A Tale of Earth and Sky (forum game)

Hello, and welcome, to:

“A Tale of Earth and Sky”

Millions of years ago, a strange comet hit this planet, what most in the universe call, a catalyst comet. The sign that a new god is being brought into the world. This one, like all the others, must destroy all life on the surface to be born, all life, accept for what is approved. Most gods would destroy magic at the first sight of it on their world. But not this one. this one believed it could harness the planets magic for itself, but it was not so. The races of the planet came in abundance, so many humanoid races intelligent enough to make fire, those who lives in the underdark and the hellscape of the world knew not the touch of sunlight, until the goblin races descended from a dying world and touched the damp rocks of the underdark, where the entity that destroyed their world could not follow. Over time the races changed and evolved with the environment. They learned how to build community and stone houses, and make fire. But now, the world must prepare itself, for the next catalyst comet will soon arrive, and will bring with it death to all.
"When the light descends from heaven, its voice will shake you with fear.
When the light sets fire to the sky, its might will kill the weak.

When the light can be seen in the sky, you will know the end is near.
When the light has scorched the land, death will be all you seek."
You must either advance and escape the planet, or hope to destroy the comet, ending the life of a god in the process.

How to play

Info
How it works

You have 1 vote in each turn to decide what to do, and as in most of the forum, luck from heaven will determine how successful it came out, between 1 and 20 in this way:

1-4 - Failure
5-8 - Bad
9-12 - Netural
12-16 - Good
16-20 - Successful

The odds can vary depending on factors, be they environmental, internal factors or events.

The number of votes can vary depending on a number of factors:

Achieve that promotes the world (if someone has achieved before you, you get nothing for it) - temporary
The amount of people has reached a certain level that allows for more operations
When the world reaches the threshold of transition (will be explained later)

Knowledge and technology

Knowledge is a very important thing for surviving in the unknown world, and you only know the technology of stone tools and the use of fire, but not in its manufacture. For researching technology, idea or discovery, it is done by voting.

There is something else on the side called “mystical forces” that are just waiting to be discovered, but they will open in one of the players will make a significant first discovery.

Stability

Stability is a very important thing and it is divided into several factors that are worth keeping an eye on:

Happiness and need: As with any living creature, there are things that are required: food and water, security and requirements. They are very much dependent on your culture apart from the basics.

Culture: This is something very dynamic, currently for a start, there is no culture, but you can develop it, this will be explained in profile building.

Power: Power is something that stabilizes and protects from the outside world, but also from the inside and sometimes you should be careful of it, and it very much depends on your culture.

If stability falls below a certain threshold, it may result in a coup, loss of control or disaster. Good stability can bring bonuses depending on your culture.

Maps

There is no map, to get one, one has to research, sketch and preserve it, so the map of the world, or of your area begins to form. I will not be giving maps of the underdark. Just no.

World Meters

There are always a number of meters that are important to keep track of, because they are important to the world and your civilization:

End:

The most important meter, this meter determines how close we are to the day when the Pandora Horizon will be exposed to the world once again. This gauge will begin to be counted as the 10th round arrives or as the first significant discovery arrives.

Time:

Time is an important thing to keep track of, to know what is happening in the world. The world will start in the “spring” period, but external factors can be disruptive or effective, depending on what you set.

Event:

This meter changes in each round, if a certain threshold reads, then an event occurs, can be natural, neutral, bad or unnatural, it is random.

Global stability:

Depending on the celestials or other grams, this meter determines whether the world is close to doom, or prosperity.

These meters are very much interdependent, and especially the end meter, which determines how close we are to the end of the world.

How to join

Probably the most important thing of all (lol): If you are interested in joining, you need to fill out an initial and simple profile:
First, a race profile needs to be built: The day white prophecy came into the world you changed the genes of those hominoids, and today they are completely different from humans, and because of that, race changes how you play, the culture they live in and how they see the world. The profile should look like this:

Race name: Pandora humans (homo pandora sapiens - Latin is not mandatory at all, it’s for my taste)

Attributes: (You have 15 points in total in attributes, and this will affect votes, chances and success of things, max of 8 for categories)
Power: 2 (0 on the power type operations, of all types)
Intelligence: 3 (+1 on technology or ideas votes)
Agility: 3 (+1 on type of espionage operations, field investigation and chance of injury)
Defensive: 2 (0 on protection type actions, of all types)
Charismatic: 3 (+1 on type actions of organization, trade and diplomacy)
Mysticism: 2 (0 on Mysticism Type Actions)

Capabilities: (Limited to, 2: 1 or 3:2 ratio,( left is good, right is bad) unaffected by features)
Advantage:
Sweating (increases agility)
Big brain (increases intelligence)
Disadvantage:
Low muscle mass (lowers strength during construction or combat if not enough tools)

Description: If you will, and if so, that was short and simple

It’s not mandatory if not, you can always be a Pandora human, and if you can lend other players the race profile.
Once you are done with the race profile, only the civilization profile remains:

Name of civilization:
Location / biome: A simple starting area, like a snowy place near a mountain, or a savannah near a river, something so basic.
Initial quantity: between 200 - 400 people, it is set randomly
Description: Something simple that sets you apart, maybe it will give a bonus to a culture or technology

Special things/creatures
Creatures
Small Threats
Overworld
Slime

Small, bouncy creature
extremely flammable
only aggressive if you attack them
can be kept as pets
extremely common

Wolves

Canine
Will mostly hunt at night
only aggressive if provoked
common

Floating Eye

Hunt at night
The pupil of the eye acts as a mouth and a seeing hole
Filled with digestive juices
can fly
Hunt in swarms of 10-30
Uncommon

