Pandora without Horizon - P.H. Second Season

lol, learn to count.

I see nothing wrong with my counting?

heh, here’s how u count.
1, 12, 1,035,326,325,423, 5, 89, 12 again, 2
2 is 5 numbers higher than 1

Action 1: attempt to gift bronze equipment to the mushroom people
Action 2: attempt to trade blacksmithing to them In exchange for them helping to find a power source.
Action 3: set up a formal army armed with bronze gear.

1 Like

Action 1: Try to teach earth and fire magic again

Action 2: Absorb Mousekin into Civ, Utilizing councils appeal, and make them part of Unit Power

Can I choose what benefits they would give me? And also did I succeed in mining the iron? I would like to know that before doing non-action

Edit: forgot what councils appeal did oops, first try to peacefully ally with them (and then councils appeal activates absorbing some)

1 Like

Action 1: Look for more edible fruits to cultivate, and maybe try catching fish from the canals or other water sources.

Action 2: Use earth magic to try and detect veins of metal.

2 Likes

Action 1:Search for new sources of water on the two islands to overcome the drought
Action 2:Explore the ruins

1 Like

Action 1: Have people study the ecosystems of the islands we live on.
Action 2: Repeat action 1 if it fails, otherwise, research steel cable.

Non-action: Collect resources.

Also I thought that I set up an auto army a few rounds ago, why is it not there?

1 Like

u say one very 20 round, no?
so u acaly set the number to 20 XD
u need to change that

@doomlightning No, I said every round.

Not 1 every 20 rounds, 20 every round.

i didnot read that right, sry, even so, it need to be a vote, not non-vote

Oh ok. I’ll do that next round then.

Action 1: Try Action 1 Again
Action 2: Build A Wall

Do i have auto army or no?

1 Like

u have for an job, not army

Who would win:

An army of goblins
Vs.
Armed Doomit mantis

Round 9: Monsters from the past and present

End

None to know so far

Another tribe managed to stop its mother island.

But some tribes began to try to stretch the laws of nature or discover things that were not supposed to be revealed, the price came to each other, and one of them only with winnings.

But on the horizon there seems to be something that may not be worth discovering.

Mirtal

vote 1: Try to find out if the gems interact with magic - Succ (luck - 6) (Mys)

vote 2: Retry to make excavation projects for stone and basalt - Failed (luck - 5) (Char) [+20%]

vote 3: Create schools in order to teach new generations complex concepts - Failed (luck - 2) (Char + int) [+10%]

When you received the imported gems, they came in a great variety of their own, but some of them liked you and intrigued them. One of the types intrigued you to use and so you tried to try to do something: make it absorb mana, and after a while this gem became full of mana, allowing you to move with them even when there is no mana in the area.

The second attempt to build basalt and stone quarries failed again and so did the construction of schools, because the dummy was surprisingly destroyed, killing 21.

On the way between island jumps, on the way back to your mother island you found a kind of large flying insect that hunts the Small Graz and when you follow it, you see that it makes a yellow substance that looks hard, and after testing, you found wax coming out of those insects (6)

happines and stability: -4

Mystic: Gem Mana Battery

Knolege: Wax insect

Pop growth: 32 (21% (25*85%) * C.C available)

Territorial Mana density (70%/100%)

Info

Name: Mirtal

Pops: 330

Carry capacity: 330/2017 C.C (1552 C.C. +30%)

Pop for C.C: 1

Spirit Guardian: @fralegend015

Votes: 3

territory level: 8 - 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: 25% - [+5%]

Charismatic: 50%

Mysticism: 80%

Legacy: Elder [+5% Def] (4/6)

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: Miralen [+2 R.S]

Relations

Mantodea Civic (Trade)

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 (6 Food), Binders, Builders (2 stones, +10% C.C), Crafters(1 wood, Wrought iron, +6 RS ), archaeologist (+20% in arch type sites, need some payment)

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

Army Power: 0 power

Tools: Mana Iron tools (can mine Guna, possibly Titanium)

Stability and Economy

Stability: -3 [-10% on everything]

Happens: -3 [-1 stability][20% to rebel]

Resources:

Currency: None

Trades: Mantodea Civic: Basalt [2]→ Gems [0/1] (1 unuse)

