Londorion

It’s similiar to how I had originally imagined it, but after some time I changed it so that the suns move in unison.

Also there are 5 moons too.

That’s very impressive tho.

1 Like

are they always in opposite to the suns?

Edit:
image
Something seems off…

And what is that so?

1 Like

Certain people voted for themselves…

1 Like

Fairs do, I would vote but honestly I haven’t checked good enough to make that judgement (nor do I wanna go with gods little side projects shoved into a creature)

1 Like

Wait what? Which civ are you talking about? Teaking’s one?

Maybe it was either a “black hole” or a to something

1 Like

You mean children of cthulu, the willow’s species and civ?

I think that’s the correct one yea

1 Like

I wonder which species would be the strangest/most unique one?

Mhm I will take a look at each species and see but I will point out my bias exist for my own species cause I am more focus on something that’s cool and as you said unique than just it being made for war and being powerful, cause example us humans sacrificed a lot to be smart and have such interesting cultures.

1 Like

The there’s doom’s species which is also quite an interesting one since it’s a 4-dimensional creature.

Honestly all species here seem to be highly unique.

1 Like

@TwilightWings21 I need your votes

1 Like

As far as I can tell twilight shoild be available at the school year’s end, as they have been busy with school over the last few months.

Edit: I just randomly found the video with the aliens which I thought were the inspiration for @willow 's species

Edit2: Do we have the ETA for the next round?

Edit3: It’s been 3 months since the last round posted…

1 Like

Round 4.5

Global Event: None

Season: Spring [4/5]


Agepta

Local event: None


vote 1: plant some fields - Success (Magnitude: D) (Luck: 11) (Cooperation)

vote 2: invent the wheel - Success (Magnitude: F) (Luck: 10) (Intelligence)

Following the recent population increase, the diminute cultivations of the red grain have been expanded to the point in which they cover a significant portion of the river’s shores. New techniques for the transportation of heavy objects have been invented, some simply involve the use of cylindrical logs while others utilize multiple parts to make a wheel rotate around an axis.

Technology: Wheel, Transportation Techniques

Murauwa: +1 Cultivated Field (Tall red grains)

Pop growth: +728 (+62,9% average)

More Info

Interveneer: @sci0927

Votes: 2

Leader: First Elder Council (+15 cooperation, +20 agility) [4/5]

Collective Population: 1884

Alerts: None

Unrest: 0/1000

Attributes, Culture and Institutions

Memes: Respect Bound Lv2 (+25 cooperation, higher unrest gain from societal sources)

Precepts: None


Institutions: None


Intelligence: 55 [Low-D rank]

Cooperation: 55 [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]

Species
Species

Name: felidians

Attributes:

Intelligence: 30

Cooperation: 20

Charisma: 30

Strength: 30

Agility: 50

Endurance: 30

Attunement: 20

Size: 1.2 m

Pop Growth: 48%

Advantages:

Sequential hermaphroditism - +15% population growth

Cunning - +15 intelligence

Cuteness - +15 charisma, Cause higher enemy unrest gain from battle unless they have genocidal cultural meme or a trait that negates this.

Disadvantages:

Jerks - Higher stability loss

Hedonists - Higher unrest gain

Description:

The felidians, also known as Londorifelis sapiens, are a bipedal species of carnivores that look a lot like cats(Felis catus). They are adapted to ambush hunting and stalking their prey. One notable thing is that they are sequential hermaphrodites, and can change between the male and female sexes at will.

Regions
Murauwa

Stability: Neutral

Ring: Dralian

Enviroment: Desert River

Pop growth: +62,9%

Murauwa

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

Cultivated Fields: [1/3] (Tall red grain) (+500 food production)

Resources and Military

Power modifiers: -30% defensive power, -30% offensive power

Offensive power: 773
Defensive Power: 773

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)

Knowledge

Technology: Fire, Stone tools, Lenguage, Animal husbandry, Agricolture (Allows for the construction of farming fields which produce food), Writing (+10 Intelligence, +5 cooperation), Wheel, Transportation Techniques (+5 Cooperation)

Magic: None

Civilizations

None

Animals and Plants

Animals: Fast short furred bipedal animal with proboscid-like lips

Plants: Tall plant that produces red grains

Children of Cthulhu

Local event: None


vote 1: bring some of the red grains back to the village and plant them - Success (Magnitude: F) (Luck: 6) (Intelligence)

vote 2: train civilians to break open rocks and stone walls with their mana crystals- Failure (Magnitude: D) (Luck: 8) (Attunement, Intelligence)

During a rainy day some gatherers returned with a bounty of red grains, which they stored for later consumption; the storage was humid from the rain, which caused the grains to sprout roots, this caused the voidspawns to investigate further and so they discovered that from the grains new plants can grow if the grain is planted in soil and there is enough water present.

Attempts to utilize the scales of voidspawns for mining have failed because it proved to be more difficult than expected to control the energy in the scales.

Technology: Agricolture

Pop growth: +294 (+23,1% average)

More Info

Interveneer: @willow

Votes: 2

Leader: First Chief (+25 cooperation, +10 attunement) [4/4]

Collective Population: 1562

Alerts: None

Unrest: 30/1000

Attributes, Culture and Institutions

Memes: Artistry Lv1 (Faster Unrest Decrease, higher resource usage), Gourmand Lv1 (Decreased Unrest Gain, Higher food consumption)

Precepts: Trials for Leadership - This civilization uses a set of trials and voting every 4 years to choose their leadership. (-2 Leader lifespan, Higher chance of great leaders)


Institutions: 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]

Species
Voidspawn

Common name: voidspawn
scientific name: inanis tentamenta

Attributes:

Intelligence: 40

Cooperation: 10

Charisma: 20

Strenght: 20

Agility: 60

Endurance: 20

Attunement: 40

size: 2 m

Pop Growth: 20%

advantages:

void photosynthesis- Decreased food consumption, -50% deaths from lack of food.

shadow tentacles - Allows for harvesting some materials without the needed technology, allows the creation of special military units.

fast neurons - +15 agility

mana scales - +15 endurance, +10% defensive power.

disadvantages:

light weakness - Higher deaths from light related damage, enemy units that use light related damage have higher power output against this species.

magic dependency - Higher deaths and lower population growth in low-mana zones, vulnerable to anti-magic.

eldritch abomination - -10 to friendly interactions with other civilizations.

