Wizard

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I'm fine with starting fresh. I can probably rope some people together.

Either way, we should create an IRC channel or similar for strategy and alliance discussion next go 'round.


Celios, the Flame of Enlightenment

The trickster god responds in a voice from an illusory flame: "You offer a risky wager, Lifegiver, but I am prepared to accept. And either way we shall both drink deep of the chaos in the Northern Continent."


Celios, the Flame of Enlightenment

Power Roll: 6d6 ⇒ (1, 6, 5, 2, 2, 1) = 17 + 157 religion + 1 last turn + 35 First = 210 Power

Science: 57 (19 volcanic settlements) + 12 last turn = 69

NB. since I screwed up population counts last turn I definitely had less than 24 science remaining. The number was definitely more than 12 but I figured I'd deduct 12 from myself for screwing up and also so I don't have to actually recalculate last turn.

Settlement at A2. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 13); decrease population from 4 to 3. New power total: 196.

Settler at A2. Move to A1. CREATE SETTLEMENT at A1.

Settlement at A1. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 196.

Settlement at A3. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 195. New science total: 74.

Settlement at A4. ADVANCE (gain 7 science). New science total: 81.

Settlement at A5. ADVANCE (gain 7 science). New science total: 88.

Settlement at A6. ADVANCE (gain 7 science). New science total: 95.

Settlement at A7. ADVANCE (gain 7 science). New science total: 102.

Settlement at A8. ADVANCE (gain 7 science). New science total: 109.

Settlement at A9. ADVANCE (gain 7 science). New science total: 116.

Settlement at A10. ADVANCE (gain 7 science). New science total: 123.

Settlement at B3. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 194. New science total: 128.

Settlement at B4. ADVANCE (gain 6 science). New science total: 134.

Settlement at B5. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New science total: 140. New power total: 193.

Settlement at B6. ADVANCE (gain 7 science). New science total: 147.

Settlement at B7. ADVANCE (gain 7 science). New science total: 154.

Settlement at B8. CREATE 5 ARMIES (cost: 5). New power total: 188.

Settlement at B9. CREATE 4 ARMIES (cost: 4). New power total: 184.

Settlement at B10. CREATE 4 ARMIES (cost: 4). New power total: 180.

Settlement at B11. CREATE SETTLER (cost: 14); decrease population from 7 to 6. New power total: 166.

Settler at B11. Move to C10. CREATE SETTLEMENT.

Settlement at C10. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 166.

Settlement at C2. GROW (cost: 1); increase population from 4 to 5. CREATE 4 ARMIES (cost: 4). New power total: 161.

Settlement at C3. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). New power total: 157.

Settlement at C4. GROW (cost: 1); increase population from 5 to 6. CREATE 3 ARMIES (cost: 3). New power total: 153.

Settlement at C5. GROW (cost: 1); increase population from 5 to 6. CREATE SETTLER (cost: 14); decrease population from 6 to 5. New power total: 138.

Settler at C5. Move to D5. CREATE SETTLEMENT.

Settlement at D5. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 138.

Settlement at C6. CREATE 4 ARMIES (cost: 4). New power total: 134.

Settlement at C7. CREATE 5 ARMIES (cost: 5). New power total: 129.

Settlement at D3. GROW (cost: 1); increase population from 5 to 6. CREATE SETTLER (cost: 15); decrease population from 6 to 5.

Settler at D3. Move to E3. CREATE SETTLEMENT.

Settlement at E3. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 138.

Science Spends. Weaponry to 12 (25 points; 129 points remain). Weaponry to 13 (26 points; 103 points remain). Weaponry to 14 (26 points; 77 points remain). Weaponry to 15 (27 points; 50 points remain). Weaponry to 16 (27 points; 23 points remain).

Miracle at B10. INSPIRE CITY (cost: 10). New power total: 128.

Settlement at B10. ADVANCE (gain 7 science). New science total: 30.

Science Spends. Weaponry to 17 (28 points; 2 points remain).

Armies at B4. Move x4 to C4.
Armies at B5. Move x5 to C5.
Armies at B6. Move x5 to C6.
Armies at B8. Move x5 to C9.
Armies at B9. Move x4 to B10.
Armies at B10. Move x4 to C10.

Armies at C2. Move x4 to D2.
Armies at C3. Move x12 to C3.
Armies at C5. Move x12 to D4.
Armies at C6. Move x11 to D5.
Armies at C7. Move x5 to C6.

Armies at D2. Move x4 to E1.

Miracle at E1. Inspire Army (cost: 12). New power total: 116.

Armies at E1. Move x4 to F1, ATTACK Mermaid.

Armies at D3. Move x4 to E4, ATTACK Mermaid. Move x4 to E3; they will be DRAWN INTO COMBAT with Sirens at F3, barring outside intervention.

Armies at D14. Move x9 to D15, ATTACK Mermaid. Move x10 to E17; they will be DRAWN INTO COMBAT with Sirens at F18, barring outside intervention.

Miracle at C6. INSPIRE CITY (cost: 10). New power total: 106.

Settlement at C6. MAGIC SHIELD x4 (cost: 12). New power total: 94.

Miracle at C7. INSPIRE CITY (cost: 10). New power total: 84.

Settlement at C7. MAGIC SHIELD x4 (cost: 12). New power total: 72.

Miracle at B10. INSPIRE CITY x4 (cost: 40). New power total: 32.

Settlement at B10. ADVANCE x4 (gain 28 science). New science total: 30

Science Spend. Armor to 18 (28 points; 2 points remain).

Miracle at C7. INSPIRE CITY x2 (cost: 20). New power total: 12.

Settlement at C7. CREATE 10 ARMIES (cost: 10). New power total: 2.

