They might just not have the time to write the 1st round. I thought that a clown-fish-goblin-detective would know that time is a limited resource.
Time is no excuse! Delaying forum game rounds is an unforgivable sin in the eyes of the banana cult!
What even are sins of this cult? And why would frale even need to worry about them if he could just push them back using… “evil magic”?
Delaying forum game rounds, eating anything other than bananas, drinking anything other than bananas, wearing anything other than bananas, and copyright infringement.
We also have ties with the Space IRS. Fralegend the wizard of evil’s evil magic would be no match.
The evilest.
I’m so evil that I’m using my time magic to make it seem like more time has passed than it actually has.
Nah, you’re not the most evil one by having your FG start 2 weeks+ after it was announced. There were cases when it lasted for months or even years.
if he evil, i am a dread lord if so
My internet might be cutting out soon so I may not be able to respond for… a week or something. Though I still have another day before it happens.
@fralegend015 just wanted to give you a heads up. @doomlightning as well.
Round 1
The five suns were illuminating the world with their light, just like they did so many times before, yet this time they pondered the ground below with a worried radiance.
“The number of extraneous sapients is higher than the average shown by the previous rotations… Might this be sign that our seal is failing?”
“We should survey its confines to detect if there are outside interventions.”
“No, we can’t afford to use that much logos simply because of a statistical anomaly, also, I should remind you that only someone with the power of the Lord could breach this seal.”
“And I should remind you that the material beings were capable of shattering the Lord.”
“Silence! If the material beings could recreate what they did back then… Then this whole microcosmos would have been destroyed many rotations ago.”
“They may not have been capable of recreating the same power, but we all know how insistent they are, and they had billions of years to throw things against the seal.”
“…We should at least monitor them to ascertain if they are worth to investigate further, lest we uselessly consume our resources.”
Agepta
Local event: None
The river flows, and so does time; as the suns rise above the horizon, marking the dawn of a new day, the grand expanse of the desert reveals itself to the felideans.
[You have 2 votes]
More Info
Interveneer: @sci0927
Votes: 2
Leader: First Elder Council (+15 cooperation, +20 agility) [1/5]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Respect Bound Lv2 (+25 cooperation, higher unrest gain from societal sources)
Precepts: None
Institutions: None
Intelligence: 45 [High-F rank, Lowest-D rank]
Cooperation: 45 [High-F rank, Lowest-D rank]
Charisma: 55 [Low-D rank]
Strength: 30 [Mid-F rank]
Agility: 50 [Low-D rank]
Endurance: 30 [Mid-F rank]
Attunement: 20 [Low-F rank]
Species
Species
Name: felidians
Attributes:
Intelligence: 30
Cooperation: 20
Charisma: 30
Strength: 30
Agility: 50
Endurance: 30
Attunement: 20
Size: 1.2 m
Pop Growth: 48%
Advantages:
Sequential hermaphroditism - +15% population growth
Cunning - +15 intelligence
Cuteness - +15 charisma, Cause higher enemy unrest gain from battle unless they have genocidal cultural meme or a trait that negates this.
Disadvantages:
Jerks - Higher stability loss
Hedonists - Higher unrest gain
Description:
The felidians, also known as Londorifelis sapiens, are a bipedal species of carnivores that look a lot like cats(Felis catus). They are adapted to ambush hunting and stalking their prey. One notable thing is that they are sequential hermaphrodites, and can change between the male and female sexes at will.
Regions
Murauwa
Stability: Neutral
Ring: Dralian
Enviroment: Desert River
Murauwa
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -30% defensive power, -30% offensive power
Offensive power: 773
Defensive Power: 773
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Alliance of the Stars
Local event: None
The jungle bustles with a cacophony of sounds, marking the start of a new day, some featherhorns gather water as the suns shine on them… Strangely, the suns’ light seem to be imbued with a sense of curiosity?
[You have 2 votes]
More Info
Interveneer: @TwilightWings21
Votes: 2
Leader: First tetrarchy (+15 Agility, lower unrest gain, +20 charisma) [1/8]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Enviromentalist Lv1 (+20 to votes interacting with nature, harming the enviroment generates unrest), Xenophiliac Lv1 (+20 to friendly interactions with other civilizations, Deliberate hostile interactions with neutral or friendly civilizations generates unrest), Defensive Focus Lv1 (+10% Defensive Power, Higher unrest gain from offensive wars)
Precepts: Grand Unificator - This culture greatly values unity, not only unity with their own kind but unity with every sapient, their entire society is built around this concept of unity. (Lower chance to have separationist states, +25 to votes used for merging with other civilizations, less negative effects from merging with other civilizations, espionage votes against this civilization have an higher chance of success.)
Institutions: None
Intelligence: 35 [Mid-F rank]
Cooperation: 40 [High-F rank]
Charisma: 10 [Low-F rank]
Strength: 32 [Mid-F rank]
Agility: 48 [Low-D rank]
Endurance: 30 [Mid-F rank]
Attunement: 30 [Mid-F rank]
Species
Featherhorns
Name: Featherhorns
Attributes:
Intelligence: 35
Cooperation: 40
Charisma: 10
Strength: 25
Agility: 40
Endurance: 30
Attunement: 30
Size: 10 meters (average)
Pop Growth: 12%
Advantages/Disadvantages rules:
Adv:
Titans of the Ancient Past: Once members of this species exceed 90 feet (30 meters), they become dormant structures which can only become active if there is an adequate amount of excess food. - Unlocks special structure that doesn’t consume building slots and uses 100 + 10% of food excess and can be used for one of three options (can only choose one option at the time for each settlement): Defense - Gives 50 + 10% fortification value to the settlement, Public Work - Lowers unrest gain from non-war sources and 0.1 stability to the region (caps at 0.5 stability per region), Mining Work - Increases the amount of a mineral resource the settlement can exploit.
Flight of the Dragonfly: Extremely quick and maneuverable flight patterns, which can be startling when the creatures are of such a large size. - +10 to ambush rolls, +10 to exploration rolls.
Stalwart Protectors: Extremely xenophilic, welcoming of new races. - +20% military power when fighting for another civilization with friendly relations.
Ambush Hunters: Patternings on exoskeleton make it difficult to see specific feather horns when it is their breeds time of day. Also quite the effective ambusher, with large scythe claws and webbing that can carry bio electric shocks - +8 agility, +7 strenght, +5 to ambush rolls.
Disadv:
Hangry: Increased Unrest/Unstability when food is low. - Lowers max unrest by 30% when there is a food deficit.
Pacifist: Lowered Strength when attacking unless Stalwart Protectors advantage is active. - -20% offensive power when attacking.
