Round 1: The dawn of civilization in a foreign world
End:
Not counting began
Time:
Spring (4 more rounds to change season)
Event:
None
Global stability:
Stable (0)
The sun shines on the clean earth and the winter cold begins to leave the place that every tribe knows, but what none of them know is the beginning of a new era, an era in which the creatures living in it, especially the offspring of the homonaid, begin to understand the world better than ever. Understand how to deal with alien nature, but even this is the first time they are really starting to stand up and face the white prophecy, without knowing if it is really worth it or it is pre-engraved that it is doomed.
This is also the day when a leader begins to emerge and lead the world (in order to choose a leader, you need to give him one name and trait that characterizes him and can help your tribe, it does not cost a vote)
The Kenaclion Civilization
On the day the sun first shone for weeks symbolizes the staring of spring, but also reveals the horrors of what the tribe went through:
The winter was particularly hard and you lost no small part of the tribe, and the leader also lost his life in the particularly harsh winter, and until then, the old man of the tribe was the one who managed the situation and probably also what saved the tribe from complete doom. But now that the food, water and shelter stocks have started to run out, your people are starting to get discouraged, but even when the sun is shining on the first day of spring, this is also the day the hunting season begins, there is a chance to show who can lead the tribe to a better future
Technology developed: Fur clothes, Basic sewing
Info
Name: The Kenaclion Civilization
Location: A mountainous area surrounded by a dense taiga forest, as much of the surrounding area is permafrost. they call it: āRenskaā
Population: 43
Race: Pandora humans
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 3 +1 (+2 on technology or ideas votes)
Agility: 3 +1 (+2 on type of espionage operations, field investigation and chance of injury)
Defensive: 2 (0 on protection type actions, of all types)
Charismatic: 3 (+1 on type actions of organization, trade and diplomacy)
Mysticism: 2 (0 on Mysticism Type Actions)
Capabilities:
Advantage:
Sweating (+1 Agility)
Big brain (+1 Intelligent)
Disadvantage:
Low muscle mass (-2 on Power if there no enough tools)
Culture
The Force Survival of the Fittest Philosophy: Hunting and survival is the most important and above all thing of the Kenaclion, and no matter how they achieve it, and how cruel it must be, whoever is not strong enough to survive, is doomed to death.
The leader of the group is the strongest and best hunter, and can always be challenged in a hunting competition. If the group leader dies, a new leader is chosen during the hunting season by the one who managed to feed most of the mouths, but until it is determined, the eldest of the village holds the title of leader.
Stability, Needs and Happiness
Stability: Neutral (0)
Needs: Water, Food, Heat, Shelter
Happiness: Positive (1)
Power: The Strongest Hunter Rule (balanced)
Leader
The Elder (none bonus)
The Strongest Hunter: +2 on food type vote (need to find a new leader)
Technology, Ideas and Mystics
Tech: Stone tools, Control fire, Fur clothes
Ideas: Basic sewing
Mystics: None
Relations
None
Environmental information
Biome: Mountain taiga
Wood: Common
Stone: Common
Plants: Unknown
Animals: Unknown
Jobs and Tools
Jobs know: Hunters
Tools: Stone spears, Fur clothes, Stone tools
Mantopia
You wandered the expanses in the cold winter and managed to find shelter within the hills. Luckily, you found yourself in a place where there are not many things besides trees, and in one case your people checked the trees around it were hardy trees, but first your people had to find enough food, water and shelter for all your people to be provided.
Developed technology: Ability to light a fire
Knowledge given: Conifer tree (minimal)
Info
Name: Mantopia
Location: Area of āāhills with conifer trees scattered throughout the area
Population: 92
Race: Mantodea Intelectus
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 8 + 2 (+8 on technology or ideas votes)
Agility: 2 (0 on type of espionage operations, field investigation and chance of injury)
Defensive: 2 - 2 (-4 on protection type actions, of all types)
Charismatic: 1 +2 (+ 1 on type actions of organization, trade and diplomacy)
Mysticism: 0 (- 4 on Mysticism Type Actions)
Capabilities:
Advantage:
Complex brains (+2 Intelligent, -1 Defensive [complex brains itās also very vulnerable])
Hivemind Communication (+ 2 Charismatic, Targeted cannibalism)
Disadvantage:
Weak Exoskeleton (-1 on Defensive)
These creatures resemble preying mantis with a few features setting them apart that may or may not be noticeableā¦
They are large, using developed lungs to intake air, with there exoskeletons being able to stretch much more so there lungs can breathe properly, and so they can go without food intake for longer.
