This is the continuation of my Forum Game i won’t be resetting our progress from the Another Forum Civ Forum game
Wow so much info about the game
Okay so this is my first ever try at hosting a Forum Game, I based it off of Skyguys Civilization Forum Game
Like most of the other Civ Forum Games you can vote on what you want for you Civ to do you will start out in a beginning area you can spread out North, South, East or West
The dice system will be like Skyguys
1: Failure for the vote with consequences
2-5: Something went wrong and hurts the progress of the vote
5-9: Did poorly but could’ve been worse
10-14: Did good but could’ve gone better
15-19: Able to do the thing you wanted
20: Perfectly done with some sort of added bonus
Depending on how you vote if the vote ended in failure something opposite to what you wished for could happen but idk how it will work out ill play along to see what happens
Range of Stability
-4: Destroyed
-3: Imploding
-2: Collapsing
-1: Unstable
0: Shaky
1: Stable
2: Solid
3: Sturdy
4: Utopia
Stability is based off of Population, infighting, war, politics, happiness of the people with the government, and Religion
Power Ranges
1: Tiny
2: Minor
3: Medium
4: Major
5: Greater Power
6: Super Power
The more power you have the more votes you get, the Power range depends on the technology, knowledge, Military Strength, Population, and economics, so 1 vote for tiny and when you reach Super Power you have 6 votes
Some events will happen after 25 Rounds have passed so be prepared for some that might happen, but some of these events can also be caused by you but not all of them
-Disease/Epidemic (Local/Region/Planet)
-Drought/Dry season (Local/Region)
-Fire (Local/Region)
-Earthquake (Local/Region)
-Volcano (Region/Planet)
-Hurricane (Region)
-Landslide (Local)
-Famine (Region)
-Resource Shortage (Region)
-Animal Attack (Local)
-Meteor (Planet)
-First Contact (Planet)
Round 0
Tribe: Spiecine Althio (just came up with a random name lol)
Stability: Stable(1)
Power: Tiny(1)
Biological description
[SPOILER: Click to show](javascript:void(0)
Description of the world
There is magic in the world you can research spells, and magic weapons but be careful with creating things like that because if the vote fails depending on what sort of magic you tried to research it could hurt you in some way shape or form
towards the West there are Forests, Towards the East there are grass lands, towards the South there is a desert and towards the North there is a Snowy mountain Range
As we go along i will think more about what else i can add to the game i hope you all have fun
10 person limit
also in the game there will be special leaders or people who can be born and they will know a new kind of magic or abilities that no one knows yet, or they will be very helpful with the development of your civ
You can also either make a species into familiars to help out with your devlopment and you can make a contract with a Demon if you make a contract with one then if the roll is good then you can get out of sticky situations better but if it fails then whatever you tries to do with the Demon then they will do the opposite of what it was you wanted and make it worse. As i mentioned above if the magic ends in failure something happens what happens is that some sort of force will come after the researchers who tried to create something new and unatural
Can people still join the game?
Yes you can still join. You can either take over someones old civ (They left and said to give their position to someone else) or you can start from the beginning area or split from someone
Fernwanderden
SerialKiller- Past Votes: go South, domesticate Stachelwanderer, make a saddle, settle down at Oasis, improve agriculture, Improve Housing, Improve Agriculture, enter dungeon, advance chemistry, advance chemistry further and create an explosive powder, Search for Metal, Start mining, save miners, tame undead dragon, enter dungeon, create undead, create undead animals, look around for more villages to the northwest
People:
Farming: Simple farming not too advance but still good
Domestication: Stachelwanderer: Find the living conditions good and like the new fruit
Plants: Parafruit
Magic: Basic healing, Fireball
Dungeon Monsters: Dungeon: most filled with undead. Lich: this Lich seems to be the dungeon master of the Dungeon. Floor 5 boss Undead Dragon. 12th floor had giant Centipedes and giant scorpions.