Tropics-born: Lowered Endurance and Agility when in below freezing temperatures. - -30 agility and -20 endurance in cold climates, pop generates unrest in cold climates, -15 agility and -10 endurance in arid climates.
Description: Large, long creatures, they never stop growing throughout their lifetime, only becoming stronger - but more lethargic. They are considered adults once they reach lengths of upwards of 30 feet, and by this time are covered in natural, scale like armor, and have an exoskeleton tougher than an iron clad beetles - not even a diamond tipped drill can pierce it. This armor is proportionately more durable as their size scales, practically indestructible and impenetrable by the time they are adults, even the joints being more than sufficiently armored.
They have a giant, pincer like tail, six legs and two five fingered arms, four fingers manipulatory and a long middle finger acting as a giant natural switchblade-like appendage.
They have spines on their faces, large exoskeletal horns and giant decorative feather like protrusions from nearby their four eyes in each side of their face, one main one and three smaller ones per side. They also have long antennae used for sensing their environment, even in pitch black.
They can go fairly fast, and have quick reaction time, and have large wings upon their back, similar to a dragonfly.
They also have the ability to lower their mouth plate, revealing their true mouth and mouth-arms, and spit a large amount of webbing that they then can conduct bio electric shocks through.
Their large size means they need a decent amount of food, else they go into a hibernating state, and if they are woken up and there is no food nearby they are destructive and very hangry
They are largely jungle inhabitants, and fare poorly in colder climates.
They also are known to have a molting period that can happen once every few years where there nigh invincible armor is shed so they can grow a new set.
Regions
Solas Réalt
Stability: Neutral
Ring: Valmian
Enviroment: Tropical Jungle
Solas Réalt
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Stone], 3 [Wood]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: +70% Defensive power, +60% Offensive power
Offensive power: 1784
Defensive Power: 1861
Units:
50 Hunters (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunters (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Stone: [1/3] (1 used by Stone tools)
Wood: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Children of Cthulhu
Local event: None
The dense foliage of the forest covers the sky, as such normally for silvopidomians it’s hard to distinguish night from day, except for the occasional hole in the canopy that lets light pass through. Today though the light that comes from the sky seems to be stronger, making it clear that it’s day, but the silvopidomians aren’t bothered too much by it; they continue to hunt and eat as usual.
[You have 2 votes]
More Info
Interveneer: @willow
Votes: 2
Leader: First Chief (+25 cooperation, +10 attunement) [1/4]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Artistry Lv1 (Faster Unrest Decrease, higher resource ), Gourmand Lv1 (Decreased Unrest Gain, Higher food consumption)
Precepts: Trials for Leadership - This civilization uses a set of trials and voting every 4 years to choose their leadership. (-2 Leader lifespan, Higher chance of great leaders)
Institutions: None
Intelligence: 40 [High-F rank]
Cooperation: 10 [Low-F rank]
Charisma: 20 [Low-F rank]
Strenght: 20 [Low-F rank]
Agility: 75 [Mid-D rank]
Endurance: 35 [Mid-F rank]
Attunement: 40 [Mid-F rank]
Species
Voidspawn
Common name: voidspawn
scientific name: inanis tentamenta
Attributes:
Intelligence: 40
Cooperation: 10
Charisma: 20
Strenght: 20
Agility: 60
Endurance: 20
Attunement: 40
size: 2 m
Pop Growth: 20%
advantages:
void photosynthesis- Decreased food consumption, -50% deaths from lack of food.
shadow tentacles - Allows for harvesting some materials without the needed technology, allows the creation of special military units.
fast neurons - +15 agility
mana scales - +15 endurance, +10% defensive power.
disadvantages:
light weakness - Higher deaths from light related damage, enemy units that use light related damage have higher power output against this species.
magic dependency - Higher deaths and lower population growth in low-mana zones, vulnerable to anti-magic.
eldritch abomination - -10 to friendly interactions with other civilizations.
description: a species of eldritch horror that can never be illuminated enough to be lit up at all, can use its tentacles for pretty much anything including but not limited to: flying, yeeting buildings, holding up buildings after they have lost all structural support, armor that can move to protect weak spots, bladed weapons, battering rams, hammers, moving like a cephalopod or an arachnid, unspeakable tentacle deeds, etc. the downside?: they can easily die if they have too little mana, though that’s not much of a risk in the middle ring since they absorb it faster than they can use it, they can photosynthesize at the same amount of sugar production per surface area as an earth plant in a cave with the only light source being a small rock with a moderately strong aura of “eat belgium and perish” energy, though the cost of this is they will peel like an onion if they get too close to a star without proper protective gear. and due to being an eldritch abomination all xenophobes hate them by default, though as a result of that their neurons are extremely fast allowing for reaction time only a fly hopped up on adrenaline could top, their main visible defining trait is their glowing purple fingernails and their ability to slice the strongest of swords with a single tentacle by encasing it in purple glowing scales that fuse together into an extremely small line
Regions
Silvopidom
Stability: Neutral
Ring: Dralian
Enviroment: Dense Forest
Silvopidom
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: None
Offensive power: 1230
Defensive Power: 1380
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
City of Ga
Local event: None
The T’ka of Ga are an astute bunch, managing to not only find an optimal method but also managed to secure for themselves a nice spot on the beach from which they can harvest a great bounty of sea produce; talking about sea produce… The sea gatherers seem to have returned with a great harvest of sea fruits, it seems like food for this year’s batch of young won’t be missing.
[You have 2 votes]
More Info
Interveneer: @Cha
Votes: 2
Leader: First Elder Council (+20 agility, +10 intelligence, +10 to exploration rolls) [1/4]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Sea Harvest Lv2 (Higher food production from coastal regions, Lower stability in regions detached from the sea or other large bodies of water), Gourmand Lv1 (Decreased Unrest Gain, Higher food consumption)
Precepts: None
Institutions: None
Intelligence: 35 [Mid-F rank]
Cooperation: 45 [High-F rank, Lowest-D rank]
Charisma: 35 [Mid-F rank]
Strenght: 30 [Mid-F rank]
Agility: 30 [Mid-F rank]
Endurance: 55 [Low-D rank]
Attunement: 10 [Low-F rank]
Species
T’ka
Name: T’ka
Attributes:
Intelligence: 35
Cooperation: 30
Charisma: 35
Strenght: 30
Agility: 30
Endurance: 40
Attunement: 10
Attribute points: 10
Size: 1,1 m
Pop Growth: 53%
Advantages:
Prolific - While they do only mate once a year the amount of young born from this process is tremendous however natural selection takes it course and often only a small part of the young make it. - +20% population growth.
