[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
Benefit of being a God of Mercenary nature is that one would believe our dealings easier. Is it possible that the Ritual suggested to make the Mountain mobile is a variant of the forging a divine familiar? Instead of pushing your own power into something living as done with the carp, it would be doing the same to an actual spirit to vassalize them yet solidifying them.
[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
I like these arguments much better.
Edit: The vote is tied we need one more to swing it between the new or old arguments
[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
I mean, the obvious argument would be that this is clearly a trick to divide us and that Skerhogis is gonna stab Mountain in the back as soon as he's no longer useful to his goals. But I don't think that'd work for Mountain since he's extremely prideful, and would probably believe that once he's free from his confinement he can just turn things around on Skerhogis (Even though Skerhogis clearly wouldn't let that happen).
[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
That's funny you actually think that assault is what got us here? The Devourer was already strong enough to kill Proud Waters, and the Sky Child in their home territory before the Walking Mountain would have arrived to aid us by the time we made the assault so our continued existence has only been at the Devourer's whim ever since he grew to this level of power, and we probably haven't had any real chance of killing it since turn six or turn seven.
And, even now as we attempt to negotiate with Harsh Mountain we only continue to exist because it wills it to be so rather than just killing us something that would only require one round of combat at this point, and is likely to happen before we could succeed in our escape rolls. Even, with the aid of the Harsh Mountain, this would quite frankly be a fight we'd quickly lose as the Devourer would most likely kill Proud Waters in the first exchange before either risking itself slightly to kill Harsh Mountain if it can't get off the mountain in time to negate its domain or just fleeing, and coming back at its leisure to kill him due to him not actually being able to run away.
There is literally no way for this situation to end barring lottery levels of fight luck with us still alive, and free of the Devourer that isn't a direct result of the Devourer only leaving us alive because it wants to watch us struggle and the smart thing to do here would be to either run away or join it well plotting our revenge.
I mean, I don't want to rub salt in the wound since it is only through the power of hindsight that we know our enemy's strength, but the assault put us in the unenviable position where we may be a couple hits away from dying. The Devourer faces the same problem we did -- even though he may be strong enough to end us, he'd have to catch us first. He isn't that good at razing settlements; the mountain folk resisted him for years even if they were starting to lose the fight, and we had drastic options like human sacrifice to empower ourselves short-term in our home turf.
Perhaps it was the reason he didn't attack us all these years; he operates on a predator's mindset, and a predator will go for sickly prey because a healthy one may put up a fight that may end up too costly for it. Being able to kill us is not everything; he may have other enemies to watch out for, and may not want to expend too much effort fighting small fry. This may be why he prefers to make us kill each other for him.
[x] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[x] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
I mean, I don't want to rub salt in the wound since it is only through the power of hindsight that we know our enemy's strength, but the assault put us in the unenviable position where we may be a couple hits away from dying. The Devourer faces the same problem we did -- even though he may be strong enough to end us, he'd have to catch us first. He isn't that good at razing settlements; the mountain folk resisted him for years even if they were starting to lose the fight, and we had drastic options like human sacrifice to empower ourselves short-term in our home turf.
Perhaps it was the reason he didn't attack us all these years; he operates on a predator's mindset, and a predator will go for sickly prey because a healthy one may put up a fight that may end up too costly for it. Being able to kill us is not everything; he may have other enemies to watch out for, and may not want to expend too much effort fighting small fry. This may be why he prefers to make us kill each other for him.
The Devourer has frequently shown its ability to slither around the territory of other gods and ambush them no problem it decidedly didn't seem to have a problem in catching us for example, and it very much does seem to be that good at razing settlements it attacked once and destroyed one after all, and the mountain folk didn't resist the Devourer they resisted the effects of his lingering influence from said attack. I'd also note that again as I've had to explain multiple times that power doesn't provide combat strength so human sacrifice wouldn't have given us a short-term power boost beyond buying stronger domains at least which still wouldn't have won us that fight.