description: a species of eldritch horror that can never be illuminated enough to be lit up at all, can use its tentacles for pretty much anything including but not limited to: flying, yeeting buildings, holding up buildings after they have lost all structural support, armor that can move to protect weak spots, bladed weapons, battering rams, hammers, moving like a cephalopod or an arachnid, unspeakable tentacle deeds, etc. the downside?: they can easily die if they have too little mana, though that’s not much of a risk in the middle ring since they absorb it faster than they can use it, they can photosynthesize at the same amount of sugar production per surface area as an earth plant in a cave with the only light source being a small rock with a moderately strong aura of “eat belgium and perish” energy, though the cost of this is they will peel like an onion if they get too close to a star without proper protective gear. and due to being an eldritch abomination all xenophobes hate them by default, though as a result of that their neurons are extremely fast allowing for reaction time only a fly hopped up on adrenaline could top, their main visible defining trait is their glowing purple fingernails and their ability to slice the strongest of swords with a single tentacle by encasing it in purple glowing scales that fuse together into an extremely small line

Regions
Silvopidom

Stability: Neutral

Ring: Dralian

Enviroment: Dense Forest

Pop growth: 23,1%

Silvopidom

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

Resources and Military

Power modifiers: None

Offensive power: 1230
Defensive Power: 2484

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

90 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)
Clay: [0/3]
Gypsum: [0/2]
Coal: [0/2]
Silt: [0/4]
Jidmo: [Too far from any settlement]

Knowledge

Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of cultivated fields which produce food)

Magic: None

Civilizations

None

Animals and Plants

Animals: Large black creature

Plants: Tall plant that produces red grains

City of Ga

Local event: None


Vote 1: Explore more of the coast? - Failure (Magnitude: F) (Luck: 19) (Agility)

Vote 2: study the hexapedal creature to possibly see its life cycle? - Success (Magnitude: F) (Luck: 14) (Intelligence, Agility)

Some adventurous gaians, spurred by the discovery of another T’ka civilization, decided to go and explore the unknown areas of the coast; out of the 20 that voyaged out, only 3 returned, when questioned about what happened to the rest of the explorers they talked about enormous creatures of great strenght that looked similiar to the six legged animals that are herded by gaians, these beings killed the other 17 explorers before they could escape.

This happening made gaians pay closer attention to the feathered creatures that they herd, they learned that they carry their young in their neck and use a long tongue to feed them. Other than that they also learned more about their behaviour, making it possible to devise better techniques to herd them, but they didn’t discover anything that would cast light on what the explorers found.

Discovered: Giant creatures hotspot

Technology: Insight in animal behaviour

Pop growth: +2126 (+73,1% average)

More Info

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

Attributes, Culture and Institutions

Memes: Sea Harvest Lv2 (Higher food production from coastal regions, Lower stability in regions detached from the sea or other large bodies of water), Gourmand Lv1 (Decreased Unrest Gain, Higher food consumption)

Precepts: None


Institutions: None


Intelligence: 35 [Mid-F rank]

Cooperation: 45 [High-F rank, Lowest-D rank]

Charisma: 35 [Mid-F rank]

Strenght: 30 [Mid-F rank]

Agility: 30 [Mid-F rank]

Endurance: 55 [Low-D rank]

Attunement: 10 [Low-F rank]

Species
T’ka

Name: T’ka

Attributes:

Intelligence: 35

Cooperation: 30

Charisma: 35

Strenght: 30

Agility: 30

Endurance: 40

Attunement: 10

Attribute points: 10

Size: 1,1 m

Pop Growth: 53%

Advantages:

Prolific - While they do only mate once a year the amount of young born from this process is tremendous however natural selection takes it course and often only a small part of the young make it. - +20% population growth.

Fluctuating colours - The species have unique ways of speaking to each other using their blood to flood areas of their skin plus being colourful this has added to their culture/reflected in their art or poetry often including vibrant colours (even ultraviolet to a small degree given their eye structure) - +15 cooperation, it’s more difficult for civilizations that don’t have T’ka to conduct espionage on civilizations composed mainly of T’ka.

Semi aquatic - T’ka have large chest cavity to hold in more oxygen to allow trips into the water in search for mollusc or hard shelled animals allowing for a greater variety of food that would’t be possible if their weren’t semi aquatic. - +15 endurance, increased food production from aquatic sources.

Disadvantages:

Delicate young - While they do make large batches of young at a impressive rate during their mating session their young require a very specific kind of nesting to promise a large part of the batch survives which one is being in foam from their parents or submerged in water - The advantage ‘Prolific’ is active for each settlement only if special nesting buildings are built according to the settlement’s population, 1 nesting building can support 5000 population.

You colourblind or something? - While T’ka posses the ability to see ultraviolet and such vibrant colours thanks to their eyes this can appear badly in their art of poetry appearing dull to a wide range of other species that for T’ka is vibrant and full of life. - -10 charisma with non T’ka civilisations

Description: T’ka is semi aquatic species who switches between bipedal and quadrupedal when suited for the task at hand, their eyes have adapted to seeing ultraviolet light and thus have a “vibrant” culture, this is reflected seeing as their skin can appear in ultraviolet rarely and range from a broad spectrum of colours they do travel in groups as of modern times but these are often family units, with the mother taking control of the group while the father is the lookout for danger and given their similar they can switch this so every group is different from each other in size and who is leading. They do posses a tail for their semi aqucatic life however on land it adds drag to the species which causes the quadrupedal and bipedal stance change to remain. Their broad in mouth and posses a small nostril that can be closed which while looking humanoid does not posses a feminine nor masculine body plan seeing they don’t arrive from mammals and thus are not under the same strain as the females off mammals.

Regions
Ga

Stability: Neutral

Ring: Valmian

Enviroment: Sea Coast

Pop growth: +73,1%

Notable Locations: Giant creatures hotspot

Ga

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

Resources and Military

Power modifiers: -30% offensive power, -30% defensive power

Offensive power: 721
Defensive Power: 896

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Flint: [0/2]
Clay: [0/4]
Bismuth: [Can’t extract]

Knowledge

Technology: Fire, Stone tools, Lenguage, Pastoralism, Pottery, Plates (Lower risk of epidemics), Insight in animal behaviour (Increases food production from animal related things)

Magic: None

Civilizations
Unknown Civilization

First contact: They were cautious and tried to avoid our people

Species: T’ka

Animals and Plants

Animals: Spindly hexapods covered in blue feathers

Plants: None

Corhan Hunters

Local event: None


Vote 1: Study the behaviors of the Glossodrákos. - Success (Magnitude: F) (Luck: 6) (Intelligence, Agility)

Vote 2: Find a use for the coal. - Success (Magnitude: F) (Luck: 18) (Intelligence)

Some hunters decided to spend time among the glossodrakos herd in order to better understand them, so for months they lived among them and observed how they behave; after they returned they shared what they learned with the other hunters, their insight allowed for the creation of better strategies while hunting.

An hunting party that went to hunt glossodrakos had found some coal during their hunt, so they decided to bring some back to Noka Corh. Initially thinkering with coal involved the use of it as a pigment for drawing hunting scenes and even some primitive rappresentations of how the glossodrakos behave. One night, a stone lamp fell on top of a lump of coal, it was discovered that it burns much stronger than wood.

