Nora's Big Mistake Ch. 26

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Immortality: As the first god he may have immortality as he survived some wounds that other gods would have died from.

Increased durability: All gods have increased durability but Ra is much more powerful as he took a sword to the heart and survived it though was knocked unconscious when blasted with his own spear but he has said wound.

Increased Healing factor: As a god, he heals faster. Though as he is one of the first, it may be significantly faster as when the sword was pulled out he appeared to already be healing but by the time Horus gives him his spear he is completely healed.

Pyrokinesis: As the god of the sun, Ra has complete and divine control of fire. His known powers are:

Divine Radiance: When in his true form, being the god of light, he has an aura of flame that presumably burns those that get to close as well as blind and possibly vaporize mortals that look upon him for too long.

Photokinesis: As the god of light, he has complete and divine control of light known powers are.

Resurrection: As it is unknown exactly how he has this power, much cannot be said about it but Ra apparently has the power to resurrect people from the Land of the Dead but not the afterlife itself.

Teleportation: For quick movement, Ra takes the form of a fire-like energy sphere to move from one place to another.

Transformation: Rather than becoming an armored beast, Ra is able to transform his size, allowing him to become much taller than any of the gods, even his sons.

He had the following items:

Spear of Ra: His divine weapon that could possibly be the most powerful weapon in all of creation.

Waters of Creation: The water in which the Solar barge sails and could be given it' distinctive yellow color by the Sun's purity.

In the open area in front of a temple....

Noris and Seta were discussing the temple. Noris threw the scrolls down. "Last night," she said. "The gods granted me a vision. I'm not merely going to restore this temple, I will make it more grand, more splendid than any other one in Egypt."

Nakuri walked towards the temple. She watched as a guard whipped a man's butt, then walked up, saw a group of men pulling up a stone, then another one bringing a bag, then the men continued pulling, then a guard knocking the man down again.

The guard whipped the man. "Get up!" The guard said.

"Master," the man said. "The bag is too heavy."

Noris spotted Nakuri. "Nakuri," she said. "Look. Fate has turned our little misadventure into a great opportunity." They both walked.

"Get up, old man!" Guard #1 said.

Noris said, "Mother will be so pleased."

Guard #1 shouted. "Put your back into it! Faster!" He growled. Another slave continued chopping.

Noris smiled. "This is just the beginning," she said. "A gateway will open to an entire new city of white limestone, more dazzling than the sun. And here, a statue of the goddess Hathor."

The guard then whipped the man again. "I said, hurry!"

"And over here," Noris said. "...two great column halls."

"Stop it," a slave shouted. "Stop it."

"There's nothing we can do," the first slave said. The guard whipped the man, then ran by looking at a guard with a whip hitting the man.

"Stop it," Nakuri said softly and then got louder. "Stop. Stop it! Leave that man alone!"

Noris turned around and saw Nakuri. "Nakuri," she said. Nakuri attacked the guard, the guard then fell down to the ground, breaking wood below.

The slaves were shocked by the guard falling to his death.

"Out of my way," Guard #2 said. "Out of my way. Move! Who did this?"

The first slave looked up and saw Nakuri. "Up there!" Slaves shouted. "It's her. Up there."

Nakuri panted, then looked at the slaves, gasping, then began to run away. She continued to run away, then rolling down the hill when Noris grabbed Nakuri.

"Nakuri, what's going on?" Noris asked. "Nakuri!" Nakuri continued to run away. Nakuri then heard the sound of Noris chasing after her on an Argot. "Nakuri!," Noris said again. "Nakuri!"

"Let me go!," Nakuri said.

"No, wait." Noris said.

"You saw what happened," Nakuri said. "I just killed a man."

"We can take care of that," Noris said. "I will make it so it never happened."

"Nothing you can say can change what I've done," Nakuri said.

"I am Egypt!," Noris said. "The Morning and The Evening Star! If I say 'Day is Night,' it will be written, and you will be what I say you are! I say you are innocent."

"What you say does not matter," Nakuri said. "You don't understand. I can't stay here any longer."