Dungeon Items: New weapons found in dungeon, and found some spell that cannot be read with the literature you have right now (scroll that gives a small magic barrier), mana orb, scroll unreadable for your civ right now (makes incredibly weak zombies that are weak to sunlight), Undead Dragon Orb: this has the ability to summon a dozen undead, Staff of undead (this increases rolls by 2 pertaining to undead has a limited use of three votes)
Undead: The Fernwanderden can make corpses into the undead
Civs met: Flarc (Relationship: Neutral)
Kazarites
Mitobox- Past Votes: go Northwest, collect food and resources, build huts, search the dungeon, look for strong-smelling plants that grow from bulbs, find more Grawlic, use leftover Grawlic and plant it, hunt for vampires, make a graveyard, Craft simple bows, scout north, explore tower, capture vampires, make clothing, lead the Korens back home
People:
Leadership: As of right now lead by the leader Kazar a wise leader who had started to trip to the Mist forest. Kirala: One of the other leaders who leads the hunt on Vampires
Area of where the Kazarites live: a small village surrounding a lake with the island of the dungeon they found and Gloom Island
Plants: Gloom Plant, and new plant. Strandstalk: This plant is very fibrous
Weapons: Bow
Graveyard: Holds the deceased of family members
Gloom Dungeon:
Dungeon Monsters: Young Treant Floor 1, Vampire Floor 2
Dungeon Traps: Trap room, Arrow chest
Smoke Tower Dungeon: Monsters: Vampires
Dungeon Monster: Vampire
Disease/Curses: Piercingitis: a disease spread by vampires to create more vampires, only way for this disease to be spread is if a vampire’s blood is swallowed, or gets into a cut or wound or is injected
Factions: Normal Spiecine, Vampire Spiecine
Magic: Basic healing, fireball
Realms: Realm of Living: This realm is where all living creatures live in and where all physical beings live Realm of the Dead: This realm holds dead spirits. Some spirits hold grudges and because of this some stay in the realm of the living either possessing dead corpses to kill the person they want revenge on or cause misfortune. Some wondering spirits from the Realm of the Dead accidently come to the realm of the living these spirits cause no troubles to the living unlike vengeful spirits. If they take over undead bodies, then they will just wonder around. Spirit Realm: Nonphysical beings live in this realm namely Demons and Angels. The Realm of Gods : This realm has all the gods within this games universe this Realm is untouchable by normal mortals, only Heroes, Clergymen, other gods, or famous people can hurt or interact with the gods.
Contracts: the Kazarites now know how they can create contracts with Demons or anything at all
Familiars: bugs
Ancient relic: relics that have a large power emanating from them. Smoke Tower Relic : a relic that seems to be what creates all the fog in the area and has a small dungeon inside of it. The vampires also created it many years ago. Mysterious text on the wall is a prophesy of how the Kazarites will kill off the vampires and their leaders. The text talked about the Vampires true weakness but because the vampires didn’t want it to be learned they ensured to destroy it because of this it is unfinished
Civs Met: Korens
Korens
Agenttine- Past Votes: go north, improve fire magic, weaponize warmth, cull the near death into a group, turn tribe into a dictatorship, make a variation of fireball, kill anyone who questions Fiod’s rule, make a contract with a demon, spread demonic power through a new spell, create wall, advance wall with magic, send assassins after angels, send assassins and their contractors, exterminate false Korens forever, summon more demons, create a cleanse for the angels, search for more civs, experiment with vampires and demons, fix the dictatorship
People:
Past Leadership: Fiod: Was a major dictator of his time in the Korens, created a curse on accident that split the people apart. After many years of ruling he was finally killed by his own creations and after this caused an uprising of the people against Fiod’s children who both killed all the people who questioned them.
Leadership: Fiod’s two children: The two new rulers of the Korens
Magic: Fireball, Warmth, Cleanse, Demonic Cleanser, basic healing
New Order: Most of the New Order was killed off some survived while others were brainwashed
Contract: The demon shall take the first-born child of Fiod, and all decedents of Fiod’s shall have demon blood inside of them, Fiod created a new contract that could prevent information leakage from his people to ensure that no one could get private information from his people. The contract affecting the other people of the Korens are the same as Fiod (Should the contract be broken then they will become Feral Demons or if the demon they are contracted to dies then they become a feral demon.)
Disease/Curses: Piercingitis: a disease spread by vampires to create more vampires, only way for this disease to be spread is if a vampire’s blood is swallowed, or gets into a cut or wound or is injected
Vampiric Demons: These Demons were created because of Fiod’s attempts to make a more devastating monster. These Demons cannot come out during the morning but during the night will attack anyone and everything they see especially Spiecine Althio.
Demon: A demon that Fiod met, this Demon’s intentions with one of Fiod’s children is unknown
Demons: these demons have helped the Korens finally defeat the False Korens. They plan to stay with the Korens for many generations because of the many contracts that they had made with your people.