And, the reason he hasn't attacked us all these years is because the Devourer is a parasite it gains all the benefits of nurturing a people as we have without having to spend any power on doing so as Proud Waters does so long as it's able to keep them in a perpetual state of fear allowing it to outpace its host in terms of growth as it gets all the same power income with none of the upkeep costs.
Therefore there hasn't been a reason for it to kill us because that would weaken it by lowering its income as its host would no longer be as healthy meaning it has less power to purchase domains with and to feed rituals with especially since we in practical terms had no chance of ever killing it at this point so it was never in any danger unless we started dumping all our power into research every turn to try, and find a solution to a problem we were only vaguely aware of which is not a snipe at the QM by the way the signs were there for us to see it, and we had a chance to kill the Devourer we just didn't take it.
To put it simply the Devourer outplayed us here from the start, and the attack changed none of this it simply woke us up enough that it wasn't possible for the Devourer to keep farming us if it would have even continued to do so after it finished its ritual.
Scheduled vote count started by Azel on Dec 5, 2021 at 8:49 AM, finished with 63 posts and 20 votes.
[X] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[X] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
[X] Give more arguments why the Harsh Mountain should reject the offer. -[X] First, we reject the offer. Not only do we not trust Skerhogis, we do not wish to lose ourselves to the madness and hunger that we have seen in him and his actions. -[X] Even if the offer is tempting, the Harsh Mountain can never trust Skerhogis. See how he makes the offer first to the Harsh Mountain, then in the same breath offers us the same deal against him. Such an alliance would be short-lived at best, doomed for inevitable betrayal. -[X] Very pointedly ask what the Great Working that Skerhogis would need the Harsh Mountain for is.
I'd also note that again as I've had to explain multiple times that power doesn't provide combat strength so human sacrifice wouldn't have given us a short-term power boost beyond buying stronger domains at least which still wouldn't have won us that fight.
Not directly, but dice are tied to domains, and healing costs Power, increasing our staying power even if we lose a battle.
I think it might be possible to resort to it even now, to restore some fighting capacity. We'll see. It's certainly something our people may try if the alternative is to be driven out of these lands and perish.
Not directly, but dice are tied to domains, and healing costs Power, increasing our staying power even if we lose a battle.
I think it might be possible to resort to it even now, to restore some fighting capacity. We'll see. It's certainly something our people may try if the alternative is to be driven out of these lands and perish.
Not quite the QM himself called out that when we buy it, it'll start out as a tier-one domain so it wouldn't be strong enough to shift the outcome of the battle.
And, to be honest, I don't think the Devourer would kill its food source like that not unless the ritual turns this area into a place of power for it instead I think it'll do something to Proud Waters but that it'll keep feeding off his people long after its finished with him. So, a better comparison would be to flee or else be turned into cattle for the Devourer to feast on for the next however long it cares to.
Which, actually brings me to the weird thought that the best way to fight the Devourer when it's this entrenched is probably to sacrifice your own people, and to go all-in on research, exploration for finding places of power, building up defenses, and storing power to upgrade domains with. Either the Devourer moves on from the area at that point (I'd suggest you follow it so we never risk it returning) or it sticks around but swaps to feeding on other peoples who you'd also aim to destroy so that you can continue to starve it of power income.
And, you keep this cycle going until you generate enough power to be stronger than it in a one versus one at which point you spend power every turn on blockading its home island so that you can ambush it whenever it tries to leave further starving it until the disparity between your strength becomes large enough for you to finally kill it. At which point you can go back to doing whatever you want including starting up the nurturing of a new people except with the knowledge that you should hunt down gods like this going forward whenever you find them so that you never have to do this again.
And, to be honest, I don't think the Devourer would kill its food source like that not unless the ritual turns this area into a place of power for it I think it do something to Proud Waters but that it'll keep feeding off his people long after its finished with him. So, a better comparison would be to flee or else be turned into cattle for the Devourer to feast on for the next however long it cares to.
