Hey, does anyone want to draw a size comparison of every race @TwilightWings21 has just to see how tiny the mouse-kin are compared to their race?
Again, I’m a guy
Second, mouse kin are 0.5 meters tall (which is about 1.5 feet I think), compared to 15 feet, 15 feet, and 50 feet
what about if its similer enough but just different enough that it falls into the uncanny valley?
Then either they culturally expand the non-uncanny valley area to bypass biology, or they hate then extra.
Action 1:Consecrate the ruins at a holy site
Action 2:Research the inner workings of the device and use it for religious purposes, similar to incense.
I realized yesterday just how near impossible it is to see my pfp on those votes, it almost doesn’t matter if anonymous voting is off or not lol
my doomit theory
I said other because of a theory I had in a chat with doom, that doomit is magical and absorbs mana to work, and a lack of adequate mana on Nigel’s Island is causing the creatures affected with it to go insane, basically hangry to the max, crazed from near instant starvation of mana
Never got confirmation or denial, as doom said it must be found out in game
ill try to use electricity as a substitute.
let me clarathing:
it Magical and non-magical.
it not use mana at all, but interact thif bio
i will not be say farther, we will need to resucerth that
my doomit theory
the power of love.
mantises cannot feel love, because they are insects, this carried over to the big mantises, and since they can’t feel love, and the doomit uses love energy, it makes them insane because their brains don’t have the capability for feeling love.
case, closed.
But what about the small graze then
what do you mean?
(post filler)
The small graze was the first creature to be mutated, before the mantis, and it too went crazy
well clearly it can’t feel love either then
You underestimate the power of “okay I guess”
new player time in 12 more games!
Round 10: The fourth forces of the Sky
End
40 rounds left
The countdown has begun to be called the unknown end of this world (and this game), this count is static and unchangeable, but its effects have already begun to see signs: new forces are entering the picture. Not forces of nature, these are the forces of the 4 great flying ones: The Dragons, The Roccs, The Dryadons and The “Island Eathers”. Those flying that are able to change for those who manage to achieve or meet one of them.
Some met their descendants, others saw their power:
The dragons with their wings are able to move islands, The Roccs with their claws are able to lift even the heaviest, The Dryadons with their agility are able to cross the sky like nothing and the “Island Eathers” with their mouths are able to swallow entire islands as a snack.
Their origin is unknown, but perhaps they are the first clue as to why this is the end.
Mirtal
vote 1: Try again to estabilosh a mining operation for stone and iron - Failed (luck - 4) (Char)[last failure in this]
vote 2: Use marble to create statues to increase happyness - Success (luck - 9) (Char)
vote 3: bind more islands to mainland - Success (luck - 1) (M.C.A)
You tried for the third time to try to set up a quarrying system of stones and iron, but after a maximum search of all things, they realized that there are no more places to find more of them.
Instead, they began to carve marble and use it to build a huge statue that would give unity to all civilization, and surprisingly, it succeeded, and more than that, it also strengthens their connection to the motherland they are in, so they set out to find more.
After crossing the mana bridges, they found a small island that is not particularly rich in resources. But during a retreat, some of the inhabitants fell to their deaths and 16 were found dead, and when the island connected, it turns out he was poor in mana, degrading your mana concentration.
