So this has been inactive for a good bit.
Hope this continues
So this has been inactive for a good bit.
Hope this continues
me too. 20 characters is horrible
I always just do this once or twice when I need to break the character limit
[color=0000] [/color]
But usually messages which need to break the character limit through these means can just be reactions
thank you
With the Shellcore game being done, Iâve realized that this desciption isnât in line with what they really are like.
However, Iâll stay with that design I made for them in this forum game.
Also do we have an ETA for Round 3?
Local event: None
vote 1: try inventing agriculture again - Success (Magnitude: F) (Luck: 6) (Intelligence)
vote 2: invent writing on clay tablets - Success (Magnitude: F) (Luck: 13) (Intelligence)
Ageptians found out that sprouts of the plant grow out of the grains, and after some time they also discovered that they develop better when in the shallow waters of the river, so they started planting them; this caused the farmers to start accumulating increased amounts of favors, so they started carving on stone tablets in order to keep track of who owed what favors to who.
Technology: Agricolture, Writing
Pop growth: -346 (-23,04%% average)
Interveneer: @sci0927
Votes: 2
Leader: First Elder Council (+15 cooperation, +20 agility) [3/5]
Collective Population: 1156
Alerts: None
Unrest: 0/1000
Memes: Respect Bound Lv2 (+25 cooperation, higher unrest gain from societal sources)
Precepts: None
Institutions: None
Intelligence: 55 [Low-D rank]
Cooperation: 50 [Low-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]
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.
Stability: Neutral
Ring: Dralian
Enviroment: Desert River
Pop growth: -23,04%
Settlement Type: Village
Population: 1156
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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)
Technology: Fire, Stone tools, Lenguage, Animal husbandry, Agricolture (Allows for the construction of farming fields which produce food), Writing (+10 Intelligence, +5 cooperation)
Magic: None
None
Animals: Fast short furred bipedal animal with proboscid-like lips
Plants: Tall plant that produces red grains
Local event: None
Vote 1: Scout the area around Solas Réalt, specifically trying to glean detailed information on any and all life forms within the area - Success (Magnitude: F) (Luck: 15) (Agility)
Vote 2: ââ;ââ - Success (Magnitude: F) (Luck: 5) (Agility)
Vote 3: Try and learn magics, of any and all kinds - Failure (Magnitude: D) (Luck: 13) (Attunement)
a sizeble collection of featherhorns decided to scout the the surrounding area, they started with exploring the jungle to its confines, by doing so they found out about an herd of hexapod lizards that is only half the size of an average featherhorn and uses its tongues to grab plants to eat, they also found a short plant which produces very large blue fruits that have an hard exterior but a soft interior; in addition they found a vein of coal in one of the mountains that extends to the inside of the jungle, they also found a cave of crystals in which strange things happen: Sometimes a ray of light originates from a crystal, other times a flame envelopes one of the crystals for a few seconds. They found a cave of Iolia crystals.
Afterwards they decided to survey areas outside of the jungle and found a vein of copper in the farther mountains.
Some featherhorns wanted to harness the power of the crystals, they managed to find another cave of them but they still donât understand how to utilize them.
Discovered: Hexapod lizard with three tongues, Plant that produces large blue fruits, [Copper], [Iolia Crystals], [Coal]
Pop growth: +5 (0,51% Average)
Interveneer: @TwilightWings21
Votes: 2
Leader: First tetrarchy (+15 Agility, lower unrest gain, +20 charisma) [3/8]
Collective Population: 982
Alerts: None
Unrest: 0/1000
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]
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 doesnât 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.
Stability: Neutral
Ring: Valmian
Enviroment: Tropical Jungle
Pop Growth: 0,51%
Settlement Type: Village
Population: 982
CC: Infinite
Resources Produced: 3 [Stone], 3 [Wood], 2 [Iolia Crystals], 3 [Coal]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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)
Iolia Crystals: [0/2]
Coal [0/3]
Copper: [Too far from any settlement]
Technology: Fire, Stone tools, Lenguage
Magic: None
None
Animals: Hexapod lizard with three tongues
Plants: Plant that produces large blue fruits
Local event: None
Vote 1: train some hunters to be even stronger and more agile, and to use their scales better. - Failure (Magnitude: D) (Luck: 14) (Cooperation, Attunement)
Vote 2: train some civilians to be scouts that fly above the canopy and enhance their hearing so they can find threats more effectively, and when they find a threat, report it to the hunters. the extra surface area and light will also make the scouts require less food. - Success (Magnitude: F) (Luck: 10) (Agility, Cooperation)
There has been an attempt to make better use of voidspawn phisiology for martial purposes, some progress has been made, but it wasnât enough to produce results that are stable enough to be relied upon. At the same time an organization of scouts has been set up in order to better survey the forest for threats, in addition while scouting they found a coal deposit near Silvopidom; they also found the southern limits of the forest, after which an ocean expands.