Fluctuating colours - The species have unique ways of speaking to each other using their blood to flood areas of their skin plus being colourful this has added to their culture/reflected in their art or poetry often including vibrant colours (even ultraviolet to a small degree given their eye structure) - +15 cooperation, it’s more difficult for civilizations that don’t have T’ka to conduct espionage on civilizations composed mainly of T’ka.
Semi aquatic - T’ka have large chest cavity to hold in more oxygen to allow trips into the water in search for mollusc or hard shelled animals allowing for a greater variety of food that would’t be possible if their weren’t semi aquatic. - +15 endurance, increased food production from aquatic sources.
Disadvantages:
Delicate young - While they do make large batches of young at a impressive rate during their mating session their young require a very specific kind of nesting to promise a large part of the batch survives which one is being in foam from their parents or submerged in water - The advantage ‘Prolific’ is active for each settlement only if special nesting buildings are built according to the settlement’s population, 1 nesting building can support 5000 population.
You colourblind or something? - While T’ka posses the ability to see ultraviolet and such vibrant colours thanks to their eyes this can appear badly in their art of poetry appearing dull to a wide range of other species that for T’ka is vibrant and full of life. - -10 charisma with non T’ka civilisations
Description: T’ka is semi aquatic species who switches between bipedal and quadrupedal when suited for the task at hand, their eyes have adapted to seeing ultraviolet light and thus have a “vibrant” culture, this is reflected seeing as their skin can appear in ultraviolet rarely and range from a broad spectrum of colours they do travel in groups as of modern times but these are often family units, with the mother taking control of the group while the father is the lookout for danger and given their similar they can switch this so every group is different from each other in size and who is leading. They do posses a tail for their semi aqucatic life however on land it adds drag to the species which causes the quadrupedal and bipedal stance change to remain. Their broad in mouth and posses a small nostril that can be closed which while looking humanoid does not posses a feminine nor masculine body plan seeing they don’t arrive from mammals and thus are not under the same strain as the females off mammals.
Regions
Ga
Stability: Neutral
Ring: Valmian
Enviroment: Sea Coast
Ga
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[1/1]: Nesting Building
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -30% offensive power, -30% defensive power
Offensive power: 721
Defensive Power: 896
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Corhan Hunters
Local event: None
A new day dawns, and with it young hunters depart to claim their quarry; as the older hunters survey the territory of Noka Corh, they ponder on what to do next.
[You have 2 votes]
More Info
Interveneer: @MisterMustachio
Votes: 2
Leader: First Hunter Council (+15 stenght, +10 intelligence) [1/7]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Coerced Collectivism Lv1 (+15 cooperation, higher unrest gain from societal sources)
Precepts: Hunting Proof - This culture’s youngs must undergo an extended period of hunting before being considered adults (+15 Strenght, +25% offensive power, higher food production, -5% population growth)
Institutions: None
Intelligence: 25 [Mid-F rank]
Cooperation: 45 [High-F rank, Lowest-D rank]
Charisma: 15 [Low-F rank]
Strength: 60 [Mid-D rank]
Agility: 65 [Mid-D rank]
Endurance: 60 [Mid-D rank]
Attunement: 5 [Low-F rank]
Species
Dullahans
Name: Dullahans
Attributes:
Intelligence: 25
Cooperation: 30
Charisma: 15
Strength: 45
Agility: 45
Endurance: 45
Attunement: 5
Size: 4 Meters
Pop Growth: 18%
Advantages:
Strider: +20 Agility
Chitinous Plates: +15 Endurance, +5% Defensive power
Disadvantages:
Territorial: -10 to interactions with other civilizations, having more than 1 town in a region decreases it’s stability.
Description:
Dullahans are large, insect-like carnivorous predators with 6 long legs and 4 pincer-like appendages on their front, near their head.
Dullahans are speedy hunters that work together to control a hunting territory. Despite their coordination, they often come to blows with other groups that they encounter. They can be surprising crafty and tend to strike when their prey is in a vulnerabile position.
Regions
Noka Corh
Stability: Neutral
Ring: Baroian
Enviroment: Rocky Desert
Noka Corh
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: +50% offensive power, +30% defensive power
Offensive power: 2782
Defensive Power: 2411
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Endegalra
Local event: None
The suns rise from the depths of the horizon, the golden rises first and then the rest follow; this is, of course a sign from the gods that the endegalrians are the chosen people, as they too are golden spheres. As orbs peacefully go about their day the Archbishop ponders on what decisions he should take.
[You have 2 votes]
More Info
Interveneer: @TeaKing
Votes: 2
Leader: First Archbishop (+15 cooperation, +20 agility, +15 to exploration rolls) [1/4]
Collective Population: 1000 (Population covered by resources: 1100)
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Enviromentalist Lv1 (+20 to votes interacting with nature, harming the enviroment generates unrest), Theocracy Lv1 (+10 cooperation, Higher effects from religious institutions, increased unrest from the destruction of holy sites or artifacts)
Precepts: Orbal Trinity - This culture revolves around the worship of three gods and follow their teachings. From the first god, Theo The Punisher, they learn that violence must be met with violence in order to ensure peace and stability, but it mustn’t be used against those who mean no harm. From the Second God, Evo the Forgiver, they learn that the Gods will bless those that worship them and forgive the sins of all who repent, and that spreading the faith is the greatest of virtues. From Api the Artist, they learn that since life is temporary, one must enjoy its beauty and craft artwork to immortalize themselves and to preserve their memory in this world. (+15% Defensive power, +15 to votes spreading this religion, allows for the building of special temples which increase stability and decrease unrest gain depending on how many resources were used to build them, starting offensive wars generates unrest, border friction with civilizations that don’t follow this religion is increased, the destruction of a temple causes stability loss depending on how many resources were used to build them)
Institutions: Orbal Trinity (+20% Defensive power, +5 cooperation)
Intelligence: 55 [Low-D rank]
Cooperation: 50 [Low-D rank]
Charisma: 30 [Mid-F rank]
Strenght: 20 [Low-F rank]
Agility: 10 [Low-F rank]
Endurance: 10 [Low-F rank]
Attunement: 75 [Mid-D rank]
Species
Meraedania orba
Name: Meraedania orba
Intelligence: 45
Cooperatopm: 35
Charisma: 30
Strenght: 20
Agility: 10
Endurance: 10
Attunement: 60
Size: 1m diameter
Pop Growth: 36%
Advantages:
Space and time bow to thee - the Orbs have Magic that controls SpaceTime, allowing them to manipulate the world around them as well as to move around in it - +20 to votes regarding space-time manipulation.