But there is an unusual spectacle: in a way they began to see a huge shadow flying over the skies. The village began to panic, then boom! Something strange has landed on Mother Island: a large, feathery creature that seems particularly strange to you, but they also look very elegant. They all approached the anomaly of the great mana concentration and there they began to lament near the Guna. These creatures, from what you see, feed on mana and nothing more, and when you started approaching them, they just went down curious, looking unafraid or aggressive towards you. One of them risked being close to them, but they did not care about them. From that moment on, you seem to have returned a particularly powerful creature: a descendant of one of the island’s most powerful creatures: Rocc islands, a creature whose seams are capable of grabbing and lifting a house, big armor animel and on its back also Larmyah. Naturally trained for high concentration, they are very strong and reliable flying animals, and can change the future (10)
Bulding: Marble statues ( +2 Happines, +5% Charisma, need marble to fix him)
Knolege: Rocc islands (+40% binding island, +8 base power, need Guna to feed)
Island: C.C =128, stone - very common, wood- very rare, -10% T.M.D
territory level: 9
Pop growth: 40 (20% (25*80%) * C.C available)
Territorial Mana density (60%/100%)
Info
Name: Mirtal
Pops: 370
Carry capacity: 370/2184 C.C (1680 C.C. +30%)
Pop for C.C: 1
Spirit Guardian: @fralegend015
Votes: 3
territory level: 9 - 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: 55% - [+5%]
Mysticism: 80%
Legacy: Elder [+5% Def] (5/6)
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]
Bulding: Marble statues ( +2 Happines, +5% Charisma, 2/2 Marble)
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: -1
Happens: -1
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: [2/4] Very Common [2 Builder]
Wood: [2/3] Rare [1 to craft], [1 to smelting]
Marble: [2/2] Rare [2 to states]
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
Rocc islands: Descendant of one of the forces of the islands, this bird-like creature is very powerful, eats only mana and has already been trained by you, can be used for many functions in your hand. (+40% binding island, +8 base power, need Guna to feed)
Others
MYSTERY
Mantodea Civic
vote 1: Invent a generator with electrium. - Succ (luck - 4) (Int)
vote 2: Bind an island to my own - Failed (luck - 8) (M+A+C) [+20% next time]
vote 3: Make a power grid -Failed (luck - 7) (Int + Char) [+10% next time]
You’re using iron and gems, you’re dreaming of trying to create a way to use the eruption of the electrum for something more powerful, and after hardships and mistakes, you managed to create an unstable generator of the material that has a chance to explode.
In the end you failed to try to find another island and create something that could carry electricity, there seems to be a lack of materials for it.
In addition, there appears to be an approaching form, and in the next round, -10% C.C (5)
Tech: Electrium Engine v1 (+60% to explode, +2 energy, need electrium)
Pop growth: 6 (18% (30%* 60%) * C.C available)
Info
Name: Mantodea Civics
Pops: 44
Carry capacity: C.C 154 / 705 (486 C.C. +45%) )-10%(
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] (10/10)
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:
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), Electrium Engine v1 (+60% to explode, +2 energy, need 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: Recruit people into the army - Failed (luck - 6) (Char)
vote 2: Try to smelte the meltle - Succ (luck - 10) (Int)
You tried to organize the recruitment of people into the army, but because there is a shortage of people, it did not work.
On the other hand, you started trying to build stronger stoves, and you were surprisingly successful in creating stoves that are capable of producing better and better quality materials.
