The Twilight Realm: A survival Civ Game

Something I realized I forgot to mention: Post priority

What this means is that while you can lurk in the background and change your votes depending on what your enemies do, those who vote first get credit for anything discovered that round

So, for example, if someone were to discover stone tools, and so were someone else, the one who would get credit for that (and get closer to another vote) would be the person who voted first

did i vote first for the tools?

1 Like

I voted first, you changed your votes after mine

1 Like

Sadly not true, zenzone changed them almost immediately while your votes came in a little later because of the whole miswritten round

w8, do the games shut down//lock after 500 replies?

1 Like

No, forum threads shut down after 10,000 replies

everyone dead?

1 Like

Yes, no new round since twilight died

1 Like

I did not die I’m still here

I’m almost done Hazard’s civ, and then just have a few more Civs a to get through. Should be up in a couple of hours. I’ve been having to work around my classes

1 Like

Round 3: Magical Marvels

Year 1, Spring (ā…—), Summit in 5 rounds

Many wonders have been discovered this round, and the summit is over. Magic of death and light has been unleashed on the world, stone tools, agriculture, the recurrent discoveries of metal, and all now have basic control of fire. Now, what will become of this world.

That is for you to decide. How will you shape the world around you?

LIO

Hoping to find resources they could use, the BZ-Y02 sent scouts to the east of their ships wreckage, and found a large lunar desert (covering the entire south half of the tile) and to the northwest an alien looking lake, with giant palms with purple leaves and bark shining in the light that is present. The land drops off into a void to the northeast.

Herds of Lunar Spidergiants can be seen in the distance, the gentle giants feeding on bushes of what seemed to be delectable fruits, which seemed to be an ideal food source for them. The berries were black with speckles of silver and white, and grew in large groups on the desert.

On their way to explore the lake, a giant shadow was cast over them, and a giant, jellyfish like organism floated over them. Upon closer study, it was revealed that it was actually a fungus, with long, trailing mycelium acting as tentacles. However, as they were finishing up studying the organism and getting ready to move on, the creature flew away, getting 14 of the BZ’s caught up in it’s mycelium. As it flew out over the void, they fell out, some slamming into rocks or falling into the void and crashing into the planet hundreds of miles below, but two managed to survive, crashing into leafy branches and the root-like platforms of a grove of floating trees in the void, which use specialized root pouches to stay afloat. They are alive, and began to explore the grove.

The rest of the group, though disgruntled by the loss of their comrades, moved on to the alien-looking lake, and found groves upon groves of those shining barked trees. Upon closer inspection, it was revealed that the bark of these trees was actually incorporating metal into their framework, and could actually work as plating to make new robots!

The civ rapidly did some calculations, and figured that if they didn’t cultivate more of the trees, they had enough to make roughly 100 more BZ-Y02 sized pop, if they could figure out how to connect the plating of the bark, and a way to reconstruct solar power (the leaves?). To access this bark, the BZ’s attempted to create tools from the rock surrounding them, and it worked! They managed to pluck many pieces of bark from the trees.

(A note on making more pop: you have the capability to make robots other than BZ-Y02, which would balance out you civs stats in accordance to the two civs. So if you made robots half the size of the BZs, you could have 200 pop, and so on down to a certain limit. However, you currently are limited by amount of metal wood, how to connect it, how to get energy, and limited neural connectivity networks (18 available from dead BZ’s))

As this was happening, the BZ’s stuck in the trees noticed a strange occurrence. They were approaching a section of the grove anchored to the land, and one of the anchoring trees seemed to be dead, but was behaving exactly like a normal tree. As they got closer, the tree started waving it’s limbs, and they barely dodged tree limbs wrapping around them! Jumping to the main desert, they looked back and saw the tree waving it’s limbs wildly, and then fall silent. Looking around, they saw similar things. Rotting spidergiant corpses were stirring up out of the dust, and plants with wilted flowers and limbs were moving and creeping around. Unable to fully understand this phenomenon, they began rapidly evacuating the area and going back to main base, but not before seeing a large rock formation of black, speckled, almost glowing rock in the center of the mass of death, and the more daring of the mirarans nicking a small, splinter sized shard, causing the dust to stir with moving undeath as they rushed back to base.

When they got back, they had barely set down the shard before they got sucked through a portal, a voice thundering for their attention. What would happen now? (This was the summit).

civ Stats

Power = +10%

Defense = +12%

Intelligence = +6%

Agility = +7%

Charisma = +5% (-5% when interacting with something that does not use radio signals)

Mysticism = +5%

+10% pop growth/CC (after metalworking is discovered)

Spirit guide @fralegend015

Amount of Pop: 82 (-12 pop (93 spaces left))

Tiles Controlled: 3

Number of Votes: 2

Vote Bar: 21/40

Map color; blue green

Civ Description

Name: LIO

Description: They are a group of robots that originally were sent by LIO to colonize planet XZAJ-B, but their transport ship got sucked into a portal and crashed into this world, after they lost the signal from their capitol computer they decided to start colonizing this planet instead.

Race(s)

Name of Race: LIO|BZ-Y02

Description of race, including any hidden abilities like venom and how they look: A robot with a central rectangular body with 8 limbs on its sides, each limb can be used for locomotion and object manipulation, it has a rectangular head that can be swiweled independently of the rest of the body, the head has 4 cameras, audio sensors and chemical sensors.

