Vote 1: learn how to control water with magic
Vote 2: Learn how to control the fluids inside of a living being with magic
Vote 1: learn how to control water with magic
Vote 2: Learn how to control the fluids inside of a living being with magic
1: Build farms.
2: Take a sample of the trees that can manipulate water and try to control itâs magic.
Culture Vote: Speed up introduction of technophilia.
That wasnât a hunt, That was a massacre.
V 1: Create spears using Rocks and sticks to be safe.
V 2: Research about phosphor.
Vote 1: Try to use the metals for metalworking.
Vote 2: Try and search for other settlements/peoples/tribes/civilisations.
Culture Vote: Level up Technocracy.
You didnât produce enough food this round so your population decreased.
1: research architecture
2: build some farming fields
I will call the lizard Glossodråkos and the plant Blekochýli
Vote 1: Create Agriculture, safely transplanting small undergrowth away from the areas and then planting exclusively Blekochýli in said areas
Vote 2: Study the Iolia crystals, focus on understanding the conditions in which they either burst into flame/shoot a beam of light and figuring out how damaging said beam is
Culture Vote: The population becomes extremely excited for every new species of organism discovered, and those who discover a new species become famous/popular (encourage discovery of organisms - hopefully this eventually leads to passive discovery of creatures)
Edit: I think the only person left to vote is @Cha , right?
Vote uno: Me hit flints together me wait to see (cavemen speech amazing)
Vote uno remastered: Burn clay square (thin squares like rectangales) over near campfire or over it to see what happens and useage of them.
Vote dos: Explore the coastal regions
You already have fire
What do you guys think is the size of the rings (as if, their width and radius)?
9x9 ^2 Âą 1000 km^2 *pie (the APHAL)
With somethinf about of top to buttom
[Jk]
Do we have ETA for the next round? Itâs been 2.5 months since the last one droppedâŚ
Londorion round will be descending soon
I wonder how long will it take until first proper kingdoms (or countries in general) emergeâŚ
Local event: None
Vote 1: housing - Success (Magnitude: F) (Luck: 13) (Cooperation)
Vote 2: storage - Success (Magnitude: F) (Luck: 17) (Cooperation)
One day the animals that Ageptians kept suddenly became agitated, at first the felidians didnât understand why, but after some hour they noticed an enourmous cloud of sand on the horizon that was quickly approaching them. The Ageptians quickly set into action and managed to find shelter inside of some nearby caves, in there they waited as strong winds rampaged outside. Once they emerged from their shelter they found that a large part of Murauwa was destroyed by the dust storm, but luckily no one died.
As the felidians were rebuilding, they started reinforcing their structures using wood so that they wouldnât be destroyed next time. In addition to the reinforcements a building for food storage was also built in order to secure food during periods of low production.
Murauwa: +Food Storage Building, Wood Reinforcements
Pop growth: +728 (+62,9% average)
Interveneer: @sci0927
Votes: 2
Leader: First Elder Council (+15 cooperation, +20 agility) [4/5]
Collective Population: 1884
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: +62,9%
Settlement Type: Village
Population: 1884
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[1/1]: Food Storage (Can store 500 food)
Special Characteristics: Wood fortifications (+10 fortification value)
Fortification Value: 10
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: Create Agriculture, safely transplanting small undergrowth away from the areas and then planting exclusively Blekochýli in said areas - Success (Magnitude: F) (Luck: 8) (Intelligence)
Vote 2: Study the Iolia crystals, focus on understanding the conditions in which they either burst into flame/shoot a beam of light and figuring out how damaging said beam is - Failure (Magnitude: D) (Luck: 16) (Attunement, Intelligence)
Some featherhorns noticed that saplings sprouted from the pulp of BlekochĂ˝li, so they decided to investigate further and found out that itâs possible to propagate them by inserting the seeds into the soil.
Other featherhorns have been experimenting with the crystals that were previously found, they found out that a single Iolia crystal is capable of manifestating a vast variety of effects, from manipulating elements of nature to destructive capabilities, but they proved to be too unpredictable to be used, further research is needed.
Technology: Agricolture
Magic: Fragments of Iolia application.
