They seem to wish for something which doesn't exist, so I shall make it so. ALTER a bear population to be like what Bohromu the Sun Bear is. Also, i'd like to HEAL the forest from the damage the winter caused. Lastly, I would like to focus on the forest, and, if possible focus on the forester I spoke to
You pick out a small population of bears in the forest; about forty or fifty. Focusing your power down to a Narrow scale, you change the bears from the ground up. [-9 NAT, -31 GEN] Your power seeps through the bears' every cell, and within a few weeks their hair begins to grow through gold instead of black. Your changes are more than cosmetic, however. Sometimes you find your power takes on a life of its own when you enact a change, and this one attempts to follow your instructions to the letter.
You give the entire population a very limited ability to draw power from worship and prayer, effectively siphoning prayer from the Cult of Bohromu. They in turn have a very limited ability to use this power, in line with what Bohromu apparently can do. Where the Golden Bears roam, the forest thrives - the ecology is more stable, plants grow thicker, animals grow fatter and healthier, and the ecosystem is able to support a more diverse food web. The effect of each bear is small, but the overall effect is significant.
Exactly what this will do to the Cult of Bohromu, you have no idea.
You have limited power left, at least that can be used to View. You can maintain a Narrow or wider focus if you wish, so you can take a Broad focus on the forest or try and look at something smaller, or else borrow power from another spirit to accomplish both your goals.
The Grass: You take advantage of your awesome new conduit of power to begin favouring the three Houses of the Grasslands. [-12 GEN, -4 GEN to view] To the men of House Modnir you give the secrets of Irrigation. A certain amount goes over their heads, but they take the basics and apply them to the fields, digging out channels from the river to fertilise land further into the plains. While this improves the yield of their farms even further, the changes do cause a small amount of ecological damage - but rather less than is gained from the agriculture. House Modnir use this to prop up their existing wealth, but it doesn't quite give them enough sway to really gain new power or spread the Cult of the Grass further.
To House Esra you task the building of walls and the manufacture of weapons. You don't exactly walk them through the process of either, but they glean enough to try and take a stab at both. Their attempts to build walls don't really work out for them, as their efforts with adobe bricks keep falling over after a certain height, but they will keep trying. Their efforts to build weapons are much more effective, and they learn how to better balance stone axes for war and prepare better javelins for throwing. Their understanding of Basic Weaponcraft will aid those equipped in war. House Esra attempt to use this knowledge to further their influence amongst the Grasslanders, but they are considered dangerous ancestor-fanatics by many and lack political traction.
To Avray and his House you task the training of the people for war, giving them instructions on how to proceed. Avray successfully coaches his House and their fellows in combat where time permits. Many of the farmers undergo simple fighting practice, and the concept of a village militia develops. While perhaps not capable fighters, the farmers of the Grasslands are at least now semi-willing. The training allows House Avray to establish itself as a House of importance on the plains.
As a result of your actions, the power and influence of the three Houses are recognised by most of the farmers. The elders of the Houses are consulted on most important matters, and they have begun to consult with one another as well. The plains have developed a basic Tribal Government, allowing them to better manage the people. Better resolution of disputes reduces the penalties of crowding in the village.
Whispering Wind: Your broad whispers [-2 CUL] settle in the minds of the hillfolk as a sense of urgency, a need to repel the invaders that reinforces their existing fears. You then visit the dreams of the enhanced hillfolk [Narrow, -4 CUL], where they see images of the hills literally bleeding as the raiders come, and then of themselves crafting weapons and fighting back. All the while, the wind rustles and whispers nonsense sounds in their ears that seem to reinforce their meaning. You don't convey every detail of the weaponcraft, or even many, but the hillfolk are resourceful types and manage to work out the basics of weaponmaking on their own - simply a matter of changing the axes and throwing spears they already have to hunt men instead of game.
You then settle back and view the ensuing conflict [-4 GEN], watching fights from above, as if a bird's eye view of several compressed months. Without some sort of military organisation, the hillfolk cannot fight in bands larger than fifty, so these are the most they are able to take out to raid.
The initial couple of months see a handful of encounters with the raiding parties, usually two or three raiders at a time. The encounters are short and violent, and it becomes apparent that the raiders are capable fighters, simply by devoting all their time to combat rather than farming or foraging. Three of the raiders are laid low, but each fights with the strength of five men, and eight hillmen are killed as well.
Then, after about four months, it drifts into your awareness that the camp of the raiders has been found. The remaining 42 hillfolk herders set out to deal with them, leaving the crafters behind to tend to the animals. They gather their axes and spears, cross over the crest of the hills... and out of your sight.
