Animus Ex Nihilo - A God Quest

Or, Or we let our people learn to defend themselves from what seems to be regular ass banditry and raiding. We don't need to be always holding their hand.

[X] The Pact of the Land and Sea
I think it's quite a bit more sinister than this, personally. This feels like one of those tiny hints that prelude a cataclysmic invasion.
Allies

Sky Child
Rank: Minor Spirit
Nature: ? / ? / ?
Special: None

Domains:
- Wind (Tier 1, Rank 1)
- Rain (Tier 1, Rank 1)

Temples:
- None

Divine Servants:
- None

Neutrals

Harsh Mountain
Rank: Minor Spirit?
Nature: ? / ? / ?
Special: ???

Domains:
- Mountain (Tier 1, Rank 2)
- Artisanship (Tier 1, Rank 1)

Temples:
- Megalith Temple


Divine Servants:
- Walking Mountain
- Mountain Domain (Tier 0, Rank 2)
So up for grabs by us if we play our cards right:

Plant, Animal, Life (fingers crossed)
Healing, Protection, Community, Civilization
Rivers, Lakes, Forest, Wild

Next turn I want to do some more exploring, be it in the land or the sea. I am hoping we can find more Places of Power we can lay claim to.
 
Before we do any more big power expanditures, we should imbue a shrine. That way if we leave our people for a while they won't be as bereft as last time.

@Azel can we stack blessing on a shrine? Or is it one per shrine?
 
So only either Death or Sea for now?

With Give Signs, could we instruct our people to build more shrines or something? Or is the exact nature of the signs we give out of our hands?
1. It's one per shrine, so you can imbue two right now.
2. Shrine levels are a result of the wealth / size / arcane background mechanics of settlements. You can not just order them built.
 
1. It's one per shrine, so you can imbue two right now.
2. Shrine levels are a result of the wealth / size / arcane background mechanics of settlements. You can not just order them built.
How do we learn about the wealth of our worshipers beyond abstract "Well at least they're not starving anymore"?
 
How do we learn about the wealth of our worshipers beyond abstract "Well at least they're not starving anymore"?
I don't want to bog this quest down with too much granary management (as everyone who poked my older quest should know, I tend to do that a lot) so the numbers on that are firmly background stuff.

Generally speaking, encourage peaceful exchange and trade, claim rare resources, or start raiding people who have nice shinies.
 
[X] The Pact of the Land and Sea
-[X] Spread Harsh Mountain to the Sea People. (+4)
-[X] Spread Proud Waters to the Mountain People. (-3)
-[X] Cleanse the Blighted Lands. (+2)
-[X] Forest Roads. (-3)
-[X] Healing for the Mountain People. (+2)
-[X] Cleanse the Unliving. (+2)
-[X] Inspire boat makers. (-2)
 
Yeah, we also need to stabilize the homefront. We need our people to not jut die the moment we have to leave/ are not constantly paying attention to them.
 
…Also getting a healing domain. We have a lot of things to do, and we might have to store power next turn so we can pull it off.
 
I still insist that the famine was a result of us ignoring the brewing famine at the beginning of turn 8 rather than an explicit consequence of us leaving and that if we had simply taken food-based actions that turn it would not have happened. So, if we just remember to try, and feed them if it looks like trouble is brewing the turn we leave it shouldn't result in a famine like it did last time.
 
Yeah, we also need to stabilize the homefront. We need our people to not jut die the moment we have to leave/ are not constantly paying attention to them.
A good way to go about this is fostering innovation. It was pointed out earlier in the thread that the worshipers are mostly reliant on spirit magic for survival, and while that's all well and good for us it makes them way too fragile. Better technology, better crops and animals, better tools, etc will do a lot to make them more resiliency.
I still insist that the famine was a result of us ignoring the brewing famine at the beginning of turn 8 rather than an explicit consequence of us leaving and that if we had simply taken food-based actions that turn it would not have happened. So, if we just remember to try, and feed them if it looks like trouble is brewing the turn we leave it shouldn't result in a famine like it did last time.
Oh, you're absolutely correct on this. If we'd done a food action we would not have had nearly as bad of a famine.
 
…Also getting a healing domain. We have a lot of things to do, and we might have to store power next turn so we can pull it off.
We should really imbue a shrine before we do something like this. Every time we have claimed something it showed that a lot of time passed for the mortals. So if we imbue a shrine with a blessing for the fishers then we should not return to another famine.
 
We should really imbue a shrine before we do something like this. Every time we have claimed something it showed that a lot of time passed for the mortals. So if we imbue a shrine with a blessing for the fishers then we should not return to another famine.
Just spend some power on the fishers if you don't want a famine to strike or pick up some long-term food boosts earlier in the turn it should fix the famine problem for at least that turn.
 
Just spend some power on the fishers if you don't want a famine to strike or pick up some long-term food boosts earlier in the turn it should fix the famine problem for at least that turn.
Put like four power or something on the Bay Shrine for the Sea domain and we should largely handle that. Even three or two to a more limited effect. The text says the power "takes a life of its own" and I'm curious on how literal that is.
 
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