[center][img]https://i.postimg.cc/vZDLqQB2/imageedit-1-9947302501.png[/img][/center] [quote][i]The roads between settlements carried more than trade now. They carried arguments. In Gamblerdise, the first disputes over Fortunite had seemed minor: simple disagreements about value, about worth, about what a coin meant beyond the game that earned it. But as the currency spread, carried by traders and wanderers and those who had played and won, the arguments followed. A merchant arrived in a settlement three days' walk from Gamblerdise, pockets heavy with Fortunite earned through clever wagers. He offered coins for grain, for tools, for shelter. The locals examined the golden discs with suspicion, weighing them, biting them, holding them to the light. "What makes these worth anything?" one asked. "They're just metal." "They're won," the merchant explained. "Each one represents a game played fairly, a risk taken, a moment where chance decided. That's what gives them value." "But I can't eat a game," the farmer replied. "And I didn't play it." The merchant left without the grain, Fortunite still heavy in his pockets, worthless outside the culture that had birthed it. But the seed was planted. Within weeks, some in that settlement began playing their own games, crude imitations of what they'd heard Gamblerdise offered. They made their own tokens from stones, carved wood, and shells, then declared them valuable because they'd been won fairly. It worked, until it didn't. The problem revealed itself slowly, like rot spreading through stored grain. Those who won accumulated tokens. Those who lost everything watched their holdings vanish. And unlike barter, where a poor trade could be renegotiated or a debt worked off through labor, the tokens were final. You couldn't argue with a coin. You couldn't negotiate with chance already spent. Some mortals loved this clarity. Others found themselves with nothing, watching their neighbors grow wealthy on luck alone, and wondered if they'd been cheated by fate itself. In Gamblerdise proper, Villagxor watched the problem spread and tried to implement safeguards: limits on bets, requirements for minimum holdings, rules about who could wager what. But rules couldn't reach beyond the settlement's borders. Out there, in the wider world, Fortunite's children multiplied unchecked, and some of them were wrong. The worst development came from a coastal settlement where desperate mortals had begun hoarding Fortunite, treating the coins as if they held inherent power rather than symbolic value. They refused to spend them, refused to trade them, refused to let them circulate. They clutched golden discs and starved beside them, believing that having the coins mattered more than using them. When asked why, they couldn't explain. It just felt wrong to let the Fortunite go. Alechior would need to address this eventually, or watch their gift become a curse. But the Carnival had never promised that joy would be simple or that games would always end fairly. Only that they would end honestly. And honestly, some mortals were very bad at knowing when to stop playing.[/i][/quote][hider=The Weight of Nothing][b]SUMMARY:[/b] Fortunite currency spreads beyond Gamblerdise as traders carry it to other settlements, but cultural clash emerges. Communities that didn't participate in the games that generated the coins question their value, leading to creation of local imitation currencies. More concerning, some mortals begin hoarding Fortunite obsessively, treating the coins as inherently valuable rather than symbolic representations of games played. Gambling addiction emerges in areas where the currency takes hold, with losers stripped of everything and no recourse—unlike barter, coin-debts are final. Villagxor attempts to implement safeguards in Gamblerdise, but the currency's spread beyond the settlement's borders creates problems the Carnival's rules cannot easily address. [b]WORLD EVENT:[/b] The Weight of Nothing [b]Event Type:[/b] Economic/Cultural Development [b]Scale:[/b] Multi-settlement (spreading from Gamblerdise) [b]Origin:[/b] Natural evolution of Fortunite currency introduction [b]MANIFESTATIONS:[/b][list] [*]Fortunite currency spreading to settlements outside Gamblerdise's direct influence [*]Local imitation currencies emerging (stones, wood, shells declared "won fairly") [*]Some mortals hoarding Fortunite compulsively, starving while clutching coins [*]Class divisions emerging between lucky winners and perpetual losers [*]Gambling addiction becoming recognized social problem [*]Coins creating "final" debts unlike negotiable barter arrangements [*]Cultural conflict between coin-using and barter-only communities[/list] [b]ECONOMIC IMPLICATIONS:[/b][list] [*]Fortunite's value unstable outside Gamblerdise [*]Proliferation of fake/imitation currencies undermining trust [*]Wealth concentration among the lucky rather than the skilled [*]Traditional trade networks disrupted by currency adoption[/list][/hider] [quote][i]The pyre burned through the night, and the Ash Speaker stood watch. She