Magnificent mana artistry - +15 to attunement
Knowledge Absorption - Upon interacting with a new material/species/civilization/location for the first time, The Orbs can learn extra information about them that other species won’t discover without additional investigation, research, or interaction - +10 Intelligence, learn basic information about materials and species.
Disadvantages:
Theoxavian Gluttony - The Orbs consume lots of food to satiate their hunger - Higher food consumption
Apiloxian Impatience - The Orbs desire constant change in their environment and so unrest would grow if there is nothing new to be enjoyed - Needs to use resources per-pop in order to prevent unrest gain, how much pop a single resource can satisfy depends on the resource.
Description:
a magical living sphere that moves around by rolling itself or through its spacetime-manipulating magic. They have a bright gold coloration, but what exactly they’re made of is unknown.
Regions
Kianti
Stability: Neutral
Ring: Larmian
Enviroment: Hills
Kianti
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 4 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -35% Offensive power
Offensive power: 295
Defensive Power: 355
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools) [1 covers 350 pop]
Stone: [3/4] (1 used by Stone tools, 2 used to provide change for the population) [1 covers 550 pop]
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Erintromantra
Local event: None
Young erintromantrians work as the light of the suns shines on the land, as this goes on the elders ponder on what course of action they should decide to take.
[You have 2 votes]
More Info
Interveneer: @Doomlightning
Votes: 2
Leader: First Elder Council (+15 Intelligence, +10 agility) [1/3]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Gerontocracy Lv2 (+15 intelligence, +10 cooperation, Higher stability decrease, More vulnerable to assasinations and sudden leader deaths), Communal Lv1 (+15 cooperation, takes longer to reduce gained unrest)
Precepts: None
Institutions: None
Intelligence: 43 [High-F rank]
Cooperation: 59 [Mid-D rank]
Charisma: 32 [Mid-F rank]
Strength: 6 [Low-F rank]
Agility: 45 [High-F rank, Lowest-D rank]
Endurance: 60 [Mid-D rank]
Attunement: 5 [Low-F rank]
Species
Meimechounoima takraden (Chounoima)
Name: Meimechounoima takraden (Chounoima)
Attributes:
Intelligence: 28
Cooperation: 49
Charisma: 32
Strength: 6
Agility: 30
Endurance: 60
Attunement: 5
Size: ~33.333 cm
Pop Growth: 60%
Adv:
Magic Immunity - Immune to magic.
Compound Limbs - +15 agility, allows to settle in the majority of enviroments that don’t have extreme conditions, allows flight.
4-dimensional creature - Their body is actually in four dimensions and not three dimensions like everyone else and is able to experience them. Whatever is an obstacle to create three dimensions for them there is a way around it. They see the world in a strangely different way than usual (it’s not magic because it’s a real theory and there are some movies and games that describe how it looks at least) - +20% offensive power, lower deaths from battles against entities that don’t interact with the fourth dimension, allows access to special technologies.
Des:
Non-Magic Conductors - Impossible to use magic.
Interdimensional Aliens - No one else is able to understand what they mean and what they really look like, they are simply part of a completely different dimension, it is especially difficult to understand them if they are not also related to the 4th dimension. - -15 to any interaction with civilizations that don’t have any way to interact with the fourth dimension.
Description
A multidimensional species with a strange structure and unusual anatomy due to the complexity of an ordinary creature (three dimensions) it can be described as a creature with 4 pairs of complex limbs each of which has 4 symmetrical fingers and a particularly complex hand structure that is adapted to transition to any possible type of movement (swimming, flying, climbing [grasping ] and walking). Some say they have even more limbs hidden between dimensions, but the truth is that there are only 4 pairs of limbs that are simply very complex and coordinated.
They have a relatively hairy body that covers their entire body but under the hair are several layers of armored scales.
They have 2 pairs of chelicerae that are protected by a relatively long and wide beak-like mouth.
They have a long tail, body sails and a rough bump that can change its appearance on its face. All of this is used by them for communication (like lemurs), but because of the anatomical structure and the reality of multidimensional creatures, vocal communication is not a common thing to use among them and thus they are not able to produce complex sounds, but the physical communication makes up for it.
They have as many as 4 eyes in the front and a pointed and hairy ear.
Regions
Hadash
Stability: Neutral
Ring: Baroian
Enviroment: Subtropical Hills
Hadash
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -50% Offensive power, -70% Defensive power
Offensive power: 422
Defensive Power: 325
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
New London
Local event: None
After a finding a giant mushroom stem that fell creating a bridge to the mainland, it was confirmed that the seemingly perpetual rain is limited only to this island and it’s immediate surroundings, this caused many uruk-hai to start to get agitated at the thought that the rain might not actually be perpetual, althought the current warlord managed to lull their worries.
[You have 2 votes]
More Info
Interveneer: @zenzonegaming
Votes: 2
Leader: First Warlord (+25 agility, +10 attunement, +10 to exploration rolls)
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Expansionist Lv1 (+15 to votes creating new settlements, Higher border erosion with other civilizations), Belligerent Lv2 (+15% Offensive power, Lower unrest from wars, Higher unrest gain during peace periods)
Precepts: None
Institutions: None
Intelligence: 50 [Low-D rank]
Cooperation: 50 [Low-D rank]
Charisma: 50 [Low-D rank]
Strength: 40 [High-F rank]
Agility: 5 [Low-F rank]
Endurance: 40 [High-F rank]
Attunement: 5 [Low-F rank]
Species
Uruk-Hai
Name: Uruk-Hai
Attributes:
Intelligence: 50
Cooperation: 50
Charisma: 35
Strength: 40
Agility: 5
Endurance: 25
Attunement: 5
Size: 2,1 average
Pop Growth: 20%
Advantages:
Engineered weapons - Uruk-Hai possess a great regenerative capability and the average bloke can survive just about anything short of a decapitation if he gets lucky and there is a medic nearby to stitch him up. A few notable examples have even survived decapitation with only negligible brain damage. Due to their nature as having been created a soldier-race, the Uruk has a natural genetic memory which lends him not only innate understanding of combat techniques, but assists in childhood development. Particularly in the understanding of language. Slightly less commonly an Uruk can also receive genetic memories of weapon smithing, construction, and various sciences. - +15 endurance, +10% offensive power.
