Turn 15: Deeper Changes"Oh why the sunovas... make the armor, weapon saurus wieldable, reinforce armour more
[5+1] You make the heavy armor Saurus-sized, weighted, and shaped. You doubt it'd fit on anything else.
[2+1] You bring the Rock Cracker down in size yet again. It's still monstrously large by Saurus standards, but a truly terrifying champion could probably wield it.
[1+1] You layer on a bit more to the heavy armor, but nothing major.
-5 Power, -5 Power, -5 Power
+13 PowerNassharath Enedrasi tries to fix his Divine Biome. He doesn't if it will end up killing him once again (only -8 power, right?).
[1+1] You make your badlands a bit more feisty-colored, which might inspire aggression a bit more.
-8 Power
+13 PowerImprove the Harpies.
Create the Slithzeraki, Snake people who inhabit the deep caves.
((In the future, it'd be nice to remind me what exactly you wanted them to be or do. Also, you need to create things in a specific location, not just "tall places." I let the shrubs get away with it because the conditions for them to exist at all were so specific. By deep caves I assume you mean the ones beneath Nameless Continent.))
[4] You turn the bird-things into proper territorial harpies, though still fairly friendly within groups.
[3] Your snake people are a bit small and live in caves more than deep caves.
-3 Power, -3 Power
+15 Power"I still seem to have a few new ideas...."
Ferren creates eight pieces of jewelry: A necklace, an anklet, a circlet, a sash, an earring, an armlet, a ring, and a cloak clasp. He decorates each of them with a different colored gem or precious metal and then enchants them all. The enchantment allows to wearer to form a permanent relationship with an animal, providing them with three forms. The first form is separate, where they are in their respective forms. The second is a mix of the animal and the humanoid. The third and final form is a version of the animal that is more powerful than the original animal's form, and maintains speech and intelligent thought. Ferren then places them in seamless spheres, which open at the touch of sentient races, and spreads these across the world: One on Aerie, one in the Harvest Fields, two on Idathoras, two on Ferrokai, one on the Nameless Continent, and one in the Old Realm. All of them have a small connection to Ferren so he knows where they are and who is wearing them at all times.
[6+1] The jewelry
changes those who wear them and those who they bond with. The two begin to fuse, not just physically but in mind and spirit as well. Otherwise, they function much as desired.
-40 Power
+21 Power((I'm giving you one income per piece, plus an additional point for them being a set.))
Make some of the dwarves architectural geniuses. Make them a truely varied people.
[6] You make some of the dwarves obsessed with grand architecture.
Idle
Mavet bides his time.
+10 PowerAppear!
Time is short for your greatest powers, but this world shall still know your blessings. You must move swiftly, however.
+10 PowerNassharath Endrasi (Caellath)
16 Power (13/Turn)
+Warfare, Military Technology, Fighting+
-Peace, Magic, Diplomacy-
Tuwa (Spinal Taper)
44 Power (12/Turn)
+Order, Earth+
-Chaos, Air-
Apotheosi (dermonster)
33 Power (15/Turn)
+Knowledge, Magic+
-Stupidity, Skepticism-
Ahnaros (Ahra)
15 Power (13/Turn)
+Fire, Light, Metal+
-Calm, Darkness, Softness-
Ferren (Morelli)
28 Power (21/Turn)
+Peace, Art+
-War, Phillistines-
Mavet (JackoftheBox)
52 Power (10/Turn)
+Death, Balance+
-Unsustainability, Imbalance-
Nikalas (mcclay)
20 Power (10/Turn)
+Fear, Bravery, Monsters+
-Calm, Cowardice, Harmlessness-
The Age of Twilight has begun!You feel your Power waning. This world has become too strong for you- too powerful in its own right. Gone are the days when you could simply will yourself where you wished, and in the absence of anything otherwise, know that it must be so. Gone too are the days of effortlessly gliding through the world as though it were air. Thick like mud, the world has become, too full of substance to warp instantly and utterly to your whim- a thing of solid mass, now, resistant to your shaping hands.
You still have time, of course- the thickening is a gradual affair, powered largely by your continued efforts against it. But soon, the morass will become too great for you to act freely, and then you will require the wills of your subjects for strength.
It has begun! Every turn, each God will lose a point of Power income. This does mean, of course, that it's possible to delay the inevitable by continuing to create things sacred to you... but once some Gods have run out of Power, the pull of the world will become even stronger, and you'll find it increasingly difficult to persist as you have.
At the end of the Age of Twilight, when all Gods have run out of Power, the Age of Legends will dawn and all Gods will receive Power income only from peoples actively worshiping them, though with bonuses for artifacts, temples, and so on specifically and actively devoted to this cause by said peoples.
The Age of Legends will be a relatively brief Age, and is the last chance for the Gods to shape their people and world before player Tribes appear. It will also feature open recruitment for anyone wanting to play a legendary beast, minor god, or other hero or supernatural entity.
The Age of Legends will consist, in addition to standard and less severe God actions, largely of attempting to lead and nudge your chosen peoples to supremacy and accordance with your spheres. This will pit them against the servants and peoples of your fellow Gods, so prepare wisely.