Underdark
Slicers

Blind
Really good hearing
long, blade-like appendages on their arms
fast
can be heard as a loud clicking noise in the caves
Twice as tall as the average human
have a hard shell
Uncommon

Cave Fishers

Dumb
Blind
Deaf
Stuck to ceiling
leave a long, vine-like strand hanging there waiting for someone to touch it, where they will stick and be dragged up with the tung, to be digested in the main body of the cave fisher.
Common

Cave Worm

Can swallow a human arm whole
Can move quickly through the stone
Carnivorous
Can smell their prey through the stone
usually solitary hunters

Cave Slime

Aggressive
Highly flammable
Can split into smaller slime

Hellscape
Demon

Humanoid
Bat wings on back
Can survive in a very high temperature and pressure environment
Extremely aggressive
can summon Black magic weapons

Fire Imp

Humanoid
Look like a pig and man had a baby
Can survive in a very high temperature and pressure environment
Extremely aggressive
Can use fire magic to shoot fireballs and teleport

Bone Worm

Worm/snake like entity
uses the bones of the dead as armor for its soft insides
Big enough to swallow a human whole
Can survive in a very high temperature and pressure environment
Extremely aggressive

Lava Slime

Extremely hot
Aggressive
Not flammable

Boss Monsters
OverWorld

???

UnderDark

???

HellScape

???

Magic ores
Adimantite

When forged right it is very heat resistant
very strong and great for enchanting

Mythril

Blocks magic
Almost as strong as adimantite

Magic stones
Magic blocking

Magic is blocked and cannot be used withing a certain radius of this stone.

Electric

Gives off a constant electric charge

Burning

A hot stone that is always burning but never gives off smoke or steam

Flight

Floats constantly.
Allows holder to become weightless.
Found in floating eyes.

If something is not included in these sections that does not mean it does not exist in the world.

Inspiration

Adventure Time
Terraria
Last Kids On Earth
D&D

In this world, it’s survival of the fittest. What will you do to save this planet?
I don’t care how many I start with, so join if you want to.
If you want to know something, ask me.
Looking forward to seeing your civilizations thrive.
Oh, and please try to keep the small talk on the “you control the forum” forum.

3 Likes

List of races so far:

____ (____)

Squab Squan Goblins (PositiveTower) 372

Mhadjy (fralegend015) 269

Cave Goblin (zenzonegaming) 342

Wharenzas (doomlightning) 215

Xhilcs (Deathwake) 392

Ferloth-De (TwilightWings21) 377

Crestians (Evolution4weak) 379

Anahuacah (Nover452) 346

If anyone else would like to join please do so soon or let me know to reserve a spot.

There is 1 more spot left.

4 Likes
Species List
Mantodea Intelectus Intelectus (Nigel) 322

Mantodea Intelectus Intelectus:

Power: 4

Intelligence: 8

Aglity: 2

Defence: 4

Charisma: 1

Myticism: -4

Advantages: Can lay eggs. Brood per egg sac: 10-20

Big, complex brains: +2 to any intelegents action

Scientific satisfaction: +2 to all stats for one round if a int action succeeds

Disadvantages: Living without mana: Cannot use any magic spells since they have no Mana in their body, and cannot take in any. (Makes them immune to ressurection from magic)

Hate magic: -4 on any myticism action.

Squab Squan Goblins (PositiveTower) 372

Race:Squab Squan Goblins
Power:1
Intelligence:6
Aglity:5
Defence:1
Charisma: -2
Mysticism:4
Advantages: Rapid Breeders: +20% population growth
Impulsive Tinkerers: +3 technology (artifact) actions, may destroy artifacts to boost this bonus
Anarchic plunderers: +1 agility votes, +2 raiding
Disadvantages:
Quarrelsome:-2 stability votes
Repugnant:-2 charisma votes

Name of civilization: Squabble Squanderers Tribe
Location / biome: Coastal Mountains
Initial quantity: TBD
Description: A disorganized band of goblins, it is ruled by the goblin who has garnered the most respect with his peers, although the only respect goblins can have is how many thingamajigs one has. They have an odd affinity for artifacts, being able to destroy and construct completely new machines.

Mhadjy (fralegend015) 269

Race name: Mhadjy

Attributes:
Power: 2
Intelligence: 4
Agility: 2
Defensive: 2
Charismatic: 1
Mysticism: 4

Capabilities:
Advantage:
Divine Pression (any being in the vicinity of a Mhadjy is conditioned to see it as a god and start worshiping it, +2 charisma)
Pseudo-divinity (gains power by worship, each 20 worshipers gains an additional stat point that can be assigned to any stat at will)
Shapeshifting eldritch horror (allows for the transformation from a mundane looking being to an eldritch horror capable of scarring anything that looks at it)
Disadvantage:
Alternative communication pathways (-5 on direct communications with other races)
Solarphrenia (a Mhadjy that is subject under direct sun light slowly starts to become insane)

Description: Most of the people that have seen their true form and survived went insane and incapable of properly communicating, the ones that were still able to communicate were incapable of fully explaining how they look, mainly just describing them in wide concepts. Nobody knows from where they come, legends saying that they are the direct descendants of another dimension’s gods.

Cave Goblin (zenzonegaming) 342

Race name: Cave Goblin

Attributes:

Power: 3

Intelligence: 3

Agility: 3

Defensive: 1

Charismatic: -3

Mysticism: 8

Capabilities:

Advantage:

extremophile fertility (+10 to any roll related to increasing the population, no negatives no matter what to rolls related to increasing population).

Dark vision (can see in absolute darkness).

Claws (can easily climb surfaces such as cave walls).

