A Tale of Earth and Sky (forum game)

eww thats tacky
no. we dont have a central leader. we are built on massive indiscriminate death, and leaders are a shitty idea for that

ya, that would make sense, like the game swarm simulator on mobile

I think I understand, each group has it’s own hive mind connection.

So it’s kind of like the ideal democracy, if there were ant people and no president.

1 Like

yeah, and everyones identical so its super awesome.

1 Like

ant communism

the only communism that works. actully its ant ethno-socialist

a just me-thnostate.

1 Like

New round starting soon. 2 people rolled ones.

1 Like

The sheet is already made I just want to see your response to the fact that 2 people rolled ones.

Well I already know it isn’t me, but I might have gotten something worse if I can’t manage to set up an alliance quick…
.
.
.
.
I’m near Positive.

Round 2:

End:

Have not started counting

Time:

Spring (3 more rounds to change season)

Event:

Winter Solstice (13 rounds)

Global Stability:

Stable (0)

The races of this world are just beginning to fully understand what is coming. Some have gone back to their daily lives, others have looked for new avenues for escape, some are trying to find out how to stop this apocalypse. Let us watch this story unfold, and what these creatures chose to do.

Squab Squan Goblins

Action: Research Boats

Roll: 1 (natural 1, no added buffs)

Result: Lose 15 people to drowning in the sea because your idea of a boat is a rock.

Random event: one of the neighboring tribes sent an assassin to kill your leader. You have no leader. He was caught and killed by tribe guards before he could find out you have no leader.

Info

Name: Squabble Squanderers

Location: Coastal Mountains

Population: 357

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: Boats

Mystics: None

Relations

Another tribe of goblins - Cold relationship

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

Action: Look for more intelligent beings to make them their Worshipers

Roll: 12 (12 + 0)

Result: Found a small tribe of humanoids (Using stats of Pandora humans) you persuaded to your side (+ 26 Worshipers)

Leader: Nayylpmht

Info

Name: Klhtyprunm

Location: Inside the entrance of a cavern

Population: 269

Leader: Nayylpmht

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, Worshipers (26)

Cave Goblin

Action: begin to cultivate certain types of mushroom that grow in abundance in the underdark

Roll: 12 (11 + 1)

Result: Found edible species of mushroom to begin cultivating. Identified poisonous mushrooms

Random event: a lone cave worm the length of a human arm was caught and killed.

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

Cult Leader: Oren

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: Agriculture

Mystics: Dark Infusion

Relations

Another area of goblins - Cold relationship

Environmental information

Biome: UnderDark Tunnels

Wood: None

Stone: In Abundance

Plants: Poisonous mushroom, edible mushroom

Animals: Slicer, Cave Fisher

Jobs and Tools

Jobs know: Leader

Tools: Stone tools, Stone Spear

Wharenzas

Action: Find Food/Hosts

Roll: 15 (12+3)

Result: found a herd of mountain goats for food and hosts.

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: Mountain Goats

Jobs and Tools

Jobs know: None

Tools: Stone Spear, Stone Tools

Xhilcs

Action: search for hardy plants (especially corn, rice, grains, yams, potatoes)

Roll: 1 (Natural 1, no added buffs)

Result: Lost 22 people to carnivorous plant

Random event: An eye (the size of a tennis ball) fell from the sky in the middle of the day. (+1 stone of flight)

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: 370

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: Stone of Flight (1)

Relations

None

Environmental information

Biome: tropical mountains

Wood: Common

Stone: Common

Plants: Ash trees, Carnivorous plant

Animals: Unknown

Jobs and Tools

Jobs know: None

Tools: Stone Tools, Stone Spear

Ferloth-De

Action: Explore areas surrounding caves

Roll: 9 (7 + 2)

Result: Found a tribe of humanoids. Related to cave goblins? Population estimate: 150

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

Leader: Pteropus, a large Chiropteran

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: None

Relations

Nearby goblin tribe: Known of

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

Action: Explore Surroundings

Roll: 15 (13 + 2)

Result: Found a forest to the north. Found mountains to the south. Found fruit trees. Found a flock of sheep.

Info

Name: Arcimea

Location: plains next to a river

Population: 379

Leader: Achcauhtli

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: Fruit trees

Animals: Sheep

Jobs and Tools

Jobs know: Leader

Tools: Stone Tools, Stone Spear, Torches

Anahuacah

Action: Search for a food source (preferably corn or fruit)

Roll: 19 (15 + 4)

Result: Found a patch of corn growing on the side of the mountain, found a grove of fruit trees to the east.

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, fruit trees, corn

Animals: Unknown

Jobs and Tools

Jobs know: Leader

Tools: Stone Tools, Stone Spears

My thoughts

This round was not as painful the last one (Used previous round to make this one)

Rolling a natural 1 means buffs don’t work. Otherwise your fine.

I’m bad at writing.

2 Likes

lol, that boat tho

1 Like

Aww, didn’t find any animals and/or plants. Nor did any of the ones I suggested pop up. Anyway;

In my mysticism section, it says that I have the rocks of mine. Does that mean I actively have them to use currently?

Anyway, Vote: Send three parties out once again

Party One - 3 Stygians, 2 cavern Giants, A shade; go to goblin civilization, approach with caution. See if I can form an alliance. Use stygians charisma, after shade uses super speed to scout the camp. Cavern giants carry stone swords and daggers for if needed.

Party Two - 2 Glowpers, 2 Chiropterans, 2 Lavawalkers; Do a first round action again, these individuals selected for terrain travel abilities. Glow pets for speed, Chiropterans for flight, Lavawalkers because they are 50 feet tall and got long legs.

Party Three - 4 Salalos, 2 Wraiths; Explore the ocean for possible food sources/Creatures to control. Using salalos for water benefits and Wraiths because of flight.

Tell me if this all needs to be one action, the idea behind multiple was that each individually has a lower chance of succeeding than if they were each individual actions.

Edit: the way I think the roles would work is as so; taking account for buffs from unit power after these rolls, three die would be rolled. 1-5 really bad, 6-10 fairly bad, 11-15 fail, 16-17 succeed, 18-19 succeed with buff, 20 succeed with great buff.

rip @Centarian for having to calculate everything

1 Like

@Centarian my buff didnt apply, no intelligence or advantage

oh my gosh oof. im ded.
Vote: use the flying rock-thing to find more food.
can i use this idea as my “leader?”
each queen has +1 to either food storage/production or construction in her colony, and when i form a formal party it gets +1 to something. my current queen has +1 to food storage/production.

this is why you make spread sheets kids

this was accounted for here I believe, where it says ‘no added buffs’

Replying to positive

so wheres my added buff, you just make exceptions for natural ones?
i still need him to at least list it if hes doing something wrong

in dnd thats how it works