Turn 5
╚═━┈┈━═╝ TURNTURNTURNNurel the Sucking Mire absorbs the Grass for the first time. Nurel immediately gains 1 Plant Essence and 1 Mud essence as the Dungeon Core churns with this new information. Grass is a common plant that can adapt to most conditions.
Snerkel the Renovator absorbs the Red Mushrooms for the first time. Snerkel immediately gains 1 Plant Essence, 1 Infernal Essence and 1 Poison Essence as the knowledge flares to life within the Dungeon Core. Mushrooms are a creature that like dark, damp places. This one seems to be somewhat poisonous.
Gul combines the Air and Void essences together. There is a scream of sound followed by silence, as Gul has discovered Vacuum essence.
Isbrann combines Fire and Celestial essences. There is a feeling of great presence and upliftment, as Isbrann discovers Purification Essence.
Following the opposite theme, Isbrann proceeds to combine Fire and Infernal essence. It bursts in a red hot radiance, combining into Hellfire Essence.
The first corridors puncture through the earth, expanding the Dungeon greatly. The walls on the Northernmost corridor are dotted with a strange black stone...
As the collection of spirits are perplexed by this new development, a small furry creature limps into the cave entrance. Flecks of blood follow it as it drags itself, half dazed, through the cave. It would perhaps be confused by the vast changes made to it's burrow since it was last here, but the rabbit was unfortunately too pained to be aware of it. It passed out in the dark corner, exhausted.
Funnily enough, it seems the Dungeon Core is unable to absorb it. The understanding comes to you: the living
aura of the creature acts much like your personal influence, in that it cannot be unwillingly interfered with. Perhaps the plants absorbed so far have a far more passive aura that allows them to be easily absorbed. Sentient creatures, on the other hand, might not be able to be absorbed so easily...
Actions
NotesThe Goal List has been updated. For this turn only you may change your Goal if you wish.
Recommended: Gain Fate when you cause absorption of [Pick Basic Essence Type]
Recommended: Gain 1 Fate when using "Influence - Expand Personal Influence"
Recommended: Gain 1 Fate when using "Influence - Expand Dungeon Influence".
Gain 2 Fate when combining basic essences
Gain 1 Fate per tile relinquished from Personal Influence to Dungeon Influence.
Gain 5 Fate when a new Chamber is created
Gain 2 Fate when a new Corridor is created
Gain 6 Fate when you Spawn a new Default Creature you have not spawned before
Gain 5 Fate whenever you cause a new Specific Mutation you have not seen or caused before
Gain 4 Fate whenever you cause a new Natural Mutation using an Essence that has not been used before for Natural Mutation on that creature
Congratulations! Flora and Fauna now has a chance to spawn or visit your Dungeon. Furthermore, you have a chance of uncovering resources when you build or expand Influence into new areas.
You can now spawn and imbue creatures the Dungeon has previously absorbed. Creatures naturally have their own environments they operate best in. E.g. if you spawn a fish on land it won't survive long.
You can imbue a creature with essences to give it special abilities and traits. The more essence you use the more potent the effect, but beware - too much essence may make them burst
Special abilities could be as simple as making a mushroom creature thrive in sunlight, to imbuing healing abilities in a herb, to giving a pig a poisonous attack. Creatures have some essences they are naturally acclimatised too. When imbuing a creature, there is some randomness. A 1d6 dice will be rolled that can influence the outcome:
1 - Maladaptation. The Effect does something unexpected, or prevents further imbueing this creature with essence.
2 - Failure, resources wasted
3 - Weakened Effect
4 - Expected Result
5 - Great Success
6 - Additional Unexpected Benefit
However, the more successfully a creature has absorbed essence, the more likely future imbuements of that type shall succeed. Likewise, some Creatures will struggle to absorb some essences.
A Zombie might not easily absorb Celestial, but persevere and you may have a very unique creature on your hands. Furthermore, don't despair if a creature imbuement doesn't go to plan. You can always spawn the default template of a creature to start again from scratch, and end up with multiple variants. You might find down the line something you thought was a failure comes in handy.
Imbuing something with essence can be done for multiple reasons. If you imbue a creature with enough essence, it can become a
Monster. A Monster will defend your Dungeon and, depending on it's level of ability, follow commands.
You may also imbue a creature with essence to perform a specific task, like make a loud noise when someone walks by.
Another reason you may imbue a creature is to attract a new kind of adventurer that would benefit the progression of the Dungeon. A Herbalist might come to the Dungeon for the healing herbs, for example.
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. The bond with it's
Mantlebearer is strong, and the Core spits out an additional
Fire Essence this turn. It also generates
1 Earth Essence this turn.
Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed: (Water, Void, Air, Fire, Celestial, Earth) When a suitable infernal location has been discovered and absorbed, this ability will be gained.
Dungeon Core influence is [6/50]. 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: 21 (Dungeon will claim a minimum of 3 squares next turn as I updated the map before realising I missed this step <3)
Dungeon Energy: 1
Earth Essence: 1
Air Essence: 1
Fire Essence: 1
Water Essence: 1
Void Essence: 1
Infernal Essence: 1
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. They can also freely place essences in the Dungeon Inventory.
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 from the list below. When spawning, please state which square on the map you would like them to spawn onto. E.g. Spawn Default Red Mushroom at E4)
- 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.
Minimum Cost 1 essence, you can decide how much you would like to spend. Select one essence type to imbue a creature with and state what you would like to achieve. E.g. you may wish to adapt it to an environment or create a new trait. This option allows you to aim for a specific outcome, irregardless of what a creature's natural predilection may be.
Minimum Cost 1 essence, you can decide how much you would like to spend. Select one essence type to imbue a creature with. The creature will mutate with that essence along it's most natural evolution path related to that essence. These mutations are typically weaker, by cannot catastrophically fail.
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.