Pandora without Horizon - P.H. Second Season

Action 1: build a massive state-of-the-art summoning circle to make it easier to summon demons.
Action 2: summon a demon and sacrifice some food and blood to it in exchange for some magic metal.
Non-action: farm a lot.

2 Likes

I have over 100 pop too, also, size affects power too

Sorry, didn’t see the top civ.
The gap is still over 100 pop though.

How does the “Pop for C.C” work?

C.c. is carrying capacity
Edit: bring this to the chat thing please

I know that, I’m asking about the number that goes to the right of that, “Pop for C.C:1”

Just putting this here so that people who are just joining and aren’t in the chat yet can see how it works, and so that we all have it for when the current chat is full and closes

Oops forgot to say actual equation

Pop growth * current pop * ((Max CC / Current CC) / Max CC) = pop growth next round

1 Like

Don’t post anything here that isn’t needed for the game, so it in the dm thing (Pandora chat 2). You have good advice but it can clog up the game.

4 Likes

Round 2: Discoveries

End

None to know so far

As they progress, each progresses at its own pace: some are better than others, and parts achieve or discover parts of the world, each in its own way.

We will soon know how it will roll

Mirtal

vote 1: Mana, the substance of life, but we know well that’s not the only thing it can do, there have been witnesses of mana interacting in strange ways with other objects, maybe we can harness that power and controll it? - Successful (luck - 9) (Mystic)

vote 2:In order to discover even more new things we must bind more islands! - Successful (luck - 3) (Mystic + Agility + Char)

The ability to see the world differently and see the streams of mana flowing everywhere and feeling like he is lifting the islands in the sky. And you wanted to try to achieve that ability. After a few trials, you managed to feel the dish and began to hover small stones and later you also managed to move them as you wish. You have managed to gain full control of this strange power, but still feel that something strange is connected to it. But it’s just an arm feeling.

A brave group started trying to link another island and just in time, they excited a mana bridge connecting to one of the islands that were nearby and you decided to check it out and connect it to your main island. The island you found was not so good: it was full of stones and a few trees, but this small island was pretty poor in mana and once you connected it, the energies mixed and slightly lowered your mana concentration, making life a bit difficult on the main island.

Worse, the next period seems to be dry and drought-bearing, making life a little more difficult in the next period (4)

drought - -10% max C.C next round

Magic - Mana Levitation (basic)

Territorial Mana density: -15%

Buff: +20% Attack in the 5 round [2/5]

territory level - 4

Pop growth: 20 (23% (25*92%) * C.C available)

Territorial Mana density (85%/100%)[growth mod: -8%]

Info

Name: Mirtal

Pops: 126

Carry capacity: 126/644 C.C (551 C.C. +30%) (-10%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 2

territory level: 4

Risk, Legacy and Cultures

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

Intelligence: 65% - [+5%] (85% in the next 4 round)

Agility: 55%

Defensive: 20%

Charismatic: 55% - [+5%]

Mysticism: 80%

Legacy: Elder [+5% charisma] (2/6)

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: Stone tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [2/3] (Stone tool)

Stones: [0/3] Very Common [can’t mine, need Assessment]

Wood: [1/2] Rare [1 available to use]

Silt: [0/3] Common [can’t mine,need Assessment]

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.

Mana Levitation (basic): The ability to control the flow of mana that controls the hovering of the islands, allows them to basically make things hover in the short and short term, but with enough development, it can reach amazing achievements.

Environment Knowledge
Plants

Red fruit: for pantaisen and farming

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Mantodea Civic

vote 1: Invent (way) bigger houses - Successful (luck - 1) (Int)

vote 2:Make a law that murdering mantises is bad and is punishable by exile. (Increase stability) - Failed (luck - 3) (Char)

On a small piece of land, you decided to try to build bigger houses, and it did work, but for some reason, it did not contribute to solving the problem at all, and not only that, the houses you built were unstable and some collapsed killing at least 2 of the village members.

Following this, it was decided to try to punish them and the village decided to pass a law on their killing and murder, expulsion. But all this went through with an evil eye and caused such a mess that the passage of such a law did not succeed.

And following this, they decided instead to learn from what was happening and decided to cut marble.

And not only that, it seems that drought is approaching, lowers your C.C for the next round (4)

drought - -10% max C.C next round

Marble - +1 Happiness

next round: -10% C.C

Buff: +20% Attack in the 5 round [2/5]

Pop growth: 1 (18% (30%* 60%) * C.C available)

Info

Name: Mantodea Civics

Pops: 25

Carry capacity: C.C 87.5 / 417 (321 C.C. +30%) (-10% next round)

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] (2/10)

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 (1 Marble, +1 Happiness), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: stone tools

Stability and Economy

Stability: 2 (+5% on evrything)

Happens: 2 (+1 stibilty)

Resources:

Currency: None

Trades: None

Resources Storage: [2/3] (stone tools)

Flints: [0/3] Common [can’t mine, need Assiment]

Marble: [1/2] Uncommon (1 for builders)

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

vote 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) - Successful (luck - 4) (Mystic + Agility)

vote 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 , and bind them - Successful (luck - 6) (Agility + Mystic + Char)

The little civilization realized that the caves were unable to support them for some time, as the sun held them captive from settling the surface, but then the part of the shades thought there might be a way to do this. Under the cover of darkness, they came out to the surface to the fireplace they found an opening and began to try to create a dark layer around the whole island. It took a lot of effort that took days and months and even years until they were largely able to cover the entire island with a thin layer of shade. Shaded enough not to impair their abilities. But other than that it does not give there a certain advantage.

