Animus Ex Nihilo - A God Quest

[X] Bestow your blessing on the efforts to have the Bay Village support the settlements under direction of the shamans.

Changing vote
 
[X] Show your favour to the group arguing to spread out to establish more self-sufficient settlements.

History Tend not to be kind to monolithic empires.
 
Adhoc vote count started by Azel on Nov 14, 2021 at 6:02 AM, finished with 64 posts and 39 votes.

Vote closed. A narrow win for some decentralization.
 
Hope they don't take it as a sign when we become a Death God right after everyone starts moving away.
 
Turn 8
Adhoc vote count started by Azel on Nov 14, 2021 at 6:02 AM, finished with 64 posts and 39 votes.
Turn 8

Once the signs were given, the shamans began to implement your will. Together with explorers and a few Travelling People that offered their guidance, they began to scout the forests for good sites for smaller villages and soon enough found good sites near small brooks or lakes. Settling those new places became difficult though, as there was so much land already waiting to be claimed. Between the Lake Village and the new Forest Villages, there were already not that many Sea People left who wished to find new homes and once news of your signs spread to the River Village, it became even harder for the shamans to find willing people. There, the people were emboldened by your blessing to spread further and thus many of the lone homesteads along the rivers and connected lakes grew into tiny villages of their own, rarely counting more than a hand full of longhouses.

The changing ways of living also changed the lives of the shamans to some degree. While most of them still resided in the great villages, the smaller ones often had one or two shamans of their own, who took care of all the needs of the people. A few shamans even took up to travel with the Travelling People or with their own small retinue of hunters, so that they could visit the many smaller homesteads and tiny villages. Some rites and practices changed due to the growing distance between the people, most notably the healing rite, which was now often performed in much small groups, and the burial rites. For those who dwelled next to mouths of rivers, it was easy enough to procure a boat or raft and to guid it down towards the sea. But for those farther upstream, let alone those living in the forests, it was not practical. Instead, they had taken to burning their dead and giving the ashes to the wandering shamans so that they could be floated out to the sea instead at a later point. As far as the power the altered rites brought you, it apparently made no difference, so you blessed them the same as if they had done the older rites.

Something you noticed when watching over some of the people now living in the forests was that they also observed different rites. At first, you were sceptical of seeing the Sea People paying homage to another spirit, but it soon became clear that the target of their worship was the Sky Child. Even though you had struck a deal long ago, the other spirit never had played much of a role for the Sea People. It had tamed the storms and winters around the villages as agreed upon, but other than that, the Sky Child had made a nuisance of itself as often as it helped the people. Now though, with the sea far away and no longer dictating their lives, quite a few Sea People turned to the spirit anyway, hoping to curry favour with it. It was not the only thing that changed though. Without easy access to fish and the denser forests further inland being much more dangerous for gathering, the people had begun to plant fruits and nut bearing trees near their homes. Their lives were changing rapidly, and you dimly remembered that some of those who had once become the Forest People used to be Sea People too. Only time would tell if this would repeat.



You have 10 Power to spend.
You can have your Herald perform / assist with one action that has the Sea domain.

Format:
[] Plan Name
-[] name of action – amount of Power to spend / if Herald shall perform or assist this action
-[] next action – Power / Herald
-[] etc.




Blessings
Bestow a boon without expecting something in return.

[] Give Signs.
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: 1 max

[] Bless the goats.
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: 1 max

[] 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.
Domains: None
Power: 1 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.
Domains: Sea
Power: 2 max

[] Bless the fishers.
Description:
Steer fish to the fishers and protect them from the dangers of your sea.
Domains: Sea
Power: 2 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.
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.
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.
Domains: Sea
Power: 2 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.
Domains: None
Power: 1 max

[] Bless the bereaved.
Description:
With the old forest burials discredited due to the people seeing the burial pits, it would be a good moment to further the acceptance of your burial rites.
Domains: Death
Power: 2 max

[] Protect the dead.
Description:
You can not tolerate that the dead given into your care would be devoured by some beast. Spend some of your power to protect their bodies from further attacks.
Domains: Death
Power: 2 max

[] Find and slay the Devourer.
Description:
The people call upon you to fight the Broken Serpent that lurks in the sea. Answer their prayers and slay the creature.
Domains: None
Power: 1 max



Punishments
Smite your enemies. It is not in your Nature to hurt people.



