Pandora without Horizon - P.H. Second Season

well yes, take that, i dont tuch that for a resone

1 Like

Action 1: Research better way to get Iron
Action 2: If action 1 fails, repeat action 1, otherwise, research Japanese katanas

Non-Action: Collect iron (If only one action succeeds)/Make katanas (if both actions succeed)/ Build forges (If neither action succeeds)

2 Likes

My votes keep getting more and more complicated.

1 Like

Vote 1: use fire magic to scare the demon predator into our somoning circle to trap and enslave it.
Vote 2: increase population as much as we can
Non-vote: move industry and farming onto the new island.

2 Likes

Actions:
Try to find useful things on another island that could possibly break electrum
If the first action succeeds, invent a way to boost my intellect by around 10%. If it doesnt, repeat action 1.
Non action: Pay researchers with marble, and if they work overtime, give them more marble!

1 Like

u dont need to assing anything anymore (expect army).
u can jst pay them with marble or something

My votes have been finalized :slight_smile:

1 Like

Action 1: Try Action 1 Again.
Action 2: Work on weaponry

1 Like

Action 1: try to tame night fliers again (maybe use cave worms to lure or shadow magic to make them feel at home? Idk)

Action 2: if action 1 fails, repeat action 1. If action 1 succeeds, bind a new island to my own.

Non-Action: gather more resources

Thanks for the new round Doom!

1 Like

Action 1: Send some people to explore the ruins.

Action 2: Set up a stone forge.

1 Like

Action 1: Establish an official standing army structure
Action 2: Create currency,this can be done by using the silver we just found
Non-action:Gather silver

1 Like

Round 5: Island explorers and ready for battle

End

None to know so far

Most civilization seems to prepare itself and invent weapons in order to survive in this world. Some used cast iron to create weapons and parts of stones and feathers to create weapons that could strike from a distance. But everyone knows one thing: they had to use them sometime.

Of course all the bonuses and buffs they got at the beginning are over. They are now alone.

Mirtal

vote 1: send people to research the ruins/Anomalia - Successful (luck - 10) (Mystic + Agility) (u have a site in the ruins, soo instead you’ll go to the anomalia of mana)

vote 2: People have started to use specific sounds to refer to objects and it is becoming popular (make lenguage) - Successful (luck - 3) (int + Char)

Some of the villagers went out to try to explore the new Ulmirnal land and mystery and went into the abnormal area of ​​mana and as they went deeper, they discovered something more and more strange inside it: the mana becomes more and more compacted. For creatures that do not feel a mana, it has no effect, but for you, the world becomes dark and until you get stuck in something strange and unusual: the mana has become so compressed that it has become something completely different: Guna. mana is especially compressed to such a level that it is as hard as iron.

This mysterious substance seems to be the cause of the particularly high concentration of mana, but what is more mysterious is that they have never seen anything like this, and they can not see because of their mana vision that the substance is foggy. They had to go back and report on this unusual material, and perhaps related to the nature of this world.

On the other hand, a language has developed among the members of the village that helps them communicate better with each other. But does not give anything special there except for more distant communication.

There is little progress in the excavations, but they are not significant to report

Because the island has stopped, it seems to be attracting new animals to them that you have not seen before through the mana bridges:

One of them is a creature your size, with armor that goes slowly, like an armadillo.

I wonder how he manages to walk so slowly between islands? (6)

Knowledge: big armor animel: have armor around his body, and he slow.

culture: lenguage

Abnormal mana dencetry: Guna [0/1] - very rare

site: proggers: 3/10, discover: old scraps

Pop growth: 42 (25% (25*100%) * C.C available)

Territorial Mana density (100%/100%)

Info

Name: Mirtal

Pops: 225

Carry capacity: 225/2001 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%]

Agility: 55%

Defensive: 20%

Charismatic: 55% - [+5%]

Mysticism: 80%

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

Cultures

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

lenguage: no-name [+1 R.S]

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: [0/6] (Mana stone tools) (crafter - +2) (len - +1)

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: [2/5] Uncommon (2 unusee)

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

Guna: [0/1] very rare [can’t mine, need tech, tools and jobs] - very rare element

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
Ulmirnal
Kalytopia Ruins

Archeology Site - Attack + Int

Progress: 3/10

Jumps: 5 , 2

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

some scraps

failed 0 out of 3

Abnormal mana dencetry - Guna

All the higher-than-normal density of mana comes from a compressed mana material to such a level that it is as hard as iron, and because of its high concentration, you, who are sensitive to mana vision, are unable to see the material at all except to feel it.

Although the substance is known to you, harmless or dangerous to you, it requires further research.

Environment Knowledge
Plants

Red fruit: for pantaisen and farming

Animles

Small graze: weird looking animal that eat grass, probably

big armor animel: have armor around his body, and he slow.

