Age of Myths (Age of Sigmar): Third Time the charm

Turn 4.1 Results
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.
 
Dholes: Mortal situation
Dholes: Mortal situation
Time either flies faster in the Realms than you thought, or the time of mortals is different from the time of gods. It's surely the latter. As you concentrated on your heavenly cities and the affairs of your divine children, your mortal children had the time to evolve quite a bit. Like said before they live in four cyclopean cities called Yoth, Kadath, Rl'yeh and Kn'yan, each ruled by sorcerers-kings. They have grown in number and generations passed from their creation even if some giants in the sea remember when you gazed upon their forms coming from the slime. They don't shamble awkwardly but walk proudly, ready to develop even further.

Yoth the Red is a city dedicated almost entirely to Sacton. The orders of smiths sacred to your eldest child are strong there and the ruler of the city is adorned in magical trinkets and living stone. The city takes her name from the fires who always burn in the temple, built in a great volcano tamed by your draconic child. They are great engineers who ponder over machines built from half-remembered principles. From what you read in their thoughts they actually remember higher mathematics but not the apparatus needed to understand the formulas. Their efforts to build understanding are interesting but their magical experiments in caging the stuff of stars are the source of many a minor crater in their city.

R'lyeh the Blue is a city of water. By chance or happenstance, the city counts many elders who press their great bulk in the ocean. The inhabitants have adapted and their settlement is more than half-immerged with sunken cyclopean palaces being crowned by the habitations of their younger cousins. Yet many of the young live underwater and there swim in deep abysses. They touch something of the darkness and the primeval ocean and they delight in it, taming the creatures of the depths and learning from them, creating beauties of nacre and coral and alien structures only possible in their watery home.

Kadath the Black is a city of dream, a thing of basalt towers and obsidian pools where nonetheless gather those closest to your essence. Unlike other cities it is not built near a volcano and thus stands in frozen wastes. That doesn't seem to disturb the resident who are driven even beyond the standards of their race. Arcanists all they meditate on the nature of Azyr itself and they developed many spells. Yet even their subtlety reeks of dangers for they weave the very threads of fate and sometimes a snarl occurs bringing misfortune and woe to creation. Such problems are mostly contained,

Kn'yan the Green is a study in contrast. Near the sea it borders whole forests of algae with what you imagine is varied flora. Yet these forests spring in part from the corpses of these elders Dholes who come rest there and rot. Of course the order of sorcerer who study such things is based there with their members learning complex weaving of death and life intermingled. You smile with indulgence to their research for did you not rule great swamps? Are you not dead and alive both? Even in that they glorify you beyond their dream. Still their ponderings on mortality are disturbing to their companions and they grow somewhat estranged from the other cities.

Yoth
Leader: Iktya
Special Focus: Forge/Knowledge
Special Structures: Great Temple of Sacton
Geomancy: 1

R'lyeh
Leader: None Important
Special Focus: Water/Beasts
Special Structure: None
Geomancy: 1

Kadath
Leader: None Important
Special Focus: Fate/Stars
Special Structure: Great Temple of the Sublime Communion
Geomancy 1

Kn'yan
Leader: None Important
Special Focus: Life/Death
Special Structure: None
Geomancy: 1

Magical Orders
Star-Smiths (Piety-Sacton)
Basalt-King (Piety-The Sublime Communion)
Shepherds of Rot (Learning)


Mortal Turns will give you 1 action by City, 1 action by Magical Order, 1 action for your diplomats and 2 from a list of development. The system is partially stolen inspired by @Xantalos Respect your elders quests.
 
Imitation! The second-sincerest form of flattery after life-debts! Hurrah!

Funnily enough Respect Your Elders was partially inspired by this quest, so there's a bit of recursive inspiration going on, it seems.

Or many but of them are in the same universe without the other knowing and the hornet rat is gathing more power in your other quest to take down mazamundi....

Or somethign, maybe.
 
Turn 4.2 Mortal
Turn 4.2 Mortal
General City Option( 1 by City)

Choose Leader :
The great cities are mostly independent of each other and your children have not yet found the ways of proper government. They don't live in anarchy but their ways are primitive and unrefined for they simply bow to the eldest among them, a way you find now inappropriate. Even in Lustria cities took the character of their leaders. After all wouldn't Hexoatl be remembered if not for Mazdamundi? New chiefs must emerge and you don't care if those call themselves kings or priests or even make use of your name for themselves. Thus you will know your children from the choices they make. Cannot be assigned to Yoth.