Behavior of race: Neutral, expansionistic

What biome you live in: Lunar Desert

Power: 5

Defense: 5

Intelligence: 5

Agility: 5

Charisma: 5

Mysticism: 5

Advantages:

Machination (+power, +defense)

Solar pannels (doesn’t need food, instead uses light to produce energy)

Disadvantages:

Radio communication (-to communication with races that don’t use radio signals to communicate)

  • general buff to all stats, but no reproduction before metal working, and reproduction is dependent on resources available
Discovered by them

Animals; Lunar Spidergiants

Plants; Void Lilies, Tanglethorns, Moonberries, Lunar Skyshroom, Violet Ironbark, Floating Forest

Sapients; BZ-Y02

Biomes: Lunar Desert, Void, Crater Lakes

Stones: Death Stone

Gods: None

tools/weaponry

Stone Tools

Other Stuff

Almost Tame Lunar Spidergiant Herd

Dhoord’s swarm

Angry at the loss of life from the previous mistake, the queens rallied a force of the smartest workers to go and catch fish for them to eat. But despite the authority of the queens and the wits of the workers, they simply weren’t fast enough to catch the fish, constantly darting between their legs or barely dodging their swinging arms.

Further disappointed at this failure, the queens sent a second group of Nachillim to follow the river south, past where it splits, to conquer land for them and hopefully be more successful than their brethren. When they crested the rise they saw a rolling taiga spread out in front of them, one of the bends in the river flowing off to the east and the other down to the southeast. The river was much more icy here, chunks of ice being seen clustering along the banks and floating in the current.

As they explored the taiga, they found… well, they found trees. But something was unusual about these trees. They stood like normal trees, but constantly flitting around them were small, woody creatures, and it was eventually realized that these were flying pinecones, with wingleaves to fly around. They flew around feeding on the tree nectar and pollinating the fully grown trees until they found a place to plant themselves. They also found a species of pine goat, which commonly rams trees to knock down branches and underdeveloped pinecones to eat.

As they settled this region, they brought in new queens and burrowed out places for them to live. One burrower dug right into a sandy cave, cascading around them. They saw some kind of movement under the sand, but it got away before it could pounce on it.

The queens were quick about coming to this new area for the bounty of new abilities it could potentially provide, and on their way down saw what seemed to be a large squid dancing and jetting through the clouds, currently too high for them to reach. (previously discovered by Hazard)

When the queens got down their, they quickly ate new foods before another mistake could happen. One grew tough, woody armor after eating bark, another grew plated spines from eating a pinecone, another large, leafy wings from eating the wingleaves of the pinecones. A fourth gained the ability to photosynthesize, becoming covered in a layer of bristly spines, and a final, fifth queen ate a pine goat and grew a coat of fur and large, curling horns.

(Also, a note on abilities. Do you want yours to function similar to unit power, or do you want every 10 or so of a kind give you a general civ buff (by like 1%)?)

After the feasting was done, four new Nachillim were born from a regular queen. Then, they got sucked through a portal, a voice thundering for their attention. What would happen now? (This was the summit).

(A second note, I made mistake and said the shortclaw fishing cat was a sapient! My bad, your sheet should be fixed now)

civ Stats

Power = +27%

Defense = +27%

Intelligence = -25%

Agility = +0%

Charisma = +1% Charisma (always absolute zero outside of in civ interaction)

Mysticism = -25%

-5% pop growth/CC

Spirit guide @doomlightning

Amount of Pop: 103 (+4 pop (137 spots available))

Tiles controlled: 2 (Tile modifiers; -2% agility)

Number of Votes: 2

Vote Bar: 30/40

Map Color: Orange

Civ Description

Civi name: Dhoords swarm

Deep viuse: They are a swarm that believes they should be everything and everything belongs to them and they will do anything to achieve this. I do not have a good enough explanation for this.

Race(s)

Name of Race: Nachillim

Description: They are similar to the hybrid of a beetle, a squid and a sea snail. They have 6 legs and 4 arms, they have 4 eyepieces similar to dragonflies, 4 mouth pliers one similar to an amolocaric and the other similar to a wasp, tough enough to smash anything in the way. They are covered with thick, hard armor that is very difficult to penetrate. They are colored according to what they eat.

Behavior of race:

They are a swarm with an arch of ants. And like ants, their size and features are based on size: the queen is big, the workers are small. But what separates them from other ants is that they are more intelligent and also able to adapt to any rotation by consuming them to get a their properties, even if it is an inorganic material like stones, metals or even magic. Feed them to one of the queens are able to create offspring with the trait they ate.

It’s all a matter of snowballing: as time goes on, they consume more unique things and get their features that make them the ultimate weapon if they are not stopped in time.

They are small and the size of a worker is the size of a domestic cat and a queen is the size of a crocodile

Biome: Cold Desert

Power: 10

Defense: 10

Intelligence: 0

Agility: 5

Charisma: 5

Mysticism: 0

Advantages:

Collective consumers: They are different from most races, they can branch out on the basis of the food they eat (all types, including metals and minerals) and get its properties, but there are 2 groups of them called Units:

Units
Queen's

A single number that can spawn lots of units a day. Unable to move from ā€œhomeā€, only then can make more of all the units, include themself, need for stability and g.s

Eating a certain type of food gives the queen his qualities for her and all her descendants after her. Able to possess many types of traits depending on the consumer, especially the hereditary trace.

Workers

They are the ones doing all the work, unable to reproduce.

Accept the qualities of the queen from whom they were born.

Max of 6 buffs per individual, the more buffs stacked the less each does.

Overwhelming adaptive: if someone has a higher stat than them, that staff is halved and that half is added to this races. If they still lose, they learn one of the enemy’s tech/mystics

Disadvantages:

Territorial:

They cannot live with other races and cannot interact with other civilizations within their territory.

