Another hundred years has passed, and many of the young species have prospered.
The Koenig: Given their talents in that area and their newly learned technology it come to no surprise that the Koenig constructed their wooden forts in record time (hexes 16.08, 17.07 rank 1), however, despite the commands from their leaders otherwise the koenigs did NOT spread north, instead heading south and met their red skinned bat winged neighbors, the excitement of meeting another sentient species and seeing the trinkets they possess sends many young couples south (hex 17.08 1 pop, hex 18.08 2 pop)
further, the home population has stabilized and continues to grow (hexes 15.07, 16.08 2 pop, hex 17.07 4 pop)
Race Name:Koenigfischers (KingFisher1112) (blue)
Outline/Description: Tall avian humanoids, usually resplendent with bright green and blue feathers. Their beaks are long and sharp, and are suited for cracking hard objects. They are excellent fliers but stay near water for food.
Stats:
Breeding: 3 (6 Points)
Strength: 3 ( 6 points)
Toughness: 1 ( 1 Point )
Movement: 4 ( 10 Points )
IQ: 3 ( 6 points )
Wisdom: 2 ( 3 points )
Magic: 1 ( 1 point. )
Pop Multiplier: 8
Total: 33 (3 left over)
Phys. Traits:
Wings 5 (15 points)
Sharp Beak 3 ( 6 points)
Sharp Talons 6 ( 21 Points )
Total: 42 (8 left over)
Super. Traits:
None.
Civil Traits:
Great Innovators 3 ( 6 points)
Great Woodwork 2 ( 3 points )
Fishing Skill 1 ( 1 point )
20 Point Transfer from super gives me
Diplomatic 3 ( 6 points)
Engineering 2 ( 3 points )
Gathering 1 ( 1 point )
Tech:
Construction 2
Special:
1EP saved.
The Hive: Having a record century of queen births, the hive sought new land every where, and though many such attempt failed, even the three commanded by the queen, further the rebellious queen's hive was destroyed by viscous local predators that the hive had never seen before, but two where successful, both learning from the mistakes of more eager and foolish queens, they prepared for the larger, more vicious predators that exist beyond the desert well. ( hex 25.11 died off, then they spread there again, 1 pop, hex22.12 commanded attempt failed, natural spread settled, 1 pop)
Name : The Hive (cryptfeind) (Green)
Outline/Description : What the race looks like, remember to make sure you have the points to purchase and non-negligible advantages presented by appearance. So if you have wings, you can only use them if you spend the points.
Stats :
Breeding : 4 (1+2+3+4=10)
Strength : 3 (1+2+3=6)
Toughness : 3 (1+2+3=6)
Movement : 2(1+2=3)
IQ : 3 (1+2+3=6)
Wisdom : 2 (1+2=3)
Magic : 1 (1)
Pop Multiplier : 8
35 points 1 left over.
Physiological Traits :
Natural armoring : 3 (1+2+3=6) The natural chitin plating on all members of the hive is both strong and flexible.
Redundant Organ systems : 3 (1+2+3=6) Members of the hive, especially warriors, tend to have many redundant systems to reduce the seriousness of injuries.
Caste System : 5 (1+2+3+4+5=15) The hive is split strictly into four main castes and many sub castes, and although these divisions may make each individual poor at most activities these divisions mean the race as a whole can be flexible and ready for anything.
Instinctual Obedience : 4 (1+2+3+4=10) Although not impossible to ignore by any means members of the lower castes have a Instinctual Obedience to members of the higher castes and especially their parents. Members of the higher castes have no physical instinct for this though.
Natural weaponry : 3 (1+2+3=6) Warriors of the hive are often born with chitin and bone blades, spikes, or even clubs.
Extra limbs : 3 (1+2+3=6) Almost all members of the hive have eight limbs, useful for stability and for usage of tools.
49 points 1 left over.
Supernatural traits :
Psychic Communication : 5 (1+2+3+4+5=15) Any member of the hive can psychically communicate to any other member they share a close bond with. Practically this amounts to any female being able to communicate to any of her children, most males can only communicate to a select few other males if any, the biggest exception being between warriors, who make bonds with other warriors they fight with relatively frequently.