Others

MYSTERY

Mantodea Civic

vote 1: Try to find useful things on another island that could possibly break electrum (bind an island) - Failed (luck - 1) (Mystic + Charisma + Agility)

vote 2: repeat action 1 - Succ (luck - 5) (Mystic + Charisma + Agility)

A group of islands is moving towards your main island, and you have decided to try to look for something that might break the rare material. On the first island you find, you find a mana bridge that connects it to you, but as soon as they follow it, the bridge gives, and 3 of them fall to their deaths, one of them lands right on one of the people, killing both him and causing panic instead.

You did not give up, so the second time you found another nearby island and this time, you managed to reach it and connect it to you. The name of the island is very mountainous, but there is another material hidden there: iron. Maybe the iron is able to break the electrum?

In addition, there seems to be a movement of a large flying creature that, after the Small Graze, does not know whether it is dangerous or not (5)

Knolege: flying predetor

Island: C.C =134, Iron [0/4] common, stone very common, wood very rare

territory level: 4

happiness: -2

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

Info

Name: Mantodea Civics

Pops: 34

Carry capacity: C.C 119 / 637 (455 C.C. +40%)

Pop for C.C: 3.5

Spirit Guardian: @Nigel

Votes: 2

territory level: 4

Risk, Legacy and Cultures

Attack: 50%

Intelligence: 90% - [+10%]

Agility: 40%

Defensive: 50%

Charismatic: 45% - [+5%]

Mysticism: 15% - [+5%]

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

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, +5% int from resurcer)

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 (1 Marble, stone, +1 Happiness, +10% C.C), Crafters(need rescues), researchers (1 marble, +5% int)

Army: None

Army Power: 0 power

Tools: stone tools

Stability and Economy

Stability: 0

Happens: -1

Resources:

Currency: None

Trades: None

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

Stone: [1/2] Very Common [can’t mine, need Assiment]

Wood: [0/1] Very rare [can’t mine, need Assiment]

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

Iron: [0/4] common [can’t mine, need tech, tools and jobs]

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

flying predetor: eat small prey

Others

MYSTERY

Ferloth-De

vote 1: try to tame night fliers again - Successful (luck - 1) (Int) {+40%}

vote 2: bind a new island to my own - Failed (luck - 10) (mystic + agility + charisma) (+10%)(+40% next time)

After another attempt, you managed to tame the night fliers and now they can use as riding animals for Shades, but it’s not without an accident that killed 2 of them.

In addition there was an attempt to find an island, but was not on the horizon, but some of them were approaching.

But there is an event of an epidemic that has begun to attack the council, making them ill and slowing down their activities. If it does not pass soon, people will die (2)

night fliers: (if use as powerunit: 2 base power to shades, +1aglity to shade, can fly)

Pop growth: 2 (15% (30%* 48%) * C.C available)

Info

Name: Ferloth-De

Pops: 30 (33% Sha/ 33% Chor/ 33% Lavawalker)

Carry capacity: C.C 165/1200 (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] (2/9)

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(1 stone, 1 wood, +2 R.S)

Army: None

Army Power: 0 power

Tools: Obsidian tools

Stability and Economy

Stability: 1

Happens: 0

Resources:

Currency: None

Trades: None

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

Stones: [2/3] Very Common (1 carfter, 1 unuse)

Wood: [1/1] Rare (1 carfter)

Obsidian: [2/2] 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.(if use as powerunit: 2 base power to shades, +1aglity to shade, can fly)

Others

MYSTERY

Regalis ultima

vote 1: Send some people to explore the ruins - Failed (luck - 4) (Agility)

vote 2: Set up a stone forge. - Succ (luck - 6) (Int)

You tried to explore the ruins, but it turns out that Wyverns are nesting in the area, making the location dangerous at the moment to explore, not before one of them managed to hunt down one of the researchers and prey on it.

On the other hand, you started building from stones a strong furnace for forging, and you managed to create Bloomery from stones! Now you are able to dispose of stronger metals, only there is no one suitable on this island.

But because of the need for it, in the next round, your chances of succeeding in catching islands with 20% more (8)

island - +20%

Tech: Bloomery (can smelt iron)

Pop growth: 14 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 123

Carry capacity: C.C 492 / 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] (5/9)

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 [1 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), Bloomery (can smelt iron)

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: Establish an official standing army structure - Succ (luck - 7) (Char)

vote 2: Create currency,this can be done by using the silver we just found - Succ (luck - 3) (Char)

In light of the things that are happening and the growing fear in the village for an attack of animals, they have started to set up a military system that will protect the village and the island invaders who want to flee and maybe other things as well. So a series of things was established: First volunteer soldiers were recruited under the leadership of officers and commanders in charge of them. The first 20 who volunteered to form the first army of this civilization would repel any dangerous factor that came.