They are VERY much larger than the normal Preying Mantis, with the shorter ones being head and shoulders above the other humanoid creatures of this forum game. They also have a very complex brain, probably being second to, or the smartest civilization.
They live long, around 120 years of age being there normal lifespan, they gain the ability to reproduce at around 15 years of age
Culture
Philosophy of the power of technology: Those with an interest in technology, are very diligent and always focus on being the most technologically advanced, but they are not aggressive, but if necessary they will defend themselves. They prefer to make friends with other nations and trade with them rather than fight.
Because of their agreement with technological advancement, they were not satisfied if there is no advancement no advancement or other civilization there is something their
Stability, Needs and Happiness
Stability: Neutral (0)
Needs: Water, Food, Shelter
Happiness: Neutral (0)
Power: None (balanced)
Leader
None
Technology, Ideas and Mystics
Tech: Stone tools, Control and Ignite fire
Ideas: None
Mystics: None
Relations
None
Environmental information
Biome: Wooded hills
Wood: Uncommon
Stone: Common
Plants: Conifer tree (minimal)
Animals: Unknown
Jobs and Tools
Jobs know: None
Tools: Stone spears, Stone tools
Jyhou
Long wanderings in the taiga forests are especially difficult in winter as your people move from place to place and some of them have lost their lives to the relentless cold, but now that the sun is shining symbolizing the coming of spring, you knew you managed to overcome what challenged you.
But now you have to find the basics: water, food and shelter
One of your friends thought of something to catch an animal and left it with them for the rest of their lives, so you donāt have to find it again and everyone seems to agree, but none of them know how to do it.
On the other hand, an older one of you said he saw something strange in the woods, something glowing in the dense forests and requiring you to check what it is.
What is missing at the moment is someone who will sort out what is better to do.
Developed Idea: Domestication (Not fulfilled)
Mystic discover: Strange glow (Need to investigate)
Info
Name: Jyhou
Location: Taiga, near a mountain chain
Population: 51
Race: Fareuy
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 5 (+3 on technology or ideas votes)
Agility: 2 + 1 (+ 1 on type of espionage operations, field investigation and chance of injury)
Defensive: 1 +1 (0 on protection type actions, of all types)
Charismatic: 3 (+ 1 on type actions of organization, trade and diplomacy)
Mysticism: 2 (0 on Mysticism Type Actions)
Capabilities:
Advantage:
Thick fur (+1 Defensive, Cold protects[+1 agility in cold environments])
Big ears (+1 agility)
Disadvantage:
Uncanny (-2 Charismatic when dealing with other races)
This race lives mostly in boreal zones, its fur allows it to remain in low temperatures for long periods of time.
Oddly, this race also developed long pointed ears reassembling the ones of canines.
Culture
The philosophy of control is incomprehensible: they believe that they are stronger and more durable than nature itself, and they are the ones who should be the ones who control nature itself, they will do anything to be the ones who control the laws of nature.
Stability, Needs and Happiness
Stability: Neutral (0)
Needs: Water, Food, Shelter
Happiness: Neutral (0)
Power: None (balanced)
Leader
None
Technology, Ideas and Mystics
Tech: Stone tools, Control fire
Ideas: domestication (Not fulfilled)
Mystics: Strange glow (Need to investigate)
Relations
None
Environmental information
Biome: Taiga
Wood: common
Stone: Uncommon
Plants: Unknow
Animals: Unknown
Jobs and Tools
Jobs know: None
Tools: Stone spears, Stone tools
Arcimea
The rainy winter that challenged you to the fire you are all connected to has passed today, in early spring and the sight shows you that you found yourself in very wide plains, but with little donkeys to burn with them, but the fact that all of you survived the harsh winter, your people are glad they went through it Now it remains to look for the things that are basic to you: food, water and shelter.
Before anyone started doing anything, some people started telling about a glowing and strange light coming from upstream, that maybe it was some kind of new fire that needed to be discovered.