At this point I think the Devourer could genuinely survive just fine with no humans at all. They seem like a delicacy now, not a necessity. Seems a lot more like he is coasting off his Place of Power generating divine strength for him.
At this point I think the Devourer could genuinely survive just fine with no humans at all. They seem like a delicacy now, not a necessity. Seems a lot more like he is coasting off his Place of Power generating divine strength for him.
The Devourer has zero need for humans ya but there's no need to turn down free power generation by killing them all off when it can just off their gods, devour them for power, and then keep the humans around for their fear, and human sacrifices all the well continuing to pay zero upkeep and if they create new gods all the better as the Devourer can just eat those as well for further power boosts.
Another strategy to consider is fortifying our position somehow. The devourer was too strong in his domain. If we survive this encounter let's make a home and fortify it.
Another strategy to consider is fortifying our position somehow. The devourer was too strong in his domain. If we survive this encounter let's make a home and fortify it.
I think it's the best thing to do right now yes, but the problem is that our domains are not really suited for our land...
We would need a domain that would allow us to "infuse" the places where our people live without risks ( the domains of the sea and death are not great in this case, the domain of healing would not be really useful to weaken the Devourer )
In the ocean we have "no problems" but if he attacks on the surface it's another thing... ( Yes I am still salty to have abandoned the domains related to the skies which would have been quite useful in this case xD )
Scheduled vote count started by Azel on Dec 5, 2021 at 8:49 AM, finished with 63 posts and 20 votes.
[X] Give more arguments why the Harsh Mountain should reject the offer.
-[x] Appeal to the Harsh Mountains pride and point out that he will probably have to be subservient to Skerhogis in such alliance and make a counter offer that if Skerhogis is defeated he will be entitled to the power and fame that comes from it among mortals.
-[X] Give concession of shouldering restoration of his herald and promise further help in regaining his mobility. Make a point that despite everything you are God of your word and will respect the deal opposed to certain snake.
[X] Give more arguments why the Harsh Mountain should reject the offer. -[X] First, we reject the offer. Not only do we not trust Skerhogis, we do not wish to lose ourselves to the madness and hunger that we have seen in him and his actions. -[X] Even if the offer is tempting, the Harsh Mountain can never trust Skerhogis. See how he makes the offer first to the Harsh Mountain, then in the same breath offers us the same deal against him. Such an alliance would be short-lived at best, doomed for inevitable betrayal. -[X] Very pointedly ask what the Great Working that Skerhogis would need the Harsh Mountain for is.
Recovering from the shock of the offer, you dismissed it at once. The thing was mad to even think about you becoming its servant. But the other spirit? The Harsh Mountain clearly yearned to leave the mountain and you could hardly fault them for feeling trapped there. It was probably a good thing you were present to speak some sense to them. If Skerhogis had been free to whisper its poison unopposed, you would likely have had one more foe by the time you even learned of this. But while you could tell that your earlier words had not missed their mark, you could also tell that another push would be needed to make sure the mountain spirit was not blinded by their yearning for freedom.
"Listen to the words the serpent is not speaking. You will trade the bindings on your form to bindings on your self," you spoke quietly. "They will make you nothing more than their meanest servant . One they will most likely discard once they have no more use for you."
"Look upon yourself, carrion feeder." It's neck twisted at it spoke, jaws parting and seeming eager to lunge for you. "Have you not become greater from feasting upon our brethren? What reassurance has the trapped one that you not merely wish to keep then weak and isolated to claim their power for you own when the time is right? You offer nothing but your word. The word of one who led their servant to their doom and their only other ally happens to be lost to the winds they hid within."
There was a pang of fear and worry at those words that you could not help, especially when the Devourers reaction to your distress was a wide and tooth filled grin. The Harsh Mountain looked at you with a questioning gaze and you knew you had to offer something at least. "I pledge to repay you for the loss my rashness caused. Aid in restoring your servitor, or if that can not be done, to craft a new one."