Discovered: [Coal]
Institutions: Scout Network
Pop growth: +230 (22,2% average)
Interveneer: @willow
Votes: 2
Leader: First Chief (+25 cooperation, +10 attunement) [3/4]
Collective Population: 1268
Alerts: None
Unrest: 30/1000
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: Scout Network (+10 agility)
Intelligence: 40 [High-F rank]
Cooperation: 10 [Low-F rank]
Charisma: 20 [Low-F rank]
Strenght: 20 [Low-F rank]
Agility: 85 [High-D rank]
Endurance: 35 [Mid-F rank]
Attunement: 40 [Mid-F rank]
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
Stability: Neutral
Ring: Dralian
Enviroment: Dense Forest
Pop growth: 22,2%
Settlement Type: Village
Population: 1268
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 3 [Clay], 2 [Gypsum], 2 [Coal]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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]
Coal: [0/2]
Technology: Fire, Stone tools, Lenguage
Magic: None
None
Animals: Large black creature
Plants: None
Local event: None
vote 1: usage wet or dry Poetry (using also feathers off the hexapods to bring forth âLifeâ into the art or storage) - Success (Magnitude: F) (Luck: 16) (Intelligence)
vote 2: collecting grass and letting it dry - Success (Magnitude: F) (Luck: 19) (Intelligence)
Gaians invented a method of utilizing clay to give shape to vessels for storing food and water and then dry them in the sun; they also discovered that by putting dried vessels in an hole in the ground togheter with dry grass and fire wood and then setting it on fire makes them become more durable and better at holding water after the burning process ends. While gathering grass to dry a group of Gaians found a bunch of gray, geometrical rocks, that would later be known as Bismuth. After having produced enough dry grass to fit their needs they started thinkering with it and other objects; with it they invented a quantity of assorted commodity items.
Discovered: [Bismuth]
Technology: Pottery
Unrest: +300 max unrest from commodity items
Pop growth: +1679 (73,1% average)
Interveneer: @Cha
Votes: 2
Leader: First Elder Council (+20 agility, +10 intelligence, +10 to exploration rolls) [3/4]
Collective Population: 2907
Alerts: None
Unrest: 0/1300
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]
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.
Stability: Neutral
Ring: Valmian
Enviroment: Sea Coast
Pop growth: 73,1%
Settlement Type: Village
Population: 2907
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Flint], 4 [Clay], [Bismuth]
Buildings[1/1]: Nesting Building (Enables Prolific advantage)
Special Characteristics: None
Fortification Value: 0
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]
Bismuth: [Canât extract]
Technology: Fire, Stone tools, Lenguage, Pastoralism, Pottery
Magic: None
None
Animals: Spindly hexapods covered in blue feathers
Plants: None
Local event: None
Vote 1: Find a use for the limestone. - Success (Magnitude: F) (Luck: 9) (Intelligence)
Vote 2: Create animal traps. - Success (Magnitude: F) (Luck: 14) (Intelligence, Agility)
Some hunters started making traps in the forms of pitfalls in order to passively procure prey items, at the start there has been some initial pushback against this change, but over the years it has been accepted as a way of securing food when there have been extended periods of failed hunts. Limestone has started to be used for building structures, which produces sturdier housing.
Technology: Trap making, Masonry
Pop Growth: +182 (15,4% average)
Interveneer: @MisterMustachio
Votes: 2
Leader: First Hunter Council (+15 stenght, +10 intelligence) [3/7]
Collective Population: 1363
Alerts: None
Unrest: 0/1000
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]
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.
