Turn 2: Places of Power"...Okay. New approach."
Reform the Core of Breaking into one more suitable for my needs. Connect the new core to the isolated parts on the surface.
Expand on the machinery in Nameless Region, creating a complex to slowly siphon ambient energy from the area around it, such as magical wind or corruption. Name: Conduit Pratham.
Create a refinery deep under the earth to convert siphoned magic into Divine Power. Name: Thaumaturgery Eredan.
[2] You fail to meaningfully affect the Core, other than making it a bit more pleasantly-shaped.
[6+1] You successfully connect the Core to the machinery at the surface, turning the entire thing into one giant machine. Needless to say, that's currently a Very Bad Thing.
[1+1] You make some of the machinery a bit more weather vane shaped.
-3 Power"I need power~"
Make the corruption generate energy for me. Enpower the action.
[5+2] You graft yourself into the corruption, turning it into your body. Your fortunes now rise and fall with its success.
-3 Power
Power Source Gained: Body of Corruption"Entropy. The scion of life.
Nassermedin, you have vision."
Imbue that region with my essence, especially it's waters.
Extend the 'safety' of that less-tainted region outwards into surrounding land areas, preferably mountains.
Create a Sea, and make the lake extend to it, including it's power. That sea will act as a major part of my dome (power generation and belief) Spend as much power as needed to make sure that this help regenerate my powers, and if possible, any other spirit's power that wants to aid me here.
[3+1] You imbue the region, specifically the lake, with your essence. It is now sacred to you, and something of a home.
[1+1] You expand the warding effect, but only by weakening it at the edges. The result is an enlarged but less warded band around the normal part.
[5] Lacking the energy to empower your efforts, you nonetheless manage to create a power-enriching sea, which your lake flows into. It regenerates the power of any spirit residing within it.
-2 Power, -1 Power, -3 Power
Power Source Gained: Sacred LakeAklat saw that his creations were barely smart enough to clap two stones together; they would be useless for the next few centuries if left to their own devices. Too bad for them, because Aklat needed power then and there, not in the indefinite future.
Hardwire my lizards to worship everything red they see that's bigger than a bobcat. Descend to them and enjoy the sweet, sweet Power flowing into my being.
While I'm high on worship, accelerate the lizards' thinking processes as much as I can. When my creations find out they have lots of time to waste and very few things that need doing, they'll be forced to think of some new ways to spend time lest they face boredom - in other words, they'll have to develop intelligence whether they want to or not.
[6] You completely remove their ability to function in the presence of anything red, beyond writhing on the ground in frenzied worship. This makes it difficult for them to deal with certain animals and collections of flowers or fruit. Large quantities of blood is also not very productive.
You attempt to descend to meet them, but find that you cannot interact in that manner without a body of some sort. They can't see your incorporeal spirit form without additional aid.
[6] You accelerate their intelligence, which causes them to begin freaking out about mortality and lack of meaning in life and their bizarre necessity to worship anything red until they can't see straight.
-2 Power((I'm sorry for what happened before, it seems i misread the rules. Also, the "fix the corruption" thing meant to fixate, to embed the coruption))
-Create nodes for the winds where they can revolve without colliding with eachother and classify them by element.
-Make sure the corrupted lands have at least one pure magic node.
-Create a great fire magic node in a barren area devoid of corruption, and use the fire wind to make it a desert
I shall arrange the winds so they spin over nodes, giving one to Nassermedin as a sign of an alliance to keep the magic flowing. Later i will make myself a great fire node to be my home.
[2+1] You create nodes throughout the region that stabilize but do not completely control the elemental winds.
[2+1] You create a rare smattering of pure magic nodes in the most corrupted region.
[2+1] You create a slightly larger than average fire node. It generates a drier than normal area, though it's not really a desert.
-3 PowerThe bluish cloud appeared, as the cloud of red and black dissipated. It looked over its surroundings. Chaos. Golden architecture covered the land, and where it didn't, plants so thick they might as well be called jungles dominated. And just under all this scent of nature and luxury was the smell of chaos...Too much of it in fact. Course, that could be put to good use...
But It would have to adapt, it guessed. It looked around the area, finding out what else was in this world. It found that there were others like it in this world. Some had strengthened the Chaos, while others had tried weaken it. Indeed, she found an area with no Chaos of any sorts...
Further on, It found something that was not of gold or a plant, bipedal lizards. They seemed a bit...dull. But It also sensed that something like It had created them. To take some of these creatures would be...theft? Kidnapping? It did not know. It mattered not.
Take several of the lizards away from the main group and spirit them away to Nameless Region IV. If any power left, increase their intelligence to neolithic times. Implant within their minds a curiosity of learning...and that the best current option would be to serve the cloud of bluish gas hovering near them.
[5] You lure away and adjust several of the lizards, removing their red-worship and evening out their intelligence to not be so... distressing to them, as well as improving their curiosity and capacity to learn. They cannot see you in your current state, however.
-1 Power(First things first, may I make a.. teeny-tiny amendment to my description of my form? Tapering, upswept, pointed ears.)
In my image, I shall create a group of beings... I shall imbue in them a sense of balance, of justice, of devotion and loyalty. They shall partake in my Sphere, and in doing so give me power! I shall give them intelligence, the will to make their own decisions. I will spend all of my power, in this single act of creation!
((Slight retcon accepted.))
[4+2] You create proud, arrogant, closed-minded militants, albeit very imposing, attractive, devoted, and loyal ones with a penchant for justice. They retain a slight spark of the divine, and are in many ways your children.
You can't figure out how to spend that extra bit of power on them, however.
-3 Power, -1 Power
Power Source Gained: DarasarritesTintallė, Spirit of Grace (Tiruin)
0 Power; +1/turn
Sacred Lake
Albru, Spirit of Callous Civilization (micelus)
7 Power
Sinterious, Spirit of The Machine (Sinpwn)
4 Power
Aklat, Spirit of Bloody Perfection (HmH)
2 Power
Darasarr, Spirit of Holy Militance (Talarion)
1 Power; +1/turn
Darasarrites
-FORM
0 Power
Tallish, muscled human male of about 6'2" height, with silvery hair and eyes, wearing simple black pants and a white shirt. Tapering, unswept pointed ears.
Auros, Spirit of Magic (NightS)
4 Power
Nassermedin, Spirit of Chaos (Caellath)
3 Power; +1/turn
Body of Corruption: +1P on spread/gain, -1P on excise/loss
Nameless/locationless creations will now receive default names and most likely be plopped down in Nameless Region I. They may be renamed later, but an action must be taken to move them.