Animus Ex Nihilo - A God Quest

need the healing domain guys... >.<
We've tied our own hands here. We promised the Mountain a lot, and we have to keep our end of the bargain if we want relations to stay cordial. I truly don't see us getting healing until after this transaction is concluded.
It might be worth doubling up on the power to figure out what is up with the rites. A fail there might force us to either let it go on until something irreversible happens or smash it without knowing what it is.
You have a point, but I'm hesitant to drop anything I've got. The island explorers blessing is ripe grounds for more worshipers, the exploration action is pretty much an attempt to find new Places of Power to passively generate energy for us, etc.
 
You have a point, but I'm hesitant to drop anything I've got. The island explorers blessing is ripe grounds for more worshipers, the exploration action is pretty much an attempt to find new Places of Power to passively generate energy for us, etc.
Actually, would you mind moving this power from here?

-[] Bless the dying and the bereaved.
--[] Area: Shorelands -- 1 Power

To here.

-[] Bless the goats.
--[] Area: Shorelands -- 1 Power

As we've consolidated observation of our funeral rights completely in the Shorelands so there's no reason to reinforce them this turn especially when we've invested 3 power into doing so over the last 2 turns when we could instead invest in goats to help better feed our people especially in the forest areas which leads into us generating more power.
 
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We've tied our own hands here. We promised the Mountain a lot, and we have to keep our end of the bargain if we want relations to stay cordial. I truly don't see us getting healing until after this transaction is concluded.

You have a point, but I'm hesitant to drop anything I've got. The island explorers blessing is ripe grounds for more worshipers, the exploration action is pretty much an attempt to find new Places of Power to passively generate energy for us, etc.

I do see your point, even if new places of power feels like a bit if a gamble in the dark, we do not know what the odds of finding one are.
 
I do see your point, even if new places of power feels like a bit if a gamble in the dark, we do not know what the odds of finding one are.
You know I'd note that the island is actually a place of interest on the front page just like the reef is so with an expedition and an exploration action we probably have some pretty good odds of getting something out of that place.
 
Actually, would you mind moving this power from here?

-[] Bless the dying and the bereaved.
--[] Area: Shorelands -- 1 Power

To here.

-[] Bless the goats.
--[] Area: Shorelands -- 1 Power

As we've consolidated observation of our funeral rights completely in the Shorelands so there's no reason to reinforce them this turn especially when we've invested 3 power into doing so over the last 2 turns when we could instead invest in goats to help better feed our people especially in the forest areas which leads into us generating more power.
Okay, this I can't deny, we are very secure in the burial rites of our people. Ideally we can bless the river shrine with Death so that we can consolidate the funeral rites too. Also, more food means more worship in general.
I do see your point, even if new places of power feels like a bit if a gamble in the dark, we do not know what the odds of finding one are.
I'm mostly concerned we'll fall into a pattern of only doing what's familiar and never exploring, and then all of a sudden SurprisePikachu.jpg as spirits around us grow and evolve and we stay static.

[] Building Foundations
-[] Imbue a shrine. -- 6 Power
--[] Bay Shrine
--[] Sea Blessing: Bless Fishers
--[] Area: Shorelands
-[] Heal the people.
--[] Area: Mountains -- 1 Power
-[] Bless the dying and the bereaved.
--[] Area: Mountains -- 1 Power
-[] Bless the goats.
--[] Area: Shorelands -- 1 Power
-[] Try to learn more about the different fishing rites. -- 1 Power
-[] Explore the sea. -- 1 Power
-[] Herald -- Bless the explorers. (Island Expedition)
 
We've tied our own hands here. We promised the Mountain a lot, and we have to keep our end of the bargain if we want relations to stay cordial. I truly don't see us getting healing until after this transaction is concluded.

You have a point, but I'm hesitant to drop anything I've got. The island explorers blessing is ripe grounds for more worshipers, the exploration action is pretty much an attempt to find new Places of Power to passively generate energy for us, etc.
Further Exploration seems like adding further strain on our busy schedule as we still need to consolidate our local position, not to mention our obligations to fight the Devourer.

Finding new places of Power will require us to spend exorbitant amounts of Power to align with it, we had to spend like 6? Power to claim the Deep Reef. Which means it'll compete even more For our ever limited AP.