  • Cannot invent or make tools, only use preexisting ones
Discovered by them

Animals: Coldquill Moonfish, Pine Goat, Shortclaw Fishing Cat

Plants: Flappy Pine

Sapients: Nachillim

Biomes: Cold Desert, Sky, River, Shroom Swamplands, Taiga, Sandy Caves

Stones: None

Gods: None

tools/weaponry

Abilities:

Coldquill Moonfish = Poison Spines

Pine Goat = Horns/fur

Flappy Pine;

Wingleaves = Flight

Pinecones = Spiny plating

Bark = Woody Armor/skin

Pine needles = Needle coat/photosynthesis

Other Stuff

Burrowing

Democratic Republic of the Round Rock

After the fleeing of the lightfrill worm, some curious slimes saw the dangerous acid, and wondered at what powers it could give them. However, the two slimes, an antler and a woody slime, were prevented from approaching the acid because it was much too dangerous. Trying to think of a way to avert this, the antler slime rubbed his antlers against a rock to scratch an itch that had been building for a few days now, and saw that some of the bone had been left as a fine powder on the rock. Thinking on this, he knew that his antlers were quite a tough material, and together he and his friend thought that just maybe they could use this to get at the acid slime.

So one night, a few days later, when the guards had fallen asleep, they went into the cave. The wood slime had a covering of fine bone powder covering him, the others antlers having been worn down to nubs and then growing back several times to accomplish this.

ā€œYou sure about this?ā€ The antler slime asked. ā€œYeah,ā€ said the other slime. ā€œI mean, what could possibly go wrong?ā€

They then set about the process of eating the acid, thinking it would be safest if it just dripped from above. They made a little pit, and a drop of the acid burned through the rest of the covering of rock, suddenly making the acid pour out a little in a small, hissing trickle. This startled the guards awake, and as the wood slime absorbed the acid the antler one fought off the guards. Just as the guards had almost beaten the antler slime, a glow radiated from the pit, and up stood a glowing acid slime, spraying a stream of acid out in front of the guards.

ā€œLeave him alone!ā€ the slime shouted. Startled, all the slimes jumped back, including the antler slime, where he fell on top of a rock loosened by the fighting, accidentally consuming it. When he righted himself, he stood covered in a layer of rocky stone, able to withstand anything thrown his way.

A different group of Antler Slimes had a similar idea, using the antlers of the slimes as weapons instead of as a powder. However, This did not work as well, the antlers coming loose and the slime staggering around, causing a total death count of 4 slimes. However, 19 new slimes were born into the tribe.

And, while exploring their home, a group of slimes saw some of what seemed to be plants hopping around and leaving behind steaming, melted patches in the cave. These quickly refroze over.

After they came back and told their tribe, a group of them got sucked through a portal, a voice thundering for their attention. What would happen now? (This was the summit).

civ Stats

Power = +0%

Defense = +1%

Intelligence = +10%

Agility = +1%

Charisma = -5%

Mysticism = +0%

+3% pop growth/CC

Spirit guide @GodofKnowledge

Amount of Pop: 122 (+15 (0 spaces left))

Tiles Controlled: 2 (Tile modifiers; +1% defense, -4% Agility, -2% Charisma)

Number of Votes: 3

Vote Bar: 5/80

Map Color: Red

Civ Description

A civilization of slimes who have a humorous streak, having a knack for mischief. They named their civ after an unfortunate mistake made by an individual in their previous world.

Race(s)

Slimes

While quite useless, these simple blobs are great at teamwork, they even have all five senses! The real business relies on their adaptability, since as simple creatures by nature, they multiply quickly, like that of a cell, every round their numbers double, but most importantly, then adapt! This means if the conditions are harsh, such as drought, they can achieve less water consumption, or if fed silk-producing worms and spiders, they may adapt into sticky slimes! ones that produce such silk, themselves! Such adaptations are necessary, as well as the fact that they grow smarter over time, they have genetic information storage, meaning all their memories are turned into strands of DNA and can be cultured and transferred to others. They also brag a lot to other wild animals, even though all the animals hear are loud purring noises, another fact about them is that can change shape as they wish, as in form not like actual bodies, they are made of a mucus//fluid membrane. Clearly, you should watch out for these small bratty defensive slimes.

The behavior of race:

they are a peaceful race, but if you attack them they will corrode you alive with their acid fluids in their body, then proceed to show others their memory about how heroic they were. they also purr when excited, hiss when angry, and attack when hungry.

(Also, edits to civ sheet have been made, please review)

What biome you live in: volcano

Stats

Power: 5

Defense: 5

Intelligence: 5

Agility: 5

Charisma: 5

Mysticism: 5

Advantages:

Extreme adaptation - can adapt as different slime types, yet still, as one species, they are friends and work together for a better, more purrfect world.

Binding Agent - Allows slimes to join together to make giant machines. Taking an average of two rolls, a charisma and an intelligence roll, determines if you are successful at inventing said living machine. Each machine can be made of a max of 20 slimes (maybe able to combine multiple machines?), and every slime (other than the first) decreases the likelihood of success by 5%. A vote must be used to invent a machine.

Disadvantages:

Strange - idiot slime purred at a round rock, now even the animals think we’re strange

Hydrophobic - .5% charisma for every tile claimed that has a large body of water on it.

