Turn 2
╚═━┈┈━═╝ TURNTURNTURNZixhil the Defiler examines a beam of light peering through the roots. It is surely a good location to generate Celestial Essence. The Dungeon grows in understanding.
The Dungeon Core stirs as it's influence spills into the room [+1]. It seems to have an instinctual knowledge that it must build
Chambers and
Corridors to expand. You gain the vague understanding that once this knowledge is unlocked, expansion shall proceed quicker and more effectively. Perhaps once the immediate area is under Spirit or Dungeon Influence, the Dungeon shall regain knowledge of how to do this.
As the Dungeon Influence spreads closer to the burrow entrance, the light outside becomes visibly clearer to you. The flow of air feels more real to you. As the Dungeon Core becomes stronger, so too do you.
The Core has grown a little bigger - you have gained the knowledge of combining two basic essences together.
The spirits begin to gather essences. For the first time, Gul and Isbrann claim their own personal influence.
NotesRemember to keep track of your fate this turn as now you can start generating it. Clarification: Fate can be used on the same turn it is generated.
New Goals have been added - you may pick a new goal this turn if you wish, from all goals on the first page.
Gain 2 Fate when combining basic essences
Gain 1 Fate per tile relinquished from Personal Influence to Dungeon Influence.
Dungeon Updates:Every Spirit accumulates
1 energy per turn. The Dungeon Core generates
1 energy per turn.
The Core sits in the shadowiest corner, devoid of light. It has generated
1 Void Essence this turn.
Dungeon Core influence is [3/31]. Dungeon Influence has spread Northwesr. Dungeon Core influence shall spill into available adjacent space next turn.
The Dungeon is undiscovered and unranked.
The Dungeon is devoid of life.
Map below includes a grid if you want to pick specific squares where you expand to. If it is not specified I'll pick, which may be inconvenient if you had specific plans for e.g. Personal Influence Squares.
Note: I'm attempting to make things a bit more visible with outlines, let me mow if it's more or less cluttered. Eventually Spirits will probably have whole chambers to themselves, but currently it looks more patchwork.
Dungeon Resources:The Dungeon Resources can be used by any Spirit.
Unclaimed Space: 2 (1 claimed by Dungeon this turn)
Dungeon Energy: 1
Fire Essence: 1
Water Essence: 1
Void Essence: 2
ActionsFree ActionsFree Actions can be performed as much as you like and do not incur cost. Trade - Resource Any Spirit may trade any resources in their inventory with other spirits at any time.
Core - Move The
Mantlebearer may move the
Dungeon Core to any known examined location, including locations examined this turn. The location of the Dungeon Core at the end of the turn shall determine what essence it absorbs next turn.
Once per Turn Actions
Do one of the below bolded actions:
Terrain - Deconstruct Wall (provides 1 unclaimed space)
Examine Surroundings (pick one from below):- Examine Stone
- Examine Hotspot
Absorb Essence:Absorbing an essence you have an affinity for will give you 2 Essence. Absorbing an essence you have no Affinity for grants you 0.5 Essence.- Earth Essence
- Air Essence
- Water Essence
- Celestial Essence
- Void Essence
- ? ? ? Essence
Cost Actions
Cost Actions can be performed as much as you like so long as you can pay the cost. Remember that any Fate you have accumulated in your inventory can be spent as if it was any resource. You may also use the public Dungeon Resources.Build - Carve Space. Cost 1 Energy per 1 Space carved. Space must be adjacent to Dungeon or Personal Influence, or agreed with another Spirit to allow you to access from their adjacent Personal Influence. Spaces adjacent to the other square of Dungeon Influence may be carved by anyone, including diagonals.
Essence - Combine Basic Essence Costs 2 total essence, of your choice.Combine any two basic essences stored in your personal inventory, dungeon inventory, or a mix of both inventories.
Influence - Expand Dungeon Influence. Costs 1 Unclaimed Space from the Dungeon Resources.
Influence - Expand Personal Influence. Costs 1 Unclaimed Space and 1 Energy from the Dungeon Resources.
Influence - Relinquish Personal Influence to Dungeon Influence. Costs 1 Personal Influence - you may pick the square. Gain 1 Untapped Influence to your Personal Inventory.
Influence - Expand Untapped Influence. Costs 1 Untapped Influence and 1 Unclaimed Space. Gain 2 Personal Influence Squares for every 1 Untapped Influence spent.