Not an easy burden, not with all the other things you had already pledged, and you felt it was not enough. There was one more thing. "And I pledge all aid that I can offer to see you freed from this mountain. As an ally and a friend. Your equal, not your lord." The words were solemn as you spoke them and you could feel them bind you before the deal was even properly struck.
The pile of stone gazed one long moment at you that felt like eternity and then it turned to cursed beast still watching your every move. "I hear your offer, Skerhogis. I spit on it and I spit on you." Faintly you recalled that wording from the Mountain People. What you did not recall or expect was when a single, tiny pebble flew from the mound of stone and struck Skerhogis on their cheek.
You gathered all the strength you had left, fully expecting the insult to be retaliated against with violence. Yet, no attack came. "Foolish," the Devourer spoke, the amusement in its voice smothered like a fire by the sea. "I shall take joy from your despair when the time comes to end these games." One last time it glared at you, teeth of ice bared, but then it beat its wings and propelled itself towards the valleys beneath.
"Make me not regret this, Proud Waters," the mountain spirit said before the mound of stone turned lifeless once more.
You waited a while longer on the mountain, unsure if the Devourer might come back to try and kill you after all, but when your sense kept failing to find a single trace of it, you left. No ambush came, not even when you briefly stopped in the Mountain Village to aid the people there. From what you could gather from the frantic prayers of the people, Skerhogis had swept done on their way and frozen the long lake of the village solid with a single breath. The ice had done some damage to dam that kept the water back and since the brooks feeding it had no other place to turn to, parts of the village had been flooded. It was no attempt to destroy the village, that much you were certain, just to terrorize the people. It was a sign of things to come.
While you focused on the Sea People once more, the Devourer began to make its presence felt much more than in times past. At least once a season they would pass through the night sky, screaming so loud that every man and beast in the Shorelands would wake from it in terror. The people prayed to you for protection every time it happened, but you could not shake the feeling that much of the power their worship created was not claimed by you. Even more alarming was that the Sky Child was nowhere to be seen during all of this. Perhaps the victory in the battle had merely emboldened Skerhogis and frightened the Sky Child into not interfering with their flights, but then you should have seen some signs of the wind spirits presence at least. The storms certainly were hitting the Sea People harder in these seasons, yet it was not the only oddity in the weather.
Ice sometimes floated down from the north, jagged mountains of cold blue that even the summer heat took forever to melt down. Whenever they passed the villages, the weather turned colder and the nights darker, making the people afraid to brave the seas whenever these bad omens passed. All you could do was bestow your blessings on their boats and to make sure their nets were full whenever they ventured out. While that was enough in the summer months, in winter, even the slightest lapse in your attention would see the ice claim another person. Soon they tried to avoid the waters entirely when the pack ice began to cover the sea, relying on their goats and stored nuts to stay fed instead. Things were stable for now, but there was no telling how much worse things would go without your aid.
5
Your herald Hegnevus had all the while kept his attention on the explorer that still stubbornly tried to reach the island in the south. Before the defeat in the frozen seas, their efforts had nearly born fruit. With the new double-canoes of the Sea People, there was much less of a risk that the waves and currents would capsize their boats, yet the island still proved elusive to their efforts. The currents were just too strong, tiring out even entire groups of rowers long before they could reach the island, even though they had begun to come tantalizingly close. They spoke of a ring of steep hills rising from the middle of the island, almost like the rim of a bowl, and of grey beaches that shone in the sun like pearls.
Between your servants aid and the new boats, there were nearly no losses among the explorers and every failed journey just sparked more stories and more longing for the island. Soon enough, the people no longer spoke of glory that the group to reach it first would gain, but also of the riches. The beaches, they imagined, would be made from nothing but pearls, which was where the sheen came from. What was behind the steep hills was even more wild, depending on who told the story. Some said there would be a lush land where there was no winter, others claimed to have glimpsed a village made entirely from silver. With each retelling, the peoples desires grew and it became clear that they would not stop their efforts until they reached it and found the truth of their tall tales.
