Good point, last time at the Death/Forest grove, we nearly got a sliver of corruption I think... Proud Waters knows what to keep an eye for now.
Also, I don't want the punishing god to have a Death domain tbh. Harsh Mountain seems like a being that will easily bully anyone conceived as weak. (Compare Proud Waters and Sky Child interaktion.)
This. We can't afford to foist power onto others. I don't want to go back home with an empty tank and have to wait another turn before we can do anything.
I'd rather have friends than to show ourselves to be continually selfish and self-focused which draining the body of death powers will show, when we effectively did the least here. We even failed to FIND the location until it was too late. The servant and the Sky Child took the damage for us, yes we were out of our element but there are many reasons why others should get something here (preferably Sky Child) who is a legitimate Ally and is clearly nurturing.
Additionally, I just don't like the idea of Death affinity overcoming our Sea affinity. If we take this we are effectively 2 parts THEM and only 1 part ourselves, and that concerns me, I'd prefer to gain our second rank of Death domain thorough ourselves so that it isn't twisted into the Devourer's essence.
I'd rather have friends than to show ourselves to be continually selfish and self-focused which draining the body of death powers will show, when we effectively did the least here. We even failed to FIND the location until it was too late. The servant and the Sky Child took the damage for us, yes we were out of our element but there are many reasons why others should get something here (preferably Sky Child) who is a legitimate Ally and is clearly nurturing.
Additionally, I just don't like the idea of Death affinity overcoming our Sea affinity. If we take this we are effectively 2 parts THEM and only 1 part ourselves, and that concerns me, I'd prefer to gain our second rank of Death domain thorough ourselves so that it isn't twisted into the Devourer's essence.
By the same token Sky Child would be taking in twisted essence without the buffer of already having mastery over Death. It's offering an ally a poisoned meal when you're the only one who drank a partial antidote.
I'd rather have friends than to show ourselves to be continually selfish and self-focused which draining the body of death powers will show, when we effectively did the least here. We even failed to FIND the location until it was too late. The servant and the Sky Child took the damage for us, yes we were out of our element but there are many reasons why others should get something here (preferably Sky Child) who is a legitimate Ally and is clearly nurturing.
Additionally, I just don't like the idea of Death affinity overcoming our Sea affinity. If we take this we are effectively 2 parts THEM and only 1 part ourselves, and that concerns me, I'd prefer to gain our second rank of Death domain thorough ourselves so that it isn't twisted into the Devourer's essence.
Proud Waters has continuously shown themselves to be anything but selfish, and self-focused we cut a deal with the Sky Child that saved its life after all giving up a potential domain we'd invested a lot of our power into acquiring at the time so that we could start a mutually beneficial relationship. And, we've consistently kept to that mindset going forward even consulting it on our spoils of war when it aided both sides equally and refused to deal with us for the duration of said conflict.
Even, putting that aside we've also made no move against it when it began to be worshipped more heavily by our people splitting the faith we would be receiving from our inland territories which is outside the bounds of our original deal I'd point out. Then on top of all that when it came to us for aid against the Devourer in this situation we were immediately on board despite him asking us to help a god we had no knowledge about whatsoever, and we spent a good bit of our power on completing the task requested of us even when the Sky Child shirked its duties in helping us to find the location of the new Devourer.
Also, I'd again point out that, that damage means nothing they'll both heal just fine just as Proud Waters, and its herald managed to heal themselves just fine meaning the one who most likely expended the most permanent resources in this fight was Proud Waters who was spending power that Harsh Mountain and the Sky Child most likely would not have had to so if we're arguing over damages here Proud Waters is most likely the one who deserves the most compensation.
Screw it, we need more control over death if we don't want the original devourer to puppet us like we did to it's servant. Moreover we need death to more reliably find it.
I'm sympathetic to the argument having stronger allies, but this really isn't a matter of selfishness or something being owed so much as it's one of practicality.