Stability: Neutral
Ring: Baroian
Enviroment: Rocky Desert
Pop growth: 15,4%
Settlement Type: Village
Population: 1363
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Limestone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 11
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: [1/2] (1 used by structures in Noka Corh(+10 Fortification value and +10% Fortification value))
Technology: Fire, Stone tools, Lenguage, Trap making, Masonry (Can use stone to give +10 Fortification value and +10% Fortification value to a settlement)Can use stone to give Fortification value and Fortification value to a settlement depending on the stone used
Magic: None
None
Animals: Small beaked octopedal creature with short fur
Plants: None
Local event: None
Vote 1: begin the planning and constructing of a holy floating temple - Failure (Magnitude: C) (Luck: 19) (Intelligence, Cooperation)
Vote 2: look for ways to boost food production (agriculture) - Success (Magnitude: D) (Luck: 4) (Intelligence, Agility)
Some Orbs found a decapodal beast half their size that is covered in an exoskeleton, while obserbing this beast they also discovered a plant that grows large purple roots under the soil after it dug out the roots of one such plants and started eating them. After having collected the plants for a while they also discovered that new plants can be made to grow from the bulbs that appear on the tips of the plant, but the plants seem to have difficulty growing in Kianti soil, seemingly there is a lack of some sort of quality in the soil to make this plant grow.
Afterwards the archbishop conceived the idea of a grandiouse temple that separates itself from the earth below and reaches the skies. But such an construction has been determined to still be outside of the capabilities of Endelgalrians they have an hard time keeping a rock bigger than themselves in the air for less than a minute, let alone a whole structure, but the archbishop quoted the teachings of Api, and said that if the mortal knowledge isnât enough then it will be expanded for this project to work. As some orbs were working on figuring out how to best give shape to rocks, they suddenly received a divine revelation on stoneworking and sculpting, the archbishop recognized this as sign of the approval from the trinity. The next day severeal orbs claimed to have had dreams in which Api told them of an art with which structures could be made more durable and hence bigger, but the teachings are fragmented and will need more research in order to fully understand them.
Discovered: Decapodal creature covered in an exoskeleton, Plant with large purple roots
Technology: Agricolture, Masonry, Sculpting, Fragments of Architecture
Kianti: Low fertility soil
Pop growth: -277 (-22,4% average)
Interveneer: @TeaKing
Votes: 2
Leader: First Archbishop (+15 cooperation, +20 agility, +15 to exploration rolls) [3/4]
Collective Population: 960 (Population covered by resources: 1650)
Alerts: None
Unrest: 0/1000
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: 55 [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]
Name: Meraedania orba
Intelligence: 45
Cooperation: 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.
Stability: Neutral
Ring: Larmian
Enviroment: Hills
Pop growth: -22,4%
Settlement Type: Village
Population: 960
CC: Infinite
Resources Produced: 3 [Wood], 6 [Stone], [Iridium], [Tin]
Buildings[0/1]: None
Special Characteristics: Low fertility soil
Fortification Value: 0
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]
Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of farming fields which produce food), Masonry (Can use stone to give Fortification value and Fortification value to a settlement depending on the stone used), Sculpting (+5 charisma), Fragments of architecture (Needs to be researched)
Magic: None
None
Animals: Decapodal creature covered in an exoskeleton
Plants: Plant with large purple roots
Local event: None
Vote 1: start to understand the art of using stones for make a shelter - Success (Magnitude: F) (Luck: 10) (Intelligence)
Vote 2: find a way to secure more food for the pops - Success (Magnitude: F) (Luck: 18) (Intelligence)
Following the discovery of sculpting techniques some chounoimas started using them to create large amounts of stone bricks and started using those to build sturdier housing. While exploring, some chounoimas found plants that grow red fruits shaped like cones, they were quite tasty and they also found out that more instances of the plant can be grown from the seeds.
Discovered: Plant that grows red conical fruits
Technology: Masonry, Agricolture
Pop growth: +1331 (73,1% average)
Interveneer: @Doomlightning
Votes: 2
Leader: First Elder Council (+15 Intelligence, +10 agility) [3/3]
Collective Population: 3151
Alerts: None
Unrest: 0/1000
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: 37 [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]
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.
Stability: Neutral
Ring: Baroian
Enviroment: Subtropical Hills
Pop growth: 73,1%
Settlement Type: Village
Population: 3151
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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)
Technology: Fire, Stone tools, Lenguage, Sculpting (+5 charisma), Masonry (Can use stone to give Fortification value and Fortification value to a settlement depending on the stone used), Agricolture (Allows for the construction of farming fields which produce food)
Magic: None
None
Animals: Flying feathered hexapod with a stinger, Scaled hexapod with three long toothed tounges
Plants: Plant that grows red conical fruits
Local event: None
Vote 1: redouble our efforts of reliably growing the mushrooms, which from this point on shall be known as Redcaps. - Success (Magnitude: F) (Luck: 4) (Intelligence)
Vote 2: attempt to nullify the threat of the serpentine amphibians through any means necessary. These creatures have been dubbed Skullcrusher Eels for their notable method of killing prey. - Success (Magnitude: F) (Luck: 18) (Strenght)
After some unsuccessfull attempts it was found out that redcaps grow best when protected from the rain by the body of one of the larger tree mushrooms, as redcap agricolture started to expand it started to attract a small, eight legged animal which is covered in a carapace and is voracious; these vermin spread like wildfire and fly as fast as the wind. They caused the en of many cultivations, and have also completely infested New London.
