Turn 3
╚═━┈┈━═╝ TURNTURNTURNNurel the Sucking Mire examines the stone around the pool. It gives off the aura of a new unknown essence type. Snerkel is sure absorbing here would generate something different.
Nurel the Sucking Mire gains 1 Mud Essence from combining Earth/Water essences.
Gul discovers the essence of Cold by combining Void/Fire essences.
Zixhil, the Defiler gains 1 Infernal Essence from combining Celestial/Void Essences. Infernal Essence is the essence of malignance and Undeath.
The Dungeon Core flares with the activation of primordial memory as the last basic essence is discovered (+10 Max Influence, +5 Unclaimed Space, +3 Energy). You watch as the imperfections in the Dungeon Core's surface smooth themselves out and shine brightly. It slowly reforms into a perfectly symmetrical octahedron, the size of a small pea. You see the void influence roiling like spilled oil under it's surface.
Zixhil, the Defiler has a choice: the first time a spirit creates Infernal Essence they may opt to replace one of their Essence Affinities. Would you like to do so? There is no currently known location to generate this essence, but that may change in time.
As the Dungeon influence grows, your senses are flooded with forgotten sensations. The chirping of birds, the smell of wet grass, wind rustling leaves and the quiet rippling of a pool. The entrance to the burrow has been expanded by the Dungeon Core into a gaping maw, more akin to a cave entrance now then the home of a small creature. You are confronted by the existence of outside.
NotesDecided to name the seven Basic essences "Core Essences", now we have some basic essences that aren't Core essence or Tri Essences. E.g Cold and Mud. I'm updating the glossary.
New fate rules:
- Fate can't be used to gain more Fate.
- Fate can't be used for both basic essences when combining for new essences, since the joy of discovery is a big part of the game. You can still use it to replace an essence you're lacking.
Clarification: Fate can be used on the same turn it is generated.
I'd also like to remind everyone you can use your fate as unclaimed space or energy as needed.
Fix: Removed from Influence - Expand Personal Influence the statement "Energy from the Dungeon Resources", you can absolutely use your own energy to expand your personal influence.. I think this was a copy paste error I made early.
Fix: Relinquishing Personal Influence now grants Unclaimed Space back. I'm setting this to 2 for now as the domino effect is interesting. If it looks like it's too strong I'll set it down to 1. It will apply to include this turn's actions.
Remember to keep track of your fate this turn.
Dungeon Updates:Every Spirit accumulates
1 energy per turn. The Dungeon Core generates
1 energy per turn.
The Core sits on a patch of moss. It has generated
1 ? ? ? Essence this turn. The bond with it's
Mantlebearer is strong, and the Core spits out an additional
Void Essence this turn. The Spark of Primordial Remembrance has caused it to generate
2 Infernal Essence this turn.
Now that the Core has knowledge of each basic core essence, it has a low chance to generate an additional random basic core essence each turn, based on what essence generating locations are available for it to draw from.
Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed: (Water, Void)
Dungeon Core influence is [5/44]. Dungeon Influence has spread Northwest. Powered by it's Primordial Memories, it spread an extra North square this turn. 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.
Dungeon Resources:The Dungeon Resources can be used by any Spirit.
Unclaimed Space: 5 (2 claimed by Dungeon this turn)
Dungeon Energy: 4
Fire Essence: 0 [-1]
Water Essence: 0 [-1]
Void Essence: 1 [-1]
Infernal Essence: 2
? ? ? Essence: 1
ActionsFree ActionsFree Actions can be performed as much as you like and do not incur cost. Any Spirit may trade any resources in their inventory with other spirits at any time.
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.
. 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.
Costs 2 total essence, of your choice.Combine any two core essences stored in your personal inventory, dungeon inventory, or a mix of both inventories.
Costs 1 Unclaimed Space.
Costs 1 Unclaimed Space and 1 Energy.
to Dungeon Influence. Costs 1 Personal Influence - you may pick the square. Gain 1 Untapped Influence to your Personal Inventory. Gain 2 Unclaimed Space to Dungeon Inventory.
. Costs 1 Untapped Influence and 1 Unclaimed Space. Gain 2 Personal Influence Squares for every 1 Untapped Influence spent.