Pandora without Horizon - P.H. Second Season

Set the size of the text to 3 and the color to white.

ya at first doom said it was 10, then 9, idk why he edited that part out tho

maybe I’m blind

confused

Man. Everyone’s on. This is an achievement.
Screenshot_2022-03-08_20-20-06

2 Likes

Now all I need to do is get TeaKing, DeepSix, and AgentTine on together.

OK i got enogh of all that, i wil mark taht as a span and close taht treath.
for now on, anyone who post anything that no belong to vote or general Q or me alone, will mark as spam i will discontinue the game.
mark my word.
for now!

1 Like

doom plz make a chat thats the only way to solve the war

Round 1: Dawn of Civics Islands

End
None to know so far

It has been a long time since the world was re-created: many creatures and plants began to reproduce, adapt and occupy any space that was in the way.

Some fly and some wander among the floating islands. Over time, they discovered a way to move between islands very easily: gravitational bridges that temporarily connect nearby islands, allow them to move to those who do not fly lightly, only they are invisible, so it takes an attempt to know how.

More than that, they all carried the memories of the previous world of the God who died when the world gave a second chance, and with it, individuals on every island began to understand the environment and you the knowledge required to survive. What’s more, the rich past this world has left has helped those individuals figure out how to upgrade themselves: how to bring food without searching, how to build similarly to the mighty ruins left and how to use fire to melt small things and shape them properly.

But once they reached that level, a memory opened up in them - about a way to connect islands and expand their territory, populate more friends and start establishing their first village. Ability to connect: Binding between the islands opens up an option to move without risking falling into the reversible abyss.

With this understanding, a new era began: the dawn of the island civilizations.

What does he have in them and protest waiting to be revealed?

As the islands move rapidly, it is difficult to grasp where each one is, but as they will be able to connect enough islands, the mass of the earth and islands will become immobile, and those who live on it can discover the world.

Mirtal

Larmyah always lived with the cosmic energy revolving around, and these islands, since mountains were its central territory, they never felt their mana disappear, and they now depend on them and are able with their 6 eyes to feel and see the huge stream of this energy, only opens more mysteries about it: What is mana?

But this is a question that awaits them to discover after the initial connection of the islands that contains a lot of metals. But only one thing remains: how to organize everything?

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +20% Attack in the 5 round [⅕]

Pop growth: none (25% * C.C available)

Territorial Mana density (100%/100%)[growth mod: 0%]

Info

Name: Mirtal

Pops: 106

Carry capacity: 106/532 C.C (409 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 25% (if pure attack, use also Mystic)

Intelligence: 65% - [+5%] (85% in the next 5 round)

Agility: 55%

Defensive: 20%

Charismatic: 55% - [+5%]

Mysticism: 80%

Legacy: Elder [+5% charisma] (1/6)

Cultures

They are a community of Larmyah that believes in the pursue of knowledge and the understaning of the universe, for them everything has to be understood. [int - +5%]

Races
Larmyah

Race name: Larmyah (Pedemagni magna)

Attributes:

Attack: 25 [30 - 5%]

Intelligence: 60

Agility: 55 [30 +25%]

Defensive: 20 [30 - 10%]

Charismatic: 50

Mysticism: 80 [70+10%]

size: medium (1 C.C. for pop , 0% growth pop, 1 base power, +0 legacy lenges)

Capabilities:

Advantage:

Magic-based lifeform (+10% mysticism, has innate capabiliy of sensing mana,votes that use pure power use mysticism too)

Boneless (+20% agility, -10% defensive)

Disadvantage:

Mana dependent (-population growth if low on mana)

Description: These magic-based lifeforms are similiar to Octopi, with 12 tentacles and 6 eyes. They have an hue tending towards the yellow. (agility: +5%, -5% attack)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Stones: [0/2] Very Common [can’t mine, need tools and jobs]

Wood: [0/1] Rare [can’t mine, need tools and jobs]

Silt: [0/3] Common [can’t mine,need tools and jobs]

Iron: [0/2] Uncommon [can’t mine, need tech, tools and jobs]

Titanium: [0/3] Common [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]

Magic

Mana seekers: The dependence on mana for existence requires a way to find it, and this is one of them. But the problem depends on how it behaves and whether it really is this or something else entirely.

