-----Excerpt from the Glory of choice -N/A
Rimats
Roll-11
Stability - 0
- Adaptation, Poison Resistance I, minor poison res
Action - Find another food source succ (11)
As they traverse the expanse of the underground, you find some mushrooms, though, they are also poisonous, until you ate it with Alto Moss, which turned your excrement into a cement like material, with the side affect of being sick for a week, after repeatedly consuming such poisonous substances, the colony adapted to the poison, makin it fully safe to eat, unluckily, 3 died in the process.
Perma buff, Stable Food Supply, +10% Charisma
Species
Rimats
Status
Int - 16.5 (+10%)
Str - 15
Def - 49 (+10% + 30% of Str)
Char - 30
Traits
Advantage
Half - Silicon base: Def+ 30% of Str
Metallic quarter: +10% Def, +10% Int
always changing skin: Adaps more easily to conditions, +1 on Natural Disaster Rolls
Disadvantage
Naive - Affected by other races more easily (-10% charisma)
Brain load - -1 on Phycological Rolls
Discoveries
Tech- None
Mystic- None
Organisms- Alzo Moss (slightly poisonous), Alto Shrooms (Slightly poisonous),
Location- Underground
Civ
Pop- 100
Growth- 3(97(1.03))
Adaptations- Minor Poison Resistance
Votes [2/10] -1 (+1 Alto Moss)
Ferloth-De
Roll- 18 (Sheesh, but -1 for stability)
Stability - 0
Action- Unite the tribes succ (16)
A leader appears, stronger than the others, one of the last Giants, with his perseverance and tactics, the tribes come together, while tensions are high, they are one, during the time the mycelium spread around the cavern, you feel something more of it, as if, it is adapting.
Stable Food supply, +10% Charisma
Species
Races: Chiropterans, Cavern Giants, Lavawalkers, Shroomfolk, Kongs, Wraiths, Glowpers, Shades, Armex, Salalos, Silkspinners, Stygians.
Average stats:
Power: 20
Intelligence: 20
Defense: 20
Charisma: 44
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
Glowpers - Extreme land speed and endurance, quadrupedal, glow.
Kongs - knuckle walkers (on two larger arms), climbing adept, stat boost when riled up.
Advantage 2: Councils Appeal: Any Civ I meet with I gain some pop from to buff Unit power.
Disadvantages:
Disadvantage 1: Councils trust: Raises charisma uses actions towards my Civ.
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.
Discoveries
Tech- N/A
Mystic-N/A
Organisms - Hyre Mycelium (Adapting),
Location- Damp Underground
Civ
Pop- 55
Growth- 2(53(1.044))
Vote [2/10]-1 (+1 from Mycelium)
Kajit
Roll - 20 Ahhhhhh
Stability-1
Action- Cultivate the fire bush failed (8)
Through the tough times, your people have united, granting more stability, but as they were planting the seeds, the temperature of the cavern increased dramatically, killing off 14 individuals, only those that were able to get into the radius of the lifestones survived, though it appears they grew, there will be many challenges ahead, yet your peoples Will shall not falter.
Semi-Stable Food Sorce- +5% Charisma
Species
Name of species- Kajit
Status, you have 100 points to put into these attributes, with a minimum of 15
Int - 33 (+10%)
Str - 25
Def - 22 (+10%)
Char - 19(-5%)
Traits (follows 2-1 or 3-2 rule)
Advantage
Cat-like Anatomy (+10 Def, +1 in Dark Enviorments)
Big Brained (+ 10% Int and +1 on Int Rolls)
Disadvantage
Unemphatic (-10% charisma)
Description; Look like Khajiit from the elder scrolls games. Thoughtful and innovative.
Discoveries
Tech- N/A
Mystic- Life Stone (7)
Organisms-Fire Bush
Location- Burning underground
Civ
Pop- 86
Growth- 2(84(1.019))
Adaptations- Heat resistance [1/5] 100-110F
Vote [6/10] - 1