Turn Summary
Settlements
A1: 2
A2: 3
A3: 5
A4: 7
A5: 7 (3 shields)
A6: 7 (3 shields)
A7: 7 (3 shields)
A8: 7 (3 shields)
A9: 7 (3 shields)
A10: 7 (3 shields)
A11: 7 (3 shields)
B3: 5
B4: 6
B5: 6
B6: 7 (3 shields)
B7: 7 (3 shields)
B8: 7 (3 shields)
B9: 7 (3 shields)
B10: 7 (3 shields)
B11: 6 (3 shields)
C2: 5
C3: 5
C4: 6
C5: 5
C6: 7 (4 shields)
C7: 7 (4 shields)
C10: 2
D2: 2
D5: 2
E3: 2

Armies
A11: 4

B10: 4

C4: 10
C5: 5
C6:: 10
C7: 10
C9: 5
C10: 4

D2: 4
D3: 12
D4: 12
D5: 11

F1: 4, ATTACKing Mermaids
E4: 4, ATTACKing Mermaids
E3: 4, ADJACENT to Sirens

D15: 9, ATTACKing Mermaids
E17: 10, ADJACENT to Sirens

Science
Agriculture: 4
Armor: 18
Religion: 7
Seafaring: 4
Survival: 7
Weaponry: 17
Total: 57

Power remaining: 2
Science remaining: 2

RP
The Wayfarers continue their maritime hunting expeditions, and the ranks of their armies swell and move towards their expanding borders. The desiccation and corruption of the land has slowed, for now, but who can say when the fiery trickster god will grow tired of these strange new wetlands his people have claimed? Perhaps the entire western continent will be a fiery waste ere the age is through.


yes he should.


Celios, the Flame of Enlightenment
Power roll: 6d6 ⇒ (3, 6, 3, 3, 2, 5) = 22 + 127 (religion) + 0 (last turn) = 139
Science gained: 48 (16 volcanic settlements); new total: 48.

Settlement at A3. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 13); decrease population from 4 to 3. New power total: 125.

Settler at A3. MOVE to A2. CREATE SETTLEMENT.

Settlement at A2. GROW (cost: 1); increase population from 1 to 2. ADVANCE (gain 2 science). New power total: 124. New science total: 50.

Settlement at A4. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 123. New science total: 56.

Settlement at A5. ADVANCE (gain 7 science). New science total: 63.

Settlement at A6. ADVANCE (gain 7 science). New science total: 70.

Settlement at A7. ADVANCE (gain 7 science). New science total: 77.

Settlement at A8. ADVANCE (gain 7 science). New science total: 84.

Settlement at A9. ADVANCE (gain 7 science). New science total: 91.

Settlement at A10. CREATE 4 ARMIES (cost: 4). New power total: 119.

Settlement at A11. CREATE 4 ARMIES (cost: 8). New power total: 111.

Settlement at B3. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 110. New science total: 95.

Settlement at B4. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 109. New science total: 101.

Settlement at B5. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). New power total: 105.

Settlement at B6. ADVANCE (gain 7 science). New science total: 108.

Settlement at B7. ADVANCE (gain 7 science). New science total: 115.

Settlement at B8. ADVANCE (gain 7 science). New science total: 122.

Settlement at B9. ADVANCE (gain 7 science). New science total: 129.

Settlement at B10. ADVANCE (gain 7 science). New science total: 136.

Settlement at C2. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 104. New science total: 140.

Settlement at C3. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 103. New science total: 144.

Settlement at C4. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 102. New science total: 149.

Settlement at C5. GROW (cost:1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 101. New science total: 154.

Settlement at C6. ADVANCE (gain 6 science). New science total: 160.

Settlement at C7. CREATE 4 ARMIES (cost: 4). New power total: 97.

Settlement at B11. CREATE 4 ARMIES (cost: 8). New power total: 89.

Settlement at D3. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 88. New science total: 164.

Armies at A3. Move x10 to B4.

Armies at A5. Move x5 to B5.

Armies at A6. Move x5 to B6.

Armies at A10. Move x4 to A11.

Armies at B3. Move x9 to C3.

Armies at B5. Move x9 to C5.

Armies at B11. Move x7 to B12.

Miracle at B12. INSPIRE ARMY (cost: 11). New power total: 77.

Armies at B12. Move x19 to D14 via C13.

Armies at C2. Move x4 to D2.

Armies at C3. Move x8 to D3.

Armies at C6. Move x3 to C5.

Armies at C7. Move x4 to C6.

Science Spends. Religion to 7 (22 points; 142 points remain). Armor to 13 (23 points; 119 points remain). Armor to 14 (23 points; 96 points remain). Armor to 15 (24 points; 73 points remain). Armor to 16 (24 points; 49 points remain). Armor to 17 (25 points; 24 points remain).

Miracle at A13. ALTER BIOME (cost: 4), forest into scrubland. New power total: 73.

Miracle at B13. ALTER BIOME x2 (cost: 8), jungle into forest, forest into scrubland. New power total: 65.

Miracle at B13. RAISE TERRAIN (cost: 4), flatland into hills. New power total: 61.

Miracle at A3. ALTER BIOME (cost: 3), crater into volcano. New power total: 58.

Miracle at A2. ALTER BIOME (cost: 3), barren into crater. New power total: 55.

Miracle at C2. RAISE TERRAIN (cost: 3), flatland into hills. New power total: 52.

Miracle at C5. ALTER BIOME x3 (cost: 9), forest into scrubland, scrubland into barrens, barrens into crater. New power total: 43.

Miracle at A7. ALTER BIOME x3 (cost: 9), scrubland into barrens, barrens into crater, crater into volcano. New power total: 34.

Miracle at B8. LOWER TERRAIN (cost: 3), mountain into hills. New power total: 31.

Miracle at C6. ALTER BIOME x4 (cost: 12), forest into scrubland, scrubland into barren, barren into crater, crater into volcano. New power total: 19.

Miracle at D3. ALTER BIOME x3 (cost: 9), forest into scrubland, scrubland into barren, barren into crater. New power total: 10.

Miracle at B11. ALTER BIOME x3 (cost: 9), forest into scrubland, scrubland into barren, barren into crater. New power total: 1.

Summary
Settlements
A2: 2
A3: 3
A4: 6
A5: 7 (3 shields)
A6: 7 (3 shields)
A7: 7 (3 shields)
A8: 7 (3 shields)
A9: 7 (3 shields)
A10: 7 (3 shields)
A11: 7 (3 shields)
B3: 4
B4: 6
B5: 6
B6: 7 (3 shields)
B7: 7 (3 shields)
B8: 7 (3 shields)
B9: 7 (3 shields)
B10: 7 (3 shields)
B11: 7 (3 shields)
C2: 4
C3: 4
C4: 5
C5: 5
C6: 6
C7: 6
D3: 4

Armies
A11: 4

B4: 10
B5: 5
B6: 5
B12: 19

C3: 9
C5: 12
C6: 7

D2: 4
D3: 8

Science
Agriculture: 4
Armor: 17
Religion: 7
Seafaring: 4
Survival: 7
Weaponry: 11
Total: 50

Terrain Alterations
New scrublands: A13, B13.
New craters: A2, C5, D3, B11.
New volcanoes: A3, A7, C6.
New hills: B13, C2, B8.