Shadow-born - Uruk-Hai, being creatures of the darkness, have a natural affinity for low-light environs, and receive a large boost to their stats when operating in gloomy areas. Whether it be the night or someplace deep underground. Their startling visage also inspires terror in their enemies, especially in locations without light. This natural affinity for the shadows also means that, while the Uruk does not typically carry much arcane potential within him, it is highly likely that the few proficient mages this race produces will have a large affinity for magics related to the shadows. Uruk-Hai possess natural dark-vision to allow them to see through the shadows in which they live. - +20 to votes regarding shadow magic.
Necessary alliances - Uruk-Hai recognize that they are not capable of everything, and that sometimes they must rely on assistance from others to meet their goals. This allows them to make close alliances and dare I say friendships with other goblinoid civilizations. They possess a natural affinity for goblinoids and can not only easily form pacts with them, but cooperate with greater efficiency. This natural affinity for other goblinoid civilizations allows Uruk-Hai nations to not only easily form pacts but cooperate with their allies efficiently and productively. - +15 charisma, counts as goblinoid.
Disadvantages:
Heliophobia - will begin to burn if exposed to direct UV light. The Uruk will die anytime between ten seconds and several minutes depending on the intensity of the light. Due to this Uruks have an instinctual fear of the sun and are reluctant to go out in daylight even when protected. - Military debuff during day time, gets killed from by a strong enough light.
Xenophobia - Uruk-Hai foster an extreme hatred of non-goblinoid races, as well as a general disdain for those who do not worship their dark gods. - -15 to friendly interactions with non-goblinoids.
Description:
A stark race of warriors created long ago on another world by ingenious sorcerers and scientists, who possessed not only knowledge of the arcane but knowledge of machines and genetics as well. However these learned peoples did not quite possess an affinity towards violence, and so nearly went extinct when a militarily advanced nation decided that it deserved more territory; and deemed the magically abundant Southern Lands to be an adequate morsel.
There was only one response available to the desperate republic, as their magics – while powerful – did not overlay with warfare. A new race would be created to defend their borders and their citizens from the encroaching legions.
They knew that it would sacrifice everything they stood for, and belgium their souls for daring to undertake such vile measures, but those reasonable voices were either silenced or kept in the dark as men willing to do anything for their people plunged into the darkness – eyes fully open and understanding.
There were many attempts to create the answer to their issues, producing many failed specimens doomed to a brief life of pain and misery. The experiments were hastened far beyond what even a madman would call reasonable, for within the month their capital was already under siege.
Finally their salvation came to them in the creation of a single stable specimen dubbed Ransom. Born of an orcish mother forcibly given human seed and subjected to nearly a hundred different magics and potions in order to speed the pregnancy and alter the boy.
He was a born fighter, strong, virile, and possessing a brutal cunning as well as the intelligence to keep it hidden from his masters.
Ransom would not be enough to turn the tide of the war by himself however, prompting the mage-lords to repeat the process again and again and again, using their first successfully subject as a template.
The soldiers – dubbed Uruk-Hai – streamed out of the capital building armed and armored with the finest equipment available, and managed to turn the tide of the war just when it seemed hopeless for the scholar people.
Great parades and feasts scheduled to last for weeks were held across the republic as the invaders finally surrendered three years later, giving their would-be subjects great swathes of their own land and treasury as reparations. But the celebrations were cut short as their own armies, having been trained and hardened in the cauldron of war, turned from the republic’s new borders and marched to the capital under the banner of their warlord Ransom.
All at once the protectors became the things which made protection necessary, the people’s saviors became the people’s doom, and slave became master.
Once Ransom sat upon the ivory throne of the former republic he made an immediate stop to the killing. The decision was not made out of any sense of right or wrong, but simply because they would require a token population of people who understood how to run a society while the Uruk-Hai as a race adapted to professions other than military. Once their population had grown and skilled Uruk craftsmen had been trained, those few mages who survived were unceremoniously slaughtered.
And thus was not only the demise of the Varangian Republic, but the birth of the Dusklönd belgium.
Regions
New London
Stability: Neutral
Ring: Dralia
Enviroment: Perpetual Rain Island
New London
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: +25% offensive power
Offensive power: 975
Defensive Power: 630
Units:
50 Hunters (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunters (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
The Emerald Army
Local event: None
The suns rise from the horizon, and a wave of frenetic pride emerges through the entire settlement as the green sun emerges, the fact that one of the suns is the same color as the goblins is clearly a sign of their superiority. As the warlord looks at the suns, they look back… But it surely is just a false impression, and he dismisses that feeling as he proceeds to think on what to do.
[You have 2 votes]
More Info
Interveneer: @Centarian
Votes: 2
Leader: First Warlord (+25 Agility, +4 Rounds to the “Bloodthirsty” Disadvantage time counter, +10 attunement) [1/4]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Species Supremacist Lv1 (Wars against “lower” species cause less unrest gain, -15 to friendly interactions with “lower” species), Genocidal(non-goblinoid) Lv1 (+15 to votes killing non-goblinoids (doesn’t influence battle votes), killing non-goblinoids decreases unrest, having non-goblinoids in controlled territory generates unrest)
Precepts: Ultranationalism - This culture values its nation above all others; it will do anything to make sure for its nation to exert control over others. (+25 cooperation, +25 to votes that involve coercing other civilizations, -15 to friendly interactions with other civilizations, not holding some sort of control over neighbouring civilizations for too long causes stability to decrease and eventually generates unrest, defensive wars generate no unrest)
Institutions: None
Intelligence: 5 [Low-F rank]
Cooperation: 85 [High-D rank]
Charisma: 25 [Mid-F rank]
Strenght: 25 [Mid-F rank]
Agility: 10 [Low-F rank]
Endurance: 25 [Mid-F rank]
Attunement: 60 [Mid-D rank]
Species
Goblin
Name: Goblin
Attributes:
Intelligence: 5
Cooperation: 60
Charisma: 25
Strenght: 25
Agility: 10
Endurance: 25
Attunement: 60
Size: 1 meter
Pop Growth: 56%
Advantages:
Breed like rabbits - +20% population growth
Goblinoid - +20 to votes involving friendly interactions with civilizations that are mainly composed of goblinoid species.
Monkey see monkey do - +20 to replicating technology or magic; doesn’t get a vote penalty if trying to replicate technology or magic without running espionage first, espionage instead boosts replication votes.
Disadvantages:
Extremely racist - -20 to votes involving friendly interactions with civilizations that aren’t mainly composed of goblinoid species.
Bloodthirsty - Unrest gain if no fighting happens for 8 consecutive rounds (infighting can only set this back for a short period of time).
Description:
They are a surprisingly cooperative and bloodthirsty species that is usually nomadic in nature. They usually roam in bands of around 1000 but recently seem to have been gathering for something big.
