Pandora without Horizon - P.H. Second Season

Action 1: summon a demon to learn to use fire magic to forge metal without coal fuel.
Action 2: summon a demon to connect our island to some others.
Non action: farm lots of food.

1 Like

Vote 1: Begin Cultivating Red Fruit

Vote 2: Try to tame Night Flier

Non-Action: Form Beginning of Council with one member of each of the three races (stability??? Not sure if I can do this as a non action but I saw other organization increasing non actions)

1 Like

why is mine the same as the last round’s?

He’s fixing that, look in the chat

ok, sry for that, i fix that

1 Like

Action: Look around for resources and other fauna to tame
Action 2: Try Facilities Project Again

1 Like

Action 1: Research way to collect iron
Action 2: Repeat action 1 if action 1 fails, otherwise, Research a way to smelt iron.

Non-Action: Collect resources. If action 1 succeeds collect iron especially.

1 Like

The tree we discovered will be called a breadfruit tree, and the fruits breadfruit.

Action 1: Use water magic to create agricultural canals.

Action 2: Start working on building shelters.

1 Like

Action 1: Divert the attention of the people towards the positive side of our expedition instead of the negatives
Action 2: Search for rare resources

Non-action: Gather stones for stone weapons

1 Like

so be it

Actions:
Invent university.
Search for a metal that can extract electrium.
Non-Action: Make universities out of marble.

1 Like

u know what it is wheel firts?

We start off with wheels

1 Like

yes, but u make it roll, i miss it, i see it next time.
i have to rest. i hope today i will finish the next round :smiley:

1 Like

Alright do i need an electrium engine to do that or can I just…do it?

1 Like

You can use manpower and gears.

How many people have voted so far?

1 Like

everyone have vote, i just busy, in less then 24 houres, it will be ready

5 Likes

Round 4: Cast Iron and land mass

End

None to know so far

The world continues to move forward: some of them have managed to figure out how to melt iron, each in his own way. Some connected new islands, and only one of them managed for the first time in its misery to be large enough to stop and make itself a land mass. Allows him to explore the world without fear of losing his mother island, able to get far from anyone else.

The era of connection begins now!

What will the islands see now that the first to stop is able to explore it?

What is hidden between everything?

Will the iron be used for better or worse?

Mirtal

vote 1: The recent discoverings in magic are making people think: What if we used magic to defend and attack? (create attacking magic) - Successful (luck - 5) (Mystic)

vote 2: make people look out for passing islands to bind with. - Successful (luck - 10) (Mystic + Agility + Char) (40% next time)

The discoveries in changing Mana’s flow interested the village about its options, and the dangers it was able to offer. They decided to try to train and try to defend the fast if someone like them and able to control the same flow attacked. In the midst of a change in current density, they were able to figure out how to make the flow dense enough to cause damage.

They called this method “mana wave”, the magic and the method of compressing the current as a long-range weapon.

At that time, one what Larmyah saw on their island horizon something huge was approaching and decided to move on the bridge that started to form between them moving there, and what they discovered was an exception: a huge island even from their mother island, there are many resources that existed, even richer than usual in mana and more Of these, the island hides 2 anomalies:

On one side of the island, in a flat area hides a large broken ruin.

And at its center, Larmyah feels a much higher concentration of mana than anything else they have known, perhaps there explaining the abnormal amount.

After tying up the huge island, they began exploring the ruin, only to discover that inside one of the piles of debris, they had managed to uncover a red piece protruding from the ground. There is a feeling that something even bigger is hidden inside, but it is difficult to understand what it is exactly (5)

Thanks to the huge island, your land area has now become large enough to slow down, your tribe members have felt the flow of the island starting to stop since it connected to one mass. And after a while, the flow stopped moving and with it the mother island stopped. The people were frightened at first, but then one of the old men of the tribe realized something else: they stopped because the island was too big to move with the current.

They sent the bravest to cross the balloon strings to see if the island was moving from a distance: their ancient sign that the island was moving. And they went out to fly and see from afar.

After a while, they managed to get back and the village was surprised: they managed to get back after a long time! It got confirmation that the island is no longer an island, these are a mass of earth!

Now they are no longer able to get lost in the sky that always moves when the island stops, opening up to them the option to expand and explore the world that was locked up until then because of the constant flow.

magic: mana wave

Island C.C = +988, have: Flints, Iron, Titanium, Marble, wood, stone and 2 Anomalys, +115% density

territory level: 6 - land mass (it now mark in the map)

old ruin: type: int +attack, proggers: 2/10, discover: red peace out of the earth.

