Just spend some power on the fishers if you don't want a famine to strike or pick up some long-term food boosts earlier in the turn it should fix the famine problem for at least that turn.
Yeah, that's why I'm pushing to imbue a shrine, so we can have a food granting action to be running constantly even if we are not home. Honestly, I don't understand why you are so against it.
Yeah, that's why I'm pushing to imbue a shrine, so we can have a food granting action to be running constantly even if we are not home. Honestly, I don't understand why you are so against it.
Because, imbuing a shrine, and taking the healing domain are incompatible actions due to power generation so I'm not even bothering to plan for it. I'm planning for if we have 13 or more power next turn in which case we take the healing domain, and a food-based action, and I'm planning for if we have 12 or less power next turn in which case we do other stuff like imbue a shrine.
Because, imbuing a shrine, and taking the healing domain are incompatible actions due to power generation so I'm not even bothering to plan for it. I'm planning for if we have 13 or more power next turn in which case we take the healing domain, and a food-based action, and I'm planning for if we have 12 or less power next turn in which case we do other stuff like imbue a shrine.
I'd honestly try to wait until we have 14 or more power before we take the Healing domain. I don't want us to have a turn of only healing and food generation. Next turn we're better off imbuing the shrine with the max of six power for Sea domain, that should have it handled for several turns if not more. Then the rest of our power can be spent on things like improving the goats, exploring the land and sea, figuring out better ways to store power for a rainy day, etc.
You know I wonder what would happen if for some reason we lost the sea people and had to survive as a god of the traveling people who worship Proud Waters as a healing spirit? Would we lose sea or death and gain healing in their place automatically?
You know I wonder what would happen if for some reason we lost the sea people and had to survive as a god of the traveling people who worship Proud Waters as a healing spirit? Would we lose sea or death and gain healing in their place automatically?
The Deep Reefs would help us endure, but they're like the bare minimum of what we need to survive if we lose all our worshipers. We definitely need to spread to more people and more Places of Power.
We really oughta strengthen our Sea domain ASAP. I don't like how our Death specialization is affecting our thinking. It'll make it harder to go full on God of the Life Cycle.
@Duesal, imbuing into a shrine costs exactly 6 Power and the effect lasts indefinitely. It's pretty much a permanent blessing that provides benefits each turn.
Adhoc vote count started by Azel on Nov 23, 2021 at 1:30 PM, finished with 62 posts and 31 votes.
[X] The Pact of the Land and Sea -[X] Spread Harsh Mountain to the Sea People. (+4) -[X] Spread Proud Waters to the Mountain People. (-3)
- [X] Cleanse the Blighted Lands. (+2)
- [X] Forest Roads. (-3) -[X] Healing for the Mountain People. (+2)
- [X] Cleanse the Unliving. (+2) -[X] Inspire boat makers. (-2)
@Duesal, imbuing into a shrine costs exactly 6 Power and the effect lasts indefinitely. It's pretty much a permanent blessing that provides benefits each turn.
Adhoc vote count started by Azel on Nov 23, 2021 at 1:30 PM, finished with 62 posts and 31 votes.
[X] The Pact of the Land and Sea -[X] Spread Harsh Mountain to the Sea People. (+4) -[X] Spread Proud Waters to the Mountain People. (-3)
- [X] Cleanse the Blighted Lands. (+2)
- [X] Forest Roads. (-3) -[X] Healing for the Mountain People. (+2)
- [X] Cleanse the Unliving. (+2) -[X] Inspire boat makers. (-2)
Ah, I had that wrong then. I thought it was up to 6 power, not just a flat 6 power. We should absolutely go for it, though. That's going to save us dozens of power in future turns with fishermen permanently guided. I assume this extends to everyone who prays at the shrine for a good expedition/settlement since it involves traveling the sea.
Okay, so next turn's obligations:
Promised to the Mountain:
1. Cleanse the Blighted Lands
2. Heal the Mountain People
3. Cleanse the Unliving
We can hopefully fold the Healing the Mountain People into a general Heal All Worshipers. And then there's the whole Bless the Bereaved People and Protect the Dead.
Let's be generous and assume at least a minimum of one power for each for this turn. That's a starting expenditure of 5. If we spend 6 Power to imbue the Shrine with a permanent Sea blessing that'd be 11. Fingers crossed we manage to make it this far, but after this we should be in much better shape because if we imbue that shrine we will never again need to do another Sea blessing.
Shrines are great. I'm very jealous of the Harsh Mountain having a megalithic temple.
Let's be generous and assume at least a minimum of one power for each for this turn. That's a starting expenditure of 5. If we spend 6 Power to imbue the Shrine with a permanent Sea blessing that'd be 11. Fingers crossed we manage to make it this far, but after this we should be in much better shape because if we imbue that shrine we will never again need to do another Sea blessing.