Environment Knowledge
Plants

Red fruit: for pantaisen and farming

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Mantodea Civic

This race seems to remember God’s past: you threatened him, the world he saw before he came into the world, and indeed, they look like one he knew and with the qualities they know: smart and very high.

They used everything they had to wait for them, and now they, after the construction of the first village, the Mantis-like began to be curious about the world around, and in one case the islands contain a particularly rare substance, but until then, their curiosity created need to understand their environment, not ?

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +20% Attack in the 5 round [⅕]

Pop growth: none (18% (30%* 60%) * C.C available)

Info

Name: Mantodea Civics

Pops: 24

Carry capacity: C.C 83 / 417 (321 C.C. +30%)

Pop for C.C: 3.5

Spirit Guardian: @Nigel

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 50% (70% in the next 5 round)

Intelligence: 85% - [+5%]

Agility: 40%

Defensive: 50%

Charismatic: 40%

Mysticism: 15% - [+5%]

Legacy: Technocracy [+5% Int] (1/10)

Cultures

The Mantodea Intelectus Intelectus came about when the new “He” saw the [REDACTED] [REDACTED]'s puny little gathering things, loyal to their cause, gathering aimlessly until the end of time. The new “He” felt pity for the mantis, they seemed to have wonderous tech…so, he created the Mantodea Intelectus Intelectus in their image, but something was special about how he created them: They had some fragments of memories left, faded, but still there. Something about a giant hand in the sky, wiping out what looked to be some of their kind! And after, they saw some strange mechanisms gathering materials for almost no purpose. [+5% mystic]

Races
Mantodea Intelectus Intelectus

Race name: Mantodea Intelectus Intelectus

Attributes:

Attack: 50

Intelligence: 80 (+10%)

Agility: 40

Defensive: 50

Charismatic: 40

Mysticism: 10 (-10%)

size: 4.8768 m’ to 7.62 m’ (average of 6.25 m’) (3.5 C.C. for pop , -40% growth pop, 3.5 base power, +70% legacy lenges)

Capabilities:

Advantage:

Complex Brains: Gives a buff to anything that buffs Intelligence (+10% int)

Scientific Euphoria: If something using intelligence is discovered: +1 happiness and stability.

Disadvantage:

Less interest in magic: Due to Mantis gaining the feeling of Euphoria with new discoveries of tech, they think magic is less important: -5% mysticism

Description: The mantis have Larval and Pupal forms, they look like this:

image

The “Eggs” my mantis lay are the ‘larval’ stage of their young. The mantis live a discovery-loving lifestyle, trying to invent things every chance they get. They don’t like mysticism as much, however. (+5% growth pops, -5% mystic)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Flints: [0/3] Common [can’t mine, need tools and jobs]

Marble: [0/2] Uncommon [can’t mine, need tools and jobs]

Diamonds: [0/2] Rare [can’t mine, need tech, tools and jobs]

Gems: [0/4] Very Common [can’t mine, need tech, tools and jobs]

Electrium: [0/2] Uncommon [can’t mine, need tech, tools and jobs] - very rare

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, wheel

Mystic: Binding [knowledge to bind island to ur lands]

Magic

None

Environment Knowledge
Plants

Tubers:: for pantaisen and faming

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Ferloth-De

Those who hid underground in the hard-to-survive islands, they saw the caves as their refuge. And few who survived all the things above decided to unite forces: the flying Chiropterans, the deadly Shades and the steady Lavawalkers decided to unite forces in times of distress and together set up an underground village to escape the cruel climate above. Over time they learned from each other, to grow edible roots and huge cave worms as food, but one problem remained: if they were to survive, they had to increase their area, and for that, had to get out of the comfortable environment of the cave darkness.