The more i think about it, I'd rather skip Shrines this turn and focus on clearing out the Undead in the Mountains this turn with 3 power. This reduces the terror/fear of danger in the Mountains and solidifies the Proud Waters' niche in a new area.
 
We've tied our own hands here. We promised the Mountain a lot, and we have to keep our end of the bargain if we want relations to stay cordial. I truly don't see us getting healing until after this transaction is concluded.
We can just save power for some stuff and do the healing, the cleansing and stuff is within three turns while the healing is for a total of 3 turns, with no promise of consecutive healing.
 
You know I'd note that the island is actually a place of interest on the front page just like the reef is so with an expedition and an exploration action we probably have some pretty good odds of getting something out of that place.
I'm mostly concerned we'll fall into a pattern of only doing what's familiar and never exploring, and then all of a sudden SurprisePikachu.jpg as spirits around us grow and evolve and we stay static.
This would be a relevant issue if we aren't literally swamped with multiple competing obligations already, we need to fight the Devourer, we need to start working on Shrines, we need to claim the Healing domain, we need to learn more about Worship and how it affects power generation.

Exploration just means adding yet another obligation towards securing a far-off location when we have multiple local fires, heck we haven't fully recovered from the famine 2 turns ago, so how can we make sure a fresh expansion won't just sputter out and get hit by a problem we can't devote attention to fix?
 
Okay, this I can't deny, we are very secure in the burial rites of our people. Ideally we can bless the river shrine with Death so that we can consolidate the funeral rites too. Also, more food means more worship in general.

I'm mostly concerned we'll fall into a pattern of only doing what's familiar and never exploring, and then all of a sudden SurprisePikachu.jpg as spirits around us grow and evolve and we stay static.

I get that but we did evolve when we ate the vulture just 2 turns ago. Given the cost of getting and advancing domains I do not think it is that common. Also this might be me being too cautious but I am more worried about what we might lose in one of those rite changes than in advancement. We might not be power gaming the divine ladder but we do have the power of friendship. :V
 
Further Exploration seems like adding further strain on our busy schedule as we still need to consolidate our local position, not to mention our obligations to fight the Devourer.

Finding new places of Power will require us to spend exorbitant amounts of Power to align with it, we had to spend like 6? Power to claim the Deep Reef. Which means it'll compete even more For our ever limited AP.

The more i think about it, I'd rather skip Shrines this turn and focus on clearing out the Undead in the Mountains this turn with 3 power. This reduces the terror/fear of danger in the Mountains and solidifies the Proud Waters' niche in a new area.
I'd point out that Proud Waters didn't need to spend that power to claim the Deep Reef he actually pretty much just pissed it all away according to the update we claimed it in so having learned our lesson I doubt we'll have to spend much power in the future on claiming places of power allowing them to quickly turn a profit for us.
We can just save power for some stuff and do the healing, the cleansing and stuff is within three turns while the healing is for a total of 3 turns, with no promise of consecutive healing.
Power saved is power not spent on generating more power in the long run allowing us to do more things, and become more powerful both in terms of Proud Water's direct power and in terms of our people's power. So, I'd much rather focus on power generation for the next few turns picking up improvements along the way, and then pick up healing when we have enough generation to make sure our people don't die when leave to mediate again.
This would be a relevant issue if we aren't literally swamped with multiple competing obligations already, we need to fight the Devourer, we need to start working on Shrines, we need to claim the Healing domain, we need to learn more about Worship and how it affects power generation.

Exploration just means adding yet another obligation towards securing a far-off location when we have multiple local fires, heck we haven't fully recovered from the famine 2 turns ago, so how can we make sure a fresh expansion won't just sputter out and get hit by a problem we can't devote attention to fix?
We literally can not meet most of these obligations well completing our bargain which includes grabbing the healing domain meaning we can't fight the Devourer so we aren't split nearly as many ways as you imply.

And, expansion is a net power generator that literally pays for itself within one or two turns, and if a problem pops up we simply spend the 1 power gained from the expedition we wouldn't otherwise have to fix that problem so I don't see why this is a concern especially when no such problem has popped up in any of our other half a dozen expansions.
 
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Uhm, just to be clear here. Your best bet to fight the Devourer is, right now at least, your Death domain, as it's at Tier 1, Rank 2. You would gain the Healing domain at Tier 1, Rank 1 like every other new domain, so it would be weaker in combat than Death.
 
