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