3
While a world without winter was beyond your powers, you still took to trying to ease the burdens of the Sea People while they imagined a brighter future. Long ago you had tried to bless the fishes of the Bay Village to make them fatter and more nourishing. There was some success to it, that you could recall, yet not enough to really put more effort into the matter. Now though, a flock of fatter goats could have been quite useful, and so you descended upon the Sea Peoples animals and saw what could be done. The first few attempts were still very cautious, barely a trickle of power fed into living animals and then, when you saw no signs of it doing anything to them, a few yet unborn ones. Outwardly there was no sign of your efforts when they were born and as they grew, all that you noticed was that some of them had developed a fondness for the sea and a hankering for seaweed. So you pushed more power into them.
That next batch caused quite a stir when they were born. Some came out of the womb with seal-like flippers instead of legs. Others had no lungs, but gills in their chests. At least the mothers somehow knew what was to come and unerringly marched to the sea before delivering them, though the sharks found the awkward billys easy prey and none of them lived all that long. Those that the people found were universally seen as signs from you, though for what, nobody could quite agree on. They were all sacrificed to you in short order in the hopes that it was seen as a sign of respect and would forestall any punishment. It was a right mess and you stopped your efforts than and there to ponder what it meant before making more of the goats suffer needlessly.
It seemed that the reason that you had so little influence on the fish was neither a lack of power, nor of your skill. A fish was a thing of the sea, so when you had blessed it with your power, you had inadvertently tried to make them more sea-like in their nature. You might as well have tried to make water more wet. No wonder the effects were so muted, no matter how much power you crammed into their bodies. The goats though? They were things of the land. The mountains even. So, when the power of the sea acted upon them, they would become more like fish and seals than usual. Would it change the effect if you were more precise with your work? Maybe you could make them breath both air and water if you were careful? A thousand ideas swirled in your mind and you had to try just one more time.
A few pregnant goats were quickly found and this time, you left nothing to chance. Instead of just cramming power into their lungs to make them gills, you carefully moulded them so that they would have both. Their front legs you left well enough alone, since two proper legs would be good for them to walk on land, but their hind legs you imbued with so much power that they turned into a strong fish tail. Their coat would be smooth and slick to keep them warm even in the cold winter sea, but on their tails they would have shining scales to better push themselves against the water. It was a fine work. And inspiring work you dared to say. The day of the births came, the mothers gathering on a beach without your directions once more, and then, after you had waited months for your creations to be born, it was over almost in an instant.
All of them were hale and healthy, not a single mother having struggled with their weird offspring. For a few hours, they remained on the beach and then they plunged into the waves for the first time. It was marvellous to behold. They were just as fast as a porpoise and while their hooved front legs looked somewhat awkward as they swam, but they hindered them not the slightest bit. A season later, they had made a home in one of the deep kelp forests near the Bay Village and the Sea People occasionally glimpsed them on sunny days playing in the waters, immediately knowing that they were blessed by you. And a year later, some of them became pregnant and had their own billies, who looked just like their parents. You had meant for them to be a single experiment, but it seemed they would stay around for a long while to come.
Learned to create Domain-Aligned animals.
Created Sea Goats.
4
During the wait for the pregnancies, you had spent some of your time near the River Village, investigating the divergence in the rites of the fishers. At first, it all had seemed benign. The words of the prayers were slightly different, and so were the common offerings, but power had flowed all the same and you cared little about the trappings beyond their utility. Yet the change in the nature of the power was worrisome, especially now that you would need every scrap of it, even if you could still claim it just fine. The same was true for what you gathered from the healing rites after all and yet you were certain that if a spirit aligned with healing came along, they could snatch that power from you easily, just like Skerhogis had stolen from your burial rites.