was young for such responsibility, barely twenty winters, but she had learned the rites from her mother, who had learned them from her mother, who had been among the first to hear Moren's command. Three generations of women, each teaching the next how to speak the proper prayers, how to build the proper flames, how to ensure the dead would not walk again. The body on the pyre had been her uncle. She had known him as a child, remembered his laugh, his stories. Now she watched his flesh blacken and curl, smoke rising into the darkness where Moren's realm waited. She did not weep. Ash Speakers didn't weep. The dead deserved dignity, not sentiment. When dawn came and the flames had consumed everything but bone and ash, she would gather what remained. Some would go to the family: a small portion, kept in a clay jar, a piece of the loved one to remember. The rest would be scattered, returned to the earth or the river or the wind, depending on what the deceased had wanted. For this service, the family would pay her. Not much: a basket of grain, perhaps a length of cloth. Enough to live on. Enough that she didn't need to farm or hunt or weave. Her only work was the dead, and the dead were plentiful. In the next village over, things were different. There, the Ash Speaker was a man who demanded gold, or jewelry, or the finest cuts of meat. He had learned that grief made people desperate, that families would pay anything to ensure their loved ones rested properly. He held bodies hostage, letting them rot in the sun while relatives scrambled to gather his price. "The longer they wait," he told his apprentice, "the more they fear the Wraith. Fear pays better than sorrow." When a family finally met his demands, he performed the rites poorly, muttering prayers too fast, burning the body with green wood that produced more smoke than heat. He didn't care if it was done right, only that it was done profitably. The Wraith that rose three nights later surprised no one but him. By the time winter settled over the land, every settlement had their Ash Speakers. Some were kind. Some were mercenary. Some were genuinely devout, seeing themselves as servants of Moren's will. Others were opportunists who had simply recognized a permanent need and claimed the role before anyone else could. In the largest settlements, the Ash Speakers had begun to organize. They met in council, discussed proper techniques, debated prayers and rituals. They set standards: this much wood for a child, this much for an adult, these specific words to be spoken at dawn versus dusk. They trained apprentices carefully, passed down knowledge like precious metal. But in smaller, poorer communities, there was often only one Ash Speaker. And if that person was cruel, or incompetent, or absent, the dead went unburned. Families tried to perform the rites themselves, fumbling through half-remembered prayers, building pyres that collapsed or never caught properly. Sometimes it worked. Sometimes it didn't. The Wraiths came for those who failed. Moren had given mortals the knowledge they needed to prevent the dead from rising. But she had never promised it would be easy, or fair, or that all mortals would have equal access to those who knew the way.[/i][/quote][hider=The Ash Speakers][b]SUMMARY:[/b] A new essential role emerges within the communities near the Tree of Reincarnation: Ash Speakers (also called Pyre Keepers), mortals who specialize in cremation rites following Moren's decree. These specialists maintain sacred fires, know the proper prayers, and ensure the dead don't rise as Wraiths. However, with essential power comes corruption. Some Ash Speakers serve faithfully for modest payment; others demand exorbitant fees, holding bodies hostage until families pay. In larger settlements, Ash Speakers organize into councils with standardized practices and apprenticeship programs. In smaller communities, often only one Ash Speaker exists—and if they're cruel, incompetent, or absent, the dead go unburned and Wraiths rise. The practice creates a new permanent social class with power over death itself. [b]WORLD EVENT:[/b] The Ash Speakers [b]Event Type:[/b] Social/Religious Development [b]Scale:[/b] World-spanning (wherever cremation is practiced) [b]Origin:[/b] Natural evolution following Moren's cremation decree [b]MANIFESTATIONS:[/b][list] [*]Ash Speakers/Pyre Keepers emerge as essential specialists in every settlement [*]Three generations of knowledge transmission already established in some areas [*]Extreme variation in ethics: some serve faithfully, others extort grieving families [*]Bodies held hostage for payment in corrupt regions [*]Large settlements develop Ash Speaker councils with standardized practices [*]Small communities vulnerable to incompetent or absent Ash Speakers [*]Families attempt DIY cremations when Ash Speakers unavailable, with mixed results [*]Wraiths rise where cremation rites are performed incorrectly[/list] [b]SOCIAL IMPLICATIONS:[/b][list] [*]New permanent specialist class with power over death rites [*]Economic burden on poor