Turn 4
╚═━┈┈━═╝ TURNTURNTURNNurel the Sucking Mire discovers Fertile Earth essence. Plants grown in soil imbued with fertile earth essence are far higher vitality then those grown in normal soil, to a supranatural degree. Herbs grown this way are particularly coveted by adventurers due to often possessing magical properties, while plant monsters can get a considerable boost if nurtured on fertile earth soil.
Gul discovers Plant essence, and recognises this essence signature as one of the essences in the Dungeon Inventory. Unlike other essences gathered so far, it seems to be a Tri Essence.
Something vastly unexpected happens when Gul mixes water and void essences. The water essence suctions in on itself and spasms, as if trying to escape the void essence. As the void encases it, a bright light flashes within and vacillates. Gul has discovered plasma essence.
Gul mixes water and celestial essences to discover holy water essence. Holy Water is coveted and cherished in particular by cleric adventurers, whose orders struggle to produce the quantities and potency required. Humans have to train for years to interact with essence like Spirits do. Holy water is the bane of undead creatures, and considered to be a blessing.
Snerkel the Renovator mixes earth and void essence. The hard surface of the earth essence dents and collapses, becoming bright orange and molten. As a spirit, Snerkel can feel the heat and raw slow power emanating off it. Snerkel has discovered lava essence.
Isbrann combines Earth and Water essences, which sizzle and hiss. Isbrann has discovered Steam essence. A simple essence perhaps, but one with a variety of creative uses in the right hands. Particularly for traps.
Zixhil, the Defiler feels something align within the centre of their spirit, an inherent duality as old as time. Naturally, Zixhil immediately shoves the corresponding essences together, Infernal and Celestial. They screech and repel, and while essences have no soul of their own, the very fabric of the universe's tells you these essences
despise each other. But Zixhil succeeds in getting them to combine: creating Chaos essence, a swirling mass of jarring colours and wrongness.
As the Dungeon Influence spills into the last square surrounding the Core (previous post E5), it begins to pulse with knowledge (+3 Max Influence). Newly awakened Primordial Memories flood into you as something shifts in the Core's makeup. A fundamental understanding is realised.
Dungeons survive. Dungeons consume. Dungeons expand.
The consume part was still a hazy mystery, but something had indeed changed. The Dungeon Core now understood some more efficient method to expand. You could feel it's animal like consciousness scanning every corner claimed so far. It stops, and you hear a quiet crackling as the Dungeon Core gem expands, now about an inch long. Instinctually the knowledge it has gained is with you, almost as if it had always been a part of you:
How to use your energy to create chambers, and how to create corridors.
Satisfied, the Dungeon Core mulls over the nature of consuming. You get the feeling it doesn't quite fully understand, but has a vague inkling. You have now gained the ability to
absorb not just the magical essences, but physical items as well!
NotesTechnically the hotspot would need to be examined before generating essence, however considering it's no longer a mystery where each essence comes from - and it was the very last one - it seems a waste of a very uninteresting turn to force y'all to spend 2 turns learning what we all already know. So, all core essence locations are now unlocked, apart from infernal. +3 Total Dungeon Influence gained.
Proper build functions are now unlocked! They are cheaper then going square by square. To discover more templates, expand room sizes. This function might take some getting used to, feel free to ask me if you need assistance.
Dungeon Updates:Every Spirit accumulates
1 energy per turn. The Dungeon Core generates
1 energy per turn.
The Core sits in the cool breeze of a vent. It has generated
1 Air Essence this turn. Growing in strength, it generates
1 Water Essence this turn.
Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed(received the thread for this thread and saw Celestial and Earth has already been absorbed): (Water, Void, Air, Fire, Celestial, Earth) perhaps infernal shall be available soon...
Dungeon Core influence is [6/50]. Dungeon Influence has spread SouthEast. Dungeon Core influence shall spill into available adjacent space next turn.
The Dungeon is undiscovered and unranked.
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: 2 (1 claimed by Dungeon this turn)
Dungeon Energy: 4
Air Essence: 1
Fire Essence: 0
Water Essence: 1
Void Essence: 1
Infernal Essence: 2
Tri Essences
Plant 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.
- please specify size from list below. When carving corridors, please state which 2 squares you start carving from, and whether the corridor is aligned North - South or East - West if it is unclear.
- When carving chambers, please state which 1 middle square you start carving from. This action carves 9 squares of space at once. Costs 4 energy. 4 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your 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 basic 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.