's gone then it's gona and the matter is settled. But if we manage to befriend it we could gain a subordinate which would be a benefit for us.
By the fact there is even an option to curse the explorers, I recon there is something bad that can happen with the people spreading.
Mayhaps the belief drift happening quickly enough that the deity has no power to discourage those in any manner without sacrificing something else?
We best be wary of the DnD Deity dilemma - there is a non-zero chance that in large enough amount the belief alone can fuck us up a lot - just through said belief being in traits that aren't useful to us/the people.
I am also unsure as to spending the power on burials (which don't work but at least donxt cost us any more) instead of putting whole 2 points into blessing the explorers.
That one feels like a high-chance waste of power unless we roll really well.
And the Dice doth not knowst mercy.
Small clarification: Blessing the fish is not needed to maintain the fish population. It's an action to try and mess with fish to see a) what you can do with your power when trying to alter a living being with it and b) maybe producing some kind of superior fish, with the kind of superior being pretty open ended.
Small clarification: Blessing the fish is not needed to maintain the fish population. It's an action to try and mess with fish to see a) what you can do with your power when trying to alter a living being with it and b) maybe producing some kind of superior fish, with the kind of superior being pretty open ended.
By the fact there is even an option to curse the explorers, I recon there is something bad that can happen with the people spreading.
Mayhaps the belief drift happening quickly enough that the deity has no power to discourage those in any manner without sacrificing something else?