Following this, a group of representatives of the Chiropterans set out in search of a nearby island to expand their territory, that they could exist further, and in the near horizon, they found a small island where there were trees, and began the binding. One group remained on the main island while a second was on the other island and began to pull in front of each other until the land connected and became the main island.

At that time they started creating obsidian tools that they found on the sides and thanks to that they were able to create obsidine tools.

In the next round, the defense increases by 10% (6)

C.C - +151 base c.c ,territory level - 4

Wood - Rare

Magic: Shadow Cloak

Buff: +20% Mystic in the 4 round 2/5]

Pop growth: 2 (12% (25%* 48%) * C.C available)

Info

Name: Ferloth-De

Pops: 26 (33% Sha/ 33% Chor/ 33% Lavawalker)

Carry capacity: C.C 143/882 (588 C.C. +50%)

Pop for C.C: 5.5

Spirit Guardian: @TwilightWings21

Votes: 2

territory level: 4 (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] (2/11)

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: Obsidian tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3] (Obsidian tools)

Stones: [0/3] Very Common [can’t mine, need Assiamnet]

Wood: [0/1] Rare [can’t mine, need Assiamnet]

Obsidian: [0/2] Uncommon [can’t mine, need Assiamnet]

Marble: [0/3] Uncommon [can’t mine, Assiamnet]

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

Shadow Cloak: The ability to cover a certain area in the dark for a while, only Shades are able to do this, and even until then it is limited in time from space.

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

vote 1: Use nature magic to grow hollow tree’s that we can use as shelter - Failed (luck - 1) (Mystic + Char)

vote 2: explore our surroundings, see if we can’t find any interesting plants or animals, or other resources. - Failed (luck - 4) (Agility)

The villagers started trying to create their own houses without having to build, but when they started trying, they were attacked by a large creature that came from the sky: a creature with scales and flying with 4 wings started attacking those who tried to grow houses, and as a result, 5 were killed.

And also because of this, you were advised not to exile the area, but as the place became safe, from far away islands came a group of dracomorpha who were looking for a place to rest and found these islands, and decided to join. Because of this, the amount of reproduction in the next round is doubled (10)

Buff: +10% Growth pop in the 5 round [2/5], +25% next round

Knowledge: creature with scales and flying with 4 wings

Pop growth: 16 (25% (25%* 62%) (+10%) * C.C available)

Info

Name: Regalis ultima

Pops: 69

Carry capacity: C.C 276 / 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] (2/9)

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: Stone tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3] (Stone tools)

Wood: [0/1] Uncommon [can’t mine, need Assignment]

Stone: [0/2] Very common [can’t mine, need Assignment]

Silt: [0/2] Uncommon [can’t mine, need Assignment]

Granite: [0/2] Uncommon [can’t mine, need Assignment]

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

creature with scales and flying with 4 wings: perdeotr, eat part of ur civics, u know

Others

MYSTERY

The Exalted Coalition

vote 1: Research Stone tools - Failed (luck - 10) (Int + Attack) (change that to Weapon type because u can already do an stone tools) [+40% next time]

vote 2: Research a way to navigate between the islands - Successful (luck - 5) (Mystic + int)

Your civilization decided to build stone tools, but along the way an idea came up for one of them to create another type of weapon - weapons.

He began to sharpen the stones they found, but even though he managed to do so, he did not find a better practical use for them, but the idea of ​​creating a weapon remained in everyone’s eyes.

And at the same time, with the help of the mysterious technology of the Bioballone, a way was decided to try to perfect the method: in the means of collecting weeds and air flow of the islands, they created a way that more units could move together: collecting the balloons. They tie it to a tree trunk and with the help of the wind they are able to move in the air. But a way to move is only good if you can control the direction. And if they reach another island, they will need to return to the mother island quickly in the old way: mana bridges, but this is a cornerstone for something better in the future.