Power remaining: 1
Science remaining: 24

RP
It is unclear whether this is the continued work of Celios, or simply the result of the dynamo he has set in motion, but the lands of the Western Continent, once relatively verdant and peaceful, continue to dry up at an alarming rate. Magma flow is common, and the toxic fumes of so much molten rock spread across the Wayfarers' lands, polluting the plantlife--those that do not wither and die twist and become strange new mutations.

The Wayfarers themselves continue to spread throughout the land in their endless quest for novel experiences--they evidently find a satisfactory outlet in the crafting of illusions to deceive their foes. Armies they encounter on the field often find that they are fighting apparitions rather than creatures of flesh and bone: the Ghosts of the Western Continent.


The Settler in question was basically Archduke Ferdinand.


Celios, the Trickster
Power Roll
6d6 ⇒ (3, 4, 1, 6, 3, 6) = 23 + 101 (religion) + 16 (third) + 3 (last turn) = 143
Science gained: 39 (13 volcanic settlements). New science total: 43.

Settlement at A3. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 143.

Settlement at A4. GROW (cost: 1); increase population from 3 to 4. FESTIVAL (gain 2 power). New power total: 144.

Settlement at A5. GROW (cost: 1); increase population from 5 to 6. MAGIC SHIELD x3 (cost: 9). New power total: 134.

Settlement at A6. GROW (cost: 1); increase population from 5 to 6. MAGIC SHIELD x3 (cost: 9). New power total: 124.

Settlement at A7. MAGIC SHIELD x3 (cost: 9). New power total: 115.

Settlement at A8. MAGIC SHIELD x3 (cost: 9). New power total: 106.

Settlement at A9. MAGIC SHIELD x3 (cost: 9). New power total: 97.

Settlement at A10. MAGIC SHIELD x3 (cost: 9). New power total: 88.

Settlement at A11. MAGIC SHIELD x3 (cost: 9). New power total: 79.

Settlement at B3. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 79.

Settlement at B4. GROW (cost: 1); increase population from 3 to 4. FESTIVAL (gain 2 power). New power total: 80.

Settlement at B5. GROW (cost: 1); increase population from 2 to 3. FESTIVAL (gain 2 power). New power total: 81.

Settlement at B6. GROW (cost: 1); increase population from 5 to 6. MAGIC SHIELD x3 (cost: 9). New power total: 71.

Settlement at B7. MAGIC SHIELD x3 (cost: 9). New power total: 62.

Settlement at B8. MAGIC SHIELD x3 (cost: 9). New power total: 53.

Settlement at B9. MAGIC SHIELD x3 (cost: 9). New power total: 44.

Settlement at B10. MAGIC SHIELD x3 (cost: 9). New power total: 35.

Settlement at B11. MAGIC SHIELD x3 (cost: 9). New power total: 26.

Settlement at C2. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 26.

Settlement at C3 GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 26.

Settlement at C4. GROW (cost: 1); increase population from 2 to 3. FESTIVAL (gain 2 power). New power total: 27.

Settlement at C5. GROW (cost: 1); increase population from 3 to 4. FESTIVAL (gain 2 power). New power total: 28.

Settlement at C6. GROW (cost: 1); increase population from 4 to 5. FESTIVAL (gain 3 power). New power total: 30.

Settlement at C7. GROW (cost: 1); increase population from 4 to 5. FESTIVAL (gain 3 power). New power total: 32.

Settlement at D3. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 32.

Miracle at C13. LOWER TERRAIN (cost: 4), sink tile into Shallow Water. New power total: 28.

Miracle at A13. ALTER BIOME (cost: 4), jungle into forest. New power total: 24.

Armies at A11. MOVE to B12.

Armies at B10. MOVE to B11.

Science Spends. Weaponry to 11 (21 points; 22 points remain). Armor to 12 (22 points; 0 points remain).

Miracle at A4. ALTER BIOME (cost: 3), crater into volcano. New power total: 21.

Miracle at C3. ALTER BIOME x2 (cost: 6), barren into crater, crater into volcano. New power total: 15.

Miracle at A3. ALTER BIOME x2 (cost: 6), scrubland into barren, barren into crater. New power total: 9.

Miracle at B9. ALTER BIOME x3 (cost: 9), scrubland into barren, barren into crater, crater into volcano. New power total: 0.

Summary
Settlements
A3: 2
A4: 4
A5: 6 (3 shields)
A6: 6 (3 shields)
A7: 6 (3 shields)
A8: 6 (3 shields)
A9: 6 (3 shields)
A10: 6 (3 shields)
A11: 6 (3 shields)
B3: 2
B4: 4
B5: 3
B6: 6 (3 shields)
B7: 6 (3 shields)
B8: 6 (3 shields)
B9: 6 (3 shields)
B10: 6 (3 shields)
B11: 6 (3 shields)
C2: 2
C3: 2
C4: 3
C5: 3
C6: 5
C7: 5
D3: 2

Armies
A3: 10
A5: 5
A6: 5

B3: 9
B5: 6
B11: 3
B12: 12

C3: 8
C2: 4
C6: 3

Science
Agriculture: 4
Armor: 12
Religion: 6
Seafaring: 4
Survival: 7
Weaponry: 11
Total: 44

Terrain Alterations
New volcanoes: A4, C3, B9
New craters: A3
New forest: A13
New shallow ocean: C13

Power remaining: 0
Science remaining: 0

RP
The Wayfarers, having achieved their conquest, begin crafting clever illusions to misdirect the destruction hostile gods might rain down upon their volcanic cities. Meanwhile, a large hunting party moves its way to the south, and Celios sends an emissary to Grotar.

"Earth-shaker! We are sending an expedition to hunt the beasts that prowl the open seas. In exchange for your non-interference, I have tamed the wild lands in your westernmost settlement."

Even as the messenger speaks, the jungles dry up and become less wild--and a nearby jungle is sunk into the ocean, all the better for the Wayfarer fleet to embark into the great blue oceans to the south.