Magical resistance : 2 (1+2=3) Magic is a rarity among hive members. It appears the race as a whole are slightly antithetical to magic other then their innate communication abilities.
18 points. 2 left over.
Civil traits :
Communication : 3 (1+2+3=6) The language of the hive is built on sounds and hand movements.
Caste system : 2 (1+2=4) The caste system has been absorbed into the culture and civics of the hive. Although the non physical responsibilities to it are much weaker. (What I mean here is that if something negated the physical trait for a member, such as being part of the upper caste, this would represent the social aspect. The upper caste still cares for the caste system, but are not physically forced to serve it like the lower caste. Does this make sense?)
10 points. 0 Left over.
Technology :
Special Traits :
4 EP saved.
The Cr'Tak: Though they still yearn for the forest the collective hive mind, guided by their new god, realized that they just could not spread outwards given their current numbers, worse was that the number of roaming wildlife to the south were thinning. The southern tribe lacks more mobile members to spread the spires! (your traits saved that tribe from dying out, go that immortality
) Still, not all was lost. The eastern tribe still gained its third aspect and the worship of the wise one had spread far, three of the four major spires now were completely united in their worship. The collective wondered if they should make it the official religion?
Cr'tak (10ebor10) (Yellow)
Outline/Description : The Cr'tak are a very strange race. According to some, they aren't even that, but just a manifestation of raw magical energy bound to the magical crystals that form the core of the settlement. This is certainly visible in thier unique physiology, and their complicated lifecycle. The Cr'tak are a race of highly magical beings, and for most of their lifecycle, do not posses a living physical body, but are bound to the crystals pillars. Instead, they, like parasites, rely on the bodies of others to do their bidding. However, the Cr'tak prefer to think of the relation as a mutually beneficient one.
When any living being, intelligent or nonintelligent, comes near the central collumn, or near a shard of it, they will be politely asked if they want to join the Cr'tak collective. Acceptance requires the person to consume or otherwise ingest a part of the crystal, coming back onto your descicion is imposble. The benefits are large: Enormous magical power, acces to a large living database of knowledge, and, most precious of all, immortality. This however, comes at a price. Just like the Cr'tak, the being will be bound to the Crystal spires, which will be the source of his newfound power. Furthermore, the crystals will slowly start to consume his body. While these crystallized body parts are still useable, they are quite fragile, and do not heal. Luckily, once the body decays, the spirit of the subject will be transferred to the nearest crystal tower. If that is impossible, it will remain within the crystals.
Cr'tak settlements are varied, depending on the main species who lives with them. One thing is constant, and abundance of crystals, shaped in all forms and sizes, and a large crystal spire in the center of the settlement. Destruction of the spire is a possibility, but will be hard, and the spirits guarding it will try to defend it with all their might. If anybody succeeds, he can praise himself on being the largest murderer in history.
Breeding : 1 (1)
Strength : 1 (1)
Toughness : 3 (6)
Movement : 1 (1)
IQ : 3 (6)
Wisdom : 3 (6)
Magic : 5 (15)
Pop Multiplier: 8
Physical Traits :
-Near indestroyable: A Cr'tak central spire can't be destroyed except by magical means. Physical force will only crack and shatter it, but it won't be destroyed. (That last one requires lot's of physical force) Eventually, it will reform. Level 7 (28)
-Parasites: The Cr'tak can/must use other lifeforms to reproduce. While a central spire can grow on it's own, it can't spread. Level 4 :(10)
-Magical creatures: The Cr'tak feed on magic, and their crystal shell acts as a natural storage for it. Level 3 (6)
-2 points to tech
-4 points to civil
Supernatural traits :
-Hivemind: The Cr'tak collective has a natural hivemind. It's not very long ranged though. Level 4 (10)
-Magical relay effect: Between their massive hivemind and being litteraly a manifestation of magic, the Cr'tak can pull of some serious synchronized spell casting. Level 4 (10)
Civil traits :
Expert Engineers: Level 3 (6) (Capable of constructing pretty much everything, given enough time)
Knowledge of the past: Level 3 (6) (The Cr'tak collective never forgets anything, which is a great boon to research.)