Disadvantage:

Thin skin (will immediately burn to death if exposed to direct sunlight, will slowly burn to death if exposed to indirect sunlight, heavy weakness to light spells, maluses to agility and power when in well lit area).

Horrid (malus to diplomacy with non cave goblin civs).

Average height: 2’4 – 3’2

Description: they are by far the most disgusting of Goblin subraces, they have horribly pale, translucent skin, they have pitch black eyes and wide, shark tooth filled grins.

It is possible to see a spiderweb of veins across their entire body, and if one were to squint enough they would be able to see a cave goblin’s internal organs.

They evolved from the base goblins when their god, Nihilator teleported them deep underground to avoid a calamity.

Name of civ: Bananarama

Biome: the underdark (cave system deep underground, traces almost everywhere on the planet, only a few routes to the surface).

Initial quantity: 300 (makes sense with the abilities)

Description:

Bananarama, like all other Cave Goblin tribes, worships the dark lord Nihilator, god of darkness, and though they have lost many of the abilities that their ancestors possessed, they all still have shadow magic imbedded deep inside of them, with many able to perform basic spells despite the true methods of spellcasting having been lost to time.

One such ability being infusing shadow mana into certain things, such as fire, turning it into a purple flame that consumes light instead of emitting it, they used to be able to infuse stone and even living things with shadow mana, but like everything else with their old culture, it has faded with time.

But, in a particularly dark cave deep underneath the western continent, a new Cave Goblin chief, Oren, has defeated his rivals and cemented control over his tribe, and he is determined to return the Cave Goblin people to their former glory, at any cost.

But he must hurry to cement his control over the surrounding cave goblin tribes, for his people are suffering from plague, and a new insidious creature has been preying upon them, an odd race of mushroom people.

(the plague is a zombie plague like in the last of us, also fungal based, no one has turned into zombies yet but a few are close, also since we’re deep underground all of the plants here are actually mushrooms).

Wharenzas (doomlightning) 215

Race name: Wharenzas

Attributes:
Power: 7
Intelligence: -2
Agility: 4
Defensive: 8
Charismatic: 0
Mysticism: -2

Advantages: (u say 3 in this category)

Nullify armor skin - Dense and armored skin make them resist from most any attacks, even magic - +2 Defensive vs weapons, can’t use or effect by magic normally.
Animalistic Instincts - any pure intelligent or Mystic vote/act are connected with power (if pure intelligence vote it -2 mix power its 7, its a average of both instead)
Adaptive brain - by seeing other civics tech/ideas, they have +4 to replica that and counter that

Disadvantages: (u say 2 in this category)

Parasitism - Can’t breed normally, need to consume other organic material in order reproduce - 10% less Pop grow overall, Pop grow effect by food availability (they can use corpses as meaning of Pop grow)
Nam nature - They can’t have leaders and happiness.

Description:
they look like an hybrid of gorilla and enderman, they are extrimey adaptive to the most hard condition by be extremely resilient and alien like. In the consumption of other creatures, they get their power to survive, and also the ability to understand from observation helps them as well.
But unlike most things, in their nature, they behave a bit like sheep, so it is necessary for them to survive in a hard place like the high mountains. And the ability to reproduce according to the amount of food helps, but as a sufficiently elegant creature and the need for a large amount of people, makes it a disadvantage that needs as much population as possible if they depend on the amount of food available.
They are mostly passive, but if attacked, they are particularly stubborn and there is almost no way to stop them being their resilient, determined and tough nature.

Name of civilization: Wharenzas Horde
Location / biome: High Mountains, simaler to Kanya/Ethiopia mounts

Xhilcs (Deathwake) 392

Race name: Xhilcs
Attributes:
Power: 3
Intelligence: 5
Agility: 2
Defensive: 2
Charismatic: 1
Mysticism: 2 (0 on Mysticism Type Actions)

Capabilities:
Advantage:
Monarchic reproduction (insane birthrate, at the cost of of weakness to targeted attacks to harm the queen)
Hive brain (increases intelligence and charisma bonus [only between Xhilic] when working in teams)
Disadvantage:
No self preservation (the queen is the only Xhilc who values their life in the slightest, and the drones become actively suicidal days after reaching sexual maturity, casualties will be massive)

Description: The Xhilic are a hive minded Any like race of insectoid hominids. The workers are mass produced, Intensely loyal, and inventive (though not very outside the box) citizens. The drones reach sexual maturity within a week and either die mating or from willful unsafety days after. The queen is a living incubator, and produces massive numbers of young, being best at insane population growth under 10,000 and slower growth after that. There may only be one queen per settlement, though if growth is needed a city can be divided. All in all, they are genius ants with suicidal seggs machines.
Name of civilization: Xhilic horde
Location / biome: tropical mountains, like the Andies, or Iranian/Ethiopian/Turkish Highlands. So a pretty broad area. Preferably it’ll be wet enough for rice agriculture, and if not there with be corn to domesticate.
Initial quantity: I have an insane birthrate, so pretty high.
Description:

Ferloth-De (TwilightWings21) 377

Civ Name; Ferloth-De

Races: Chiropterans, Cavern Giants, Lavawalkers, Shroomfolk, Kongs, Wraiths, Glowpers, Shades, Armex, Salalos, Silkspinners, Stygians.

Power - 2
Intelligence - 4
Agility - 5
Defense - 2
Charisma - 1
Mysticism - 1

To balance out having so many races, instead of having an advantage to disadvantage ratio of 2:1, I have one of 1:2.

Advantage: Unit Power - depending on what kind of race I use, I will get different boosts. Boosts will be specified in my vote.