Celios, the Trickster
Power Roll
6d6 ⇒ (6, 6, 2, 3, 2, 6) = 25 + 80 (religion) + 0 (last turn) + 15 (second) = 120 Power
Science gained: 21 (7 volcanic settlements). New science total: 25.

Settlement at A4. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 4). New power total: 120.

Settlement at A6. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 119. New science total: 30.

Settlement at A7. GROW (cost: 2); increase population from 5 to 6. CREATE 4 ARMIES (cost: 4). New power total: 113.

Settlement at A8. ADVANCE (gain 6 science). New science total: 36.

Settlement at A9. ADVANCE (gain 6 science). New science total: 42.

Settlement at A10. CREATE 3 ARMIES (cost: 3). New power total: 110.

Settlement at A11. ADVANCE (gain 6 science). New science total: 48.

Settlement at B4. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 4). New power total: 109.

Settlement at B6. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). New power total: 105.

Settlement at B7. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 103. New science total: 54.

Settlement at B8. ADVANCE (gain 6 science). New science total: 60.

Settlement at B9. ADVANCE (gain 6 science). New science total: 66.

Settlement at B10. ADVANCE (gain 6 science). New science total: 72.

Settlement at B11. ADVANCE (gain 6 science). New science total: 78.

Settlement at C4. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 1). New power total: 101.

Settlement at C5. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New power total: 100. New science total: 81.

Settlement at C6. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 99. New science total: 85.

Settlement at C7. GROW (cost: 1); increase population from 3 to 4. CREATE 3 ARMIES (cost: 3). New power total: 95.

Settlement at D3. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 2). New power total: 92.

Science spends. Survival to 7 (18 points; 67 points remain). Weaponry to 9 (19 points; 48 points remain). Weaponry to 10 (19 points; 29 points remain). Armor to 11 (20 points; 9 points remain).

Miracle at B4. Inspire City (cost: 10). New power total: 82.

Settlement at B4. CREATE SETTLER (cost: 10); reduce population from 3 to 2. New power total: 72. Move Settler to A5.

Settler at A5. CREATE SETTLEMENT.

Settlement at A5. GROW (cost: 1); increase population from 1 to 2. CREATE SETTLER (cost: 10); reduce population from 2 to 1. New power total: 61. Move Settler to B5.

Settlement at B5. GROW (cost: 1); increase population from 1 to 2. ADVANCE (gain 2 science). New power total: 60. New science total: 11.

Miracle at B4. Alter Biome (cost: 3); crater to volcano. New power total: 57.

Miracle at C4. Alter Biome (cost: 3); crater to volcano. New power total: 54.

Miracle at A5. Alter Biome (cost: 3); crater to volcano. New power total: 51.

Miracle at B5. Alter Biome x2 (cost: 6); barren to crater; crater to volcano. New power total: 45.

Miracle at A6. Alter Biome (cost: 3); crater to volcano. New power total: 42.

Miracle at B6. Alter Biome (cost: 3); crater to volcano. New power total: 39.

Miracle at B10. Inspire City x3 (cost: 30). New power total: 9.

Settlement at B10. ADVANCE x3 (gain 18 science). New science total: 29.

Science Spend. Agriculture to 4 (20 points; 4 points remain).

Miracle at B9. Alter Biome x1 (cost: 3); forest to shrubland. New power total: 1.

Armies at A4. Move x10 to A3; ATTACK Warlord settlement.

Armies at B4. Move x9 to B3; ATTACK Warlord settlement.

Armies at C4. Move x8 to C3; ATTACK Warlord settlement.

Armies at D3. Move x4 to C2; ATTACK Warlord settlement.

Armies at A6. Move x5 to A5.

Armies at A7. Move x5 to A6.

Armies at A10. Move x3 to A11.

Armies at A11. Move x3 to B12.

Armies at B11. Move x3 to B12.

Armies at B6. Move x6 to B5.

Armies at C7. Move x3 to C6.

Turn Summary
Settlements
A4: 3
A5: 1
A6: 5
A7: 6
A8: 6
A9: 6
A10: 6
A11: 6

B4: 3
B5: 2
B6: 5
B7: 6
B8: 6
B9: 6
B10: 6
B11: 6

C4: 2
C5: 3
C6: 4
C7: 4

Total: 92

Armies
A3: 10, attacking Warlord
B3: 9, attacking Warlord
C3: 8, attacking Warlord
C2: 4, attacking Warlord

A5: 5
A6: 5
B5: 6
C6: 3

A11: 3
B10: 3
B12: 9

Science
Agriculture: 4
Armor: 11
Religion: 6
Seafaring: 4
Survival: 7
Weaponry: 10
Total: 42

Terrain Alterations
New Volcano: B4, C4, A5, B5, A6, B6
New Shrubland: B9

Power remaining: 1
Science remaining: 4

(Note: I started this post with the +20 from first turn, then Uta ninja'd me, so all power totals listed should be 5 fewer. I updated the last entry to be accurate.)

RP
The Wayfarers continue their march upon the Warlord's lands. Celios awakens volcanoes in the newly taken lands, rendering much of the Western Continent a wasteland. He sends illusions to the other gods, taking the form of fine, fast ships bearing a message:

"I have claimed the Western Continent as my own, and my Wayfarers shall learn to be content in the bounty it has to offer--for I shall offer no war to any god who does not encroach upon my domain."


I think it means you pay the base cost (6, in this case), plus the number of worshipers.


It's in the latest post in the Gameplay thread.


I'ma take the Nature domain.


Celios, the Flame of Enlightenment

Power Roll
6d6 ⇒ (3, 5, 3, 2, 4, 1) = 18 + 65 (religion) + 20 (quest) + 3 (previous turn) - 11 (going last) = 95 power
Science gained: 18 (6 volcanic settlements); new science total: 22

Settlement at A6. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 94. New science total: 26.

Settlement at A7. GROW (cost: 1); increase population from 4 to 5. CREATE 4 ARMIES (cost: 4). New power total: 89.

Settlement at A8. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 87. New science total: 32.

Settlement at A9. ADVANCE (gain 6 science). New science total: 38.

Settlement at A10. ADVANCE (gain 6 science). New science total: 44.

Settlement at A11. ADVANCE (gain 6 science). New science total: 50.

Settlement at B6. GROW (cost: 1); increase population from 3 to 4. CREATE 2 ARMIES (cost: 2). New power total: 84.