But there is a lack of someone to decide that
Developed technology: Ability to light a fire
Developed Idea: Pyrotechnics (basic)
Mystic discover: Strange glow (need to explore)
Info
Name: Arcimea
Location: Plains next to a Rivers
Population: 96
Race: Crestians
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 4 + 1(+ 3 on technology or ideas votes)
Agility: 2 +1 (+1 on type of espionage operations, field investigation and chance of injury)
Defensive: 1 (- 2 on protection type actions, of all types)
Charismatic: 2 -1 (- 2 on type actions of organization, trade and diplomacy)
Mysticism: 4 (+2 on Mysticism Type Actions)
Capabilities:
Advantage:
Sweating (+1 agility)
Big brain (+1 intelligence)
Disadvantage:
Arsonist (Very likely to cause a fire type event, -1 Charismatic)
They are really similar to humans; the only difference is that they are attracted to fire in a way that simulates moths, so it kind of repels some of the other races.
Culture
On the path of fire: all their lives they have been drawn to fire and they will do anything that has fire beside them, so they will do anything to understand it, as if to control it.
Stability, Needs and Happiness
Stability: Netural (0)
Needs: Water, Food, Shelter
Happiness: Positive (1)
Power: None (balanced)
Leader
None
Technology, Ideas and Mystics
Tech: Stone tools, Control and ignite fire
Ideas: Pyrotechnics (basic)
Mystics: Strange glow (need to explore)
Relations
None
Environmental information
Biome: Plains
Wood: Rare
Stone: Rare
Plants: Unknown
Animals: Unknown
Jobs and Tools
Jobs know: Pyrotechnician
Tools: Stone spears, Stone tools
bananarama
On Goblin Island, winter passed easily thanks to the cult leader of the God of Destruction and Chaos, who kept you from the wild Inside a cave you found in the area, but sadly, that priest died when one of the other goblins in the area killed him and dragged him out of your territory, some of you managed to kill him back, but they disappeared for a mysterious reason .
Because you have no cult leader of the God of Destruction, you begin to lose grip, but the joy of revenge holds you together.
But the same thing on the responsibility of the leader is to find water and food, but also to listen to the order of chaos, it is not an easy task to find the one.
Info
Name: bananarama
Location: Goblin Island, A large island where only goblins are found, specifically this civility is in a cold forested area that is usually either raining or overcast
Population: 95
Race: Goblin
Attributes:
Power: 3 (+1 on the power type operations, of all types)
Intelligence: 4 (+2 on technology or ideas votes)
Agility: 6(+ 4 on type of espionage operations, field investigation and chance of injury)
Defensive: - 2 (- 8 on protection type actions, of all types)
Charismatic: - 4 (- 12 on type actions of organization, trade and diplomacy)
Mysticism: 8 (+ 5 on Mysticism Type Actions)
Capabilities:
Advantage:
Extremophile fertility: +6 to any roll related to reproduction or increasing the population
Disadvantage:
None
they are all the similarity to fantasy goblins
Culture
The God of Destruction and Chaos: These goblins have a belief centered on the āheā is the God whose purpose is to bring into the world chaos and destruction, and they are the ones who follow and fulfill their command. They will do anything to fulfill their Godās command.
Stability, Needs and Happiness
Stability: Weak (-1)
Needs: Water, Food
Happiness: very happy (+2)
Power: None (balanced)
Leader
Cult leader: None (None bonus)
Technology, Ideas and Mystics
Tech: Stone tools, Control fire
Ideas: None
Mystics: None
Relations
Another area of goblins - Cold relationship
Environmental information
Biome: Cold forested area
Wood: Common
Stone: Uncommon
Plants: Unknown
Animals: Unknown
Jobs and Tools
Jobs know: Cult leader
Tools: Stone spears, Stone tools
Astras tropicas tribe
The day when the air starts to warm up, also symbolizes the day when the whole tribe starts wandering from the caves and leaving your hosts, collecting all your belongings and following the monsoon season that is on the other side of the ocean.
This is a journey that all Astras go through, but this time as you arrive after a long and arduous journey, this time you seem to have deviated from the regular route and found yourself in the delta of another river, but another said their destination is not far away but now all people are tired In which to rest.