For a long while, you just watched the mortals, trying to figure out what prompted the change. Was it the small shrines they had built? The different words? None of it seemed of consequence. The lone homesteads around the Forest Villages only had their small shrines too, but their prayers did not turn strange. The Mountain People had different prayers and rites too. They even had begun to call you Merwedor the Proud Waters and it made no difference at all. So, what was it then that made things so strange along the rivers and nowhere else? It was only after the sea goats had been borne that you realized how silly that question was in hindsight.
When you returned to your investigation anew, the signs were hard to miss. The shrines in the forests all showed you dwelling in the sea, while those along the rivers and lakes had you rise from the smaller bodies of water. In their prayers, they spoke not of the final resting of the dead in the deep sea, but of the last journey down the river currents. For them, you were not salt, waves and kelp, but refreshing streams and reeds swaying in the breeze. The power was both familiar and strange at the same time because it began to align itself with the rivers and not the sea. That quieted some of your more paranoid thoughts that had looked for a plot of the Devourer in all of this, but it still left the question if it would be better to embrace this development or to stamp it out.
61
But still, the worries remained. The sea was still chocking with ice every winter. Skerhogis still proudly claimed the skies whenever the blighted serpent pleased. Worse yet, the power from the burial rites was waning again. At first you assumed that you had merely been lax in your work, and it had begun to feast on the dead again, but their bodies were undisturbed. It's presence alone seemed to be enough now to steal a part of the potential resting in them. The newfound faith of the Mountain People made more than up for it, but the question was for how long. You would have to wring as many advantages from every scrap of it as you could.
You have 11 Power to spend.
You have 1 Power stored awayin sealife.
You can have your Herald perform / assist with one action that has the Sea domain.
You agreed to perform the following actions:
- Cleanse the Blighted Lands within 2 turns.
- Heal the people in the Mountain area with at least 1 power for the next 2 turns.
- Aid Harsh Mountain to gain a new servant.
- Aid Harsh Mountain to become mobile again.
Format:
[] Plan Name
-[] name of action – area to perform it in – amount of Power to spend / if Herald shall perform or assist this action
-[] next action – area -Power / Herald
-[] etc.
Blessings
Bestow a boon without expecting something in return.
[] Bless the plants.
Description: The Sea People have taken up the practice of growing nut trees and berry shrubs in the forests to gain more food. Bless their efforts to ensure a good harvest. Area: Shorelands, Mountains Domains: None Power: 1 max
[] Bless the explorers. (Southern Expedition)
Description: The Travelling People talked of a village in the far south and the explorers are trying to explore the coasts until they find it. Area: - Domains: Sea Power: 2 max
[] Bless the explorers. (Northern Expedition)
Description: The ice and coldness of the northern waters is troubling the explorers, so they ask for your boons to range ever further. Area: - Domains: Sea Power: 2 max
[] Bless the explorers. (Island Expedition)
Description: The island on the horizon has been taunting the southern explorers for a while and they ask for your aid to survive the journey over the open sea. Area: - Domains: Sea Power: 2 max
[] Bless an exodus.
Description: These lands are doomed and there is no denying it. You can feel it in the cold waters and so can the people. Give signs and bless those of the Sea People that wish to leave these lands before the frost claims them all. Area: - Domains: Sea Power: 2 max
Prayers
Answer the requests of the people making sacrifices to you.
[] Inspire the boat makers.
Description: The canoes of the people have greatly improved, but further blessings might yield new inspiration for the boat makers. Area: Shorelands Domains: Sea Power: 2 max
[] Bless the sea fishers.
Description: Steer fish to the fishers and protect them from the dangers of your sea. Area: Shorelands Domains: Sea Power: 2 max
[] Bless the river and lake fishers.
Description: Instead of working against the differences in the rites, you could always try to encourage the heterodoxy and see what becomes of it. Area: Shorelands, Mountains Domains: None Power: 1 max
[] Heal the people.
Description: The healing rites have become a cornerstone of the Bay Villages seasonal cycle and the people pray regularly for you to take away their ailments. Area: Shorelands, Mountains Domains: None Power: 1 max
[] Bless the dying and the bereaved.
