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Author Topic: The Valley (Genii Locus) [For 6 Players]  (Read 8545 times)

Evil Marahadja

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #30 on: August 03, 2014, 05:35:23 am »

The spirits, once again awoke, spread out all over the valley to watch its kin. But this time around most of them focus on the burial ground near the forest.


Narrow focus, view the burial ground. Especially listen to pleas and prayers from its kin.

View Narsis (Broad focus)

Points left: 22-6= 16 (?)
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RulerOfNothing

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #31 on: August 03, 2014, 06:06:09 am »

Whisper to the people of the valley to come to the bogs, then Heal the bogs (Broad Focus)
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Salsacookies

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #32 on: August 03, 2014, 11:07:15 am »

Narrow focus watch the villagers who bury there people near my trees
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Criptfeind

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #33 on: August 03, 2014, 11:38:51 am »

I'll do a broad focused VIEW of the fishermen.
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Iituem

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #34 on: August 05, 2014, 06:41:10 am »

Whispering Wind: You begin subtly changing a particular type of grass common across the Whispering Hills.  [-20 NAT]  You craft a subspecies of the parent grass, and your changes are small enough that they take full effect across the Hills.  The resulting grass grows longer blades, and takes up more nutrients from the soil to make it more nutritious.  This might be the end of the story, but you follow up by adjusting the climate slightly to provide plenty of rain and ideal temperature conditions for growth.  [-10 GEN]

In the process you learn an interesting thing about ecology.  High biodiversity is not necessarily brought about by plenty, but more often by scarcity.  In fields poor in nutrient, wildflowers abound from the many different types of grasses and plants.  In nutrient-rich fields, one or two grass types dominate.  The new Whispergrass requires a lot of water and nutrients to sustain, but with the plenty you have afforded it, it is quickly able to dominate much of the hills.  The new long grass dominates the hillsides, driving out several other varieties of grass.

On the flip side, the new grass is a boon to grazers.  The grazer and ground animal population booms, although there is not enough selective pressure to increase biodiversity amongst the animal life in the hills.  The net effect of your changes is a great increase in biomass at the price of biodiversity.  However, this benefits the human inhabitants with their goat herds.  This will surely draw more people to the hills.

The Grass: You interfere with the 18 farmers living on the Grasslands, gently tweaking their brain chemistry.  [-20 NAT]  The effects are not immediately obvious, but slowly and surely the grasslander humans are observed to be a little sharper, a little quicker on the uptake than their brethren.

You then whisper secrets of working the land to the grasslanders, but your voice is faint and weak.  [-2 CUL]  The compulsion to improve the land settles in their minds, along with an inkling of how to proceed.  With their enhanced intelligence though, the drive to experiment bears fruit.  You allow yourself to view the results over a longer period of time.  [-2 GEN]  Agriculture takes time to refine, but you have nothing but time.  You don't really have the resolution to see every individual action, but the broad changes are easily apparent to you.  To begin with, the grasslanders start using heavy sticks to begin tilling the earth for planting, laying down root vegetables in as ideal conditions as they can manage.  After a few more years, someone starts sowing a particular type of grass with large seeds, reaping the benefits of grain later in the year.  By the time your focus fades, the grasslanders have advanced from subsistence semi-farming to sufficiently basic agriculture to begin harvesting a surplus.

Ancestors: You turn your attention to the cairns at the edge of the forest, listening to the prayers of the living while observing their actions.  [-4 GEN]  People visit the cairns irregularly, mostly to pay their respects to their deceased kin, and many days pass without visitations.  They speak to their passed kinsmen in the hope they may still hear them, and sometimes gather to tell stories about the deceased.  A few carry on the stories of their ancestors in the places they lived before settling in the valley.  One of the older woodcutters, the son of the elder whose cairn has become the unofficial place of prayer, has begun to be regarded as a keeper of these ancestor tales.  Living nearby, he spends a lot of time around the cairns.

