Chapter 2, Turn 2 resolution

Petr (18 AP) - success
The divine child Nerassus grew within Petr, strong and healthy. Many gifts were bestowed upon him at the Moonpool baby shower, an event that would go down in history as the first major conclave of the gods. On top of the rainbow carriage and adeptness on the water given by his parent Petr, he received a rainbow bib/cape from the god Timorin, and a suit of armour from the god Grawissen. The sun god Yir granted its characteristic giantism and skill with radiant sorcery, a fiery passion for justice was ignited by the tipsy fox Alatadriel, Ymon-Thal enlightened him with the ability to perceive souls, a pact was entered with Dulnori to teach shamanism, Chern cursed his enemies with weakness, and even Su'ule came by to grant Nerasssus the ability to painlessly and prolifically produce heirs (monstrous ones if desired).
Avestra offered a strange gift - the kinship of nature as long as he never harmed a wild creature. Last, but not least, Kahar-Djin lifted the travel ban on sorcerers through the Sanctuary gates for the young demigod, allowing him to explore the world. It was quite the party!
Nerassus, +2 Justice/-2 Flesh

Ymon-Thal (14 AP) - success
The prophet Verys has been through much in her life - and beyond. And it had all led to this. The Aeon who had come so far was offered the eternal task of shepherding souls into the Passing, and she accepted, becoming Thal-Verys. Some were dismayed - Yir, who she had helped to spurn with her prophesy of Theshana, cursed her with an aura of grief and joylessness, while Dulnori, her old patron god, jealously tormented her with the memory of her old home. Other gods were more supportive, giving gifts to help her bear her burden. A magical seven-layered lantern from Alatadriel, a regal outfit and scholarly tome from Petr, a flask of comforting spirits from Chern, and the Flail for the Dramatic from Timorin.
Thal-Verys, +2 Souls/-2 Grief

Timorin (19 AP/3 BP) - success
Reality shuddered once again, as a new realm forced itself through the bedrock of being - the Divine World, the realm of the gods, diviworld for short. It was split into sixteen, a piece for each god current and past, and they were thus:
The Solomn Lands - bland and safe.
The Barren Dunes - scattered with broken chains and shattered cages.
The Madlands - blood red hunting grounds and colosseums.
The Den of Foxes - a luxurious mansion.
The Island of Rarity - an island for exotic species set in the middle of a lake.
The Adrift Gardens - islands scattered through a vibrant ocean.
The Sacred Temple - where the sun spends the longest.
The Gods' Library - where all the knowledge of the pantheon resides.
The Bog of Ruin - a dilapidated castle sinking into the swamp.
The Bridge of Souls - a looping bridge over a sea of souls, flanked by twin towers.
The Emerald Castle - a casino of games and attractions.
Five sixteenths of the diviworld remained untouched, for now at least (I'm going to say that an influence city action is required to fill them in individually, or state to do them all at once).

Alatadriel (20 AP) - success
The Indriel administration's efforts to unify their newly occupied lands proved to be most successful. Marriages between diverse groups were carried out en masse, hundreds of new recruits were brought in from across the continent, and the common folk's tolerance was much improved through the personal tuition of Alatadriel.

Grawissen (16 AP) - success
https://www.youtube.com/watch?v=dv13gl0a-FA
DEJA VU! Have we not met before?
A winged, jacketed, blue and purple woolly rhino gaudily materialised behind Grawissen, the spirit of heroism. He would bond to a mortal to grand them unique powers, as long as they needed them to perform heroic acts. These powers, their extents and limitations, are as diverse as they are bizarre due to the influence of multiple conflicting gods. First and foremost, Deja Vu is able to transmute objects into any kind of earthly material, and can communicate telepathically or feel the sensations of his host mortal over long distances. He brings good luck and combat expertise to his host, and his powers of persuasion are difficult for mortals to resist. In addition, whenever his host mortal is inebriated in some way Deja Vu is able to slit into multiple copies of himself.
His main limitation is his restriction from using his powers to kill, helped by his ability to sense when a mortal is close to death. This is contrasted with his generally reckless and sometimes overly-combative personality.
Deja Vu, +2 Heroism/-2 Murder

Kahar-Djin (26 AP) - success
At the command of their god, Bron and his Missionaries set off up the Stricken Lands. Though the journey was long and tough, they traversed the entire continent and crested its tallest northern mountain, building on their path a great gate. There they would learn - and teach - the Way of the Cardinal Fist in seclusion from the wider world.

Avestra (26 AP) - success
In a flowery cave at the summit of Eaglebeak Rock, the goddess Avestra forged her Otherworld Amulet (+2 Dreams). The amberis trinket had the power to grant mortals entry into the dreams of another being, at the cost of their own sanity if they used it too often. Sometimes, the user might dream of themselves as a bear, and those dreams could sometimes foretell their destiny and guide them to their life's purpose. Skilled users of the amulet might even be able to read others' minds while awake, and harvest the exotic dreammite mineral that generated around it.

Chern (22 AP) - success
let the terrors kill him (10 AP/6 DC) +4 Decay
Chern died and died and died, thousands of deaths were suffered at the clawed raptor claws of the terrors. But it was worth it. He guided the wretched beings to his oasis, where they were left spent and exhausted of their innate bloodlust, finally ready to start talking amongst themselves and establishing a sense of community. Where this would go, who could say, but it would be better than frenzying themselves to an early death.

Su'ule (22 AP) - success
For the first time in millennia, the Graw Wastes experienced a measure of what some might call pleasant weather. Where once there had only been harshness, Su'ule sowed the ground with fertility. The wastelanders would finally be able to work themselves out of a squalid, magic-sustained existence. The mutants had some difficulty at first, not only due to their inexperience, but also due to the meddling of the southern god Yir. However, there were many other contributing forces to help oppose this initial uncertainty, and soon they were growing delicious roots and crop harvests, and preserving their produce in the salty zoptzenk mineral. The main struggle from their was that the southern giants seemed to provoke a sickness in northern mutants, causing their food to lose its richness and health. It became less popular to raid the south, since home was now just as comfortable and the effort proved less worthwhile. Then again, giant blood was good fertiliser...

Dulnori (32 AP) - success
At last! The Golden Dragon that Dulnori had assembled in the steppe now ground itself to life, its wise golden eyes sweeping the plains. It took to the skies, joined by its kin. They would bring fortune and wisdom to the mortals, as well as their own unique form of innate sorcery.

Yir (31 AP) - success
The newly created Valrion had dissatisfied his patron god, and so Yir had taken punitive, purifying measures. The curses of the other gods, including pesky nuisances such as free will, were stricken from the young mind, and additional powers added in such as the ability to teleport in sunlight.

Nestellbam (26 AP) - no action

Opulon (50 AP) - no action

Vreyalas (50 AP) - no action

Alright, time for turn 3. Finally! Go nuts everyone, let's try and be quick about it to make up for this last turn.