Yes please I need a new round.
Not just you, I think everyone here would like a new round.
poll time
- wait
- donât wait
@willow , is your civ species based on an alien creature from a certain movie?
Also, when I first saw the Londorion thread I thought that it would have something to do with London.
surprisingly, my species isnât based off of anything except maybe slenderman and an ascension perk from my game but turned into a curse
Over half of players of this FG have voted to end the wait so far⌠Do we need just the majority or do all need to agree on ending the wait (meaning that just one could veto it)?
New round is coming soonâ˘
Round 2
Agepta
Local event: None
vote 1: invent agriculture. (grain for attracting mice) - Failure (Magnitude: D) (Luck: 12) (Intelligence, Agility)
vote 2: invent animal husbandry (livestock for food) - Success (Magnitude: D) (Luck: 16) (Intelligence, Agility)
Some felideans have been sent to perform a survey of the nearby area, they found a spindly plant that is taller than them and that produces edible red grains growing in the shallow parts of the river waters, they also found a swift, tall bipedal beast that has probiscis-like lips and a short fur.
There have been attempts to move the plants nearer to Murauwa, but they have failed, some felidians managed to make the beasts follow them and keep them near the . The beasts also seem to use their front limbs to carry their young and they lay sizable eggs, they could also be strong enough to carry a felidean on their backâŚ
Discovered: Tall grain producing plant, Fast short furred bipedal animal with proboscid-like lips
Technology: Animal husbandry
Pop growth: +502 (50,2% average)
More Info
Interveneer: @sci0927
Votes: 2
Leader: First Elder Council (+15 cooperation, +20 agility) [2/5]
Collective Population: 1502
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
Pop growth: 50,2%
Murauwa
Settlement Type: Village
Population: 1502
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, Animal husbandry
Magic: None
Civilizations
None
Animals and Plants
Animals: Fast short furred bipedal animal with proboscid-like lips
Plants: Tall grain producing plant
Children of Cthulhu
Local event: None
vote 1: train 30 members of the population to be military units - Success (Magnitude: F) (Luck: 13) (Cooperation-Strenght)
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 itâs too powerful for them to take on alone - Success (Magnitude: F) (Luck: 3) (Agility)
New hunters have been trained and sent to scout the nearby area, they found clay and gypsum close to enough Silvopidom to be easily harvested but they also got attacked by a creature severeal times their size that followed them back to the settlement, the beast managed to wreak havoc before being driven off.
Discovered: [Clay], [Gypsum], large black creature
Military: +40 hunters
Deaths: 60 from Silvopidom
Unrest: +30
Pop growth: +98 (9,75% average)
More Info
Interveneer: @willow
Votes: 2
Leader: First Chief (+25 cooperation, +10 attunement) [2/4]
Collective Population: 1038
Alerts: None
Unrest: 30/1000
Attributes, Culture and Institutions
Memes: Artistry Lv1 (Faster Unrest Decrease, higher resource usage), 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 thatâs 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 âeat belgium and perishâ 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
Pop growth: 9,75%
Silvopidom
Settlement Type: Village
Population: 1038
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 3 [Clay], 2 [Gypsum]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Resources and Military
Power modifiers: None
Offensive power: 1230
Defensive Power: 2484
Units:
50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
90 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)
Clay: [0/3]
Gypsum: [0/2]
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: Large black creature
Plants: None
City of Ga
Local event: None
Vote 1: Pastoralism (they donât tame a herd its more they guard herds and pick off the weak or stragglers of the herd while offering protection) - Success (Magnitude: F) (Luck: 15) (Intelligence, Agility)
Vote 2: Explore the local area - Success (Magnitude: F) (Luck: 2) (Agility)
Scouts have searched the nearby area and found flint and deposits of clay, in addition to that they also found a large herd of tall, spindly hexapods covered in blue feathers. A bunch of land hunters have decided to spend time following the herd and taking the weaker members of it as food.
