Round 3
Pretty Much Still the Beginnings((Note: Minor change+clarification to mana income -- you get mana via directed energy via mortals, whether they're doing this consciously [most easily done via praying] or unconsciously. The less effort they devote, the less mana you gain, and the less "directed" the energy is to you, the less mana you gain. A cult of people worshiping your domain that was started indirectly by you won't get you the "standard" prayer mana amount of +1/follower, as they aren't directly worshiping you. Etc. etc.))People go about their lives. Gods go about their business, largely unaware of or uncaring of these fledgling entities that have entered their realms.
[1] Approach Jara
"Hail friend and know no fear. Your hope, your desire to aid, has brought you to my attention. I Sadal, desire to aid you in your plight to ease the burdens of this dreary world. The revolution begins and ends with the people's hope. Be the seed of that hope, madame-comrade."
[-1]:
ApproachTo the normal mortal, Lady Jara seems to be unphased by what appears to be the presence of a divine being.
But even a fledgling god can realize how
shaken she is by this. Yet her spirit endures, and she speaks back.
"You are the one who granted me the will to help my people, were you not? Then can you not help me further?" She sits down -- largely to be able to focus more on keeping her composure instead of standing.
"I will endeavor further to give my workers and people the hope that you gave me. It is not easy, but I will not give up."Lady Jara continues to help her people. But their lives are each filled with hardship. To regain hope while so devastated is truly a tremendous task. Yet they gradually do. Lady Jara ultimately truly inspires 2 people who begin helping her in her effort to make the brothel a better place.
Their hope, channeled through Jara, ultimately serve as a weaker form of prayer to you despite their lack of awareness of your existence. You gain
+[1]/round.
Domains: Revolution, The Working Class
Current Focus: City of Haford
Mana: [7]
Mana Upkeep/Gains: [+3]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+3]/round
- Important Groups: [+1]/round
Important Followers- [+3] Lady Jara, Madame of Brothel in Haford; Jadal is strong of spirit. She owes money to the lender Robern Prince.
Individuals of Note:- Robern Prince, irreputable Lender
Important Groups- [+1] (x2) Ladies of the Brothel; Workers employed by Lady Jara who share her newfound sense of hope, but who have not yet found the light of Sadal.
Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [3] Drive: Encourage a Mortal to act out on an existing impulse. How succesful this is depends on how repressed aforementioned impulse is.
- [6] New Perspective: Through some medium, show a mortal a brief glimpse of a seemingly possible reality (regardless of how possible it actually is). The mortal can interpret this glimpse however they please.
Fles smiled a devious grin. Now we're talking...
Fles invokes Approach [1] on Ed Nes:
"It is not an unreasonable suspicion. Extraordinary claims require extraordinary evidence. Fortunately it shall be fairly easy to prove that at the very least I am not your brother. Would he really be able to speak to you anywhere you go, without anyone else hearing? The second flaw with the theory of your brother trying a trick on you is of course his motivation. He has no motivation for such an action. Why would he do something without motivation? Why would he demean himself in such a manner? And how would he even know you came here?"
"As for proving I'm a god, that's a little trickier. That will come with time, once I have grown in power and demonstrated more of my abilities. For now, know my name. I am Fles, god of conspiracies and illusions. Rise, First Weaver Ed Nes, and let me discuss what you will need to do to claim your desired place."
"Your goal, and correct me if I'm wrong, is to inherit the Nes estate, yes? When you have a goal, it may be helpful to create a list of obstacles that interfere with that goal. First, you will not inherit the estate if your brother is still alive, or at the very least sane. Secondly, even if your brother is removed, Rodrick might adopt someone outside the family simply because he dislikes you. Finally, of course, there's societal suspicion. If you inherit the estate but it's obvious you poisoned your father and brother, for example, it's unlikely you will survive."
"You should know that the aid of others is paramount to overcoming these and all other obstacles. It may seem odd that I'm asking you to trust other people. I'm not. I'm asking you to trust other people to work for their own self-interest. For example, with regards to the poison example, you could have a maid poison the food for you in exchange for becoming the head maid when you take power. People are eager to take power when it's offered to them, even when they have to give up something in exchange."
"That is your first task. I am a god of conspiracies, am I not? Find some others in a lowly position who seek power. And enlist them into your Weave."
~~~
Fles also attempts to create an ability: Detect Aligning Interests [3]: Select one mortal and grant them the ability to sense people whose goals and interests align with them, at a close range.