It remains only to decide how.

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +20% Mystic in the 5 round [⅕]

Pop growth: none (10% (20%* 48%) * C.C available)

Info

Name: Ferloth-De

Pops: 24 (33% Sha/ 33% Chor/ 33% Lavawalker)

Carry capacity: C.C 132/656 (437 C.C. +50%)

Pop for C.C: 5.5

Spirit Guardian: @TwilightWings21

Votes: 2

territory level: 3 (have one desert and one ice sheed)

Risk, Legacy and Cultures

Attack: 37% (47% if Shades)

Intelligence: 65 %

Agility: 70% (80% if Chiro’ or Shades)

Defensive: 32% (42% if Chiro’)

Charismatic: 42% - [+10%] (27 if vs other civics)

Mysticism: 34% (54% in the next 5 round)

Legacy: council representative [+5% Char] (1/11)

Cultures

A council rules this race, one representative for each species on said council. They have risen from the ancient civilizations and adapted to the modern times, rising out of the depths to surface caves and adapting to living with only three of their brethren races, the others lost in the transition to the surface. The citizens completely trust in the council, and if they don’t then they can elect a new member for that race. All races can vote for the council representative, as all races are always evenly balanced in pop number. (chirsma - +5%)

Races
Ferloth-De Races

Attributes:

Attack: 37 (47 if Shades)

Intelligence: 65

Agility: 70 (80 if Chiro’ or Shades)

Defensive: 32 (42 if Chiro’)

Charismatic: 32 (17 if vs other civics)

Mysticism: 34

Average Size: 26.6 ft ( (average of 8 m’) (5.5 C.C. for pop (flying pop), -52% growth pop, 4.5 base power, +90% legacy lenges)

Capabilities:

Advantage:

Unit Power - Using different races under my control gives me different buffs for that action:

Lavawalkers

Size: 50ft/15m’

given: +20% Army power on use,they immune to fire and earth based magics, weak to water

Chiropterans

Size: 15ft/ 6m’

given: Flight and Echolocation(+10% agility, +1 C.C), Wing Armor (+5% def)

Shades

Size: 15ft/ 6m’

given: Prehensile tongue of Shadowmaster (+10% agility, can use shadow magic), Hallucinogenic venom (+10% attack)

Councils Appeal - any Civ I ally with, defeat in battle, or assimilate, player or NPC, I gain a small amount of members of their race (not necessarily taking from their pop - I could just get them) to buff Unit Power and that I can grow like any other civilians

Disadvantage:

Councils trust: buffs charisma rolls against/directed towards my civ (+15% if other civic diplimatic interact or against if he try to intreact)

Light Sensitive - Small general debuff to all stats while out under the sun in the daytime (-15% on daylight)

Description: These races all descended from Cavern Giants, and so have four upper limbs and two legs. The Chiropterans have two large wingspan their backs, and they have dexterous hands ending in small claws on lanky arms and long legs with running on the front of the toes. They are covered in downy fur, and have keratinous plates as lightweight, tough as metal armor on their wings. They also have a long tail with little spines down it that the wing membrane connects to, just cause it looks cool. They also have large ears. Other than the Chiropterans, the Lavawalkers developed, 50 foot tall beasts that use their heavily heat resistant skin and a thick magma covering to forge away in the depths of the world, hammering and smelting with their four large arms. They have long, strong tails that help with balance. Finally, the race most like the original Cavern Giants, the shades have midnight black skin, glowing purple eyes, four arms ending in sharp claws, a huge jaw, and a large, purple, prehensile tongue. They have a row of twitching, black, bristle like spines down their backs. Their feet are inclined so that they only step on the three main toes, with the back claw sticking up in the air, and have reversed knees. Their long tail helps with balance and has a blade like structure on the end of it that can slice at foes. This is black, like the skin, as hard as steel, and glows purple around the edges of the blade, having a vaguely ax-head shape. They have hallucinogenic venom that can be injected through the slicing of the tails or their bites, from their glowing purple saliva. [+5% attack, -5% int]