Build Great Temple of Itzamatul:
Itzamatul shadow of your eyes, spat from your mouth like a curse. Itzamatul your daughter deserves a temple fit to her glory. There your children will worship darkness and death and yet find no evil in them. They will hope for sleep and wait for the day where your child will be able to forge souls who resist the death of the flesh. You don't know what your daughter will teach them but this is her affair and not yours. Funerary rites or meditations on death are important for the health of a civilization, after all. Can't be assigned to Yoth or Kadath

Build Great Temple of Xetzanki:
Last of your current children, Xetzanki father of many is a lord of water and life whose fecundity fills even the airless void. So he deserves a temple and faithful and prayers and sacrifices on the altars for he fills a void in the heart of your children. Such an edifice will be a fount of health and life for tis the nature of your son. It will be also a place of breeding where the many eggs of the city will be left to incubate. Perhaps in time even the great beasts of water will lounge there in sacred pools and learn to sail the sea of stars.
Can't be assigned to Yoth or Kadath
Build Geomantic Infrastructure:
In the World that Was, you were master of Geomancy. Your cities were built on a network of lines, transmitting energy through them. Where did the energy come from? In part from the Empyrean and the Polar Gates, and in part from the natural processes of the world itself. By your song, the world was made in your image and so mortal cities are already equipped with some infrastructure. In the last world, Chaos ruined the geomantic web. You will not be witness to the same thing, even if you have to intervene directly. Also, you are curious about what new things will the Dholes create with such magic.

Explore surroundings:
You cleansed the world of Chaos by the power of your ancient song but so much of it remain unknown. Your children are not given to curiosity and gathered around their great settlements without thought to the nook and crannies waiting for them. Yet there are wonders, and horrors too you'd wager, waiting for them in the jungle. They must explore the world and take possession of it for you remember all too well what happened when you sequestered yourself in your great cities and paid no attention to the outside. You will not have the Dholes die from a danger they could have nipped in the bud like so many of your brethren were.

Options Exclusive to R'lyeh (Not choosable if you assign one of the above options)
Tame Beasts of the Depths:
There are creatures wandering the depths of this world. You know it and your children knows it even if they didn't see any. First this world was seeded by a dream of monster-haunted Lustria. Then you cannot help but look to the dark sea and know there are abysses unfathomed where life can flourish in forms the profane would judge horrible. To number these monsters, to dive into these depths, to tame them and know them. It's a worthwhile goal and you are yourself curious of what they will find. Some of the lizards of Lustria were impressive, even to your ancient eyes.

Forms of Water:
Water is the first element ad even you look at it with mixed eyes. The seas were first and all worlds bearing life were first oceans. Yet chaos is the mother of the waters and water is the shape of the shapeless Warp where meaning is gnawed upon. Some of your children are born with the longing of the ocean and the song of the sea is in them. They are trying to build shapes of water, even give life to it as it gives life to everything else. The result would be a mass of watery tentacles animated by a red core.

Star Smiths (1)

Living Basalt:
Basalt is nothing more than black stone, should be nothing more anyway. Yet under the hands of your children it becomes soft and pliable and somehow alive. Such a material would be useful to clad your mortal children even if the idea must be laughable. After all who ever saw someone clad in stone? Yet your children are strong, stronger than many mortals, if any can have the strength to be girded in living stone to go to war, it's them. Who knows also what secret the smiths will uncover when investigating stone itself?

Engines of the Gods: There were in Lustria many machines. Most were left by the Old Ones and none of the Slaans who succeded you had any idea of their use even as they maintained it with the obsession born of faithfulness. Your child Sacton was born in part of these forgotten design and the torch of their knowledge passed to your mortal children. Steering them in the development of machines and mechanisms, the secrets of gear and steam. This is rather mundane but you are well placed to know the border between technology and sorcery can be thin indeed. Breaking the world asunder has the same results whether obtained by science or magic.

Basalt Kings (1)

Weave Fate:
Fate is strange. Even you are not sure of what it is and how it expresses itself. Yet some of your children are stumbling on the road. They learn how to see the threads binding creation together. The next stage is of course how to strengthen these bindings, how to act on the knots and tangles and how to cut them when necessary. These are subtle arts, dangerous arts but in that you must recognize they are the children of your thoughts. This is not a road you traveled before, as you thought Fate unyielding but let's see what mortals can discover.