Uhm, just to be clear here. Your best bet to fight the Devourer is, right now at least, your Death domain, as it's at Tier 1, Rank 2. You would gain the Healing domain at Tier 1, Rank 1 like every other new domain, so it would be weaker in combat than Death.
We can't use multiple domains in a fight? So if we're in the sea we have to choose between using our death domain, and our sea domain for example?

...Well, shit that ain't good.
 
We can't use multiple domains in a fight? So if we're in the sea we have to choose between using our death domain, and our sea domain for example?

...Well, shit that ain't good.
You can switch which domains to use each turn of combat, but you can only use one domain per attack or defense roll. Since Death contests Death already, it would be pretty pointless to use a weaker domain. It would only help on the defense against non-Death attacks.
 
[ ] Plan Devourer Delenda Est
-[ ] Bless the goats. — Shorelands, 1 Power
-[ ] Bless the Sea Fishers. — 1 Power + Herald
-[ ] Heal the people. — Shorelands + Mountains, 2 Power
-[ ] Bless the dying and the bereaved. — Mountains, 2 Power
-[ ] Find the Devourers servants. — Mountains, 1 Power
-[ ] Cleanse the Unliving. — 3 Power
-[ ] Try to learn more about the different fishing rites. — 1 Power


I've changed my mind, I'd rather make a good first impression on the Mountain Village to carve out a proper niche for ourselves in their religion. They are suffering a crisis and lo, behold! The Proud Waters comes to the rescue. It's the prime opportunity to entrench ourselves using this opportunity.

Imbuing a Shrine can be delayed, but I think it's also morally favorable for us to focus on alleviating the Devourer's reign of terror first and foremost.
 
Well, I don't see us getting any more powerful than we already are for this fight so who's up for going to kill the Devourer this turn? Sucks, to give up that exploration but we should hunt him now if we aren't going to get any more powerful within the next like 5 to 10 turns.
 
Further Exploration seems like adding further strain on our busy schedule as we still need to consolidate our local position, not to mention our obligations to fight the Devourer.

Finding new places of Power will require us to spend exorbitant amounts of Power to align with it, we had to spend like 6? Power to claim the Deep Reef. Which means it'll compete even more For our ever limited AP.

The more i think about it, I'd rather skip Shrines this turn and focus on clearing out the Undead in the Mountains this turn with 3 power. This reduces the terror/fear of danger in the Mountains and solidifies the Proud Waters' niche in a new area.
We can just save power for some stuff and do the healing, the cleansing and stuff is within three turns while the healing is for a total of 3 turns, with no promise of consecutive healing.
I get that but we did evolve when we ate the vulture just 2 turns ago. Given the cost of getting and advancing domains I do not think it is that common. Also this might be me being too cautious but I am more worried about what we might lose in one of those rite changes than in advancement. We might not be power gaming the divine ladder but we do have the power of friendship. :V
Alright, scrapping Exploration. Possibly holding off the Shrine blessing pending on info:
[] Align a location. (Write-In Domain)
Description:
Imbue your power into a place to align it with one of your domains.
Area: Bay (Shorelands), River (Shorelands), Write-In
Domains: -
Power: 4
@Azel, could you explain this more? How would this function compared to, say, a Shrine blessing?
Uhm, just to be clear here. Your best bet to fight the Devourer is, right now at least, your Death domain, as it's at Tier 1, Rank 2. You would gain the Healing domain at Tier 1, Rank 1 like every other new domain, so it would be weaker in combat than Death.
We can't use multiple domains in a fight? So if we're in the sea we have to choose between using our death domain, and our sea domain for example?

...Well, shit that ain't good.
@Azel, correct me if I'm wrong, but I think this is more that Death is what will affect the Devourer if we fight him anywhere other than inside the ocean? If we're doing aerial combat for example I doubt the Sea domain will help us much, whereas messing with his Death essence will do quite a bit.
 
Well, I don't see us getting any more powerful than we already are for this fight so who's up for going to kill the Devourer this turn? Sucks, to give up that exploration but we should hunt him now if we aren't going to get any more powerful within the next like 5 to 10 turns.
I want to fulfill our obligations by countering his influence in the Mountains first. We're liable to get wounded in battle and reduced Power afterwards, which means we can't finish cleansing stuff.
 