Imbuements
Anchor your power to a thing or creature to change their nature and aid your efforts.

[] Align a location.
-[] Domain
--[] Sea
--[] Death
-[] Location
--[] Bay
--[] River (Warning: will turn river into saltwater if imbued with Sea domain)
--[] Write-In
Description:
Imbue your power into a place to align it with one of your domains.
Domains: -
Power: 4

[] Claim the Deep Reef
Description:
The undersea mounts you have found are brimming with power that seems to come from nowhere. Imbue your own essence into the location to claim it as yours.
Domains: Sea
Power: 6

[] 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.
Domains: -
Power: 6

[] Try to imbue Power into the dead.
Description:
With your new power over the dead, you could try and see if you can anchor it to the dead as well as you can to the living.
Domains: Death
Power: 2 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.
Domains: Sea
Power: 2 max



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.
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 your limits.
Domains: -
Power: 6

[] Meditate on Death.
Description:
While your newfound power over death has strengthened you, you also know that the Devourers might at wilding it is greater than yours. Try to increase your control to match it.
Domains: -
Power: 6



Other
There are a lot of things you could do with your powers that would not directly involve the lives of the people.

[] Explore the land.
Description:
Move further inland and see what you can find there.
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.
Domains: Sea
Power: 2 max

[] Find the village near the mountains.
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: 1 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.
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.
Domains: None
Power: 1 max



AN: Rather short update, but the remaining background rolls came up consistently boring. I want to try again with a voting moratorium of 2 hours, so until
 
Okay, yeah. The healing domain is pushed off, though not for long.

So for now, we claim the reef, bless the boat makers, hunt the devourer and protect the dead, maybe learn the nature of the world to see if what we can get.
 
I say claim the reef and heal people, despite how much voters love the death and sea domains, healing is our most attractive feature.
 
[] 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.
Domains: Sea
Power: 2 max
We should probably store power here just in case so we have an extra 2 next turn for the Healing Domain.
 
[] Protect the dead.
Description:
You can not tolerate that the dead given into your care would be devoured by some beast. Spend some of your power to protect their bodies from further attacks.
Domains: Death
Power: 2 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.
Domains: None
Power: 1 max
The above two are the two ongoing Must Maintain actions, we need to keep doing them to have the confidence of the people or they won't see us as keeping our end of the bargain.

That leaves us with 7 power leftover.

I really agree with the sentiment of claiming the Deep Reef, that's definitely going to increase our Sea Domain and make us more powerful overall.
[] Claim the Deep Reef
Description:
The undersea mounts you have found are brimming with power that seems to come from nowhere. Imbue your own essence into the location to claim it as yours.
Domains: Sea
Power: 6


So that leaves us with one.

That one I personally feel we should be saving for next turn by imbuing it into the sea, but we could also potentially go for any of these.
[] Explore the land.
Description:
Move further inland and see what you can find there.
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.
Domains: Sea
Power: 2 max

[] Find the village near the mountains.
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: 1 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.
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.
Domains: None
Power: 1 max
If we don't save our power, in light of current events exploring the land seems the wisest.
 
[] Plan The Deep Devours
- [] Inspire the boat makers. - 1 Power
- [] Protect the dead. - 1 Power
- [] Bless the explorers. (Island Expedition) - Herald
- [] Bless the bereaved. - 1 Power
- [] Find and slay the Devourer. - 1 Power
- [] Meditate on Death. - 6 Power

[] Plan Staking a Claim
- [] Bless the plants. - 1 Power
- [] Inspire the boat makers. - 1 Power
- [] Protect the dead. - 1 Power
- [] Bless the explorers. (Island Expedition) - Herald
- [] Bless the bereaved. - 1 Power
- [] Claim the Deep Reef - 6 Power

I couldn't actually decide if I wanted to try finishing off the Devourer this turn or putting it off until we claim the healing domain so that we can better fight him so I created a plan for either scenario. With the first plan, we aim to gain some more power with what little power we have to spare after we attempt to level up our death domain to help with our fight against the Devourer as our sea domain isn't helpful in combating it. And, with the second plan, we fully focus on power generation with the hope of taking the healing domain next turn.