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+50% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Stones: [0/3] Very Common [can’t mine, need tools and jobs]

Obsidian: [0/2] Uncommon [can’t mine, need tools and jobs]

Marble: [0/3] Uncommon [can’t mine, need tools and jobs]

Nickel: [0/2] Rare [can’t mine, need tech, tools and jobs]

Zinc: [0/2] Rare [can’t mine, need tech, tools and jobs]

Diamonds: [0/1] Very Rare [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, domesticas

Mystic: Binding [knowledge to bind island to ur lands]

Magic

None

Environment Knowledge
Plants

Under-Roots: sugery plant that have a very long root.

Animales

Cave-worm: small demasticat worm that love dark places and very nourishes (+20% C.C)

Others

MYSTERY

Regalis ultima

The remnants and memories of an ancient race that is very similar to them unite all the dragon folk of the islands: how they were erased from existence and preserved in the memory of the vanished God, and from which they received some of what they knew: how to grow things and how to control elements of the world. As a result, they are now distinguished by colorful colors that symbolize what they are strong for.

And now, having connected a number of islands, the area is now larger for them and they are able to expand to more places, but what does the world expect of them?

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +10% Growth pop in the 5 round [⅕]

Pop growth: none (25% (25%* 62%) (+10%) * C.C available)

Info

Name: Regalis ultima

Pops: 53

Carry capacity: C.C 83 / 1067 (821 C.C. +30%)

Pop for C.C: 4

Spirit Guardian: @UndyingHazard

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 25%

Intelligence: 70%

Agility: 55%

Defensive: 30%

Charismatic: 40% - [+5%]

Mysticism: 85% - [+5%]

Legacy: Elder [+5% Char] (1/9)

Cultures

Survivors of the end who somehow found themselves in this strange realm of floating landmasses, determined to find a way to survive and escape to a new world. Over many generations, they became even closer to the elemental magic gifted to them by the legendary first leader of there kind: Miviam. Resulting in them developing colors, patterns, and other traits associated with that element. (+5% mystic)

Races
Homo dracomorpha

Race name: Homo dracomorpha, the dragon folk

Attributes:

Attack: 25

Intelligence: 70

Agility: 55 (+15%)

Defensive: 30 (+5%)

Charismatic: 35 (-5%)

Mysticism: 80 (+10%)

size: 6 m’ (3 C.C. for pop , -38% growth pop, 3 base power, +60% legacy lenges)

Capabilities:

Advantage:

Large bat-like wings that enable flight (+15% agility, can fly, +1 C.C)

Bonded to elemental magic (Can only use elemental magic, + 10% mysticism)

Disadvantage:

Weak point: A weak spot in the middle of there chest that makes there heart an easy target during combat (-15% power)

Description: A synapsid-like species of hexapods that bear close resemblance to the dragons of myth. There scales come in a wide variety of vibrant colors, though usually the colors there scales take are associate with the element they are most closely inclined to. The markings that adorn there hides very as greatly as there colors, and there heads are adorned with fanciful horns and a pair of small mammalian ears. They are inquisitive creatures that naturally thirst for knowledge, they are also quite gentle and kind though will not hesitate to fight back if harmed. (+5% def, -5% char)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power (-10% power)

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Wood: [0/1] Uncommon [can’t mine, need tools and jobs]

Stone: [0/2] Very common [can’t mine, need tools and jobs]

Silt: [0/2] Uncommon [can’t mine, need tools and jobs]

Granite: [0/2] Uncommon [can’t mine, need tools and jobs]

Titanium: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Platinum: [0/2] Rare [can’t mine, need tech, tools and jobs]

Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Magical sense

Magic

Elementary magic - all the dark folk have they ability from the beginning to manipulate one type of element of nature, and they show up base on they scale bodys (giving u the ability to specialize job and army base on element)

Magical sense - they can sense the mana and ether abounded in they enviremnt

Environment Knowledge
Plants

Tubers:: for pantaisen and faming

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

4 Likes
The Exalted Coalition

The world around is scary: what lies behind the always moving islands? This one of the village elders asked everyone, and some curious children began to check and locked on the gravitational bridges that temporarily connected islands, and with the help of a technique preserved for generations, managed to connect the island to their territory.

The world outside is not scary than it seems, in God they still carry the fact that something may be hiding there.

But right now, they have started the ceremonies to greet everyone with their fluffy feathers, ignoring their status and looking forward to seeing what other non-scary things await them.

That great leader also began to take care of everyone and also to prepare for the danger that might be lurking from the missing horizon.

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: The next fifth round, most likely you’ll find an more rare resoused [⅕]

Pop growth: none (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 83

Carry capacity: C.C 83 / 1067 (821 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @PositiveTower

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 70% - [+5%]

Intelligence: 45%

Agility: 20%

Defensive: 70% - [+5%]

Charismatic: 60% - [+5%] (45% if diplomatic civics)

Mysticism: 35%

Legacy: Grand Leader [+5% Char, +5% def] (1/5)

Cultures

A coalition of previously warring states unified under a strong leader. It comprise of many states, each with its own governance. But there is a clear leader among them, the one which could bolster the strongest military force as well as showing great devotion to the one true faith. However, there is an instituted council of each ruler which has political power even greater than the Grand Leader if a dominant portion of the council unify under a single vote. [+5% attack]

Races
Caeca Iustitia

Race name: Caeca Iustitia

Attributes:

Attack: 65 (+5)

Intelligence: 45

Agility: 20 (+5)

Defensive: 65 (+5)

Charismatic: 50 (+5) (35% if in other diplomatic civics)

Mysticism: 35

size: medium (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)

Capabilities:

Advantage:

Conformists: +2 stability

Battle Hardened: +5% Attack, +5% Defense

Disadvantage:

Xenophobe: -15% diplomatic interaction with civilizations which are deemed “different”

Description: Caeca Iustitia is an avian species with a roughly humanoids shape, with their long wingspan and strong wing muscles, they are able to achieve flight to a degree. These creatures display a variety of feather colors and patterns, the upper echelon of society would use natural dyes to decorate themselves. It seems that in a common Caeca Iustitia society, one’s place in society is already determined from birth, judging solely from their feather’s pattern. As such, even a plebian child can elevate to high status thanks to their birthright beauty and vice versa. Due to this emphasis on beauty, they are incredibly xenophobic, deeming others who don’t look like them and even worse, share different ideas are seen as dangerous and evil. (+5% charisma, -5% Agility)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 2 (positive - +5%)

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Wood: [0/2] Common [can’t mine, need tools and jobs]

Stone: [0/2] Very common [can’t mine, need tools and jobs]

Obsidian: [0/3] Uncommon [can’t mine, need tools and jobs]

Tugenstan: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Sulfire: [0/2] Rare [can’t mine, need tech, tools and jobs]

Iron: [0/2] Rare [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]

Magic

None

Environment Knowledge
Plants

Blue fruit: for pantaisen and faming

Animles

pixie dragon: small type of dragon that eat pest, he sometime aggrasive

Others

MYSTERY

The Resurrection

The desire to become gods has always driven the mistakes, and they will do anything to achieve this goal.

By carrying on the horror that the vanishing God is experiencing, they have learned how to summon forces that are not supposed to exist, but is that true?

To be sure, today they are more capable than ever of striving for their global goal.

But right now, they need each other to survive until the time comes.