In the next round, your agility action was 20% with a chance of success (8)

Tech: Air Bio-Balloons (basic)

Buff: The next fifth round, most likely you’ll find an more rare resoused [2/5]

Pop growth: 19 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 102

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] (2/5)

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: Stone Tools

Stability and Economy

Stability: 2 (positive - +5%)

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3] (stone tools)

Wood: [0/2] Common [can’t mine, need Assessment]

Stone: [0/2] Very common [can’t mine, need Assessment]

Obsidian: [0/3] Uncommon [can’t mine, need Assessment]

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

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

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

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Air Bio-Balloons (basic)

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

7 Likes
The Resurrection

vote 1: build a massive state-of-the-art summoning circle to make it easier to summon demons. - Successful (luck - 6) (Mystic + Char)

vote 2: summon a demon and sacrifice some food and blood to it in exchange for some magic metal. - Successful (luck - 7) (Mystic)

The constant interest in demons led the civilization to set up a huge summoning circle so that it was easier to summon them. Well while it was over, they decided to give it a try. The bidders began to bring in some of their food supplies and also the blood of a small animal they found and began to try the process. From it emerges a large circle in which, a large formless creator tries to communicate with the summonses. The commissioners asked him for the way to use metal magic. After a few moments, the knowledge was gained and the demon disappeared. It worked!

You now have the knowledge to create metals from existing metals. Creating metal itself needs more energy than they are able to create in the near future, but from existing metal it is possible.

Therefore, the joy surpassed a successful summons and in the next round, 15% on a charisma (8)

happiness: +1

Massive summoning circle (+10% of succ in summoning)

Magic: metal magic (basic)

Buff: +20% Agility in the 4 round [2/5]

Pop growth: 51 (25% * C.C available)

Info

Name: The Resurrection

Pops: 307

Carry capacity: C.C 307 / 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] (2/6)[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: 1

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

Metal magic [0/1] - need some mined metal to create 3 copy of it.

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.

Metal magic: the knowledge to create metals from existing metals. Creating metal itself needs more energy than they are able to create in the near future, but from existing metal it is possible.

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

vote 1: Search Surroundings for resources of any kind (especially food and water) and gather it if we can. - Successful (luck - 8) (Agility)

vote 2: Research stone tools (of all types, but mostly axes.) - Successful (luck - 3) (Int + Attack) (transform to battle ax, u have the knowledge to create stone tools)

The first thing residents did was look for things that are on the island, and after a while, they found a new type of food: a wheat-like plant that grows quickly, and its use can increase the need to provide food to the whole village if they use it. And finally they found something else: a small, fast creature that feeds on weeds including a plant they have just discovered.

The flint contains builders for the new residents that only Nolod needed you to start building suitable tools: they started creating stone tools for village use and then one of them had a whole idea not to use some of them as weapons, and after a while they managed to turn an ax into a battle ax!

Although nothing special happened during this period, creativity gave everyone, gives the next round + 10% int (7)

Knolege: wheat-like, speedy grazer

Tools: Stone tools, Stone Battle ax (+0.2 base dmg)

Buff: +20% Attack in the 5 round [2/5]

Pop growth: 38 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 276

Carry capacity: 276/1191 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 4 round)

Intelligence: 85% - [+5%]

Agility: 60%

Defensive: 35%

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

Mysticism: 20%

Legacy: Council nine [+10% charisma] (2/4)

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: Stone tools, Stone Battle ax (+0.2 base dmg)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3] (stone tools)

Wood: [0/3] Very Common [can’t mine,Need to asaine]

Stone: [0/1] Very Rare [can’t mine, Need to asaine]

Flint: [0/2] Uncommon [can’t mine,Need to asaine]

Granite: [0/3] Uncommon [can’t mine,Need to asaine]

Marble: [0/2] Rare [can’t mine,Need to asaine]

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

Wheat-like: fast growing plant that can feed alot

Animles

Small graze: weird looking animal that eat grass, probably

Speedy grazer: a fast small animle that eat grass

Others

MYSTERY

Goblin Civic

vote 1: explore the ruins - Successful (luck - 7) (Agility + Int)

vote 2: find something that could be used as an explosive - Failed (luck - 3) (Agility)

The village decided to explore the ruins for signs of their shield, and they went in to inspect the area. There were lots of broken stones, weird things they didn’t understand and one thing popping up in the center of it all. They looked and looked into the thing that popped up, and inside it hid a strange sight of an object too large and heavy for one goblin to be able to lift it. So instead they started looking at him. After some thought they realized it was some kind of weird shield and they needed to explore the place further. So they set up an archeological site to explore the place, which requires intelligence and knowledge in defense.

They were also at the same time looking in the area for something else that could be explosive and for use as a show, but as they wandered around the ruin, the fragments began to fall and kill some of them, killing at least 37 goblins.

