(Alright. We got Dwarmin's and King DZA's tribes all bunched together near the divine dwelling. No clue how I'm gonna make that look neat on the map without a whole bunch of overlapping letters)
Kyazir: You continue to work on your shrine. Eventualy you get it to look something like a divine building, although you still are not sure if it meets the standards of a god of beauty. You then search the known part of the map for more tribes but find none. Taking the form of a wood elf you pay a visit to your tribe and quickly find two forms of construction that they find acceptable. They typicaly build their houses on top of or around trees out of non-wood material. The rich and magically talented elves magically distort still living trees into the shape of a proper home. Satisfied with what you have learned you attempt to bestow upon your people the gift of archery. Sadly the elves are already skilled archers, and highly arrogant at that. Not knowing who you are they refuse to partake in your teaching. You return to the Divine Dwelling and fiddle with the bow a bit, but fail to improve it significantly.
Dagmach: You pay a visit to the elves abandoned by Luc'Valanraga and plant some fruit bearing shrubs near their encampment; as you work you spot Exial nearby, sifting the soil. You give him an uneasy glance and return to work. After you finish you enter the village and search for citizens worthy of your attention. To your dismay you then discover that most of the notable high elf leaders have vanished recently. Everybody blames the underclass minority sludge elves for the vanishing. Fusterated you attempt to win converts from the population. Sadly the wood elves have all turned to atheism and idol worship in response to Luc'Valanraga's destruction of the forest. The other elves in the tribe refuse to believe that Luc'Valanraga would abandon them in the middle of such an important test, and give the dead god credit for the work done by Exial and yourself. Mildly annoyed by the outcome you return to the divine dwelling to meditate on your planed temple. You find inspiration in your thoughts, but know that inspiration is fleeting, and wont last for long. You consult the tree who suggests several ways of enchanting structural supports to build more elaborate and magical buildings. You are sure you can put the trees advice into practice when you eventually get around to constructing the temple.
Azundan: You join forces with Risth to bring hotsprings to the Jellymen on the mountain, sparing them from death by undernourishment. You walk amoung the followers of Dagmach and easily bestow upon them the secret of steel creation. (
That was a command action on the explore phase. I didn't catch it before I rolled the turn, so I'll let it slide this time. Don't do it again) You return to the divine dwelling to create an axe and hammer. The end results are beautiful and worthy of the title artifact, but have no special powers... yet. You then pay a visit to your dwarves only to find that they are already busying themselves digging deeper and trying to find the minerals required to make steel. You then demand an audience with the dwarven adviser who bears your name. You are lead to Azundan's chambers and appear to him in an impressive pillar of fire. He is truly ancient, even by dwarven standards. Holding his fancy breed giant maggot close to quell the fear in him the dwarf looks up at you.
RP Mode, GO!Exial: You set about restoring the soil near Luc'Valanraga's village and quickly discover you are not alone in your endeavor: Dagmach is working on provide the elves with some fruit plants. After shifting the soil a bit you attempt to call in the rain, but find yourself too distracted by Dagmach's imperfect presence to do so. You then pay a visit to The Harbingers, taking the form of a tribesman to learn about their culture. You discover that during most of the year they are simple hunters/gatherers but during a two month window caravans and armies travel between distant empires through the known portion of the map. During this time The Harbingers are fierce and merciless bandits that prey on the travelers. The Harbingers consider themselves superior to all other forms of life, and see little difference between hunting game and hunting caravans. You learn that King Aslun III considers himself a much better hunter than he is a ruler, and as such leaves most of the policy making to his Advisory Team. You mask your face and appear before the advisers in your divine form, identifying yourself and demanding that The Harbingers begin to harvest manna from the nearby cactuses. The four Advisers vote 3-0 in favor of your proposal with The Kings Mother, The Kings General, and The High Priest of Exial voting yes and the high priest of a false goddess named Valk abstaining from the vote. You return to the divine dwelling and attempt to draw your own blood to bond with one of the staves. This ends in disaster for as soon as your skin is broken blood gushes from your body making a huge mess all over your perfect afterlife. You put your crafting project aside to clean up and recover from the blood loss. You are sure the other deities are laughing at you behind your back.
Empathica: You use the power of wind to carve out a system of caves for your tribe of harpies before once again taking the form of a divine hawk to search out something that can protect you. The wind whispers of a powerful witch in the forests who can cast mighty protective charms, but try as you might you fail to track the caster down. Giving up you head to the new mountains and tend to Risth's people. You help many but fail to learn anything interesting about them. Returning to the divine dwelling you set a cloud to attract boring and cowardly souls, but fail to make it any more boring or cold than a cloud would naturally be. Deciding that you have technicly met the terms of your wager you head back to the mortal plane and visit your prophet. You find her in a field training with her enchanted boomerang by throwing it at a post several hundred paces away. "M'lady, what brings you to me again?" she asks upon noticing you. She turns to aproach you but is struck from behind by her returning boomerang and face-plants. "YOWWEE-phhhhbarlg... Ermm... sorry bout that."
GO-GO RP TIME!Risth: You join forces with Azundan to bring hotsprings to the mountain where your Jellymen abruptly found themselves living. The two of you find great success in the endeavor and you eventually come to the conclusion that your people are much safer from danger at the top of a mountain. You give Jothes' dice a roll, resulting in her taking the form of a savage wildwoman. Figuring her current personality must have some knowledge of herbal remedies or whatnot you send her to tend to the Jellymen anyways. On a whim you decide to pay a visit to Azundan's people to see if any of them are worth your time. Much to your approval you discover the dwarves love to gamble, and you soon find yourself playing an eloborate game involving cards and dice in one of their mead halls. You wake up in the corner sometime later missing your cloak and armor. You must have gotten quite drunk over the course of the game because you have forgotten who exactly you were playing with, and completely missed your chance to work on projects in the divine dwelling.