Pop growth: +140 (14,25% Average)
Interveneer: @TwilightWings21
Votes: 2
Leader: First tetrarchy (+15 Agility, lower unrest gain, +20 charisma) [4/8]
Collective Population: 1122
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), Explorers - Emerging (1/4)
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: 14,25%
Settlement Type: Village
Population: 1122
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, Agricolture (Allows for the construction of farming fields which produce food)
Magic: Fragments of Iolia application
None
Animals: GlossodrĂĄkos
Plants: Blekochýli
Local event: None
Vote 1: put more resources into the scout network and encourage civilians to join it - Failure (Magnitude: D) (Luck: 12) (Cooperation)
Vote 2: send scouts to look for nutritious foods, tasty plants, and flammable sticks, while keeping an eye out for threats. - Success (Magnitude: D) (Luck: 17) (Agility)
The chief attempted to expand the scout network, but it didnât work because the rest of the population didnât think it was important to do, so the chief decided to change their approach and instead secure food for the community.
So scouts were sent out to search for something that could be used to fill the stomach of the voidspawn, after some hours they managed to find a plant with a tall and thin stem which grows red grains. While they were searching for food, the scouts had also found a silt deposit close to Silvopidom; they also found Jidmo, which is a thick and green liquid, but it is farther away than the silt.
Discovered: Tall plant that produces red grains, [Silt], [Jidmo]
Pop growth: +294 (+23,1% average)
Interveneer: @willow
Votes: 2
Leader: First Chief (+25 cooperation, +10 attunement) [4/4]
Collective Population: 1562
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: 23,1%
Settlement Type: Village
Population: 1562
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 3 [Clay], 2 [Gypsum], 2 [Coal], 4 [Silt]
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]
Silt: [0/4]
Jidmo: [Too far from any settlement]
Technology: Fire, Stone tools, Lenguage
Magic: None
None
Animals: Large black creature
Plants: Tall plant that produces red grains
Local event: None
Vote 1: Burn clay square (thin squares like rectangales) over near campfire or over it to see what happens and useage of them. - Success (Magnitude: F) (Luck: 9) (Cooperation)
Vote 2: Explore the coastal regions - Success (Magnitude: F) (Luck: 5) (Agility)
Some potters have been experimentating with the different shapes that they could give to clay, they produced some thin squares which ended up being used for holding food, decreasing sickness rates. Some hunters went to explore the coasts farther away, and found out about another Tâka settlement! When they first came into contact the other Tâka were cautious and seemed to avoid the hunters, after some time the Gaian hunters decided to return, but as they were going away they noticed that the other Tâkans were surrounding a building and chanting in unison.
Technology: Plates
Discovery: Unknown Civilization
Pop growth: +2126 (+73,1% average)
Interveneer: @Cha
Votes: 2
Leader: First Elder Council (+20 agility, +10 intelligence, +10 to exploration rolls) [4/4]
Collective Population: 5033
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: 5033
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, Plates (Lower risk of epidemics)
Magic: None
First contact: They were cautious and tried to avoid our people
Species: Tâka
Animals: Spindly hexapods covered in blue feathers
Plants: None
Local event: None
Vote 1: Start an annual hunting tournament - Success (Magnitude: F) (Luck: 17) (Cooperation)
Vote 2: Organize an exploration beyond our known territory - Success (Magnitude: F) (Luck: 11) (Agility)
There was a rivalty between two hunters, everyday they tried to out hunt each other, one day a third hunter said âIâd out hunt both of you.â from there it escalated to the point in which the majority of hunters started competing between each other; this became a regular event which is conducted the five day after the five moons are all full.
The competition caused people to feel a need for new huntings grounds; they explored beyond the known horizon and in it they found a large expanse in wich GlossodrĂĄkos, which are sizeable six legged herbivores that live in herds and are covered in scales, roam. Truly a perfect hunting ground. They also found a strange black and powdery stone: Coal. While returning to Noka Corh they found a deposit of Nickel nearby.
Discovered: GlossodrĂĄkos, [Coal], [Nickel]
Culture: Hunting Tournament
Pop Growth: +219 (+16% average)
Interveneer: @MisterMustachio
Votes: 2
Leader: First Hunter Council (+15 stenght, +10 intelligence) [4/7]
Collective Population: 1582
Alerts: None
Unrest: 0/1000
Memes: Coerced Collectivism Lv1 (+15 cooperation, higher unrest gain from societal sources), Hunting Tournament Lv1 (Faster passive unrest loss)
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: +16%
Settlement Type: Village
Population: 1582
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Limestone], [Nickel]
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))
Nickel: [Canât extract]
Coal: [Too far from any settlement]
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, GlossodrĂĄkos
Plants: None
Local event: None
Vote 1: research architecture - Success (Magnitude: F) (Luck: 12) (Intelligence)
Vote 2: build some farming fields - Success (Magnitude: D) (Luck: 4) (Cooperation)
The orbs that had recieved the teachings started to study them indepth and piecing what they know togheter into a more complete picture of the teachings, and now they know how to create more stable buildings.
