Am I the only one who is confused by the arrangements in the game? No offense to anyone but all the names are vague as hell and make little sense, not to mention they are not incredibly memorable. Least to say I cannot tell for nothing what is going on who and what is doing what and to whom.
Is there something specific you are confused about? I'm not exactly sure what you mean by that. The names of gods and ascendants in these type of games have never made a whole lot of sense to me and no one really seems to like it when I name my character Jim
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I'm in a somewhat similar state. The turns are long and detailed, and so little of it is relevant to Neyravah. Worse, I don't really feel any motivation towards anything in particular...
You haven't done much to write about. It's hard to stretch out the fact that your drakes got moved to a new planet, which is primarily the only thing that happened on your end. I think generally the more conflict that occurs during a turn, the more writing that gets done about it. If you want more writing about your actions, create more conflict.
Regarding motivation, the GM can't give you that, only you can. Just create a goal and work towards it. Use acts to progress your species and maybe link their world to other worlds so more interactions can take place. Just expect that with more going on, there's more of a chance that something bad goes on.
Edit: For example, if your drakes had gotten angry over you not becoming their physical king and then decided to revolt against your rule, I'm sure there would be a lot more to write about. Whether it means more to succeed quietly or fail spectacularly is up to you.