Round 3:
End:
Have not started counting
Time:
Spring (2 more rounds to change season)
Event:
Winter solstice (12 more rounds)
Global Stability:
Stable (0)
Squab Squan Goblins
Action: Make the boats again
Roll: 17 (14 + 3)
Result: Successfully made boats
A few scientists have miraculously discovered methods for making boats that somehow miraculously don’t sink the second they are put in water, by fastening several logs together they have discovered the first form of water vessel, a raft.
In celebration for this momentous achievement 3 goblins were tied to a rock and thrown into the ocean to fish out the corpses of the previous test subjects, and though they all drowned as well they were able to untie the corpses, giving a small morale boost to the tribe as they showed them the new rafts.
Info
Name: Squabble Squanderers
Location: Coastal Mountains
Population: 354
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: Stable (0)
Needs: Food
Happiness: Happy (+1)
Power: None (Balanced)
Technology, Ideas and Mystics
Tech: Stone tools, Control Fire, Animal Hide Tents, Rafts
Ideas: Boats
Mystics: None
Relations
Another area 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: search for a water source
Roll: 15 (13 + 2)
Result: Found a stream near the cave they live in
A few scouts managed to successfully find a river outside of the cave that you live in. The worshipers will continuously bring water to and from the river during the day to quench your tribe’s thirst.
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: Neutral (0)
Power: None (Balanced)
Technology, Ideas and Mystics
Tech: Slavery, Control and Ignite Fire
Ideas: None
Mystics: Change Shape
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: try to rediscover offensive shadow magic spells
Roll: 15 (14 + 1)
Result: Rediscovered Living Shadow Spell.
A few acolytes have rediscovered the ability to make living shadows once more, which are useful for reconnaissance and sabotage.
Though not what Oren had in mind, he was still very happy at the discovery.
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: Stable (0)
Needs: Food, Water
Happiness: Happy (+1)
Power: None (Balanced)
Technology, Ideas and Mystics
Tech: Stone Tools, Stone Spears, Controlling and igniting dark flame
Ideas: Agriculture, Magic
Mystics: Dark Magic
Magic
Dark Infusion (lvl 1) Infuse a flame with dark magic to make it consume light and head instead of give it
Living Shadow (lvl 1): non combat spell that increases agility on scout or info
Relations
Dripper Clan - Violent
DigDug tribe - Neutral
Drevad - Hostile
Bloodletter tribe - heavily violent
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: domesticate the goats, use them as food and host
Roll: (5 + 0)
Result: Attempts to domesticate the goats have failed. Goats will stay away.
When a few horde members attempted to capture some goats, one accidentally stumbled and fell to the ground, alerting the entire goat herd, and making them all run away.
They will likely not return.
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: Domestication
Mystics: None
Relations
None
Environmental information
Biome: High Mountains
Wood: Uncommon
Stone: Common
Plants: Birch Tree
Animals: Mountain goat
Jobs and Tools
Jobs know: None
Tools: Stone Spear, Stone Tools
Xhilcs
Action: Use stone of flight to find more food
Roll: (12 + 2 + 1)
Result: Found Grove of fruit trees nearby
When one of the drones picked up the odd stone, it began to glow and he levitated into the air, managing to float up about 20 feet before the stone turned to dust and the drone fell back to the ground, breaking parts of his exoskeleton.
Though in pain he was able to tell the others in the hive that he had seen some fruit trees in the distance.
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: Flight, Magic
Mystics: None
Relations
None
Environmental information
Biome: tropical mountains
Wood: Common
Stone: Common
Plants: Ash trees, Carnivorous plant, fruit trees
Animals: Unknown
Jobs and Tools
Jobs know: None
Tools: Stone Tools, Stone Spear
Ferloth-De
Action: Send 3 parties out:
Party 1 - 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 2 - 2 Glowpers, 2 Chiropterans, 2 Lavawalkers; Do a first round action again, these individuals selected for terrain travel abilities. Glowpers for speed, Chiropterans for flight, Lavawalkers because they are 50 feet tall and got long legs.
Party 3 - 4 Salalos, 2 Wraiths; Explore the ocean for possible food sources/Creatures to control. Using salalos for water benefits and Wraiths because of flight.
Roll 1: 12 (9 + 3)
Roll 2: 1 (Natural 1, no added buffs)
Roll 3: 9 (4 + 2 + 3)
Result 1: The goblins were surprised you knew their language, but are not pleased to be so near another tribe, although they have promised not to act aggressively toward your tribe
Result 2: Found more rocks, lost all of team but 1 lavawalker
Result 3: Found bitter seaweed
Although originally surprised that the scouting party understood their language, the Goblin tribe was not very welcoming to them, and told them that if they encroached upon their territory once more then they would be culled without mercy, but promised to not be aggressive for now.
The search party also noticed that the Cave Goblins seemed to posses spears and daggers made of odd, translucent stones.
The second search party was much less successful, they managed to find more rocks but all of the team perished on the journey except for one lavawalker, who refuses to tell anyone what happened to the others, he seems almost… terrified.
The third search party explored the ocean, but wasn’t able to find anything notable other than some seaweed that grew about 10 ft off the coast, its bitter, but edible, barely.
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: 372
(
Chiropterans - 31
Lavawalkers - 31
Cavern Giants - 31
Silkspinners - 31
Shroomfolk - 31
Shades - 31
Stygians - 31
Salalos - 31
Wraiths - 31
Armex - 31
Glowpers - 31
Kongs - 31
)
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
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 (Pop 150ish): Wary
Environmental information
Biome: Coastal caves
Wood: Uncommon
Stone: Common
Plants: Bitter seaweed
Animals: Unknown
Jobs and Tools
Jobs know: Leader
Tools: Stone Tools, Stone Spear
Crestians
Action: Try to create shelter
Roll: 13 (10 + 2 + 1)
Result: Made temporary shelter for people, Tiki Tents
A few of the tribe’s thinkers were able to fasten bundles of weeds together to make primitive grass huts, though they are not enough to house the entire tribe, quite a few now have homes, but those who don’t feel somewhat envious.
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: Shelter
Happiness: Unhappy (-1)
Power: None (Balanced)
Technology, Ideas and Mystics
Tech: Stone Tools, Stone Spears, Torches, Fire, Tiki Huts
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 an NPC tribe
Roll: 19 (17 + 2)
Result: Found tribe of peaceful Vastaya, but you do not share the same language
The scouts were able to find a tribe of peaceful Vastaya living near a cliff and a waterfall, the were very generous and shared some of their food with the scouts, and when the scouts left they wished your tribe good fortune.
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: 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
Nearby Vastaya tribe - Friendly
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
Started this one early,
Finished it late.
Heh.