Along with this, it seems that there are still not enough things for food to grow, and for that in the next round, -10% C.C (5)
tech: Bloomery (can smelt iron), Blast furnace (more effecive melting)
The consul was replaced, but no position changed
Pop growth: 12 (23% (30%* 75%) * C.C available)
Info
Name: Ferloth-De
Pops: 72 (25% Sha/ 25% Chor/ 25% Lavawalker/ 25% Mousekin)
Carry capacity: C.C 288/1493 (878 C.C. +70%)(-10%)
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] (1/9)
Cultures
A council rules this race, one representative for each species on said council. They have risen from the ancient civilizations and adapted to the modern times, rising out of the depths to surface caves and adapting to living with only three of their brethren races, the others lost in the transition to the surface. The citizens completely trust in the council, and if they don’t then they can elect a new member for that race. All races can vote for the council representative, as all races are always evenly balanced in pop number. (chirsma - +5%)
Use obsidian tools to try to mine metals - +10%
earth and fire magic to lavawalkers - +40%
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 Nickel ingot, 1 wood, +4 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: [0/10] (+50% MouseKin)(Nickel tools) (crafter - +4)
Food [14] (70% C.C)
Stones: [2/5] Very Common (2 unuse)
Wood: [2/2] Rare (1 carfter), (1 smelt)
Obsidian: [2/2] Uncommon (2 unsuse)
Marble: [0/3] Uncommon [can’t mine, Assiamnet]
Nickel: [2/2] Rare (1 unuse)
Zinc: [2/2] Rare
Diamonds: [0/1] Very Rare [can’t mine, need tech, tools and jobs]
Processes
Smeltig: (1 wood , 1/1) (+2 efficiency)
Nickel (2) → Nickel ingot (1/2)(craftmen)
Zinc (2) → Zinc ingot (2/2)
Knowledge and Mystic
Tech: Agriculture, blacksmithing, basic construction, domesticas, Bloomery (can smelt iron), Blast furnace (more effecive melting)
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: Invent Ceramic - Succ (luck - 7) (Int)
vote 2: Harness another island and add it to our territory. - Failed (luck - 9) (M.C.A)[+30% next time]
You tried to find a strong material that can hold a lot of things, and you came across Silt, a soft clay-like material that can do the job. After much research, you have been able to create silt ceramics, something similar to ceramics, but capable of behaving the same.
On the other hand, you tried to find another island, but did not find one. There do not seem to be any islands in the area, maybe there are somewhere in the future.
In the dark sky, one day you heard a roaring noise of movement. You could not understand what was going on there, but it caused fear in the residents, so in the next round, -10% charisma (4)
Tech: silt ceramics (+3 R.S, +1 smalting effe, need silt)
Job: Potter (+3 R.S, +1 smalting effe, need silt)
Pop growth: 15 (19% (30%* 62%) * C.C available)
Info
Name: Regalis ultima
Pops: 155
Carry capacity: C.C 620 / 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), Potter (+3 R.S, +1 smalting effe, need silt)
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: [1/11] (Stone tools) (+2 - supply of tools)(mystic - +3)(potter - +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: [3/3] Uncommon (1 to potter), 2 unuse
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
Smelting (fire magic (1 to 50 pop, total of 3)) [total of 6 fule]:
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), silt ceramics (+3 R.S, +1 smalting effe, need silt)
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
The Exalted Coalition
vote 1: Consecrate the ruins at a holy site - Succ (luck - 6) (Mystic + Char)
vote 2: Research the inner workings of the device and use it for religious purposes, similar to incense. - Succ (luck - 3) (Mystic+ int)
Instead of the ruins, being the pink gas that gives a pleasant feeling, you realized that maybe it is a holy place, and you started building a holy site, and after a while, with the movement of stones, you created the pink temple, a place where the strange device is stored. There some of the residents began to try to decipher the device, and with a gentle breaking effort of the device, they were able to detect a certain part: a core where a mana flow enters and below it the pink air comes out. But because of the “fine break” some of the exhaust came out of control and some of the residents suffocated to death, so the core was put into channels that act like incense: when you move them, they emit the air and can be closed by moving the stones. Simple and easy. (5 have die)
At the same time, there seems to be an unwanted movement of a strange creature that seems to be harming the vegetation of the area, and harming the slippery areas. When you approach it, you discover that it is an air worm, a creature that is difficult to get rid of, and until it comes out of the surface or is eliminated, it will continue to steal your plants (4)
Building: Holy site (+5% Charisma, Create job: Monks?)
Job: Monk? (+10% Mystic, need currency and food)
Knowledge: Air Worm (-2 food)
Pop growth: 56 (25% * C.C available)
Info
Name: The Exalted Coalition
Pops: 356
Carry capacity: C.C 356 / 1585 (1268 C.C. +25%)
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: 70% - [+5%] (55% if diplomatic civics)
Mysticism: 45% - [+10%]
Legacy: Grand Leader [+5% Attack, +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]
The story before - +10% Char
Building: Holy site (+5% Charisma, Create job: Monks?)