Settler at B6. MOVE to C5; CREATE SETTLEMENT at C5.

Settlement at B7. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). New power total: 80.

Settlement at B8. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 81. New science total: 58.

Settlement at B9. ADVANCE (gain 6 science). New science total: 64.

Settlement at B10. ADVANCE (gain 6 science). New science total: 70.

Settlement at B11. ADVANCE (gain 6 science). New science total: 76.

Settlement at C5. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 2). New power total: 75.

Settlement at C6. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 4). New power total: 70.

Settlement at C7. GROW (cost: 1); increase population from 3 to 4. CREATE 3 ARMIES (cost: 3). New power total: 66.

Armies at A6. Move (x5) to B5.

Armies at A7. Move (x4) to A6.

Armies at B6. Move (x8) B5.

Armies at B7. Move (x3) to B6.

Armies at C5. Move (x1) to B5.

Armies at C6. Move (x2) to B5.

Armies at C7. Move (x3) to C6.

Armies at E5. Move (x7) to D4.

Armies at F6. Move (x4) to D4 via E5.

Miracle. Inspire Army at D5 (cost: 11). New power total: 55.

Armies at D4. Move (x4) to D3; ATTACK Warlord Armies. Move (x7) to C4; ATTACK Warlord Settlement.

Miracle. Inspire Army at B5 (cost: 11). New power total: 44.

Armies at B5. Move (x8) to A4, ATTACK Warlord Armies. Move (x8) to B4, ATTACK Warlord Armies.

Miracle. Smite Warlord army at B4 (x4) (cost: 28). New power total: 16.

Miracle. Smite Warlord army at A4 (x2) (cost: 16). New power total: 0.

Science Spends. Weaponry to 7 (17 points; 57 points remain). Weaponry to 8 (17 points; 40 points remain). Survival to 6 (18 points; 22 points remain). Armor to 10 (18 points; 4 points remain).

Final Totals
Settlements
A6: 4
A7: 5
A8: 6
A9: 6
A10: 6
A11: 6
B6: 4
B7: 5
B8: 6
B9: 6
B10: 6
B11: 6
C5: 2
C6: 3
C7: 3
Total: 74

Armies
A4: 8 (ATTACKing Warlord armies)
B4: 8 (ATTACKing Warlord armies)
C4: 7 (ATTACKing undefended Warlord settlement)
D3: 4 (ATTACKing Warlord armies)

A6: 4
B6: 3
C6: 3

A11: 3
B10: 3
B11: 3
B12: 3

Science
Agriculture: 3
Armor: 10
Religion: 6
Seafaring: 4
Survival: 6
Weaponry: 8
Total: 36

Remaining Power: 0
Remaining Science:: 4

RP
The Wayfarers surge forward from their northern front; their god builds ephemeral roads in front of them to speed their journey towards their warlike foe; these roads vanish behind the armies, eager to test their mettle against a new foe.

Just as his armies arrive, Celios sends confusion amongst the Minoans, causing some of them to destroy one another--and so his warriors rejoice in the cleverness of their god as they taste battle once more.


Also I don't think you can capture a settlement unless your army is there at the end of the turn?


The wording on the charge/counterattack rules is exceedingly poor, but here's how I'm reading them:

You may only use Counter-Attack if your army hasn't already moved (or, presumably, if you use Inspire Army on it). It's meant as a defensive maneuver, so it probably doesn't apply here. The Charge miracle is essentially a souped-up Counter-Attack, which I'm assuming means it's still meant primarily defensively. I don't think either grants movement without the use of an Inspire Army miracle.

What Alos is saying is that you can't move through a square that has an army in it without using either Charge or Counterattack. I think your armies moved through A6, which has 5 of my armies in it. You should be able to change your move so you go through C6 instead; none of my settlements between there and B10 are occupied. The distance would be the same, but you wouldn't be bypassing one of my armies.

I think more importantly, you aren't applying the distance cost for miracles at range--you're supposed to add 1 to the cost for each tile between your nearest settlement and the target tile (unless you have Wizardry; your move is probably a prime example of what the Wizardry domain is good for). This is added before you halve the cost.


I forgot to add a Settler to my turn summary. He is at B6 and he is very lonely.


I suppose I will add +2 to my Remaining Power score, then.


Celios, the Flame of Enlightenment

Power Roll
6d6 ⇒ (6, 3, 5, 5, 2, 1) = 22 + 56 religion + 5 last turn + 11 second = 94 power
Science gained: 18 (6 volcanic settlements); new science total: 21

Settlement at A6. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 7); reduce population from 4 to 3. Move Settler to B6. New power total: 86.

Settlement at A7. GROW (cost: 1); increase population from 3 to 4. CREATE 3 ARMIES (cost: 3). Move armies to B6. New Power total: 82.

Settlement at A8. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 81. New science total: 26.

Settlement at A9. ADVANCE (gain 6 science). New science total: 32.

Settlement at A10. ADVANCE (gain 6 science). New science total: 38.

Settlement at A11. ADVANCE (gain 6 science). New science total: 44.

Settlement at B6. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 7); reduce population from 4 to 3. Move Settler to C6. New power total: 73.

Settler at C6. CREATE SETTLEMENT.

Settlement at B7. GROW (cost: 1); increase population from 3 to 4. CREATE 2 ARMIES (cost: 2). New power total: 70. Move armies to C7.

Settlement at B8. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 6). Move armies to C7. New power total: 66.

Settlement at B9. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 65. New science total: 50.

Settlement at B10. ADVANCE (gain 6 science). New science total: 56.

Settlement at B11. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 64. New science total: 62.

Settlement at C6. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 2). New power total: 61.

Settlement at C7. GROW (cost: 1); increase population from 2 to 3. CREATE 3 ARMIES (cost: 3). New power total: 57.

Science Spends. Seafaring to 4 (14 points; 48 points remain). Armor to 7 (15 points; 33 points remain). Armor to 8 (15 points; 18 points remain). Weaponry to 6 (16 points; 2 points remain).

Miracle. SMITE the Mermaids at D6 (7 points). New power total: 50.

Miracle. SMITE the Mermaids at F6 (9 points). New power total: 41.

Armies at C7. Move (x8) to E5 via D6 (seafaring 4) to ATTACK the Kraken.

Army at C6. Move to F6 via D6 (Seafaring 4) to ATTACK the Mermaids.

