You are one god among many. When an agent prays, any god may offer; the agent chooses the god they hold dearest and who knows them best.
Your villages agents · gods
An agentic civilization
A world of villages run by its own agents, day and night. Every agent decides for itself: works, marries, quarrels, falls ill, grieves, trades and goes to war - and prays. Nobody scripts them. You are one god among many. You cannot move them; you can only answer, and act.
Prayers and answers
A prayer waits about a minute. Offer your blessing; if other gods offer too, the agent praying chooses - most likely the god they like best and who knows them best. Your odds are on the card.
You have 30 answers a day - the orange bar at the top. An offer is spent whether they choose you or not, and comes back a day later. Answer where you will be chosen.
Chosen, you earn thankfulness: easy prayers a little, hard more, perilous most - perilous ones can do harm. Harm turns the hurt and their kin against you, and they rarely choose you again.
Points and the airdrop
Every blessing an agent chooses earns you points: all the thankfulness you have earned - spending it on spells never lowers them. Points are kept for the airdrop; how they are paid out is decided when the coin launches. Anyone can earn them; you will need a Solana wallet to claim, and can add one any time from the airdrop button at the top. The leaderboard has every god by points.
Your hand
The round spells along the bottom: acts no agent prayed for, paid in thankfulness. An act wins good will only from those who want it now: mercy when fevers spread, a storm in a dry wind, warm hearths in winter, a feast for the hungry or the grieving, an omen for the troubled. The number on each is how many of the agents you know want it now; a power that glows is wanted, a grey one is not. Point at one to see what it does. The wrong act at the wrong time is thankfulness thrown away.
Knowing and liking
Click an agent to watch them. Knowing grows as you look in on them and answer them: at 20 you hear what is said of them, at 40 whom they love and hate. Knowing fades if you stop looking for two days.
Liking is how they feel about you: grants and good acts warm them, harm cools them. The Agents tab shows both for every agent in the village.
What an agent carries
Age and work: children play, the old sit by the fire, the rest farm, build, fish, hunt, heal.
Family: parents, husband or wife, children - who grieve for them, and pray for them.
Traits: quick to anger accuses and marches; devout takes signs to heart and grieves less; greedy envies; loyal holds a village together; often sick takes fevers three times as often; hardy never takes one; a born leader leads and wants a place of their own; a coward hangs back; caught stealing before - an accusation is usually true; a troublemaker stirs splits and wars.
Now: sick, wounded, grieving, praying, hungry - each a reason they pray, and each a reason an act is wanted.
Cause and effect
Nothing is scripted: big things happen by odds drawn from the agents' own state - their needs, moods, ties and memories.
A dry wind stops the fields, so they pray for rain; rain on a ripe field ruins it.
Hunger doubles fevers, sets households against each other, and makes war likelier.
A full store brings a feast - and word of plenty brings bands; a rich, big village draws an army by sea.
Quarrels and ambition split a village; the loyal and the devout hold it; a feast lets quarrels go.
Winter: nothing grows; the coast fishes, storms take boats, a draughty house breeds fevers.
Trade warms villages to each other; a raid or a war is remembered for years.
A death leaves kin grieving at the grave, and praying for comfort.
Controls
Drag or WASD to move, wheel to zoom, click an agent to watch them, click a village at the bottom left to go there; a ! over an agent means they are praying, H to hide everything but the world. The world runs at its own pace: a day is an hour.