Chiropterans - Silent flight, flight, echolocation, natural wing armor.

Lavawalkers - Immune to fire and earth based damage

Cavern Giants - Melee tool boost to effectiveness

Silkspinners - Wallcrawling, silk and acid shooting

Shroomfolk - Hypnotizing/stunning glow control (Psychedelic), glow

Shades - Blend in with shadows, Night vision, Insane speed to the point where it almost seems like teleportation.

Stygians - Feather shooting, divine aura (boost to mysticism and charisma), Flight

Salalos - Water breathing, increased swim speed

Wraiths - Flight, Eldritch Aura (lowers opponents agility, power, intel, and defense, or some of these at least), Poison tentacles, look like flying demon squid

Armex - Immune to melee damage when stationary, exceptional diggers.

Glowpers - Extreme land speed and endurance, quadrupedal, glow.

Kongs - knuckle walkers (on two larger arms), climbing adept, stat boost when riled up.

Disadvantage 1: Slow to reproduce. The population is made up of much fewer of each species than others. For example, if I had 100 total pop, each race would only have 8 representatives, and I then could choose four races to have one extra member.

Disadvantage 2: Light sensitivity. Even though some of their members glow, it is not comparable to bright lights such as the sun. As such, stats are lowered during the daytime.

You may have noticed some of the members aren’t quite hominid, but I have them as all derived from hominid.

Description: For many years, deep below the surface a civilization has been working, a collaboration of species all descended from one. When the Cavern Giants descended into the depths so long ago, they never returned, and diversified in the depths deep below.

They had an 8 foot frame, two long legs and four lanky arms, with excellent hearing and vision, and made a great civilization in Fargrim, their capital, ruled by their leader Horror the Horror, with warriors and hunters valued foremost, then farmers and forgers, then architects and then everyone else.

When they came of age, individuals fought through duel by duel the strongest established warriors, and if they made it through they were excepted into the Kings personal guard of they survived drinking from a boiling geyser, seen as being able to resist the influence of the Devil of the Depths, who after they somehow failed their Sky god, an honorable and true warrior, they were sent to guard against from the return of them and their creatures.

New kings were selected via a tournament with the old king, near their death, selecting one of the competitors, not necessarily the winner, as the king was not allowed to have children or a family so that they had no worldly attachments.

Over millions of years, the cavern giants diversified into a handful of drastically different species. Some stayed as Cavern Giants, while others adapted one pair of their arms into wings, becoming the Chiropterans as they grew scales and fur, along with their tails. Other than the Chiropterans, the Lavawalkers developed, 50 foot tall beasts that use their heavily heat resistant skin and a thick magma covering to forge away in the depths of the world. Alongside them developed three more races, the Shroomfolk, who farmed chemosynthetic mushrooms and absorbed proteins that makes them glow a bright, shining blue, and Silkspinners, who can shoot acid and sticky threads, using tiny hairs to stick to the walls and ceilings like geckos. Then there are Shades, who have glowing purple eyes, black skin that lets them blend perfectly into the shadows, and insane speed, to the point where it seems like teleportation, as well as a giant jaw like an enderman and a huge, almost manipulatory tongue. Glowpers are quadrupedal creatures with a golden glow, very fast with great endurance, and have two small firearms used for item manipulation. Then, the Wraiths, who look more like demon squids then people, who have adapted their four arms to have membranous webbing between them like the vampire squid, with their fingers made into long, stinging, manipulatory tentacles, and their legs fused with similar toes as to their fingers. Their head is now extended on a long neck, ending in a giant jaw with sharp teeth and an elongated, beak like face. Kongs are quite similar to Cavern Giants, but with two limbs bulked up into gorilla like forearms for knucklewalking, and are adept at climbing. Salalos can breath underwater and have adapted to live in underground lakes. Then the Stygians, who have wings and feather like scale derivations that glow gold and silver when hit with light, and they can shoot these feathers, which are sharp as daggers. Finally, the Armex, who have tough, scale like, spiny skin and large foreclaws for digging.

After all of these years, a group of these has been sent off by the civilization of Ferloth-de to seek the surface, to find their ancient brethren and their sky god, to see if the ancient peoples left behind on the surface are still around. Wished a warriors journey by the rest of their civilization, they depart alone, clad with supplies and the knowledge carried by their civilization, as their brethren once again turn back to their ancient vigil, guarding the depths of the world from the one below.

Magic; Stones that allow for storage and control of creatures (other than sapients/hominids and dragons), as well as maybe item storage and animation/control of things like armor suits and such.

Location; Coastal Caves, bordering a vast desert to the north, the sea to the west, frosty tundra to the south, and a jungle to the east.

Crestians (Evolution4weak) 379

Race name: Crestians
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 4 (+1 on technology or ideas votes)
Agility: 2 (+1 on type of espionage operations, field investigation and chance of injury)
Defensive: 1 (0 on protection type actions, of all types)
Charismatic: 2 (+1 on type actions of organization, trade and diplomacy)
Mysticism: 4 (0 on Mysticism Type Actions)

Capabilities: (Limited to 3, 2: 1 ratio, unaffected by features)
Advantage:
Sweating (increases agility)
Big brain (increases intelligence)
Disadvantage:
Arsonist (Frequently Set Fire To Things But Increase Knowledge In Pyrotechnics)

Description: Humans that’s are very interested in fire and mysticism

Name of civilization: Arcimea
Location / biome: in the plains next to a rivers
Description: Arcimea are master of fire and any are excited by any kind of pyrotechnics

Anahuacah (Nover452) 346

Race name: Anahuacah

Attributes:
Power: 2
Intelligence: 4
Agility: 3
Defensive: 2
Charismatic: 3
Mysticism: 1

Capabilities:
Advantages:
Flight: “Watch out sun, we’re gonna get you!” - +2 to agility actions.
Big brains: “Yeah, this is big brain time” - +2 to intelligence actions.
Disadvantage:
Hollow bones: “Ow off ouch my bones” - -1 to power actions.