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),Monk? (+10% Mystic, 25 Currency, 1 food)
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: 925 [+125 for round [-50 commanders][-25 monk?]] [200 Silver]
Trades: None
Resources Storage: [0/6] (Obsidian tools) (+3 Crafters)
Food [3/6] (15% C.C) (-1 monk?, -2 air worm)
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
Air Worm: pests, nothing more (-2 food)
Others
MYSTERY
The Resurrection
vote 1: have a festival to raise morale, putting any extra food into increasing pop. - Successful (luck - 1) (Char)
vote 2: promise lots of respect and honor for people in the army to increase recruitment. - Successful (luck - 1) (Char)
vote 3: summon a demon. Ask it to make it so we heal from any injury. - Successful (luck - 7) (Mystic)
You started trying to organize a festival to lift the spirits, and that made the joy go up, but on purpose some rivalry with each other caused a big mess that killed 21 people and another full of casualties.
Because of this, they decided to summon a demon for him to teach them how to heal injuries. A small demon summoned, and suddenly without any battles, is teaching some of the inhabitants a simple but effective healing magic.
And in order to prevent this mistake from strengthening security again, the sand tried to recruit more soldiers, but only 5 more were recruited.
Thanks to the festival, there was more hype of love in the air, so in this and next round, + 15% in population growth (9)
Happines: +1
Armry: 5 soldiers (1.3 +0.4)
Mystic: Healing
Job: Healer (+10% G.S, can use in army, need currency)
Tech: Bronze
Pop growth: 154 (25% * C.C available)(+15%, 1 round left)
Info
Name: The Resurrection
Pops: 867
Carry capacity: C.C 867 / 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] (10/6)[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), Healer (+10% G.S, can use in army, need currency)
Army: 16 soldiers (1.3 +0.4)
Army Power: 28 power
Tools: Bronze tools, Bronze dagger (+0.3, +0.3*agility)
Stability and Economy
Stability: -1
Happens: -2
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.
Healing: a basic spell that can heal woned, it cant use in heavy woend or prevent death.
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: Take care of the disease problem by making a new settlement on the island and putting the infected individuals and those who have been in contact with them into this town. - Succ (luck - 2) (Char)
vote 2: research a cure for the disease - Successful (luck - 1) (Int)
While the disease was catching on (for some unknown reason), you started taking all the lepers and separating them in a new settlement, but at the same time you tried to develop a remedy in the search for something capable of fighting the disease. You found a small and delicate plant. You collected them and began to try to cure the lepers. Unfortunately, this resulted in many casualties: 136 residents died from the disease. A particularly hard blow.
But the disease is gone (again for an unknown reason) and hope is back, giving you + 20% on charisma (7)
Knowledge: delicate plant
Job: Witchdoctor (+5% G.S, need food)
Pop growth: -45 (20% (25% -5%) * C.C available)
Info
Name: Acanthus
Pops: 608
Carry capacity: 608/2180 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] (2/4)
Cultures
Believe in scientific and historical accuracy, they do this by telling history exactly how it was told to them and train historians to do this from a young age. [int - +5%]
Races
Kajit
Race name: Kajit
Attributes:
Attack: 50 [45 +5]
Intelligence: 80 [70+10]
Agility: 60 [45+15]
Defensive: 35 [45 - 10]
Charismatic: 50 [45 + 5] (35 if vs other civcs)
Mysticism: 20
size: Human sized (1 C.C. for pop , 0% growth pop, 1 base power, +0 legacy lenges)
Capabilities:
Advantage:
Feline anatomy: +15% agility, +5% attack, -10% def
Big Brained: +10% int
Disadvantage:
Unemphatic: -15% char vs other civics
Description: Look like Khajiit from the elder scrolls games. Thoughtful and innovative. (+5% chsrisma, -5% G.S)
Jobs, Army and Tools
Jobs know: blacksmithing (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), Witchdoctor (+5% G.S, 0 food)
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: 0
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)
delicate plant: for healing
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
Bananarama
vote 1: bind as many more islands as possible. - Succ (luck - 2) (M+A+C)
vote 2:begin to set up mines on the volcanic area to mine brimstone and various metals, attempt to find out a way to use the heat to power our furnaces and stuff. - Failed (luck - 1) (Char)
You tried to dig the volcanic area for minerals, but it was not a good idea because an eruption started just as you were trying to get to Brimstone, burning to death 259 goblins to death, and burning all the crops on the way. After it was all over, they started trying to plant the crops again, but the plants did not grow at all, it turns out that they lacked fertilizer for the plants to grow.