Resources Storage: [0/11] (Mana Iron tools) (crafter - +6) (len - +2)

Food [6] (30% C.C)

Stones: [4/4] Very Common [2 Builder], 2 nuuse

Wood: [2/3] Rare [1 to craft], [1 to smelting]

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

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

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

Basalt - [2/2] Rare (2 trade)

Iron: [3/5] Uncommon (1 unusee)

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

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

Processes

Smelting (1 wood, 1/1):

Iron (2) → Wrought iron (1/2) [1 to tool craft, 1 unusue]

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], Mana stone tools, Gem mana Battery

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: Failed

Jumps: 5 , 2

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

some scraps

failed 3 out of 3

The archaeological excavation stopped in failure after each excavation at the site did not lead to any discovery, but they did discover something that might help the future of the excavation: the red piece found at first showed signs of something resembling an explosion, may in the future find more such signs in similar excavations. (Attack type site - +30%)

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.

New lands
Unknow 1

A low densey anomaly taht can harm ur people if close

Unknow 2

A low densey anomaly taht can harm ur people if close

Environment Knowledge
Plants

Red fruit: for pantaisen and farming

Black shrub: it a black leaves and it a bush.

Animles

Small graze: weird looking animal that eat grass, probably

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

Wax insect: an insect that create a waxs

Others

MYSTERY

Mantodea Civic

vote 1: Experiment with this doomit on an ALIVE mantis, and see if it wont get feral. Make sure to place it on a spot where it can easily fall off the island to its eventual doom if my mantis so desire. - Succ (luck - 1) (Int) (ur are a monster)

vote 2: Invent written word - Succ (luck - 8) (int)

vote 3: Invent libraries - Succ (luck - 2) (Int + Char)

Thanks to a new way of preserving knowledge in the means of quarrying stones, you have been able to create the spelling and preserve it in libraries.

But during the research on the Doomit material, you decided to try to expose it to Mantis and see what happens. With the help of criminals, you isolated them in the most remote place on the island and exposed them to the material. Slowly they began to change shape: their exsoskeleton became hard blue as they became wilder and began to try to attack and flee the area.

They did a lot of damage: they managed to wildly kill 6 mantis while they did damage to property. In a final step, one of the researchers dumped an electuim sample that exploded and electrified all the savages. A total of 12 mantis were killed. It is a great disaster that lowers the joy and stability of the place.

Worse this material is smooth to contaminate the place, but thanks to rain, a bigger disaster was avoided, but it seems to take full time for the ashes to recover (5)

Cult: Writing

Building: libraries (+5% Int)

Pop growth: -6 (18% (30%* 60%) * C.C available)

Info

Name: Mantodea Civics

Pops: 38

Carry capacity: C.C 133 / 705 (486 C.C. +45%)

Pop for C.C: 3.5

Spirit Guardian: @Nigel

Votes: 3

territory level: 6 (land mass)

Risk, Legacy and Cultures

Attack: 50%

Intelligence: 95% - [+15%]

Agility: 40%

Defensive: 50%

Charismatic: 45% - [+5%]

Mysticism: 15% - [+5%]

Legacy: Technocracy [+5% Int] (9/10)

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 (⅔): university (+5% Charisma, +5% int from resurcer), libraries (+5% Int)

Writing: Unknow (+1 R.S)

gear - {+20% next time]

island binding [+20% next time]

Relations

Mirtal (Trade)

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 (+6 Food), Binders, Builders (1 Marble, stone, 1 basalt, +1 Happiness, +15% C.C), Crafters(1 wood, + 6 R.S ), researchers (1 marble, +5% int)

Army: None

Army Power: 0 power

Tools: Iron tools

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: Mirtal: Gems [1/1] → Basalt [1/2](1 unuse)

Resources Storage: [0/10] (Iron tools) (+6 from crafter)(+1 writhing)

Food [6] (30% C.C)

Stone: [2/2] Very Common (one unuse)

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

Flints: [0/6] 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: [4/4] Very Common (1 trade, 3 unuse)

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

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

Doomit: [0/5] Very Common [need save magger and a tech to mine that] - very rare

Iron: [1/4] common [1 Unusee]

Processes

Smelting (0 wood, 0/1):

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

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, wheel, Bloomery (can smelt iron), Manto-electric process (can primat process electrium)

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

Magic

None

Anomalia
Rich Doomit Ruin

it a ruin taht have a very rare recuse call Doomit, wht tere are it unknow, it can be recuse bay expample of that.

