Why Can't My Worshippers Understand What I'm Saying?: A Well Intentioned God Quest

[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

Looks like some bait
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
Ok this is kind of a must
 
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I think our spirits shouldn't just be pushovers. This should hopefully make the knights' reign much less stable, giving other innovators a greater share of the resources (since the knights killed the Smith, they likely have been working hard to minimize innovation)

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.

They see us as their foe? Very well. Let us see what they make of it.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.
-[X][Spirit] Create Monsters.
 
I don't think the spirit/pact choice goes far enough, though, like it is just letting them self dffend.

This is just going to mean those guys who attacked a spirit die off, but spirits won't become menacing.

We need a more potent intervention to set the spirits against our people.
 
Depends on how far we want to go... we could turn that spirit into a sort of demon lord ala the Rokka no Yuusha anime/novel for example. Have him lead hordes of wind spirits at them...?

Or for example, have them free the slaves as that would reaaaly shake up their society...
 
I don't think the spirit/pact choice goes far enough, though, like it is just letting them self dffend.

This is just going to mean those guys who attacked a spirit die off, but spirits won't become menacing.

We need a more potent intervention to set the spirits against our people.
The spirits are ridiculously powerful in comparison. If we allow them to be fully hostile, they could wipe out everyone.

Right now there's plenty of adversity in most places. We don't need to add more adversity, we need to destabilize overly-conservative systems like the Knight's monopoly on armor (via both knowledge and tithes) or Spur's procrastination. Spur's recent discovery of spirits is enough destabilization though, so it's only the Knights that I feel need intervention.
 
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.

We're not letting our servants to die without defending themselves.
 
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
 
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
I wish people had voted to save that one guy who managed to tame the birds. We could have had a Sky Clan roaming around.

[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
Let's stop this trend before it becomes full-borne exploitation! Plus, spirits having more agency sounds really interesting.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
I'm kind of wanting to spread fire and rebellion to the slaves and serfs via fire infusion.

Also really wish we had water, I'd like to break the 'knights' hold before it could ever form.
 
[X]Intervene!
-[X] [Earth][Creation] Create a large mass of assorted crystals and gemstones, with a cap of solid chromium in the swamp near the Spur Clan, clearly visible but not reachable without venturing through the swamp.
-[X] An exile pushed from Spur Clan holdings finds their way down to the hostile marsh in a spiritual quest to find the Earthsplitter. They don't. Instead however, they find a puddle spirit that the exile actually manages to hold communion with! The first spirit pact of a sort is made in response to the exile's life being threatened by a marsh serpent. With puddle in tow, the exile returns to the Spur and is welcomed back both in awe and fear. The old priests either voluntarily retire or are put to death and the former exile becomes both their new high priest and the founding figure of a new religion. It is possible not just to venerate the spirits but to use them.

[X]Intervene!
-[X] [Spirit][Pact] Spirits may harm individuals of our chosen so long as it is in the pursuit of immediate self-defense
-[X] The rule of the Remnant 'knights', a name you'd given them from an old memory, is starting to feel a little shaky. They couldn't keep the secrets of armour plating for more than a generation but thanks to their massive mineral advantage as a result of their tithes, none of their vassal families can make platemail as good or in the same amounts as they can. Still, it's been several generations since then and the people are starting to get rowdier and rowdier. By sheer luck however, a pair of knights find a wandering puff-of-air spirit incorporating itself and, after some work, eviscerate it since spirits are bound by your will to not harm your chosen people. They cart the remains back to the island as proof of what they'd been taught to fear for generations: The gods were invading once more! And suddenly those tithes paid aren't just in exchange for the water, it's also in exchange for protection from the evil spirits that are definitely out there.
 
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