She continued to try to leave, but Noris stopped her. "Nakuri!," Noris said.

"No!," Nakuri said, grabbing a hold of Noris's shoulders. "All I've ever known to be true is a lie. I'm not who you think I am."

"What are you talking about?" Noris asked.

Nakuri sighed deeply and looked at Noris. "Go ask the woman I once called 'Pharaoh'." She then proceeded to walk away.

"Nakuri?" Noris said. "Please." She reached out her hand to help her friend.

Nakuri sighed deeply and shook her head. "Good-bye, my friend," she said. She then ran off into the vast desert.

"Nakuri!," Noris screamed as she watched her friend run away. "Nakuri!"

Several hours later....

Guards had searched for Nakuri, but couldn't find her.

Noris confronted her mother. "Who am I?" Noris asked.

Celia sighed. "You're my daughter," she said. "The Princess of Egypt."

Noris shook her head. "No," she said. "I know that there's more than that. My servants, Nakuri, who are they? What are you still not telling me?"

Celia sighed. "You're the Pharaoh," she said. "That's all that matters."

Back in Noris's bedroom....

She was going through her cards. The next card was the first Divine God Card, Obar the Tormentor. It was a giant blue demon with 4 arms. It was a LVL 10 DIVINE attribute Divine-Beast type monster. The player shall sacrifice two bodies to God of Obar. The opponent shall be damaged. And the monsters on the field shall be destroyed. It had 4000 ATK and DEF points.

The next card was Sujan the Sky Dragon. It was a giant red dragon with two mouths and two wings. It was a LVL 10 DIVINE attribute Divine-Beast type monster. Everytime the opponent summons creature into the field, the point of the player's card is cut by 2000 points. X stands for the number of the player's cards in hand. It had X000 ATK and DEF points.

The final Divine God was The Light Dragon of Ra. It was a yellow dragon with powerful energy blasts. It was a LVL 10 DIVINE attribute Divine-Beast type monster. Ra shall take power from three Sacrifices. But even if the offering is to Ra's liking, It shall only answer to the one who speaks the sacred words. When the means of resurrection are granted to it, Ra shall come forth from the earth and those who face it in war shall be incinerated in flames. In an instant, Ra shall become a Phoenix, and the enemies of Ra shall return to the earth. It had???? ATK and DEF points.

The next three cards were the Wicked Beasts. The first card was Haron, Lord of Striking Thunder. It was a demonic version of The Light Dragon of Ra. It was a LVL 10 DIVINE attribute Divine-Beast type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 Spell Cards you control to the Graveyard. When this card destroys an opponent's monster by battle and sends it to the Graveyard, inflict 1000 damage to your opponent. While you control this face-up Defense Position card, other monsters you control cannot be selected as attack targets. If this Defense Position card is destroyed, you take no damage for the rest of this turn. It had 4000 ATK and DEF points.

The next card was Raval, Lord of Phantasms. It was a demonic version of Obar. It was a LVL 10 DIVINE attribute Divine-Beast type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 monsters. When your opponent Summons a monster(s), Special Summon 1 'Phantasm Token' (Fiend-Type/DARK/Level 1/ATK 1000/DEF 1000) for each of those monsters. 'Phantasm Tokens' cannot declare an attack. You can Tribute 2 monsters to have this card gain ATK equal to the combined ATK of the Tributed monsters, until the End Phase. It had 4000 ATK and DEF points.

The final Wicked God card was Urian, Lord of Searing Flames. It was a demonic version of Sujan. It was a LVL 10 DIVINE attribute Divine-Beast type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect or by sending 3 Trap Cards you control to the Graveyard. This card gains 1000 ATK and DEF for each Trap Card in your Graveyard. Once per turn, you can select 1 face-down Spell or Trap Card your opponent controls, and destroy it. Spell and Trap Cards cannot be activated in response to this effect's activation. If this card is destroyed, during your next Main Phase, you can discard 1 Trap Card to Special Summon this card from your Graveyard. During the turn you Special Summoned this card by its effect, you cannot activate its other effects, and if you control another monster, this card cannot declare an attack. It had 0 ATK and DEF points.