[-1]:
ApproachPower is a motivating reward, and Ed Nes understands this well.
Motivated by Fles' words, he makes his moves.
Eventually, three lowly servants are recruited into the conspiracy. They all have regular tasks around the estate, and with promises of greater power they (seem to, according to Ed) pledge to secrecy and service to Edward. Ed's paranoia prevents the recruitment of more or telling them at all about his new god, but they seem reliable enough tools.
Edward spends most of his days plotting in the same room where he first encountered Fles. None of his family finds this suspicious, because none of them really stay updated on his whereabouts.
[-3] mana is channeled into creating the ability of Detect Aligning Interests.
Mortals for the most part have simple minds focused on simple things. It just takes a bit of delving into them to see where their true loyalties and ambitions lie. As this is key to any proper conspiracy, Fles has little trouble shaping the ability. Though the ability does end up costing a bit more than expected.
New Ability: [-4] Detect Aligning Interests. Grant a mortal the ability to sense those with aligning interests & goals in a short radius around them for one round.
Domains: Conspiracies, Illusions
Current Focus: The Nes Estate
Mana: [8]
Mana Upkeep/Gains: [+1]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+2]/round
Important Followers- [+2] Ed Nes, largely-disavowed younger son of the Nes estate: Ed is devious, yet overly paranoid.
Individuals of Note:- Rodrick Nes, esteemed Noble
- Andel Nes, heir to the Nes estate
Groups of Note:- (x3) Ed Nes's Weave; Conspirators in Ed's plot to take over the Nes Estate.
Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [4] Induce Paranoia: Manipulate the inner shadow's in ones mind to induce paranoia of any given thing. Difficulty increases with increased willpower of the mortal, and the less reason they have for paranoia, the harder it is to induce paranoia.
- [4] Detect Aligning Interets: Grant a mortal the ability to sense those with aligning interests & goals in a short radius around them for one round.
- [6] Hide Object Just a couple twists in reality and an object no longer appears to the ordinary eyes of mortals. Any small object can be completely hidden from sight with this, though if a mortal is aware of the object and its general location, they may be able to catch a glimpse of it.
Approach on Navramli:
"Hello. It's me. It's good to see a fellow crafter.
However, I am an extremely new god. In fact, your worship alone is preventing me from fading. So I ask this: when you are finished your masterwork, show it to the other dwarven smiths, carpenters, and makers of all distinction, and tell them this story."
[2] Create ability: Inspire
Inspire a mortal to create or help create a one word item such as "sword" or "painting". It doesn't have to be a physical item, so "play" or "cult" work as well.
[-1]:
InspireNavramli falls to his knees. Of course! Of course he'll do that! Gladly!
The presence of a god means Blazbrand must be destined for greatness. It must mean that. It
must. He continues work at a feverish pace, and will continue the masterwork next round.
Kel spends the rest of their time this round pouring mana into the creation of a new ability: Inspire. It's closely linked to the god's domains, yet not to their current abilities. This makes maintaining control of the intensity of the ability harder, which combined with a bit of unluck...
New Ability: [-6] Inspire. Inspires a single mortal with a very fervent urge to make a one-word specified creation.
Domains: Order, craftsmanship
Current Focus: Templescale, Dwarven mountainhall
Mana: [7]
Mana Upkeep/Gains: [+1]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+2]/round
Important Followers- [+2]Navramli Blazbrand, formerly-gloried Dwarven smith; Navramli is an expert smith.
Individuals of Note:Groups of Note:Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [3] Remove Imperfection: Remove a (small) imperfection on the face of the world and any object in it. The exact nature of removal may be decided upon at the moment of removal.
- [4] Steady Hands: Pouring a bit of yourself into the hands of a mortal, their hands become significantly more steady for the duration of one round (the one that this is cast in). Capable of almost supernatural precision and steadiness. Any aware mortal would likely quickly notice this change.
- 6] Inspire: Inspires a single mortal with a very fervent urge to make a one-word specified creation.
[nothing]
With Sarra's enchanted voice gone, she finds it harder to enjoy the same life she briefly had.
She spends most of her time practicing, praying, and talking with Edmund. Edmund notices that there's something very different about her but he spends his time helping her practice. He also notices the praying to an unknown god, but he shrugs this off.