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +20% Agility in the 5 round [⅕]

Pop growth: none (25% * C.C available)

Info

Name: The Resurrection

Pops: 256

Carry capacity: C.C 256 / 1278 (983 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @Deathwake

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 5%

Intelligence: 70% (80% if create new tech)

Agility: 30% (50% for the next 5 round)

Defensive: 30%

Charismatic: 45% - [+10%]

Mysticism: 75% (85% if create new magic)

Legacy: Elder [+5% Char] (1/6)[immortal]

Cultures

a bunch of evil ghosts with magic trying to become gods. Worship demons with the end goal of destroying them and consuming their power. [+5% Mystic]

Races
errors

Race name: Error 404 life not found

Attributes:

Attack: 5 (-5)

Intelligence: 70 (80 if create new tech)

Agility: 30

Defensive: 30

Charismatic: 35 (-5)

Mysticism: 75 (85 if create new magic)

size: 4’10" to 5’6" (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)

Capabilities:

Advantage:

Tech creator (+10% to intelligence when making new tech, and +10% to mystic when making new magic, -20% in archaeology)

Ghost form: (no fall damage, no aging, sometimes +30% to defense against non magic attacks, but when we do this we have 0 power, reduce recose storage by 25%)

Disadvantage:

Uncontrollable: As we get more powerful demons are more likely to posses us or make deals with us, - 5% charisma

Description: poltergeist with magic third eye. Ancient demonically cursed people with little strength, but massive brain. Eldritch knowledge. (5% mystic, -5% attack)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues), summoner (non need material for now)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [2/2] (-25%)

Wood: [0/2] Uncommon [can’t mine, need tools and jobs]

Stone: [0/1] Rare [can’t mine, need tools and jobs]

Granite: [0/3] Uncommon [can’t mine, need tools and jobs]

Obsidian: [0/2] Rare [can’t mine, need tools and jobs]

Tugenstan: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Asphalte: [0/1] Rare [can’t mine, need tech, tools and jobs]

Nickel: [0/1] Very Rare [can’t mine, need tech, tools and jobs]

Iron: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Demonic summoning

Magic

Demonic summoning: consume a lot of mana/ether to create an gateway to some unknown creatures. in the past, they are some attempt to do it, that why in the island they have imps.

Environment Knowledge
Plants

Demonic fruit: small fruit that demostaceded, love hot placeses

Animles

Small graze: one that eat grass

Others

Low Imp: weird looking demon-like that love hot placeses

Acanthus

Curiosity and love for the mysterious things the past has left, always intrigued the cat-like Kajit, and such a thing they always know how to do and how to move forward, understand and think what to do with everything. And with it having understood how to connect islands, they established their village where they are able to discover the world and its secrets together.

It remains only if they survive until then.

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +20% Attack in the 5 round [⅕]

Pop growth: none (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 238

Carry capacity: 238/1191 C.C (916 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @Centarian

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 50% (70% on the next 5 round)

Intelligence: 85% - [+5%]

Agility: 60%

Defensive: 35%

Charismatic: 60% - [+10%] (45% if vs other civics)

Mysticism: 20%

Legacy: Council nine [+10% charisma] (1/4)

Cultures

Believe in scientific and historical accuracy, they do this by telling history exactly how it was told to them and train historians to do this from a young age. [int - +5%]

Races
Kajit

Race name: Kajit

Attributes:

Attack: 50 [45 +5]

Intelligence: 80 [70+10]

Agility: 60 [45+15]

Defensive: 35 [45 - 10]

Charismatic: 50 [45 + 5] (35 if vs other civcs)

Mysticism: 20

size: Human sized (1 C.C. for pop , 0% growth pop, 1 base power, +0 legacy lenges)

Capabilities:

Advantage:

Feline anatomy: +15% agility, +5% attack, -10% def

Big Brained: +10% int

Disadvantage:

Unemphatic: -15% char vs other civics

Description: Look like Khajiit from the elder scrolls games. Thoughtful and innovative. (+5% chsrisma, -5% G.S)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Wood: [0/3] Very Common [can’t mine, need tools and jobs]

Stone: [0/1] Very Rare [can’t mine, need tools and jobs]

Flint: [0/2] Uncommon [can’t mine,need tools and jobs]

Granite: [0/3] Uncommon [can’t mine,need tools and jobs]

Marble: [0/2] Rare [can’t mine,need tools and jobs]

Lead: [0/2] Rare [can’t mine, need tech, tools and jobs]

Iron: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Asphalt: [0/1] Very rare [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]

Magic

None

Environment Knowledge
Plants

Red fruit: for pantaisen and farming

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Goblin Civic

You have always felt the memory of your past: of the last goblin who dreamed in the face of the last horror. And now you feel like your defender has given a second chance here, and you of course, as always, are following words that disappeared when that memory stopped.
Now that you have learned to connect islands, one of them is found in ruins left only to explore and what it contains.

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +10% Growth pop in the 5 round [⅕]

Pop growth: none (54% ([25%+10%] *25%)(+10%) * C.C available)

Info

Name: Goblin Civic/ bananana

Pops: 369

Carry capacity: 184/922 C.C (709 C.C. +30%)

Pop for C.C: 0.5

Spirit Guardian: @zenzonegaming

Votes: 2

territory level: 3 (one anomalia)

Risk, Legacy and Cultures

Attack: 5%

Intelligence: 80%

Agility: 75% (80% if stealth votes)

Defensive: 5%

Charismatic: 50% - [+5%]

Mysticism: 85% - [+5%]

Legacy: Priest [+5% charisma] (1/4)

Cultures

when the lord of chaos, He, otherwise known as “Bob” destroyed pandora, Nihilator was able to valiantly rescue some of his faithful followers and deposit them in a different world, saving both them and himself from certain destruction, though he has been somewhat weakened from the ordeal, and his remaining followers are few. [+5% Mystic]

Races
Goblin

Race name: Goblin

Attributes:

Attack: 5

Intelligence: 80 (+10)

Agility: 75 (+10) [80 if stealth]

Defensive: 5 (-10)

Charismatic: 45

Mysticism: 80 (+10)

size: 2’4-3’4 (anywhere in between), 4’ (occasionally) (0.5 C.C. for pop , +25% growth pop, 0.5 base power, -20% legacy lenges)

Capabilities:

Advantage:

Intellectual: +10 Int, +10 mys, -10 defense

Extremophile reproduction: +5% growth pop, +10 bonus to rolls related to food (ei, gathering it, farming techs, cooking, etc.).

Disadvantage:

Scrawny: -50% total Power, -25% Resources Storage, +10 agility, +5 to stealth

Description: Like the mytos Goblin form fantazy (-5% chsrisma, +5% G.S)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power (-50% power)

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [2/2] (-25%)

Wood: [0/3] Uncommon [can’t mine, need tools and jobs]

Tin: [0/2] Rare [can’t mine, need tech, tools and jobs]

Aluminum: [0/3] Uncommon [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]

Magic

None

Anomalia

Old Ruin (1): some mysterious ruin have be found close to one of the first island that bind together, we can start to dig there to maybe find something useful

Environment Knowledge
Plants

Tubers: agriculture edible roots

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Arcimea

You have always felt that you are different: compared to the life that was around, you lack this ability to cast a spell or do something, but this thing also gives the advantage that allows you to hunt them without being harmed by their magic. Now that you have connected islands, you have dreamed of establishing a village, but on one of the islands you have discovered, on an island where there is a sea, there is a large ruin that feels strange. Maybe it’s left to explore it or leave it aside, it’s your choice while you try to understand the world around.

You have 2 votes, and create tools to move forward, and maybe even islands to explore, it’s all your choice, spirit guard.