On the other hand, they managed to capture another island: a relatively small island with few stones.
But what is interesting is that they were able to watch another island of mass from afar. They began to approach, but something strange seemed: a creep of creatures that looked like purple-blue-gray snake-insects, but what interests them is that they seem to know what they are doing: building nests and what is it? Do you have a weapon? They should report to the priest that they have found someone who might be wise. But what are they? (8)
Island: C.C = 140, stone: Rare
territory level: 7
Reloecens: Doombringers (Unknow)
First contact - +1 vote (3 in total)
Pop growth: -102 (50% ([25%+15%] *25%) * C.C available)
Info
Name: Goblin Civic/ Bananarama
Pops: 1566
Carry capacity: 783/1028 C.C (1028 C.C. +0%)
Pop for C.C: 0.5
Spirit Guardian: @zenzonegaming
Votes: 3
territory level: 7 (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] (2/4)
Cultures
when the lord of chaos, He, otherwise known as “Bob” destroyed pandora, Nihilator was able to valiantly rescue some of his faithful followers and deposit them in a different world, saving both them and himself from certain destruction, though he has been somewhat weakened from the ordeal, and his remaining followers are few. [+5% Mystic]
more powerful airships - [+40% nexy time]
Relations
Doombringers (Unknow)
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 [no bonuse becuse of no fertilizer]), 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 [0] (0% 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] - very rare
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: Establish A Better Government - Succ (luck - 5) (Char)
vote 2: Try to do the external source of magic - Failed (luck - 2) (My)
In order to organize all the mess created by the last things, they began to establish an order called government. A Gerontocracy-type government ruled by the elders. Such a government ensures more stability and vision for the future, contributes to the stability of the place and ends the old Legacy.
On the other hand, research to find a way to an external source that is able to create magic encounters a major obstacle because they do not find anything capable of standing in this category. The answer seems to be on the horizon.
But along with that, there was an experiment that caused suffocation among the people who tried to explore on the way to an external magic source, so that 20 were suffocated to death (4)
Legacy: Gerontocracy (+1 Stability, +5% Mystic, +5% island binding, +5% Char)
Pop growth: 1 (30% * C.C available)
Info
Name: Arcimea
Pops: 184
Carry capacity: 184 /429 C.C ( 268 C.C. +60%)
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: 62% - [+5%]
Mysticism: 10% - [+5%]
Legacy: Gerontocracy [+1 Stability, +5% Mystic, +5% island binding, +5% Char] (1/6)
Cultures
all their lives they have been drawn to fire and they will do anything that has fire beside them, so they will do anything to understand it, as if to control it. [+5% Int]
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: +1 (Gerontocracy)
Happens: 0
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:
- 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)
- 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
The countdown to the end has begun! Unlike in the previous game, it will not change and can not be changed, so you know in advance when the game will end - round 50. It’s a long time since something extraordinary will happen. It’s up to you.
In addition, I might consider adding another player to the participants now, but I will share them when the decision is made.
And I know I’m a god, so I’m joining the game! He who knows knows, and he who does not, will see and suffer like everyone else.
Happy April Fool’s Day
why does it say 40 rounds left?
becuse we start now count to the end