Domains: Tragedy, Comedy
Current Focus: City of Haford
Mana: [3]
Mana Upkeep/Gains: [+1]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+2]/round
Important Followers:- [+2] Sarra, dramatic Minstrel; Sarra is a relatively untalented minstrel of immense potential.
Individuals of Note:- Edmund, traveling bard and (temporary?) lover of Sarra
Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [4] Create Emotion: Life is but a play, and with the right performance you can induce a desired emotion in any mortal. Wafna can make any mortal feel any emotion, though difficulty increases as the mortal has less theoretical reason to feel that emotion.
- [7] Enhance Instrument With a bit of magic, an instrument (liberally defined) can become something greater. An enhanced instrument is much more likely to make those experiencing it feel whatever it is the wielder wnats them to feel.
Eekokarn was a bit surprised to discover that Amed Ward had correctly identified that what he heard was a god. Even Eekokarn didn't consider itself a god in its current form. Amed wasn't in need of immediate aid and it would take him some time to figure things out. Eekokarn had some time to focus on other things. Perhaps other people, or simply the things that happen in this world. Information was needed.
The only people who had caught its attention so far was a pair of bards, but they didn't have any obvious affinity towards technology and ambition. Attempting to interact with them would likely just be a waste of time and mana. Or worse.
This left Eekokarn with little to do except wait. As previous spoken though, Progress begins with someone saying there has to be a better way to do this. Like Amed, Eekokarn would also do some spending to find a better way to do things, and would now attempt to create a new ability. It would be called "Learn Ambition". It tied in with the domain of Ambition perfectly, and slightly uses Approach as a template in the sense that it directly connects to a mortal. This power would tell Eekokarn all about what a mortal aspires for, and how strong that aspiration is. 5 mana would be dedicated to the creation of this ability.
[-1]:
ApproachWhile the fledgling god Eekokarn occupies themselves with other matters, Amed Ward gets busy. Sure, a god or god-like being could simply gaze over the town and the mortals within, but that lacks... something. Simply flying over a town won't tell you much about it. Simply hearing every mortal talking (not that a god as minor as Eekokarn could expand their awareness that far) won't tell you anything about them. And of course, this would all be from the god's outsider point of view.
But Amed gets deep into things. If he's to succeed, he has to know what he's dealing with.
Haford is a huge city. Full of activity and goings-on that are too much for many gods and definitely one mortal to understand or witness all at once. Despite this, Amed gets a good read of the generals. Trade with a nearby Dwarven fortress is just beginning as the local dwarves become less antisocial and as materials from human-run mines begin to falter. Something particularly interesting is the encroaching nation of Neverdawn. Through trade and diplomacy (and some say divine influence) Haford has been able to stay an independent city state with negligible ties to larger entities. Yet a large conquering nation may have set their eyes on Haford. Talk spreads about the possibility of Haford preparing for war, though a large number of people say it's hopeless and that they should just promptly surrender if invaded.
Amed meets lots of people during his investigation, but no one particularly interesting or.. convert-able, gained his notice.
All the while, Eekokarn prepares the spell "Learn Ambition", expanding
[-5] mana to do so.
Considering his domain and existing knowledge of peering into mortal minds, this is a trivial matter. Combined with the mana spent, it's practically done before it begins.
New ability gained: [2] Learn Ambition: Learn the ambitions and their relative strengths that brew in a mortal's mind. Some particularly well-mentally-equipped mortals may be able to consciously or subconsciously shield themselves from this.
Domains: Technology, Ambition
Current Focus: City of Haford
Mana: [8]
Mana Upkeep/Gains: [+1]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+2]/round
Important Followers:- [+2] Amed Ward, Ambitious 2nd son of a Baron; Amed is rather intelligent and ambitious.
Individuals of Note:Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [2] Learn Ambition: Learn the ambitions and their relative strengths that brew in a mortal's mind. Some particularly well-mentally-equipped mortals may be able to consciously or subconsciously shield themselves from this.
- [3] Address Error: In order to improve, a mortal must come to accept their mistakes. Eekokarn can help them with this. The less obvious the mistake and/or the less willing the mortal is to accept mistakes, the harder this is.
- [6] Unsatisfy Grant a mortal with an intense sense of... unsatisfaction. Have them feel unfit with their current situation. Difficulty scales with how accepting the mortal is of their current situation
Approach (-1) Evan Reeves
”Why your little association is now finally starting to expand, but if you want it to truly be considered prosperous your going to follow my instruction. First off, get the cultees to make sure that the God of Prophecy, is the Eye God of the Mind, a master of intelligence and always watching them during their hardships and struggles... and their betrayals. The god that you are following, is X’arilyg the ever-watcher, which is the entity speaking to you, in essence make sure they are consciously directing their thoughts to myself.