Description: The Anahuacah are a race similar to humans, but they have feathers and wings.
Many of the Anahuacah are nomads; some have made settlements after migrating to the Anahuacah mountains.

Name of civilization: Anahuac
Location / biome: Lake on a mountain range shrubland.
Initial quantity: i dunno
Description: Anahuac is a mostly peaceful civilization with friendly people, but it also has periods of expansionism. The leader of Anahuac is elected by the people from the children of the previous leader.
The leader does not have absolute power, instead it shares its power with a council of citizens, where anyone can go.

4 Likes

so when will the game start?

The game will probably start tomorrow. Please keep questions about the game in the “You control the forum” forum.

4 Likes

Read above comments, only post in ‘you control the forum’ please.

A player called Nover filled the last spot, but Centarian may be willing to let you join.

1 Like

Round 1: The Realization

End:

Have not started counting

Time:

Spring (4 more rounds to change season)

Event:

None

Global Stability:

Stable (0)

A new day dawns, a few million miles closer to doom. Today was a normal day for most, another day of hunting, gathering, talking, fighting, until the message came, the message that burned itself into the minds of every intelligent being in the planet, the same message that comes with every catalyst comet since the dawn of time. The prophecy of fallen stars.

Today is also the day when each tribe chooses a new leader, for they all (mostly) died during the previous winter. (in order to choose a leader, you need to give him one name and trait that characterizes him and can help your tribe, it does not cost a vote)

Squab Squan Goblins

The goblins, having recently lost their leader to the harsh winter, are fighting for his belongings and for his throne, when the message reaches them, instantly, every goblin falls to the floor in agony. The prophecy of the fallen stars is here, and every living being on the planet must listen.

Info

Name:

Location:

Population:

Race

Race:Squab Squan Goblins
Power:1
Intelligence:6
Agility:5
Defense:1
Charisma: -2
Mysticism:4
Advantages: Rapid Breeders: +20% population growth
Impulsive Tinkerers: +3 technology (artifact) actions, may destroy artifacts to boost this bonus
Anarchic plunderers: +1 agility votes, +2 raiding
Disadvantages:
Quarrelsome:-2 stability votes
Repugnant:-2 charisma votes

Culture

A disorganized band of goblins, it is ruled by the goblin who has garnered the most respect with his peers, although the only respect goblins can have is how many thingamajigs one has. They have an odd affinity for artifacts, being able to destroy and construct completely new machines.

Stability, Needs and Happiness

Stability: Weak (-1)
Needs: Food
Happiness: Happy (+1)
Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Stone tools, Control Fire, Animal Hide Tents
Ideas: None
Mystics: None

Relations

None

Environmental information

Biome: Coastal Mountains
Wood: Uncommon
Stone: Extremely Common
Plants: Unknown
Animals: Unknown

Jobs and Tools

Jobs know: Leader
Tools: Stone Spears, Stone Tools

Mhadjy

The tribe of Klhtyprunm was in shock, their leader had died. this was unusual, they had never had this happen before, death was new to them, they were frightened at the sight of his body contorting in on itself and snapping out of existence, magic was the only way this could have happened. They were trying to figure out who would have done such a thing, when the message came. Like the wipers of the sun, but louder, painful, like a person shouting so loud the words were burned into your mind. This, was new, to many new things at once, Many died, for they were not used to the changing to be done on them, but, they did understand, now, they understood what they had to do.

Info

Name: Klhtyprunm

Location: Inside the entrance of a cavern

Population: 269

Race

Race: Mhadjy

Power: 2
Intelligence: 4
Agility: 2
Defensive: 2
Charismatic: 1
Mysticism: 4

Advantages:

Divine Pression (any being in the vicinity of a Mhadjy is conditioned to see it as a god and start worshiping it, +2 charisma)
Pseudo-divinity (gains power by worship, each 20 worshipers gains an additional stat point that can be assigned to any stat at will)
Shapeshifting eldritch horror (allows for the transformation from a mundane looking being to an eldritch horror capable of scarring anything that looks at it)

Disadvantages:

Alternative communication pathways (-5 on direct communications with other races)
Solarphrenia (a Mhadjy that is subject under direct sun light slowly starts to become insane)

Culture

???

Stability, Needs and Happiness

Stability: Stable (0)

Needs: Food, Water

Happiness: Unhappy (-1)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Slavery, Control and Ignite Fire

Ideas: None

Mystics: None

Relations

None

Environmental information

Biome: Mountainside, near wooded hills

Wood: Uncommon

Stone: Common

Plants: Oak Tree

Animals: Unknown

Jobs and Tools

Jobs know: Leader

Tools: Stone Spears, Stone Tools

Cave Goblin

The days in the underdark pass slowly, greuling on, there is no difference between the seasons there, there is only the vast expance caves. The goblins of the Bananarama tribe were in rage, their leader had been assassinated (again), and they had yet to apont a new one, let alone find the purpetraitor. They were so enraged that when the message hit, they belived they were being attacked, but the nature of the intense pain soon became clear. The prophecy of falling stars had arrived.

Info

Name: Bananarama

Location: the underdark (cave system deep underground, traces almost everywhere on the planet, only a few routes to the surface).