  • Tiers are present, different tiers gain power at cost of pop
Discovered by them

Animals: Lightfrill Worm, Jaxare

Plants: Titan Woodwing, Death Bell, Magma Hoprocks

Sapients: Slimes

Biomes: Volcano, Savanna, Open Sea, Dunes Beach, Ocean Sky, Glacier Caves, Titan Shroomwoods, Cliff Wind Caves, Rocky Beach

Stones: None

Gods: None

tools/weaponry

Abilities:

Jaxare = axe-antler protrusions

Titan Woodwing = Woody Armor (Bark), Photosynthesis (needles), Flight (Wingleaves)

Strengthening Tonic (basic medicine)

Other Stuff

None

Acanthus

The Kajit knew they needed to expand, but disliked the hostile environment displayed by the magma barrens, and so set out in the opposite direction, to the south, following the river. As they went into this new land, the river became significantly less icy, even dusty and sandy, flowing between large plateaus and canyon tops as it wound its way through the mesa. It then flowed off to the east, but not before a small branch of it tumbled down into a cave system, being the lifeline for a large cave jungle, protected from the outside dust storms and with enough light to grow by. This cave system wound its way all across the southern half of the mesa.

As they wandered the far reaches of the Mesa, they encountered many things, first of which was a plant that flew right out of the sky! It approached them with curiosity, and they observed it and the younger Kajit played with it. It seemed more of an animal than a plant, with four large leaves surrounding a central, berry-like body and a growth towards what seemed to be the front containing its optical and neural analogs. Soon, dozens were flying around them, and playing with the little Kajit.

Nearby one of the canyon walls, a group of Kajit were walking around playing with these creatures, or simply observing them, when suddenly they were surrounded! Openings had appeared in the rock faces all around them, and small red drakes with black stripes and dangerous looking stingers crawled out of their nest, swarming over one another. They seemed to be about to swarm over the defenseless Kajit when the berry creatures (henceforth called Hidden Death) suddenly sprouted giant stingers through their back halves! They began swarming and stinging the drakes, driving them back into their hives long enough for the Kajit to escape. Then they followed, and weakened, fell to the ground and died, to the utter dismay of the Kajit.

However, a few days later another member of Acanthus saw sprouts where the seeds had fallen. Over the course of a few weeks, full bushes of fruit had quickly grown up, and new Hidden Deaths were flitting around and playing with the children.

This was not the only fortuitous news. The burnberries seemed to grow well here, so well in fact that when planted, a new crop had sprouted very quickly, blooming and yielding a bountiful harvest of berries. These new berries increase the ability of the Kajit to inhabit an area (+25 pop space to every quarter tile controlled because of agriculture)

And, a new plant has been discovered by your civ in the grasslands, a tall, brush-like plant that seems to be able to slow your fall when holding it, up to a certain weight limit. (Windbrush, previously discovered by zenzone) And, 16 new baby Kajit were born.

One night a few days later, a Kajit saw a glow coming from the top of one of the canyon tops, but couldn’t figure out what it was. Maybe some kind of plant?

That same night, the council had convened for a meeting. As they were discussing the issues of the civ, they suddenly got sucked through a portal, a voice thundering for their attention. What would happen now? (This was the summit).

civ Stats

Power = +3%

Defense = +0%

Intelligence = +12%

Agility = +6%

Charisma = +2% (-5% with animals or other civs)

Mysticism = -25%

+2% Pop growth/CC

Spirit guide @Centarian

Amount of Pop: 120(+16 (396 spaces left))

Tiles Controlled: 2 (Tile modifiers; -2% Agility)

Votes: 2

Vote Bar: 28/40

Map Color; Purple

Civ Description

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.

Government

Lead by the council nine, who decide what is best for the people when important matters come up. The people decide the council nine’s living condition, so as to not lead to political corruption. Each coming member of the council will be trained by a previous council member but will not be treated specially by society besides asking for advice from him instead of others. The current council nine are:

Gabriel

Fenic

Prometheus

Plato

Socrates

Epimethius

Julius

Tiberius

Nero

Race(s)

Name of Race: Kajit

Description: Look like Kahjiit from the elder scrolls games. Have retractable claws.

Behavior: Thoughtful, Innovative

Biome: Grasslands

Categories:

Power:5

Defense:5

Intelligence:10

Agility:5

Charisma:5

Mysticism:0

Advantages:

Cat-like Anatomy - Retractable claws (+ power), Night vision (+ perception at night), Whiskered limbs (+ agility), Better ears (+ perception), Fur (+ cold resist)

Big brained - (+ intelligence)

Disadvantages:

Unempathetic - (- charisma toward other civs)

Discovered by them

Animals: Thunderpede, Fire Sloth Drake, Stingtail Drakes

Plants: Puffgrass, Moleweed, Burnberry Bush, Hidden Death

Sapients: Kajit

Biomes: Grasslands, Icy River, Magma Barrens, Narrow Caves, Mesa, Jungle Caves, Desert River

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

Agriculture

Drakes of the Ruins

Deciding they needed to expand to avoid the oncoming hordes of Firecaller Behemoths, who now controlled half of their previous land, and so they explored to the south, down past the underwater cave, the opening of which they hoped to deter the Firecaller’s.

They come across a small range of stony mountains, situated on a coastal magma barrens, bordering a sandy beach and a shallow kelp forest. Other than the magma below, it seems a good place to hold your ground to prepare to drive out the beasts of leaf and fire that have taken so much land from you.

To drive them back, some dracorex tried to make tools to eliminate them, but after little success with the tool making and rife with reckless courage they took their sticks and stones and went to drive away the firecallers. As a consequence, 11 dracorex died.

In the Stony Mountains, a round, spiny plant was discovered, a hardy, frost resistant species of cactus that blended in with the surrounding rock. This species might be able to act as a barrier, because its thick skin and inner water pouch makes it fairly fire resistant.