One of the old men who went to the river recognized a fish known to him, called SŃdril Brim, a fish common in all the rivers of the area, one of which is enough to satisfy 3 people.
As far as you know, your leader died before you started wandering, and now you need Mishmahu to oversee everything.
Developed Idea: Long-term trad (Maximum)
Knowledge given: SŃdril Brim (Fish, Common, Wild, Minimal)
Info
Name: Astras tropicas tribe
Location: Caves close to river deltas, migrate.
Population: 65
Race: homo angelica
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 3 + 1(+2 on technology or ideas votes)
Agility: 3 + 1(+ 2 on type of espionage operations, field investigation and chance of injury)
Defensive: 2 -1 (-2 on protection type actions, of all types)
Charismatic: 3 (+1 on type actions of organization, trade and diplomacy)
Mysticism: 2 (0 on Mysticism Type Actions)
Capabilities:
Advantage:
Wings (can fly, +2 agility on an aerial, - 1 Defensive)
Spatial Awareness (+1 agility,+1 intelligent)
Disadvantage:
Hard feet (-3 agility on any ground type vote)
They are human beings with wings and have a lot of imagination except for the wings and their legs are like predators.
Culture
The philosophy of the migrants: every six months they migrate between 2 places that cross an ocean, and follow the monsoon season (spring and summer). Their lives are based on migration and shelter, as there are caves in their settlement areas.
Stability, Needs and Happiness
Stability: Netural (0)
Needs: Water, Food, Shelter
Happiness: Neutral (0)
Power: None (balanced)
Leader
None
Technology, Ideas and Mystics
Tech: Stone tools, Control fire
Ideas: Long-term trad (Maximum)
Mystics: None
Relations
Astras janus - Warm relationship (trad, shelter)
Environmental information
Biome: River deltas
Wood: Uncommon
Stone: Rare
Plants: Unknown
Animals: SŃdril Brim (Fish, Common, Wild, Minimal)
Jobs and Tools
Jobs know: None
Tools: Stone spears, Stone tools
Datdicto
The icy beach passed you by at a bloody price that many of the tribesmen were killed, including the leader, the terrible cold of winter, and now you have found refuge in a large river on all sides, a surface of grass covering every horizon.
Now having to look for a place to eat and rest, One of your men discovered a red berry growing upstream, but he didnāt know if it was edible or not.
Knowledge given: Red berry (minimal)
Info
Name: Datdicto
Location: grasslands near a major river
Population: 38
Race: Pandora humans
Attributes:
Power: 2 (0 on the power type operations, of all types)
Intelligence: 3 +1 (+2 on technology or ideas votes)
Agility: 3 +1 (+2 on type of espionage operations, field investigation and chance of injury)
Defensive: 2 (0 on protection type actions, of all types)
Charismatic: 3 (+1 on type actions of organization, trade and diplomacy)
Mysticism: 2 (0 on Mysticism Type Actions)
Capabilities:
Advantage:
Sweating (+1 Agility)
Big brain (+1 Intelligent)
Disadvantage:
Low muscle mass (-2 on Power if there no enough tools)
Culture
Hierarchy of Loyalty: The whole tribe puts the allegiance and the good of the tribe above all, and every interference of the balance of loyalty is a very great sin that cannot be ignored and its punishment is severe.
Stability, Needs and Happiness
Stability: Positive (1)
Needs: Food, Shelter
Happiness: Netural (0)
Power: The Strongest Hunter Rule (balanced)
Leader
Clan Head
Technology, Ideas and Mystics
Tech: Stone tools, Control fire
Ideas: Hierarchy (Society Hierarchy)
Mystics: None
Relations
None
Environmental information
Biome: grasslands near a major river
Wood: Rare
Stone: Uncommon
Plants: Red berry (minimal)
Animals: Unknown
Jobs and Tools
Jobs know: Clan head
Tools: Stone spears, Stone tools
@PositiveTower @zenzonegaming @Deathwake @Evolution4Weak @OmnipotentFNarr @Nigel @fralegend015
Do not forget: you currently have one vote, and you are welcome to choose the leader and one bonus attached to it
edit: fix some naive translate error, if u find something that u didnāt undaunted. pls say that, and i will ix that