Environment Knowledge
Plants

Tubers:: for pantaisen and faming

Animles

Small graze: weird looking animal that eat grass, probably

flying predetor: eat small prey

Others

Mutant Small graze (Doomit expose) - very dng and unstable animale that very werid behave and very agrrasive.

Ferloth-De

vote 1: Try to teach earth and fire magic again - Failed (luck - 10) (Mys) {+30%}[+40% next time]

vote 2: Absorb Mousekin into Civ, Utilizing councils appeal, and make them part of Unit Power - Succ (luck - 5) (Charisma)

You once again tried to try magic and fire and earth, but it failed again, you just have to practice more.

After accelerating in the United Council, you realized Mousekin did not have long before they died, so you decided to give them a home out of the maze. A rescue operation has begun.

3 Chiropterans went out into the maze to try to collect them, being very small, enough quantity. When you got to the place, you started offering them food (from the succulent), they were initially afraid to approach, but the hunger overcame the desire, so slowly everyone who survived approached them and took a ride on them.

In the last flight from the maze, you managed to free 12, the last survivors of the maze. And in the dark earth, today accustomed to the darkness of the maze, they see for the first time the mother island, and having no other place to return, they have decided to join your civilization.

A new race was added to the United Council, and as a result, a celebration began, + 20% on charisma in the next line (7)

Race: MouseKin

Pop growth: 10 (23% (30%* 75%) * C.C available)

Info

Name: Ferloth-De

Pops: 60 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)

Carry capacity: C.C 240/1493 (878 C.C. +70%)

Pop for C.C: 4

Spirit Guardian: @TwilightWings21

Votes: 2

territory level: 5 (have one desert and one ice sheed)

Risk, Legacy and Cultures

Attack: 37% (47% if Shades)

Intelligence: 65%

Agility: 75% (85% if Chiro’ or Shades)

Defensive: 32% (42% if Chiro’)

Charismatic: 58.5% - [+10%] (43.5 if vs other civics)

Mysticism: 47%

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

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%)

Use obsidian tools to try to mine metals - +10%

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]

Mousekin

Race name: Mousekin

Attributes:

Attack: 5

Intelligence: 65

Agility: 80

Defensive: 5

Charismatic: 65

Mysticism: 60

size: 0.5 m’ (0.25 C.C. for pop , +50% growth pop, 0.25 base power, -25% legacy lenges)

Capabilities:

Advantage:

Sharp ears: + 10% agility

Diligent: They do not run away from work, and they will do their best: + 50% R.S, + 5% charisma.

Disadvantage:

Fragile: They are very delicate and not strong at all: -1 Power (0), In the environment of other races, defense and attack are meaningless

Description: They are mouse-like that used to live in the dark after this race was imprisoned for an unknown time, and now that they are free, they are no longer dependent on the environment for survival. To the gift of freedom, they serve the gentle giants who saved them from extinction. (+ 5% G.S, -5% Char)

Jobs, Army and Tools

Jobs know: blacksmithing (need metals), Farmers (10 Food), Binders, Builders (need stones/woods), Crafters(1 Obsidian, 1 wood, +3 R.S)

Army: 0 shade flier (9 + 1.6 (shade agility)) , 0 shade runner (4.5 +0.8), 0 shade magician (4.5 + 0.68 (mystic)), 7 Lavawalker (9 + 1.7 Agility +0.6 Def, immunity to week fire and earth), 0 Chiropterans (4.5 + 1.6 Agility)

Army Power: 79 power

Tools: Obsidian tools

Stability and Economy

Stability: 1

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [3/9] (+50% MouseKin)(Obsidian tools) (crafter - +3)

Food [14] (70% C.C)

Stones: [2/5] Very Common (2 unuse)

Wood: [1/2] Rare (1 carfter)

Obsidian: [2/2] Uncommon (1 crafter, 1 unsuse)

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

Nickel: [1/2] Rare (1 unuse)

Zinc: [0/2] Rare

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.