But at least during the excavation they discovered something more unusual: inside the ruin there is something else hiding, but it sells much more than they expected: a more powerful furnace for melting strong metals! The only problem is that the knowledge needs to be copied, that it will take some time, but at least they found something unexpected in the ruins, right? (10)

Old Ruin: Archeology (Progress: Something that looks like a great shield, but needs another way to explore this. (+2)

progress bar: 2/10 (int + def) (roll luck base on ur civic risk [Defnce and intelligence to this archeology site] giving u progress, when it full u finish the site and given base on ur succ progress [7])(it dont need vote for that to progress)

Tech: Advance Smelting (powerful enough to melt iron)

Buff: +10% Growth pop in the 5 round [2/5]

Pop growth: 122 (54% ([25%+10%] *25%)(+10%) * C.C available)

Info

Name: Goblin Civic/ bananana

Pops: 491

Carry capacity: 245.5/922 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] (2/4)

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 Tin)

Army: None

Army Power: 0 power (-50% power)

Tools: Tin tools (need suply of tin ones)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

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

Wood: [0/3] Uncommon [can’t mine, need Assignment]

Tin: [0/2] Rare [can’t mine, need Assignment]

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

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Advance Smelting (powerful enough to melt iron)

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

Magic

None

Anomalia
Old ruin (1)

Archeology Site - Def + Int

Progress: 2/10

Jumps: 7

discovery: Something that looks like a great shield, but needs another way to explore this. (7, +2 progress)

Environment Knowledge
Plants

Tubers: agriculture edible roots

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Arcimea

vote 1: Explore the ruins - Successful (luck - 10) (Agility)

vote 2: Learn Organizational Stuff (Recreate the council of old) - Successful (luck - 2) (Char)

This civility decided that a new way of management was needed, and after a decision, it was decided to gather all the elders of the tribe and turn it into a council of elders (Council of olds), and it helps a little to take care of this village, but at the cost of not living long.

But some were curious even though they were supposed to not approach there, secretly began to explore the ruins, and every day they swam there and began to survey the ruins:

Unknown inscriptions, strangely shaped stones and inside the place, they discovered a huge “door” that was too hard to push. Those curious did not talk about it for a while until one of them told about it and a controlled part of the tribe members created to explore the place seriously, and there they found out what it was behind the door: when they opened it, on every wall there were many captions, most until it They seem to be trying to tell something! After observing and consulting with the council, it was decided to try to check more of what was there and inside the place, they discovered a sign: a strange address where it seemed to be a list of shapes depicting something. He understood: it is possible to decipher what is written in the walls!

As a result, the first archeological excavation began: to discover the past, and thanks to this discovery, there is great progress there. (10)

Old Ruin(2): Archeology (Progress: A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area. (+5)

progress bar: 5/10 (char +int) (roll luck base on ur civic risk [charisma and intelligence to this archeology site] giving u progress, when it full u finish the site and given base on ur succ progress [10])(it dont need vote for that to progress)

create: stone tools

Legacy change - Council of olds [+10% charisma] (5 round)

Buff: +20% Charisma in the 5 round [2/5]

Pop growth: 17 (30% * C.C available)

Info

Name: Arcimea

Pops: 87

Carry capacity: 87 /348 C.C ( 268 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @Evolution4Weak

Votes: 2

territory level: 3 (one anomalia in body of water)

Risk, Legacy and Cultures

Attack: 38%

Intelligence: 72% - [+5%]

Agility: 45%

Defensive: 43%

Charismatic: 77% - [+10%] (97% on the next 4 round)

Mysticism: 5%

Legacy: Council of olds [+10% charisma] (2/5)

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: Stone tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3] (Stone tools)

Stone: [0/3] Very common [can’t mine, need assessment]

Wood: [0/2] Very common [can’t mine, need assessment]

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 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)

Archeology Site - Char + Int

Progress: 5/10

Jumps: 10

discovery: A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)

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

New round!
I introduce to everyone who received it new mechanics:
Archeology!
This is something that is done automatically and possible more than one, if you find something like this, randomly based on several factors, a random category is selected that is required for it (up to 2 types) and automatically raffled, and from it, as in an archeological dig, you will discover new things and maybe find unusual things like Technology and history of the world.
It does not require a vote.

5 Likes

Action 1 :Scour our current surroundings for anything of note
Action 2: Retry Stone weaponry research efforts

Non-action: Collect lots of building materials

3 Likes

That was fast, also thank you for new round

3 Likes

Vote 1; Increase the magic capacity for the civs magic, try to make there no time limit for shadow magic, and maybe try to get Lavawalkers to use earth and fire magic?

Vote 2; Explore my islands very thoroughly for any and all other life, try to tame/domesticate any animals found and cultivate/grow and plants or plant like organisms (fungus, lichen, algaes, etc.) for future Civ use, as well as looking for any odd anomalies or structures. Search both above ground at night and below ground at day.

Non-Action: Gather resources, all materials we can find and carry, to a central storage place

2 Likes

Action 1: Farm Fruit and Wheat-like plants
Action 2: Find natural magnesium (to test if it is magnesium put it in a nearby river and see if iron dust sticks to it) put leftover iron dust in containers for later use.

Non-action: Gather resources, (especially using magnesium to collect iron dust if action 2 succeeds) (new job: Gatherer. Gathers resources the people need.)

2 Likes

Action 1: try to attach our island to one with lots of metal
Action 2: summon a demon and ask it to teach us to do fire magic (sacrificing some stuff too)
Non-action: farm even more food

3 Likes

Action 1: invent gears.
Action 2: Invent clockwork.
Non-Action: Assign mantis to work on building marble houses.

