Turn 5: PinnacleOl'kuur slithers through the Kivshar giving the plants some of the adoration they deserve before moving to a different spot on the Kuron. There, he begins to spread his titanic form thinner and thinner over the surface, leaving a large bulge in the center, and forms tentacles and outlines on his body. The outlines begin to bubble up and sink back down as Ol'kuur tries to get the shapes just right. Sometimes hands, feet, and eyes grow out of his flesh, before sinking away again. Soon, however, the first creatures are nearly free, tearing at the skin that separates them from the world, but they are not truly free until the central bulge splits open like a maw, releasing a screech - "NaTarKi!" The screech causes the inert remains of the titan Ol'kuur to vanish, leaving only the Natarki, and, at the center, the Spirit Ol'kuur.
Unmantle into a Spirit to create the Natarki on the Kuron. Spend 1 XP to enhance their power. The Natarki are very vaguely humanoid creatures - upright main body supported by a ring of tentacle legs, and ending in a ring of tinner, more flexible tentacle arms that are capable of fine manipulation. They possess a head with three to five eyes spaced equally along the head, allowing all-around vision for many of them, and a single circular maw atop the head. Their large brains reside in the main body surrounded by rib-like bone structure. They have highly functional minds and an improved natural ability use supernatural mental powers like telepathy. (No, they don't have any dietary restrictions, at least no planned ones.)
Assume the sphere of Psionics.
[4, Malus] The rubbery Natarki come out psionic, as planned... a little too psionic. Their sensitive minds seem to catch background noise- at least, you hope it's background noise- which often leads to psychosis and incoherent ramblings.
Natarki createdNow Spirit of [Caverns][Psionics]Alter some of the Lurelight mushrooms, allowing them to grow to humongous sizes, and give them the ability to make plants grow so fast that they are able to shatter and carry stones upwards by growing. This causes them to create great, nearly impenetrable domes made of living plants. The size of these hollow domes can vary from large mansions to small mountains. The rocks that are carried by the plants are assimilated into the dome, making it even stronger. If someone or something manages to make a tear in the dome, it will grow back incredible fast.
[19, Bonus] You grant some of the Lurelights increased size and power, enabling them to crack stone and produce much, much larger structures around themselves. To grow to truly outrageous sizes, however, involves not just raw power, but also a peculiar architectural knack- the plants grow into supportive shapes as they surround the mushroom, rather than a relatively flat shell.
Cathedral Cores created+1 XPThe Godborn are coming. The Lumen know the dread truth.
*****
Create the Crystal Death Scarabs in the Whispering Caves. They feed on the crystalline plantlife, and absorb the mystical energies of the place. In particular, the powers of the dead. As the Death Scarabs age, they begin displaying memories of the dead, the memories playing out within their transparent carapaces, the whispers of those who passed on lurking beneath their chittering, scents long gone lingering in the air. -1 Size +1 Power
Observe the Gloriouses, especially those that catapult themselves to other planets if any have done so yet. Observe how, if at all, the Djinn are responding to the Sorcquitoes.
Also observe interactions between the Shards and the Lurelights. Specifically, whether their paranoia is functional enough to prevent subversion by the Lurelights.
[16, Good] Your glasslike Death Scarabs turn out much as you envisioned them, the elder ones displaying disturbing memories of those long passed.
Death Scarabs created in Whispering CavernsThe Glorious on the Dark Star are tribal and arrogant, with little to do but attempt to one-up each other. Those handful that catapult themselves across space tend to quickly attract the worship or at least fear of locals, and live out their days in relative luxury but weakness, due to the lack of solar energies to feed upon.
The Djinn have reacted to the Sorcsquitoes by noticing that evil spirits sometimes prey upon them. They have the usual bevy of superstitions about how to prevent this from happening, in the usual bevy of effectivenesses.
Well, they're half metal now, I don't expect that the Godborn eat through that. They could just create shell of metal and stand still, as the Godborn shouldn't be able to find any plant material.