The archbishop also started a project for the creation of farming fields in order to secure a more stable food source, and while successful, it proved to be difficult since the earth was around Kianti was discovered to be very hard, so the size of the fields is limited.
Kianti: Hard Soil, +1 Cultivated Fields
Technology: Architecture
Pop growth: +253 (+26,3% average)
Interveneer: @TeaKing
Votes: 2
Leader: First Archbishop (+15 cooperation, +20 agility, +15 to exploration rolls) [4/4]
Collective Population: 1213 (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: +26,3%
Settlement Type: Village
Population: 1213
CC: Infinite
Resources Produced: 3 [Wood], 6 [Stone], [Iridium], [Tin]
Buildings[0/1]: None
Special Characteristics: Low fertility soil (-20% production from agricolture), Hard soil(Reduced amount of maximum farming fields)
Cultivated fields: [1/2] (large purple roots) (+300 food production)
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]
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: Beginning of house construction - Success (Magnitude: F) (Luck: 2) (Cooperation)
Vote 2: Beginning of building a farm with the help of the fruits - Success (Magnitude: D) (Luck: 12) (Cooperation)
In a dark night void of moons, a squamous predator swiftly and silently threads through the underbrush, moving in circles around Hadash a few times before standign still a few paces away from a chounoima on guard duty. The predator pounced on the guard, instantly killing them before proceeding further into the settlement; the being hurled its body towards the nearest building it found, making it collapse and killing or injuring the chounoimas inside before unrolling its bony tounges to bring the bodies to its mouth. The chounimas tried to fight back but as they were significantly smaller than the predator their attacks did little to it, but after a long battle and many destroyed houses they managed to drive it away.
The following morning reparations began, stone was used to rebuild the houses so that they will be sturdier and further reinforcements were also made to hopefully prevent them from being destroyed if such a being were to ever attack again.
Some chounoimas also set out to work on cultivating the fruit plants, managing to plant a field of them.
Hadash: 1251 deaths, +Stone Fortifications, +Stone buildings, +1 cultivated field
Unrest: +332
Pop growth: +1561 (+82,1% average)
Interveneer: @Doomlightning
Votes: 2
Leader:
Collective Population: 3461
Alerts: None
Unrest: 332/1000
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: +82,1%
Settlement Type: Village
Population: 3461
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone]
Buildings[0/1]: None
Special Characteristics: Stone fortifications (+15 fortification value)
Fortification Value: 28
Cultivated fields[1/3]: (red conical fruits) [+500 food production]
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: [2/3] (1 used by Stone tools, 1 used by structures in Hadash(+10 Fortification value and +10% Fortification value))
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: Drive away the pests. - Failure (Magnitude: C) (Luck: 1) (Strenght, Cooperation)
Vote 2: Utilize the clay and wood in the area to create sturdier homes for our people. - Success (Magnitude: F) (Luck: 12) (Cooperation, Intelligence)
Many ways to solve the pest problem were attempted: Killing them, destroying their colonies and even leaving food in a far away place, but none worked. On a particularily less rainy day than usual, an Uruk had the idea to set a pest colony on fire, the colony burned⌠And so did New London shortly after. The fire easily rampaged through New Londonâs wooden buildings, turning them into ashes and scorched ruins togheter with anyone that happened to be inside them. Luckily after some hours the rain increased, extinguishing the fire.
As the Uruk-hai were rebuilding, they invented a new building technique which mixes wood and clay togheter in order to make the buildings sturdier and fire-proof, they also elevated the houses from the ground using stilts in order to make it less likely for the pests to enter them.
Technology: Wood-clay construction
New London: 511 deaths
Unrest: +462
Pop growth: -99 (-10,9% average)
Interveneer: @zenzonegaming
Votes: 2
Leader: First Warlord (+25 agility, +10 attunement, +10 to exploration rolls) [4/6]
Collective Population: 805
Alerts: None
Unrest: 462/1000
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 DusklĂśnd belgium.