Presently, I'm leaning towards the first plan I think now that I've got it all laid out especially since we aren't guaranteed to find the Devourer with our first action.
 
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[] Plan The Deep Devours
- [] Inspire the boat makers. - 1 Power
- [] Protect the dead. - 1 Power
- [] Bless the explorers. (Island Expedition) - Herald
- [] Bless the bereaved. - 1 Power
- [] Find and slay the Devourer. - 1 Power
- [] Meditate on Death. - 6 Power

[] Plan Staking a Claim
- [] Bless the plants. - 1 Power
- [] Inspire the boat makers. - 1 Power
- [] Protect the dead. - 1 Power
- [] Bless the explorers. (Island Expedition) - Herald
- [] Bless the bereaved. - 1 Power
- [] Claim the Deep Reef - 6 Power

I couldn't actually decide if I wanted to try finishing off the Devourer this turn or putting it off until we claim the healing domain so that we can better fight him so I created a plan for either scenario. With the first plan, we aim to gain some more power with what little power we have to spare after we attempt to level up our death domain to help with our fight against the Devourer. And, with the second plan, we fully focus on power generation with the hope of taking the healing domain next turn.
You can't put off imbuing power into the healing rites. We do that, people will stop putting prayers into them, and then the Healing Domain is even further away.
 
You can't put off imbuing power into the healing rites. We do that, people will stop putting prayers into them, and then the Healing Domain is even further away.
Yes, we can we did it once before. Notice, how last turn we put some power into healing rites? Well, my plan did that because the turn before that didn't put any power into healing rites but the turn before that did, and unlocked the ability to acquire the healing domain which didn't increase in price because we didn't take an action related to it for one turn.

Edit: If that confused anyone here's what happened.

Turn 5 - 1 power invested into healing which unlocks the healing domain acquisition action.
Turn 6 - 0 power invested into healing with no change in the price of the healing domain acquisition action.
Turn 7 - 1 power invested into healing with the price of acquiring the healing domain acquisition action doubling due to our acquisition of the death domain.

As you can see not investing power into healing for a single turn has no negative consequences.
 
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Yes, we can we did it once before. Notice, how last turn we put some power into healing rites? Well, my plan did that because the turn before that didn't put any power into healing rites but the turn before that did, and unlocked the ability to acquire the healing domain which didn't increase in price because we didn't take an action related to it for one turn.
Will that stay the same now that we have the opposing Death Domain? It can't be a coincidence that the price tag for the Healing Domain has doubled. It seems like too much to risk imo.
 
i hope the sky child's and ur Chaman's influence will prevent them from turning on us like the last migration, if not, then there is something definitely wrong whit the forest.
 
Will that stay the same now that we have the opposing Death Domain? It can't be a coincidence that the price tag for the Healing Domain has doubled. It seems like too much to risk imo.
Yes, as our ability to acquire the healing domain is predicated on our people's belief in it which has never faded in 1 turn. And, that almost certainly came about because we picked up another domain at all rather than death as a domain in specific otherwise we'd run around claiming every domain ever which would be quite bad from an OOC quest management perspective.
 
We should probably store power here just in case so we have an extra 2 next turn for the Healing Domain.

I would support this action, invest 6 power into healing this turn.

If write ins are allowed lets spend power to communicate with Sky Child.
If sky child is really gunning for it and causing the increase in power requirements for healing lets not start a power race to get it though.

Either way lets spend power to chat with sky child (maybe a gift?).
We need Sky Child's help in the fight against the devourer.
 
[] Plan Healing the sick and dying.
-[] Heal the people. - 1 Power
-[] Protect the dead. - 1 Power
-[] Claim the Deep Reef - 6 Power
-[] Bless the plants. - 1 Power
-[] Bless the bereaved. - 1 Power

This is what i'll vote for.
 
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