Technology: Insight in animal behaviour, Fragments of Writing

Pop Growth: +219 (+16% average)

More Info

Interveneer: @MisterMustachio

Votes: 2

Leader: First Hunter Council (+15 stenght, +10 intelligence) [4/7]

Collective Population: 1582

Alerts: None

Unrest: 0/1000

Attributes, Culture and Institutions

Memes: Coerced Collectivism Lv1 (+15 cooperation, higher unrest gain from societal sources), Hunting Tournament Lv1 (Faster passive unrest loss)

Precepts: Hunting Proof - This culture’s youngs must undergo an extended period of hunting before being considered adults (+15 Strenght, +25% offensive power, higher food production, -5% population growth)


Institutions: None


Intelligence: 25 [Mid-F rank]

Cooperation: 45 [High-F rank, Lowest-D rank]

Charisma: 15 [Low-F rank]

Strength: 60 [Mid-D rank]

Agility: 65 [Mid-D rank]

Endurance: 60 [Mid-D rank]

Attunement: 5 [Low-F rank]

Species
Dullahans

Name: Dullahans

Attributes:

Intelligence: 25

Cooperation: 30

Charisma: 15

Strength: 45

Agility: 45

Endurance: 45

Attunement: 5

Size: 4 Meters

Pop Growth: 18%

Advantages:

Strider: +20 Agility

Chitinous Plates: +15 Endurance, +5% Defensive power

Disadvantages:

Territorial: -10 to interactions with other civilizations, having more than 1 town in a region decreases it’s stability.

Description:
Dullahans are large, insect-like carnivorous predators with 6 long legs and 4 pincer-like appendages on their front, near their head.
Dullahans are speedy hunters that work together to control a hunting territory. Despite their coordination, they often come to blows with other groups that they encounter. They can be surprising crafty and tend to strike when their prey is in a vulnerabile position.

Regions
Noka Corh

Stability: Neutral

Ring: Baroian

Enviroment: Rocky Desert

Pop growth: +16%

Noka Corh

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

Resources and Military

Power modifiers: +50% offensive power, +30% defensive power

Offensive power: 2782
Defensive Power: 2411

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [1/3] (1 used by Stone tools)
Stone: [1/3] (1 used by Stone tools)
Limestone: [1/2] (1 used by structures in Noka Corh(+10 Fortification value and +10% Fortification value))
Nickel: [Can’t extract]
Coal: [Too far from any settlement]

Knowledge

Technology: Fire, Stone tools, Lenguage, Trap making, Masonry (Can use stone to give Fortification value and Fortification value to a settlement depending on the stone used), Insight in animal behaviour (Increases food production from animal related things), Fragments of Writing

Magic: None

Civilizations

None

Animals and Plants

Animals: Small beaked octopedal creature with short fur, Glossodrákos

Plants: None

4 Likes
Endegalra

Local event: None


vote 1: more architecture research - Success (Magnitude: D) (Luck: 16) (Intelligence)

vote 2: build some light fortifications around the place - Success (Magnitude: F) (Luck: 3) (Cooperation)

The orbs had developed a method of working with bigger blocks of stones, this allowed them to also further develop the teachings of Api into new techniques capable of supporting bigger structures.

A scout had been attacked by a large, beast covered in a red fur that has a long proboscid filled with thousands of pointy teeth, so the archbishop decided to initiate the construction of severeal fortifications in order to defend the orbs from a possible attack. During construction the beast has been witnessed to prowl in the distance, althought it didn’t approach Kianti it is thought that it might attack soon.

Discovered: Large predator covered in fur with a proboscid mouth

Kianti: Wood Fortifications

Pop growth: +253 (+26,3% average)

More Info

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

Attributes, Culture and Institutions

Memes: Enviromentalist Lv1 (+20 to votes interacting with nature, harming the enviroment generates unrest), Theocracy Lv1 (+10 cooperation, Higher effects from religious institutions, increased unrest from the destruction of holy sites or artifacts)

Precepts: Orbal Trinity - This culture revolves around the worship of three gods and follow their teachings. From the first god, Theo The Punisher, they learn that violence must be met with violence in order to ensure peace and stability, but it mustn’t be used against those who mean no harm. From the Second God, Evo the Forgiver, they learn that the Gods will bless those that worship them and forgive the sins of all who repent, and that spreading the faith is the greatest of virtues. From Api the Artist, they learn that since life is temporary, one must enjoy its beauty and craft artwork to immortalize themselves and to preserve their memory in this world. (+15% Defensive power, +15 to votes spreading this religion, allows for the building of special temples which increase stability and decrease unrest gain depending on how many resources were used to build them, starting offensive wars generates unrest, border friction with civilizations that don’t follow this religion is increased, the destruction of a temple causes stability loss depending on how many resources were used to build them)


Institutions: Orbal Trinity (+20% Defensive power, +5 cooperation)


Intelligence: 55 [Low-D rank]

Cooperation: 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]

Species
Meraedania orba

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 won’t discover without additional investigation, research, or interaction - +10 Intelligence, learn basic information about materials and species.

Disadvantages:

Theoxavian Gluttony - The Orbs consume lots of food to satiate their hunger - Higher food consumption

Apiloxian Impatience - The Orbs desire constant change in their environment and so unrest would grow if there is nothing new to be enjoyed - Needs to use resources per-pop in order to prevent unrest gain, how much pop a single resource can satisfy depends on the resource.

Description:
a magical living sphere that moves around by rolling itself or through its spacetime-manipulating magic. They have a bright gold coloration, but what exactly they’re made of is unknown.

Regions
Kianti

Stability: Neutral

Ring: Larmian

Enviroment: Hills

Pop growth: +26,3%

Kianti

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), Wood fortifications (+10 fortification value)

Cultivated fields: [1/2] (large purple roots) (+300 food production)

Fortification Value: 10

Resources and Military

Power modifiers: -35% Offensive power

Offensive power: 295
Defensive Power: 355

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [1/3] (1 used by Stone tools) [1 covers 350 pop]
Stone: [3/6] (1 used by Stone tools, 2 used to provide change for the population) [1 covers 550 pop]
Iridium: [Incapable of extracting it]
Saturnium: [Too far from any settlement]
Tin: [Incapable of extracting it]

Knowledge

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

Civilizations

None

Animals and Plants

Animals: Decapodal creature covered in an exoskeleton, Large predator covered in fur with a proboscid mouth

Plants: Plant with large purple roots

Erintromantra

Local event: None


Vote 1: Proper traning of small army to defense ourself - Success (Magnitude: F) (Luck: 15) (Cooperation, Endurance)

Vote 2: Expand more expand to the 4 demsmsions - Failure (Magnitude: D) (Luck: 14) (Cooperation, Intelligence)

After the attack from the predator, the elders ordered for Hadash to expand into the fourth dimension while some chounoima decided to train themselves specifically to better defend their home; after months the chounoima that were training became guards ready to defend Hadash, and the efforts to expand into the fourth dimension were found to be much harder than first expected because of difficulties with transporting materials.

