Turn 4.1 Results
Itzamatul: The Living City: 63+43: 106
Many are the ways of stealth. Silent footsteps on cold stones. Knives sprung from shadow itself. Training and disguise all around. These are but the mundane recollection of what you are and what you will be Itzamatul daughter of Luna the Evershifting and the Sublime Communion. Kin to Sacton two-faced dragon and father of many craft. A goddess you are, born with a full mind and a mission. You saw the living city raise and your touch did not plague its halls. Now you have listened to your many parents and their desire is your order, now and forevermore.
Before them you tear out your own face and swallow your own name. A core of light remain but you made it blacker than the void you join. One day you shall take the throne of Darkness itself and truly be one with the emptiness between all stars. You are not so gifted yet but still you become mist carried away by the ether wind. Your mind is turned inside, trapped into the black obsidian mirror of your will. Your eyes are opened and yet closed to not invite corruption within. You call on the Argent Madonna who sired you and like him, you become shapeless, flowing from living tower to grinning maw-like gate. You are as quicksilver as you enter the Stone that is flesh and regain consciousness only when you drop on one of its offspring.
You look with disdain the many limbs and tumorous growth of the ogre-like being twitch like a kept butterfly. What passes for its soul is briefly untethered from its moorings before passing between your jaws. It burns on your tongue but it doesn't taint you as it stills. Memories of a life never lived dance on your tongue, images of a world where the same stories were retread endlessly to avoid the kiss of death. The creature dimly remembered its ancestors living on the plains, slain by bomb, sword and arrow. You even taste the daemon you're exploring the entrails of. A canny creature, consumed by the need to try again to rule the worlds. Even death couldn't contain it and his hatred manifested as this living city. Shame it didn't bar his gates for someone like yourself. The shadows come, docile and bidden and you ride them from room to room, through riddles and fight. Your hands became blades drinking the blood of your victims. So many tainted gifts you still in the bellows of your being, ready to be regurgitated to help your father.
This daemon, this city is strange. You study its twists and turns. Korgoth is both stone and metal and noxious flesh. Parasite even among the Neverborn. You dispatch strange machines, spider-like guardians with burning eyes, knights of clockwork and animated statues. Four are greater than over, overtaken by blight, adornment of Korgoth's great presence. In the four corners you sense the presence of four tormented souls. How did they endure when others did not, reduced to primal slime? You don't know and you will have to wait further instructions to do advance further.
[X][Diplomacy: The Sphere of the Moon] The Aetheric Realm 78+35: 113: Artificial Critical
You travel the gulfs of the ether to gaze upon a thing most peculiar. The solar system before you has nothing surprising, for Azyr at least. Nine planets with their moons and two great asteroids belts, shining in the void. Warmly received by the jackal-headed wanderer who keeps the borders of the realm, you are presented to the gods who rule planets and asteroids both. You understand why they receive you with such warmth. All bear wounds who have yet to heal, remnants of the terrible battle who brought them here. Your powers demonstrate you are a foe of all that is corrupt and thus a hardy companion to have.
You are introduced to their leader, the bright lady who answers to the name of Sokta. You exchange tales of your respective worlds and she tells you how the powers of the Warp triumphed there. Apparently, a potentate of the pantheon, higher even than the rulers of the Stars, abandoned its role as the Destroyer to become the Corrupter, embracing the purulent creed of Nurgle as a parody of true eternity. Spirit servants were created to fight the Ruinous Powers but some embraced them instead and the results is the catatonic goddess you see before you, wounded even beyond the skills of the gods.
Your knowledge helps you there for you understand at once the problem even if you don't know the solution. The Emerald Mother was not a celestial power and thus is not sustained by the powers of Azyr. She has retreated in slumber to conserve her forces but her true home would be Ghyran where life rises in the air. You don't know how to open a gate to the Emerald Realm and the powers before you were not stewards of life but that's already more than they expected.
[X][Intrigue] Wages of Sin: 91+45: 136 Artificial Critical
It works better than you would have thought.
Itzamatul, your daughter in shadow, descends into the world and stalks the night with your blessing. Her knives end the existence of some of the most unhinged arcanists, asserting there are fields of study where they won't be authorized to tread. She turns the minds of your children against themselves until the rituals they used to keep thoughts and emotions separate don't work anymore. Violence erupts and some are slain but less than you would have believed for they are creatures of great fortitude. Balance emerges little by little, spurred by fear and zeal in equal measure. They are still cold-blooded as are all your children but they know themselves and the world around them, not risking it to cold experimentation of maddened rage.