The prayers to the ancestors are many, and you can't pick out individual ones.  They mostly fall into the same categories though.  People wish that their ancestors are well in the next world, they pray for their ancestors to bring them luck, to watch over them in times of trouble, to heal their sicknesses and help with childbirth.  When years are hard, they mostly pray to see the next winter.  When years are very hard, one or two pray for death.

You keep this focus, but also take a broader look at the hamlet.  [-2 GEN]  The settlement is spread along the river, with a majority of people making their living off the water with woven fish traps and spearfishing.  The three grasslander families grow vegetables and in time grain, trading it with the fishermen to supplement one anothers' diets, and some of the children and womenfolk make small pieces of jewllery and the like.  Food is traded for wood from the forests, and for wool and rough felt clothes from the hills.  The hillfolk are becoming quite prosperous with their fat herds, but the half-wild goats are testy and independent creatures, often roaming off on their own.  You continue viewing the hamlet for now.

Silent Glow: You sent a whisper across the valley [-1 GEN], little more than a passing thought; head to the bogs.  You then begin channelling energy into the swamplife [-8 NAT], but it has something of a different effect to when the Blessed Spirit did it.  Nutrients in the bog are rare, and the food web is both complex and well balanced.  A sudden increase of energy and wellbeing, instead of increasing the overall biomass of the bog, heightens the competition.  The moquitoes bite harder, the trees fight for the dim light as if their lives depend upon it (which they do) and everything gets that little bit more toxic and voracious.  While neither the diversity or biomass of the bogs really improve, harsh selective pressure permits only the healthiest to survive, and the overall health of the ecosystem improves.

A handful of people do come to the bogs, more out of curiosity than anything else.  Several of them become sick or are uncomfortably bitten, but one of the grasslanders becomes enamoured with the place.  She spends more and more time there, eventually setting up a crude hut at the bog's edge and venturing out into it to collect herbs and mushrooms of interest.  In time, more may follow.

The Sleeping Giant: You focus on the funerary site, and those who live nearby.  [-4 GEN]

People visit the cairns irregularly, mostly to pay their respects to their deceased kin, and many days pass without visitations.  They speak to their passed kinsmen in the hope they may still hear them, and sometimes gather to tell stories about the deceased.  A few carry on the stories of their ancestors in the places they lived before settling in the valley.  One of the older woodcutters, the son of the elder whose cairn has become the unofficial place of prayer, has begun to be regarded as a keeper of these ancestor tales.  Living nearby, he spends a lot of time around the cairns.

Of those who live nearby, most spend their time foresting - gathering wood, foraging or hunting with spears and javelins or simple traps in the forest.  When death happens, they usually all chip in with the burial, often receiving small gifts in return.  You will sustain this view for some time, if there is something specific you wish to study.

The Blessed Spirit: You broadly view the inhabitants of the Blessed River [-2 GEN].  There are quite a number of them now, living in over a dozen wood and mud huts along the riverbank.  They are fairly close together, and their extensive fish traps make quite the obstacle for passing marine life.  Life is good on the riverbank; food is plentiful thanks to your bounty, easy enough to catch and with the careful air-drying or smoking of fish one can lay down stores for times of less plenty.  Life is good, life is peaceful, and because it is good and peaceful very little happens.  The fishermen live quiet, happy lives and stick to the old ways they have always had.  They benefit from the occasional felt garment in winter, and they trade fish for grains and vegetables from the grasslanders, but beyond the occasional bit of whittling or carving they do little else worth talking about.