Military: New Unit(Guards), +30 Guards

Pop growth: +1561 (+82,1% average)

More Info

Interveneer: @Doomlightning

Votes: 2

Leader: Defensive Elders (+10 Endurance) [1/3]

Collective Population: 3461

Alerts: None

Unrest: 332/1000

Attributes, Culture and Institutions

Memes: Gerontocracy Lv2 (+15 intelligence, +10 cooperation, Higher stability decrease, More vulnerable to assasinations and sudden leader deaths), Communal Lv1 (+15 cooperation, takes longer to reduce gained unrest)

Precepts: None


Institutions: None


Intelligence: 43 [High-F rank]

Cooperation: 59 [Mid-D rank]

Charisma: 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]

Species
Meimechounoima takraden (Chounoima)

Name: Meimechounoima takraden (Chounoima)

Attributes:

Intelligence: 28

Cooperation: 49

Charisma: 32

Strength: 6

Agility: 30

Endurance: 60

Attunement: 5

Size: ~33.333 cm

Pop Growth: 60%

Adv:

Magic Immunity - Immune to magic.

Compound Limbs - +15 agility, allows to settle in the majority of enviroments that don’t have extreme conditions, allows flight.

4-dimensional creature - Their body is actually in four dimensions and not three dimensions like everyone else and is able to experience them. Whatever is an obstacle to create three dimensions for them there is a way around it. They see the world in a strangely different way than usual (it’s not magic because it’s a real theory and there are some movies and games that describe how it looks at least) - +20% offensive power, lower deaths from battles against entities that don’t interact with the fourth dimension, allows access to special technologies.

Des:

Non-Magic Conductors - Impossible to use magic.

Interdimensional Aliens - No one else is able to understand what they mean and what they really look like, they are simply part of a completely different dimension, it is especially difficult to understand them if they are not also related to the 4th dimension. - -15 to any interaction with civilizations that don’t have any way to interact with the fourth dimension.

Description
A multidimensional species with a strange structure and unusual anatomy due to the complexity of an ordinary creature (three dimensions) it can be described as a creature with 4 pairs of complex limbs each of which has 4 symmetrical fingers and a particularly complex hand structure that is adapted to transition to any possible type of movement (swimming, flying, climbing [grasping ] and walking). Some say they have even more limbs hidden between dimensions, but the truth is that there are only 4 pairs of limbs that are simply very complex and coordinated.
They have a relatively hairy body that covers their entire body but under the hair are several layers of armored scales.
They have 2 pairs of chelicerae that are protected by a relatively long and wide beak-like mouth.
They have a long tail, body sails and a rough bump that can change its appearance on its face. All of this is used by them for communication (like lemurs), but because of the anatomical structure and the reality of multidimensional creatures, vocal communication is not a common thing to use among them and thus they are not able to produce complex sounds, but the physical communication makes up for it.
They have as many as 4 eyes in the front and a pointed and hairy ear.

Regions
Hadash

Stability: Neutral

Ring: Baroian

Enviroment: Subtropical Hills

Pop growth: +82,1%

Hadash

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]

Resources and Military

Power modifiers: -50% Offensive power, -70% Defensive power

Offensive power: 422
Defensive Power: 653

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)

30 Guards (Defense Only) (0.1 + strenght * 0.1 + Endurance * 0.4 + Cooperation * 0.2) [2 Turns to train]


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))

Knowledge

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 cultivated fields which produce food)

Magic: None

Civilizations

None

Animals and Plants

Animals: Flying feathered hexapod with a stinger, Scaled hexapod with three long toothed tounges

Plants: Plant that grows red conical fruits

New London

Local event: None


Vote 1: Attempt to eradicate the pests again - this time without fire. - Failure (Magnitude: C) (Luck: 12) (Intelligence, Strenght)

Vote 2: Improve our agricultural techniques. - Success (Magnitude: D) (Luck: 19) (Intelligence)

A recent surge in pest population caused the extermination sentiment to be reinvigorated, many Uruk-Hai set out to get rid of them in what have come to be called “Extermination clubs”, but a strange occuring happened to them: they all were killed some days afterwards. Quickly, a rumor that the pests had magic powers and had cursed the exterminators spread across New London, this caused people to be reluctant to continue with the exterminations. This lasted until one day, while the majority were sleeping, an Uruk had found a robed figure dropping food on the streets and decided to follow it to an house inside of which he found an altar dedicated to the pests: a cult was found, and in the next days more cults have been discovered all around New London, causing an enourmous uproar among the population.

A few weeks before this discovery, advancements in soil preparation allowed for the mycelium of the red caps to spread more easily to larger stretches of soil. One day while tiling the soil a few Uruks discovered a blue, tubular mushroom that has a refreshing taste so they brought it to their houses; after a swarm of pests managed to enter and devoured the majority of food that they had for the day, they saw that the blue mushrooms were the only thing the pests avoided, and so discovered that they have a repulsive effect towards the pests.

Discovered: tubular blue mushroom that repells pests

Technology: Soil Tiling

Unrest: +200

Pop growth: -99 (-10,9% average)

More Info

Interveneer: @zenzonegaming

Votes: 2

Leader: First Warlord (+25 agility, +10 attunement, +10 to exploration rolls) [4/6]

Collective Population: 805

Alerts: None

Unrest: 662/1000

Attributes, Culture and Institutions

Memes: Expansionist Lv1 (+15 to votes creating new settlements, Higher border erosion with other civilizations), Belligerent Lv2 (+15% Offensive power, Lower unrest from wars, Higher unrest gain during peace periods)

Precepts: None


Institutions: None


Intelligence: 50 [Low-D rank]

Cooperation: 50 [Low-D rank]

Charisma: 50 [Low-D rank]

Strength: 40 [High-F rank]

Agility: 5 [Low-F rank]

Endurance: 40 [High-F rank]

Attunement: 5 [Low-F rank]

Species
Uruk-Hai

Name: Uruk-Hai

Attributes:

Intelligence: 50

Cooperation: 50

Charisma: 35

Strength: 40

Agility: 5

Endurance: 25

Attunement: 5

Size: 2,1 average

Pop Growth: 20%

Advantages:

Engineered weapons - Uruk-Hai possess a great regenerative capability and the average bloke can survive just about anything short of a decapitation if he gets lucky and there is a medic nearby to stitch him up. A few notable examples have even survived decapitation with only negligible brain damage. Due to their nature as having been created a soldier-race, the Uruk has a natural genetic memory which lends him not only innate understanding of combat techniques, but assists in childhood development. Particularly in the understanding of language. Slightly less commonly an Uruk can also receive genetic memories of weapon smithing, construction, and various sciences. - +15 endurance, +10% offensive power.