Abnormal mana dencetry: Unknown

power: Mana waver (1 + 0.8*0.5 (Mystic race) + 0.55 (Agility race))

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

Pop growth: 34 (25% (25*100%) * C.C available)

Territorial Mana density (100%/100%)

Info

Name: Mirtal

Pops: 183

Carry capacity: 183/2001 C.C (1539 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 2

territory level: 6 - land mass (it now mark in the map)

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] (4/6)

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 (2 stones, +10% C.C), Crafters(1 wood, 1 stone, +2 RS )

Army: Mana waver: 0 (1 + 0.8*0.5 (Mystic race) + 0.55 (Agility race))

Army Power: 0 power

Tools: Mana stone tools (can mine iron)

Stability and Economy

Stability: 0

Happens: -1

Resources:

Currency: None

Trades: None

Resources Storage: [0/5] (Mana stone tools) (crafter - +2)

Stones: [3/4] Very Common [1 to craft], [2 Builder]

Wood: [1/3] Rare [1 to craft]

Marble: [0/2] Rare [need Assessment]

Flints: [0/2] Rare [need Assessment]

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

Iron: [1/5] Uncommon (one unusee)

Titanium: [0/5] 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.

Mana Wave (basic): the ability to make the mana dence enogh to be havey like a rock, can deal dmg if hit

Anomalia
Old ruin

Archeology Site - Attack + Int

Progress: 2/10

Jumps: 5

discovery: red peace out of the earth. (5, +2 progress)

failed 0 out of 3

Abnormal mana dencetry

Unknown

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 university. - Successful (luck - 4) (Int + Charisma)

vote 2: Search for a metal that can extract electrium. - Failed (luck - 8) (Agility)

You have decided to organize your discoveries and your ways in a special structure: University: a place where you can teach and explore the world. Everyone loved it and started setting up. After a number of years the first university was established. Managed to set up the structure for study, but failed to turn it into research. For this there are researchers who will do the work, with a price.

At that time, an attempt was made to find out what would break the electrium, but unfortunately, there is nothing on the island that can break this ore. Maybe on another island there is something capable of doing this.

And after years of drought, this period has come to an end, contributing to the joy of the tribe: +2 joy (9)

Bulding: university (+5% Charisma)

Job: researchers (need some payment)

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

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

Info

Name: Mantodea Civics

Pops: 33

Carry capacity: C.C 115.5 / 449 (321 C.C. +40%)

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: 45% - [+5%]

Mysticism: 15% - [+5%]

Legacy: Technocracy [+5% Int] (4/10)

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]

Bulding: university (+5% Charisma)

gear - {+20% next time]

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), researchers (need some payment)

Army: None

Army Power: 0 power

Tools: stone tools

Stability and Economy

Stability: 2 (+5% on everything)

Happens: 3 (+ 1 Stibility)

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: Begin Cultivating Red Fruit - Successful (luck - 10) (Int)

vote 2: Try to tame Night Flier - Failed (luck - 10) (Int) {+40% next time}

Cilivation has tried to domesticate the new animals that have arrived: the succulent fruits and their domestication have proven to be better than expected, to the point that wealth causes an increase in some of the newborn from most of the wealth it provides.

Whereas the flying night feels to be closer after numerous attempts, but still unsafe to be in caves or live with you.

At the same time, the movement of islands begins to come in their direction, which increases the chance of catching one much larger (7)

next time: +10% on island catch

Knowledge: Red Fruit (+20% C.C, +5% gowrth)

Futlkuf succulent: desserd palnt that make red big friuts

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

Pop growth: 3 (15% (30%* 48%) * C.C available)

Info

Name: Ferloth-De

Pops: 28 (33% Sha/ 33% Chor/ 33% Lavawalker)

Carry capacity: C.C 154/1200 (706 C.C. +70%)

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: Unity Council [+5% Char, +1 Stability] (1/9)

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: 1

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 (+20%, +5% growth)

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: Use water magic to create agricultural canals. - Succ (luck - 9) (Mystic + Int)

vote 2: Start working on building shelters. - Succ (luck - 1) (Char)

In the midst of water magic, they began to try to expand their agricultural lands outside the river basin and deeper into the island land. And after hard work and concentrated thinking of each of the water magicians, they were able to create irrigation canals that lead from the river to the depths of the island, contributing to the growth of food and also surprisingly setting your encounters due to an increase in time. But it seems like a long-term risky gamble.

On the other hand, in light of the fear that the Wyverns would return, they began trying to set up bunkers that would help with the defense in case of need. And it managed to build, but something bad and it also crashed on some of them, killing at least 2 of them, but it managed in the end. They are still small underground, not the safest to help in case of an attack.