Technology :
-Construction: Level 1
Special Traits :
4 EP saved.
The Debiru: Though their attempts to settle the coast south failed, and their budding agriculture industry collapsed under the pressure of the newest clans to visit the scene, the Debiru have seen great success. Their first four settlements have gained an additional clan, bringing their total to 3, there has been 2 moderately successful clans settle in the desert to the northwest (hex 16.09) and further through the forested hills southeast (hex 19.10) AND a Highly successful colony has started in the north eastern mountains, attracting adventurous teens from far and wide! (Hex 19.08, 2 pop)
Further they have recently met some strange bird people to the north, and found their communicative skills equal! They just keep growing upwards!
Name : Debiru. (scrapheap) (red)
Outline/Description : Red-skinned humanoid with hair on top of head, eyes in the middle, horns that frame the head, wings out of their back, claws on the hands and a tail above the bottom. These features vary(straight or curly horns, spade or club tail, etc).
Stats :
Breeding : 4
Strength : 1
Toughness : 1
Movement : 3
IQ : 3
Wisdom : 3
Magic : 3
Pop Multiplier: 8
Physiological Traits :
Wings:7
Horns:1
Tail:3
Claws:5
Supernatural traits :
Fireballs:2
Lightning bolts:2
Shapeshift:2
Dream weaving:1
Bewitching:4
Civil traits :
Hit and run fighters:2
Farmers:1
Diplomats:3
Technology :
Ship Building: 2
Fishing: 1
Special Traits :
The K'Lak: Rejoice! For the great fortress has finally been completed! (hex 22.09 rank 1) After two hundred years this bastion now stands ready to defend against all comers. Further all tribes had learned their lessons, the once constant fights that had devastated their people were slowly being formalized, ceremony and forms slowly becoming more important. This trend is further spurred by a new class of caster who prefers to use their magesight to watch the patterns their opponent is forming and dismantle their spell before launching a counter attack! Though still a young class, and not very successful, they show great promise. Not all is good news however, numerous brave adventurers have gone south. And none return.
Name: K'lak (cerepa) (white)
Description: An arachnid race, albeit with a nearly merged body, and with the 2 back legs farther than usual for regular spiders, allowing them to balance nearly upright, and allowing the use of the 2 front pairs of limbs, but they mostly brefer to stand on 3 pairs with the frontmost pair acting as hands. Unlike many other races, they only have a rudimentary form of eyes, capable of only assessing the amount of light in an area. Due to of this they are most active at night and in dark locations such as caves. Instead they see through a combination of echolocation and an innate ability to sense and control magic.
The lack of eyes might also be related to a magical quirk, that causes k'lak to release a bright burst of light when frightened or suprised, blinding anyone without eyes adapted to dealing with it. K'lak are highly magical, and can excrete magic infused web from their abdomens, which can be used for a variety of purposes, from tool-making to construction. Aside from the controlled nature of webs and light bursts, they can also simply pour their magical energy into a target, usually with deadly results.
They generally live in large hives, constructed with the help of their web. Their society is highly strength based, albeit due to their magical affinity usually revolves around magical rather than physical fights. Battles are usually bright, colourful, and tend to leave behind charred corpses. This also results in a low rate of growth, as many die in these battles.