While the vermin where setting home in New London a bunch of Uruk-hai returned from their research about the skullcrusher eels, apparently there was a sort of spawning ground nearby, but they managed to take care of it and drive them away. They also reported about having found clay, nickel and coal in the vicinity of New London.
Discovered: Eight legged flying vermin with a carapace, [Clay], [Nickel], [Coal]
Technology: Agricolture
Pop growth: +154 (12,2% average)
Interveneer: @zenzonegaming
Votes: 2
Leader: First Warlord (+25 agility, +10 attunement, +10 to exploration rolls) [3/6]
Collective Population: 1415
Alerts: None
Unrest: 0/1000
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]
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 Dusklönd belgium.
Stability: Neutral
Ring: Dralian
Enviroment: Perpetual Rain Island
Pop growth: 12,2%
Settlement Type: Village
Population: 1415
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 3 [Clay], [Nickel], 2 [Coal]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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)
Clay: [0/3]
Nickel: [Canât extract]
Coal: [0/2]
Technology: Fire, Stone tools, Lenguage, Spear fishing, Agricolture (Allows for the construction of farming fields which produce food)
Magic: None
None
Animals: Skullcrusher Eels, eight legged flying vermin with a carapace
Plants: Redcaps
Local event: None
Vote 1: Learn Magic - Success (Magnitude: F) (Luck: 2) (Attunement)
Vote 2: Pillage da village - Failure (Magnitude: C) (Luck: 17) (Agility, Cooperation, Strenght)
Some goblins wanted to control the forces of nature similiarly to how to those animals did it, so they started playing with their entrails; after a while they managed to find a strange substance inside one of their organs which they then discovered to be present in the air too: Mana. They learned how to use mana to manipulate the earth and make it move in unnatural ways, but it was not enough for them; in their hubris they gathered hundreds of those organs, and used the concentrated mana to perform a ritual to manipulate the earth on a massive scale. The ritual proved itself too difficult to fully control, causing a massive disaster which killed hundreds of goblins.
One of the goblins, named Kilbal, was flung severeal hundreds of kilometers towards the east by the ritual and survived, this little âvoyageâ made him discover a civilization of tall beings similiar to goblins but which have skin colors that no goblin normally has, and that seem to be able to control the growth of plants. After having learned of this, Kilbal ran back to Brooknar for days without any rest, once he arrived and told the rest of the goblins of his discovery, he died on the spot.
Civilizations: Unknown Civilization
Mytic: Small-scale Geomancy
Military: New troop type (Earth Mages)
Brooknar: 627 deaths
Unrest: +469
Pop growth: +1251 (108% average)
Interveneer: @Centarian
Votes: 2
Leader: First Warlord (+25 Agility, +4 Rounds to the âBloodthirstyâ Disadvantage time counter, +10 attunement) [3/4]
Collective Population: 2409
Alerts: Food production Boost [2/2 turns]
Unrest: 469/1000
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]
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
Stability: Neutral
Ring: Dralian
Enviroment: Temperate Forest
Pop growth: 108%
Settlement Type: Village
Population: 2409
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)
0 Earth Mages (0.2 + Attunement * 0.3 + Intelligence * 0.2)
Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)
Technology: Fire, Stone tools, Lenguage
Magic: Small-scale Geomancy
Unknown Civilization
Animals: Octopods with short fur and a large beak capable of using magic
Plants: None
Local event: None
Vote 1: Develop agriculture - Success (Magnitude: F) (Luck: 17) (Intelligence)
Vote 2: Search for plants with magical properties - Success (Magnitude: F) (Luck: 3) (Agility, Attunement)
The commune found some large plants which have an edible stem and managed to find a way to cultivate them, they also noticed that the leaves of it hold some magic. A scouting team also found a grove of trees roughly the size of a Lohendral which had blue-grey barks and an unusually high concentration of magic was around those trees, so the scouting team did the only logical thing: they decided to eat one of the trees. Unfortunately, the grove seemed to not like the idea; when one tried to bring down a tree they were suddenly hit by a very strong water bullet, and any further attempts at approaching were met with an hail of pressurized water jets being thrown at them so they decided to retreat for the moment.