Bridge Distance:
Distance is an illusion. You know it better than anyone else. By your will were whole armies taken from a place and transported to another. Here in Azyr the black gulfs can seem to be impossible to cross and yet be walked through in a matter of day. For your children who gaze upon obsidian mirrors, distance is a function of the mind and the heart, not a physical thing. They think they can affect things at a distance, as long as they built a connection with it. The blood or scales of a target mean you hold its heart in your hand and the sound of its name allows you to command it from afar.

Shepherd of Rot (1)
Flora of Rot:
There are many plants sprung from the corpses of the dead. It's not surprising. Always life sprang from death. The worlds of the Old Ones were watered in blood and gore, not by perversity but by necessity. From the corpses of the dead you coaxed jade and life everlasting. Your children are discovering this quickly for they are truly mortal. So you see them coax plants and vegetation, first steps on the road to mastery of the living natural world. You don't begrudge them their link with lichens and rot for they are part of nature too.

Animating the Dead:
The dead can walk. You already saw this on the world that was. Yourself was one of the corpses that moved. Yet what your Shepherds of Rot try to do is strange. They don't exactly order corpses to move. They grow plants like vine who cling to bones and muscles in a sinister embrace before moving them like a puppeteer orders its creations. This is unexpected but not devoid of potential. Who knows whatever discoveries they will make if allowed to wander the borders between life and death and rebirth. Wonders have come from more unexpected sources and you long moved past disgust.

Misc and Diplo options Locked for this turn: Order of Light and Carthago respectively
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot

Lets have all the infrastructure lined up first.
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
[X][Yoth] Build Geomantic Infrastructure
[X][R'lyeh] Build Great Temple of Xetzanki
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul

[X][Star Smiths] Engines of the Gods
[X][Basalt Kings] Bridge Distance
[X][Shepherd of Rot] Flora of Rot
 
Iktya Mistress of Xoth
Iktya Mistress of Xoth
Diplomacy: 13
Not unskilled in speech
Intrigue: 12 Not accustomed to deception
Learning: 18+5: 23: Wise in your master's way
Martial: 9: You are not a warrior even for those who didn't know violence
Piety: 14+5+5: 24: To the god's lips to your hands
Stewardship: 11: Forging and managing are two different things.

Dhole:
Child of the Sublime Communion you have inherited some of your parent's skills: Stats 4d5+5 in Piety and Learning. Immortal and gaining Learning Stat with Age
Star Smith:
You are of the Smiths of the Star, followers of draconic Sacton and many things you learned from him: +5 Piety, +10 to Star Smith Rolls
 
Leader choice for Kadath
Leader Choice for Kadath
[] Shaltsuh is an Obsidian King, named because he attained the highest rank among those who wield the power of the great mirrors. He has mastered the complex and subtle arts and is the leader of the guild. So great are his powers he can break space, opening portals to everywhere and nowhere, while his mastery over fate approach your own divine power as he can tangle and untangle as he wishes and even spin the thread himself. He is often at work to subtly influence others, judging that to scare an empire, better to use a mouse than an army. Speciality Basalt Kings

[] Sutsia is your high priestess. You didn't know you had one until you heard her prayers and gazed upon her. She connected with your essence, sharing in its gifts, becoming adept in the arts you yourself mastered. This is strange to see someone wield base imitation of your divine might, like you but lesser but you are assured by other gods this is no mockery but homage. Growing close to your comportment and image, your priestess resides in the great temple where she meditates and scry on friend and foes alike. She already sees in dreams Sacton-Itza and is able to teach its ways and maps to others. Specialty: Temple of the Sublime Communion

In other matters entirely Scion 2e being there, the characters sheet risk to change quite a bit.

Adhoc vote count started by ganonso on Nov 10, 2018 at 2:01 AM, finished with 572 posts and 6 votes.

  • [X] Sutsia is your high priestess. You didn't know you had one until you heard her prayers and gazed upon her. She connected with your essence, sharing in its gifts, becoming adept in the arts you yourself mastered. This is strange to see someone wield base imitation of your divine might, like you but lesser but you are assured by other gods this is no mockery but homage. Growing close to your comportment and image, your priestess resides in the great temple where she meditates and scry on friend and foes alike. She already sees in dreams Sacton-Itza and is able to teach its ways and maps to others. Specialty: Temple of the Sublime Communion
    [x] Shaltsuh is an Obsidian King, named because he attained the highest rank among those who wield the power of the great mirrors. He has mastered the complex and subtle arts and is the leader of the guild. So great are his powers he can break space, opening portals to everywhere and nowhere, while his mastery over fate approach your own divine power as he can tangle and untangle as he wishes and even spin the thread himself. He is often at work to subtly influence others, judging that to scare an empire, better to use a mouse than an army. Speciality Basalt Kings
 
