Aranea:
I'm not sure that helped me understand but it won't stop me from trying to play.
Basically I don't like using grid; that just helped me to elucidate that point, albeit convolutedly. Essentially the combats are supposed to be special since they occur less often than in High Fantasy settings. When they do occur there is the element of "primal" encounters, with often confusing events tethered to larger-scale endeavors. So it's like the orcs in, what was it, Morgul Vale, in which alerting the enemy leads to bigger problems. The modern analog would be avoiding the police in GTA. So combats are furious but alert you as to what is bigger than them. So the primal nature of your current encounter means you
ll be able to connect to other villages (primal hideaways) in your dreams and so forth, some kind of beam from the gods.
Can you give me a more elaborate way of addressing your concerns? The point of reference in this case is the library, the route, and the current watchtower are getting your feet wet trying to attune yourself to the needs of the populace, helping people who are otherwise helpless. The gods select traits in you that will improve once you assist the helpless. Otherwise the conflict between races surges onward, leaving little room for unnatural occurences but when they do occur they are symbolic. So the power of the gods is different from the magical fabric, as they exploit it, but their inner workings depict a sorry state of affairs in which people (the party) can gain power as burgher-esque thorns in the pursuit of the gods' shoring up their power.