Shadow-born - Uruk-Hai, being creatures of the darkness, have a natural affinity for low-light environs, and receive a large boost to their stats when operating in gloomy areas. Whether it be the night or someplace deep underground. Their startling visage also inspires terror in their enemies, especially in locations without light. This natural affinity for the shadows also means that, while the Uruk does not typically carry much arcane potential within him, it is highly likely that the few proficient mages this race produces will have a large affinity for magics related to the shadows. Uruk-Hai possess natural dark-vision to allow them to see through the shadows in which they live. - +20 to votes regarding shadow magic.

Necessary alliances - Uruk-Hai recognize that they are not capable of everything, and that sometimes they must rely on assistance from others to meet their goals. This allows them to make close alliances and dare I say friendships with other goblinoid civilizations. They possess a natural affinity for goblinoids and can not only easily form pacts with them, but cooperate with greater efficiency. This natural affinity for other goblinoid civilizations allows Uruk-Hai nations to not only easily form pacts but cooperate with their allies efficiently and productively. - +15 charisma, counts as goblinoid.

Disadvantages:

Heliophobia - will begin to burn if exposed to direct UV light. The Uruk will die anytime between ten seconds and several minutes depending on the intensity of the light. Due to this Uruks have an instinctual fear of the sun and are reluctant to go out in daylight even when protected. - Military debuff during day time, gets killed from by a strong enough light.

Xenophobia - Uruk-Hai foster an extreme hatred of non-goblinoid races, as well as a general disdain for those who do not worship their dark gods. - -15 to friendly interactions with non-goblinoids.

Description:

A stark race of warriors created long ago on another world by ingenious sorcerers and scientists, who possessed not only knowledge of the arcane but knowledge of machines and genetics as well. However these learned peoples did not quite possess an affinity towards violence, and so nearly went extinct when a militarily advanced nation decided that it deserved more territory; and deemed the magically abundant Southern Lands to be an adequate morsel.

There was only one response available to the desperate republic, as their magics – while powerful – did not overlay with warfare. A new race would be created to defend their borders and their citizens from the encroaching legions.

They knew that it would sacrifice everything they stood for, and belgium their souls for daring to undertake such vile measures, but those reasonable voices were either silenced or kept in the dark as men willing to do anything for their people plunged into the darkness – eyes fully open and understanding.

There were many attempts to create the answer to their issues, producing many failed specimens doomed to a brief life of pain and misery. The experiments were hastened far beyond what even a madman would call reasonable, for within the month their capital was already under siege.

Finally their salvation came to them in the creation of a single stable specimen dubbed Ransom. Born of an orcish mother forcibly given human seed and subjected to nearly a hundred different magics and potions in order to speed the pregnancy and alter the boy.

He was a born fighter, strong, virile, and possessing a brutal cunning as well as the intelligence to keep it hidden from his masters.

Ransom would not be enough to turn the tide of the war by himself however, prompting the mage-lords to repeat the process again and again and again, using their first successfully subject as a template.

The soldiers – dubbed Uruk-Hai – streamed out of the capital building armed and armored with the finest equipment available, and managed to turn the tide of the war just when it seemed hopeless for the scholar people.

Great parades and feasts scheduled to last for weeks were held across the republic as the invaders finally surrendered three years later, giving their would-be subjects great swathes of their own land and treasury as reparations. But the celebrations were cut short as their own armies, having been trained and hardened in the cauldron of war, turned from the republic’s new borders and marched to the capital under the banner of their warlord Ransom.

All at once the protectors became the things which made protection necessary, the people’s saviors became the people’s doom, and slave became master.

Once Ransom sat upon the ivory throne of the former republic he made an immediate stop to the killing. The decision was not made out of any sense of right or wrong, but simply because they would require a token population of people who understood how to run a society while the Uruk-Hai as a race adapted to professions other than military. Once their population had grown and skilled Uruk craftsmen had been trained, those few mages who survived were unceremoniously slaughtered.

And thus was not only the demise of the Varangian Republic, but the birth of the Dusklönd belgium.

Regions
New London

Stability: Neutral

Ring: Dralian

Enviroment: Perpetual Rain Island

Pop growth: -10,9%

New London

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

Resources and Military

Power modifiers: +25% offensive power

Offensive power: 975
Defensive Power: 630

Units:

50 Hunters (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunters (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [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: [Can’t extract]
Coal: [0/2]

Knowledge

Technology: Fire, Stone tools, Lenguage, Spear fishing, Agricolture (Allows for the construction of cultivated 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), Soil Tiling

Magic: None

Civilizations

None

Animals and Plants

Animals: Skullcrusher Eels, eight legged flying vermin with a carapace

Plants: Redcaps, tubular blue mushroom that repells pests

The Emerald Army

Local event: None


Vote 1: Find another village - Failure (Magnitude: F) (Luck: 16) (Agility)

Vote 2: Train more magic users (and train magic users in combat) - Success (Magnitude: F) (Luck: 4) (Cooperation, Attunement)

Scouts sent out in different directions in order to see if there are other groups of inferior species in the Army’s territory, they didn’t find anything, but the ones that went to search in the land around the known settlement managed to gain more information about it: they learned that it is surrounded by a bizzare geographical formation that will make it harder to attack, the beings that inhabit it are seemingly capable of using some strange magic to throw small sticks very fast and during the night they create an enourmous fire and do a weird, rythmic chant.

Meanwhile in Brooknar the warlord decided to push for the growth of the magic users in the army, but for some reason the goblins that were training in magic started dying and only a few survived: So instead of the originally planned amount of magic users only 22 mages started training.

Military: 5 Earth mages started training, 5 water mages started training, 2 blood mages started training, 15 unspecialized mages started training.