Anomalia
Mousekin jail maze

Archeology Site - Agility + Char

Progress: 10/10

Jumps: 7, 8 , 8 (total - 7.6 ~ 8)

it a big maze, almost all th mze have be maps

Inside the maze it seems that a group of intelligent creatures managed to survive inside the maze who knows how many, but when they managed to reach someone outside, they were left few and live on leftovers, they did not seem to survive for long. These were nicknamed the “Mousekin”, very small (0.5 meters) mouse-like creatures that appeared to have lived there for a long time, but not happily. No one manages to communicate with them except themselves and they live on leftovers, who knows if without help they will survive the maze, but the choice is yours what to do with them.

Environment Knowledge
Plants

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

Futlkuf succulent: desserd palnt that make red big friuts (+4 Food in farmers, +5% growth)

Animales

Cave-worm: small demasticat worm that love dark places and very nourishes (+4 Food)

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)

Thornshooter: it can shoot throns, dengers (semi-tame)

Others

MYSTERY

Regalis ultima

vote 1: Look for more edible fruits to cultivate, and maybe try catching fish from the canals or other water sources. - Failed (luck - 2) (Agility)

vote 2: Use earth magic to try and detect veins of metal. - Succ (luck - 9) (Mys)

You set out in search of one more edible thing on your island, but instead, you encountered a land-dwelling predatory colony and were killed in collisions with it9.

In addition, some residents who specialized in the soil, began to develop a way to better discover mineral veins by feeling the soil, as a result, the chance of discovering a new resource is greater.

And thanks to this ability, they discovered more new platinum and silt veins (9)

platnium and silt - +1

Mystic: Vein detedc (+3 R.S)

Pop growth: 6 (19% (30%* 62%) * C.C available)

Info

Name: Regalis ultima

Pops: 140

Carry capacity: C.C 560 / 1253 (835 C.C. * 50%)

Pop for C.C: 4

Spirit Guardian: @UndyingHazard

Votes: 2

territory level: 4 (ice sheet)

Risk, Legacy and Cultures

Attack: 25%

Intelligence: 70%

Agility: 55%

Defensive: 30%

Charismatic: 40% - [+5%]

Mysticism: 85% - [+5%]

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

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)

smelly flower - +40%

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 ( 6/6 Food, +5% pop growth), 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: -1

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [1/8] (Stone tools) (+2 - supply of tools)(mystic - +3)

Food [10] (50% C.C)

Compost [food 1, fertilizer]

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

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

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

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

brimstone [4/4] Common (4 unused)- very rare

Processes

None

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, agricultural canals (Farmer: +1 Food, +5% P.G), Bloomery (can smelt iron), Compost , Glass (u have aeses to new tech)

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

Perdetory palnts: they can wake up predtory palnts

Fire resistance

Vein detedc (+3 R.S)

Old ruin

How know?

Environment Knowledge
Plants

Tubers:: for pantaisen and faming

breadfruit tree: Cultivated tree blooms a lot of fruits breadfruit (+4 food)

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

3 Likes
The Exalted Coalition

vote 1: Search for new sources of water on the two islands to overcome the drought - Succ (luck - 4) (Agility + Char)

vote 2: Explore the ruins - Succ (luck - 7) (???)

To recover from the drought, you set out in search of new water sources, and inside the mountains you found a new spring that was enough to pass the drought successfully, but it was still difficult to carry the water from the mountains to the irrigation sources, so most people were exhausted.

In the paintings you managed to put together a complete story that reveals one strange detail:

“Whoever is walking, this is our catastrophe. We should not have created him, the destroyer.”

Later they reveal something else: Inside the ruin are 2 places: 2 rooms.

They enter the first room and inside they discover engraved plaques painted a painting in which a giant destroys tall buildings. They brought him to the village to find out what it means, and after some thought, they sand to put together a story:

“The destroyer, the one designed to protect someone stronger than him, got out of control, and from them came the order that the destroyer should be stopped before it was too late. And they succeeded, at the heavy cost of the huge village. The inhabitants did not survive, and with it, the destroyer.”

These inscriptions were called “The story before” Tells of destruction, and the village feels that they are the ones who survived and the need to reap that he will not repeat the same thing is engraved.