Now to expand the “association”, your going to need to send the cultist followers to bring family and friends to your rituals to see that their is an ever-watcher of their hardships and expanding the people, recruiting from fellow peasant to the commonfolk. What you need to do is convinced one of the village leaders, a person with influence, to start joining your cult. Leave the “incentive” to this entity you just need to speak about how your know the village leader (closest one near to your cave) had a dream of ruin in where a drought on his farmlands arrive and the Baron taxes become higher and he can not pay the return, forcing to have his fellow villagers, family and friend to be sold slavery and even the collapse of his village due to the Baron. Than tell him about that an association to a god that you know, the God of Prophecy and the Mind knew about this dream and requires your assistance to make sure his village doesn’t become ruined.
Launch a Brief Dream (-4) into the nearby Village Leader
“The Village Leader begins his sleep into his REM sleep, the brief dream starts with an ever-burning sun that goes to all the crops of the village but no rain, the scene changes to his fellow people suffering from malnutrition and than the tax collected arrives with his horse and guards, claiming the bushels of food for this village is under-meeting expectations and now must pay double the bushels because of it. In the end, his entire village is burned by the Baron’s soldiers for not providing the bushels and his villagers forcibly put into jailed carriages for forced labor and in the skies a giant eyeball is staring to him.”
[-1]:
Approach[-4]:
Brief DreamKarl Nan woke up in a sweat.
The village! What was happening?!
This raced through his mind as he jumped out of his ramshackle bed and looked out the window (which was considered a luxury in Dirthill). Nothing. But something felt off. Even as its de-facto leader, he never cared
too much for Dirthill. Sure, he met with some people and talked to some villagers but nothing that... major. Yet Karl Nan felt an intense fear for the fate of this village. And a paranoia of nearby Haford. He expects to see something in the night sky, but it isn't there. Strange. He could have sworn that...
something, was there.
He went back to bed. More worried than before.
The next day Evan Reeves continues to fervently listen to X'arilyg's instructions. He tells his two followers of a great "eye in the sky", master of prophecy, intelligence and the mind; that was always watching through hardship, struggles, and betrayers. It is this somewhat-truthful reveal that allows X'arilyg to gain
[+2] mana now and continuing in the future from their worship, though the new god feels that even somewhat-misleading worship may not be the best idea as they gain more followers.
After this and a nice quick fervent bowing and praying session to the Eye God of Prophecy, Reeves makes his way to the village of Dirthill. His and his cult's home. Reeves hasn't met the village leader before. Tends to be a fairly reclusive fellow who keeps to his own business. More so a leader of tradition rather than of, well, leadership. But his hut is perhaps the "best" building in the village, so he's easy to locate.
A knock on the door reveals a suspicious Karl Nan. Whose suspicion grows significantly stronger as Reeves starts going into detail about his cult. But Nan remembers this. Like if he saw it before. The final straw is the mentioning of the
Eye. Suddenly, Nan knows. This is what he must do if he is to prevent Haford from ruining his village.
Karl Nan isn't impressed by the cave that the cult resides in, but he feels a connection to it. He's not particularly strong of will or of any real note spiritually, X'arilyg detects, but his connections will of course help. Along with a nice
[+1] mana brought in by this new follower.
Domains: Mind, Corruption
Current Focus: City of Haford -- Village of Dirthill
Mana: [7]
Mana Upkeep/Gains: [+
[-1]: Approach/round
- Maintaining Existence: [-1]/round
- Important Followers: [+2]/round
- x3 Followers: [+3]/round
Important Followers:- [+2]Evan Reeves, Leader of the Cult of the Eye God of Prophecy; Evan is somewhat foolish, but extremely dedicated.
Individuals of Note:- Karl Nan; Dirthill Village Leader & Eye Cultist
Groups of Note:- +3 (x3) Cult of the Eye God of Prophecy
Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [6] Corrupt Memory: Memories are fickle and delicate. With just a nudge, a memory can become corrupted. Be just different enough than what it used to be. A memory of happiness turned to fear. Of sadness turned to greed. A memory of one's birthday turning happiness into mournful nostalgia. The stronger the memory is, the harder it is to corrupt.