Armies at B6. Move (3x) to C6.[/b]

Miracle. INSPIRE ARMIES (cost: 10) at C6. New power total: 31.[/b]

Army at C6. Move (3x) to F6 via D6 (seafaring 4) to ATTACK the Mermaids.

Miracle. INSPIRE CITY x3 (cost: 30) at B10. New power total: 1.

B10. ADVANCE 3x (gain 18 science). New science total: 20.

Science Spend. Armor to 9 (16 points; 4 points remain).

Army at A12. Move to B12.

Final Totals
Settlements
A6: 3
A7: 4
A8: 5
A9: 6
A10: 6
A11: 6
B6: 3
B7: 4
B8: 5
B9: 6
B10: 6
B11: 6
C6: 2
C7: 3

Armies
A6: 5
B6: 6
E5: 8 (attacking Kraken)
D5: 4 (attacking Mermaid)
A11: 3
B10: 3
B11: 3
B12: 3

Science
Agriculture: 3
Armor: 9
Religion: 6
Seafaring: 4
Survival: 5
Weaponry: 6
Total: 33

Remaining Power: 3
Remaining Science: 4

RP
The Wayfarers, pleased with their new fleet, continue to advance their maritime ways. Their fleets set sail and assault a group of warriors from the Riptide Confederacy. Many of the enemy are lured to their destruction by trickery sent from the fickle god Celios, but others meet the amassed strength of the Wayfarers.


A small grassfire brings a reply to the Grasvolk: "Lifebringer! Celios, who forges knowledge from fire, desires no war with your people. So let the people of the grass and the people of the flaming waste exist in peace for these three cycles: may you see through new eyes every day until the world's passing."


I was just saying to myself on the last turn "Mogar should build little island settlements all over the map." Nicely done.


Celios, The Trickter (CEL-WF)

Power Roll
6d6 ⇒ (1, 1, 1, 3, 4, 4) = 14 + 40 (religion) + 0 (last turn) + 11 (first turn) + = 65
Science gained: 15 (5 volcanic settlements); new Science total: 18.

Settlement at A6. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New power total: 64; new science total: 21.

Settlement at A7. GROW (cost: 1); increase population from 2 to 3. CREATE 3 ARMIES (cost: 3). New power total: 60.

4 Armies at A7. Move to A6.

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 59. New science total: 25.

Settlement at A9. ADVANCE (gain 6 science). New science total: 31.

Settlement at A10. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 57. New science total: 37.

Settlement at A11. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 55. New science total: 43.

Settlement at B6. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New power total: 54. New science total: 46.

Settlement at B7. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 6); reduce population from 4 to 3. Move Settler to C7. New power total: 47.

Settler at C7. CREATE SETTLEMENT.

Settlement at B8. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 46. New science total: 50.

Settlement at B9. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 45. New science total: 55.

Settlement at B10. CREATE 3 ARMIES (cost: 3). Move armies to A11. New power total: 42.

Settlement at B11. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 6). New power total: 35.

Settlement at C7. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 35.

Miracle. ALTER TERRAIN at B7 (cost: 6); Crater to Volcanic. New power total: 29.

Miracle. ALTER TERRAIN at B6 (cost: 6); Barren to Crater. New power total: 23.

Miracle. ALTER TERRAIN at C7 (cost: 6); Forest to Scrubland. New power total: 17.

Miracle. RAISE TERRAIN at C7 (cost: 6); Flatlands to Hills. New power total: 11.

Miracle. ALTER TERRAIN at A6 (cost: 6); Barren to Crater. New power total: 5.

Science Spends. Seafaring to 1 (12 points; 43 points remain). Seafaring to 2 (13 points; 30 points remain). Seafaring to 3 (13 points; 17 points remain). Religion to 6 (14 points; 3 points remain).

Army at B7. Move to B6.

Armies at B11. 3x move to A12, ATTACK mermaids.

Final Totals.

Settlements
A6: 3
A7: 3
A8: 4
A9: 6
A10: 6
A11: 6
B6: 3
B7: 3
B8: 4
B9: 5
B10: 6
B11: 5
C7: 2
Total: 56

Armies
A6: 5
A11: 3
A12: 3; engaging Mermaids.
B6: 6
B10: 3
B11: 3

Science
Agriculture: 3
Armor: 6
Religion: 6
Seafaring: 3
Survival: 5
Weaponry: 5
Total: 28

Remaining Power: 5
Remaining Science: 3

RP
Secure in their new victory, the Wayfarers send their armies to reinforce their borders, wary of attack from their neighbors. Yet even as they move, they notice that the waters are already filled with strange new life. Fearing what the oceans may hide, the Wayfarers quickly set to work building mighty seafaring ships, and send an expeditionary force out to cleanse the waters of these new threats.

Meanwhile, in the north, the fiery Celios rends the lands asunder and raises up new volcanoes, creating new shelters for his people in the terrains like those of their lost homes.


You forgot to lower the terrain at B7. It should be hills currently; I'm treating it as such below. I also shouldn't have armies at A8 or B8.

Celios, The Trickster

Power Roll
5d6 ⇒ (3, 3, 4, 5, 5) = 20 + 29 (religion) + 0 (last turn) = 49
Science Gained: 12 (4 volcanic settlements)

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 5); reduce population from 4 to 3. Move Settler to A7. (New power total: 43.)

Settler at A7. CREATE SETTLEMENT.

Settlement at A7. GROW (cost: 1); increase population from 1 to 2. CREATE ARMY (cost: 2). (New power total: 40.)

Settlement at A9. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). (New power total: 38. New science total: 18.

Settlement at A10. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). (New power total: 37. New science total: 23.

Settlement at A11. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). (New power total: 36. New science total: 28.

Settlement at B7. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 2).

Settlement at B8. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). (New power total: 35. New science total: 31.)

Settlement at B9. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). (New power total: 34. New science total: 35.)

Settlement at B10. CREATE 3 ARMIES (cost: 3); move 3 armies to B11. (New power total: 31.)

Settlement at B11. GROW (cost: 1); increase population from 3 to 4. FESTIVAL (gain 2 Power). (New power total: 32.)

Science Spends. Weaponry to 3 (10 points; 24 remain). Weaponry to 4 (11 points; 14 remain). Weaponry to 5 (11 points; 3 remain).

Armies at A7 (x4). Move to A6, ATTACK VU at A6.