Civilizations: More information about the unknown civilization

Pop growth: +600 (+24,8% average)

More Info

Interveneer: @Centarian

Votes: 2

Leader: First Warlord (+25 Agility, +4 Rounds to the “Bloodthirsty” Disadvantage time counter, +10 attunement) [4/4]

Collective Population: 3009

Alerts: None

Unrest: 469/1000

Attributes, Culture and Institutions

Memes: Species Supremacist Lv1 (Wars against “lower” species cause less unrest gain, -15 to friendly interactions with “lower” species), Genocidal(non-goblinoid) Lv1 (+15 to votes killing non-goblinoids (doesn’t influence battle votes), killing non-goblinoids decreases unrest, having non-goblinoids in controlled territory generates unrest)

Precepts: Ultranationalism - This culture values its nation above all others; it will do anything to make sure for its nation to exert control over others. (+25 cooperation, +25 to votes that involve coercing other civilizations, -15 to friendly interactions with other civilizations, not holding some sort of control over neighbouring civilizations for too long causes stability to decrease and eventually generates unrest, defensive wars generate no unrest)


Institutions: None


Intelligence: 5 [Low-F rank]

Cooperation: 85 [High-D rank]

Charisma: 25 [Mid-F rank]

Strenght: 25 [Mid-F rank]

Agility: 10 [Low-F rank]

Endurance: 25 [Mid-F rank]

Attunement: 60 [Mid-D rank]

Species
Goblin

Name: Goblin

Attributes:

Intelligence: 5

Cooperation: 60

Charisma: 25

Strenght: 25

Agility: 10

Endurance: 25

Attunement: 60

Size: 1 meter

Pop Growth: 56%

Advantages:

Breed like rabbits - +20% population growth

Goblinoid - +20 to votes involving friendly interactions with civilizations that are mainly composed of goblinoid species.

Monkey see monkey do - +20 to replicating technology or magic; doesn’t get a vote penalty if trying to replicate technology or magic without running espionage first, espionage instead boosts replication votes.

Disadvantages:

Extremely racist - -20 to votes involving friendly interactions with civilizations that aren’t mainly composed of goblinoid species.

Bloodthirsty - Unrest gain if no fighting happens for 8 consecutive rounds (infighting can only set this back for a short period of time).

Description:

They are a surprisingly cooperative and bloodthirsty species that is usually nomadic in nature. They usually roam in bands of around 1000 but recently seem to have been gathering for something big.
They are about 1 meter tall and can have a skin color that ranges from a greenish yellow to a blue-grey, though most have simple green skin. They are humanoid in nature, and find enjoyment out of slaughtering their enemies

Regions
Brooknar

Stability: Neutral

Ring: Dralian

Enviroment: Temperate Forest

Pop growth: +24,8%

Brooknar

Settlement Type: Village

Population: 3009

CC: Infinite

Resources Produced: 3 [Wood], 3 [Stone]

Buildings[0/1]: None

Special Characteristics: None

Fortification Value: 0

Resources and Military

Power modifiers: -40% Offensive power, -40% defensive power

Offensive power: 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) [2 Turns to train]

5 Water Mages (Offense) (0.2 + Attunement * 0.4 + Intelligence * 0.2) [2 Turns to train]

3 Blood Mages (Offense) (0.3 + Attunement * 0.4 + Intelligence * 0.2) [2 Turns to train]

3 Unspecialized Mages (Offense) (0.1 + Attunement * 0.3 + Intelligence * 0.2) [1 Turn to train]

Training:

5 Earth Mages [1/2]
5 Water Mages [1/2]
2 Blood Mages [1/2]
15 unspecialized mages


Wood: [1/3] (1 used by stone tools)
Stone: [1/3] (1 used by stone tools)

Knowledge

Technology: Fire, Stone tools, Lenguage

Magic: Small-scale Geomancy, Small-scale Hydromancy, Water Purification (Decreases chance of epidemics), Hemomancy

Civilizations
Unknown Civilization

First Contact: A goblin found them and described them as “beings capable of manipulating plants”. They are not aware of the existence of The Emerald Army.

Settlement

Special Characteristics: Natural Fortifications (+100 Fortification Value)

Fortification Value: 100

Animals and Plants

Animals: Octopods with short fur and a large beak capable of using magic

Plants: None

4 Likes
The Lohendral Commune

Local event: None


Vote 1: Research ways to utilize mana. - Failure (Magnitude: D) (Luck: 14) (Attunement)

Vote 2: --'-- - Success (Magnitude: D) (Luck: 1) (Attunement)

The commune tried to utilize the eightened mana sensitivity gived by the attunement powder in order to further enhance their levitation magic so that it can be applied to other objects, but the lohendrals that took the attuning powder didn’t manage to get any progress done and reportedly “got distracted by the mana currents”, so they tried using less powder but they used too little and didn’t get enough of a grasp over the mana. Many experiments were made before it was managed to discover the right ratio of powder to use; many lohendrals died since apparently taking too much powder is lethal, but they died for the commune so it’s fine.

While they were testing the levitation magic, a giant being covered in what seemed like armor walked to the site on it’s six feets, seemingly attracted by the magic tests, and started using his three blue tongues to consume the mana. At first it was ignored since it kept it’s distance from Havonchir, but after some days the mana in the area decreased so much that it started affecting the settlement too, so hunters went to get rid of it; even though they didn’t do any damage to it they managed to drive it away, this allowed the mana depletion from getting worse, but it seems like it won’t fix on its own.

Discovery: six legged armored giant that consumes mana

Mystic: Levitation Magic

Havonchir: Mana Depletion

Pop growth: +282 (+21,6% average)

More Info

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

Attributes, Culture and Institutions

Memes: Expansionist Lv1 (+15 to votes creating new settlements, Higher border erosion with other civilizations), Isolationist Lv1 (Enemy espionage is less likely to succeed, gain unrest from excessive interaction with other civilizations), Technophilia - Emerging (4/6)

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]

Species
Lohendral

Name: Lohendral

Attributes:

Intelligence: 60

Cooperation: 40

Charisma: 20

Strength: 20

Agility: 20

Endurance: 10

Attunement: 40

Size: About 3 meters long on average.

Pop Growth: 18%

Advantages:

Telepathic - They can read each others minds, allowing them to form a a very cohesive society with no secrecy. - +20 cooperation, decreasing unrest is easier.

Minor mind control - They can influence the thoughts of anyone to like them more. - +25 charisma, culture votes are more effective.

Disadvantage:

Otherworldly Hunger - They feed off of magic itself, requiring them to eat magical plants and animals, this forces them into the inner rings until they have the technology to harvest magic from the world itself. - Higher food consumption in low mana areas.

Description:

The Lohendral are long, semi-transparent creatures covered in large feathers, they have many small, nearly invisible eyes covering their body, 6 arms hanging off of their body, and use magic to fly far above the ground. They typically form small groups, drifting through the air looking for anything that will allow them access to magic, so they can feed. They are very friendly to other intelligent creatures, but if attacked, they will attempt to signal as many other Lohendral as they can, and will relentlessly fight the attacker(s).