The advent of agricolture made the commune start having an increased interest in the pratical application of knowledge.
Discovered: Plant with edible stem and magic containing leaves, Tree with blue-grey bark capable of manipulating water
Culture: Technophilia - Emerging (1/6)
Technology: Agricolture
Pop growth: +134 (11,4% average)
Interveneer: @Nonametoseehere
Votes: 2
Dominant Thought Current: First Current (+15 agility, +15 attunement, +10 to exploration votes) [3/6]
Collective Population: 1301
Alerts: None
Unrest: 0/1000
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), Technophilia - Emerging (1/6)
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]
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).
Stability: Neutral
Ring: Kaetelian
Enviroment: Forest
Pop growth: 11,4%
Settlement Type: Village
Population: 1301
CC: Infinite
Resources Produced: 4 [Wood], 4 [Stone]
Buildings[1/1]: Storehouse (Increases production of basic resources)
Special Characteristics: None
Fortification Value: 0
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)
Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of farming fields which produce food)
Magic: None
None
Animals: None
Plants: Plant with edible stem and magic containing leaves, Tree with blue-grey bark capable of manipulating water
Local event: None
Vote 1: Develop agriculture. - Success (Magnitude: D) (Luck: 13) (Intelligence, Agility)
Vote 2: Build a research institution to research the Zinc and Aluminium, along with other things. - Success (Magnitude: D) (Luck: 13) (Cooperation, Intelligence)
Some scouts found found some plants which grow red conical fruits and managed to cultivate them. In addion and enstabilishment in which the finest intellectuals gather in order to discuss and research their findings was formed, and they made some interesting findings about alluminanium: it is a brittle rock-like material that releases a costant amount of light, it was also discovered that when heated the light that is released increases in intensity.
Because of the discoveries of the technocrats their power started being more respected.
Discovered: Plant that grows red conical fruits
Culture: Technocracy Lv1 + 1/5
Institutions: Technocrat Researchers
Technology: Agricolture
Pop growth: +926 (53,5% average)
Interveneer: @CatSquared
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [3/4]
Collective Population: 2656
Alerts: None
Unrest: 0/1000
Memes: Technocracy Lv1 + 1/5 (+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: Technocrat Researchers (+10 Intelligence)
Intelligence: 95 [High-D rank, Lowest-C 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]
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.
Stability: Neutral
Ring: Baroian
Enviroment: Mountain cave system
Pop growth: 53,5%
Settlement Type: Village
Population: 2656
CC: Infinite
Resources Produced: 3 [Wood], 5 [Stone], 3 [Zinc], 3 [Alluminanium]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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]
Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of farming fields which produce food)
Magic: None
None
Animals: radial decapods covered in an exoskeleton
Plants: Plant that grows red conical fruits
Local event: None
Vote 1: Discover Animal Husbandry For Labour Work - Failure (Magnitude: D) (Luck: 1) (Intelligence, Agility)
Vote 2: Carve some of the brickstone shelter - Success (Magnitude: D) (Luck: 17) (Intelligence, Cooperation)
Brickstone chunks were brought to Nomilans since bontorps thought their softness made them easy to be utilized for creative endeavors, but soon they noticed something: When the brickstone recieves direct sunlight, especially at noon, it becomes harder. They started experimenting and found out that heat increases the brickstoneâs hardness, and decided to use the brickstone to construct their houses.
While transporting brickstone some bontorps were attacked by disgusting beasts covered in black scales that had six limbs and used their tongues as spears that were three times their size, fortunately they managed to run back to Nomilans; unfortunately the predators seem to have followed them, they waited until the majority of the population went to sleep before attacking, screams could be heard all over Nomilans as a dozen of horrifying creatures broke inside of houses and slaughtered the inhabitants. Hunters tried to stop the monsters, but their attacks seemingly did nothing to the beasts, as if they had scales of stone, and were just tore apart by the tongues and claws of the creatures.
The beasts stopped their massacre only when the suns were beginning to rise over the horizon, as they retreated they took some of the corpses with them.