3 Likes

Action: Research Animal Husbandry and try to tame some animals for food and companionship
Action 2: Create facilities for all of the jobs (Each job type has it own building now) [should either provide a bonus or help automatic]

3 Likes

We will call the four winged creatures wyverns.

Action 1: Try to grow houses using nature magic again, this time with some guards on watch in case the wyverns return again.

Action 2: Search for some edible fruits we can cultivate

Non-action: More tools.

2 Likes

Round 3: Living creators can hear

End

None to know so far

The world continues to progress as it is. One of them discovered a technology of the past that might help him in the future, with a successful build. While the others try to survive on the islands that are filling up with each generation.

Mirtal

vote 1: After the discovery of a way to controll mana into magic, people have been thinking that it could be used to enhance tools and make them capable of mining stronger materials, as such they are trying to do so (try to enchant the mining tools and try to use them to mine the metals) - Successful (luck - 6) (Mystic)

vote 2: People want to expand the island furter, as such they are starting to bind more islands to the main one. - Failed (luck - 10) (Mystic + Agility + Char) (40% next time)

After discovering a way to control mana, you decided that there might be a way to strengthen the tools you have and carve stronger materials, and after hard work and trying to concentrate on stone tools, you were able to create reinforced tools in mana that can carve harder materials, such as iron.

But is an attempt to try to find another island, but there was nothing in the visible range of an island passing by, but that does not mean they will not come. They will come sometime. It remains only to wait.

In addition, thanks to your luck, it seems that you are blessed that the next island you will find in the next round, you will receive a special anomaly (10)

Mystic: mana stone tools

Buff: +20% Attack in the 5 round 3/5]

Pop growth: 23 (23% (25*92%) * C.C available)

Territorial Mana density (85%/100%)[growth mod: -8%]

Info

Name: Mirtal

Pops: 149

Carry capacity: 149/644 C.C (551 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 2

territory level: 4

Risk, Legacy and Cultures

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

Intelligence: 65% - [+5%] (85% in the next 4 round)

Agility: 55%

Defensive: 20%

Charismatic: 55% - [+5%]

Mysticism: 80%

Legacy: Elder [+5% charisma] (3/6)

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(1 wood, 1 stone, +2 RS )

Army: None

Army Power: 0 power

Tools: Mana stone tools (can mine iron)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [2/5] (Mana stone tools) (crafter - +2)

Stones: [1/3] Very Common [1 to craft]

Wood: [1/2] Rare [1 to craft]

Silt: [0/3] Common [can’t mine,need Assessment]

Iron: [1/2] Uncommon (one unusee)

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], Mana stone tools

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.

Mana Levitation (basic): The ability to control the flow of mana that controls the hovering of the islands, allows them to basically make things hover in the short and short term, but with enough development, it can reach amazing achievements.

Environment Knowledge
Plants

Red fruit: for pantaisen and farming

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Mantodea Civic

vote 1: invent gears. - Failed (luck - 8) (Int) [still need some tech] {+20% next time]

vote 2: Invent clockwork. - Failed (luck - 4) (Int) [–”–]

It was not a successful period for them: no invention was successful and need more work, and also feel that something is missing there.

And not only that, the drought seems to be continuing, and it is getting stronger now (3)

next round: -20% C.C

Buff: +20% Attack in the 5 round [3/5]

Pop growth: 4 (18% (30%* 60%) * C.C available)

Info

Name: Mantodea Civics

Pops: 29

Carry capacity: C.C 101.5 / 449 (321 C.C. +40%) (-20%)

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] (3/10)

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 (2 Marble, +1 Happiness, +10% C.C), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: stone tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [1/3] (stone tools)

Flints: [0/3] Common [can’t mine, need Assiment]

Marble: [2/2] Uncommon (2 for builders)

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

vote 1: Increase the magic capacity for the civs magic, try to make there no time limit for shadow magic, and maybe try to get Lavawalkers to use earth and fire magic? - Failed (luck - 1) (Mystic) (next time, i take only one of them)

vote 2: Explore my islands very thoroughly for any and all other life - Successful (luck - 10) (Agility)

You tried to increase your magic ability, but while you tried, there was a big accident that caused a particularly powerful explosion, killing some of you who were already a few, and in that accident lost their lives 4 and also destroyed some of the caves, lowering the area you live in.

But when you went to check out the outside, you saw a phenomenon: a large flying creature you had never seen land on your main island, trying to hunt down your cave worms, you manage to run it away, but then you see the unbelievable: their extra large band lands right on the desert part Of the island are nested in it. And straight after them, you follow them, and within a few months the desert has become flowering, bringing with it a new kind of unidentified plant: a succulent-like fruit that bears fruit on it. Red and sweet fruits.

The flying and the succulents like to be only in the dark and the flying ones were huge enough that a creature like Shades was able to ride it.