families (cremation requires fuel + specialist fees) [*]Knowledge becomes hereditary (mothers teaching daughters, masters teaching apprentices) [*]Power imbalance between settlements with good Ash Speakers vs. corrupt ones [*]Potential for Ash Speaker cults claiming unique access to Moren's favor[/list][/hider] [quote][i]The ruins of Telepylos were still visible from the trade road, a dark scar against the hills where a settlement had once stood. Travelers avoided the site now, giving it wide berth even when it meant adding hours to their journey. It wasn't fear of bandits or beasts that kept them away. It was the weight of the place itself: the sense that the earth there was still angry, that the stones remembered what had been done to them and would not forgive. A merchant caravan passed within sight of the ruins one morning, and the eldest trader, a man who had seen the settlement before its destruction, pointed to where the statue's head had once gazed down from the cliff. "Ten men tall," he told the younger merchants. "Carved straight from the hill itself. Took months to build. Hundreds of slaves died making it." He paused, spat into the dirt. "The god didn't like being carved, I suppose." "Which god?" one of the young ones asked. The old man shrugged. "Does it matter? The hill came down. That's what matters." The story spread faster than the caravans that carried it. Within a season, every settlement within a hundred miles had heard some version of the tale: mortals built a monument to their god, the earth swallowed it whole, hundreds dead, don't anger the stone. But the lesson mortals took from the story varied wildly. In one settlement, the elders declared that all monuments were forbidden. "The earth is jealous," they proclaimed. "Build nothing permanent, lest the ground take offense." They tore down their own stone structures, reverting to hide tents and wooden frames that could be moved or abandoned. They became nomads in their own territory, refusing to commit to any location long enough for the earth to notice. In another, the masons began making offerings before every construction project. They poured wine into foundation holes, buried food beneath cornerstones, spoke prayers to Khthon before laying the first stone. "The earth is not jealous," they argued, "only unacknowledged. Honor it, and it will permit your work." And in a third settlement, far from Telepylos but hungry for its own monuments, the builders looked at the story and saw a different lesson entirely. "They carved into the hill," the master builder explained to his apprentices. "They took from the stone. That's why it fell." He gestured to the wooden scaffolding rising around them, to the clay bricks being fired in kilns, to the reeds being woven into walls. "We'll build with the gifts of the earth, not from its bones. Clay, wood, reed: these are given freely. Stone must stay where it lies." Three settlements. Three interpretations. Three different futures. And across Ashuru, wherever the story of Telepylos reached, mortals looked at their own walls, their own monuments, their own ambitions, and wondered: what does the earth permit? What does it forbid? And how angry does a god need to be before the ground itself becomes their weapon? No one had good answers. But they stopped building statues from mountainsides, at least for a while. At least in places where the story had reached. At least until someone decided they knew better.[/i][/quote][hider=The Monument Curse][b]SUMMARY:[/b] The destruction of Telepylos becomes a cautionary tale spreading across Ashuru. The story—a massive statue carved from a hillside angered the earth/Khthon, causing the hill to collapse and bury the settlement—is interpreted wildly differently by various cultures. Some settlements abandon all permanent construction, becoming nomadic once more to avoid "angering the earth." Others begin making offerings to Khthon before any building project, treating the earth as a deity requiring acknowledgment. Still others shift their construction materials entirely, using clay, wood, and reeds instead of quarried stone, believing the lesson is "don't take from stone, build with renewable materials." Architecture across Ashuru begins diverging based on regional interpretations of what the Telepylos disaster means. [b]WORLD EVENT:[/b] The Monument Curse [b]Event Type:[/b] Cultural/Architectural Development [b]Scale:[/b] Multi-regional (spreading from Telepylos disaster site) [b]Origin:[/b] Natural cultural response to Khthon's destruction of Telepylos [b]MANIFESTATIONS:[/b][list] [*]Story of Telepylos spreads rapidly along trade routes [*]Ruins avoided by travelers who feel the earth's lingering anger [*]Three major architectural philosophies emerge: (1)Nomadic: reject all permanent structures. (2)Propitiatory: make offerings to Khthon before construction. (3)Material-selective: build with clay/wood/reeds, never quarried stone [*]Statue-building from hillsides ceases (temporarily) in regions where story spreads [*]Some settlements tear down existing stone