Everyone trying to plunder the City of the Gods is in for a disappointment.
Yes, you can gain 2 PL per Turn from the plunder, and the City cannot defend itself anymore.
It can only watch helplessly as it is plundered.
But the great secrets of it's superscience are beyond comprehension.
Beyond the comprehension even of the Torilians, who can grasp only the least of the great wonders.
Clearly, the race who built the City were much more intelligent than any known race of humans, humanoids, or demihumans, having IQs of 1,000 and up.
Clearly also, they were a small people, very diminuative, and also their bodies were very alien.
(As in alien, think of the film War of the Worlds. As in intelligent, think of the Krell from the film Forbidden Planet.)
Because full access to the City is now possible, the one power dominating it - the Solistarim - are able to plunder it at the rate of 4 PL per Turn instead of 2.
Everyone else must sneak in and gain their 2 PL as usual, avoiding the Solistarim as they may.
- - -
This is not known publicly IC, but OOC it is worth mentioning.
The Lortmil Technomancy has created something new.
The Lortmil Technomancy long wanted a tank that could move around without the encumbrance of roads, but flying technology or magic eluded them.
So, they built legs, and put the tank on them.
The legs were made of the newest steel, ran on hydralics, had specially cushioned feet, and worked quite well.
Walls of Force protected both tank and legs.
However, the Lortmil Technomancy quickly found that the resulting product was very awkward.
Using new designs, and primitive versions of the computer (not the microchip, which they have not yet invented), they redesigned the tank part as a kind of torso for the legs.
The newest weapons were mounted on the design, and then the Lortmil Technomancy looked around for a power source.
Not having fusion power, they were frustrated, and took the weapons back off, except for the two main turrets.
Then they added magical weapons to the design, and managed somehow to make them permanent.
They managed to create a machine that could fire twin lightning bolts, once per round, with a great range.
Melding technology with magic, they build targetting systems and sensors for the thing, so the gunners inside could fire accurately.
Then they looked at controlling it, and used a gnomish set of levels and pulleys to control the movements of the legs.
When this turned into a disaster, they refined and refined the controls, until the user could control the machine with special hand controls and pedals.
Satisfied with their design, the engineers plated the thing with the latest armor ... only to have it fall down.
So, they plated it with Walls of Force instead.
Something was still missing, although they could not figure out what.
Then they saw that it had legs and a body, and even stubby arms, but no head.
They created an ornate head, militarily useless but pleasing to the gnomish eye, and stuck it on the top of the thing.
After several more tries, they got the whole thing to work properly.
Just then, the technomancy of combining Fly with Permanency was accomplished.
The engineers set to work casting Fly spells and Permanency spells on the machine, and repeatedly they failed, but they kept trying until the succeeded.
The resulting machine could fly at 30 MPH, go straight up - even into space (using the Spelljammer rules) for short periods, move forward and backward, and fire it's twin cannons loaded with magical rounds, or fire it's twin lightning bolts, a limited number of times per day.
And thus, the Lortmil Technomancy has, without knowing it and in only the most primitive way - as of yet! - entered the age of Robotechnology.