@Azel, correct me if I'm wrong, but I think this is more that Death is what will affect the Devourer if we fight him anywhere other than inside the ocean? If we're doing aerial combat for example I doubt the Sea domain will help us much, whereas messing with his Death essence will do quite a bit.
He said we can only use one domain at a time for an attack or defenses action so extra domains don't improve combat strength beyond helping with different attack types.
You can switch which domains to use each turn of combat, but you can only use one domain per attack or defense roll. Since Death contests Death already, it would be pretty pointless to use a weaker domain. It would only help on the defense against non-Death attacks.
I want to fulfill our obligations by countering his influence in the Mountains first. We're liable to get wounded in battle and reduced Power afterwards, which means we can't finish cleansing stuff.
The majority of our reduced power came from the devastation of our population last time, and we aren't guaranteed to find him by taking the action anyways so we should still have the power to fulfill the bargain even if we slay the Devourer this turn especially since we're increasing power generation from our population.
 
-[ ] Heal the people. — Shorelands + Mountains, 2 Power
Just noticed this. You can only spend 1 power max per turn on healing since it's a non-domain action for you.
@Azel, could you explain this more? How would this function compared to, say, a Shrine blessing?
You don't have any experience with acting in aligned areas yet, so you have no idea. What you gathered from your time spent in the Deep Reef, you know that it seems to help you focus your power in the affected area, provided that the alignment matches the action.
@Azel, correct me if I'm wrong, but I think this is more that Death is what will affect the Devourer if we fight him anywhere other than inside the ocean? If we're doing aerial combat for example I doubt the Sea domain will help us much, whereas messing with his Death essence will do quite a bit.
No, the same logic applies when you fight them in the sea, though the calculus changes a bit. Since the Devourer can counter your Death attacks with its Death domain, it might make more sense to use Sea attacks, provided it has no good counter for that. Especially if your carp Hegnevus is present, as it can't use anything except the Sea domain for offensive actions.
 
I think we should at least cleanse the blighted lands before fighting the Devourer. I'm fairly certain that is still giving the Devourer some power at the very least.
 
point out that Proud Waters didn't need to spend that power to claim the Deep Reef he actually pretty much just pissed it all away according to the update we claimed it in so having learned our lesson I doubt we'll have to spend much power in the future on claiming places of power allowing them to quickly turn a profit for us.
I'm nowhere near this confident that claiming place of power will be cheaper when it's supposed to be an incredible advantage mechanically. There should be a tradeoff in requiring large investment initially.

We literally can not meet most of these obligations well completing our bargain which includes grabbing the healing domain meaning we can't fight the Devourer so we aren't split nearly as many ways as you imply.

And, expansion is a net power generator that literally pays for itself within one or two turns, and if a problem pops up we simply spend the 1 power gained from the expedition we wouldn't otherwise have to fix that problem so I don't see why this is a concern especially when no such problem has popped up in any of our other half a dozen expansions.
This is a concern when the Bay Village literally hasn't fully recovered from the famine and the text literally says there's plenty of land that still needs to be consolidated locally?

@Azel can you confirm whether we've fully exploited our current settlement's potential land area? When the update says "there's still plenty of land to claim and settle" is it referring to current inhabited locations?
 
@Azel can you confirm whether we've fully exploited our current settlement's potential land area? When the update says "there's still plenty of land to claim and settle" is it referring to current inhabited locations?
All your settlements are below carriage capacity of the land right now, with the Forest Villages and the Hill Village still significantly under-utilized. They can't even support shrines yet.
 
[X] Building Foundations
-[X] Heal the people (Mountains) -- 1 Power
-[X] Bless the dying and the bereaved. (Mountains) -- 1 Power
-[X] Cleanse the Unliving. (Mountains) -- 3 Power
-[X] Bless the goats. (Shorelands) -- 1 Power
-[X] Bless the sea fishers. (Shorelands) -- 1 Power
-[X] Try to learn more about the different fishing rites. -- 2 Power
-[X] Imbue power into sea life for later use. -- 2 Power
-[X] Herald -- Bless the explorers. (Island Expedition)


Updated version of the plan, going all in with claiming worshipers among the Mountain people. Honestly not what I would have preferred, but that's compromise for you. Hopefully we're able to generate enough power next turn to get a Shrine blessing. @Azel, how come we don't have a Give Signs action available this turn?
 
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