Regular Actions
The following is a short, non-exhaustive catalogue of regular actions one may take in the game.:
- 1 Might: Creating a large island, flooding a valley, calling down a fire tornado on a major settlement, etc.
- 1 Might: Create a Hero. Infuse some Divine Essence into a Mortal and turn them into a Hero, giving them increased physical abilities and a lengthened lifespan in exchange for always knowing where they are and what they’re doing.
- 1 Might: Tap into divine power to heal all permanent and temporary injuries, diseases and low-level curses from a Hero or a group of mortals.
- 1 Might: Grant a Blessing. Blessings can be described as
passive abilities that are granted to an individual or group. They may be given to a Hero, group of Heroes, Holy Order, mundane order/guild, or a mortal civilization/species. As a rule of thumb, the lesser the amount of targets for a blessing or ability, the stronger it will be. Some examples of blessings are increased fertility, increased strength, instinctive anatomical knowledge, general good fortune, golden ages, etc.
- 1 Might: Cast a Curse. Curses can vary and the limit is your imagination, and they may be cast at the same targets as Blessings. Some examples are infertility, plagues, phobias, strange or unhealthy behaviours, etc.
- 2 Might: Creating barely-sapient species such as wild goblins, politicians, etc.
- 3 Might: Creating a fully sapient species on the more mundane side such as humans, elves, orcs, intelligent goblins, plant people, cat girls, etc.
- 1 Might: Teaching an important technology/skill/ability to a mortal population. E.g. Fire, Tool making, Architecture, Metal working, Divination, Dragon taming, Chi Regulation, etc
- 1 Might: Creating a Holy Site, maximum of 1 per turn. Effects explained below.
- 1 Might: Create an Artefact with a single Special Ability.
- 1 Might: Adding another Special Ability to an existing Artefact, up to 3 abilities total.