The third century has passed, and the young races are prospering well.
Debiru: once again initiating a kingdom wide agricultural effort the Debiru used the lessons learned with the collapse of their previous effort to great success. (hex 16.09, 17.09, 18.10, 19.08, 19.10 have farming) further they decided to try their hand at fishing, to further success (hex 16.10 is fished, affecting 15.09, 16.09, 17.09). However while such success was indeed great news for Cerax, their patron god, the number of new clans in already settled hexes was minimal, preferring to spread outwards, with one enterprising clan taking advantage of the potential of a commandeered fishing boat in order to settle the untamed wilds south of the clan lands. (Settled 15.09, 17.11, 19.07, 20.09)
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
Farming: 2
Special Traits :
1 EP saved
Koenig: The Koenig did not find a particularly successful century for their efforts, though merchants traveled south to the Debiru there seemed to be little gained benefit other then getting to know their new neighbors and their god. (no set trade and no reply, in other words that is a player thing sort it out amongst yourselves.) To their surprise they also heard rumors of a cult of fear in their clans as well, with a far harsher response to any found worshiper. Their fishing attempts also failed on an empire basis. Not all was wrong for them this century however, prolonged contact with the Debiru led to a few curious young adults try their hand at building the ships of the Debiru and while not yet up to their standards they were successful at copying the technology needed to do so. (your innovation tech grabbed a free copy of ship building 1) They also saw great success for their population numbers, all regions seeing growth and new nests, also reclaiming their lost northern settlement to great success! Inspired by such success they developed a writing system to record this century for prosperity.
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
Writing 2
Ship building 1
Special:
2 EP saved.
Cr'Tak: Seeking to turn their talent for construction to their aid, the Cr'Tak built a nation wide crystal road network. Now there was nowhere within the great spires lands the newly formed crystal guardians could not travel. The southern hex put further effort in to create a large temple to Joruen that doubled as a fortress to defend the collective. (hex 19.17 rank 1) The century also saw the east and west Spires increase in number, however the southern Spire once again was saved from extinction only by their very nature having seen no new creatures join its collective. The collective also noted that the eastern spire now had enough in its collective for a tiny chance to create a new spire.
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 :
-Crystal Guardians: Formerly absorbed bodies separated and animated as guards for the crystal spires. Level 3
-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 2
Special Traits :
Hive: Concentrated efforts to settle new lands resulted in a partial success. (22.11, 25.12 settled) However most of the various hives placed their best efforts into increasing the number of queens present. With only the old queens hive failing. This streak of failure, combined with the former western tribes great success not only in following the queens plan but increasing their population to unheard of heights had the various queens grant supreme leadership to the grand queen of that hive, further crafting a great capital within her lands. (hex 23.11 is now your capital city until it falls. It also counts as a rank 1 fort.)
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 : 5 (1+2+3+4+5=15)
Strength : 3 (1+2+3=6)
Toughness : 3 (1+2+3=6)
Movement : 3(1+2+3=6)
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 :
0 EP saved.
K'Lak: The K'Lak have long been happy in their city's but the rumors of a great artifact to the north sent explorers after it. Upon finding the artifact the finder promptly decided to test it by challenging the current king in a duel. He lost...Horrifically. Still the king was surprised when the cloak remained untouched despite his challenger being reduced to a blackened, withered corpse. Upon collecting it, and testing it he noted its resistance to magical powers and thenceforth proclaimed the worship of Nikalas to be the state religion. While this drama was occurring work continued on the great fort, improving its defensive capacity and its size. (now rank 2, and yeah, it's an impressive artifact but it doesn't really stand up that well to your races raw magical power. Didn't help that the king managed to blast the challenger twice without reply, second time slaughtered him.)
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
Strength : 1
Toughness : 3
Movement : 1
IQ : 3
Wisdom : 3
Magic : 5
Pop Multiplier : 8
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: 2
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)
While the races played in the dirt the gods worked much more mysterious matters.
Cerax: The second born looked over his elder brothers pain wracked body, noticing the rather large cracks that ran through his ethereal form. He sadly shook his head, the Firstborn had spent too much power too quickly and now he faced the death of many a young god. Complete dissolution of form due to a godly form of starvation. However the signs of recovery set his mind at ease, his brother would survive, perhaps wiser for this misfortune. He also looked kindly over his Debiru worshipers, their efforts vastly increasing the number of followers he possessed.
Believers:
18.10, 3, 4.8m
17.09, 2, 4.8m
19.10, 2, 3.2m
18.09m 1, 0.8m
19.09m 2, 1.8m
Total 15.4m
Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power Rank 4
Believer Rank 4
Nikalas: Giving a shuddering sigh of relief, the firstborn smiled as his worshipers in the K'Lak poured new power into their god in response to his plight, though still weak with strain he once again could work his will on the mortal world. Though he was a tad bit annoyed that the K'Lak did not have to demonstrate real bravery to recover his artifact.
Believers:
22.08, 1, 0.8m
22.09, 1, 0.8m
Total 1.6m
Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 2
Believer rank: 2
Ythil: seeking to replicate his previously successful attempt at mass conversion, Ythil sent out his call once more. Unfortunately none answered it. Perhaps he should try a more individual approach?
Believers:
15.07, 1, 0.8m
17.09, 1, 0.8m
Total 1.6m
Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear
Power Rank 3
Believer rank 2
Doran: Seeking to help his chosen prosper, Doran set forth to create justice systems throughout his worshipers and empower select mortals to enforce his will. However, while some of them were successful in this endeavor, others took to it with far too much enthusiasm. Weakening Doran as they set forth rule after law after exception. (Hex 16.08 successful, 17.07 Crit fail) Still his worshipers did gain clerics to dispense minor miracles in his name, enhancing their capacity.
Believers:
17.07, 2, 1.6m
16.08, 1, 1.6m
17.08m 2, 1.6m
Total 4.8m
Doran (ansontan2000)
Domains: Order, Justice, Might
Avatar manifested at: 17.07
Power rank 2
Believer Rank 3
Joruen: Seeking to give them the converts they need to prosper, Joruen strove to attract more animals to the southern spire. However he found no such entities. Perhaps the local wildlife was too wary?
Believers:
19.16, 2, 1.6m
19.17, 1, 0.8m
18.17, 3, 2.4m
20.17, 1, 0.8m
Total 5.6m
Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets
Avatar manifested at 19.16
Power rank 3
Believer rank 3
Thus ends the third century.
Wow, Those Debiru are really trying to tempt the gods, with some of their pop worth 2.4m apiece! Worse for the Koenig, they have almost blocked them off from spreading south, they even have a settlement capable of reaching the untouched continent. 2 in fact. Whereas the new tech the Koenig copied from them can't quite reach.
Oh, and as for the floods, we were luck, the water rose but didn't endanger us.
That's it for turn three, turn four has now started. Make your moves.
Edit: forgot the map