In their new home, 14 baby dracorex were born, happily flying around and playing with a newfound species of flying plant. These plants are docile and joyful most of the time, however their seeds are deadly, firing from a missile launcher-like structure on the backs of the plants, where they grew until they were ready to be released. The adults have four large wings, one on top of the other, and the two missile holder structures atop their backs, followed by a long tail with two leafy fins for turning and balance. The small seedlings, however, are mostly propelled by their initial launch, with turning wingleaf structures and snapping jaws on the front of their temporarily woody, oblong body. They seek out other plants in the sky or on the ground and latch on, slowly draining them of their energy. This species also seems to be really friendly towards the Dracorex, especially the younger ones.

Exploring their new land, some dracorex decided to go for a swim through the kelp forest to see if they could find anything of use. After some time, they found fairly little, but as they were exiting the water they noticed they were down a few members. Assembling a search for them, all most of them saw was masses of leaves, which seemed to shift positions before darkness closed around them, a leafy maw snapping shut around them in the dark waters. But some unlucky members of the tribe got a glimpse of a stripped clean dracorex skull before they too succumbed to their fate. Another species of Behemoth had been discovered, and 11 more dracorex died.

Saddened with grief from their lost comrades and the predicament the dracorex finds themselves in, their leader, Freyja, finds herself wandering along the barrens, missing the beautiful jungle. Clouddancer squids danced in the sky, seeming to not have a care in the world. Freyja sighed.

ā€œI wish I could be as carefree as you, my many armed friends,ā€ she said, shaking her head. ā€œYou don’t seem to have a care in the world.ā€ Forcing her gaze away from the dancing creatures, she looked around the barren landscape once more, and saw a bright light in the distance, brighter than the ever present magma, seeming to emanate from a crack in the ground a few feet in front of her. Preparing to walk over and investigate, she suddenly got sucked through a portal, a voice thundering for their attention, but not before getting a glimpse of a stone radiating this bright light. What would happen now? (This was the summit).

civ Stats

Power = +1%

Defense = +11%

Intelligence = +11%

Agility = +10%

Charisma = -5%

Mysticism = -4%

+1% Pop growth/CC

Disadvantage: +5% attack to opponents

Spirit guide @UndyingHazard

Amount of Pop: 91 (-8 (46 spaces left (121 if Jungle quarter tiles reclaimed)))

Tiles Controlled: 2 (Tile Modifiers; +2% Defense, -2% Agility)

Number of Votes: 3

Vote Bar: 12/80

Map Color: Lime Green

Civ Description

A group of Dracorex that chose to inhabit a region of the jungle that has some old an ancient ruins, having been drawn there by there natural curiosity.

Race(s)

Name of species: Dracorex Magnifica (Magnificent dragon king)

Description: Large dragon-like creatures with two pairs of wings and two pairs of walking limbs with the front most pair acting as arms, metallic armored placoderm-like heads adorned with horns that very in structure between individuals, flexible mammalian ears, and two pairs of eyes. The larger pair of eyes can see light in the blue, purple, red, green, and yellow spectrum of visible light. The second smaller pair of eyes can only see ultraviolet light. They have long necks covered in a fluffy mane of fur, while the rest of there body is covered in scales that come in an endless variety of colors, they have a naturally close tie to magic. They lay eggs with clutches varying between 2-12, the eggs hatch faster in warmer weather but typically take anywhere between 5-9 months to incubate. They can grow to a maximum of 20 feet long from head to tail.

Behavior: opportunistic omnivores with a preference for sweet things and meat. They are curious and inquisitive creatures by nature with a fascination for shiny things.

Biome: Tropical jungle.

Power: 5

Defense: 5

Intelligence: 7

Agility: 5

Charisma: 4

Mysticism: 4

Advantages: Armored placoderm-like head, Two pairs of wings

Disadvantages: Soft vulnerable spot on chest

Discovered by them

Animals: Clouddancer Squid

Plants: Bouldernut Tree, Potshot, Segmented Seavine, Firecaller Behemoth, Seamaw Behemoth, Stonespine Cactus, Missile Wyngwood

Sapients: Dracorex

Biomes: Jungle, Frosty Mountains, Volcanic Caves, Underwater Caves, Stony Mountains

Stones: Light Stone

Gods: None

tools/weaponry

None

Other Stuff

Housing

3 Likes

yo cool new round guys

2 Likes
Kyhh United Princedoms

The Kyhh are content with their small little section of the world, happy to keep living their lives to the fullest in the small area they called home.

That didn’t mean they were inactive though. They wanted to know everything they could about the home, and so they began researching the mineral content of their island. They quickly discovered that their sand present in some patches in the marsh was white, made mostly of small white crystals (quartz). They also found large patches of coal partially submerged in the soil under the marsh, which when dried out and brought near the lava quickly lit on fire, singeing but not significantly harming the Kyhh. The Kyhh are wondering what would happen with a more controlled burn.

Also discovered was a small, powdery rock, which rapidly dissolved into a white cloud of dust when removed from the caves under the kelp forest (chalk, dissolved in water).

The Kyhh also attempted to make proto-submersibles, to transport items without getting them wet and to be able to stay underwater by carrying pouches of air with them. However, when they tried to make them, their large first attempt rapidly collapsed when it began moving, tangling around the Kyhh and causing them to drown when their air ran out. 17 Kyhh died.

