Turn 8: Like A TruckCarve a temple to my glory out of the silver of the earth. Give it it's own massive cavern, and make it so any who pray it who believe in Order and me are filled with my power. Their strength will be superhuman, their skin will harden, and they will be able to twist the Earth itself. They shall be able to heal their friends, and buff them as well.
[1+1] You create an underground grotto. It's kind of nice-looking.
-5 Power
+9 PowerNassharath Enedrasi spreads savage, predatory animals (if I roll very well, throw honey badgers in) all over the globe and then proceeds to enhance the humans.
He decides to call the humans "Humans", because he does not like to Call A Rabbit A Smeerp.
[4+1] You spread large, fierce, graceful tigers to the jungles of Idathoras.
[3+1] You spread fierce, mean-spirited hyenas to the badlands of Idathoras.
[6+1] You spread honey badgers the size of a truck to the Nameless Continent. Good luck, Nameless Continent!
[4+1] You spread giant, savage apes to the forests around Jagged Mountain. They look somewhat like red-furred gorillas standing five feet tall when on all fours.
[1+1] You spread rather large sloths to Aerie. They have curved, wicked claws and teeth capable of crushing bone. A pity they're peaceful and use these impressive accoutrements only on the Ironwood trees they inhabit.
[1+1] You enhance the humans a bit, but it only makes them more prone to stories.
-1 Power x5, -3 Power
+10 PowerApotheosi Looks down upon her creation with glee. It was almost complete. But there needed to be a prize... and a guardian.
Nodding to itself, it plucked a grain of sand from it's obsidian hourglass, and changed it.
Divine creature: Fragment of Apotheosi. An epic creature standing at the center of the Eternal Labyrinth, it shall test the fearless heroes who enter it's domain one last time. (Maybe with opposing versions of the challengers.) If it finds them truly worthy, then it shall expend it's power to create a unique artifact, or draw esoteric lore from the fabric of space and time. If it does not, it shall render them helpless and crippled and cast them out of the maze, then and wait anew. Once it has given an artifact, it shall vanish to regain power, only to reappear within the maze a decade later.
Pool of Restoration: A fountain right outside the FoI's chamber. It's waters can heal fatigue and wounds.
"And my work here is done..."
[4+1] The Fragment of Apotheosi is a somewhat narrow, diamond-shaped shard of some shiny, obsidian-black substance, with a purple round eye in the center. It judges those who make it one last time, granting the worthy an artifact or knowledge of great power. The unworthy are broken and cast aside.
[3] You create a refreshing fountain outside the final chamber. It's not quite as miraculous as intended, but still a welcome relief. Its waters are limited, and replenish slowly.
-5 Power, -3 Power
+11 PowerLooking up from his work, Ferren sees the empty sky. It is dark, which displeases him.
Ferren creates constellations in the night sky. They represent different aspects of this new world; The dangers of Idathoras, the Pillars of Aerie, the monsters in the oceans, Apotheosi's maze, and representations of each of the six gods.
"There we go. An inspiration to the sentient races of this world."
((If this action "kills" me, at least I left my mark on the world.))
[6+1] You create The Battle, a massive, ever-shifting constellation representing the dangers and constant struggle and grace of Idathoras. Mortals are likely to be awestruck by it, but perhaps more inspired to battle than art as a result.
[4+1] You create a fantastic representation of the Pillars of Aerie, even showing pillars that aren't yet there, due to... well, you're sure those gods will add theirs eventually.
[3] You feel a bit ill from expending too much power, and decide to stop there.
-8 Power, -8 Power
+9 PowerMavet travels around the created continents and 'secretly' steals seven members of the mortal, sentinent races of the other gods. Then he brings them to the gate and gives them the 'Gift of Immortality'.
Curse of the Bloodguard:
Bloodguards are mortals whom Mavet has given eternal life, their only duty is to protect The Gate to the Underworld from mortal harm. The more closer they are to this gate, the more powerful they are, and the farther, the weaker they are to the point of dying when travelling too far.
These Guards won't die to diseases or old age, but can be killed by other means. If a Bloodguard dies, one of the Spirit Guides will bring his/her soul back from the Underworld and resurrect the guard. The only way to end this curse is for one of the guards to willingly give it to a willing subject, who will then become the new guard.
Also rename the Nameless Abyss inhabitet by the bigger fish as The Maw.
[1+1] You gift seven mortals with longer life. They sort of mill around the Underworld Gate, wondering what they should do now.
-5 Power
+8 PowerT´was said that in times past jagged mountain sometimes exploded in showers of fire and light and... cackling?
"Lets see whats on the list, ah, make sure drakes obey worthy ones, and make them bigger, better do that now
Heres a good one, create Forges that burn with the fires that metal always obey to push said ones to worship metal,
and I better raise a region of land out of the abyss, maybe ill have better luck with that instead of this blasted forest..."
[3+1] You increase the size of your drakes and make them mindful of the commands of those deemed worthy.
[4+1] You create magnificent forges around your Temple, capable of bending metals to the crafter's whims like a master of seduction requesting small favors. You're fairly certain it would be difficult to any reasonable mortal to use one without coming to see the beauty and magnificence of metal.
[1] You attempt to raise a patch of land out of the abyss. You instead manage to create an even deeper abyss that seems to slowly pull things from the surface down to its depths.
-4 Power, -3 Power, -3 Power
+9 PowerNassharath Endrasi (Caellath)
10 Power (10/Turn)
+Warfare, Military Technology, Fighting+
-Peace, Magic, Diplomacy-
Tuwa (Spinal Taper)
25 Power (9/Turn)
+Order, Earth+
-Chaos, Air-
Apotheosi (dermonster)
14 Power (11/Turn)
+Knowledge, Magic+
-Stupidity, Skepticism-
Ahnaros (Ahra)
18 Power (9/Turn)
+Fire, Light, Metal+
-Calm, Darkness, Softness-
Ferren (Morelli)
5 Power (9/Turn)
+Peace, Art+
-War, Phillistines-
Mavet (JackoftheBox)
12 Power (8/Turn)
+Death, Balance+
-Unsustainability, Imbalance-