Description: Your burial rites are unchallenged in the Shorelands, though in the Mountains, they still practice old rites that likely feed the Devourers power. Area: Shorelands, Mountains Domains: Death Power: 3 max
Punishments
Smite your enemies.
[] Find the Devourers servants.
Description: Your latest efforts have found no signs of servants of the Devourer in the Shorelands, but that does not mean that there are none. Area: Shorelands, Mountains Domains: None Power: 1 max
[] Compel sacrifices.
Description: Use curses and other means to force the people to make greater sacrifices to you, thus gaining power from them. Area: Shorelands, Mountains Domains: - Power: -4 max
[] Curse the raiders.
Description: Find the people responsible for the raids near the River Village and punish them for their attacks. Area: Shorelands Domains: Death Power: 3 max
[] Enforce orthodoxy. (Sea)
Description: Some of the people have altered the rites they use to pray to you, and it is beginning to have an impact on the power you gain from it. Curse those who stray to far from established rites to put an end to this. Area: Shorelands Domains: Sea Power: 2 max
Diplomacy
Meet your fellow spirits and see to improve relations to them.
[] Meet another spirit.
-[] Write-In whom to meet with.
-[] Write-In with what goal.
Description: Approach another spirit to make them an offer. Domains: - Power: varies (will be given by QM depending on goal and scope)
[] Give Harsh Mountain power to make a new servant.
Description: You have promised to aid the Harsh Mountain to gain a new servant and since it is unlikely that you can reclaim the body of the Walking Mountain any time soon, your only recourse is to offer your own power to help the effort. Domains: - Power: 12 max
Imbuements
Anchor your power to a thing or creature to change their nature and aid your efforts.
[] 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
[] Cleanse the Blighted Lands.
Description: The attack of the Devourer left the area of the former village drenched with the power of Death. Use your own mastery of this domain to undo that alignment. Area: Blighted Lands (Mountains) Domains: - Power: 8
[] Imbue a shrine.
-[] Shrine
--[] Bay Shrine
--[] River Shrine
-[] Write-In which Blessing / Prayer / Punishment to imbue. (must be a Domain action)
Description: You can mould your power to shape itself to a limited degree and anchor it to a shrine. Thus, you can have that shrine provide some of the same benefits as your own acts. Area: Bay Shrine (Shorelands), River Shrine (Shorelands) Domains: - Power: 6
[] Create undead.
Description: The dead have served the Devourer, but now you can make them serve you instead. If nothing else they will make a good way to store power for later use. Area: Shorelands, Mountains Domains: Death Power: 3 max
[] Imbue power into sea life for later use.
Description: You cannot hold onto your power on your own, but you found a way to sidestep that problem by instead storing it in the creatures of the sea. Area: Shorelands Domains: Sea Power: 2 max
[] Imbue power into your shamans.
Description: You have shared your power with many mortal things by now, but one kind of being is yet notable absent. Humans. See what happens when you give a bit of your power to your shamans. Area: - Domains: None Power: 1 max
[] Alter animals.
-[] Write-In plan
Description: You have found ways to alter the form of animals through your power. There must be something useful you could do with this. Or you could just create something for the sake of having it. Area: - Domains: Sea / Death Power: varies (will be given by QM depending on goal and scope)
Growth
Spend power to change yourself and to increase your might.
[] Obtain the Healing domain.
Description: You have healed many wounds, both of our followers and even your own herald. The power you gain from the healing rites of the people is changing and you can change too. Area: - Domains: - Power: 12
[] Meditate on the Sea.
Description: Your recent acts have shown you that your might knows limits, even when commanding the sea. Try to find a way to surpass them. Area: - Domains: - Power: 6
[] Deepen your power over Death.
Description: While you learned much from consuming the Carrion Bird, you still feel that you power could grow more. It will take much time and effort to unravel the deeper mysteries of Death though. Area: - Domains: - Power: 16
Other
There are a lot of things you could do with your powers that would not directly involve the lives of the people.
[] Build a home in the reef.