Discovered: Black scaled hexapodal monster
Technology: Masonry
Nomilans: 819 dead
Unrest: +456
Pop growth: +489 (59,7%)
Interveneer: @Bontopia13
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [3/4]
Collective Population: 1308
Alerts: None
Unrest: 456/1000
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]
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.
Stability: Neutral
Ring: Baroian
Enviroment: Savannah
Pop growth: 59,7%
Settlement Type: Village
Population: 1308
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 5 [Phosphor], 6 [Brickstone]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 36
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: [1/6] (1 used for infrastructure in Nomilans(+30 Fortification value and +20% fortification value))
Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of farming fields which produce food), Masonry (Can use stone to give Fortification value to a settlement depending on the stone used)
Magic: None
None
Animals: Black scaled hexapodal monster
Plants: Shrub that grows edible flowers
Local event: None
Vote 1: Explore surrounding area for points of interest that could contain resources needed for survival & more - Success (Magnitude: F) (Luck: 17) (Agility)
Vote 2: 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. - Success (Magnitude: D) (Luck: 15) (Cooperation, Agility)
They found Haltisite (far), silver (far-close to haltisite), Clay (Close).
Scoutings of farther away lands revealed a patch of haltisite: a brittle, brown rock that leaves a brown dust on whathever it touches and a vein of silver. They also found clay deposits closer to Veriturbs. In addition to the resources the scouts reported the presence of good position for a settlement, so after some arbitration 600 members were sent to form a colony on the location.
After some time they successfully settled and the resources started flowing from the two points. Because it takes multiple days to travel between the two settlements the solidarity and cooperation between shellcores started improving.
Discovered: [Haltisite], [Silver], [Clay]
Culture: Honest Lv1 + 1/4
Settlements: New settlement estabilished in Veriturbs region
Veriturbs: 600 pop translocated to New Settlement
Pop growth: +742 (49% average)
Interveneer: @aah31415
Votes: 2
Leader: semi-democratic elder council (+15 Cooperation, +15 Intelligence) [3/4]
Collective Population: 2256
Alerts: None
Unrest: 0/1000
Memes: Honesty Lv1 + 1/4 (+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]
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.
Stability: Neutral
Ring: Larmian
Enviroment: Steppe
Pop growth: 49%
Settlement Type: Village
Population: 1362
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Clay]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Settlement Type: Village
Population: 894
CC: Infinite
Resources Produced: 2 [Wood], 1 [Stone], 2 [Haltisite], [Silver]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
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: [1/4] (1 used by Stone tools)
Wood: [1/5] (1 used by Stone tools)
Brimstone: [Too far from settlements]
Haltisite: [0/2]
Silver: [Unable to extract]
Clay: [0/2]
Technology: Fire, Stone tools, Lenguage
Magic: None
None
Animals: None
Plants: None
Vote 1: Drive away the pests.
Vote 2: Utilize the clay and wood in the area to create sturdier homes for our people.
V1: put more resources into the scout network and encourage civilians to join it
V2: send scouts to look for nutritious foods, tasty plants, and flammable sticks, while keeping an eye out for threats.
What the Belgium? What happened?
Vote 1: housing
Vote 2: storage
Vote 1: Start an annual hunting tournament
Vote 2: Organize an exploration beyond our known territory
Iâd like the âNew Villageâ settlement to be called âVillabetaâ.
Vote 1: Send some of the better scouts on trips that should map out a large area surrounding Veriturbs and Villabeta, also noting location of POIs (Points Of Interest).
Vote 2: Using energy-reducing abilities of the violet shellcores, try to cool down the area around the brimstone pillar, possibly allowing shellcores to access the structure.
Culture Vote: Improve Honesty Further.
action: use brain signals to request a view of the goings-on from the machine housing my brain.
Isnât your character canonically dead in this forum game?
iirc the machine keeps the brain alive. canonically.
wasnât it burnt to a crisp?
this was lore that over half the players in this forum game didnt get to see since it was in a private thread of a balance playtest for what would become londorion.
Since my character was fundamentally immortal, I survived the great purge, yet im in a giant hyper-advanced structure in the sky, with only my brain being there. IF my brain were to die, however, I would come back as the full individual, somewhere.
So if yall wanna unleash an immortal otter onto the world, you could probably try blowing up the giant sky machine thing
(@aah31415 ,@willow)
if frale allows this, and i blow it up, will the otter join my alliance?
nah id just make another industrial revolution and get off the planet
insert a second wall
also idek what the alliance is