Population: 342

Race

Race: Cave Goblin

Power: 3

Intelligence: 3

Agility: 3

Defensive: 1

Charismatic: -3

Mysticism: 8

Advantages:
extremophile fertility (+10 to any roll related to increasing the population, no negatives no matter what to rolls related to increasing population).

Dark vision (can see in absolute darkness).

Claws (can easily climb surfaces such as cave walls).

Disadvantages:
Thin skin (will immediately burn to death if exposed to direct sunlight, will slowly burn to death if exposed to indirect sunlight, heavy weakness to light spells, maluses to agility and power when in well lit area).

Horrid (malus to diplomacy with non cave goblin civs).

Culture

Bananarama, like all other Cave Goblin tribes, worships the dark lord Nihilator, god of darkness, and though they have lost many of the abilities that their ancestors possessed, they all still have shadow magic embedded deep inside of them, with many able to perform basic spells despite the true methods of spellcasting having been lost to time.

Stability, Needs and Happiness

Stability: Unstable (-1)

Needs: Food, Water

Happiness: Neutral (0)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Stone Tools, Stone Spears, Controlling and igniting dark flame

Ideas: None

Mystics: Dark Infusion

Relations

Another area of goblins - Cold relationship

Environmental information

Biome: UnderDark Tunnels

Wood: None

Stone: In Abundance

Plants: Unknown

Animals: Slicer, Cave Fisher

Jobs and Tools

Jobs know: Leader

Tools: Stone tools, Stone Spear

Wharenzas

The Wharenzas Horde were attempting to find some prey to increase their numbers, they never had leaders, they found their presense uncomfortable, but they did wander in heards, and they were intelegent enough to make crude weapons and fire, but what happened that day may have peen the largest boost of intelegence they ever had. When the message came, there was panic and fear, no one could will the streangth to stand on their feet. But when the message passed, they saw the world in a new light, this was the dawn of intelegence for them.

Info

Name: Wharenzas Horde

Location: High Mountains, similar to Kanya/Ethiopia mountains

Population: 215

Race

Race: Wharenzas

Power: 7
Intelligence: -2
Agility: 4
Defensive: 8
Charismatic: 0
Mysticism: -2

Advantages:

Nullify armor skin - Dense and armored skin make them resist from most any attacks, even magic - +2 Defensive vs weapons, can’t use or effect by magic normally.

Animalistic Instincts - any pure intelligent or Mystic vote/act are connected with power (if pure intelligence vote it -2 mix power its 7, its a average of both instead)

Adaptive brain - by seeing other civics tech/ideas, they have +4 to replica that and counter that

Disadvantages:

Parasitism - Can’t breed normally, need to consume other organic material in order reproduce - 10% less Pop grow overall, Pop grow effect by food availability (they can use corpses as meaning of Pop grow)

Nam nature - They can’t have leaders and happiness.

Culture

they look like an hybrid of gorilla and enderman, they are extrimey adaptive to the most hard condition by be extremely resilient and alien like. In the consumption of other creatures, they get their power to survive, and also the ability to understand from observation helps them as well.
But unlike most things, in their nature, they behave a bit like sheep, so it is necessary for them to survive in a hard place like the high mountains. And the ability to reproduce according to the amount of food helps, but as a sufficiently elegant creature and the need for a large amount of people, makes it a disadvantage that needs as much population as possible if they depend on the amount of food available.
They are mostly passive, but if attacked, they are particularly stubborn and there is almost no way to stop them being their resilient, determined and tough nature.

Stability, Needs and Happiness

Stability: Stable (0)

Needs: Food, Water, Hosts

Happiness: Neutral (0)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Stone Tools, Stone Spear, Ability to control and ignite fire

Ideas: None

Mystics: None

Relations

None

Environmental information

Biome: High Mountains

Wood: Uncommon

Stone: Common

Plants: Birch Tree

Animals: Unknown

Jobs and Tools

Jobs know: None

Tools: Stone Spear, Stone Tools

Xhilcs

The Xhilcs Queen was waiting in the hive, waiting for her next meal, communicating with the hive mind, telling them what she wanted, needed. Then the message arrived, and everything went wrong. One moment, she could see everything, her workers hunting animals, foraging for berries, caring for her young, and then, nothing. Nothing but the screaming sensation of danger, and the prophecy of fallen stars. She was scared, bewildered, thrashing about in agony on the floor as the message wrote itself into her brain. And then the light turned on, she could see again, the workers waking up from what they had just experienced. But she knew better, there was something wrong, and it was horrifying.

Info

Name: Xhilic horde

Location: tropical mountains, like the Andies, or Iranian/Ethiopian/Turkish Highlands. So a pretty broad area. Preferably it’ll be wet enough for rice agriculture, and if not there with be corn to domesticate.

Population: 392

Race

Race: Xhilcs

Power: 3
Intelligence: 5
Agility: 2
Defensive: 2
Charismatic: 1
Mysticism: 2 (+0 on Mysticism Type Actions)

Advantages:
Monarchic reproduction (insane birthrate, at the cost of of weakness to targeted attacks to harm the queen)
Hive brain (increases intelligence and charisma bonus [only between Xhilic] when working in teams)

Disadvantages:
No self preservation (the queen is the only Xhilc who values their life in the slightest, and the drones become actively suicidal days after reaching sexual maturity, casualties will be massive)

Culture

The Xhilic are a hive minded Any like race of insectoid hominids. The workers are mass produced, Intensely loyal, and inventive (though not very outside the box) citizens. The drones reach sexual maturity within a week and either die mating or from willful unsafety days after. The queen is a living incubator, and produces massive numbers of young, being best at insane population growth under 10,000 and slower growth after that. There may only be one queen per settlement, though if growth is needed a city can be divided. All in all, they are genius ants with suicidal seggs machines.