But what’s better to sleep on your big island is something in the mountains: ruins that were not discovered before were exposed after the rains, raises everyone’s curiosity (10)

anomaly: Old ruin

Tech: agricultural canals (Farmer: +5% C.C, +5% P.G)

Buff: +10% Growth pop in the 5 round [4/5]

Pop growth: 14 (21% (30%* 62%) (+10%) * C.C available)

Info

Name: Regalis ultima

Pops: 109

Carry capacity: C.C 436 / 1273 (821 C.C. +55%)

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] (4/9)

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 (+35% C.C, +5% pop growth, need some fertilizer [2 round left]), 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, agricultural canals (Farmer: +5% C.C, +5% P.G)

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

Old ruin

How know?

Environment Knowledge
Plants

Tubers:: for pantaisen and faming

breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+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: Divert the attention of the people towards the positive side of our expedition instead of the negatives - Failed (luck - 8) (Char) [+20% next time]

vote 2: Search for rare resources - Succ (luck - 5) (Agility)[+20% rare find]

The leader tried to encourage his residents to look on the positive side, but it did not contribute much to the atmosphere, but it was quite close to trying to change direction.

In contrast, the tribe set out to flee in search of something, as there was evidence of strange material popping up in the area, and after searches they found something shimmering in a silvery-white color. After testing, this material is “Silver”, which is common near sulfur ore.

The island after passing through a stormy area, which seems to have caused damage to plants in the area, causes even more decline in production, which lowers the C.C. even further (4)

Silver: Rare [0/2]

C.C: -450 (next round)

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

Info

Name: The Exalted Coalition

Pops: 147

Carry capacity: C.C 147 / 699 (821 C.C. +40%) (-450)

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] (4/5)

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(1 stones, +2 R.S [stone ax craft])

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: [2/5] (stone tools) (+2 Crafters)

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

Stone: [2/2] Very common (builders: 1), (1 to crafters)

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

Silver: [0/2] Rare [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

5 Likes
The Resurrection

vote 1: summon a demon to learn to use fire magic to forge metal without coal fuel. - Successful (luck - 4) (Mystic)

vote 2: summon a demon to connect our island to some others. - Successful (luck - 3) (Mystic)

Through the summoning circle, you have become more and more dependent on them at all: in the first summoning, you summoned again the red demon who would teach them how to use fire to forge metals.

He gave the knowledge to them, but he demanded something else instead of a sacrifice: the land itself. He took a small piece of the island land and disappeared.

Following this, you summoned another demon: one who could help connect islands. The demon was golden, which was green-blue. Decided yes to help you, but at a different price: the souls of the victims.

You are a little apprehensive that you have consented and given that of the unfortunate to him. He agreed but suddenly he also erased even those who summoned him, and disappeared.

Right after that, a big shake and connect to you a big island that has lakes and surprisingly a material that you have not met before: mercury.

Is this the reward of extensive use of demons?

Maybe, but one thing is agreed upon: this is not a bad deal.

Especially after they were able to use the fire magic, they are now able to create a fire strong enough to melt copper without the use of an external fire source.

But right now they have to deal with something else: a movement of a beast of prey coming from the new earth: a predator that is a little more nest than you but looks strange and different: exciting that it comes from hell itself and they started hunting the elves

Knolege: big demonic predetor

Magic: Fire magic (сan forge light metal lik copper)

Island: C.C = 410, Mercury: Common [0/4], Copper: Very common [0/5], stone and wood

demon deal: -120 C.C

territory level: 4

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

Pop growth: 53 (25% * C.C available)

Info

Name: The Resurrection

Pops: 420

Carry capacity: C.C 420 / 1782 (1273 C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @Deathwake

Votes: 2

territory level: 4

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] (4/6)[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: [0/3] Uncommon [can’t mine, need tools and jobs]

Stone: [0/2] 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 tools and jobs]

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

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

Copper: Very common [0/5] [can’t mine, need 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, it strong enough to melt soft metal like copper. the proble it they cant contorl the fire strong enoght to comtinul use that.

Environment Knowledge
Plants

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

Animles

Small graze: one that eat grass

big demonic predetor: it see like to eat small prey, maybe dangerous to the pops. abit smaler the human size.

Others

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

Acanthus

vote 1: Research way to collect iron - Successful (luck - 9) (Int + Agility)

vote 2: Repeat action 1 if action 1 fails, otherwise, Research a way to smelt iron. - Successful (luck - 8) (Int)

A group of children began to explore the island and suddenly came across a crumbling black-and-red gray, and they played with it until Horam found them dirty in it. And began to examine what it was. After several tests, they discovered that it was a familiar substance, but did not know it was in such a way: natural iron powder !. It seems that iron can be used here. But your only problem is that their knowledge in metal forging is not good enough, so they had to think smart. After examining the ancient stoves they knew about, they went on to try to perfect it. Using wood and rebuilding the classical furnace, they created the Bloomery which is made of stone and granite: common stones on the mother island. After this experiment, they were able to boil the powder and liquefy it! This is a breakthrough in the exploitation of metal.