Regions
Havonchir

Stability: Neutral

Ring: Kaetelian

Enviroment: Forest

Pop growth: +21,6%

Havonchir

Settlement Type: Village

Population: 1583

CC: Infinite

Resources Produced: 4 [Wood], 4 [Stone]

Buildings[1/1]: Storehouse (Increases production of basic resources)

Special Characteristics: Mana Depletion

Fortification Value: 0

Cultivated Fields[1/3]: (edible stem with magic containing leaves) [+500 Food production]

Resources and Military

Power modifiers: +20% Offensive power, +20% defensive power

Offensive power: 666
Defensive Power: 546

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [2/4] (1 used by Stone tools, 1 used by storehouse)
Stone: [1/4] (1 used by Stone tools)

Knowledge

Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of farming fields which produce food)

Magic: Attuning Powder (+10 Attunement), Mana manipulation, Levitation Magic

Civilizations

None

Animals and Plants

Animals: Six legged armored giant that consumes mana

Plants: Plant with edible stem and magic containing leaves, Tree with blue-grey bark capable of manipulating water

The Order of Cation

Local event: None


Vote 1: Try and ally with the neighbouring Casharlyth settlement. - Failure (Magnitude: D) (Luck: 1) (Charisma, Cooperation)

Vote 2: Try and use the metals for metalworking, but in an open area outside of the tunnels but still near to the colony, so the fumes won’t kill 1532 people again. - Success (Magnitude: D) (Luck: 5) (Intelligence)

The new generation of technocrats didn’t dare to continue the zinc experiments inside of the caverns even with the new ventilation shafts, so they decided to experiment outside of them, and discovered that by grinding the ore and heating it can then be worked into shapes, but the resulting zinc is filled with impurities that make it unfit for tools. Maybe another metal could be more fit to be worked into tools with the current knowledge of the Catian civilization, but such a metal has not been discovered yet.

The discovery of the new Casharlyth civilization made many cantonians question wether they should be more amicable to civilizations composed of their own kin. A group of these cationians decided that they would go to contact the discovered casharlyth civilization, after a dozen days only one returned injured; after having been asked what happened, he stated that the other casharlyths attacked them on sight and captured them. They ate the other cationians and he was the only one that managed to escape.

Culture: Kin Cooperation

Technology: Basic Metalworking

Civilizations: New information discovered

Pop growth: +938 (+83,4% average)

More Info

Interveneer: @CatSquared

Votes: 2

Leader: First Technocrat Council (+25 agility, +10 cooperation) [4/4]

Collective Population: 2062

Alerts: None

Unrest: 432/1000

Attributes, Culture and Institutions

Memes: Technocracy Lv1 + 3/5 (+15 Intelligence, +5 Cooperation, Higher Stability decrease), Belligerent Lv 1 (Lower unrest from wars, Higher unrest gain during peace periods) Kin Cooperation - Emerging (1/4)

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]

Species
Casharlyth

Name: Casharlyth

Attributes:

Intelligence: 40

Cooperation: 40

Charisma: 15

Strength: 30

Agility: 30

Endurance: 30

Attunement: 25

Size: 50cm

Pop Growth: 60%

Advantages:

Eusociality - +15 Cooperation

Emergence - +20 Intelligence

Fast growth - +20% population growth

Disadvantages:

Scientificness - -10 Attunement

Hostility - -15 for friendly interactions with other species.

Description: Casharlyth are large ant-like insects with hind legs, front arms, and an extra pair of limbs that can serve as either. They are omnivorous and eusocial, allowing them to carry out large tasks with cooperation. They have set rules in society, with a queen and workers like an ant colony. They are extremely intelligent, but because of that intelligence distrust magic. They live in tunnels in the mountains and are very hostile to other races.

Regions
Rargornfardar

Stability: Neutral

Ring: Baroian

Enviroment: Mountain cave system

Pop growth: +83,4%

Rargornfardar

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

Resources and Military

Power modifiers: -50% offensive power, -50% defensive power

Offensive power: 403
Defensive Power: 403

Units:

50 Hunter (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)

50 Hunter (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Wood: [1/3] (1 used by Stone tools)
Stone: [1/5] (1 used by Stone tools)
Zinc: [Can’t extract]
Aluminanium: [0/3]

Knowledge

Technology: Fire, Stone tools, Lenguage, Agricolture (Allows for the construction of farming fields which produce food), Basic Metalworking

Magic: None

Civilizations
Unknown Civilization

First Contact: Found during a search for resources, they are unaware of Cation.

Species: Casharlyth

Culture

Memes: Unknown

Precepts: Cannibalism

Animals and Plants

Animals: radial decapods covered in an exoskeleton

Plants: Plant that grows red conical fruits

The United Bontopian Coalition

Local event: None


V1: Try to find any other material that can be used as a replacement for stone in stone tools so that we can be more powerful. - Success (Magnitude: F) (Luck: 5) (Agility)

V2: try to map out those Black scaled hexapodal monster (or I’ll call, The Darkened Ones) Nest so that we don’t die and maybe contain it for future causes. - Success (Magnitude: D) (Luck: 11) (Intelligence, Agility)

After some sightings of darkened ones in the night, bontorps started venturing into less explored parts of the surrounding territory in order to assess the danger they pose to Nomilans. While finding volunteers for the surveys wasn’t easy, because of the danger posed by the darkened ones, a few groups were eventually formed and sent out.

While a group was surveying an area south of nomilans, the ground underneath their feet started to tremble and facture, after the strange event was done the scouts noticed that some strange blue-green rocks emerged from the ground and that they were vibrating on their own for a while. They had found a vein of kinetium.

The scouting party that was sent to the north managed the nest of the darkened ones, it is just a few hours of walking from Nomilans, so the technocrats decided to increase the number of patrollers and invented improved patrolling techniques that account for the darkened ones’ furtiveness.

Discovered: Kinetium

Technology: Patrolling techniques

Pop growth: +719 (+54,9% average)

More Info

Interveneer: @Bontopia13

Votes: 2

Leader: First Technocrat Council (+25 agility, +10 cooperation) [4/4]

Collective Population: 2027

Alerts: None

Unrest: 456/1000

Attributes, Culture and Institutions

Memes: Technocracy Lv1 (+15 Intelligence, +5 Cooperation, Higher Stability decrease), Communal Lv1 (+15 cooperation, unrest takes longer to reduce gained unrest)

Precepts: Summa Efficientia - This culture always strives to reach the maximum state of efficency, althought this can sometimes cause them to use more resources. (All physical assets and techniques of this civilization have a 50% increase in their effect but cost more resources)


Institutions: None


Intelligence: 75 [Mid-D rank]

Cooperation: 75 [Mid-D rank]

Charisma: 20 [Low-F rank]

Strength: 10 [Low-F rank]

Agility: 25 [Mid-F rank]

Endurance: 35 [Mid-F rank]

Attunement: 5 [Low-F rank]

Species
Bontorps

Name: Bontorps

Attributes:

Intelligence: 60

Cooperation: 55

Charisma: 20

Strength: 10

Agility: 25

Endurance: 35

Attunement: 5

Size: 80 cm

Pop Growth: 56%

Advantages:

semi-Hivemind - They have evolved a semi-Hivemind to share intelligence and information easier. - +15 Cooperation

Spores - They Release spores when they reproduce, so they can be incubated to grow up faster - +20% population growth

Harmonic - They rarely get into conflict as they see it as a distraction to there goals - Lower Unrest Gain

Disadvantages:

Magic Vulnerability - They are Vulnerable to magic as it gives them alot of stress and in high dosage can shut there brain off - Higher deaths from magic, enemy magic units have a power boost.