-[] Write-In Death Power to spend (3 max)
-[] Write-In Sea Power to spend (2 max)
Description: It has now been twice that you became so engrossed in a task that you forgot your surroundings over it. Given that the Devourer is still at large, it was likely not quite safe to do so. The mortals build houses to protect themselves and maybe you should do the same. At the very least it would be a safe place for you to store physical things. Area: - Domains: - Power: special
[] Explore the land.
Description: Move further inland and see what you can find there. Area: Shorelands, Mountains Domains: None Power: 1 max
[] Explore the sea.
Description: While you know every detail of the bay, you could always explore the wider sea and its coasts. Area: Shorelands Domains: Sea Power: 2 max
[] Explore the southern island.
Description: Given how the Sea People have grown enamoured with that island, you might as well travel there and investigate yourself. Area: - Domains: None Power: 1 max
[] Try to learn more about the different fishing rites.
Description: You could try to spend some of your power to investigate the matter of the fishing rites more closely. Maybe you can find out what this strangeness means before you have to make a choice on the matter. Area: - Domains: Sea Power: 2 max
[] Try to learn more about the nature of your 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. Area: - Domains: None Power: 1 max
[] Try to learn more about the nature of the world.
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. Area: - Domains: None Power: 1 max
[] Try to learn more about Divine Servants.
Description: The Devourer promised that they could make a vessel for the Harsh Mountain out of their servants body. Maybe the secret to make the other spirit mobile again can be unravelled by learning more about your own servant. Area: - Domains: None Power: 1 max
[] Monitor Skerhogis.
Description: The attack was a disaster, and the Devourer can now do as it pleases, but that doesn't mean you can't at least try to find out more about its plans. Hide near its lair and try to learn about its actions. Area: - Domains: Sea Power: 2 max
[] Search the Sky Child.
Description: Since the failed attack, the Wind Spirit has not shown itself. Try to find out where they are hiding or, if the worst has happened, how they found their end. Area: - Domains: None Power: 1 max
We need to start planning for an exodus this land is lost to us at this point as the Devourer appears to be turning the local area into one aligned with it just as it has done with its island, and as part of that, any power we generate here will inevitably be fed to it. We'll need to start by pouring a lot of power into researching our powers, the world around us, divine servents, and monitoring the Devourer so that we can learn as much as possible in order to free Harsh Mountain, and to lay the groundwork for how we'll fight back in the future.
We'll also need to pour a bunch of power into creating a new servant for Harsh Mountain to inhabit, and into improving our canoes so that as many people can survive the exodus as possible.
It will suck leaving the reef behind. Though hopefully leaving will deprive Skerhogis from resource since I imagine we will be taking 90% of the people with us.
In order to take action against Skerhogis other than a futiel attempt to outright slay them we need to know how to curtail his power. How to do so? Investigating how our power works. Or the nature of the world maybe?
We need to start planning for an exodus this land is lost to us at this point as the Devourer appears to be turning the local area into one aligned with it just as it has done with its island, and as part of that, any power we generate here will inevitably be fed to it. We'll need to start by pouring a lot of power into researching our powers, the world around us, divine servents, and monitoring the Devourer so that we can learn as much as possible in order to free Harsh Mountain, and to lay the groundwork for how we'll fight back in the future.
We'll also need to pour a bunch of power into creating a new servant for Harsh Mountain to inhabit, and into improving our canoes so that as many people can survive the exodus as possible.
An exodus would be a massive undertaking which would mean abandoning our allies at least, probably only delays the devourer being our opponent, and at worst does not help at all because he may still reach us wherever we end up at. Iirc even the southern people prepared a ritual to worship him, and his homebase is centered in the north.
Rather than an exodus now I would support more explorations south to find the right place first.
Let's build a home or Sea Fortress there.
My vote goes to: Honoring Mountain commitments, spend power on Mountain servant #1
#2 spend power on more power growth/ or more might like meditate on sea
#3 explore South for a suitable New home