A week later, the hillfolk return with thirteen men, women and children in tow. The story of the attack is told enough that the details float into your consciousness; they surprised the raider camp at the break of dawn, and after several minutes of fierce fighting four of the five warriors were lain low. The last warrior surrendered along with the women, children and foragers. Miraculously, none of the hillfolk were killed. They seem to attribute their success to Bohromu, who apparently sent the winds to bring them luck in battle as his golden light lit the field.
You hear a little about the captives. They come from some distant place, and they were supposedly fleeing something. The name 'Gur' makes its way into your awareness. Exhausted and desperate, they fought and stole for food. There is also apparently some discussion over what to do with the captives; some think they should be integrated into the hillfolk, some say they should be made to do hard labour, some (the families of the eight dead hillmen) want them executed as a sacrifice to Bohromu. A decision has yet to be reached.
Silent Glow: You pour your power into the pair of families living in the bog. [-23 NAT, -17 GEN] Over the course of a few months, they change. Their skin grows thicker, they become more resistant to the diseases of the swamp. Their eyes grow more acute, their perception above that of ordinary men. They become adept at evading the dangers of the bog, and using them to their advantage. They hunt better, they track better. For some reason, their eyes all adopt an intense blue colouration, a side-effect of the change.
You then visit them in their dreams. [-4 GEN] The families find themselves in an unfamiliar place in the bog, with a single plume of blue marsh-flame lighting the darkness. Within the flames images appear to them; certain herbs and mushrooms, those passed on from their elders, images of them plucking them, of being given fresh fish and grain by the drylanders for their bounty. There is no sound, not even the buzzing of insects in the marsh. Everything is silent, and the flickering blue glow delivers its message.
The bogkin remember your message when they wake, and they devote themselves accordingly. They hunt down the most useful herbs and fungi, they memorise them, and then they industriously begin to harvest these bounties and trade them to the drylanders, for food and for goods. It works out rather well for them.
Inhabitants: 248 (236 Fishermen, 11 Clay-workers, 1 Healer)
Health: Fairly Good
Happiness: Optimistic
4 Families: Creativity/Dexterity Enhancement
Primitive Healthcare
Primitive Medicine
Cult of the Blessed Spirit
Ecology: Stable
Natural Health: Fairly Good
Biodiversity: Moderate
Biomass: Above Average
General Strength: 26
Natural Strength: 12
Cultural Strength: 14
Inhabitants: 88 (74 Farmers, 13 Craftsmen, 1 Healer)
Health: Fairly Good
Happiness: Cheerful
Primitive Agriculture
Basic Crop Management
Basic Irrigation
Primitive Woodcraft
Primitive Weaponcraft
Primitive Healthcare
Militia Tradition
Tribal Government
3 Families: Intelligence Enhancement
3 Families: Native Phytomancy (Sense)
Cult of the Grass
Ecology: Stable
Natural Health: Fine
Biodiversity: Moderate
Biomass: Moderate
General Strength: 15
Natural Strength: 10
Cultural Strength: -
Inhabitants: 24 (Foresters)
Health: Fairly Good
Happiness: Optimistic
Cairn Sites
Shrine to Bohromu
Primitive Healthcare
Primitive Woodcraft
Ecology: Stable
Natural Health: Fairly Good
Biodiversity: Below Average
Biomass: Moderate
Golden Bears
General Strength: 4
Natural Strength: -
Cultural Strength: 7
Inhabitants: 46 (42 Herders, 4 Felters/Clothiers)
Health: Moderate
Happiness: Optimistic
Primitive Weaponcraft
4 Families: Enhanced toughness
Cult of Bohromu
Ecology: Stable
Natural Health: Fine
Biodiversity: Moderate
Biomass: Above Average
Whispergrass
Growth-favoured Climate
Domesticated Goats
General Strength: 22
Natural Strength: 11
Cultural Strength: 6
Inhabitants: 9 (Swampfolk)
Health: Moderate
Happiness: Optimistic
2 Families: Enhanced Perception, Swamp Resistance
Basic Herbalism
Ecology: Stable
Natural Health: Good
Biodiversity: Below Average
Biomass: Moderate
General Strength: 24
Natural Strength: -
Cultural Strength: 2
Inhabitants: 427 (28 Crafters, 2 Doctors)
Health: Moderate
Happiness: Cheerful
Ecology: None
Natural Health: -
Biodiversity: Nil
Biomass: Nil
General Strength: 27
Natural Strength: 0
Cultural Strength: 30
I think the single longest part of that was coding the fight system to simulate protracted conflicts. Those hillfolk got pretty lucky on the second exchange. I still haven't put resource bonuses in yet, but that will come...