Discovered: [Flint], [Clay], Spindly hexapods covered in blue feathers
Technology: Pastoralism
Pop growth: +679 (67,9% average)
More Info
Interveneer: @Cha
Votes: 2
Leader: First Elder Council (+20 agility, +10 intelligence, +10 to exploration rolls) [2/4]
Collective Population: 1679
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
Tâka
Name: Tâka
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, itâs more difficult for civilizations that donât have Tâka to conduct espionage on civilizations composed mainly of Tâka.
Semi aquatic - Tâka 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 wouldât be possible if their werenât 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 âProlificâ is active for each settlement only if special nesting buildings are built according to the settlementâs population, 1 nesting building can support 5000 population.
You colourblind or something? - While Tâka 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 Tâka is vibrant and full of life. - -10 charisma with non Tâka civilisations
Description: Tâka 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 âvibrantâ 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 donât 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
Pop growth: 67,9%
Ga
Settlement Type: Village
Population: 1679
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Flint], 4 [Clay]
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)
Flint: [0/2]
Clay: [0/4]
Knowledge
Technology: Fire, Stone tools, Lenguage, Pastoralism
Magic: None
Civilizations
None
Animals and Plants
Animals: Spindly hexapods covered in blue feathers
Plants: None
Corhan Hunters
Local event: None
Vote 1: Survey the traversal patterns of the local wildlife. - Success (Magnitude: F) (Luck: 10) (Agility)
Vote 2: Find a means of food preservation. - Failure (Magnitude: F) (Luck: 7) (Intelligence)
Some hunters have been been exploring the nearby desert in order to find out more about the prey that inhabits it, althought they didnât find much, they managed to find out about a small beaked octopedal creature with short fur during the dusk, which is the time in which they seem to be most active. On their way back to Noka Corh they also encountered a patch of limestone that is relatively near the settlement.
After a substantial amount of food had been bought, some dullahans tried to find ways to make it last the surplus a greater lenght of time in order to consume it later, but they were unsucessfull.
Discovered: [Limestone], small beaked octopedal creature with short fur
Pop Growth: +181 (18% average)
More Info
Interveneer: @MisterMustachio
Votes: 2
Leader: First Hunter Council (+15 stenght, +10 intelligence) [2/7]
Collective Population: 1181
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 cultureâs 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 itâs 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
Pop growth: 18%
Noka Corh
Settlement Type: Village
Population: 1181
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Limestone]
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)
Limestone: [0/2]
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: Small beaked octopedal creature with short fur
Plants: None
Endegalra
Local event: None
Vote 1: explore the surrounding area in search of any interesting materials - Success (Magnitude: F) (Luck: 18) (Agility)
Vote 2: look for and collect more stone - Success (Magnitude: F) (Luck: 13) (Cooperation)
Under order of the archbishop an exploration team was assembled in order to survery the terrain for resources, after ten days and nine nights they returned bearing news of what they found:
First they found a silver-grey metal, Iridium, and a preliminary examination of it revealed them that it is a material highly resistant to corrosion; althought it is close to Kianti, they lack the capability of extracting and working the metal, so it remains inaccessible.
Second they found Saturnium, a strange swirling yellow-brown liquid, which at a closer examination revealed itself to actually be a solid. When they tried to gleam into itâs properties they were assaulted by a torrent of information from things that could happen in the near future. Apparently it is capable of predicting the future. This material is too far from Kianti to be harvested, and even then they donât have the capabilities to extract it.
Finally, they found tin when returning to Kianti.
A few of the lower ranking bishops have been conducting an operation to expand the amount of aviable stone for use, successfully creating a few stone mines.
Discovered: [Iridium], [Saturnium], [Tin]
Change: Kianti stone production increased to 6
Pop growth: +237 (23,7% average)
More Info
Interveneer: @TeaKing
Votes: 2
Leader: First Archbishop (+15 cooperation, +20 agility, +15 to exploration rolls) [2/4]
Collective Population: 1237 (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 mustnât 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 donât 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 wonât 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 theyâre made of is unknown.