On the other hand, they contiun researched the ruins, and they find a pretty rich area in mana that makes people relax a bit, and there it turns out there were engravings that point to something strange in the area, you should look there.

And not only that, inside the carobs they have already managed to discover something strange: a device that absorbs mana and converts it into pink smoke that causes a feeling of calm. The only complete problem is this does this? This requires further investigation (10)

Anomaly: The story before and the pink air

The story before - +10% Char

Pop growth: 56 (25% * C.C available)

Info

Name: The Exalted Coalition

Pops: 300

Carry capacity: C.C 300 / 1775 (1268 C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @PositiveTower

Votes: 2

territory level: 4

Risk, Legacy and Cultures

Attack: 80% - [+15%]

Intelligence: 45%

Agility: 20%

Defensive: 70% - [+5%]

Charismatic: 65% - (50% if diplomatic civics)

Mysticism: 35%

Legacy: Grand Leader [+5% Attack, +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]

The story before - +10% Char

drought mygrants (+25% C.C if drought)

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 (+6 food), Binders, Builders (1 stones, 1 woods, +10% C.C), Crafters(1 Obsidian, +3 R.S [stone ax craft]), Commanders (-50 silver, +5% Attack, +0.5 base power to everyone, give to Soldier attack bonuse)

Army: 30 Soldier (1.8 + 0.18 (agility) + 0.65 (attack))[battle ax]

Army Power: 79 power

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

Stability and Economy

Stability: 1

Happens: 0

Resources:

Currency: 800 [+150 for round [-50 commanders]] [200 Silver]

Trades: None

Resources Storage: [0/6] (Obsidian tools) (+3 Crafters)

Food [6] (30% C.C)

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

Stone: [2/2] Very common (builders: 1), (stone wepones 1)

Obsidian: [1/3] Uncommon (1 to crafters)

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 [need assignment]

Processes

Silver (2) → 200 Currency

Stone (1) → Stone Weapons (1)

(0/1) wood + (0/2) of any metal → Airship

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Air Bio-Balloons (basic), battle ax, Airships (+30% on binding islands, can use as power army)

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

Magic

None

Anomaly
The story before and the pink air

Archeology Site - Char

Progress: Done

Jumps: 10 , 17

Paintings that tell a story about the world before me, what is interesting there is that it is messy and you just have to arrange them (10)

The story before tells of a great catastrophe from which they are today, reinforces the unity that they are the ones who build on them and must not repeat their mistakes.

In addition, there is a Mizrahi machine that produces pink reverie and mana, which it steps into further investigation

Environment Knowledge
Plants

Blue fruit: for pantaisen and faming

Animles

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

Others

MYSTERY

The Resurrection

vote 1: attempt to gift bronze equipment to the mushroom people - Successful (luck - 10) (Char)

vote 2: attempt to trade blacksmithing to them In exchange for them helping to find a power source. - Successful (luck - 2) (Char + Mystic)

vote 3: set up a formal army armed with bronze gear - Successful (luck - 1) (Char + int)

You went out to the mushroom cilation to maybe discover new things, and in the picture, they will give a bronze gift. When they arrived after a lot of grouping, it turns out that this civilization is much friendlier than they thought: the mushroom wires are just an extension while their bodies are actually the ground they step on, and the whole civilization lives like moss. You gave them the bronze, they understood the material and got it, in fact in the threads of the wires, they managed to communicate with them to enter into a trade with them for something that might interest them: energy-rich glass balls called “monstrous balls”. You tested, but when you got in touch with the swatch, it’s spread for the first time and killed and burned 12 people, but it’s good enough for a source of energy, as long as you provide bronze to the strange mushroom celibacy.

You started training and equipping some of the people with new bronze daggers, but there was a terrible accident in 2 places: the furnaces exploded and caused the deaths of 20 more people and a failed summoning training caused several people to be ruled by low demons, causing chaos everywhere, and all lost more lives. 17 men before the new army managed to take over everything and turn everything off.