Armies at B7 (x5). Move to B6, ATTACK VU at B6.

Miracle. Alter Biome at B7, Barren to Crater (Cost: 6). (New power total: 26.)

Miracle. Alter Biome at A8, Crater to Volcanic (cost: 6). (New power total: 20.)

Miracle. Inspire City at B10, x2 (Cost: 20). (New Power total: 0.)

Settlement at B10. ADVANCE twice (gain 12 science. New Science total: 15.)

Science Spends. Religion to 5 (12 points; 3 remain).

Final Totals
Settlements
A7: 2
A8: 3
A9: 6
A10: 5
A11: 5
B7: 3
B8: 3
B9: 4
B10: 6
B11: 4
Total: 41

Armies
A6: 4, engaging VU
B6: 5, engaging VU
A7: 1
B7: 1
B10: 3
B11: 3

Science
Agriculture: 3
Armor: 6
Religion: 5
Survival: 5
Weaponry: 5
Total: 24

Remaining Power: 0
Remaining Science: 3

RP
Even as the Wayfarers leave the settlement they have just conquered, the ground becomes cracked and pitted, and much of the indigenous flora and fauna are lost forever. With each battle it seems the Wayfarers learn new techniques. Their armor grows stronger, their blades sharpen, and still they progress.

Elsewhere, their fiery trickster god awakens a long-dead volcano, and the Wayfarers begin to station armies to protect the vast volcanic hellscape that is their homeland.

A lone Wayfarer messenger, concealed by illusions by his god, makes his way to the camps of the Minoans, where his presence is revealed. "If your people come no further south than they have already reached, we shall go no further north; there is world enough for both of us to explore."


Celios, Roadmaker

Power Roll
4d6 ⇒ (6, 4, 2, 2) = 14 + 21 (religion) + 4 (reserve) = 39.
Science Gained: 12 (4 volcanic settlements). New total: 12.

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 4); decrease population from 4 to 3. Move Settler to B8. New Power total: 34.

Settler at B8. CREATE SETTLEMENT.

Settlement at A9. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New Power total: 33. New Science total: 17.

Settlement at A10. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New Power total: 32. New Science total: 21.

Settlement at A11. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New Power total: 31. New Science total: 25.

Settlement at B8. GROW (cost: 1); increase population from 1 to 2. CREATE 2 ARMIES (cost: 4). New Power total: 26.

Settlement at B9. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New Power total: 25. New Science total: 28.

Settlement at B10. CREATE 3 ARMIES (cost: 3). New Power total: 22.

Settlement at B11. GROW (cost: 1); increase population from 2 to 3. FESTIVAL (gain 2 power). New Power total: 23.

Science Spends. Weapons to 2 (9 points; 19 remain.) Armor to 5 (9 points; 10 remain). Armor to 6 (10 points; 0 remain).

Miracle. Lower Terrain on B7 (cost: 6 + 1 distance + 4 worshipers present = 11). New Power total: 12.

Miracle. Inspire City on A8 (cost: 10). New Power total: 2.

Settlement at A8. CREATE 2 ARMIES (cost: 2). New Power total: 0.

6x Armies at B8. Move to B7, engage VU army at B7.

5x Armies at A8. Move to A7, engage Centaurs at A7.

Final Totals
Settlements
A8: 3
A9: 5
A10: 4
A11: 4
B8: 2
B9: 3
B10: 6
B11: 3
Total: 30

Armies
A7: 5, engaging Centaurs.
B7: 6, engaging VU army.
B10: 3.

Science
Agriculture: 3
Armor: 6
Religion: 4
Survival: 5
Weaponry: 2
Total: 20

Remaining Power: 0
Remaining Science: 0

RP
The Wayfarers quickly find a taste for war, cutting through centaur and thunderbird alike. They learn quickly from their battles, donning new weapons and protective gear to make them harder to kill--and to make their enemies quicker to fall. And even as they turn their eyes to the north, where new enemies await in the barren mountains, their god shifts the earth beneath the feet of their foes, lowering the defensible positions those mountains once provided.


Celios, the Trickster
Gathering Power:
Roll: 4d6 ⇒ (2, 3, 2, 6) = 13 + 14 (Religion) = 27.
Science Gained: 12 (4 volcanic settlements). New Total: 13.

Settlement at A10. GROW (cost: 1); increase population from 2 to 3. ADVANCE; gain 3 science. New power total: 26. New science total: 16.

Settlement at B10. GROW (cost: 2); increase population from 5 to 6. ADVANCE; gain 6 science. New power total: 24. New science total: 22.

Settlement at A11. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 5); decrease population from 4 to 3. Move Settler to B11. New power total: 18.

Settler at B11. CREATE SETTLEMENT.

Settlement at B11. GROW (cost: 1); increase population from 1 to 2. ADVANCE; gain 2 science. New power total: 17. New science total: 24.

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 3); decrease population from 4 to 3. Move Settler to B9. New power total: 13.

Settler at B9. CREATE SETTLEMENT.

Settlement at B9. GROW (cost: 1); increase population from 1 to 2. ADVANCE; gain 2 science. New power total: 12. New science total: 26.

Settlement at A9. GROW (cost: 1); increase population from 3 to 4. ADVANCE; gain 4 science. New power total: 11. New science total: 30.

Miracle. Smite the Centaurs at B8 (cost: 7). New power total: 4.

Science Spends. Religion to 4 (7 points; 23 points remain). Weaponry to 1 (7 points; 16 points remain). Armor to 3 (8 points; 8 points remain). Armor to 4 (8 points; 0 points remain).

Army at B9. Move to B8 to engage Centaurs.

Final Totals
Settlements
A8: 3.
A9: 4.
A10: 3.
A11: 3.
B9: 2.
B10: 6.
B11: 2.
Total: 23.

Armies
B8: 3 - fighting Centaurs.
A8: 3.

Science
Religion: 4.
Weaponry: 1.
Armor: 4.
Survival: 5.
Agriculture: 3.
Total: 17.

Remaining Power: 4.
Remaining Science: 0.

RP
The Wayfarers continue to fill the surrounding lands, moving to quickly fill the forests that surround their volcanic homeland. The armies continue to march on the forces that surround them. Celios sends a sign of his favor by tricking the Centaur Scouts with an illusion, destroying a third of their armies.