I'd rather have friends than to show ourselves to be continually selfish and self-focused which draining the body of death powers will show, when we effectively did the least here. We even failed to FIND the location until it was too late. The servant and the Sky Child took the damage for us, yes we were out of our element but there are many reasons why others should get something here (preferably Sky Child) who is a legitimate Ally and is clearly nurturing.
Additionally, I just don't like the idea of Death affinity overcoming our Sea affinity. If we take this we are effectively 2 parts THEM and only 1 part ourselves, and that concerns me, I'd prefer to gain our second rank of Death domain thorough ourselves so that it isn't twisted into the Devourer's essence.
Also...even if we were to come off as a bit selfish, I'm pretty sure we'd still be a much better option then Harsh, who has by all accounts just been pushing Sky around and treating them like a jumped up Herald.
As you hovered over the fallen form of the bird, you briefly warred what to do with it. The Walking Mountain had nearly been killed in the battle and it would have been a gesture of goodwill to give the spoils to its master, even if they likely stood to gain the least from it. The Sky Child had also fought valiantly, and it would certainly grow in strength from taking the essence of wind that the beast had commanded. But no. In the end, there was no choice to make. The Devourer was still alive and just as strong, if not even stronger, then the unliving carrion beneath you. Your mastery of death had proved inadequate against it. No. Even if the other spirits might disagree, you all would be best served if you took the strength of one beast to better fight the other.
While the Sky Child was still trying to calm the winds back down from the chaotic storm that you battle had caused, you pushed your essence into the bird for one last time. This time, it could not resist and though its own essence sluggishly tried to evade your grasp, it was a futile effort. Piece by piece you tore it out, the carrion becoming lifeless once more as you did so. It had been overwhelming when you took the power of the burial pits, but now it was so much easier. Now it belonged to you nearly as much as your own essence. You had already felt the pain and hunger that it carried. You had already overcome the fear and madness tainting it.
Yet there was something new. Not only did you witness the last moments of all the things that died to bring a semblance of life to the monster, but you also witnessed what occurred after it when dead flesh rose again. How they moved as puppets of the Devourer, seeking to expand their number without knowing why. How they had hidden their presence from your senses by letting go of their power nigh entirely, keeping only a tiny spark that would be kindled by their master when they were needed. It all was so simple, yet so useful. So many servants. So many tireless hands to act upon the world in your name. Greedily you drank it all in, turning your attention to every shard and strand of power until you knew how they all had fitted together, until only one thing was left.
One last glimmer remained deep within the mound of now lifeless bones. Their will. Their mind. The one thing that kept so many dead acting as one. It was a feeble, dying thing that could not even struggle against your grasp. Eagerly you broke it apart, tearing out the last secrets the monster had to offer you. When you had made your herald, you had given more power to a mind that already existed, but now you saw how simple it would have been to make one. Every miracle you worked, every blessing given, they all were your intent made manifest. And this monster had been no different. It had its own will because that was what its creator had willed. Was it any wonder that the Walking Mountain was so simple? Its master had likely wanted something to perfectly adhere to their commands, so this is what their creation had become. Just as the bird had been rage and hunger as its creator had desired. But now its might was yours and you the arbiter of what purpose it would be wielded for. The Devourer would regret giving you this prize. You would make sure of that.
Death Domain rank increased. Death Domain now Tier 1, Rank 2.
Learned to create and imbue simple undead.
Learned to create simple minds.
Gained Punishing Nature +1.
How long you took to fully absorb the creature, you could not tell, but its remnants were covered by a thick layer of winter snow when you were done. Neither the Wandering Mountain, nor the Sky Child were nearby, but instead there was a deep sense of loss aching in every part of your being. You had been away from your people for far too long and even what might you had drawn from beast had been unable to make up for it. The search and the battle had taken much from you, just as the famine had taken much from the Sea People, and so you returned to the sea to rest for a while. It would take time to recover for them and you alike. And to prepare for the battles yet to come.
You have 8 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
[] 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
[] Bless the Travelling People.