Regions
Kianti
Stability: Neutral
Ring: Larmian
Enviroment: Hills
Pop growth: 23,7%
Kianti
Settlement Type: Village
Population: 1237
CC: Infinite
Resources Produced: 3 [Wood], 6 [Stone], 3 [Iridium]
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: [3/6] (1 used by Stone tools, 2 used to provide change for the population) [1 covers 550 pop]
Iridium: [Incapable of extracting it]
Saturnium: [Too far from any settlement, Incapable of extracting it]
Tin: [Incapable of extracting it]
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Erintromantra
Local event: None
Vote 1: hunt time, need to know what food have - Success (Magnitude: F) (Luck: 5) (Strenght, Agility)
Vote 2: Start trying to maintain a profession based on chiseling - Success (Magnitude: F) (Luck: 10) (Intelligence)
Some chounoima have spent time thinkering with the stones that they had avilable, and managed to develop a technique that allows them to shape it into certain forms. Meanwhile, another group went out to hunt, they discovered an hexapod covered in beutiful feathers that is about the same size as a chounoima, it had four wings and a long tail with a stinger at its end but they managed to kill a few of them; unfortunately an enourmous (in comparison to a chounoima) scaled hexapod found them and started using its three tounges to steal the prey, but the hunters managed to escape.
Discovered: Flying feathered hexapod with a stinger, Scaled hexapod with three long toothed tounges
Technology: Sculpting
Pop growth: +820 (81,9% average)
More Info
Interveneer: @Doomlightning
Votes: 2
Leader: First Elder Council (+15 Intelligence, +10 agility) [2/3]
Collective Population: 1820
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 donât 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 (itâs not magic because itâs 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 donât 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 donât 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
Pop growth: 81,9%
Hadash
Settlement Type: Village
Population: 1820
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, Sculpting
Magic: None
Civilizations
None
Animals and Plants
Animals: Flying feathered hexapod with a stinger, Scaled hexapod with three long toothed tounges
Plants: None
New London
Local event: None
Vote 1: develop agriculture. - Failure (Magnitude: D) (Luck: 10) (Intelligence, Agility)
Vote 2: develop fishing techniques. - Success (Magnitude: F) (Luck: 5) (Intelligence)
While seaching for food some uruk-hai have found a red mushroom that seems to be edible, but attempts to grow it have failed. Other uruk-hai have started using spears in order to hunt fish from the shallow parts of the river, but as they were spear fishing they were attacked by a long serpentine animal that jumped from the water and smashed some of the uruk-haiâs heads before using itâs fins to crawl back to the river with the bodies.
Discovered: Red mushroom, Leathery serpentine amphibian thing
Technology: Spear fishing
Death: 15 from New London
Unrest: +2
Pop growth: +261 (26,1% average)
More Info
Interveneer: @zenzonegaming
Votes: 2
Leader: First Warlord (+25 agility, +10 attunement, +10 to exploration rolls) [2/6]
Collective Population: 1249
Alerts: None
Unrest: 2/1000
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 â while powerful â 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 â 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 â dubbed Uruk-Hai â 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 republicâs 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 peopleâs saviors became the peopleâs 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 DusklĂśnd belgium.
Regions
New London
Stability: Neutral
Ring: Dralian
Enviroment: Perpetual Rain Island
Pop growth: 26,1%
New London
Settlement Type: Village
Population: 1249
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, Spear fishing
Magic: None
Civilizations
None
Animals and Plants
Animals: Leathery serpentine amphibian thing
Plants: Red mushroom
The Emerald Army
Local event: None
Vote 1: Hunt - Failure (Magnitude: F) (Luck: 19) (Strenght, Agility)
Vote 2: Hunt some more - Success (Magnitude: F) (Luck: 14) (Strenght, Agility)
The warlord has ordered for a great hunt to be conducted, an immense amount of hunters mobilized and moved all throught the forests in search for prey: after some time to search they found a group of very large octopods with a short fur and a large beak, they looked very succulent so the hunters immediately moved to pounce on them, but as they were about to hit them⌠A wall of earth emerged from the ground blocking the attack! And a bright light shone on the hunters, disorienting them. After some time they understood what happened: The prey used magic to defend itself, but it didnât cause anyone to die or even get injured; the hunter went to attack again, this time with the knowledge of their preyâs magic which allowed them to easily kill them.