Angels: quite of a few Angels are dead some are still in their physical form in the no
Realms: Realm of Living: This realm is where all living creatures live in and where all physical beings live Realm of the Dead: This realm holds dead spirits. Some spirits hold grudges and because of this some stay in the realm of the living either possessing dead corpses to kill the person they want revenge on or cause misfortune. Some wondering spirits from the Realm of the Dead accidently come to the realm of the living these spirits cause no troubles to the living unlike vengeful spirits. If they take over undead bodies, then they will just wonder around. Spirit Realm: Nonphysical beings live in this realm namely Demons and Angels. The Realm of Gods : This realm has all the gods within this games universe this Realm is untouchable by normal mortals, only Heroes, Clergymen, other gods, or famous people can hurt or interact with the gods.
Military: Right now, the military consists mostly of Demons and their contractors. One of the military people used mainly are Assassins used in the war to try to get a surprise on the False Korens
Civs met: Kazarites
Iberians
GabrielGG- Past Votes: go west, make farm tools, tame giant birds, tame some new animal, try to make some fermented juice (something like alcohol), create fish nets, start making traps, advance healing, move homes closer to the river, build temple, destroy temple, rebuild temple, Exorcise Demon,
People:
Light Temple: a temple that can light up the stars to lead your tribe back to the village. The temple is also being able to keep monsters away from the village. This temple is also able to light the whole village making it, so the villagers no longer need to use lights in the village. Gives +2 when scouting or going back to the village
Religion: Esterela (Practitioners: Estrelares)
Creatures: Ztaron: Don’t really care about your tribe because of little contact since the first taming attempt, and Ursos: have been competing against your tribe for fishing spots. Recently these bears have been coming to these villages less and have searched for new Fishing areas
Magic: Fireball, Small healing, Medium healing
Dungeon: Underwater Dungeon- Monsters: goblins, skeletons, and Ursos — Treasure: simple shield, fortress magic (this spell can nullify simple magic attacks) (cannot use right now your people don’t know how to translate it right now)
Items: Fever Pill
Civs Met: Flarc (Relationship: Strained)
Alkala
Immortal_Dragon- Past Votes: go east, try to domesticate the Nokii, tame Tafra, build houses, fix houses, figure out through Shamans why the Nokii hate their people, Give Fake Shamans to Nokii, send peace offering to the Nokii, create an agricultural system, create a new religion, edit the religions problems, search around
People:
Animals: Nokii: after many incidents with the Nokii they have begun to despise your tribe and now steal stuff and sometimes attack your tribe, Tafra: don’t think any of your tribe
Factions: Alkala
Treasure: A scroll that can make normal trees into Ents (from the help of the staff the scroll was translated). Nature staff: Increases the roll-on rolls for nature by +1. Amount of Rounds you can use for: 9 rounds, each vote you use the staff for takes off a round (Be sure to tell me if you want to use the staff in your vote)
Dungeon: Forest Dungeon: Ents, and Goblins 1st floor
Religion: Alkalaiea: Alk the god of sun, beginnings, and birth. Then there is Ala the goddess of the moon, endings, and death
Crops: new Crop: seems to have some sort of healing abilities
Magic: Basic healing, fireball
Farming: Advanced their farming techniques making more food for the tribe. Using feces as their fertilizer
Military: Small militia meant right now only to prevent Nokii attacks
Civs met: None
Alter
Skyguy98- Past Votes: go North, Tame Respes Dragon, head south, worship the Arzikal, search area for things like food, water and begin settling, domesticating more plants and building houses, set trap plants around the area, hunt for deserters and Respes Dragon, Get past Respes Dragon, Rescue scouts, Kill Respes Dragons and Deserters, investigate the caves, Create a dragon corps, Explore cave dragons use to live in,
People:
Religion: The Path
Demons contracted with: Arzikal: Will continue to help the Alter so long as they are worshiped and respected
Animals: Respes Dragons: now tamed are happy with their living conditions
Leadership: Glin
Plants: Trap Plants: plants that spread their buds out to lure their prey with a nice smell only to be eaten by the plant instead
Magic: Mind Magic, Fireball, and basic healing
Military: Dragon Corps (Scouting)
Civs met: none
Gone into isolation for now
Vaktsuala (If you plan to take this free Civ over you can rename them if you wish)
- Past Votes: Northeast, search for woolly or furry animals, build houses to fight against the cold, create traps for woolly creatures, build houses a little close to the traps but not too close,
Leader: Vaktus: A Shaman who realized that the people were living too close to the traps and caused animals to be scared off. This Shaman also later would create the religion based around the gods Lal and Loho
People:
Animals: Woolly Wolf: creature that seems to be like a peaceful creature but, it is a wolf in sheep’s clothing. Now some of them have been tamed
Magic: Basic healing, fireball, soothing light
Traps: simple traps used to capture animals
Religion: Alal’loho: this religion is based around the gods Lal and Loho
Gods: Lal god of Warmth, Loho god of Fire
Civs met: None
Ya know what i’M gonna start from the beggining
alright fine by me do you want to go North, South East, or West? or stay in the home land? Because of I never thought of staying the home land until Immortal Mentioned it
Go south east
RP Text
The warriors of the Kazarites stood in a ring within their planning hut. Word had spread of the destruction of the tribe’s Strandstalk reserves, and unrest was beginning to grip the entire tribe. Many of the warriors, the most vocal among them being Frich, feared the growing paranoia.