Spoiler: The Blessed River (click to show/hide)
Spoiler: The Grasslands (click to show/hide)
Spoiler: The Whispering Hills (click to show/hide)
Spoiler: The Glowing Bog (click to show/hide)
Spoiler: The Hamlet of Narsis (click to show/hide)
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Harry Baldman

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #35 on: August 05, 2014, 06:44:21 am »

Sensational. It is now time for the Grass to sleep.
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Salsacookies

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #36 on: August 05, 2014, 06:49:35 am »

I would like to Broadly Whisper around that area that I am happy that they have place these shrines amongst my borders, and I grant them permission to place them further amongst the giants if they wish, afterwards, I will sleep
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Digital Hellhound

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #37 on: August 05, 2014, 07:04:20 am »

Broad (or Narrow, if that Cultural bit of Strength can be used as the 4th point of energy) View the inhabitants of the Hills, then sleep.
« Last Edit: August 05, 2014, 10:20:32 am by Digital Hellhound »
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Criptfeind

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #38 on: August 05, 2014, 10:19:16 am »

I'm satisfied with the current state of affairs, I think I shall simply sleep to conserve my strength for a greater act.
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Evil Marahadja

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #39 on: August 05, 2014, 06:22:57 pm »

The ancestors prepare to sleep once again going back to its tombs near the tree. But before they fall into slumber, they whisper to the wind, to the sun, to the moon, to the rainspirits.The Cairn sites shall be a place of stillness and temperate climate. When the sun is at its peak in the summer, and the people sweat, the Cairn sites shall offer a cooling wind. During winter, the area will be spared from the coldest storms. When thunder and rain pours down on our kin, we shall offer our Cairn sites as protection. This shall be a place of peace and tranquillity. Lastly, the ancestors whisper to the whole valley. "Ancestors are pleased with the Cairn sites."

Narrow focus: The Carn sites: Temperate and calm climate.

Valley focus: Whisper "Ancestors are pleased with the Cairn sites."

Sleep


(0 Power left)
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RulerOfNothing

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #40 on: August 06, 2014, 09:35:41 am »

Heal the bogs (Broad Focus) again then sleep.
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Iituem

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #41 on: August 07, 2014, 04:41:48 am »

The Sleeping Giant:  You broadly whisper your assent to the inhabitants of the forest and those who visit the cairns (-2 GEN).  As with other whispers on this level of focus, the thought settles in their mind as a gentle suggestion rather than a direct communication. The people feel comfortable with burying their dead on the edge of the forest, and even further into the trees.

The Whispering Wind:  You leave a broad focus on the hills before you drift to sleep.  [-2 GEN]  [Your attempt to use cultural strength has no effect.]  The view lasts for a couple of years after you descend into slumber, so you are able to watch some of the effects of your actions more closely.  The Whispergrass continues to dominate more and more of the hills until it eventually reaches a state of ecological balance.  Goats, in addition to other grazers and smaller animals that benefit from the longer grass, are accordingly better fed, but the reduced numbers of wildflowers have a deleterious effect on other animals.  Again, the ecosystem balances.

The ideal grazing for goats prompts more people to come to the hills.  Small wooden huts spread out over the hills, with each herdsman and his family claiming regions of the hills to graze their herds upon.  There is some trial and error, but selective breeding reduces the willfulness of the goats a little further, putting them one step closer to domestication.  Trade with the grasslanders for grains and fish gives them something more than goat meat, scavenge and milk to eat, and precious felt for clothing down in the valley.  As your vision fades, there is a future of prosperity for the herders.

The Ancestors:  You try to alter the climate around the cairns, but you are too weak.  You lack either the general or natural strength to complete this task, and abandon it before you exhaust yourself.  Perhaps later, when you have rested, you will be able to accomplish this.

Instead, you simply communicate your satisfaction across the valley.  [-1 CUL]  Across the whole valley, this is naught more than a thought of comfort, but it reinforces the whisper from the Sleeping Giants - that to bury the dead at the cairns is acceptable.

Exhausted, you sleep.