As a result of the formation of the new biome, your C.C has been steadily larger now (8)

C.C: +148

Knowledge: Night flyers: big as a giant, they fly with they big wings throge the skys. they love night.

Futlkuf succulent: desserd palnt that make red big friuts

Buff: +20% Mystic in the 3 round 3/5]

Pop growth: -1 (12% (25%* 48%) * C.C available)

Info

Name: Ferloth-De

Pops: 25 (33% Sha/ 33% Chor/ 33% Lavawalker)

Carry capacity: C.C 137.5/1058 (706 C.C. +50%)

Pop for C.C: 5.5

Spirit Guardian: @TwilightWings21

Votes: 2

territory level: 4 (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] (3/11)

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: Obsidian tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [0/3] (Obsidian tools)

Stones: [1/3] Very Common (not use)

Wood: [1/1] Rare (not use)

Obsidian: [1/2] Uncommon (not use)

Marble: [0/3] Uncommon [can’t mine, Assiamnet]

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

Shadow Cloak: The ability to cover a certain area in the dark for a while, only Shades are able to do this, and even until then it is limited in time from space.

Environment Knowledge
Plants

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

Futlkuf succulent: desserd palnt that make red big friuts

Animales

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

Night flyers: big as a giant, they fly with they big wings through the skys. they love night.

Others

MYSTERY

Regalis ultima

vote 1: Try to grow houses using nature magic again, this time with some guards on watch in case the wyverns return again. - Failed (luck - 6) (Mystic + Char)

vote 2: Search for some edible fruits we can cultivate - Succ (luck - 10) (Agility)

You tried to grow houses again, but this time you kept an eye out for an attack by wyverns, but this time too it failed, and when it became clear why, it turned out that the land was dry and uncultivable, they would need to look elsewhere, if possible.

On the other hand, while searching for more fertile soil, you came across a large and rich fruit tree, which in each branch, grows dozens of brown fruits and flavors in particular. Such a tree is able to better economize the village. Once you have cultivated it, it has yielded a particularly good yield.

But it’s hard to say this while the movement of animals coming from the islands is in the mana bridges: a medium-sized creature that seems to be attracted to fruits, eats them and causes slight damage to crops (5)

Knolege: A tree rich in brown fruits, A mediocre creature that eats fruit

Buff: +10% Growth pop in the 5 round [3/5]

Knowledge: creature with scales and flying with 4 wings

Pop growth: 26 (25% (25%* 62%) (+10%) * C.C available) (+25%)

Info

Name: Regalis ultima

Pops: 95

Carry capacity: C.C 380 / 1232 (821 C.C. +50%)

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] (3/9)

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(1 wood, 2 stone, craft tools, supply (+2 RS)

Army: None

Army Power: 0 power (-10% power)

Tools: Stone tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [2/5] (Stone tools) (+2 - supply of tools)

Wood: [1/1] Uncommon (all to crafters)

Stone: [2/2] Very common (all to crafters)

Silt: [0/2] Uncommon [can’t mine, need Assignment]

Granite: [0/2] Uncommon [can’t mine, need Assignment]

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

A tree rich in brown fruits: Cultivated tree blooms a lot of fruit (+20% C.C)

Animles

Small graze: weird looking animal that eat grass, probably

Wyverns: perdeotr, eat part of ur civics, u know

A mediocre creature that eats fruit: Great pest

Others

MYSTERY

The Exalted Coalition

vote 1: Retry Stone weaponry research efforts - Successful (luck - 7) (Int + Attack) [+40%]

vote 2: Scour our current surroundings for anything of note - Failed (luck - 3) (Agility)(+20%)

You tried again to create a new type of weapon from stones, and after doing so, you managed to create war axes that are capable of creating a lot of damage in one swipe.

On the other hand, you examined the environment, but on the way part of the land disintegrated and 3 residents fell into it straight into the abyss, disappearing forever. As a result, morale dropped.

Worse, the central island has passed through a large storm zone, causing enormous damage to the environment and lowering the C.C. for a while (2)

Happenese: - 1

Tool: Battle axes (+0.3 base, - 0.1 *Agility race)

C.C: -300 (next round)

Buff: The next fifth round, most likely you’ll find an more rare resoused [3/5]

Pop growth: 20 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 122

Carry capacity: C.C 122 / 849 (821 C.C. +40%) (-300)

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] (3/5)

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 (), Farmers (+30% C.C), Binders, Builders (1 stones, 1 woods, +10% C.C), Crafters(need rescues)

Army: None

Army Power: 0 power

Tools: Stone Tools,Battle axes (+0.3 base, - 0.1 *Agility race)

Stability and Economy

Stability: 2 (positive - +5%)

Happens: -1

Resources:

Currency: None

Trades: None

Resources Storage: [0/3] (stone tools)

Wood: [1/2] Common (builders: 1)

Stone: [2/2] Very common (builders: 1), 1 not use

Obsidian: [0/3] Uncommon [can’t mine, need Assessment]

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

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

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

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Air Bio-Balloons (basic), battle ax

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

4 Likes
The Resurrection

vote 1: try to attach our island to one with lots of metal - Failed (luck - 3) (Mystic + Char + Agility)

vote 2: summon a demon and ask it to teach us to do fire magic - Successful (luck - 7) (Mystic)

You went out looking for an island rich in metals of some kind, and a brave group went out hunting for one island, so in the mana bridges found, they started walking, but then the bridge broke and everyone on it fell into the abyss, were not seen again, so they were killed 20.