After the corpses were brought back to Brooknar, it was found out that they are very tasty, which caused some hunters to start actively hunting them more often.
Discovery: Octopods with short fur and a large beak capable of using magic
Alert: Food production Boost [1/2 turns]
Pop growth: +785 (78,4% average)
More Info
Interveneer: @Centarian
Votes: 2
Leader: First Warlord (+25 Agility, +4 Rounds to the âBloodthirstyâ Disadvantage time counter, +10 attunement) [2/4]
Collective Population: 1785
Alerts: Food production Boost [1/2 turns]
Unrest: 0/1000
Attributes, Culture and Institutions
Memes: Species Supremacist Lv1 (Wars against âlowerâ species cause less unrest gain, -15 to friendly interactions with âlowerâ species), Genocidal(non-goblinoid) Lv1 (+15 to votes killing non-goblinoids (doesnât 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; doesnât 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 arenât 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
Pop growth: 78,4%
Brooknar
Settlement Type: Village
Population: 1785
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: Octopods with short fur and a large beak capable of using magic
Plants: None
The Lohendral Commune
Local event: None
Vote 1: Develop agriculture. - Failure (Magnitude: D) (Luck: 10) (Intelligence, Agility)
Vote 2: Build a place to store resources. - Success (Magnitude: F) (Luck: 7) (Cooperation)
Sensing a lack of adequate food production, a group of lohendral looked for a more stable food source, they managed to find a plant that grows edible blue roots but they didnât manage to find a way to make them grow more.
At the same time, another group of lohendral constructed a designated structure for a more organized resource storage.
Discovered: Plant with edible blue roots
Havonchir: +Storehouse
Pop growth: +167 (16,7% average)
More Info
Interveneer: @Nonametoseehere
Votes: 2
Dominant Thought Current: First Current (+15 agility, +15 attunement, +10 to exploration votes) [1/6]
Collective Population: 1167
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
Pop growth: 16,7%
Havonchir
Settlement Type: Village
Population: 1167
CC: Infinite
Resources Produced: 4 [Wood], 4 [Stone]
Buildings[1/1]: Storehouse (Increases production of basic resources)
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: [2/4] (1 used by Stone tools, 1 used by storehouse)
Stone: [1/4] (1 used by Stone tools)
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: Plant with edible blue roots
The Order of Cation
Local event: None
Vote 1: Train a battalion of swarmlings to hunt for food in the forest. - Success (Magnitude: F) (Luck: 3) (Strenght, Agility)
Vote 2: Expand the mines into the mountains. - Success (Magnitude: F) (Luck: 7) (Cooperation)
A swarm of hunters has been assembled and sent to the jungle outside of the caves to procure additional food, they successfully managed to hunt a bunch of radial decapods covered in an exoskeleton, but they didnât manage to hunt many of them.
In the meanwhile, an operation to expand the tunnels has been conducted under the direct supervision of the Supreme Chancellor, during the excavation they found zinc and a stone that glows with a decent amount of light called aluminanium. They also managed to increase the influx of stone.
Discovered: [Zinc], [Aluminanium], radial decapods covered in an exoskeleton
Rargornfardar: +2 [Stone]
Pop growth: +730 (72,9% average)
More Info
Interveneer: @CatSquared
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [2/4]
Collective Population: 1730
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
Pop growth: 72,9%
Rargornfardar
Settlement Type: Village
Population: 1730
CC: Infinite
Resources Produced: 3 [Wood], 5 [Stone], 3 [Zinc], 3 [Aluminanium]
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: [1/5] (1 used by Stone tools)
Zinc: [Canât extract]
Aluminanium: [0/3]
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: radial decapods covered in an exoskeleton
Plants: None
The United Bontopian Coalition
Local event: None
Vote 1: develop the ways of agriculture - Success (Magnitude: D) (Luck: 15) (Intelligence, Agility)
Vote 2: find another mountain more more minerals for tech - Success (Magnitude: F) (Luck: 6) (Agility)
While exploring the surroundings some bontorps found a shrub which grows edible flowers, and after thinking for a while about what would be the most efficent way of receiving food from them they discovered how to cultivate them in order to artifically increase the population. Afterwards, they continued to explore the area, going towards the mountain they found a sediment of phosphor and a brickstone patch, which is a strangely soft and easy to carve stone.