Description: Having used their travel routes extensively during the hunt for the living dead, you have gained a better understanding of the Travelling People. Offer some blessings to them to see if you can gain more worshippers among them. 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
[] 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: 3 max
[] Protect the dead.
Description: You cannot 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: 3 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.
[] Find the Devourers servants.
Description: Some of the Forest People seemed to have worshipped the Devourer in some sense and apparently so did some of the dead who made up the Carrion Bird. Try to find out if there are more of his servants among the Sea People. Domains: None Power: 1 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 GM depending on goal and scope)
[] Aid the Harsh Mountain.
Description: The mountain spirits servant had been quiet grievously wounded during the battle against the Carrion Bird. Meet him again and offer your help to heal the Walking Mountain. Domains: None Power: 1 max
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
[] 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
[] 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. 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. 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 them. 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. 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. Domains: - Power: special
[] 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 other villages in the mountains.
Description: You have seen one of the villages under the Harsh Mountains control, but you know neither the one that was destroyed by the Devourer, nor the remaining settlement. Explore the mountains to change that. 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: Voting moratorium of 2 hours will be in effect as usual for turn-votes.
Infopost got updated too. It now also includes a bit of intel on the mortal villages and vague descriptions how they are located in relation to each other.
How long you took to fully absorb the creature, you could not tell, but its remnants were covered by a thick layer of winter snow when you were done. Neither the Wandering Mountain, nor the Sky Child were nearby, but instead there was a deep sense of loss aching in every part of your being. You had been away from your people for far too long and even what might you had drawn from beast had been unable to make up for it. The search and the battle had taken much from you, just as the famine had taken much from the Sea People, and so you returned to the sea to rest for a while. It would take time to recover for them and you alike. And to prepare for the battles yet to come.
The obvious conclusion is the famine reducing our worshipers in turn reduces our power. We need to get on that, probably by messing around with the goats and the plants just to get that base food source bonus. @Azel, are the fish already at maximum biomodification until we get more Sea ranks or something?
The other part I'm wondering about is why there's an increase in requisite power for protection of the dead now that we have an increased rank. Is it because the Devourer has grown as well?
The obvious conclusion is the famine reducing our worshipers in turn reduces our power. We need to get on that, probably by messing around with the goats and the plants just to get that base food source bonus. @Azel, are the fish already at maximum biomodification until we get more Sea ranks or something?
The other part I'm wondering about is why there's an increase in requisite power for protection of the dead now that we have an increased rank. Is it because the Devourer has grown as well?
I think that it's meant to show that we can shove more power at protecting the dead now that we have a higher tier domain. Probably means that we can get a higher contested roll against the Devourer then we would have otherwise.
The obvious conclusion is the famine reducing our worshipers in turn reduces our power. We need to get on that, probably by messing around with the goats and the plants just to get that base food source bonus. @Azel, are the fish already at maximum biomodification until we get more Sea ranks or something?
The other part I'm wondering about is why there's an increase in requisite power for protection of the dead now that we have an increased rank. Is it because the Devourer has grown as well?
1. You haven't exactly been doing much with investing power into living things yet so you have no idea.
2. The cost has not increased, but the cap for how much power you use on that one action per turn. All actions with "3 max" can be done with either 1, 2 or 3 power.
I'd note that all the power we lost wouldn't have solely come from the battle we most likely also lost power due to the famine that struck our people. With, that in mind we should stop expansion for the time being, and focus on aiding our people to help us recover power.
[] Plan Rest, and Recuperation
- [] Bless the plants. - 1 Power
- [] Bless the goats. - 1 Power
- [] Bless the fishers. - 1 Power, Herald
- [] Heal the people. - 1 Power
- [] Protect the dead. - 1 Power
- [] Create undead. - 1 Power
- [] Find the Devourers servants. - 1 Power
- [] Aid the Harsh Mountain. - 1 Power
I'm, thinking we go with this for the time being but I could be convinced to drop Bless the Bereaved for blessing the Traveling People as we just doubled down on the former so further investment may be put off for a turn if we so wish, further advancing our boats for future expansion would also be acceptable as would raising undead servants to aid our people even well we may not be present.