On the other hand, they began to try to summon another demon to teach them to use fire magic, in exchange for “payment.” A large red demon came out of the summoning circle, examined the presents and he agreed to teach them to create a stronger fire. And thus they were able to learn fire charms.

Following the successful sequence of summonses, your civilization became happier, and from this joy, another demon arrived without being invited, but this is a strange demon: purple, small but feels particularly strong, came to the civilization to point to something:

“There is something hidden between the hills, get there and find out everything”

You listened to it while it was gone and went out to a place, where something strange comes out inside it: azure liquid turquoise liquid in the form of a spring, but it is not water, it is something more rare: liquid mana (10)

Found: Liquid mana: Rare [0/2]

Magic: Fire magic (basic)

Buff: +20% Agility in the 4 round [3/5]

Pop growth: 60 (25% * C.C available)

Info

Name: The Resurrection

Pops: 367

Carry capacity: C.C 367 / 1376 (983 C.C. +40%)

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] (3/6)[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: 1

Happens: 2 [+1 stibility]

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]

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

Processes

Metal magic [0/1] - need some mined metal to create 3 copy of it.

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.

Metal magic: the knowledge to create metals from existing metals. Creating metal itself needs more energy than they are able to create in the near future, but from existing metal it is possible.

Fire magic: Can create fire used in mana can replace some things used ordinary fire, maybe stronger fire, strong enough to melt soft metal.

Environment Knowledge
Plants

Demonic fruit: small fruit that demostaceded, love hot placeses (+10% C.C)

Animles

Small graze: one that eat grass

Others

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

Acanthus

vote 1: Farm Fruit and Wheat-like plants - Successful (luck - 5) (int)

vote 2: Find natural magnesium - Failed (luck - 6) (Agility)

You dreamed of trying to grow the fruits and wheat instead of just looking for them on the island. As a result, the efficiency of farmers has increased slightly because there are more types of food.

And an attempt to look for another way to collect iron / magnesium but it turns out that there is no such thing on the island unable to do this. Probably it will be found on another island. But it is known about another source of iron that is not far from the village that might be used by them, if you manage to break it.

Today is a good day to be outside while the main island moves around the big place, raising your unity, so in the next round, + 20% on charisma (9)

  • 20% on charisma nex round

Jobs: Gathers (+2 Resources Storage)

Buff: +20% Attack in the 5 round [3/5]

Pop growth: 43 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 319

Carry capacity: 319/1282 C.C (916 C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @Centarian

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 50% (70% on the next 4 round)

Intelligence: 85% - [+5%]

Agility: 60%

Defensive: 35%

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

Mysticism: 20%

Legacy: Council nine [+10% charisma] (3/4)

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), Gathers (+2 Resources Storage)

Army: None

Army Power: 0 power

Tools: Stone tools, Stone Battle ax (+0.2 base dmg)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [0/5] (stone tools) (+2 form Gathers jobs)

Wood: [1/3] Very Common (not use)

Stone: [1/1] Very Rare (not use)

Flint: [1/2] Uncommon (not use)

Granite: [1/3] Uncommon (not use)

Marble: [1/2] Rare (not use)

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

Wheat-like: fast growing plant that can feed alot (+10% C.C)

Animles

Small graze: weird looking animal that eat grass, probably

Speedy grazer: a fast small animle that eat grass

Others

MYSTERY

Goblin Civic

vote 1: make our airships better. - Successful (luck - 4) (Int)

vote 2: retry to discover explosives - Successful (luck - 9) (Int)

In your wisdom inventions, you were able to create 2 things that can help:

  1. In balloon power, you managed to unify several of them, and with the help of wood, you created a type of larger and more durable airships, capable of flying a greater distance, but still vulnerable to the air conditions that can exist between islands, but it can improve your island finding.

  2. In aluminum grinds crushed and crushed with stones, corrugated when scattered and then lit by fire, it explodes. He of course caused damage, but no one was hurt. Only if there is a way to get better quality aluminum and carve them, maybe this discovery can be used.

Besides, there was no progress at the archeological site.

And meanwhile, you seem to have somehow found an island very close to your mother island and it looks promising, it is close enough to step on it without crossing the mana bridges, the question is what is hidden in it (6)

Old Ruin: Archeology - no progress (⅓)

Tech: small airships (+10% on island binding), Flash powder?