But right now, the only source of iron they have is the natural iron powder they found, and even then it is limited and not eternal.

And especially that this time they entered a turbulent area, not only makes life difficult during this period, Al also begins to throw away all the natural powder they found, and eventually managed to collect only a little of the material (3)

Tech: Bloomery (can smelt iron)

C.C: -200 next round

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

Pop growth: 45 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 364

Carry capacity: 364/1082 C.C (916 C.C. +40%) (-200)

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 (can smith medium metal), 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 (use for black smeth/Smething)

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

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

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

Marble: [0/2] Rare (not use)

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

Iron: [1/3] Uncommon (one only for now, not use until smieth and right tool to use)

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

Processes

Smelting (1 wood, 1/1):

Iron (0) → Wrought iron (0) [can use that type of iron to craft]

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Bloomery (can smelt iron)

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: create guns - Successful (luck - 9) (Int)

vote 2: bind any island - Successful (luck - 7) (Mystic + Agility + Charisma)

After discovering the flash powder, it was decided to try to use what was left of them to use something similar to one of the drawings they found earlier in the ruins: a stick capable of firing from a distance, where they discovered a discounted drawing of something resembling a stone plate capable of repelling what looked like small balls flying straight into the plates. Broken, directing them to understand what they are looking for in the ruins and also the idea of ​​waiting for it.

After a whole generation of research, they came to a breakthrough, with their new invention: Fire lance, which in the collection of flash powder and hard material like stone, they are able to hit at a greater distance than any stone they can throw.

But it requires a lot of pita and a way to get the hardware before they can develop further and use them.

In the ambush of the balloons and the first experiment of the airships, they managed to reach another island: it is a relatively small island that has lakes, and it also has stones. But other than that, he’s not special.

But while they were connecting, the only airships they had were broken before they reached the mother island, plummeting to their deaths. The island managed to connect, but without the only airship they built (3)

Old Ruin: Archeology - progress - +5 (10)

Tech: Fire lance (need wood and flash powder to create) (*5 base Army power)

Island: +157 C.C, wood and stone: Rare

territory level: 4

Buff: +10% Growth pop in the 5 round [4/5]

Pop growth: 258 (54% ([25%+10%] *25%)(+10%) * C.C available)

Info

Name: Goblin Civic/ bananana

Pops: 686

Carry capacity: 472/1126 C.C (866 C.C. +30%)

Pop for C.C: 0.5

Spirit Guardian: @zenzonegaming

Votes: 2

territory level: 4 (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] (4/4)

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), Fire lance (*5 the base power)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

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

Wood: [0/4] Uncommon [can’t mine, need Assignment]

Stone: [0/1] Rare [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)

Fire lance (need Flash powder and wood)

Knowledge and Mystic

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

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: 7/10

Jumps: 7 , 10

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

a stick capable of firing from a distance, where they discovered a discounted drawing of something resembling a stone plate capable of repelling what looked like small balls flying straight into the plates. Broken, directing them to understand what they are looking for in the ruins and also the idea of ​​waiting for it. (10, +5 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: Look around for resources and other fauna to tame - Failed (luck - 5) (Agility)

vote 2: Try Facilities Project Again - Succ (luck - 9) (Char) [+10%]

You tried to look for more things, your father there is nothing now on the island that interests you or you have found.

The second attempt to create Facilities, which will make the organization effective, has now succeeded, and their success in organizing a constitution that has enabled their existence and also an arrangement between all roles and needs except the military.

But at the same time, the island passed through a curly area that caused a mountain around a mudslide, burying some of the inhabitants and killing 12 of them, and because of this, stability decreases (2)

stibility: -1

Cultre: Facilities (auto job by needs)

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

Pop growth: 12 (30% * C.C available)

Info

Name: Arcimea

Pops: 119

Carry capacity: 119 /415 C.C ( 268 C.C. +55%)

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] (4/5)

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 (2 stone, 1 wood, +15% C.C), Crafters(1 wood and stone, +2 R.S)

Army: None

Army Power: 0 power

Tools: Stone tools

Stability and Economy

Stability: -1

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [0/5] (Stone tools) [crafter - +2 R,T]

Stone: [3/3] Very common [2 bulder, one crafter]

Wood: [2/2] Very common [one crafter, one builder]

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

This time I’m sure I did not miss anything, I took my time

Remember that food is not normally available and check what you have on your island. If you do not have it, look for other islands or trade with someone who has it.

The next round ends with bonuses you received at the beginning, hope you used them.

5 Likes

Uh…

I mean I’ll take the buff.

1 Like