However, 18 new Kyhh were born, and after the accident, a Kyhh was wandering the scrublands when out of a bush walked a large, quadrupedal frog looking creature with a long, fin-like tail. This amphibian was seen going between the land and the water, feeding on the abundant plant life while breathing through it’s most skin. As the Kyhh tried to get a closer look, however, they suddenly got sucked through a portal, a voice thundering for their attention. What would happen now? (This was the summit).

civ Stats

Power = +5%

Defense = +0%

Intelligence = +5%

Agility = -5% (disadvantage and part of an advantage cancel each other out)

Charisma = -10%

Mysticism = +0%

+20% Pop growth/CC

Spirit guide @Deathwake

Amount of Pop: 101 (+1 (119 spaces remaining))

Tiles Controlled: 1 (tile modifiers; -3% Agility)

Number of Votes: 2

Vote bar: 36/40

Map Color: Brown

Civ Description

the island we live on is populated by many tribes of kyhh, each ran by a prince, princess, regent, high priestess, or bishop. I’ll play as the largest tribe or confederacy of tribes but we don’t fight and pretty much are a confederacy already. war is illegal but only among kyhh.

Race(s)

Name of Race: kyhh

Description of race, including any hidden abilities like venom and how they look: they look like marine iguanas

Behavior of race: very calm, they arent explorers but love to spread out. pretty much chill hippies with no qualms about genocide or pointless war, they just prefer to be left alone or traded with.

What biome you live in: Marsh

You have 30 points to spend in 6 categories.

Power:6

Defense:5

Intelligence:6

Agility:4

Charisma:3

Mysticism:5

Next, Advantages and Disadvantages. Must be a 2:1 ratio, talk to me about special circumstances. I will determine how much of a buff or debuff each will give.

Advantages:

amphibious: can hold breath for an hour, or ten when sleeping (due to slowed metabolism). Also good at swimming.

eggs: Minimum of quadruplets. Very short pregnancies, children grow up fast.

Disadvantages:

Reptile: when in cold climates much time must be spent sunning. They lack the sprinting speed of mammals but still have stamina

Non-advantageous or disadvantageous trait: herbivory: kyhh must eat a lot of food each day, but it can be literal week old moss. No micronutrients, meat, or fat required. A lot of food must be eaten though. (producing food is easier through cause it doesnt have to be edible by human standards) kyhh cant eat meat to improve muscle growth either.

Discovered by them

Animals: Thode

Plants: Shuriken Bush

Sapients: Kyhh

Biomes: Scrublands, Kelp Forest, Marsh, Lava Lakes, Glowshroom Caves, Shallows

Stones: None

Gods: None

tools/weaponry

Seaweed Nets, Minimal Coal Burning

Other Stuff

Chalk, Coal, Quartz sand

Enigmatic Observers

Finding that they needed more room in order to properly survive, the Mirarans spread out to the north, exiting the cold desert and entering a tundra, large drifts of snow across it. In the south, edged up against the coast, was a large saltwater lake, somehow not frozen over despite these icy conditions. The coast was another large stretch of glacier, bordering a deep, cold ocean, the bottom unable to be seen from the coast.

On the glacial coastline, large, spindly tower-like structures can be seen swaying ever so slightly in the wind. A tough external shell surrounds the plant-like organism, and when approached by the Mirarans they received an energizing jolt, evidently a defense mechanism of the organism being to shock anything that threatens it. This could be useful to incorporate into future robots (read frale’s section for a slightly more detailed explanation, but Mirarans are not the only robot you can build once you begin making more pop) as a potential new power source for areas less hospitable to Mirarans.

While exploring the area, some Mirarans decided to test the saltwater lake for what compounds it contained, and why it had yet to freeze over. One particular Miraran was bustling about its business when it suddenly noticed everything had gone quiet. Looking up, it saw none of it’s comrades were around. It looked around in confusion, and, walking forward, stumbled back in horror when it stepped on a twitching metal limb sticking out from under what appeared to be a giant pile of threads. As it tried to comprehend what could have done this, it heard a steady clicking sound steadily growing louder and louder, until with a final scream the Mirarans world faded to black…

On a distant hilltop, another Miraran watched helplessly as its comrade was consumed by a swarm of wetweavers, who slowly made a web around the fallen robots, attempting to eat the metallic flesh. Sighing, the Miraran turned around to go report the danger to the other Mirarans. 6 had died, and no more needed to be lost.

But fortuitous events had also happened on this day. Large dragonflies had been seen flying overhead, and landed amongst the Mirarans quite peaceable, almost completely docile. Some even let Mirarans get up on their backs, and they flew around a little bit, though the creatures are still a little wild. These dragonflies seemed to be able to launch large spine like structures from their tails, which on close inspection turned out the be a giant species of spine like fruit growing in symbiosis with the dragonflies.

As they finished spreading their territory and doing research for the day, a group of Mirarans saw a swirling light forming in front of them. Suddenly, they got sucked through a portal, a voice thundering for their attention. What would happen now? (This was the summit).

civ Stats

Power = +5%

Defense = +32%

Intelligence = +31%

Agility = +5%

Charisma = -20% (and can’t negotiate with other civs)

Mysticism = -20%

+12% Pop Growth/CC (after metalworking is discovered)

Spirit guide @PositiveTower

Amount of Pop: 77 ( -6 (18 spaces left))

Tiles Controlled: 2 (tile modifiers; -2% Agility)

Number of Votes: 2

Vote Bar: 20/40

Map Color; Blue

Civ Description

In the sheer, deadly cold of the poles, no natural life exists. Here is where the Mirarans lie, rigid robots following strict patterns without autonomy, who all are connected to the main computer. Some retain limited independence, such as those assigned to the task of researchers in order to diversify the thought process of the machine intelligence. So far, this group of robots seems completely unwilling to negotiate with outsiders, lest they offer a treaty to completely leave them alone in the freezing cold.