Hungry - They have to eat more to support there brain - Higher food consumption

Description: Bontorps are a group of fungus about 60 cm in height that live in close-knit communities, displaying a surprising level of intelligence. Despite their mental acuity, they are physically frail, possessing minimal strength and agility. Their semi-Hivemind allows for seamless information sharing, fostering a cooperative nature among them. Bontorps release spores during reproduction, expediting population growth. However, they are particularly susceptible to magic, which induces stress and can even incapacitate them. Additionally, their heightened mental activity demands increased nourishment. This harmonious species prioritizes peace and eschews conflict, considering it a needless diversion.

Regions
Nomilans

Stability: Neutral

Ring: Baroian

Enviroment: Savannah

Pop growth: +54,9%

Nomilans

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

Resources and Military

Power modifiers: -40% offensive power, -35% defensive power

Offensive power: 740
Defensive Power: 491

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: [Can’t extract]
Brickstone: [1/6] (1 used for infrastructure in Nomilans(+30 Fortification value and +20% fortification value))
Kinetium: [0/2]

Knowledge

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), Patrolling Techniques (+5% defensive power)

Magic: None

Civilizations

None

Animals and Plants

Animals: The Darkened Ones

Plants: Shrub that grows edible flowers

Violaceunegans

Local event: None


Vote 1: Invent tools used to mine deep into earth - Success (Magnitude: D) (Luck: 14) (Intelligence)

Vote 2: Create mines in/near the two settlements in order to extract food for the population - Success (Magnitude: F) (Luck: 13) (Cooperation)

There has been an extended effort at quarrying, and while it was fairly limited by the aviable tools, the shellcores managed to mine a fairly big amount of stone and even found a vein of tin near to Villabeta.

The limitations of the current tools inspired some shellcores to work on producing better tools for mining, they experimented for a long time before discovering a property of haltisite that could be of use: when exposed to hight temperatures it explodes. After some work they managed to discover the right amount of haltisite to use for mining, which allowed the breaking of stones that where considered too hard to break before and extraction of new resources.

In one generation a great thinker that promoted honesty was born and during his lifetime he managed to convince many people.

Culture: Honest Lv2

Villabeta: +3 [Stone], [Tin]

Technology: Haltisite Mining Techniques

Pop growth: -238 (-10,6% average)

More Info

Interveneer: @aah31415

Votes: 2

Leader: semi-democratic elder council (+15 Cooperation, +15 Intelligence) [4/4]

Collective Population: 2018

Alerts: None

Unrest: 0/1000

Attributes, Culture and Institutions

Memes: Honesty Lv2 (+25 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 “Pure Negative Energy Usage” advantage, +10 Cooperaton)


Institutions: School (+10 intelligence)


Intelligence: 40 [Mid-F rank]

Cooperation: 60 [Low-D rank]

Charisma: 30 [Mid-F rank]

Strenght: 5 [Low-F rank]

Agility: 55 [Low-D rank]

Endurance: 35 [Mid-F rank]

Attunement: 40 [High-F rank]

Species
Shellcorae particuale

Name: Shellcorae particuale

Attributes:

Intelligence: 30

Cooperation: 30

Charisma: 30

Strenght: 5

Agility: 40

Endurance: 35

Attunement: 40

Size: 1 meter

Pop Growth: 36%

Advantages:

Temporary Death - -90% deaths from battles against enemies that don’t use magic, -55% deaths from battles against enemies that use magic that isn’t 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 “organisms” 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 they’ll end up turning into regular material.
The “Shellcores”, 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 “Core” and “Parts” 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 “kill” it. Because of that, Shellcores never engage in physical combat, no matter the situation.
However, death isn’t the same for Shellcores as it is for Humans (for example). After “dying”, 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 “Shell” layer (the layer whose main purpose is to protect the more delicate “Core”) and then, thru engineering which is second-nature to them, turning it into parts they can attatch to themselves in order to become stronger. Parts can be specialized for weaponry, abilities (such as temporary speed increase), drone spawns or passive abilities (such as speed increasement).
Shell can combine parts of Shell and an artificially-made Core in order to make Drone Blueprints, which will suck in any Shellcore particles from the surroundings and create a minion used in fighting and carrying resources - drones.
Shellcores cannot reproduce like the organisms of Earth, so they use another method - by producing enough particles and increasing their density in specific area, they can force the particles to assemble into a brand-new Shellcore.

Regions
Veriturbs

Stability: Neutral

Ring: Larmian

Enviroment: Steppe

Pop growth: -10,6%

Veriturbs

Settlement Type: Village

Population: 1218

CC: Infinite

Resources Produced: 3 [Wood], 3 [Stone], 2 [Clay], 2 [Copper]

Buildings[0/1]: None

Special Characteristics: None

Fortification Value: 0

Villabeta

Settlement Type: Village

Population: 800

CC: Infinite

Resources Produced: 2 [Wood], 4 [Stone], 2 [Haltisite], 3 [Silver], 2 [Tin]

Buildings[0/1]: None

Special Characteristics: None

Fortification Value: 0

Resources and Military

Power modifiers: -40% Offensive power, -70% Defensive power

Offensive power: 483
Defensive Power: 332

Units:

50 Hunters (Offense) (0.1 + strenght * 0.3 + endurance * 0.1 + agility * 0.2)
50 Hunters (Defense) (0.1 + endurance * 0.3 + strenght * 0.1 + agility * 0.2)


Stone: [1/7] (1 used by Stone tools)
Wood: [1/5] (1 used by Stone tools)
Brimstone: [Too far from settlements]
Haltisite: [1/2] (Haltisite Mining)
Silver: [0/3]
Clay: [0/2]
Gienel Crystal: [Too far from settlements]
Copper: [0/2]
Tin: [0/2]

Knowledge

Technology: Fire, Stone tools, Lenguage, Haltisite Mining Techniques

Magic: Fragments of Mana Manipulation

Civilizations

None

Animals and Plants

Animals: None

Plants: None

3 Likes

things arent looking good for me rn, but round 5 i’ll make a comeback

2 Likes

Vote 1: Establish a settlement near a deposit of coal.
Vote 2: Develop markings and symbols for navigation.

2 Likes

Uh… The flow of time is convoluted, just like in dark souls.

1 Like