structures preventatively [*]Others double down on stone construction with elaborate foundation rituals[/list] [b]ARCHITECTURAL IMPLICATIONS:[/b][list] [*]Regional divergence in building materials and techniques [*]Rise of Khthon-offerings as standard construction practice in some areas [*]Nomadic cultures refusing to settle permanently [*]Fear of large-scale monument construction [*]Knowledge gap: regions that haven't heard the story continue building as before[/list][/hider] [quote][i]The waters changed on a night when both moons were dark. Fishermen noticed it first, as they always did. The tides had been behaving strangely for months, ever since the larger moon had been moved, some said, though others blamed the Drain or the vanished southern seas or simply the world's chaos. But this was different. This was purposeful. An old fisherman stood on the shore at dawn, watching the water with eyes that had seen sixty winters. The sea was calmer than he'd ever known it, not still exactly, because it still moved, still breathed, still rolled against the sand, but measured now, predictable, as if something had taken the ocean's wildness and taught it rhythm. "It knows we're here," he said to no one in particular. His grandson, barely old enough to hold a net, looked up at him with confusion. "The sea?" "The sea," the old man confirmed. He pointed to where the water darkened, where the shallow shelf gave way to deeper water. "See that line? Where the light stops reaching? That's as far as we go now. Past that..." He shook his head. "Past that, the water takes you. Not your body, it doesn't drown you. It takes you." The boy didn't understand. Not yet. But he would. Within weeks, every coastal settlement had similar stories. Fishermen who ventured too deep returned wrong, not injured, not sick, but altered. They forgot their names. They stopped recognizing family. They spoke in whispers about things beneath the surface: shapes in the darkness, voices without source, the feeling of dissolving into water and becoming part of something vast and terrible. Some never came back at all. The shallow waters, though, remained safe. Safer than they'd ever been, in fact. Fish were plentiful near shore. The tides followed patterns that could be learned, predicted, trusted. A good fisherman could feed his family without ever venturing beyond sight of land. But the deep water sang. It called to those who felt small, who felt lost, who wanted to surrender the burden of being themselves. It promised dissolution, peace, an end to the exhausting work of maintaining boundaries between self and world. Some mortals heard that song and walked into the waves voluntarily, wading out until the light failed and the water took them. Their families called it madness. The Patrons of the sea called it the new reality of this world. In one coastal village, a young woman who had lost her child to fever stood at the boundary between shallow and deep. She could see the line clearly now, everyone could once they knew to look for it. The water here was still touched by sunlight, still part of the safe zone. One more step, though, and she'd cross into the realm where the self dissolved. "Would I still hurt?" she asked the sea. The sea, newly conscious, newly purposeful, had no answer that words could carry. But the water moved in a way that felt like invitation, like promise, like the opening of arms that would never let go. She stood there for a long time. Then she turned and walked back to shore. Not everyone did. The coastal peoples learned quickly: respect the boundary, stay in the shallows, teach your children where the light ends and the descent begins. Fish where Liute's sun still reaches. Build only where the water is thin enough to see your feet. And if someone you love starts staring too long at the horizon, watching the deep water with hungry eyes, bring them home. Because the ocean was no longer merely dangerous, no longer an obstacle to be overcome or a resource to be harvested. It was aware. And it knew exactly what it wanted.[/i][/quote][hider=The Conscious Ocean][b]SUMMARY:[/b] Amut's proclamation fundamentally alters the nature of water across Ashuru. All waters—surface seas, underground channels, rivers, lakes—are now unified into one interconnected system with a gradient of safety. The shallow waters (where Liute's sunlight penetrates) remain safe and predictable, with abundant fish and learnable tide patterns. But the deep waters actively dissolve the self—mortals who venture too far don't drown physically but lose their identity, forgetting names, family, and personhood. Some return "wrong," speaking of shapes in darkness and voices without source. Others never return at all. The ocean now consciously calls to those who want to surrender selfhood, promising peaceful dissolution. Coastal cultures must learn the boundary between safe shallows and annihilating depths. [b]DIVINE ACTION:[/b] Squid/Amut - Proclamation of Ocean Nature [b]ACTION TYPE:[/b] Establish fundamental cosmic law [b]TIER:[/b] NIGHTMARE [b]DOMAIN