You considered briefly what could be gained from this agreement and what you had to give in turn, though it immediately looked favourable. Having another spirit as a friend, maybe even ally, would be a great help for the same reason that giving up the sky was a low price. You were stretched thin with your efforts already and having the Sky Child calm the storms in your stead was a boon for both of you. Thus, the agreement was reached, and an overjoyed Sky Child rode off on a strong gale to celebrate, while you slowly sunk from the air, leaving what was now no longer your realm to claim. There was a sense of loss when you returned to your bay and gazed up at the clouds, but you were certain that it would be for the best in the end. And either way, an agreement was an agreement, and your word would bind you.
Gained Mercenary Nature +1
The first seasons of the new arrangement certainly did not make you regret it. A decent sized storm threatened the village one fall, and while you could have had blunted it, the Sky Child managed to turn it away nigh entirely. There was much more power and vigour in their acts than you had anticipated and even though there were still sacrifices being made to you to calm the storms, you could feel how they were diminishing as another spirit claimed it's due. Soon enough the people would stop if you kept ignoring their pleas and then the split of sky and sea would be truly final.
Meanwhile, the mortals had been slowly performing a split of their own. With more and more homesteads being erected in the forests, the people settling there had adopted the moniker of Forest People among each other, to delineate themselves from village dwellers and nomads alike. Soon thereafter, the people of the village proclaimed themselves the Sea People and a few of the farmsteads near the sea took this label as theirs too. Even the nomads began calling themselves the Travelling People, though it could also have been that the other groups had bestowed it upon them. You still often struggled to read the finer points of the short-lived affairs of the mortals, and that was when you were not already distracted by your own realm expanding to the south.
While calling it a village was more than generous, the few scattered homesteads that the Sea People had erected on the island in the river were enough to anchor your presence and while travelling from the Bay Village to the River Village was lightly taxing your power, being present in the new settlement was bearable. You could not travel far from it, the strain increasingly rapidly even for modest distances, but it was enough to get a view of the sea and river. The fish in the sea were not as plenty as around the Bay Village and the waters not as calm, but the river made up for that with its carp and salmon. And on its banks grew plenty of forage and nuts, which the settlers were already taking advantage of.
It was a promising locale to expand the peoples and thus your influence, but it would be quite a few lifetimes more before it could even be counted a proper village. Of course, you could have helped things along, but there were so many draws on your power and attention already that you had to chose carefully where to use it.
You have 5 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
[] 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: With the new village slowly being settle, the urge of the Sea People to explore is low, but you could still push them to search for new lands. Domains: Sea Power: Minimum 1, Maximum 2
[] Heal the people by spending 1 power.
Description: The old healing rituals are barely remembered by the people, but you could try to revitalize them by giving generous blessing to those that still practice them. 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
[] Bless the settlers by spending X power.
Description: Settling the River Village is a slow process. Help and encourage the people with your blessings to hasten the process. Domains: Sea Power: Minimum 1, Maximum 2
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 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 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
[] Imbue X 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. Domains: Sea Power: Minimum 1, Maximum 2
[] Spent 2 power to create a Divine Servant.
-[] (Optional) Write-In species (must be local sea life)
Description: Your experiments have shown that a living thing given a part of your power can both wield and replenish it on their own. See if you can create a servant that will aid you in your work. Domains: Sea Power: 2
I say we bless the goats, getting a land domain in something would be very very profitable for us. Our people are land dwellers after all, so i'd say it'd be great.
[X] Plan Land is Love Too
-[X] Bless the goats by spending 1 power.
-[X] Bless the fishers by spending 2 power.
-[X] Explore the land by spending 1 power.
-[X] Try to learn more about the burial rite by spending 1 power.
Ima be honest, I want that sweet sweet land. Lemme taste it, touch it, grow crops in it. You've held me back far too long fellow voters, just let me have iiiiit!
[X] Plan: Swimming Upriver
-[X] Try to learn more about the burial rite by spending 1 power.
-[X] Bless the settlers by spending 2 power.
-[X] Spent 2 power to create a Divine Servant.
--[X] (Optional) A Carp
Investigating the burial rite, blessing one of our shamans, or expanding upon the burial right are all things I can get behind but I want to continue to grow our power and our ability to act so I'd push heavily for investing at least one power towards the settlers and to create a divine servant who will help our work.
I mean expanding our land and population directly gives us power, especailly if we manage to make it into a domain. The more food there is, the higher the nutrition they get. The more nutrition they get, the more children they get. The more children they get, the more psace they'lll need, and the more land we get, the more space we'll have.
Blessing the goats won't unlock land actions. Blessing the goats will just make them better animals for our people. If we want to expand inland we should look into the rivers, be the god of all water not just the sea.
[X] Plan: He of Life and Death
-[X] Try to learn more about the burial rite by spending 1 power.
-[X] Bless the berreaved by spending 1 power.
-[X] Heal the people by spending 1 power
-[X] Spent 2 power to create a Divine Servant.
--[X] (Optional) A Carp
With the Sea fully solidified and Weather now taken, I want to focus more on the cycle of life and death. Healing the sick, blessing those whose family have been touched by death, and creating a mortal creature, imbued with our power, to partake in the cycle itself.
Blessing the goats won't unlock land actions. Blessing the goats will just make them better animals for our people. If we want to expand inland we should look into the rivers, be the god of all water not just the sea.
If we bother to invest power into blessing animals every turn for a significant period of time we'll probably get a livestock or animal domain eventually but doing so right now would only be the first step, and we're probably better off doubling down on death instead or as you say trying to become a god of all water.
If we bother to invest power into blessing animals every turn for a significant period of time we'll probably get a livestock or animal domain eventually but doing so right now would only be the first step, and we're probably better off doubling down on death instead or as you say trying to become a god of all water.
Blessing the goats won't unlock land actions. Blessing the goats will just make them better animals for our people. If we want to expand inland we should look into the rivers, be the god of all water not just the sea.
I also put 'Explore the Land', not just blessing the goats. THe blessing of the goats and fish are so our poulation (and by proxy, power) will start rising. We don't want to be limited by not enoguh people. And there are no river actions, I just want us to start expanding into land because everyone seems to want to reject it, even though it's useful. I never said anything about sticking to the Sea, infact, I argued against it before in favor of putting some actions into land.
And even so, how do you expect to explore the rivers and see their power if nobody wants to 'Explore the Land' ?
Okay yeah a carp makes more sense than goats or exploring the lands.
We are a water-based god, and the ability to scout out the rivers is a great feature.
I could really see ourselves becoming a god of any container of water. Be it a sea, lake, river, or a bigger pond.