I don't think we'll have 11 power next turn, our population is still recovering and it will be a while before the Mountain people will fully accept us. Next turn we should focus on growth and fullfilling our obligations. We can then use the extra energy to explore and study the natural world/ our power.
I really like the learning actions, since it seems like even low rolls give us little tidbits of information.
I don't think we'll have 11 power next turn, our population is still recovering and it will be a while before the Mountain people will fully accept us. Next turn we should focus on growth and fullfilling our obligations. We can then use the extra energy to explore and study the natural world/ our power.
I really like the learning actions, since it seems like even low rolls give us little tidbits of information.
I am only hoping we'll have 11 power next turn. With us coming out of the famine we should slowly recover, but the other two factors are that we aren't currently burning power hunting the Devourer and we can finally start seeing the benefits of the Deep Reefs generating passive power for us. Either way we shouldn't be stuck at 8 power for sure.
Ah I came a little late, in any case I think we'll get ripped off in terms of worshippers ( besides the +4 / -3 prices seem to be a clue ) Moutain's cult seems to be much more "solid" because of his way of leading, we probably won't gain much from that... A pretty big risk in my opinion ( After Sky Child, Moutain will have worshippers among our people... And considering his domains quite easily... )
Especially since it seems that many like Moutain while his general behavior is not great, to make agreements I would not say anything but the idea of pantheon came back often and I am quite uncomfortable to invite a god who seems to follow a rather dangerous archetype...
Ah I came a little late, in any case I think we'll get ripped off in terms of worshippers ( besides the +4 / -3 prices seem to be a clue ) Moutain's cult seems to be much more "solid" because of his way of leading, we probably won't gain much from that... A pretty big risk in my opinion ( After Sky Child, Moutain will have worshippers among our people... And considering his domains quite easily... )
Especially since it seems that many like Moutain while his general behavior is not great, to make agreements I would not say anything but the idea of pantheon came back often and I am quite uncomfortable to invite a god who seems to follow a rather dangerous archetype...
Adhoc vote count started by Azel on Nov 23, 2021 at 1:30 PM, finished with 62 posts and 31 votes.
[X] The Pact of the Land and Sea -[X] Spread Harsh Mountain to the Sea People. (+4) -[X] Spread Proud Waters to the Mountain People. (-3)
- [X] Cleanse the Blighted Lands. (+2)
- [X] Forest Roads. (-3) -[X] Healing for the Mountain People. (+2)
- [X] Cleanse the Unliving. (+2) -[X] Inspire boat makers. (-2)
You thought for a while about the offers and demands that Harsh Mountain presented you, weighing carefully how much you could trust the domineering spirit with the usefulness of the things that they offered you. Cleansing the remnants of the Devourers attack from the mountains was an easy choice. Even if it these troubles had no impact on the Sea People yet, letting your enemies influence fester sat ill with you. Having the Mountain People share their skills with the Sea People and having a blessing bestowed on the boat makers was likewise an easy choice. The first would mean that the people could learn to raise temples to you like the one in the Mountain Village, the other that they would have an easier time to claim more of the world once their numbers had fully recovered from the famine. Other things were less clear cut though.
Having the Walking Mountain carve paths through the forests to connect the villages would be a boon to the traders, but also make it quite easy for the Harsh Mountain to gain worship from all who witnessed their servant work. It was the matter of trust that outweighed all other considerations. If you could trust the mountain spirit, then you might as well trade the rights to have each other's shamans work in peace. If not, was there even a way to have an agreement at all? After all, the Mountain talked about a promise to not interfere with their work. They had never promised to not send them in the first place. In the end, their worship would likely spread one way or another, much as yours would among the Mountain People, baring the two of you fighting each other openly to stop it.
In the end, the choice was an easy one. It was either to broker peace between the two of you and to trade some favours to solidify that compact, or to prepare to fight each other for control sooner or later. So, peace it was and aid pledged to each other freely for many things. If the people worshipped each of you in equal measure, there would be nothing to be gained by fighting anymore and the sooner it happened the better. The Mountain readily agreed to the pact you offered, having gained everything they wanted from it and not having to offer too onerous blessings in return. To seal the agreement and to inform the mortals about it, he proposed to carve two great stone steles that would depict each term agreed and decorate it with pearls and seashells. One would be left in the Mountain Village, the other brought to the Bay Village, so that all mortals could look upon them and see the will of their gods. It was a good proposal and so you pledged to keep aside some of the offerings of the coming seasons for this purpose, glad about a pact well made.
Gain Mercenary Nature +1.