Noris shook her head. "I don't want to punish them," she said. She removed the Divine God and Wicked God cards from her deck.

The next card was Prince Knight. It was a blue-colored knight. It was a LVL 5 LIGHT attribute Warrior type monster. A strong master swordsman. Her loyalty is to justice, her duty to protect the weak. It had 1900 ATK points and 1000 DEF points.

The next card was Lady Knight. This warrior was a purple armored female and a LVL 4 LIGHT attribute Warrior type monster. This knight catches her opponents off guard, dominating them with swift yet graceful attacks. It had 1500 ATK and 1600 DEF points.

The next card was Curse of Light Dragon. It was a red eyed yellow dragon. It was a LVL 5 DARK attribute Dragon type monster. A wicked dragon that taps into dark forces to execute a powerful attack. It had 2000 ATK and 1500 DEF points.

The next card was Giant Land Soldier of Stone. It was a giant stone warrior. It was a LVL 3 EARTH attribute Rock type monster. A giant warrior made of stone. A punch from this creature has earth-shaking results. It had 1300 ATK and 2000 DEF points.

The next card was Lord Knight. It was a giant knight with a yellow robe. It was a LVL 4 LIGHT attribute Warrior type monster. When this card is Normal Summoned or Special Summoned while you control 'Lady Knight', you can Special Summon 1 'Prince Knight' from your Deck. It had 1600 ATK and 1400 DEF points.

The next card was Big Shield Gardra, a giant shielded warrior. It was a LVL 4 EARTH attribute Warrior type monster. During either player's turn, when this face-down card (and no other cards) is targeted by a Spell Card: Change this card to face-up Defense Position, and if you do, negate the Spell Card's activation. If this card is attacked, change it to Attack Position at the end of the Damage Step. It had 100 ATK and 2600 DEF points.

The next card was Dark Sorcerer Girl. It was a blue booted, pink skirt spellcaster. It was a LVL 6 DARK attribute Spellcaster type monster. This card gains 300 ATK for every 'Dark Sorcerer' or 'Sorcerer of Black Chaos' in either player's Graveyard. It had 2000 ATK and 1700 DEF points.

The next card was Obnoxious Celtic Swordsman. It was a light skinned warrior with a giant sword. It was a LVL 4 EARTH attribute Warrior type monster. Cannot be destroyed by battle with a monster that has 1900 or more ATK. It had 1400 ATK and 1200 DEF points.

The next card was Mystic Elf. It was a blue skinned elf. It was a LVL 4 LIGHT attribute Spellcaster type monster. You can transfer this card's ATK to 1 other monster you control. This effect can only be used once while this card is face-up on the field. It had 800 ATK and 2000 DEF points.

The final monster card was Dark Sorcerer. It was a purple robed wizard. It was a LVL 7 DARK attribute Spellcaster type monster. The ultimate wizard in terms of attack and defense. It had 2500 ATK points and 2100 DEF points.

She then looked through her Spell and Magic Cards. The first spell card was Black Process - Negledo, a normal Spell card. Activate only while you control a face-up 'Chaos Distill' and you have no cards in your hand. Remove from play all face-up 'Alchemy Beast' monsters you control. Draw 2 cards for each removed card.

The next card was Bronze Scale, a normal Spell card. Activate only while you control a face-up "Chaos Distill". Special Summon 1 "Alchemy Beast - Boron the Bronze" from your hand or Deck.

The next card was Chaos Distill, a continuous Spell card. Any of your cards sent to the Graveyard are removed from play instead.

The next card was Chaos Greed, a normal Spell card. You can only activate this card if 4 or more of your cards are currently removed from play and there are no cards in your Graveyard. Draw 2 cards.

The next card was Grand Convergence, a Quick-Play Spell Card. If you control "Macro Cosmos": Inflict 300 damage to your opponent and destroy all monsters on the field.

