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