Alter the culture of the Verna to state that social interaction is very important, as is doing what is best for the community. Hiding from the Godborn can be done with a shell of metal, though you must stand still.
[20, CRIT!] Rootrip again displays its status as the grandest civilization in all creation (notwithstanding the fact that it has no competition) by mastering the arts of communication. They highly prize social interaction with each other, as well as communal cooperation. To this end, they figure out how to merge- temporarily- with each other, allowing a degree of communication unparalleled anywhere else. With this deeply personal form of interaction at their disposal, even relatively serious disagreements can sometimes be resolved amicably.
You don't quite get around to informing them about the shell-thing at the same time, however... which is perhaps for the best, since they don't have any shells of metal to hide in.
Rootrip gains Mindmelding+2 XP"toys! So many toys! A scream of new abomination spread through the world. Late due to some unknown reason Alerama didn't waste any time to play and soon her attention got locked on the green world and something inside her young mind told her that it would look better at another Star!
Move The Ark from Golden pulse to Dark Star's orbit, leaving Kuron behind
[3, Malus] You move The Ark from Golden Pulse to Dark Star, leaving the Kuron behind. Which is probably for the best, because The Ark ends up a little far away to get proper heat and light. Oops. Ark becomes colder as a result.
((Threatening universal stability is my job, dangit! ))
Once his unmantling is finished, Ol'kuur disapprovingly eyes the crystal death scarabs that were created in the Whispering Caves, and tries to ascertain whether they are threatening its stability. He also eyes the newly approaching abomination, and considers what options he has to keep the Kuron itself stable if Alerama's actions threaten the moon.
The Death Scarabs appear to be in no particular danger of disrupting the caverns.
As for the Kuron... for a Spirit to oppose an Abomination is a tricky thing; the most obvious approach would be to exploit your specialties to counter theirs, ie create life to compensate for whatever celestial manipulation they might inflict. Other than that, Remantling could put you back on even ground, eventually.
I tire of this. Let the sinful be consumed and their sins be washed away by the Flood. The Carrot offers nothing; let us try the Stick.
Create Herd Lobsters, an arthropod species that spends much of its life cycle in the ocean, it lives in herds of 20-100. It normally feeds on plankton and small lifeforms. Every century however, all Flood individuals undergo metamorphosis, growing wings, lungs and legs. When this event occurs, all members rise from the oceans and form large swarms called Floods. They consume any thing they find with a hint of magic. Elder Blood is extremely attractive to them and the scent of an Elder is far more alluring than a Djinn village. After a 1-3 months, The surviving Flood return to the Ocean to reproduce, using the consumed magic to lay abnormally large clutches. [Large] [Lacking].
[17, Bonus] Your Herd Lobsters come out useless and numerous, as intended. They also come out with not only a ravening hunger for magic, but the ability to feast on any such energies directed at themselves, improving their ability to weather counterattacks from their favored prey.
Herd Lobsters created on Flow+1 XPNya nya, motherfuckers!
A strange new entity emerges from the collapsing depths of the Kuron. It looks like a young humanoid girl, with cracked porcelain flesh and a short frilly void-black dress. It also sports the ears and tail of a cat.
With surprising speed, it launches itself into orbit and begins looking around. It doesn't appear to be a proper deity, and thus likely isn't beholden to the same rules as you are.
Planner (Demonic Spoon)
Spirit of [Arthropods][Intelligence]
0 XP
Da'at (Lord_lemonpie)
Spirit of [Light][Protection]
1 XP
Maker (Pencil_Art)
Patron of [Life][Adaptation][Intelligence]
5 XP
Shevel (micelus)
Spirit of [Life][Magic]
1 XP
Ol'kuur (Knight Otu)
Spirit of [Caverns][Psionics]
1 XP
Alerama (Ukrainian Ranger)
Abomination
0 XP
? ? ? (-)
? ? ? of [Darkness][Destruction]