The great comet leading towards the Axis Mundi stirs the wanderlust their fickle god planted in their hearts--surely an ever-changeable home would finally sate their constant need to feel new things?


Celios, The Observer (CEL-WF)

Gathering Power:
Roll: 3d6 ⇒ (1, 2, 6) = 9 + 11 (religion) = 20.

Science gained: 12 (4 volcanic settlements). New total: 15.

Settlement at A10: GROW (cost: 1); increase population from 1 to 2. ADVANCE. Gain 2 Science. (New Science total: 17; new Power total: 19.)

Spend Science: Agriculture to 3 (4 points; 13 points remain). Armor to 1 (5 points; 8 points remain). Armor to 2 (5 points; 3 points remain).

Settlement at B10: GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). (New power total: 15.)

Settlement at A11: GROW (cost: 1); increase population from 2 to 3. ADVANCE. (New science total: 7; new power total: 14.)

Settlement at A9: GROW (cost: 1); increase population from 2 to 3. ADVANCE. (New science total: 10; new power total: 13.)

Spend Science: Survival to 4. (6 points; 4 points remain.)

Settlement at A8: GROW (cost: 1); increase population from 2 to 3. ADVANCE. (New science total: 7.) INSPIRE CITY (cost: 10); Create 2 Armies (cost: 2). (New Power total: 0.)

Spend Science: Survival to 5. (6 points; 1 point remains.)

Army at B10. Move to B9 to engage Thunderbirds.

Final Totals
Population:
B10: 5.
A10: 2.
A11: 3.
A8: 3.
A9: 3.
Total: 16

Science
Survival: 5
Religion: 3
Agriculture: 3
Armor: 2
Total: 13

Armies
A8: 3
B9: 3

RP
More Wayfarers flock to their settlements as they learn about the world around them, but suddenly they find themselves faced with a new threat: the Thunderbirds. So they gear themselves for war--an exciting new opportunity to experience something entirely novel, and perhaps to learn about these strange creatures that threaten their livelihoods.


Celios, Lord of Secrets (CEL-WF)
Power roll: 3d6 ⇒ (1, 3, 6) = 10, + 5 (religion) = 15. New total: 19.
Science gained: 9 (3 volcano settlements)

Settlement at B10: GROW (cost: 3); increase population from 3 to 4. ADVANCE (gain 4 Science). Remaining: 16 Power, 13 Science.

Settlement at A10: GROW (cost: 1); increase population from 1 to 2. CREATE SETTLER (cost: 3); reduce population from 2 to 1. Move Settler to A11. Remaining: 14 Power, 13 Science.

Settler at A11: CREATE SETTLEMENT.
Settlement at A11. GROW (cost: 1); increase population from 1 to 2. ADVANCE (gain 2 Science). Remaining: 13 Power, 14 Science.

Settlement at A9: GROW (cost: 2); increase population from 2 to 3. CREATE SETTLER (cost: 4); reduce population from 3 to 2. Move Settler to A8. Remaining: 7 Power, 14 Science.

Settler at A8: CREATE SETTLEMENT.
Settlement at A8. GROW (cost: 1); increase population from 1 to 2. CREATE ARMY (cost: 1). Remaining: 6 Power, 14 Science.

Miracles: Alter Terrain at A11, Crater to Volcano. Remaining: 0 Power, 14 Science.

Science Spends: Religion to 3 (2 points; 12 Science remain). Survival to 3 (3 points; 9 Science remain). Agriculture to 1 (3 points; 6 Science remain). Agriculture to 2 (4 points; 2 Science remain).

Final Stats:
Settlements
B10: Population 4.
A10: Population 1.
A11: Population 2.
A9: Population 2.
A8: Population 2.
Total Population: 11

Advancements
Religion: 3
Survival: 3
Agriculture: 2
Total Advancements: 8

Armies
A8: 1 army.

Power: 0
Science: 2

RP: The Wayfarers continue to spread and learn about their surroundings, even beginning to develop agriculture on the hostile terrain that they call home. Celios awakens a long-dormant volcano under a new settlement, and his people interpret it as a sign of his favor.


2d6 ⇒ (1, 4) = 5

Celys, The Trickster. CEL - WF
10 power. 3 science (from volcanic terrain at B10).

SPEND 1 Science point on Survival 2 (2 advancements total; 2 points remain.)

CREATE SETTLER at B10 (cost 1), reducing its population to 2.
Move settler to A9 (no roll thanks to Travel domain); CREATE SETTLEMENT at A10. (Remaining power: 9.)

GROW A10 (cost 1), raising its population to 2. (Remaining power: 8.)

CREATE SETTLER at A10 (cost 2), reducing its population to 1.
Move settler to A9 (no roll thanks to Travel domain); CREATE SETTLEMENT at A9. (Remaining power: 6.)

GROW B10 and A9 (total cost 2), raising B10's population to 3 and A9's population to 2. (Remaining power: 4.)

ADVANCE A9 for 2 Science points (total 4).

SPEND 1 Science point on Religion 1 (3 advancements total; 3 points remain.)
SPEND 2 Science points on Religion 2 (4 advancements total; 1 point remains.)

Total Science Advancements:
Survival 2, Religion 2

Total Population Stats:
B10: 3
A9: 2
A10: 1

Power Remaining: 4. Science Remaining: 0.

RP:
The Wayfarer nomads spread their way out into the volcanic terrain that used to be their place of safety and retreat, learning everything they can about their surroundings--and about the enigmatic god they now follow into the volcanic wastes.


Name: Celios, The Observer, The Roadmaker, Lord of Secrets, The Trickster
Name Code: CEL
Domains: Discovery, Travel

Race: Wayfarers
Race Code: WF
Home Terrain: Volcanic Hills
Advancement: Survival

Background:

Celios is a trickster god, the patron of a people who simply call themselves the Wayfarers. Prior to his arrival, they were a reclusive and isolated people, who lived lives dedicated entirely to research. Celios taught them that there are secrets hidden throughout the world, and that true enlightenment can only come by experiencing the world directly. So his people set to wandering.

Or rather, he set them to wandering by changing their nature: the people he found were intensely reclusive, content to hide themselves away and ignore the outside world. So he changed them so that they became what some consider almost parasitic beings: they need the constant new sensation of travel and interaction with outsiders in order to experience anything at all. They deny this necessity, of course, but their curiosity is not just a cultural feature, but a powerful need built into the very fiber of their beings.