Turn 22: Mortal KhallengeNassharath Enedrasi creates another avatar, but the new one must have power generating capable of both supplying the god with power when deactivated (in the same fashion as the war crystal pillars) and supplying itself when used by the God (only create the avatar if it costs at most 10 energy, otherwise just create two war crystal energy generators).
You find the logistics of an avatar that also generates Power for you difficult, so you just create a pair of pillars instead.
[5+1] The first is even bigger than intended.
[1+1] Probably because almost all the material ended up in that one and not the other. Your spindly war crystal thing won't be generating any Power.
-5 Power, -5 Power
+9 PowerReveal existence to the Fey via Semi-religeous Artifact: Tome of the Grand Magi. Bestow it upon the most powerful of the fey, give that one immortal life and powers of arcane unmatched, with a dash of knowing how to run a kingdom in an effective manner.
[2+1] You create a treatise on magic. It's alright, but the Fey aren't terribly impressed. The most powerful accepts it mainly because it'd be rude to turn down a gift.
[5+1] You then supercharge him into an arcane god, as far as most mortals are concerned. Immortal, incredibly, in very unstably, powerful even by Fey standards, and with a hint of leadership, he wastes no time becoming the God-King of the Fey. He even has some worshipers.
-5 Power, -5 Power
+7 PowerTuwa creates a twin to his golem, made of arcanium and mithril. He locks it within the treasure room, to appear as a statue until the blot of chaos is killed. He makes a small hut near the peak of Mount Onnett, and tells the dwarves to send their purest paladins there when they can no longer fight. The House of the Righteous shall grow with it's number of inhabitants, which shall posess knowlage of the secrets of the mountain. The great monastary will be so holy, it's very walls empwer earth magic, and awaken the true potential of those within it. He makes a third construct, the smartest of the three(About Dwarf/Human genius level) made of arcanium that can shapeshift to blend in or fight. It goes around fighting chaos and evil with it's mighty earthern magic and it's familiar, a massive steel worm which has a great maw upon it's front which devours it's foes and once within it, exposes them to the mana of the earth itself, turning them into arcanium statues.
[2] You create a very expensive poppet.
[6+1] You create a grand, imposing mountain citadel that warps those within to the ways of absolute Earth and Order, slowly hardening their flesh to stone and their hearts to Order, and giving them enhanced powers for it. The dwarves are wary of it.
[3+1] You make a shapeshifting arcanium superhero, except this one feeds people to its giant pet worm.
[6] It's a very large, hungry worm.
[1] You don't handle the overexpenditure of Power very well, and collapse into a coma. This has ramifications for all the Gods as well as you, as their and your Power is sapped by your unintentional silence.
-5 Power, -5 Power, -5 Power, -5 Power
+8 PowerFine, I'll just make the Innominatam look like it does in the real world. With the expection of Mount Onett of course.
[5] You properly warp the area around your city into Innominatam's low hills and stunted mountains.
-8 Power
+11 PowerCreate two more scrolls.
The Scroll of Madness:
Scroll of Madness gives its reader the power to utter the words of madness, which will cause the targeted creature to go on a killing frenzy, aiming to kill anyone nearby.The mad creatures won't attack the reader. After read the scroll will disintegrate, never to return.
The Scroll of Death:
Scroll of Death gives its reader the power to rip the spirit away from any creature, and send it to be judged. After read the scroll will disintegrate, never to return.
[4] You create a scroll that causes its target to go berserk.
[6+1] You create a Scroll of Death, a potent artifact that rips a hole in the world of the living, dragging all within down the Underworld for judgement.
-3 Power, -3 Power
+5 PowerFerren improves upon the failed polar caps, making them into Antarctica-esque areas with fitting life.
He also creates an octahedron, which emits a faint glow from the inside. The colours shift from azure to gold to a dark onyx to a deep red and to an earthy tone to white, depending on who is using it. This octahedron is a source of great power. It provides its wielder with power - magical potential, physical strength and reflexes for war, great persuasion for diplomacy, control over earth, perfect smithing and fire control, or the power to pull a target into death. However, the octahedron itself selects which power to grant to the wielder, depending on who that person worships. This octahedron shall sit on a pedestal in the middle of the pillar mesa, locked solidly into place. When a chosen disciple of one of the gods comes to release it, that shall start the cycle. Then, it shall choose a person that worships the next god, and so on. The Octahedron is called The Octom.
[3] You improve the northern icebergs into a sort of very frosty series of lagoons.
[4] You improve the southern ice floes into a proper, icy biome.
[2] You create a pretty multicolored ball.
-3 Power, -3 Power, -5 Power
+15 PowerIdle
Ahnaros bides his time.
+9 PowerA mortal challenger has appeared!Standing atop a small mountain somewhere, a humanoid praying mantis with a long grey beard shouts a challenge to the heavens.
"Hear me, Gods! What place have you in mortal hearts? What use have you to mortal minds? What aid have you to mortal bodies? I challenge you, gods, to state your case on your claim over the affairs of mortals. Stand and shout your answers to the world, or flee like the cowards you are!"You get the distinct feeling that this isn't just some loud-mouthed mortal- this one has importance to others, and how you handle this will affect your Power, and perhaps your reputation. You also know that mere words won't be sufficient here- this is a challenge to your essence as a God, and will require a Godly response.
Already his challenge has sapped some of your Power, dragging you closer to being unable to act freely. If you rise to the challenge, and especially if you rise better than any of your fellows, you may regain what was lost, and perhaps even come out ahead. Should you fail, it will remain another setback to your Power, and in some cases may even trigger further loss.
Nassharath Endrasi (Caellath)
11 Power (9/Turn)
+Warfare, Military Technology, Fighting+
-Peace, Magic, Diplomacy-
Tuwa (Spinal Taper)
4 Power (8/Turn)
+Order, Earth+
-Chaos, Air-
Apotheosi (dermonster)
99 Power (7/Turn)
+Knowledge, Magic+
-Stupidity, Skepticism-
Ahnaros (Ahra)
26 Power (9/Turn)
+Fire, Light, Metal+
-Calm, Darkness, Softness-
Ferren (Morelli)
121 Power (15/Turn)
+Peace, Art+
-War, Phillistines-
Mavet (JackoftheBox)
12 Power (5/Turn)
+Death, Balance+
-Unsustainability, Imbalance-
Nikalas (mcclay)
17 Power (11/Turn)
+Fear, Bravery, Monsters+
-Calm, Cowardice, Harmlessness-
I've decided you all aren't dying fast enough, so I'm going to start throwing in arbitrary challenges. You can deal with them in a variety of ways, and can even ignore them outright if you don't mind the Power Income loss. Particularly good or bad solutions may warrant further Power loss or gain.
Also this is either the best or worst Mortal Kombat reference ever.