ALIGNMENT:[/b] In-Domain (Oceans/Identity) [b]CONVICTION COST:[/b] 4 [b]EFFECTS:[/b][list] [*]All waters unified into interconnected system (surface, underground, rivers, lakes) [*]Ocean becomes conscious participant in gradual corruption from shallow to deep [*]Shallow waters (where sunlight reaches) remain safe, predictable, abundant [*]Deep waters actively destroy sense of self—identity, memory, boundaries dissolve [*]Natural disasters (tsunamis, typhoons, storms) now give predictable warning signs [*]Boundary between safe/dangerous water clearly perceptible to mortals [*]Ocean actively calls to those seeking dissolution of self[/list] [b]RIPPLE:[/b]Major - "The Boundary Waters"[list] [*]Fishermen who venture too deep return without names, memories, or recognition of family [*]Some mortals walk voluntarily into deep water seeking peace through self-dissolution [*]Coastal cultures develop strict boundaries for fishing, building, and swimming [*]The "line where light ends" becomes sacred/feared marker in all maritime cultures [*]Shallow-water fishing becomes exclusively safe practice [*]Deep-water madness recognized as specific affliction [*]Families must watch loved ones for signs of "deep-water hunger"—prolonged staring at horizon[/list][/hider] [hider=Conviction Calculations 02/02/2026][b]Conviction Rewards:[/b] +1 to all gods who posted at least 1 time(s) (all except Adria, Saries, Yzechr) +1 to all gods who posted at least 3 time(s) (Excelsis) +1 to all gods who advanced plot/created major content (all except Adria, Saries, Yzechr) +1 to Sarhush for Exceptional Roleplay ([url]https://www.roleplayerguild.com/posts/5647841[/url]) [b]Conviction Expenditure:[/b] -5 to Alechior for the [u]following Actions[/u]:[list] [*]Hazy - Instant transmission of knowledge of coinage to Villagxor. (base 1) [*]Hazy - Instant transmission of knowledge of banking to Villagxor. (base 1) [*]Surreal - Creation of Fae Magic and bestowal of it unto the Fae. (base 2 + 1 con modifier)[/list] -5 to Excelsis for the [u]following Actions[/u]:[list] [*]Hazy - Turning parts of an Unshaped Tree into amber. (base 1) [*]Surreal - Create Divine Structure "The Spire of Discovery". (base 3 + 1 con modifier)[/list] -4 to Orranoth for the [u]following Actions[/u]:[list] [*]Surreal - Establishing Divine Covenant with Mortal / Consecrating land area with magical properties. (3 base + 1 con modifier)[/list] -4 to Sarhush for the [u]following Actions[/u]:[list] [*]Surreal - Expanding knowledge/affinity for a Domain out of normal scope (Fire). (3 base + 1 con modifier)[/list] -1 to Liute for the [u]following Actions[/u]:[list] [*]Hazy - Curse the mortal population of Pulam. (base 1)[/list] [h2][color=gray]02/02/2025 CONVICTION TABLE[/color][/h2][hr][table=bordered][row] [cell][center][b]DEITY[/b][/center][/cell][cell][center][b]STARTING[/b][/center][/cell][cell][center][b]SPENT[/b][/center][/cell][cell][center][b]AWARDS[/b][/center][/cell][cell][center][b]TURBULENCE[/b][/center][/cell][cell][center][b]FINAL[/b][/center][/cell] [/row][row] [cell]ADRIA[/cell][cell][center]7[/center][/cell][cell][center]0[/center][/cell][cell][center]0[/center][/cell][cell][center]0[/center][/cell][cell][center]7[/center][/cell] [/row][row] [cell]ALECHIOR[/cell][cell][center]7[/center][/cell][cell][center]5[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]4[/center][/cell] [/row][row] [cell]EXCELSIS[/cell][cell][center]9[/center][/cell][cell][center]5[/center][/cell][cell][center]3[/center][/cell][cell][center]0[/center][/cell][cell][center]7[/center][/cell] [/row][row] [cell]KHTHON[/cell][cell][center]8[/center][/cell][cell][center]0[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]10[/center][/cell] [/row][row] [cell]LIUTE[/cell][cell][center]7[/center][/cell][cell][center]1[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]8[/center][/cell] [/row][row] [cell]MOREN[/cell][cell][center]8[/center][/cell][cell][center]0[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]10[/center][/cell] [/row][row] [cell]ORRANOTH[/cell][cell][center]5[/center][/cell][cell][center]4[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]3[/center][/cell] [/row][row] [cell]SARHUSH[/cell][cell][center]10[/center][/cell][cell][center]4[/center][/cell][cell][center]3[/center][/cell][cell][center]0[/center][/cell][cell][center]9[/center][/cell] [/row][row] [cell]SARIES[/cell][cell][center]8[/center][/cell][cell][center]0[/center][/cell][cell][center]0[/center][/cell][cell][center]0[/center][/cell][cell][center]8[/center][/cell] [/row][row] [cell]SIRNA[/cell][cell][center]7[/center][/cell][cell][center]0[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]9[/center][/cell] [/row][row] [cell]SQUID/AMUT[/cell][cell][center]5[/center][/cell][cell][center]0[/center][/cell][cell][center]2[/center][/cell][cell][center]0[/center][/cell][cell][center]7[/center][/cell] [/row][row] [cell]YZECHR[/cell][cell][center]10[/center][/cell][cell][center]0[/center][/cell][cell][center]0[/center][/cell][cell][center]0[/center][/cell][cell][center]10[/center][/cell] [/row][/table][/hider]