Silent Glow:  You pump more energy into the bogs, heightening selective pressure even further.  [-8 NAT]  The last time you did this, the effect was to even more finely balance the ecosystem of the bogs.  This time, you overbalance them.  Before, most of the species in the swamp were limited to their own specific niches.  By giving them even more energy, you allow a few species to overcome their limitations and feed outside their niches.  The ecology of the bogs partially destabilises, and a handful of species come to dominate it, driving out, exterminating or whittling down the populations of those less able to compete.  With limited nutrients, the bogs still fail to grow any thicker, but the surviving species remain in a brutal struggle for survival where only the toughest make it past infancy.

The net result is that the overall health of surviving creatures increases, but biodiversity falls and the ecology will take time to restabilise.

The next turn will follow later.  Going to take a little bit to write up.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #42 on: August 07, 2014, 07:29:25 am »

A Surplus of Food

Decades pass with the swiftness of running water.  You maintain a vague awareness of goings on during your slumber, and so you see the valley swell with people, both those born of the valley and strangers who come to settle.  With the river's bounty, the better crops and the fat hides of the half-wild goats, there finally comes enough food to bring a surplus.  The fishing huts spread further and further down the banks of the Blessed River, while a community develops around the fields of the grasslands.

The changes to the grasslanders are small, but it soon becomes noticeable that the three families from the Grass are sharper, more perceptive than others.  They gain status, and with it power.  Everyone wants to marry into their houses, but eventually it becomes apparent that their brilliance is not always conveyed to their offspring.  Even so, when the food surplus comes it is they who take advantage of it.  Several family members use the time not spent working the fields to produce goods.  They knapp flint knives, they carve awls and needles from bone and work at sewing together hide with pieces of sinew.  One works with wood from the forests, producing simple woodware and constructing housing and crude furniture.  They trade these goods to the fisherfolk for more food, and the first craftsmen come into being.

It does not take long for others to follow suit.  On the river bank, a couple give up fishing for digging out the clay from the banks.  They find that they can cut it with knives while it remains soft, and leave it to dry in the sun.  The new adobe blocks are then used to build better foundations for buildings.  Othertimes they mould the clay into rough pots and let it dry.  In the hills, one of the herders gives their full time over to pressing felt and sewing garments from felt using wool thread for stitches.

In the bogs, the wise young woman marries and has children, and in time becomes the wise old woman of the bog.  She is respected, even feared, but with the drive for survival in the bogs there is less time to collect that place's valuable secrets than is ideal.

And in the forests, life continues as ever.  Wood is cut, animals are hunted, and with the blessings of the spirits cairns are built for the dead - on the edges of the forest and further within.  The habit of praying at these cairns continues, and unheard worship accumulates.

Not all of these advances are for the best, however.  In the grasslands, the cluster of huts where the craftsmen live make the spread of disease easier, and the crafters are often beset by colds and other minor illnesses, which they pass on to the local farmers.  The collective cesspit probably doesn't help either.


The Golden Bear

Very rarely, perhaps once in a million births, a creature might through some fluke of nature or magic be born with the capacity to draw power from worship.  Most of these times, they are born completely in the wild, away from any sapient creatures capable of prayer.  But in a large enough forest, with enough available worship, on a long enough timescale, the odds cancel out.

Seeping into your consciousness is a rumour and a name; the Golden Bear.  A creature in the forests, bright in golden fur, who frequents the cairns in the woods.  Its nature is unknown to you in your slumber; all you are aware of is that worship of the ancestors is slowly changing to worship of the Golden Bear.

With this revelation you wake.


Spoiler: The Blessed River (click to show/hide)
Spoiler: The Grasslands (click to show/hide)
Spoiler: The Whispering Hills (click to show/hide)
Spoiler: The Glowing Bog (click to show/hide)
Spoiler: The Village of Narsis (click to show/hide)

Spoiler: OOC (click to show/hide)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Criptfeind

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #43 on: August 07, 2014, 08:06:35 am »

(Oh snap. Can spirits pool their power together to cast a action?)
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Iituem

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Re: The Valley (Genius Locorum) [For 6 Players]
« Reply #44 on: August 07, 2014, 08:22:18 am »

I'm going to say yes.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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