Stability: Neutral
Ring: Dralian
Enviroment: Perpetual Rain Island
Pop growth: -10,9%
Settlement Type: Village
Population: 805
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 3 [Clay], [Nickel], 2 [Coal]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 10
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: [2/3] (1 used by Stone tools, 1 used by structures in New London)
Stone: [1/3] (1 used by Stone tools)
Clay: [1/3] (1 used by structures in New London)
Nickel: [Canât extract]
Coal: [0/2]
Technology: Fire, Stone tools, Lenguage, Spear fishing, Agricolture (Allows for the construction of farming fields which produce food), Wood-clay construction (Can use Wood and Clay to give +10 fortification value and +5% fortification value modifier to a settlement)
Magic: None
None
Animals: Skullcrusher Eels, eight legged flying vermin with a carapace
Plants: Redcaps
Local event: None
Vote 1: learn how to control water with magic - Success (Magnitude: D) (Luck: 19) (Attunement)
Vote 2: Learn how to control the fluids inside of a living being with magic - Failure (Magnitude: D) (Luck: 15) (Attunement)
The success of earth magic pushed many goblins to try to do the same but with diffent aspects of nature, they tried to manipulate many things like fire or living beings but that was unsuccessful, but a goblin was successfull in their attempt at manipulating water and managed to gain prestige by teaching it to other goblins, that same goblin also was able to develop a technique to make water cleaner and apparently also safer to drink.
Some of the goblins that learned how to manipulate water tried to use it to manipulate blood, thinking that it was similiar to blood, but they had difficulties doing so. The blood felt as if it was too heavy, but they managed to solve the problem by using earth and water manipulation at the same time. After the discovery that mixing different types of magic can result in new abilities made some goblins try to learn all three of the magic types that were invented; while successful in their endeavor, they didnât discover any new abilities.
Magic: Small-scale Hydromancy, Water Purification, Hemomancy
Military: +5 Water Mages, +3 Blood Mages, +3 Unspecialized Mages
Pop growth: +600 (+24,8% average)
Interveneer: @Centarian
Votes: 2
Leader: First Warlord (+25 Agility, +4 Rounds to the âBloodthirstyâ Disadvantage time counter, +10 attunement) [4/4]
Collective Population: 3009
Alerts: None
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: +24,8%
Settlement Type: Village
Population: 3009
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: 518
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)
5 Water Mages (Offense) (0.2 + Attunement * 0.4 + Intelligence * 0.2)
3 Blood Mages (Offense) (0.3 + Attunement * 0.4 + Intelligence * 0.2)
3 Unspecialized Mages (Offense) (0.1 + 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, Small-scale Hydromancy, Water Purification (Decreases chance of epidemics), Hemomancy
First Contact: A goblin found them and described them as âbeings capable of manipulating plantsâ. They are not aware of the existence of The Emerald Army.
Animals: Octopods with short fur and a large beak capable of using magic
Plants: None
Local event: None
Vote 1: Build farms. - Success (Magnitude: D) (Luck: 4) (Cooperation)
Vote 2: Take a sample of the trees that can manipulate water and try to control itâs magic. - Failure (Magnitude: D) (Luck: 17) (Agility, Attunement)
A Lohendral group attempted at gaining insights on how the trees manipulate water, so they tried to collect a piece of them for study, but all attempts at approaching the trees was met with jets of pressurized water that make it too dangerous to reach them.
While the attempts to study the magical trees failed, an unespected breakthrought happened somewhere else: after having finished cultivating a field some Lohendrals where thinkering with the leaves of the plant, since they thought that it would have been usefull to the commune if they discovered a way to utilize the mana that is inside of them, in some time the discovered that by grinding them down and letting the result dry into a powder it can be used to enhance oneâs ability to percieve mana and manipulate it; why the leaves donât give these effects when consumed normally is a mystery.
Magic: Attuning Powder, Mana manipulation
Havonchir: +1 cultivated field
Pop growth: +282 (+21,6% average)
Interveneer: @Nonametoseehere
Votes: 2
Dominant Thought Current: First Current (+15 agility, +15 attunement, +10 to exploration votes) [4/6]
Collective Population: 1583
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 (2/6)
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: 50 [Low-D 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: +21,6%
Settlement Type: Village
Population: 1583
CC: Infinite
Resources Produced: 4 [Wood], 4 [Stone]
Buildings[1/1]: Storehouse (Increases production of basic resources)
Special Characteristics: None
Fortification Value: 0
Cultivated Fields[1/3]: (edible stem with magic containing leaves) [+500 Food production]
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: Attuning Powder (+10 Attunement), Mana manipulation
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: Try to use the metals for metalworking. - Failure (Magnitude: C) (Luck: 1) (Intelligence)
Vote 2: Try and search for other settlements/peoples/tribes/civilisations. - Success (Magnitude: F) (Luck: 9) (Agility)
The intellectual elites where quite ecstatic after the discovery of the luminancy of alluminanium when exposed to high temperatures, so they attempted to heat various materials. The intellectuals started many fires, and when they noticed that nickel gained some slight malneability when exposed to it they tried to make the fires hotter to see if it would bcome more malneable, there was just a problem that they didnât take into account: smoke. Their continous fires caused a large amount of toxic fumes to build up in the tunnels in which Rargornfardar is located, causing mass deaths.