Race(s)

Name of Race: Mirarans

Description of race, including any hidden abilities like venom and how they look: Generally small robots, they are weak and fragile. Their head resembles a small orb, with a protruding beak like shape on the front. Lower body is small, resembling that of a goblin. They are all connected to a main computer

Behavior of race:Completely Neutral, Knowledge seekers

What biome you live in: Cold Desert

You have 30 points to spend in 6 categories. You may only spend a minimum of zero and a maximum of 10 points in each category. A perfectly balanced Civ has 5 in each category. The categories are:

Power:5

Defense:10

Intelligence:10

Agility:5

Charisma:0

Mysticism:0

Advantages:

Mechanical:Doesn’t require organic sustenance, instead requiring energy (gained by moving, which pumps water (hydroelectric)) and metals for repairing.Can’t reproduce without metalworking, but gets a small buff to all stats

Calculators:+2 intelligence

Disadvantages:

Isolationist protocols (can change to War Protocols): can’t engage in any form of interaction with any other civilizations except for non aggression pacts

Discovered by them

Animals: Cave Sharks, Ice dragons, Wetweavers

Plants: Snowsprouts, Drizzleleafs, Razorweeds, Doomleaf Spinach, Spinefruits, Glacial Tubehorns

Sapients: Mirarans

Biomes: Glacier, Wrecker’s Reef, Cold Ocean, Saltwater Lakes, Tundra

Stones: None

Gods: None

tools/weaponry

None

Other Stuff

Nearly Tamed Cave Shark Pod, Nearly tamed Ice Dragon flock

High Priesthood of Silvaia

After the events of the last bit of the season, the Nemeri asked the Warden to give them the ability to defend themselves from a distance from anything that might wish to harm them. However, their askance went unanswered, and they were left without a way to defend themselves.

And luckily they did not need any defense from any predator in this season, though some Nemeri were sadly lost. In an effort to try to cultivate the Magma Rice, they went down into the Obsidian spikes, but a sudden swell in the lava caught them by surprise, forcing them to abandon the project. 16 Nemeri were lost.

But all was not lost! A small grove of trees was found on the far west side of the sulphuric Acid lake, and these trees bore a yellow, speckled fruit, sweet and fizzy to the taste. The 4 young Nemeri born this season loved it especially.

To account for their large population, the Nemeri attempted to do what they do best, make a home in the trees, and it worked! At least, to an extent. The new treehouses are rather small, and hard to make. (+10 pop space to each quarter tile with trees/places to put elevated housing) However, it was more successful than it otherwise would have been because they figured out how to make the treehouses also work within the Obsidian Spikes.

Despite this growth in available area though, there was still some overpopulation present, and 5 Nemeri died due to a lack of available space.

civ Stats

Power = -14%

Defense = -20% (because of disadvantage)

Intelligence = -5%

Agility = +48% (speed itself lol)

Charisma = +0%

Mysticism = +3%

+0% Pop growth/CC

Spirit guide @The_Magpie

Amount of Pop: 90 ( -17 (0 spaces remaining))

Tiles controlled: 1 (tile modifiers; -1% Agility)

Number of Votes: 3 (+1 God vote every 5 rounds)

Vote Bar: 15/80

Map Color: Dark Green

Civ Description

The nemeri are united under a high priesthood of 5 individuals (who are chosen when one dies or retires by the remaining members) who commune with the spiritual world to guide the nemeri forward.

Race(s)

Name of Race:

Nemeri

Description of race, including any hidden abilities like venom and how they look:

Nemeri are a close relative to the humans of another world, adapted to living in heavily forested environments. They have a lithe build, and an average height of 5 feet. They possess a pair of patagia (gliding ā€œwingsā€) on each arm to safely glide instead of falling, and also have long fingers and toes for climbing. The feet in particular are much more dexterous than human feet, though the hands are more maneuverable as well. They have adapted to a nocturnal lifestyle, so their night vision is significantly better than that of a human. Additionally, they have better hearing and larger ears. The range of possible hair colours varies from white through pale greens, yellows, and oranges, to a dark black.

Behavior of race:

Nemeri live in harmony with their woodland home, and will fiercely guard it. Though weak in melee combat, the great eyesight and hearing of nemeri make them exceptional archers. They look down on those who destroy forests to expand their farms and towns, and instead live in concordance with the woods by more modestly cultivating fruits, vegetables, and mushrooms within the forest as opposed to building vast tracts of farmland. They live in treetop settlements.

What biome you live in: Foggy Woods

Power: 2

Defense: 2

Intelligence: 4

Agility: 10

Charisma: 5

Mysticism: 7

Next, Advantages and Disadvantages. Must be a 2:1 ratio, talk to me about special circumstances. I will determine how much of a buff or debuff each will give.

Advantages:

Exceptional Senses (eyesight, hearing)

Gliding

Disadvantages:

Frail body

Discovered by them

Animals: Sea Wolves, Acidfang Amphisbaena

Plants: Sandbrush, Bell Kelp, Aeroplankton, Lava Rice, Fizzberry Trees

Sapients: Nemeri, Whalewing Tubehorns

Biomes: Foggy Woods, Sandy Beach, Sulphuric Acid Lakes, Obsdian Spikes

Stones: None

Gods: The Warden

tools/weaponry

None

Other Stuff

1 god vote every 5 rounds (every summit), Tree Houses

Bananarama Imperium

In light of the mistakes made in the season past, Oren, king of the hobgoblins, quickly put his army to work, getting it into a fighting shape to conquer things in the name of (the currently absentee) Nihilator. In order to do so, however, they would need to find or make better weapons.

And so, offering them little trinkets such as in return for their ā€˜service to Nihilator,’ Oren had the greatest hobgoblin minds together, and they managed to figure out, after many strenuous hours of trial and error, how to fit a rock onto a stick and make stone tools. Declaring them geniuses, they went out into the grasslands to see what they could find to conquer, and floating out of the sky came a Frostwyng Wyngwood, breathing its icy breath but scared away by the hobgoblins carrying their weapons. Counting this as a victory, the hobgoblins came back to camp, happily munching on their makeshift snow cones.