Stability, Needs and Happiness

Stability: Stable (0)

Needs: Food, Water

Happiness: Very Happy (+2)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Hive, Stone spears, Stone Tools, Ability to control and ignite fire

Ideas: None

Mystics: None

Relations

None

Environmental information

Biome: tropical mountains

Wood: Common

Stone: Common

Plants: Ash trees

Animals: Unknown

Jobs and Tools

Jobs know: None

Tools: Stone Tools, Stone Spear

Ferloth-De

The great city of Fargrim. Drowned under a thousand tons of lava. The few survivors who fled the city in time were wary, for the underdark was not a safe place to be. One of these surviving groups made there way to the surface, afraid of this strange new world, they knew not what to make of the sky, or the stars, some belived the overworld was a gigantic cave, and the sun and moon were glowing bettles crawling across the sky, until the day of the prophecy of the fallen stars came. Then, they had a cruel understanding of what this world was, and what was going to happen.

Info

Name: Ferloth-De

Location: Coastal Caves, bordering a vast desert to the north, the sea to the west, frosty tundra to the south, and a jungle to the east.

Population: 377

Race

Races: Chiropterans, Cavern Giants, Lavawalkers, Shroomfolk, Kongs, Wraiths, Glowpers, Shades, Armex, Salalos, Silkspinners, Stygians.

Average stats:

Power: 2
Intelligence: 4
Agility: 5
Defense: 2
Charisma: 1
Mysticism: 1

Advantages:

Advantage: Unit Power - depending on what kind of race I use, I will get different boosts. Boosts will be specified in my vote.

Chiropterans - Silent flight, flight, echolocation, natural wing armor.

Lavawalkers - Immune to fire and earth based damage

Cavern Giants - Melee tool boost to effectiveness

Silkspinners - Wallcrawling, silk and acid shooting

Shroomfolk - Hypnotizing/stunning glow control (Psychedelic), glow

Shades - Blend in with shadows, Night vision, Insane speed to the point where it almost seems like teleportation.

Stygians - Feather shooting, divine aura (boost to mysticism and charisma), Flight

Salalos - Water breathing, increased swim speed

Wraiths - Flight, Eldritch Aura (lowers opponents agility, power, intel, and defense, or some of these at least), Poison tentacles, look like flying demon squid

Armex - Immune to melee damage when stationary, exceptional diggers.

Glowpers - Extreme land speed and endurance, quadrupedal, glow.

Kongs - knuckle walkers (on two larger arms), climbing adept, stat boost when riled up.

Disadvantages:

Disadvantage 1: Slow to reproduce. The population is made up of much fewer of each species than others. For example, if I had 100 total pop, each race would only have 8 representatives, and I then could choose four races to have one extra member.

Disadvantage 2: Light sensitivity. Even though some of their members glow, it is not comparable to bright lights such as the sun. As such, stats are lowered during the daytime.

Culture

For many years, deep below the surface a civilization has been working, a collaboration of species all descended from one. When the Cavern Giants descended into the depths so long ago, they never returned, and diversified in the depths deep below.

They had an 8 foot frame, two long legs and four lanky arms, with excellent hearing and vision, and made a great civilization in Fargrim, their capital, ruled by their leader Horror the Horror, with warriors and hunters valued foremost, then farmers and forgers, then architects and then everyone else.

When they came of age, individuals fought through duel by duel the strongest established warriors, and if they made it through they were excepted into the Kings personal guard of they survived drinking from a boiling geyser, seen as being able to resist the influence of the Devil of the Depths, who after they somehow failed their Sky god, an honorable and true warrior, they were sent to guard against from the return of them and their creatures.

New kings were selected via a tournament with the old king, near their death, selecting one of the competitors, not necessarily the winner, as the king was not allowed to have children or a family so that they had no worldly attachments.

Over millions of years, the cavern giants diversified into a handful of drastically different species. Some stayed as Cavern Giants, while others adapted one pair of their arms into wings, becoming the Chiropterans as they grew scales and fur, along with their tails. Other than the Chiropterans, the Lavawalkers developed, 50 foot tall beasts that use their heavily heat resistant skin and a thick magma covering to forge away in the depths of the world. Alongside them developed three more races, the Shroomfolk, who farmed chemosynthetic mushrooms and absorbed proteins that makes them glow a bright, shining blue, and Silkspinners, who can shoot acid and sticky threads, using tiny hairs to stick to the walls and ceilings like geckos. Then there are Shades, who have glowing purple eyes, black skin that lets them blend perfectly into the shadows, and insane speed, to the point where it seems like teleportation, as well as a giant jaw like an enderman and a huge, almost manipulatory tongue. Glowpers are quadrupedal creatures with a golden glow, very fast with great endurance, and have two small firearms used for item manipulation. Then, the Wraiths, who look more like demon squids then people, who have adapted their four arms to have membranous webbing between them like the vampire squid, with their fingers made into long, stinging, manipulatory tentacles, and their legs fused with similar toes as to their fingers. Their head is now extended on a long neck, ending in a giant jaw with sharp teeth and an elongated, beak like face. Kongs are quite similar to Cavern Giants, but with two limbs bulked up into gorilla like forearms for knucklewalking, and are adept at climbing. Salalos can breath underwater and have adapted to live in underground lakes. Then the Stygians, who have wings and feather like scale derivations that glow gold and silver when hit with light, and they can shoot these feathers, which are sharp as daggers. Finally, the Armex, who have tough, scale like, spiny skin and large foreclaws for digging.