Some months afterwards, when the fumes had already mostly been aerated outside of the tunnels, some catians that were searching for materials found another settlement of Casharlyth, they are currently unaware of Cationâs existence but is very likely that they will find out soon.
Discovered: Unknown Civilization
Rargornfardar: 1532 deaths
Unrest: +432
Pop growth: +938 (+83,4% average)
Interveneer: @CatSquared
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [4/4]
Collective Population: 2062
Alerts: None
Unrest: 432/1000
Memes: Technocracy Lv1 + 2/5 (+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: +83,4%
Settlement Type: Village
Population: 2062
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
First Contact: Found during a search for resources, they are unaware of Cation.
Species: Casharlyth
Animals: radial decapods covered in an exoskeleton
Plants: Plant that grows red conical fruits
Local event: None
Vote 1: Create spears using Rocks and sticks to be safe. - Success (Magnitude: F) (Luck: 18) (Cooperation, Intelligence)
Vote 2: Research about phosphor. - Success (Magnitude: F) (Luck: 4) (Intelligence)
After the attack of the predators the bontorbs decided to start crafting more weapons in order to be able to arm more people if they ever need to defend again, some bontorps also managed to invent a new weapon designed specifically to attack at a distance: the bow. Some bontorps also decided to train with the weapons in order to get a better grasp on how to effectively utilize them.
Some bontorps also discovered that when the phosphor rocks are ground down and applied to the soil the plants in it will grow more easily.
Technology: Bows, Phosphor fertilizer
Military: +20 hunters, +20 archers
Pop growth: +719 (+54,9% average)
Interveneer: @Bontopia13
Votes: 2
Leader: First Technocrat Council (+25 agility, +10 cooperation) [4/4]
Collective Population: 2027
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: +54,9%
Settlement Type: Village
Population: 2027
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: 740
Defensive Power: 468
Units:
70 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)
20 Archers (Offense) (0.1 + Agility * 0.3 + Strenght * 0.3 + Endurance * 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), Bows, Phosphor Fertilizer (+20% food production from fields)
Magic: None
None
Animals: Black scaled hexapodal monster
Plants: Shrub that grows edible flowers
Local event: None
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). - Success (Magnitude: F) (Luck: 11) (Agility)
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. - Failure (Magnitude: C) (Luck: 15) (Attunement)
Scouts were sent by the elders to explore the land further meanwhile some shellcores tried to make it possible to access the brimstone area, while exploring far away from settled land the scouts found a cave of purple crystals, they are gienel crystals, some shellcores also found copper near Veriturbs.
The shellcores that were sent to try to explore the brimstone area failed to decrease the temperatures radiated from them to a tollerable level, but while they were trying to decrease the temperature they gained insights about an ethereal form of energy: mana.
Discovery: [Gienel Crystal], [Copper]
Magic: Fragments of Mana Manipulation
Pop growth: -238 (-10,6% average)
Interveneer: @aah31415
Votes: 2
Leader: semi-democratic elder council (+15 Cooperation, +15 Intelligence) [4/4]
Collective Population: 2018
Alerts: None
Unrest: 0/1000
Memes: Honesty Lv1 + 2/4 (+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: -10,6%
Settlement Type: Village
Population: 1218
CC: Infinite
Resources Produced: 3 [Wood], 3 [Stone], 2 [Clay], [Copper]
Buildings[0/1]: None
Special Characteristics: None
Fortification Value: 0
Settlement Type: Village
Population: 800
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]
Gienel Crystal: [Too far from settlements]
Copper: [Unable to extract]
Technology: Fire, Stone tools, Lenguage
Magic: Fragments of Mana Manipulation
None
Animals: None
Plants: None
Vote 1: Attempt to eradicate the pests again - this time without fire.
Vote 2: Improve our agricultural techniques.
Vote 1: Study the behaviors of the GlossodrĂĄkos.
Vote 2: Find a use for the coal.