Stats :
Breeding : 3 (1+2+3= 6)
Strength : 1 (1)
Toughness : 3 (1+2+3= 6)
Movement : 1 (1)
IQ : 2 (1+2= 3)
Wisdom : 3
Magic : 5 (1+2+3+4+5= 15)
Pop Multiplier : 8
Total: 35 points
Physiological Traits :
Echolocation 4 (1+2+3+4= 10)
Web spinning(semi-magical, physical component e.g. stickiness, tensile strength) 4 (1+2+3+4= 10)
30 points transferred to magic (15 recieved)
Supernatural traits :
Web spinning(semi magical,magical component e.g. magical resistance, enchantment) 5 (1+2+3+4+5= 15)
Light blast(omnidirectional, blinding) 4(1+2+3+4= 10)
Raw Magic Release(directed, target go boom) 4(1+2+3+4= 10)
Magesight: 1
Total: 35 points
Civil traits :
Construction 3 (1+2+3= 6)
Weaved Armour 2 (1+2= 3)
Hammock making(trade goods made from web) 1 (1)
Total: 10 points
Technology :
None (0)
And while the races increased in number, so two did the gods believers
Cerax: Seeking to empower a mortal as his avatar on the lands, the second born sought out the most balanced mortal the could find. After a long search he finally decided on a young Debiru man, unfortunately the Debiru were found to be highly suspicious and decided to put these so called god born powers to the test. By hanging the mortal.
After three long days the avatar finally suffocated, but that was still sufficient proof in their minds and Cerax saw a great number of converts over the next century, matching his youngest brother despite the hundred years he had on him (Hexes 18.10, 17.09 2 pop believers, 19.10 1 pop, believers total believers 4m)
Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power Rank 4
Believer Rank 2
Doran: Following the path set by his second eldest brother, but learning from his mistakes, The Holy One set forth his own avatar amongst the bird people of the north. The Koenigfishcers they called themselves. And to a rousing success, though his avatar was still nebulous, it spoke wise words and thus many followed. (hexes 17.07, 16.08 1 pop, believers total 1.6m)
Doran (ansontan2000)
Domains: Order, Justice, Might
Avatar manifested at: 17.07
Power rank 4
Believer Rank 2
Ythil: Scorning the slow and careful approach of his younger brethren the child of scorn broadcast fear to all the races, bound in the image of him. And to the surprise of his wiser brethren, some answered. Not many, but some. (hexes 15.07 and 16.08 1 pop, total believers 1.6m) And with their worship he felt a fresh rush of power, yes, all in this world would bow to the child of scorn. (actually I'm rather surprised, 5% chance to succeed for each race and you managed 2)
Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear
Power Rank 4
Believer rank 2
Nikalas: Seeking to redeem his mistake, the first born set out a call to the depths calling far and wide to the unseen horrors to his ruin. While he waited he set about crafting a mighty artifact, one that would grant the ability to ignore magics thrown at the wearer, and behold it was crafted beyond even his desires! A magnificent silken robe capable of conforming to all races! (resist magic at rank 3 for the hex that has it) But when he turned his gaze to the ruins to place it he found nothing waiting for him. Where were the horrors he had called? He sent forth his gaze, then promptly face palmed, apparently they were too busy enjoying feasting on the bug people to the south and far south. His followers where perhaps a bit foolhardy there, he was barely maintaining ground! (Hex 22.08 1 pop, total believers .8m)
As he withdrew his gaze from the world he shuddered, great cracks being born in his form. He had spent too much power. He hoped his followers would come through soon, he didn't know how long until he faded like so many dead gods. (you have 0 power, no moves next turn and you are about to start risking dissolution)
Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 0
Believer rank: 1
Joruen: Joruen turned his gaze inwards, wisdom requires meditation and precision, however his avatar still wondered the lands. It looked at the spires around it (hex 19.16) there were none who did not believe, it turned its gaze inwards to ask where it should head next? (hexes 19.16, 18.17 2 pop, hex 19.17 1 pop, Total believers 4m)
Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets
Avatar manifested at 19.16
Power rank 3
Believer rank 2
And that is turn 2 done. The Firstborn looks to be in some trouble. Still, the races have started spreading and followers are growing more numerous. oh, and as a hint to the race players, if you set the official policy for or against a god you can drastically change how hard it is for them to convert your citizens.
Here is the map and I've increased the size of the numbers to make it easier to read you pop counts.
Turn three is starting make your moves.
EDIT: Before I forget, the races get 4 EP again