The other part I'm wondering about is why there's an increase in requisite power for protection of the dead now that we have an increased rank. Is it because the Devourer has grown as well?
[X] Plan Protector of the People
-[X] Bless the fishers. - 1 power (Herald Assist)
-[X] Bless the plants. - 1 power
-[X] Heal the people. - 1 power
-[X] Bless the bereaved. - 1 power
-[X] Protect the dead. - 1 power -[X] Imbue power into sea life for later use. - 2 power -[X] Aid the Harsh Mountain. - 1 power
In general trying to help our people recover from famine, with shit tons of fish to eat, healing to be done, and blessings for those who have died. Helping out Harsh Mountain to ensure they don't feel slighted for our prior actions, and putting some power into the sea so we can finally start working towards the healing domain.
In general trying to help our people recover from famine, with shit tons of fish to eat, healing to be done, and blessings for those who have died. Helping out Harsh Mountain to ensure they don't feel slighted for our prior actions, and putting some power into the sea so we can finally start working towards the healing domain.
I'd point out that you aren't actually addressing the problem of the famine as well yes you are helping them well we are present it would do more in the long term to improve their ability to feed themselves. I'd also note that you're late on blessing those who died from the famine we did that last turn, and with that in mind, I think I might skip on that in my plan actually...
Edit: Ah, wait I'd also like to point out that we'll want to weaken the Devourer as much as possible before we clash so we shouldn't be skipping out on making sure he doesn't have worshippers among our own people just as we ensure he doesn't feast on our dead.
I'd note that all the power we lost wouldn't have solely come from the battle we most likely also lost power due to the famine that struck our people. With, that in mind we should stop expansion for the time being, and focus on aiding our people to help us recover power.
[] Plan Rest, and Recuperation
- [] Bless the plants. - 1 Power
- [] Bless the goats. - 1 Power
- [] Bless the fishers. - 1 Power, Herald
- [] Heal the people. - 1 Power
- [] Protect the dead. - 1 Power
- [] Create undead. - 1 Power
- [] Find the Devourers servants. - 1 Power
- [] Aid the Harsh Mountain. - 1 Power
I'm, thinking we go with this for the time being but I could be convinced to drop Bless the Bereaved for blessing the Traveling People as we just doubled down on the former so further investment may be put off for a turn if we so wish, further advancing our boats for future expansion would also be acceptable as would raising undead servants to aid our people even well we may not be present.
The power required to take the action has not increased merely the maximum amount of power Proud Waters is capable of investing in the action has.
[ ] Plan Regrowth, Recovery, Repository
-[ ] Bless the fishers. - 1 power + Herald Assist
-[ ] Bless the plants. - 1 power
-[ ] Bless the goats. - 1 power
-[ ] Heal the people. - 1 power
-[ ] Protect the dead. - 1 power
-[ ] Imbue power into sea life for later use. - 2 power
-[ ] Aid the Harsh Mountain. - 1 power
This is an edited version of @Raichu1972's plan for a balanced spread of actions with the goal of food security. Putting two dice towards blessing the fishers should be enough; it's better to diversify and try blessing plants as well to support our Forest colonization, otherwise they'll be continue to depend on receiving supplies.
Blessing the bereaved is replaced with Blessing Goats because we massively succeeded on it last turn already, there's no urgent need to reinforce burial rites again unless another mass starvation kills people.
Does no one want to look around, and make sure we're not further fueling the Devourer? We've invested a lot of power in preventing it from further growing in strength by devouring our dead so why are we suddenly avoiding a one-time single power expense to make sure its not gaining power from elsewhere?
I'd also note that storing our power in undead seems to be a straight improvement over doing so in sea life as the undead will actually do useful things for us well we power them, and we're still able to reclaim the power per normal so storing power in sea life seems rather wasteful.