In all, only 11 people enlisted, but morale is really low due to the sequence of disasters (1)

Mashroom civis (Trade)

Tool: Bronze dagger (+0.3, +0.3*agility)

Armry: 11 soldiers (1.3 +0.4)

Tech: Bronze

Pop growth: 71 (25% * C.C available)

Info

Name: The Resurrection

Pops: 713

Carry capacity: C.C 713 / 2576 (1840 C.C. +40%)

Pop for C.C: 1

Spirit Guardian: @Deathwake

Votes: 3

territory level: 7 (land mass)

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] (9/6)[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]

Relations

Mashroom civis (Trade)

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 (), Farmers (+6 food), Binders, Builders (need stones/woods), Crafters(1 Bronze ingot, 1 wood, +6 R.S), summoner (1 Monstrous balls, +20% change in summenng)

Army: 11 soldiers (1.3 +0.4)

Army Power: 19 power

Tools: Bronze tools, Bronze dagger (+0.3, +0.3*agility)

Stability and Economy

Stability: -2

Happens: -4

Resources:

Currency: None

Trades: Mushroom civi: 1 Bronze → (1/1) Monstrous balls (summoner)

Resources Storage: [1/7] (-25%) (Crafter - +6)

Food [8] (40% C.C)

Wood: [1/5] Uncommon (crafter - 1)

Stone: [1/5] Rare

Granite: [0/3] Uncommon

Obsidian: [0/2] Rare

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 {need asine]

Iron: [0/3] Uncommon {need asine]

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

Copper: Very common [3/5] 1 Smelt

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

Chalk: [0/5] Very common

Tin: [1/2] Rare

Stone Coal: [1/3] Uncommon

Dark Matter: Uncommon [0/3] [can’t mine, need tech, tools and jobs] - very rare

Processes

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

Smelting (1 Stone Coal)(1/1)

Copper(0) → Copper ingot (0)

Bronze ingot (1) → Bronze dagger(1)

(1/1) Tin + (3/3) Bronze → Bronze ingot (2/3) (1 Crafter, 1 Trade)

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Bronze

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 (+2 Food)

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. (bury)

Acanthus

vote 1: Have people study the ecosystems of the islands we live on - Failed (luck - 4) (Int)

vote 2: Repeat action 1 - Successful (luck - 3) (Int)

You set out to explore the island to discover someone interesting, and with it you discover that the earth plays a thinking role in the success of connecting the islands, and with it you need to check which soil is strong enough to prevent a connection from failing. And thanks to one little thing they found: an earthworm.

Thanks to some of the discoveries, in the next round, + 20% on Mysticism (7)

The old legacy is over, and with it began a new one that the Ninth Council believes they should explore the more spiritual side of our civilization

Council nine [+10% Mystic]

Knolege: Earthworm detator (+10% binding isalnd)

Pop growth: 84 (20% (25% -5%) * C.C available)

Info

Name: Acanthus

Pops: 653

Carry capacity: 653/2180 C.C (1453 C.C. +50%)

Pop for C.C: 1

Spirit Guardian: @Centarian

Votes: 2

territory level: 5

Risk, Legacy and Cultures

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

Intelligence: 85% - [+5%]

Agility: 60%

Defensive: 35%

Charismatic: 50% (35% if vs other civics)

Mysticism: 30% - [+10%]

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

Cultures

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

Races
Kajit

Race name: Kajit

Attributes:

Attack: 50 [45 +5]

Intelligence: 80 [70+10]

Agility: 60 [45+15]

Defensive: 35 [45 - 10]

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

Mysticism: 20

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

Capabilities:

Advantage:

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

Big Brained: +10% int

Disadvantage:

Unemphatic: -15% char vs other civics

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

Jobs, Army and Tools

Jobs know: blacksmithing (can smith medium metal), Farmers (+6 Food), Binders, Builders (need stones/woods), Crafters (1 Cast Steel, 1 wood, +8 R.S), Gathers (+2 Resources Storage)

Army: 20 katana holders (2.8 + 1.32 (agility) + 0.35 def)

Army Power: 77 power

Tools: Iron tools, Stone Battle ax (+0.2 base dmg), Steel katana (+1.5 base, +1.2 * Agility), Leather cloth (+0.3 + 1*def)

Stability and Economy

Stability: 1

Happens: 2

Resources:

Currency: None

Trades: None

Resources Storage: [0/15] (Iron tools) (+4 form Gathers jobs)(+8 from carfter)

Food [8] (40% C.C)

Wood: [3/3] Very Common (1 Crafter)(2 Unuse)

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

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

Granite: [2/3] Uncommon ( 2 not use)

Marble: [2/4] Rare ( 2 not use)

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

Iron: [3/3] Uncommon (3 for Smelting),

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

Stone Coal [2/2] rare

Processes

Smelting (1 Coal, 1/1):

Iron (3) → Wrought iron (3/3) all of them o create steal

Cast Steel (1) → Steel Katana (1) (can now create army with katana)

Wrought iron (3/3) + Stone Coal (1) → Cast Steel (2/2)

Leather (5/5) → Leather cloth

Knowledge and Mystic

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

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 (+2 Food)

Animles

Small graze: weird looking animal that eat grass, probably (+10% C.C, leather (5))

Speedy grazer: a fast small animle that eat grass

Earthworm detator (+10% binding isalnd)

Others

MYSTERY

Goblin Civic

vote 1: bind another island - Succ (luck - 10) (M+A+C)

vote 2:increase size and strength of airships - Succ (luck - 2) (Int)[+40% nexy time]

You started trying to improve your small airship, and you managed to increase it a bit, they are both in terms of efficiency and in terms of power, and now they are a little bigger, but they require more to build one.

But because of the heavy use of wood, you went out to use the upgrading airship to connect an island, and you came across a slightly large island, but with hostile conditions, and because of one thing: when you landed, you felt the air boiling hot and as you approached, you discovered the reason: The air around it: brimstone, a particularly rare substance, was also found in the area of ​​iron veins.

But the airship did not survive the heat and you fell straight to the island, some of the goblins were killed by the fall or by the touch of Brimstone that burned to death. The rest of the survivors began to connect the island, and when they did connect, the collision was a bit strong which unexpectedly caused a carnage. In total, 67 were killed, burned or crushed. (4)

Following the connection, they felt a slowdown in the speed of the island, and in the shadow of the shadow, some of the goblins watched your name for days until the reason became clear: the island became heavy enough to stop and become a mass. This fact makes it easier for gobelins to move from island to island without risking their island getting lost.

A new Legacy was born and with it, the connection to magic is stronger

Priest [+5% Mstic]

Island: C.C =13

Brimstone - rare, iron - very common

territory level: 6 (Landmass, one anomalia)

Tech: airships (+15% on island binding)

Pop growth: 77 (50% ([25%+15%] *25%) * C.C available)

Info

Name: Goblin Civic/ bananana

Pops: 1668

Carry capacity: 834/1388 C.C (1028 C.C. +35%)

Pop for C.C: 0.5

Spirit Guardian: @zenzonegaming

Votes: 2

territory level: 6 (Landmass, one anomalia)

Risk, Legacy and Cultures

Attack: 5%

Intelligence: 80%

Agility: 75% (80% if stealth votes)

Defensive: 5%

Charismatic: 45%

Mysticism: 90% - [+10%]

Legacy: Priest [+5% Mstic] (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 (+7 Food, +5% G.S. need fertilizer [1 round left]), Binders, Builders (need stones/woods), Crafters(Need Tin), Enchanters (need some payment, give mystic bonus to all power types)

Army: None

Army Power: 0 power (-50% power)

Tools: Tin tools (1 wood, 1 Tin ingot, +3 R.T), airships (+15% on island binding [not supply]), Fire lance (*5 the base power)

Stability and Economy

Stability: 0

Happens: 0

Resources:

Currency: None

Trades: None

Resources Storage: [0/5] (-25%) (Tin tools) (+3 Crafter)

Food [7] (30% C.C)

Wood: [4/5] Uncommon (2 progres), 1 smelting, one crafter

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

Tin: [1/2] Rare

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

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

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

Processes

Smelting (wood 1/1)

Tin (1) → Tin ingot (1/1) (1 use as tools)

Flash powder (need aluminum and combast elemnt)

2/3 Wood or 1 metal instead of wood → airships

Fire lance (need Flash powder and wood)

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Advance Smelting (powerful enough to melt iron), airships (+15% on island binding), Flash powder, fire lancer, irrigation canals, Energy armor

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

Magic

Shadow magic: the power to control shadow as they wish, sound familiar

Anomalia
Old ruin - Energy armor

Archeology Site - Def + Int

Progress: 10

Jumps: 7 , 10, 1 , 10 - total of 7

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)

After excavations, they found a site that contained a state-of-the-art defense system that required energy to use. It looks particularly strong, but requires some unusual materials: strong and light metal, some kind of energy source and portable and a strange material called electrium. This shield is able to absorb any damage even at high speed, but as for magic it is unknown.