Returning to your own villages, you took stock of your people once more. They had recovered mostly from the famine, though the River Village and the Bay Village were still a bit smaller than they used to be. Hopefully a few more blessings would see them on the path to proper growth again as there was still plenty of land to claim and to settle. To the south, the Hill Village was growing quite well, though there was some strife growing between the wandering shamans of the hinterlands and the shamans residing in the village proper. Both he fishers of the lake and those of the sea had begun to use slightly different rites to ask for you blessings. The same had happened in the River Village, though here the people had contact often enough that the differences were more noticeable to them, prompting some disagreements about which rites were the proper ones. Oddly enough, this time the differences seemed to have an impact on the power you could draw from their worship. It still came readily enough to your calls, but something about it was slightly different when the lake and river fishers asked for your boons.
Perhaps it was of no consequence. Perhaps it was something to be wary about and to investigate, maybe even push back against, yet there were already so many draws on your time. Worse yet, it became clear that your blessings were not reaching the people equally anymore. There were already so many places to take care of and now even the mountains would demand your attention. You would have no choice but to focus some more in the future, lest you spread yourself even thinner than you already were. At least the recovery of the Sea People and the healing of the Deep Reef had restored your vigour and there would be a decent amount of power at your disposal.
You have 11 Power to spend.
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 3 turns.
- Cleanse the Undead with 3 Power within 3 turns.
- Heal the people in the Mountain area with at least 1 power for 3 turns.
Important: Many blessings are now restricted to only affect one area. You can perform an action once per area, but the power cap applies to all of them put together.
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 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. Area: Shorelands, Mountains 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. 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
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
[] 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. Area: - Domains: None Power: 1 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 GM depending on goal and scope)
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
[] Cleanse the Unliving.
Description: There is still an infestation of the living dead to be found in the mountains. Go and cull their number. Area: 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
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
[] 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
AN: As usual, there will be a 2 hour voting moratorium.
It really depends on how closed his people are, given his nature as a punitive god he probably has a heavy influence on them. The agreement was that he would let our shamans do their thing but he's not going to help them either, we have to see if his people are receptive ^^
I think we should investigate the fishing rites, that is the kind of thing that might be very dangerous, but at the same time very useful. I do not want to default to a divine hammer for what we do not understand.
It really depends on how closed his people are, given his nature as a punitive god he probably has a heavy influence on them. The agreement was that he would let our shamans do their thing but he's not going to help them either, we have to see if his people are receptive ^^
[] 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
Okaaaay. Not sure we can afford this right away. Thankfully we have a few turns to get around to it.
[] Building Foundations
-[] Cleanse the Unliving. -- 1 Power
-[] Imbue a shrine. -- 6 Power
--[] Bay Shrine
--[] Sea Blessing
-[] Heal the people. -- 1 Power
-[] Bless the dying and the bereaved. -- 1 Power -[] Try to learn more about the different fishing rites. -- 1 Power
-[] Explore the sea. -- 1 Power
I want at least one exploration action this turn just so we can scout out our surroundings. If we're lucky we find another Place of Power or ally.
I would have blessed the goats but the fishing rites take a bit more priority for the moment. Hopefully next turn.
The Bay Shrine is a must have, we get that we will never have to worry about our fishers ever again.
And for the Healing and Blessing the Dying that's self-explanatory, but for the latter it's especially necessary to counter the cult of the Devourer.
I think all other things being equal we should probably put at least one die towards healing the mountain folk. We want them to think of proud waters as a benevolent being not just 'that scary spirits that dusts undead'.
Important: Many blessings are now restricted to only affect one area. You can perform an action once per area, but the power cap applies to all of them put together.
[] 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. Area: Shorelands, Mountains Domains: None Power: 1 max
I mean, that's perfectly fair. We're not helping his shamans either.
Ha! Called it. 11 power exactly.
Okaaaay. Not sure we can afford this right away. Thankfully we have a few turns to get around to it.
[] Building Foundations
-[] Cleanse the Unliving. -- 1 Power
-[] Imbue a shrine. -- 6 Power
--[] Bay Shrine
--[] Sea Blessing
-[] Heal the people. -- 1 Power
-[] Bless the dying and the bereaved. -- 1 Power -[] Try to learn more about the different fishing rites. -- 1 Power
-[] Explore the sea. -- 1 Power
I want at least one exploration action this turn just so we can scout out our surroundings. If we're lucky we find another Place of Power or ally.
I would have blessed the goats but the fishing rites take a bit more priority for the moment. Hopefully next turn.
The Bay Shrine is a must have, we get that we will never have to worry about our fishers ever again.
And for the Healing and Blessing the Dying that's self-explanatory, but for the latter it's especially necessary to counter the cult of the Devourer.
Think about where to send our Herald. Maybe Bless the fish to prevent another hunger?
And what do you think about investigating the Nature of the world instead of Healing? The path to the Domain of Life must remain, and we know frankly little about the world around us.