They are about 1 meter tall and can have a skin color that ranges from a greenish yellow to a blue-grey, though most have simple green skin. They are humanoid in nature, and find enjoyment out of slaughtering their enemies
Regions
Brooknar
Stability: Neutral
Ring: Dralian
Enviroment: Temperate Forest
Brooknar
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -40% Offensive power, -40% defensive power
Offensive power: 363
Defensive Power: 363
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 23:16 04/11/2023Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
The Lohendral Commune
Local event: None
Many are one, one is many; this is how it was under the moons, this is how it is under the suns. The commune proceeds as usual, and all of them are now left to ponder: What is it that the collective would do?
[You have 2 votes]
More Info
Interveneer: @Nonametoseehere
Votes: 2
Dominant Thought Current: First Current (+15 agility, +15 attunement, +10 to exploration votes) [1/6]
Collective Population: 1000
Alerts: None
Unrest:
Attributes, Culture and Institutions
Memes: Expansionist Lv1 (+15 to votes creating new settlements, Higher border erosion with other civilizations), Isolationist Lv1 (Enemy espionage is less likely to succeed, gain unrest from excessive interaction with other civilizations)
Precepts: Communal Thoughts - This culture is so collectivist that it lacks the very concept of an individual and it acts in a way akin to that of a living organism. (The magnitude of votes that use pure cooperation is decreased, chance of separationist states appearing is decreased, higher unrest gain from votes and culture votes that stray too much from cultural norm)
Institutions: None
Intelligence: 60 [Mid-D rank]
Cooperation: 60 [Mid-D rank]
Charisma: 45 [High-F rank, Lowest-D rank]
Strength: 20 [Low-F rank]
Agility: 20 [Low-F rank]
Endurance: 10 [Low-F rank]
Attunement: 40 [Low-F rank]
Species
Lohendral
Name: Lohendral
Attributes:
Intelligence: 60
Cooperation: 40
Charisma: 20
Strength: 20
Agility: 20
Endurance: 10
Attunement: 40
Size: About 3 meters long on average.
Pop Growth: 18%
Advantages:
Telepathic - They can read each others minds, allowing them to form a a very cohesive society with no secrecy. - +20 cooperation, decreasing unrest is easier.
Minor mind control - They can influence the thoughts of anyone to like them more. - +25 charisma, culture votes are more effective.
Disadvantage:
Otherworldly Hunger - They feed off of magic itself, requiring them to eat magical plants and animals, this forces them into the inner rings until they have the technology to harvest magic from the world itself. - Higher food consumption in low mana areas.
Description:
The Lohendral are long, semi-transparent creatures covered in large feathers, they have many small, nearly invisible eyes covering their body, 6 arms hanging off of their body, and use magic to fly far above the ground. They typically form small groups, drifting through the air looking for anything that will allow them access to magic, so they can feed. They are very friendly to other intelligent creatures, but if attacked, they will attempt to signal as many other Lohendral as they can, and will relentlessly fight the attacker(s).
Regions
Havonchir
Stability: Neutral
Ring: Kaetelian
Enviroment: Forest
Havonchir
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: +20% Offensive power, +20% defensive power
Offensive power: 666
Defensive Power: 546
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
The Order of Cation
Local event: None
Pheromones fill the caverns, new stories layered over stories of old. The odd sun rays entering the cave entrances, yet they don’t disturb the catians, as the technocrats ammass themselves in a room that exudes with even more layers of pheromones than usual from the amount of discourse that has been conducted in it, they start to discuss yet again what course of action they should take.
[You have 2 votes]
More Info
Interveneer: @CatSquared
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [1/4]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Technocracy Lv1 (+15 Intelligence, +5 Cooperation, Higher Stability decrease), Belligerent Lv 1 (Lower unrest from wars, Higher unrest gain during peace periods)
Precepts: Pheromonic Tapestry - This culture utilizes a vast and complex usage of intricate pheromonic messages to communicate with eachother. (+20 cooperation, +10 intelligence, -15 to political interactions with other species)
Institutions: None
Intelligence: 85 [High-D rank]
Cooperation: 80 [High-D rank]
Charisma: 15 [Low-F rank]
Strength: 30 [Mid-F rank]
Agility: 30 [Mid-F rank]
Endurance: 30 [Mid-F rank]
Attunement: 15 [Low-F rank]
Species
Casharlyth
Name: Casharlyth
Attributes:
Intelligence: 40
Cooperation: 40
Charisma: 15
Strength: 30
Agility: 30
Endurance: 30
Attunement: 25
Size: 50cm
Pop Growth: 60%
Advantages:
Eusociality - +15 Cooperation
Emergence - +20 Intelligence
Fast growth - +20% population growth
Disadvantages:
Scientificness - -10 Attunement
Hostility - -15 for friendly interactions with other species.
Description: Casharlyth are large ant-like insects with hind legs, front arms, and an extra pair of limbs that can serve as either. They are omnivorous and eusocial, allowing them to carry out large tasks with cooperation. They have set rules in society, with a queen and workers like an ant colony. They are extremely intelligent, but because of that intelligence distrust magic. They live in tunnels in the mountains and are very hostile to other races.
Regions
Rargornfardar
Stability: Neutral
Ring: Baroian
Enviroment: Mountain cave system
Rargornfardar
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -50% offensive power, -50% defensive power
Offensive power: 403
Defensive Power: 403
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
The United Bontopian Coalition
Local event: None
The bontorps proceed to proceed their morning as usual, they wake up at the most optimal time and perform their activities in the most optimal way they know; so do the technocrats do, as they meet in the center of Nomilans in order to discuss what course of action the coalition should follow.
[You have 2 votes]
More Info
Interveneer: @Bontopia13
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [1/4]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Technocracy Lv1 (+15 Intelligence, +5 Cooperation, Higher Stability decrease), Communal Lv1 (+15 cooperation, unrest takes longer to reduce gained unrest)
Precepts: Summa Efficientia - This culture always strives to reach the maximum state of efficency, althought this can sometimes cause them to use more resources. (All physical assets and techniques of this civilization have a 30% increase in their effect but cost more resources)
Institutions: None
Intelligence: 75 [Mid-D rank]
Cooperation: 75 [Mid-D rank]
Charisma: 20 [Low-F rank]
Strength: 10 [Low-F rank]
Agility: 25 [Mid-F rank]
Endurance: 35 [Mid-F rank]
Attunement: 5 [Low-F rank]
Species
Bontorps
Name: Bontorps
Attributes:
Intelligence: 60
Cooperation: 55
Charisma: 20
Strength: 10
Agility: 25
Endurance: 35
Attunement: 5
Size: 80 cm
Pop Growth: 56%
Advantages:
semi-Hivemind - They have evolved a semi-Hivemind to share intelligence and information easier. - +15 Cooperation
Spores - They Release spores when they reproduce, so they can be incubated to grow up faster - +20% population growth
Harmonic - They rarely get into conflict as they see it as a distraction to there goals - Lower Unrest Gain
Disadvantages:
Magic Vulnerability - They are Vulnerable to magic as it gives them alot of stress and in high dosage can shut there brain off - Higher deaths from magic, enemy magic units have a power boost.