Environment Knowledge
Plants

Tubers: agriculture edible roots

deadly thorns: a deadly thorns even by eating can be lethal

Animles

Small graze: weird looking animal that eat grass, probably

Scutosaurus?: it very sus simaler to Scutosaurus.

Others

MYSTERY

Arcimea

vote 1: Figure Out Stuff About Our Inability To Use Magic and Maybe Even How To Exploit That Fact - Succ (luck - 1) (Mystic)

vote 2: Build A Wall - Succ (luck - 1) (Deff)

Your Village After a significant investigation by the people about the inability to use magic, they discovered that their skin is built so that no flow can enter their body, which means their body is unable to contain mana from the outside, but it means an external source of magic can be used to create one. Even if they are unable to create straight, they can use technology or technique that can use the current to their advantage.

How did they find out? They massacred one of the villagers and it caused discomfort.

They wave started to try a way to protect themselves from the outside, they started building exterior walls around the village, but after several accidents in which 20 were killed, they managed to build it and it gives some protection to the future.

But since it is made of wood, one stormy day struck a lightning that caused a huge fire that currently has 20 more people and lowers the stability even further.

It is a sequence of disasters one after the other (1)

Wall - +5% deff

Mystic: External source to exploy to use to magic (idea)

Happines: -2

Stibilit: -1

Pop growth: -22 (30% * C.C available)

Info

Name: Arcimea

Pops: 183

Carry capacity: 183 /429 C.C ( 268 C.C. +60%) (-30% c.c)

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: 48% - [+5%]

Charismatic: 57%

Mysticism: 15% - [+10%]

Legacy: Council of olds [+10% Mystic] (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]

Wall - +5% deff

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 (+7 Food), Binders, Builders (2 stone +10% C.C), Crafters(1 wood and Wrought iron, +5 R.S)

Army: 23 archers (1.5 + 0.45 (agility)), 34 Spear users (2.5 + 0.36(agility))

Army Power: 142 power

Tools: NIckel tools, Bow (+0.5 base, +1agility), Iron Spear (+1.5 Base, -0.2Agility)[suppaly]

Stability and Economy

Stability: -2 [-5% on anything]

Happens: -2 [-1 stibility]

Resources:

Currency: None

Trades: None

Resources Storage: [0/8] (NIckel tools) [crafter - +5 R,T]

Food [10] (50% C.C)

Stone: [2/3] Very common [2 bulder]

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

Iron: [4/5] Very Common Need asimant

Nickel: [0/2] Rare (use) {smelting} (2 unuse)

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

Processes

Smeting (1/1 wood):

Nickel (0) → nickel ingot (0)

Iron (2) → Wrought iron (2/2)(spear and Crafters)

Wrought iron (1/1) → Iron spear

Knowledge and Mystic

Tech: Agriculture, blacksmithing, basic construction, Animal Husbandry, Bloomery (can smelt iron), Selective Breeding

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

Magic

In the midst of an external magic source, it may be possible to get them to do magic

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(+3 Food)

rataton: rat-like animel that eat palnts

Giant ants: it an giant very territoral ants.

Others

MYSTERY

Soon to be released from isolation, still positive in Corona, not sick
It seems like a lot of things are going on right now, soon we will start counting the end

Under the current situation, 100% goblins

2 Likes

Thank you for the new round! It seems like I won’t sleep tonight

1 Like

say that urself (me how holding tea in hand to do the round in 5 contoiun hores)

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Action 1: grow lots of food and have a festival to raise morale, putting any extra food into increasing pop.
Action 2: promise lots of respect and honor for people in the army to increase recruitment.

Action 3: summon a demon. Ask it to make it so we heal from any injury.

1 Like