Buff: +10% Growth pop in the 5 round [2/5]

Pop growth: 195 (54% ([25%+10%] *25%)(+10%) * C.C available)

Info

Name: Goblin Civic/ bananana

Pops: 686

Carry capacity: 343 /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] (3/4)

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 Tin)

Army: None

Army Power: 0 power (-50% power)

Tools: Tin tools (need suply of tin ones), small airships (+10% on island binding)(need to craft, see in proceeds)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

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

Wood: [0/3] Uncommon [can’t mine, need Assignment]

Tin: [0/2] Rare [can’t mine, need Assignment]

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

Processes

Flash powder (need aluminum and combast elemnt)

small airships (need woods)

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Advance Smelting (powerful enough to melt iron), small airships (+10% on island binding), Flash powder

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

Magic

None

Anomalia
Old ruin (1)

Archeology Site - Def + Int

Progress: 2/10

Jumps: 7

discovery: Something that looks like a great shield, but needs another way to explore this. (7, +2 progress)

failed ones out of 3

Environment Knowledge
Plants

Tubers: agriculture edible roots

Animles

Small graze: weird looking animal that eat grass, probably

Others

MYSTERY

Arcimea

vote 1: Research Animal Husbandry and try to tame some animals for food and companionship - Successful (luck - 5) (Int)

vote 2: Create facilities for all of the jobs - Failed (luck - 7) (Char) [+10% next time]

You found on your main island Pixsy Owl hunting other pests in the area that are able to eat what you grow, as a result came up with the idea to domesticate it, and after work, you managed to tame it and it protects the agricultural product from damage, increases how much food is available to you.

Experience arranging facilities for any job that may be able to sort out what is needed, but a small problem arises: there are no resources to build the houses for them, but the idea remains quite good.

A breakthrough was discovered in an archeological dig: one of the members of the tribe was able to understand the scripture and translate it into something they understood, and he was able to start reading the scripture in the ruined walls. After reading, he tells everyone about the discovery:

“Once we touched the sky, we sat far away from Mother Earth and talked to the stars. But the most dangerous thing is not what was far away, those between us.”

As he looks around, he points to everyone where he found the translator 'plate (Rosetta Stone), and he continues to read:

“There, I hide the secret to touching the stars, to know what is hidden there, where if he survives, he will keep to those who are more worthy than us, where our time is over”

He progresses and reveals the hidden according to the scripture:

This is a surprisingly delicate piece that has managed to survive all this time, in which a sketch is drawn of something that does not seem to make sense. The translator read what is written:

“Auditorium Project”

And he reads:

“In this structure, allows you to spread your voice through spaces and time for any purpose and also get things from them”

This is a large structure that the technology seems to be remarkably advanced, but surprisingly, it is quite understandable because of one small thing:

“Long distance communication is the key, use it properly”

This structure is able to communicate with anyone in this world without any input, like magic, and it does not require anything from you.

This fact, a piece that came past was restored and reached other hands, who might not have been able to repeat their mistakes.

Thanks to this, in the next round, votes of intelligence increase by 20% (8)

tech: Animal Husbandry

Knolege: Pixsy Owl (+10% C.C)

Old Ruin(2): Finish - “Auditorium Project” (see in tag “anomaly”)

Buff: +20% Charisma in the 5 round [3/5]

Pop growth: 20 (30% * C.C available)

Info

Name: Arcimea

Pops: 107

Carry capacity: 107 /375 C.C ( 268 C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @Evolution4Weak

Votes: 2

territory level: 3 (one anomalia in body of water)

Risk, Legacy and Cultures

Attack: 38%

Intelligence: 72% - [+5%]

Agility: 45%

Defensive: 43%

Charismatic: 77% - [+10%] (97% on the next 4 round)

Mysticism: 5%

Legacy: Council of olds [+10% charisma] (3/5)

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: Stone tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/3] (Stone tools)

Stone: [0/3] Very common [can’t mine, need assessment]

Wood: [0/2] Very common [can’t mine, need assessment]

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 and jobs]

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry

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
Auditorium Project

Archeology Site - Char + Int

Progress: Done

Jumps: 10 , 10 (total - 10)

discovery:

  1. A drawing similar to the shapes they are familiar with has been found, giving progress to the exploration of this archeological area (10, +5 progress)
  2. Once you have been able to translate the text, you have discovered a blueprint for a structure that can communicate with anyone in the world without the need for anything special, but the only problem left is to figure out how to build it.

I can give help: you need quartz, liquid mana, some heavy metal and structure in voting project type. All these things you will achieve, you will be able to build this structure and communicate with everyone without effort or distance.

Environment Knowledge
Plants

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

Animles

Pixsy Owl: and very smal predetor that hund small stuff, his also demastocat(+10% C.C)

rataton: rat-like animel that eat palnts

Others

MYSTERY

A friendly reminder that actions outside of voting can not help in expanding a farm or building tools, you can choose which things to carve if you can (register) and give them the job you want. Remember that you have a limited amount of resources that you can owe and people who are capable of carving.

3 Likes