Hungry - They have to eat more to support there brain - Higher food consumption
Description: Bontorps are a group of fungus about 60 cm in height that live in close-knit communities, displaying a surprising level of intelligence. Despite their mental acuity, they are physically frail, possessing minimal strength and agility. Their semi-Hivemind allows for seamless information sharing, fostering a cooperative nature among them. Bontorps release spores during reproduction, expediting population growth. However, they are particularly susceptible to magic, which induces stress and can even incapacitate them. Additionally, their heightened mental activity demands increased nourishment. This harmonious species prioritizes peace and eschews conflict, considering it a needless diversion.
Regions
Nomilans
Stability: Neutral
Ring: Baroian
Enviroment: Savannah
Nomilans
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -40% offensive power, -40% defensive power
Offensive power: 378
Defensive Power: 468
Units:
50 Hunters (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunters (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Stone: [1/3] (1 used by Stone tools)
Wood: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Violaceunegans
Local event: None
The dawn arrives, and some violaceinegans are already awake and performing their morning activities; as the suns arise, they take a moment to witness the rising of the violet sun as it is always a special moment for them, to think that there could ever be something so great that has such a trait in common with them…
[You have 2 votes]
More Info
Interveneer: @aah31415
Votes: 2
Leader: semi-democratic elder council (+15 Cooperation, +15 Intelligence) [1/4]
Collective Population: 1000
Alerts: None
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Honesty Lv1 (+15 Cooperation, Lower Unrest Gain, Higher chance of enemy espionage succeeding)
Precepts: Violet Subspecies (Shellcorae particuale) - This species is divided in severeal subspecies, this civilization is composed of the purple variant. (Allows use of “Pure Negative Energy Usage” advantage, +10 Cooperaton)
Institutions: None
Intelligence: 30 [Mid-F rank]
Cooperation: 60 [Low-D rank]
Charisma: 30 [Mid-F rank]
Strenght: 5 [Low-F rank]
Agility: 55 [Low-D rank]
Endurance: 35 [Mid-F rank]
Attunement: 40 [High-F rank]
Species
Shellcorae particuale
Name: Shellcorae particuale
Attributes:
Intelligence: 30
Cooperation: 30
Charisma: 30
Strenght: 5
Agility: 40
Endurance: 35
Attunement: 40
Size: 1 meter
Pop Growth: 36%
Advantages:
Temporary Death - -90% deaths from battles against enemies that don’t use magic, -55% deaths from battles against enemies that use magic that isn’t specialized for killing this species.
Pure Energy Usage - +10 to votes that involve increasing energy in a system, allows use of special magic
Flying - +15 agility
Pure Negative Energy Usage (Violet subspecies only) - +20 to votes that involve decreasing energy in a system, allows use of special magic (only aviable with the Violet Subspecies precept)
Disadvantages:
Extremely Weak Physical Resistance - -50% defensive power
Sense of Vision Only - -10 to votes searching for something
In-State Conflicts - higher unrest gain
Description:
Shellcorae Particuale is a strange quasi-species of “organisms” made up from microscopic, self-assembling particles. The particles need to consume minerals to reproduce and harvest energy from surroundigs to continue functioning, if they do not consume magic, then they’ll end up turning into regular material.
The “Shellcores”, as they are called, are divided into 7 subspecies:
-Blue/Navy, which bears the Abiotic attribute, known from staying dormant most of the time.
-Cyan/Azure, which bears the Positive Energy attribute, known from having advanced technology.
-Green/Verdant, which bears the Resistance attribute, known from lying and spreading propaganda.
-Yellow/Olive, which bears the Biotic attribute, known from living in anarchistic society.
-Red/Crimson, which bears the Imperial attribute, known from raising collosal structures.
-Purple/Violet, which bears the Negative Energy attribute, known from spreading the word of truth.
-White/Colorblind, which bears the Diplomatic attribute, known from not caring about color of the Shellcores.
All Shellcores share the same “Core” and “Parts” blueprints, so they may look the same if they wish to.
Particles are only bond by magic, so if you shoot thru a Shellcore with an arrow, it will instantly “kill” it. Because of that, Shellcores never engage in physical combat, no matter the situation.
However, death isn’t the same for Shellcores as it is for Humans (for example). After “dying”, Shellcores will reassemble into a near-invisible cloud of particles, and subcounciosly reassembly into their more physical form at the nearest place they deem to be safe. Shellcores can only really die if they run out of magic, particles, or some vicious spell is used on them.
Shellcore have the ability of harvesting their own “Shell” layer (the layer whose main purpose is to protect the more delicate “Core”) and then, thru engineering which is second-nature to them, turning it into parts they can attatch to themselves in order to become stronger. Parts can be specialized for weaponry, abilities (such as temporary speed increase), drone spawns or passive abilities (such as speed increasement).
Shell can combine parts of Shell and an artificially-made Core in order to make Drone Blueprints, which will suck in any Shellcore particles from the surroundings and create a minion used in fighting and carrying resources - drones.
Shellcores cannot reproduce like the organisms of Earth, so they use another method - by producing enough particles and increasing their density in specific area, they can force the particles to assemble into a brand-new Shellcore.
Regions
Veriturbs
Stability: Neutral
Ring: Larmian
Enviroment: Steppe
Veriturbs
Settlement Type: Village
Population: 1000
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: -40% Offensive power, -70% Defensive power
Offensive power: 483
Defensive Power: 332
Units:
50 Hunters (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunters (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
Stone: [1/3] (1 used by Stone tools)
Wood: [1/3] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Yes, the round is big enough to warrant 3 separate posts.
vote 1: train 30 members of the population to be military units
vote 2: train 10 military units to patrol up near the canopy around the settlement so they can spear any threat and report the location of the threat to the other military units if it’s too powerful for them to take on alone
just for clarification and me not feeling like i described it wrong what i meant by this
is that they can produce the same amount of glucose per unit of surface area as an earth plant in the middle of a sunny day, while having the only light source be a small rock with a moderately strong aura of “eat belgium and perish” energy
- Develop agriculture (or, if I can’t for any reason, better methods of getting food).