[x] Shaltsuh is an Obsidian King, named because he attained the highest rank among those who wield the power of the great mirrors. He has mastered the complex and subtle arts and is the leader of the guild. So great are his powers he can break space, opening portals to everywhere and nowhere, while his mastery over fate approach your own divine power as he can tangle and untangle as he wishes and even spin the thread himself. He is often at work to subtly influence others, judging that to scare an empire, better to use a mouse than an army. Speciality Basalt Kings
 
[X] Sutsia is your high priestess. You didn't know you had one until you heard her prayers and gazed upon her. She connected with your essence, sharing in its gifts, becoming adept in the arts you yourself mastered. This is strange to see someone wield base imitation of your divine might, like you but lesser but you are assured by other gods this is no mockery but homage. Growing close to your comportment and image, your priestess resides in the great temple where she meditates and scry on friend and foes alike. She already sees in dreams Sacton-Itza and is able to teach its ways and maps to others. Specialty: Temple of the Sublime Communion
 
[X] Sutsia is your high priestess. You didn't know you had one until you heard her prayers and gazed upon her. She connected with your essence, sharing in its gifts, becoming adept in the arts you yourself mastered. This is strange to see someone wield base imitation of your divine might, like you but lesser but you are assured by other gods this is no mockery but homage. Growing close to your comportment and image, your priestess resides in the great temple where she meditates and scry on friend and foes alike. She already sees in dreams Sacton-Itza and is able to teach its ways and maps to others. Specialty: Temple of the Sublime Communion
 
[X] Sutsia is your high priestess. You didn't know you had one until you heard her prayers and gazed upon her. She connected with your essence, sharing in its gifts, becoming adept in the arts you yourself mastered. This is strange to see someone wield base imitation of your divine might, like you but lesser but you are assured by other gods this is no mockery but homage. Growing close to your comportment and image, your priestess resides in the great temple where she meditates and scry on friend and foes alike. She already sees in dreams Sacton-Itza and is able to teach its ways and maps to others. Specialty: Temple of the Sublime Communion
 
[X] Sutsia is your high priestess. You didn't know you had one until you heard her prayers and gazed upon her. She connected with your essence, sharing in its gifts, becoming adept in the arts you yourself mastered. This is strange to see someone wield base imitation of your divine might, like you but lesser but you are assured by other gods this is no mockery but homage. Growing close to your comportment and image, your priestess resides in the great temple where she meditates and scry on friend and foes alike. She already sees in dreams Sacton-Itza and is able to teach its ways and maps to others. Specialty: Temple of the Sublime Communion
 
[x] Shaltsuh is an Obsidian King, named because he attained the highest rank among those who wield the power of the great mirrors. He has mastered the complex and subtle arts and is the leader of the guild. So great are his powers he can break space, opening portals to everywhere and nowhere, while his mastery over fate approach your own divine power as he can tangle and untangle as he wishes and even spin the thread himself. He is often at work to subtly influence others, judging that to scare an empire, better to use a mouse than an army. Speciality Basalt Kings
 
Turn 4.2 Results
Turn 4.2 Results
[X][Yoth] Build Geomantic Infrastructure: 44+23: 67/200
[X][R'lyeh] Build Great Temple of Xetzanki: 60+10 (Pious People): 70
[X][Kadath] Choose Leader
[X][Kn'yan] Build Great Temple of Itzamatul: 61+10 Pious People: 71

[X][Star Smiths] Engines of the Gods 94+24+10: 128
[X][Basalt Kings] Bridge Distance: 27+10 (Pious People): 37/400
[X][Shepherd of Rot] Flora of Rot: 93/200
Order of Light: 54
Carthago: 61+20 (Good Relationship): 81

Mortal hands build fast and far when urged by divine command. Stones are put atop stones and sorcery answers sorcery. Driven by prophecy and their own thoughts they create two temples for your children. Two temples with their own priesthoods and services. In Rl'yeh the sunken, they build a great edifice of stones green and blue. Massive it is, emerging from the waters like a mountain crowning the cyclopean city. Your eyes to which nothing escapes fathom all the depths and underwater caves. You see the great gardens watered by prayers and the fountains whose sweet water comes by miraculous intervention. Your child is pleased by the effort and descend into his house. And there you see what a god can do to his adepts. He touches the water and soon a forest of kelp grow there. He spreads his hands over the spawning pools and more eggs are laid there than any before. Clear are the waters of his spring and they bring healing to the weary and the errant.

