Round 2:
Risth: You let your powers wander randomly upon the earth, causing desert hills to rise on the southern portion of the known world map. Taking the form of a Jellyman you pay the tribe a visit to learn about the culture. You learn that the tribe has no clearly defined ruler, but three 'royal jellies' competing for power. Dozer is generally considered masculine and organizes his followers in a militaryesq fashion. Ria is generally considered feminine and teaches her children powerful magic. Cube is the androgynous self styled priest of Risth and mostly occupies himself by forcing his subjects to partake in gambles weighted in his favor. Satisfied with what you have learned, you move to the harpies and teach them to make simple wooden instruments and write sheet music. You return to the Divine dwelling and quickly throw some mineral springs on a cloud and set it to attract the souls of Jellymen. Several hundred souls flood into the new afterlife right away. When you look to earth to see what is the matter you notice that somebody had violently raised a mountian right in the middle of the Jellymen camp, killing a bunch of them and possibly cutting off their hot-springs. Your concern for them is so great you completely forget to work on your own living quarters.
Kyazir: You attempt to construct a shrine near the village, but find your great powers difficult to weild in such a perscice manner. You create a building that looks more to be a massive shack than a shrine to the god of beauty. Annoyed you take a stroll through the forests to calm down. After several hours of exploration you find a small cave that widens into a massive corridor. At the end of the corridor is a massive vault of Slade, and luckily for you the door is cracked open.
Inside you find a slumbering mechanical sky beast that you assume must have been hid here to survive the refurbishing of the world! Deciding to work on your public image you appear before your people as giant burning diamond. They gather around and you applogise for accidently showing your face earlier, winning back about 2/3rds of the deserters to your flock. You then call the leaders forward and instruct them to build a great city. The leaders inform you that construction is unatrual to wood elves, but if you assist them with construction and design, they will obey your command. Satisfied you return to the divine dwelling and continue to work on the bow. You place enchantments upon until you are sure it is superior to any other bow in existence. It is still far from being able to sink a battleship however.
The Sky Beast
Luc'Valanraga: You set to work reviving the forest, slowly replacing plants and animals. Eventually the forest is returned to the state in which it was in before you tampered with it. You then attempt force some fruit trees into the service of your tribe,
but again you overdo it and again snuff out all plant life in the area! Most of the elves continue to believe that they are being tested, however the wood elves find your actions against plant life to be unforgivable. Many members of the wood elf caste turn their worship to Kyazir. Aghast you take the form of an elf to seek out the leader of your tribe and ask forgiveness. To your dismay you find that many important high elves, including the supreme leader, have been missing for several days. Foul play on the part of the drow underclass is suspected. You return to the divine dwelling and designate a cloud to serve as an afterlife for your elves. You are able to cause a few trees to sprout, but it looks nothing like a 'Great Woods'. You attempt to create a seed, but again you over do it and it burns up into ashes shortly after it is formed.
Exial: Focusing on your plateau you create a natural spiral stairway of rock leading to the top from sea level. You then attempt to create a statue of yourself. You think it turns out okay, but then realize that the religious tradition of the Harbingers includes no description of your physical appearance. When they arrive at the top of the plateau they assume the statue to be of their last king, the late Aslun II. Luckily they still interpret the statue as a sign and begin to settle the top of the plateau without a direct command. You take the form of a human and attempt to gain an audience with the king of your people. Unfortunately you learn that he is out on a hunting trip and unavailable to speak with you. Annoyed you return to the divine dwelling, completely forgetting about your plan to tame some of the local wildlife to defend your tribe. You find many of the Harbingers killed by Empathica's tornadoes have already arrived, and with a bit of searching you find the rest in a nearby cloud and drag them to the correct location. The souls begin scream in bliss and terror as all thoughts, ideals, and memories that do not meet your definition of perfection are stripped from them. You note that a purrified soul will glady give up its individual existance to become part of your crafts or plans, and you might be able find use the corrupted energy formed for the parts of the souls that your afterlife had to remove as well.
Dagmach: You find the ground southwest of the divine dwelling to already be flat and ideal for construction, but you flood it with your divine power regardless, in hopes of making it easier to work with later. Diving into the bubbling crater of the volcano you seek inspiration among the lava and molten rock. Eventually you are struck with a few ideas on how to apply natural geological processes to the construction and design of your temple. You seek out the old seer and attempt to convince her to lead or advise her people. She declines, telling you that she has foreseen that she will be mocked and beaten should she attempt to assert herself to those in charge. You return to the divine dwelling and attempt to meditate, but find it too noisy to focus. Eventually you give up and join the other deities in divine creation, but fail to fuse the bricks that make up your afterlife into Onyx.
Empathica: You gather material from the earth and sky and fuse it all together using air elemental flavored magic. The result forms a crystal like you expected,
but to your surprise it is self replicating! It grows into a huge cluster and begins to rain to the earth below. You calculate that the magical reaction fueling the Skystone rain will persist for at least a month! You visit the Harbingers in the form of a Divine Eagle and quickly spot a hunting party. They are stalking a giant scorpion, but one of their numbern spots you and breaks off from the group in pursuit. You lead him away from the others before appearing before him and introducing yourself. He is shocked at first, but eventually recovers enough to have a civilized conversation with you. He introduces himself as Dulok, the cousin of King Aslun III. You discover that the Harbingers fear you, and that many families keep a small shrine to Empathica to ward off the weather that she brings. You eventually leave and visit the harpy who attacked you, informing her that she is your prophet and healing her injuries. The young warrior accepts the position, and asks how she is to know your word. You inform her that you will work something out before dashing off to visit the Jellymen. While with the Jellymen you learn the same information about the three 'Royal Jellies' as Risth did. Using the same 'celestial traveler' disguise as last time you talk your way into an audience with the Royal Jelly Dozer, but just as you are being led to meet him mountains erupt from the ground destroying buildings and killing many Jellies! You decide to help rescue the trap and console those who have lost loved ones, losing track of time and missing the divine phase completely!
Azundan Kernagroth: You attempt to feed some energy into the earth with the intent of further elevating the foothills. The earth however
overreacts just a bit... A range of mountains erupts from the earth stretching across the known map and causing all sorts of chaos for Risth's tribe. You are able to shield your dwarves from the brunt of the radical terraforming. Shielding your face from mortal view you appear before you people in a flash of gold. Introducing yourself you demand and receive a meeting with whoever is in charge. You are lead to a small chamber where you meet Urista Beetleore, queen of the Golden Dwarves of prosperity. She is only eleven, and confides to you that her uncle who bears your name is the one really pulling the strings. You learn that uncle Azundan intends to have Urista marry his 73 year old son soon so that the later may be crowned king. She begs you to help her claim the power she has inherited and protect her virginity. You tell her that if she instructs her people to strike the earth for metal you may help her. Leaving Urista's chamber you travel to the barracks where you touch a soldier with your power. This time the subject dosn't explode, but gains your mark and some knowledge and skill in the school of fire magic. Satisfied you return to the divine dwelling and enjoy a nap while the other gods labor on divine projects.