- Build a place to store resources.
Vote 1: Survey the traversal patterns of the local wildlife.
Vote 2: Find a means of food preservation.
V1: Find a place where metal ores and magic ores exist
V2: Create a basic education system
‘But we must-’
‘But we have to-’
‘Our primary goal is to-’
‘Silence!’
The Supreme Chancellor walks in.
Votes:
- Train a battalion of swarmlings to hunt for food in the forest.
- Expand the mines into the mountains.
military power, population, and attributes of different societies'
please note that the stats in here are not the only thing that affects your chances of victory, though, it is likely that having enough of an agility advantage over someone will make them unable to hit you without performing a sneak attack and make their ability to dodge you heavily decreased
agepta
population: 1000
Intelligence: 45 [High-F rank, Lowest-D rank]
Cooperation: 45(+15) [High-F rank, Lowest-D rank]
Charisma: 55 [Low-D rank]
Strength: 30 [Mid-F rank]
Agility: 50(+20) [Low-D rank]
Endurance: 30 [Mid-F rank]
Attunement: 20 [Low-F rank]
offensive power: 773
defensive power: 773
Alliance of the Stars(AotS)
population: 1000
Intelligence: 35 [Mid-F rank]
Cooperation: 40 [High-F rank]
Charisma: 10(+20) [Low-F rank]
Strength: 32 [Mid-F rank]
Agility: 48(+15) [Low-D rank]
Endurance: 30 [Mid-F rank]
Attunement: 30 [Mid-F rank]
offensive power: 1784
defensive power: 1861
Children of Cthulhu(CoC)
population: 1000
Intelligence: 40 [High-F rank]
Cooperation: 10(+25) [Low-F rank]
Charisma: 20 [Low-F rank]
Strength: 20 [Low-F rank]
Agility: 75 [Mid-D rank]
Endurance: 35 [Mid-F rank]
Attunement: 40(+10) [Mid-F rank]
offensive power: 1230
defensive power: 1380
City of Ga(CoG)
population: 1000
Intelligence: 35 [Mid-F rank]
Cooperation: 45 [High-F rank, Lowest-D rank]
Charisma: 35 [Mid-F rank]
Strength: 30 [Mid-F rank]
Agility: 30 [Mid-F rank]
Endurance: 55 [Low-D rank]
Attunement: 10 [Low-F rank]
offensive power: 721
defensive power: 896
Corhan Hunters(CH)
population: 1000
Intelligence: 25 [Mid-F rank]
Cooperation: 45 [High-F rank, Lowest-D rank]
Charisma: 15 [Low-F rank]
Strength: 60 [Mid-D rank]
Agility: 65 [Mid-D rank]
Endurance: 60 [Mid-D rank]
Attunement: 5 [Low-F rank]
offensive power: 2782
defensive power: 2411
Endegalra
population: 1000
Intelligence: 55 [Low-D rank]
Cooperation: 50(+15) [Low-D rank]
Charisma: 30 [Mid-F rank]
Strength: 20 [Low-F rank]
Agility: 10(+20) [Low-F rank]
Endurance: 10 [Low-F rank]
Attunement: 75 [Mid-D rank]
offensive power: 295
defensive power: 355
Erintromantra
population: 1000
Intelligence: 43(+15) [High-F rank]
Cooperation: 59 [Mid-D rank]
Charisma: 32 [Mid-F rank]
Strength: 6 [Low-F rank]
Agility: 45(+10) [High-F rank, Lowest-D rank]
Endurance: 60 [Mid-D rank]
Attunement: 5 [Low-F rank]
offensive power: 422
defensive power: 325
New London(NL)
population: 1000
Intelligence: 50 [Low-D rank]
Cooperation: 50 [Low-D rank]
Charisma: 50 [Low-D rank]
Strength: 40 [High-F rank]
Agility: 5(+25) [Low-F rank]
Endurance: 40 [High-F rank]
Attunement: 5(+10) [Low-F rank]
offensive power: 975
defensive power: 630
The Emerald Army(TEA)
population: 1000
Intelligence: 5 [Low-F rank]
Cooperation: 85 [High-D rank]
Charisma: 25 [Mid-F rank]
Strength: 25 [Mid-F rank]
Agility: 10(+25) [Low-F rank]
Endurance: 25 [Mid-F rank]
Attunement: 60(+10) [Mid-D rank]
offensive power: 363
defensive power: 363
The Lohendral Commune(TLC)
population: 1000
Intelligence: 60 [Mid-D rank]
Cooperation: 60 [Mid-D rank]
Charisma: 45 [High-F rank, Lowest-D rank]
Strength: 20 [Low-F rank]
Agility: 20(+15) [Low-F rank]
Endurance: 10 [Low-F rank]
Attunement: 40(+15) [Low-F rank]
offensive power: 666
defensive power: 546
The Order of Cation(tOoC
population: 1000
Intelligence: 85 [High-D rank]
Cooperation: 80(+10) [High-D rank]
Charisma: 15 [Low-F rank]
Strength: 30 [Mid-F rank]
Agility: 30(+25) [Mid-F rank]
Endurance: 30 [Mid-F rank]
Attunement: 15 [Low-F rank]
offensive power:
defensive power:
The United Bontopian Coalition(tUBC)
population: 1000
Intelligence: 75 [Mid-D rank]
Cooperation: 75(+10) [Mid-D rank]
Charisma: 20 [Low-F rank]
Strength: 10 [Low-F rank]
Agility: 25 [Mid-F rank]
Endurance: 35(+25) [Mid-F rank]
Attunement: 5 [Low-F rank]
offensive power: 378
defensive power: 468
Violaceunegans
population: 1000
Intelligence: 30(+15) [Mid-F rank]
Cooperation: 60(+15) [Low-D rank]
Charisma: 30 [Mid-F rank]
Strength: 5 [Low-F rank]
Agility: 55 [Low-D rank]
Endurance: 35 [Mid-F rank]
Attunement: 40 [High-F rank]
offensive power:
defensive power:
template
[details="template"]
population: 1000
---
Intelligence:
Cooperation:
Charisma:
Strength:
Agility:
Endurance:
Attunement:
---
offensive power:
defensive power:
[/details]
Vote 1: Hunt
Vote 2: Hunt some more
If you didn’t notice I like food.
You don’t need to use votes to produce food, it is automatic each round, althought your votes would boost your food production for the next round and a few of the successive rounds too if you are lucky.
V1: explore the surrounding area in search of any interesting materials
V2: look for and collect more stone