Itzamatul receives a temple of black stone, a forest of marble and onyx and basalt with many shadows. Yet pale flowers grow there and your daughter smiles for she feeds on the impossible. She descends among her worshippers and smiles upon them. She places stars at the ceiling of her temple, providing silver and faraway light guiding pilgrims to observatories and places of powers. She weaves the world of dream and bring it closer to the mortal world. Her priesthood disdains the ways of the shepherds of rot, concentrating on the mind and upsetting the order of things. Their meditations strengthen their souls but no mortals can attain immortality without the leave of the gods. Itzamatul would give it yet she hasn't the power necessary for the moment, still her name dwells in Kn'yan and flowers there amidst the corpses.

The sorcerers and priests of Yoth seek the ways of geomancy and even if their steps are stumbling, they manage to find the core of the discipline. The world has veins just as the body has veins. Power flows through these, energy provided by the living nature of the planet. Where these lines meet, they form places of power or perhaps these places radiate energy of their own? This is an interesting question and one they seek the answer of. Yet grasping the principles of the world is different from using them and experiments progress but slowly. You don't begrudge them for it, even you didn't exactly understand the principles of geomancy before being endowed with supreme wisdom. Many years will be necessary but these matters take time.

Kadath chooses a leader, your own priestess Sutsia, they devote even more to your example and grow in power and understanding.



The smiths of Yoth have a breakthrough. Not even Sacton understand really how they did it. He supposes magic must have been involved, memories transmitted through him from you to the Dholes. Whatever the cases, the frenzied engineers have created vast machines for you and your children. These engines channel the energies of Azyr itself through runes and symbols of your names, making the impossible possible. This is literal in the case of the prototype of the one dedicated to your communion. Probabilities are skewed in the favor of your faithful. Your children's are more like terraforming instrument, providing large amount of earth, water or darkness.

Great are the arts of the Basalt Kings. They see the connections between people and thing, the great interconnected web of existence. They can weave barriers at their leisure, deciding on what can pass and what cannot. Two places can by them be linked together. Yet they don't grasp the higher mysteries. To bridge the illusion of distance is not easy. The mind rebels at what eyes of flesh so clearly sees. Opening gates who, in one step cross a thousand leagues is still faraway. Yet they continue their studies. They will be long but you know they are already mightier than most sorcerers of the other gods.

The Shepherds of Rot deem themselves master over both life and death, and it's life they choose to explore at your urging. They order corpses to flower and harvest many strange plants. Some hunger and thirst for flesh as sure as any predator but this a facet of nature all the same. These studies make them progress and while their powers are limited for the moment to petty things and small miracles they will be able in time to create life and change it at their leisure.

Another order begins to form among your people. As you unlocked for yourself the study of Hysh, there are those who are drawn to the Wind of Light or its imitations. They call themselves Those of the Sun Forsaken for there is no daylight on your world but only eternal night. Still light of moon and ray of star can still be used as a focus. They have developed a strange dogma as they adorn themselves with silver and gold white and pale. From light everything was made and mastery of light and mastery of creation itself. They follow the lines of power revealed by geomancy, for they are the only sources of the power they seek and build hermitage celebrating your victory against demons of ages past.

Last but not least the ark of living stone of your children has met others. Spurred by Astarte, mother of your children, the humans of Carthago ply the stars in their own ships of metal and glass. Common worship make the contact fruitful and strange idols of carved stone and robes of silk dyed in bright colors were exchanged. From those you have learned the men of the city of stars have met most other nations and trade equally with everyone. Gates have already been opened to other realms and some gods wander, seeking to establish domains who span even the mortal universe.
 
So, seriously thinking about dumping the quest and perhaps restarting it. 45 threadmarks for half the number in pages is not a good ratio and this is the second time the turns results elicit no comment. Even if I take the number of likes I lost well half my readers in a month.

I don't like the idea to do it. Among my quests it's one of my preferred settings but sincerely six players….

I think I somewhat understand the problem. The idea of the Incarnate waking up means that building is slow even with divine powers. Could be completely mistaken about it of course. Perhaps I should have made some timeskip about the Dholes being fully civilized (but then I would have felt like foisting a civilization with all choices made by me on the players).
 
While I would prefer that this didn't get rebooted because of how far we are now, this is ultimately your quest. At the moment there's not much to talk during these current turns or at least nothing that comes to mind.
 
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