The next card was Lead Compass, a normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Largus the Lead' from your hand or Deck.

The next card was Mercury Hourglass, a normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Mentos the Mercury' from your hand or Deck.

The next card was Planet Alignment, a Quick-Play card. Activate only if you control a face-up 'Helios - The Primordial Uno Sun'. Destroy all monsters your opponent controls and inflict 300 damage to your opponent.

The next card was Red Process - Rubedo, a normal Spell card. Tribute 1 'Helios Sun Duo Megistus'. Special Summon 1 'Helios Trice Sun Megistus' from your hand or Deck.

The next card was Silver Key, a normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Soros the Silver' from your hand or Deck.

The next card was Steel Lamp, a normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Steelix the Steel' from your hand or Deck.

The next card was Tin Spell Circle, a normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Tinos the Tin' from your hand or Deck.

The next card was Molybdenum Mallet, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Moly the Molybdenum' from your hand or Deck.

The next card was Francium Rod, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Franc the Francium' from your hand or Deck.

The next card was Potassium Pole, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Potas the Potassium' from your hand or Deck.

The next card was Iron Cart, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -Iros the Iron' from your hand or Deck.

The next card was Cobalt Clamp, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Coron the Cobalt' from your hand or Deck.

The next card was Gold Trinket, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Gordon the Gold' from your hand or Deck.

The next card was Zinc Ring, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Zorx the Zinc' from your hand or Deck.

The next card was Titanium Necklace, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast - Tiltan the Titanium' from your hand or Deck.

The next card was Tungsten Tray, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Tunga the Tungsten' from your hand or Deck.

The next card was Ruthenium Rod, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -Ruthe the Ruthenium' from your hand or Deck.

The next card was Manganese Mirror, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Magna the Manganese' from your hand or Deck.

The next card was Chrome Compass, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Chrome the Chromium' from your hand or Deck.

The next card was Scadium Slot, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Scand the Scandium' from your hand or Deck.

The next card was Magnesium Nugget, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Magnesia the Magnesium' from your hand or Deck.

The next card was Strontium Whip, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Strona the Strontium' from your hand or Deck.

The next card was Cesium Gate, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Cesi the Cesium' from your hand or Deck.

The next card was Beryllium Bat, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Bero the Beryllium' from your hand or Deck.

The next card was Barium Baton, an normal Spell card. Activate only while you control a face-up 'Chaos Distill'. Special Summon 1 'Alchemy Beast -- Bari the Barium' from your hand or Deck.

The next card was White Process - Albedo, a normal Spell card. Activate only if you control a face-up 'Chaos Distill'. Special Summon 1 'Golden Light Homunculus' from your hand or Deck.

The next card was Yellow Process - Kitolenics, a normal Spell card. Tribute 1 'Helios - The Primordial Uno Sun'. Special Summon 1 'Helios Sun Duo Megistus' from your hand or Deck.

The next card was Degenerate Circuit, a continuous Spell card. The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead.

The next card was Burning Land, a continuous Spell card. The enemy army's land is burned, robbing their DEF.

Her final Spell card was Soul Absorption, a continuous Spell card. If a card(s) is banished: Gain 500 LP for each.

She finally looked through her Trap Cards. The first Trap card was Elemental Absorber, a continuous Trap card. Remove from play 1 Monster Card in your hand to activate this card's effect. Your opponent's monsters that have the same Attribute(s) as the monster(s) removed by this effect cannot declare an attack.

The next card was Macro Cosmos, a continuous Trap card. Activate only by removing from play 1 face-up 'Chaos Distill' you control. Then, you can Special Summon 1 'Helios - The Primordial Uno Sun' from your hand or Deck. While this card is on the field, any card sent to your Graveyard is removed from play instead.

The next card was Skill Drain, a continuous Trap card. Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).

The next card was Call of the Haunted, a continuous Trap card. Activate this card by targeting 1 monster in your GY; Special Summon that target in Attack Position. When this card leaves the field, destroy that monster. When that monster is destroyed, destroy this card.