Kirala, however, nodded with satisfaction. “The people are right to be concerned.” She thought back to the first time she had led an effort against the vampire presence, and how her mistakes led to her being demonized by the people she sought to protect. Now, however, they knew, all of them, how necessary it was to defeat the vampire threat at all costs.
“But for them to turn on each other like this?” Frich asked, incredulous.
Kirala thought for a moment. True, the fighting among the gatherers was a liability that needed to be resolved. However, there was no doubt in her mind that actual fighting with vampire spies – and, eventually, the vampires themselves – was unavoidable. Yes, the Kazarites’ only choice was to attack first.
“Make sure you stock your quivers,” Kirala said. “We’ve got work to do.”
Frich nodded, resigned. Truth be told, much of the innocent blood spilled during the warriors’ initial vampire hunt was on his hands. The memories of driving a wooden spike into a suspected vampire’s heart, only to draw living blood, still weighed heavily on him. At least more dead innocents will bring the people back to their senses, Frich thought.
Vote: Have Kirala go on another campaign to purge infiltrating vampires and their thralls. All non-vampires killed (spies and innocents alike) will be buried in the graveyard.
Updated Wiki Page: Game: Another Civilization Forum Game | Thrive Wiki | Fandom
A new page has been added for the Flarc.
@serialkiller and @immortaldragon I just need your votes i thought that you guys voted, i guess i just imagined it
Vote: attack some flarc citizens , and make them zombies
Vote 2 : Kill more big animals and make them zombies , then include them in my army.
Sorry about that, wasn’t aware I hadn’t voted already.
Vote: Send an expedition to explore the next three floors of the dungeon, there may be secrets of nature magic within!
Round 22
(Fernwanderden) @serialkiller- Vote 1: Attack some Flarc citizens and make them zombies (Roll: 6)
Vote 2: Kill more big animals and make them zombies and include them in the army (Roll: 2)
Fernwanderden Outcome
The Fernwanderden enraged by the disrespect from the Flarc wanted to attack their citizens and make them into the undead. To kill the Flarc some assassins were sent to kill off a few Flarc citizens and make them into the undead. The assassins snuck into the village but because of them standing out the Flarc’s guardians noticed them and captured them to question them. The captured assassins confessed and then were promptly executed. The enraged Flarc declared war on the Fernwanderden and then attacked them. This caused some damage to be dealt to the village, but most people were fine.
Worried about another attack from the Flarc the Fernwanderden tried to create more undead large animals. This backfired they forgot a few key rules in making the undead and because of this the undead that were created were not loyal to the Fernwanderden and attacked them. The large undead animals created even more damage than the Flarc had done to the village. A few people died, after the death of those people the undead all ran off to the dungeon where the Elder Lich was waiting.
Stability: Unstable (0)
Power: Minor (2)
Summary
Fernwanderden
SerialKiller- Past Votes: go South, domesticate Stachelwanderer, make a saddle, settle down at Oasis, improve agriculture, Improve Housing, Improve Agriculture, enter dungeon, advance chemistry, advance chemistry further and create an explosive powder, Search for Metal, Start mining, save miners, tame undead dragon, enter dungeon, create undead, create undead animals, look around for more villages to the northwest
People: Are fearful of undead and the Flarc because of them both killing some people and destroying some of the houses
Farming: Simple farming not too advance but still good
Domestication: Stachelwanderer: Find the living conditions good and like the new fruit
Plants: Parafruit
Magic: Basic healing, Fireball
Dungeon Monsters: Dungeon: most filled with undead. Lich: this Lich seems to be the dungeon master of the Dungeon. Floor 5 boss Undead Dragon. 12th floor had giant Centipedes and giant scorpions.