After all of these years, a group of these has been sent off by the civilization of Ferloth-de to seek the surface, to find their ancient brethren and their sky god, to see if the ancient peoples left behind on the surface are still around. Wished a warriors journey by the rest of their civilization, they depart alone, clad with supplies and the knowledge carried by their civilization, as their brethren once again turn back to their ancient vigil, guarding the depths of the world from the one below.

Stability, Needs and Happiness

Stability: Stable (0)

Needs: Food, Water

Happiness: Unhappy (-1)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Stone tools, Stone Spears, Ability to make and control fire

Ideas: None

Mystics: Stones that allow for storage and control of creatures (other than sapients/hominids and dragons), as well as maybe item storage and animation/control of things like armor suits and such.

Relations

None

Environmental information

Biome: Coastal caves

Wood: Uncommon

Stone: Common

Plants: Unknown

Animals: Unknown

Jobs and Tools

Jobs know: Leader

Tools: Stone Tools, Stone Spear

Crestians

After burning down their third village (and unknowingly, their leader,) The tribe of Arcimea was in a weakened state, put at a disadvantage by themselves, but what was about to come, would feel worse than any burn. The message was delivered to the the tribe as they were watching their village burn down in awe, when it hit, they all fell, but after, they had a greater understanding of what needed to be done.

Info

Name: Arcimea

Location: plains next to a river

Population: 379

Race

Race: Crestians

Power: 2
Intelligence: 4
Agility: 2
Defensive: 1
Charismatic: 2
Mysticism: 4

Advantages:

Sweating (increases agility)
Big brain (increases intelligence)

Disadvantages:

Arsonist (Frequently Set Fire To Things But Increase Knowledge In Pyrotechnics)

Culture

Humans that’s are very interested in fire and mysticism

Stability, Needs and Happiness

Stability: Stable (0)

Needs: Food, Water, Shelter

Happiness: Unhappy (-1)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Stone Tools, Stone Spears, Torches, Ability to control and ignite fire

Ideas: None

Mystics: None

Relations

None

Environmental information

Biome: plains next to a river

Wood: Uncommon

Stone: Uncommon

Plants: Unknown

Animals: Unknown

Jobs and Tools

Jobs know: Leader

Tools: Stone Tools, Stone Spear, Torches

Anahuacah

The tribe of Anahuac was gathering at the mountain top lake to discuss the hardships of the winter, they had recently lost their leader to sickness, when the message came, it was blinding, avery nerve in their body flared with pain. But when it was over, they knew what was happening, they knew what must be done.

Info

Name: Anahuac

Location: Lake on a mountain range shrubland

Population: 346

Race

Race: Anahuacah

Power: 2
Intelligence: 4
Agility: 3
Defensive: 2
Charismatic: 3
Mysticism: 1

Advantages:

Flight: “Watch out sun, we’re gonna get you!” - +2 to agility actions.
Big brains: “Yeah, this is big brain time” - +2 to intelligence actions.

Disadvantages:

Hollow bones: “Ow off ouch my bones” - -1 to power actions.

Culture

Anahuac is a mostly peaceful civilization with friendly people, but it also has periods of expansionism. The leader of Anahuac is elected by the people from the children of the previous leader.

Stability, Needs and Happiness

Stability: Stable (0)

Needs: Food, Water, Shelter

Happiness: Neutral (0)

Power: None (Balanced)

Technology, Ideas and Mystics

Tech: Stone Tools, Stone Spears, Ability to ignite and control fire

Ideas: None

Mystics: None

Relations

None

Environmental information

Biome: Lake on a mountain range shrubland

Wood: Uncommon

Stone: Uncommon

Plants: Shrub

Animals: Unknown

Jobs and Tools

Jobs know: Leader

Tools: Stone Tools, Stone Spears

My thoughts

OMG THAT TOOK SO LONG TO DO, doomlightning, you have my respect.
And sorry GodOfKnowledge, but I’m not making this again, I started off with way to many people as it is. (I will make more round sheets for the other rounds, just, not now)

1 Like

Time to watch this world unfold.

1 Like

Action: develop mud brick buildings.

1 Like

Action 1: Research boats

1 Like

I would have gone for axes, increased production, weapon and utility tool.

would estabilishing a culture use a vote?

thx u, if u need anything in help, u can ask my any time, or some tips.
and free tip: u can in the end of every post make like @doomlightning to every player here to notofid the round it reday or some attachment.
but until then, wait until u got more votes.

so my first act is:
find some food, if possible, a capable food and hosts and democratic them

1 Like

My leader will be: Nayylpmht, a Mhadjy that claims to be able to use magic and that he is capable of comunicating with our progenitor god Hkhlkahtyyrnlpm

vote: wait for the night and then send scouts to search for other intelligent beings in order to make them our worshippers

1 Like

Action 1: Explore areas surrounding caves (both at night and day), closely documenting an flora, fauna, and materials that could be of use, any special properties they may have, and preferably brining samples back to the main base for further testing. As a part of this, be on the lookout for other Civs.

Leader: Though the old leader, Horror the Horror, is still alive, they were injured in the fall of Fargrim and recognize that they can no longer directly be the leader. As such, they have appointed Pteropus, a large Chiropteran, as the new leader.

Response: What do you think your hive is made of?

Idk, nests or tunnels or something, didn’t see building in my tech and thought it’d be useful.

The stuff you build your hive with is already that good, so you can use your action on something else instead. (I’m not stopping you from using your action that way though.)

I’ll change it then. Action: search for hardy plants (especially corn, rice, grains, yams, potatoes)

probably made with some kind of biogel mixed with mud
at least that’s how most insects make their hives, like termites