The Temple of Dying Stars: 59+43: 102: Artificial Critical
You don't fear death. You never feared it. Your strength came from that fact. You knew your spirit would endure past the dead of the body. Even now you have seen Di Yu where thousand of gods and spirits lay entombed you don't fear. You build a temple with the help of Itzamatul. Such an edifice it is, strong and beautiful in its own way. The rock is black as night and Sacton places veins of amethyst around the gate. Images of your mummified remains, those of the Sun Departed are placed in a processional array, remembering the price of the failure of the flesh. The walls you inscribe with tales of the Fall of Lustria and memories of the destruction of your cities and your world. Nothing will ever rot here in the void of space so at the summit you snatch a stars crumbling into itself and Assuming the Crown you bind the dread singularity of the black hole to gaze into oblivion itself.
Stuff that Dreams are Made of: 89+40: 129: Artificial Critical
From the depths of your mind they come all and are made manifest. Sauruses Oldblood ride Carnosaurs around the streets of your city, leading disciplined phalanxes behind them. Skinks priests converse with each other as they weave the magic of the stars or parade above stony throne in imitation of your might. They are manifest as daemons were in the Old World, once you speak the ancient words and call them from the ether, they remain until dispelled by a strong enough blow, or deprived of energy. In Azyr they can remain for centuries at a time, fighting campaigns until all are destroyed, in the other realms you suspect they will be more limited. Of course they remain images and thus can't learn even if Otztoak can impart his own knowledge to them, uploading it to their minds and updating their patterns.
[X][Temple of Beasts] Gate to the Hungry World: 12+43: 55: Marginal Success
The process to open the gate will be laborious. Your nature is not aligned to Ghur where everything is alive and everything sings the song of instinct. Your rites and your beasts batter the veil between the realm but you don't have anything but memories to establish the connection and the Amber Realm is not a thing of memory but of pure instant. You seek in your heart the longing and the emotions you felt for the Lizzardmen but let's be honest, you considered them useful and nothing more. To be fair you considered yourselves useful tools of your masters too. Still work begins and your images gaze into the stone structure of the cosmos, locking eyes with your inner thoughts and trying to open the way. (55/200)
[X][Temple of Light] Magic of the Soul: 49+43: 92
Light calls to Light and your existence flowers once more. Stars or Sun is the same when wielding Hysh and it shows. Your own divine soul doesn't need tempering, yet you bathe it once more in Light everlasting. Even from Azyr you begin to wield the spells of Hysh again. The burning gaze, the net of crystal, the sacrifices who burn away impurities and the blessings of one's greater will are opened to you. If you send someone to teach it to your children, they will still be mortal of souls but will be able to persist a little while before returning to the world that spawned them. For you study of this magic can bear tremendous fruits for it is the fruit of you potent mind and not your relationship to the Realm itself.
[X][Stewardship] Cities of Stone: 76+53: 129: Artificial Critical
Your children take your idea and grow with it mightily for it appeals to their pride. Xetzanki and Sacton work together on this grand project, attracting asteroids and comets to your regions of space or summoning the needed materials from thin air. Then they craft them with the utmost art. Under their hands grow temples and palaces and avenues of stones in imitation of your own creation. Great pyramids with many steps are dedicated to them and they fill them to profusion with what they can, even as your images come to reside with them as a companions, helpers and teachers three.
Thus is born Sactontl the City of Craft where your eldest child takes residence. Great workshops are crafted and most of their former facilities are transported there. Great lakes of frozen metals are surrounded with pillars and stelas filled with formulas drawn from their minds. Unbidden and yet welcome the remnants of the great Engines of the Gods and many artifacts remembered from Lustria spontaneously appear. They are studied while the attendants of the great dragon look to the stars and seek to decipher their meaning. Observing Skinks and Kroxigors they create creatures of clockwork to their image and soon Sactontl become an immense construction yard, always changing except for the temples reserved for your usage.
Tzankitlan is born too and the Father of Many makes it at his image and resemblance. True water shift from ice to vapor in the ether, suspended by his will while a forest of petrified trees whose branches bear the eternal ice of the void, sprung at his command. This city is built on what could be a planet, cut in half and then suspended in the void. From its colossal ocean temples and tower emerge but the bulk remains immersed in the abysses where your son dances around cyclopean pillars. His seed grow fertile and his servants grow reefs of poisoned corals straddling the borders between plant and animal.
Zamatul is born too and the Eye of Heaven reserves it to a later purpose. It will come the time where your children are endowned with eternal souls and there will be need of a place for their shades. Thus the Silent City all of black marble and obsidian lit only by lambent flame casting many shadows. The towers are windowless and whole plazzas imitate Di Yu where your daughter was born. Still in the darkness something moves for she builds for herself a great gate to Shysh the Amethyst Realm. She hasn't opened it yet but your images find her gazing into its depths, wondering if she should pass the threshold and bring ghosts to Azyr the bright.