Dungeon Items: New weapons found in dungeon, and found some spell that cannot be read with the literature you have right now (scroll that gives a small magic barrier), mana orb, scroll unreadable for your civ right now (makes incredibly weak zombies that are weak to sunlight), Undead Dragon Orb: this has the ability to summon a dozen undead, Staff of undead (this increases rolls by 2 pertaining to undead has a limited use of three votes)
Undead: The Fernwanderden can make corpses into the undead
Civs met: Flarc (Relationship: Enemies)
(Kazarites) @mitobox- Vote: Have Kirala go on another campaign to purge infiltrating vampires and their thralls. All non-vampires killed (spies and innocents alike) will be buried in the graveyard. (Roll: 11)
Kazarites Outcome
The Kazarites killed a few Vampires thankfully enough this time Kirala and her squad of Vampire slayers didn’t kill any innocents. The Korens tried to exterminate all the vampires terrorizing the Kazarites but failed and killed more innocents than them killing vampires. The people were not very happy with the Korens and feared that they might try to manipulate things in the background of the Kazarites when they least expect it. The innocents and spies that were killed were put to rest in the graveyard to be put to rest.
Stability: Stable (1)
Power: Tiny (1)
Summary
Kazarites
Mitobox- Past Votes: go Northwest, collect food and resources, build huts, search the dungeon, look for strong-smelling plants that grow from bulbs, find more Grawlic, use leftover Grawlic and plant it, hunt for vampires, make a graveyard, Craft simple bows, scout north, explore tower, capture vampires, make clothing, lead the Korens back home
People: Don’t like the Korens and fear what they might do at some point
Leadership: As of right now lead by the leader Kazar a wise leader who had started to trip to the Mist forest. Kirala: One of the other leaders who leads the hunt on Vampires
Area of where the Kazarites live: a small village surrounding a lake with the island of the dungeon they found and Gloom Island
Plants: Gloom Plant, and new plant. Strandstalk: This plant is very fibrous
Weapons: Bow
Graveyard: Holds the deceased of family members
Gloom Dungeon:
Dungeon Monsters: Young Treant Floor 1, Vampire Floor 2
Dungeon Traps: Trap room, Arrow chest
Smoke Tower Dungeon: Monsters: Vampires
Dungeon Monster: Vampire
Disease/Curses: Piercingitis: a disease spread by vampires to create more vampires, only way for this disease to be spread is if a vampire’s blood is swallowed, or gets into a cut or wound or is injected
Factions: Normal Spiecine, Vampire Spiecine
Magic: Basic healing, fireball
Realms: Realm of Living: This realm is where all living creatures live in and where all physical beings live Realm of the Dead: This realm holds dead spirits. Some spirits hold grudges and because of this some stay in the realm of the living either possessing dead corpses to kill the person they want revenge on or cause misfortune. Some wondering spirits from the Realm of the Dead accidently come to the realm of the living these spirits cause no troubles to the living unlike vengeful spirits. If they take over undead bodies, then they will just wonder around. Spirit Realm: Nonphysical beings live in this realm namely Demons and Angels. The Realm of Gods : This realm has all the gods within this games universe this Realm is untouchable by normal mortals, only Heroes, Clergymen, other gods, or famous people can hurt or interact with the gods.
Contracts: the Kazarites now know how they can create contracts with Demons or anything at all
Familiars: bugs
Ancient relic: relics that have a large power emanating from them. Smoke Tower Relic : a relic that seems to be what creates all the fog in the area and has a small dungeon inside of it. The vampires also created it many years ago. Mysterious text on the wall is a prophesy of how the Kazarites will kill off the vampires and their leaders. The text talked about the Vampires true weakness but because the vampires didn’t want it to be learned they ensured to destroy it because of this it is unfinished
Civs Met: Korens
(Korens) @agenttine- Vote: Vote 1: EXTERMINATE THE VAMPIRES TERRORIZING THE KAZARITES. (Roll: 10)
Vote 2: Let any surviving vampires join us and become half-demons. (Roll: 13)
Korens Outcome
The Korens tried to kill most of the vampires but they ended up killing more innocents than vampires compared to the Kazarites try at it. They also got a few spies but most of the civilians were not happy with the witch hunt done by the Korens and have begun to fear what the Korens might do next. Only a few vampires fearing for their lives joined the Korens and became half demons as well.