In addition, barter trade has proven ineffective in the case of relationships and rarity of materials. So the great leader proposed a change: thanks to the discovery of the material silver, it was decided to replace the trade with something permanent and rare with the same value - or in other words, money.

Their value thanks to the metalworkers, began the production of the first silver coins, which are also suitable for payment to commanders for their service, as an incentive. The first money system was applied.

But just the great apprehension from which it was erected faded away where a huge creature from all they knew came to the island and began to attack. All the soldiers began to fight against the flying creature, but some of them died while destroying houses and killing residents. A total of 14 died, 6 of them soldiers before retreating to the horizon.

This caused a decrease in the joy of the residents (2)

knowledge: Flying giant predator

Happiness: -1

Job: Commanders (-50 silver, +5% Attack, +0.5 base power to everyone, give to Soldier attack bonuse)

Army: 14 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]

Pop growth: 15 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 162

Carry capacity: C.C 162 / 1149 (821 C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @PositiveTower

Votes: 2

territory level: 3

Risk, Legacy and Cultures

Attack: 75% - [+10%]

Intelligence: 45%

Agility: 20%

Defensive: 70% - [+5%]

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

Mysticism: 35%

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

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]

positivity speech - +20%

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]), Commanders (-50 silver, +5% Attack, +0.5 base power to everyone, give to Soldier attack bonuse)

Army: 14 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]

Army Power: 37 power

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

Stability and Economy

Stability: 1

Happens: -2 (-1 stability)

Resources:

Currency: 200 [+150 for round [-50 commanders]] [200 Silver]

Trades: None

Resources Storage: [0/5] (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: [2/2] Rare [2 to currensy]

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

Silver (2) → 200 Currency

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

Flying giant predator: a very big flying that eat everything.

Others

MYSTERY

3 Likes
The Resurrection

vote 1: use fire magic to scare the demon predator into our somoning circle to trap and enslave it. - Successful (luck - 7) (Mystic)

vote 2: summon a demon to connect our island to some others. - Successful (luck - 5) (Mystic)

You started using fire spells to try to drive the predatory demons into your circle, and after several attempts, you managed to capture them and enslave them, at least some of them. What they will do for you is just what comes to mind.

You for the second time summoned a demon to help you connect another island, in exchange for gifts, and another demon came to the summoning circle and received the gifts. He began to bring in new island soil: it is a relatively small island and very flat and few trees, but other than that it is just a piece of land before the demon disappears.

But it did not end there: it seems that while the demon was gone, he left a really unwanted gift: eggs that quickly hatched and began to break the summoning circles and destroy the whole area, and began to invade your village.

Within a short time they had completely destroyed areas, killing 63 people before they managed to kill them all. But the damage has already been done: many have lost their lives, and the summoning circle has fallen out of use. It does not seem possible to summon a demon in the near future in light of the fact that one of the timers began to feel the real damage: mana assimilation, a condition in which mana runs out in a certain area, makes any use of its magic impossible until it recovers. This means that it is impossible to use magic and it is impossible to summon more demons in the near future (1)

mana assimilation - 2 rounds left - cant summon or use magic in this time

Knolege: Mana eater, big demonic predetor (enslave)

Island: C.C = 188 , wood - very rare

territory level: 5

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

Info

Name: The Resurrection

Pops: 440

Carry capacity: C.C 440 / 2045 (1461) C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @Deathwake

Votes: 2

territory level: 5

Risk, Legacy and Cultures

Attack: 5%

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

Agility: 30%

Defensive: 30%

Charismatic: 45% - [+10%]

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

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

Others

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

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

Mana eater: an very dngers demone that can eat mana and destory as an big monsters, even if they small like an frog, hard to kill.

Acanthus

vote 1: Research way to collect iron - Successful (luck - 3) (Int)

vote 2: If action 1 fails, repeat action 1, otherwise, research Japanese katanas - Successful (luck - 3) (Int+ attack)

Using the iron scraps you collected, you were able to melt the material in the trail to create an iron vessel for quarrying, and with this you were able to try to break the iron vein, after trying, you were able to get more of the material. Thanks to this an industry of iron type called Wrought iron began.

Once the new material is obtained, the sand also creates new types of weapons. After several attempts, a type of extra long and thin material called a katana is formed. Their bike is simple and basic, but it is extremely sharp.

But all things Hillel could not have done without the victims: 20 who died in the process of obtaining the iron and creating the katana.