Buff: +20% Charisma in the 5 round [⅕]

Pop growth: none (30% * C.C available)

Info

Name: Arcimea

Pops: 70

Carry capacity: 70 /348 C.C ( 268 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @Evolution4Weak

Votes: 2

territory level: 3 (one anomalia)

Risk, Legacy and Cultures

Attack: 38%

Intelligence: 72% - [+5%]

Agility: 45%

Defensive: 43%

Charismatic: 67% (87% on the next 5 round)

Mysticism: 5%

Legacy: Elder [+5% charisma] (1/6)

Cultures

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. [+5% Int]

Races
Crestlings

Race name: Crestlings

Attributes:

Attack: 38 (-5)

Intelligence: 67

Agility: 45

Defensive: 43

Charismatic: 67

Mysticism: 5

size: Normal (1 C.C. for pop , 0% growth pop, 1 base power, 0% legacy lenges)

Capabilities:

Advantage:

Fast Learners (Advantageous): Increase Risk Gain From Failures beone 4

Magic Immune: cant be effective at all from magic on they body and can’t cast any. (not includ the land himslef, extrnal magi or true magic)

Disadvantage:

Magic Immune: cant be effective at all from magic on they body and can’t cast any. (not includ the land himslef, extrnal magi or true magic)

Description: Basically Humans (+5 G.S, -5% Attack)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: None

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3]

Stone: [0/3] Very common [can’t mine, need tools and jobs]

Wood: [0/2] Very common [can’t mine, need tools and jobs]

Iron: [0/5] Very Common [can’t mine, need tech, tools and jobs]

Nickel: [0/2] Rare [can’t mine, need tech, tools and jobs]

Quartz: [0/2] Rare [can’t mine, need tech, tools and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction

Mystic: Binding [knowledge to bind island to ur lands], Bioballone Movement [ small way to fly thrue islands]

Magic

Sorry, but no normal magic for u, maybe if other life.

Anomalia

Old Ruin (2): some mysterious ruin have be found close to one of the first island that bind together, we can start to dig there to maybe find something useful, but something fell wrong in it.

Environment Knowledge
Plants

Green Vegitable: they are delisen, use as plantasen for farm

Animles

Pixsy Owl: and very smal predetor that hund small stuff

rataton: rat-like animel that eat palnts

Others

MYSTERY

Well, new game, new stuff!
If you want to build something, like houses or tools to use to obtain materials, ask to create tools. At first it’s free with no action, but then it’s more sophisticated and you have to pay them with the resources you get (caution, you’re limited in stages and technology)

Besides, I hope it was a fruitful game (and without spam!)
For any questions contact me in private.

3 Likes

noooooooooooooooooooooooo

rip :sob:

sry my frind, but i think u need to wait for u next time
i not back from my probeses

when next chance to join

2 chane:

  1. when i fill i can keep up with my study in the university and can make room for more
  2. when one of the current palyer left

image
sad

Action1: Search Surroundings for resources of any kind (especially food and water) and gather it if we can.
Action2: Research stone tools (of all types, but mostly axes.)
Non action: If action2 succeeds, Make stone tools.

1 Like

I need resources to research don’t I?

Action 1: Explore the ruins
Action 2: Learn Organizational Stuff (Recreate the council of old)
Non-Action: Create Tools? (is this how that work)

2 Likes

yes, like real life

yes, it work like that

Can i create both tools and houses with non-actions in one non voting thingy

Action 1: Wait for the cover of night, then expand to the surface, creating easy access to caves if necessary, for livestock and farming as well as defense. Try to Utilize shades potential shadow magic to create a cloak of night over the settlement (to counter the daylight weakness)

Action 2: send Chiropterans out a distance from the island (not so far they lose track of the island) to find more islands to bind to my own (to utilize mystic buff, as I believe that is used in binding)

Non-Action: Make Obsidian Tools (that’s how that works, right? I think there is obsidian nearby)

2 Likes