Stability: Sturdy (2)
Power: Minor (2)
Summary
Korens
Agenttine- Past Votes: go north, improve fire magic, weaponize warmth, cull the near death into a group, turn tribe into a dictatorship, make a variation of fireball, kill anyone who questions Fiod’s rule, make a contract with a demon, spread demonic power through a new spell, create wall, advance wall with magic, send assassins after angels, send assassins and their contractors, exterminate false Korens forever, summon more demons, create a cleanse for the angels, search for more civs, experiment with vampires and demons, fix the dictatorship
People: Surprised by the anger of the Kazarites because of them trying them to help the vampire problem
Past Leadership: Fiod: Was a major dictator of his time in the Korens, created a curse on accident that split the people apart. After many years of ruling he was finally killed by his own creations and after this caused an uprising of the people against Fiod’s children who both killed all the people who questioned them.
Leadership: Fiod’s two children: The two new rulers of the Korens
Magic: Fireball, Warmth, Cleanse, Demonic Cleanser, basic healing
New Order: Most of the New Order was killed off some survived while others were brainwashed
Contract: The demon shall take the first-born child of Fiod, and all decedents of Fiod’s shall have demon blood inside of them, Fiod created a new contract that could prevent information leakage from his people to ensure that no one could get private information from his people. The contract affecting the other people of the Korens are the same as Fiod (Should the contract be broken then they will become Feral Demons or if the demon they are contracted to dies then they become a feral demon.)
Disease/Curses: Piercingitis: a disease spread by vampires to create more vampires, only way for this disease to be spread is if a vampire’s blood is swallowed, or gets into a cut or wound or is injected
Vampiric Demons: These Demons were created because of Fiod’s attempts to make a more devastating monster. These Demons cannot come out during the morning but during the night will attack anyone and everything they see especially Spiecine Althio.
Demon: A demon that Fiod met, this Demon’s intentions with one of Fiod’s children is unknown
Demons: these demons have helped the Korens finally defeat the False Korens. They plan to stay with the Korens for many generations because of the many contracts that they had made with your people.
Angels: quite of a few Angels are dead some are still in their physical form in the no
Realms: Realm of Living: This realm is where all living creatures live in and where all physical beings live Realm of the Dead: This realm holds dead spirits. Some spirits hold grudges and because of this some stay in the realm of the living either possessing dead corpses to kill the person they want revenge on or cause misfortune. Some wondering spirits from the Realm of the Dead accidently come to the realm of the living these spirits cause no troubles to the living unlike vengeful spirits. If they take over undead bodies, then they will just wonder around. Spirit Realm: Nonphysical beings live in this realm namely Demons and Angels. The Realm of Gods : This realm has all the gods within this games universe this Realm is untouchable by normal mortals, only Heroes, Clergymen, other gods, or famous people can hurt or interact with the gods.
Military: Right now, the military consists mostly of Demons and their contractors. One of the military people used mainly are Assassins used in the war to try to get a surprise on the False Korens
Civs met: Kazarites
(Iberians) @gabrielgg- Vote: research more about the history of writing (Roll: 16)
Iberians Outcome
The research into the ancient language has allowed the Iberians to learn how to use fortress magic to prevent others magics from injuring them. This has also increased the literacy in the Iberians and because of this helps with learning and many other things needed of literacy learning.