But thanks to this, the joy increases and the charisma also increases by 10% (5)

Tool: Iron tools, basic katana (+1 base, +1* Agility)

Pop growth: 28 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 392

Carry capacity: 392/1282 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 (can smith medium metal), Farmers (+30% C.C), Binders, Builders (need stones/woods), Crafters (1 Wrought iron, 1 wood, +2 R.S), Gathers (+2 Resources Storage)

Army: None

Army Power: 0 power

Tools: Iron tools, Stone Battle ax (+0.2 base dmg), basic katana (+1 base, +1* Agility)

Stability and Economy

Stability: 0

Happens: 1

Resources:

Currency: None

Trades: None

Resources Storage: [0/7] (Iron tools) (+2 form Gathers jobs)(+2 from carfter)

Wood: [2/3] Very Common (use for black smeth/Smething, 1 Crafter)

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

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

Granite: [0/3] Uncommon (not use)

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

Lead: [0/2] Rare [can’t mine, Need assessment]

Iron: [3/3] Uncommon (2 for Wrought iron, 1 unused),

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

Processes

Smelting (1 wood, 1/1):

Iron (2) → Wrought iron (2/2) [can use that type of iron to craft](use to craft katana and iron tools)

Wrought iron (1) → Basic Katana (1) (can now create army with katana)

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: improve the efficiency of our farming - Successful (luck - 8) (Int)

vote 2: try to find a better iron to use in our guns - Failed (luck - 5) (Agility)

You started trying to improve your agriculture, and after thinking, you started expanding the water areas where the water reaches the plants, and created irrigation canals.

And the additional attempt to find better material for the “rifle” did not succeed at all, one should probably find it on another island.

On the other hand, it seems that because you feel the world is looking at them, in the next round you get 20% + on mysticism (9)

In the excavations there is progress, but on the way some of the things that fell on some of them were destroyed, killing 20 goblins that were in the area.

The legacy of the current priest has passed away and he is now being replaced by another, who gives + 5% charisma

+20% on mystic in next round

Old Ruin: Archeology - progress - +1 (1)

Tech: irrigation canals (+5% С.С, +5% G.S. need fertilizer)

Pop growth: 256 (50% ([25%+15%] *25%) * C.C available)

Info

Name: Goblin Civic/ bananana

Pops: 942

Carry capacity: 472/1169 C.C (866 C.C. +35%)

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] (1/4)

Cultures

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

Races
Goblin

Race name: Goblin

Attributes:

Attack: 5

Intelligence: 80 (+10)

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

Defensive: 5 (-10)

Charismatic: 45

Mysticism: 80 (+10)

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

Capabilities:

Advantage:

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

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

Disadvantage:

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

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

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (+35% C.C, +5% G.S. need fertilizer [2 round left]), 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), Fire lance (*5 the base power)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [0/2] (-25%) (Tin tools)

Wood: [2/4] 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)

2 Wood → small airships

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,irrigation canals

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: 8/10

Jumps: 7 , 10, 1

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)

old scrap (1, +1 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 - Succ (luck - 3) (Agility)

vote 2: Work on weaponry - Succ (luck - 7) (Int + Attack)

You went out to look for things again, and after a while, you found huge ports nesting in the mountains., They see you and expel you from the area.

At that time, attempts were made to develop new weapons. After much work, they managed with the help of rataton sticks and muscle string, to develop a rainbow and feathered arrows of Pixsy Owl and stone fragments. It is a long-term weapon.

In addition, you also developed combat spears.

Thanks to this work, but also the need to find more things, in the next round, you have + 15% on agility

next round: +15% agility

Tools: Bow (+0.5 base, +1agility), Spear (+0.8 base, -0.1agility)

Knolege: Giant ants

Pop growth: 25 (30% * C.C available)

Info

Name: Arcimea

Pops: 144

Carry capacity: 144 /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%]

Mysticism: 5%

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

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, Bow (+0.5 base, +1agility), Spear (+0.8 base, -0.1agility)

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 Assane]

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

Giant ants: it an giant very territoral ants.

Others

MYSTERY

Remember that foods are part of your CC, so you do not have to create them separately.

Besides, some questions have arisen about how the risk system works again. I think it is worth asking you here if you want me to present the results of the operation to ok or not. Tell me.

3 Likes

Actions:
1.Invent better forges for iron.
2. Invent even better forges for electrium!
Non action: Make iron tools and weapons to break electrium

(certified highest % for int in the game)

1 Like

Action 1: Research cloth
Action 2: Bind islands to my own.

Non-action: Train 20 people on how to use katanas, and keep them in training until I have to fight someone. (They will only train 4 days a week)

1 Like

something about island: all the info about that are reviler then u bind them to ur main island, so finding something else are just waste of vote

Action: Discover Iron
Action 2: Create A Standing Army For Protection

1 Like

Hmm i think i have the same description as last time.

I check that, and i can say they start simaler, but they totaly difrant

Thanks for that!
Action 1: mine up metals and forge them into weapons
Action 2: kill the new demons and trap them unless they ally with us.
Non-action: breed our enslaved demon with the new demons.

1 Like