Discovery: shrub that grows edible flowers, [Phosphor], [Brickstone]
Technology: Agricolture
Pop growth: +638 (63,7%)
More Info
Interveneer: @Bontopia13
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [2/4]
Collective Population: 1638
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 50% 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
Pop growth: 63,7%
Nomilans
Settlement Type: Village
Population: 1638
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 5 [Phosphor], 6 [Brickstone]
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)
Phosphor: [Canât extract]
Brickstone: [0/6]
Knowledge
Technology: Fire, Stone tools, Lenguage, Agricolture
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: Shrub that grows edible flowers
Violaceunegans
Local event: None
Vote 1: Find a place where metal ores and magic ores exist - Failure (Magnitude: D) (Luck: 16) (Agility, Attunemenet)
Vote 2: Create a basic education system - Success (Magnitude: F) (Luck: 9) (Intelligence)
While exploring the surroundings, some shellcores stumbled upon an area that has an extremely high temperature so they went to an advantage point in order to see what was in it from a distance, and they noticed that at itâs center there is a pillar made of a slightly glowing, red rock, brimstone. The area is too dangerous to venture into because of the heat, but it is also far from Veriturbs, so it shouldnât pose a problem.
While the surveying shellcores were returning in order to convey their discovery, at Veriturbs the elders pondered on how to better prepare the shellcores to take the reigns of leadership; they managed to design a basic institution to teach shellcores important things they should know.
Discovery: [Brimstone]
Institutions: +School
Pop growth: +514 (51,3% average)
More Info
Interveneer: @aah31415
Votes: 2
Leader: semi-democratic elder council (+15 Cooperation, +15 Intelligence) [2/4]
Collective Population: 1514
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 âPure Negative Energy Usageâ advantage, +10 Cooperaton)
Institutions: School (+10 intelligence)
Intelligence: 40 [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 donât use magic, -55% deaths from battles against enemies that use magic that isnât 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 âorganismsâ 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 theyâll end up turning into regular material.
The âShellcoresâ, 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 âCoreâ and âPartsâ 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 âkillâ it. Because of that, Shellcores never engage in physical combat, no matter the situation.
However, death isnât the same for Shellcores as it is for Humans (for example). After âdyingâ, 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 âShellâ layer (the layer whose main purpose is to protect the more delicate âCoreâ) 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
Pop growth: 51,3%
Veriturbs
Settlement Type: Village
Population: 1514
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)
Brimstone: [Too far from settlements]
Knowledge
Technology: Fire, Stone tools, Lenguage
Magic: None
Civilizations
None
Animals and Plants
Animals: None
Plants: None
Rip Featherhorns. Didnât last long
V1: Explore surrounding area for points of interest that could contain resources needed for survival & more
V2: Send some of my new population into those new (or old if they didnât find any new ones) points of interest and create new settlements here, which might trade with Veriturbs and eachother with the resources on which they lay.
You canât settle in the brimstone area because of the heat
by âthe oldâ I meant the ones they knew (or suspected) of before we could cast votes (pre-round 1)
1: Develop agriculture
2: Search for plants with magical properties
Vote 1: Find a use for the limestone.
Vote 2: Create animal traps.
Votes:
- Develop agriculture.
- Build a research institution to research the Zinc and Aluminium, along with other things.
Also, donât we have 2 culture votes from the 2 rounds?
Unused votes donât stack.
Vote 1: Learn Magic
Vote 2: Pillage da village
You see, If I do the same vote twice, then I am twice as likely to succeed at least once
Got it, for my culture vote I am going to level up the Technocracy Meme.
Iâm going to upgrade honesty meme then with a CV.
What village? Your civ doesnât know a civ other than itself.