- [4] Brief Dream Dreams are often prophetic, and ones from X'arilyg can probably be said to not be different. Grant a mortal a short dream with contents of your choosing. The mortal won't be fully aware during the dream, and will not remember the full details of it after they wake up.
Mu uses Grant Minor Ability to give Rykan Approach
Mu lets out a hearty laugh that resounds through the young mages mind, filling it with warmth and courage, "Young Rykan, I can see the seeds of wisdom germinating in your fertile soul. You are correct, you are young and full of promise, but you have yet to bloom into your full potential. Mortals can only see what is, but I dear Rykan, can see what will be. And I can see you will be strong. That is the thing about strength Rykan, if you are strong, they will listen. I will help you grow strong, and they will listen. I grant you my blessing, and you will be able to speak to others as I speak to you now. If they will not listen to your voice, they will listen to your power.
((I realize I forgot to mention some balance things. Grant Minor Ability costs the granted ability's cost in maintenance every turn it's active, and mortals can only stand so many granted abilities at a time, based on those abilities' intensities and the mortal's willpower, wisdom, etc.. Finally, mortals can only use the given power once a turn, but you can give them a higher "spell count" by just multiplying the ability's cost by how many times you want them to be able to cast it in a single turn. Approach three times would be 4 + 1x3, for a maintenance of 1x3 per roound. You can make retroactive changes to the Grant Minor Ability action if you wish.))[-1]:
Approach[-(4+1)]:
Grant Minor Ability (Approach)Mu can sense that Rykan is barely able to hold in his excitement. He has been blessed by a god who has seen his true potential. He believes in Mu's message. He believes in himself, and his future.
Rykan feels something new within himself as he is granted
Approach. He is aware of its limitations, how to use it, and more. It all comes intuitively to him. He remains staring at himself in awe for almost a minute after it is done. But he eventually regains his full composure, and hatches a plan.
He has one use of Approach for now, but he will use it well. A former associate apprentice, with a somewhat unique lust for power. Similar to Rykan in many ways, and Rykan knows this. He can't awe the greater wizards with his divine power just yet, but he can turn the younger ones such as her to his side.
Approach is tactically used to show her the power that Rykan has been granted by a god, and to promise similar power to herself if she joins him. She immediately accepts, even before Rykan expects her to.
Mu feels the
[+1] mana flow into themselves. The new mage is ambitious and somewhat talented, but overall her mental abilities are still in line enough with the average mortal to give the standard mana amount in worship. But she does have the capability for magic. And this isn't something any regular ol' mortal follower can provide.
In his prayer that night, Rykan attempts to communicate to you that he knows of about five more inexperienced mages that could be swayed. Approach would probably be enough, but to Rykan that just feels... inefficient. There has to be a better way of doing this?
Domains: Strength, Magic
Current Focus: City of Haford
Mana: [4]
Mana Upkeep/Gains: [+1]/round
- Maintaining Existence: [-1]/round
- 1x "Approach" granted to Rykan: [-1]/round
- Important Followers: [+2]/round
- 1x Followers: [+1]/round
Important Followers:- [+2]Rykan, Fledgling Mage; Rykan is curious and eager to improve his knowledge of magic and the world.
Individuals of Note:Important Groups:- (x1) Rykan's Mages; Young inexperienced Mages convinced to follow Rykan. They know barely anything about magic, but they have potential.
Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [3] Push: Move a relatively small object in a single axis of movement. Fairly straightforward. Can move things up, but they tend to fall back down immediately afterwards.
- [4+x] Grant Minor Ability Through some complicated manipulation in the transfer of mana between soul and Void/Gods, Mu can grant a Mortal with the ability to cast a single one of Mu's abilities, for the cost of this ability + the other ability's cost times the number of times the mortal will be able to use it per round. The other ability cannot cost more than 10 mana by itself. The mortal may only use this ability a given number of times per day, specified at the time of casting (or modified in the future). Costs the granted ability's cost per round times how many times the mortal can cast it per round in maintenance, and mortals can only handle a certain number of abilities based on that mortal's mental capacity and the abilities' intensities.
Again, grant Foresight(4) to Octavian, less specific but pertaining to a greater variety of things, ways in which he can make smaller but reliable profits to bring himself to a point where he may begin to act upon larger plans. Maybe it wouldn't quite be "foresight", per se, but an enhanced business sense.