Stability: Sturdy (2)
Power: Tiny (1)
Summary
Iberians
GabrielGG- Past Votes: go west, make farm tools, tame giant birds, tame some new animal, try to make some fermented juice (something like alcohol), create fish nets, start making traps, advance healing, move homes closer to the river, build temple, destroy temple, rebuild temple, Exorcise Demon,
People: The people are learning the ancient writing of the ancients so the people can learn how to translate spells
Light Temple: a temple that can light up the stars to lead your tribe back to the village. The temple is also being able to keep monsters away from the village. This temple is also able to light the whole village making it, so the villagers no longer need to use lights in the village. Gives +2 when scouting or going back to the village
Religion: Esterela (Practitioners: Estrelares)
Creatures: Ztaron: Don’t really care about your tribe because of little contact since the first taming attempt, and Ursos: have been competing against your tribe for fishing spots. Recently these bears have been coming to these villages less and have searched for new Fishing areas
Magic: Fireball, Small healing, Medium healing, Fortress Magic (Spell used to prevent others attacks from effecting the user)
Dungeon: Underwater Dungeon- Monsters: goblins, skeletons, and Ursos — Treasure: simple shield
Items: Fever Pill
Civs Met: Flarc (Relationship: Strained)
(Alkala) @immortaldragon- Vote: Send an expedition into the next three floors of the dungeon and find some secrets (Roll: 19)
Alkala Outcome
The exploration further down into the Dungeon lead them to find a giant tree in the middle of one of the floors. They found a giant tree in the middle of a forest in the large dungeon. When they got up to the tree they noticed many different things from the tree. The tree had an abundance of vegetables and fruits unknown to the Alkala, there was also a giant seed they had found and chose to bring it up with them. The Alkala believed this to be a gift from the god Alk and are happy with the abundance of food and the peace they have from it. The seed also contained another seed of the giant tree. They also found if they pray to the tree they get some knowledge on nature magic. They have learned how to create treants from the tree around them. They also learned that tools created from Treants make them as strong as iron tools if not a little bit better than iron.
Stability: Sturdy (2)
Power: Minor (2)
Summary
Alkala
Immortal_Dragon- Past Votes: go east, try to domesticate the Nokii, tame Tafra, build houses, fix houses, figure out through Shamans why the Nokii hate their people, Give Fake Shamans to Nokii, send peace offering to the Nokii, create an agricultural system, create a new religion, edit the religions problems, search around
People:
Animals: Nokii: after many incidents with the Nokii they have begun to despise your tribe and now steal stuff and sometimes attack your tribe, Tafra: don’t think any of your tribe
Factions: Alkala
Treasure: A scroll that can make normal trees into Ents (from the help of the staff the scroll was translated). Nature staff: Increases the roll-on rolls for nature by +1. Amount of Rounds you can use for: 9 rounds, each vote you use the staff for takes off a round (Be sure to tell me if you want to use the staff in your vote)
Dungeon: Forest Dungeon: Ents, and Goblins 1st floor
Religion: Alkalaiea: Alk the god of sun, beginnings, and birth. Then there is Ala the goddess of the moon, endings, and death
Crops: new Crop: seems to have some sort of healing abilities
Magic: Basic healing, fireball, Treant creation
Farming: Advanced their farming techniques making more food for the tribe. Using feces as their fertilizer
Military: Small militia meant right now only to prevent Nokii attacks
Monsters: Treants: Treants are as strong as iron if not stronger when created to make tools.
Civs met: None
(Name of civ Here) @PositiveTower - Vote: South East (Roll: 8)
PositiveTower Outcome
A new Civ emerged from the ruins of the ancient land. This new civ choose to head South East to search for new more fertile and thriving land. The expedition ran into trouble though, the people were tired from walking and they felt some presence following them unsure of what it was they went further south. The journey led them to a Savanna while resting they notice something was wrong. A few members were missing wondering what had happened to them some scouts were sent out. What they found was a few people dead. Scared the scouts reported the missing members were dead, unsure of what to do the Chieftain said to keep night watch and guards around to keep everyone safe.
Stability: Stable (1)
Power: Tiny (1)
Summary
Past votes: go South East
Let me know if there is any sort of mistake you have noticed
Oh, that’s sad, let’s calm their people!
Action 1: KILL ALL POLITICAL DISSIDENTS OF THE KAZARITES TO MAKE BOTH OF OUR LIVES EASIER
Action 2: Finish killing off all the vampires
I like this new development, I like it a lot. xD Thanks for the round Soundwave.
Vote 1: Experiment with nature magic to help our crops grow with the help of the scroll.
Vote 2: Experiment as well with nature magic for methods to listen to the land and nature and learn what it speaks.
Vote 1: use the staff of undead, and get control over all the zombies back that
Vote 2: Domesticate the largest animal (preferably elephant-like) around
Action 1:staY as a temmpory camp
Action 2:investigate arouns the dead bodies
Positive right now you can’t do two votes until you get your power higher sorry, please just pick one of those votes
First one pls