20 new hobgoblins were also born into their ranks, but due to overpopulation 16 hobgoblins died, fighting over scraps of food.

civ Stats

Power = +19%

Defense = -6%

Intelligence = +11%

Agility = -15%

Charisma = -12% Charisma (and cannot negotiate with non-Nihilator worshiping civs) (-10% with Kajit and Whalewing Tubehorns, -5% with BZ’s, Mirarans, and Dracorex)

Mysticism = +26% Mystic

+2% Pop growth/CC

Spirit guide @zenzonegaming

Amount of Pop: 104 (+4 (8 spaces remaining))

Tiles Controlled: 1 (tile modifiers; -2% agility)

Number of Votes: 2

Vote Bar: 4/40

Map Color: Pink

Civ Description

DESCRIPTION (LORE):

After Pandora fell, Nihilator was just barely able to escape, and take a few of his faithful followers with him, which he was then able to scatter across the multiverse, allowing them all to adapt to their new worlds.

On one world, a world of fantasy and adventure, 3 nations entered a close alliance with each other, each worshipping Nihilator.

A nation of man, a nation of elves, and a nation of Goblins.

Over the next few hundred years, the three peoples interbred fairly heavily, resulting in the populations of man and elf going extinct in the kingdom over the generations, being replaced by their descendants, the Hobgoblins, with the Goblins having survived only due to their higher birthrate.

Eventually the Hobgoblins became the primary ruling class, with Goblins filling roles as servants, battle fodder and menial labor (while there are still many Hobgoblins in lower classes, there are almost no Goblins in higher classes).

Eventually, Nihilator abducted a few of his faithful Hobgoblin followers from the kingdom and deposited them on a recently created world that a few rival gods had made, mostly to spite them

Note, made by the Warden: Nihilator was locked out of world after initial beginning of game

Race(s)

RACE: Hobgoblin

ATTRIBUTES:

POWER: 8

DEFENSE: 3

INTELLIGENCE: 7

AGILITY: 2

CHARISMA: 0

MYSTICISM: 10

NATION BONUSES:

One Imperium under Nihilator: stability always at max, unquestioning loyalty to the crown, +diplomacy with nations that worship Nihilator, +stability to any nation that is allied with the imperium, no crime, bonus to production.

Chosen of Nihilator: +5 to converting other nations to Nihilator, +5 to any roll related to shadow magic, +3 to combat rolls, +2 to intellect rolls (inventing things), +3 when doing diplomacy with nations that worship Nihilator, +to happiness of citizens.

NATION MALUSES:

Warmongers of Nihilator: diplomacy impossible unless other race worships Nihilator, +5 bonus to rolls related to diplomacy with worshippers of Nihilator.

RACE BONUSES:

Hobgoblin:

Patriotic Frenzy: bonus to recruitment rates, bonus when fighting on Imperium territory.

NOTE: While it appears zenzone has more advantages than others, I have made it so that each boost given is much, much smaller, resulting in several small boosts versus everyone else’s few major bonuses. It still adds up to the same amount of bonus.

DESCRIPTION (PHYSICAL):

HOBGOBLIN:

Hobgoblins originated from the cross breeds of Humans, Dark Elves, and Goblins on another world.

They stand at normal human height, and have similar proportions, though that is largely where the physical similarities ends.

Their skin is a dark, ashy grey, inherited from their Elvish ancestors, and their mouths are filled with sharp teeth, a Goblin feature.

Though unlike any of their ancestors, Hobgoblins, in this world at least, sport glowing purple eyes, likely a result of Nihilator blessing them as he deposited them on a new world.

Their hair tends to be black or darkish grey, and facial hair is as common amongst males as it is for humans.

They have claws on the ends of their fingers, well suited for battle.

STARTING BIOME: Lava Lakes

Discovered by them

Animals: Orange Solar Rays

Plants: Windbrush, Lavacactus trees, Giant Lava Lilies, Frostwyng Wyngwood

Sapients: Hobgoblins

Biomes: Lava Seas

Stones: None

Gods: None

tools/weaponry

Stone Tools

Other Stuff

None

Please do let me know (Ping Me!!!) with any errors you find, but I gotta go to bed now it’s late here

Sorry this round was so delayed!!!

Also, you all have now basic fire control from the Summit, keep that in mind

2 Likes

votes:
1: make farms to increase our food and pop cap.
2: make houses with mud and sticks so that we may house our nobility and maybe some peasents too if theres enough room

1 Like

Action 1: Look for and collect iron.
Action 2: If action 1 fails, repeat action 1, otherwise, research metal smelting.

1 Like

oh um, this is an oof. I never meant to make submarines like we would normally use, i meant wet subs. i dont need you to change the round but ima vote for them again so can i get advantage or something?
action 1: make wet subs powered by oars with ballast tanks made of animal stomachs
action 2: farm kelp

1 Like

Action 1:Create stone tools
Action 2: Find minerals

1 Like

I discovered the death stone but I my vote bar didnt advance?

1 Like

Ah okay, that was just my bad with the description bit, as the action itself failed regardless, I just described the failure incorrectly

I’ll look at that, give me a sec. I swore I triple checked everyone’s vote bar

@fralegend015 your vote bar did in fact advance

See what neither of us caught last round is that you should have only had one vote, as your bar was at 17/20, but you took two, and now your bar is at 21/40.

You got credit for discovering the magic stone, though Hazard got the achievement for being the first to discover magic as they voted first (which I didn’t include so I have to go change that, but it doesn’t affect anything atm)