Also, foresight that helps him to realize that by doing all this I'm expending a lot of power as a new god, and may be unable to help him in this manner for a while.
Additionally, try to create a "Message" ability. Basically a watered-down version of Approach, with a restricted amount of speech and clarity of source, but also able to be done for free. I don't need to make a whole speech, just occasional tips and advice.
[-4]:
ForesightOctavian awakens the next morning to find that sense of foresight once again blessing his mind. He knows the source, and he knows not to waste it.
Small amounts of profit are made at every possible turn. Short transactions. Moving from vendor to vendor, and organizing tiny shipments throughout the town. Octavian would normally feel, in a sense, ashamed of himself for stooping to such a low level. But he feels a renewed sense of purpose. A few people begin talking about the merchant with uncanny abilities of prediction.
Eventually the merchant has enough gold to organize for a small shipment of silver. Demand is already increasing as some of the shrewder merchants also make the realization that the mine would soon cease supply. But none have the same confidence in this prediction as Octavian does. It's this confidence combined with his tiny amount of fame that allows Octavian to convince another -- Gabriel Uam -- to join his caravan.
The caravan is unguarded other than Octavian and Gabriel, but with Octavian's last bit of foresight, he does his research and believes to have found a mostly deserted path that their small wagon can traverse to the silver mine and back. They make the final preparations, then set off.
The night before their departure, you feel
[+1] mana coming from another source. Gabriel. Told about your existence by Octavian, he has begun praying to you as well in hopes of sharing the gifts given to Octavian.
+1 Follower.You spend time while observing Grey and his companion to try and create a new ability, formed from ambient mana with nothing invested by yourself.
This... does not go tremendously well. But the subject matter of the new ability is fairly simple, and the resulting ability seems to still have use.
New Ability: Direct. Utilizing the strong connection between any Important Follower and yourself, you can send a vague sense of direction to an Important Follower for no mana cost.
Domains: Trade, Foresight
Current Focus: City of Haford
Mana: [3]
Mana Upkeep/Gains: [+2]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+2]/round
- 1 Follower: [+1]/round
Important Followers:- [+2]Octavian Grey, Down-on-his-luck Merchant; Grey is a natural smooth-talker and quite charismatic, but despite his efforts he's not the best at commerce. He has minor fame for his seemingly unnatural ability of foresight.
Individuals of Note:Groups of Note:Abilities:- [0] Direct: Utilizing the strong connection between any Important Follower and yourself, you can send a vague sense of direction to an Important Follower for no mana cost.
- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [4] Foresight: Grant a mortal with mildly uncanny wisdom, allowing them to predict things that could normally be only seen in hindsight. Difficulty scales with how hard it'd be to conventionally predict the given event.
- [7] Make Amenable Trade is about bargaining, and the Prince can make bargaining a whole lot easier when one side is more amenable to the other's offers. Make a mortal more accepting to suggestions. Difficulty scales to how likely the mortal would be to accept any given suggestion in the first place.
I'm going to wait and see if Janice encounters someone.
Ugunsupkis sits back in their proverbial divine seating as they observe Janice.
She meets a variety of people in her day-to-day life, though she tends to spend more time alone than not. She has fellow woodsmen that she encounters frequently, and occasionally makes a trip to Haford with goods to sell through riding with a friend (well, the closest thing to a friend that Janice is generally comfortable/happy with). She's just meeting this friend as Ugunsupkis feels the dawn of a new [round].
Domains: Flame, Forests
Current Focus: Outskirts of Haford
Mana: [4]
Mana Upkeep/Gains: [+2]/round
- Maintaining Existence: [-1]/round
- Important Followers: [+3]/round
Important Followers:- [+3]Janice Namdar, Woodsman; Janice is already extremely devout, and is "in sync" with the nature around her.
Individuals of Note:Abilities:- [1] Approach: Directly speak to a mortal (they must have some level of sympathy for you, but they can be Approached without having awareness of you already). Mortals have a strong chance to react negatively to being directly approached by a divine being, whether the consequence is insanity or just hostility.
- [3] Spark: Create a small spark of fire in any given location. The spark acts like any other spark, so it's unlikely to ignite that's not particularly flammable..
- [7] Grow (Forest): Induce unnatural growth of any forest-related flora in a very small area (single digit meters). Plants can grow to heights that would normally take years, at rates visible to the mortal eye.
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