The forth century passes under a cloud of isolation. Few religious communities spread beyond their own lands.
Koenig: The Koenig sought to fortify their southern borders, resulting in large fortifications being set up along the southern border. They also sought the lands that those fishermen that went furthest west could see, However this was not so successful. After a full decade went by with no contact the Koenig were forced to assume that the expedition failed. However, recent advances in ship building allowed the Koenig to copy the best skills of the master shipwrights of the Debiru! They also found a curious wrought iron ring in their newly developed northern settlement.
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 3
farming 2
archery 1
Special:
0 EP saved.
Debiru: The Debiru sought to spread their wings, their curiosity and hunger for new contacts lead them to spread often, and this century was no different. It came with both an incredible increase in clans and four new settlements! One of the new settlements was even on the untouched western continent. Many another race felt unknown stirrings of fear at this accomplishment as it echoed through the shards. They also saw to their relations with the neighbors they already knew, trade with the Koenig prospering. And though they saw no concrete benefits from the trades the two races quickly swapped this or that nicknack, producing an up shift in relations between the two races.
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: 3
Fishing: 1
Farming: 2
Trade: 1
Special Traits :
1 EP saved
Hive: Though the old queens orders to spread were not repealed the new queen instead focused on consolidating the hives she already possessed. To great success! Both the farming policy instituted and the more defensive orders for drones resulted in an almost empire wide population boost.
Almost at the end of the century the new queen felt an exited thrumming amongst the drones, before she could investigate she felt a sudden burst of magic erupt from the central birthing chamber. It brought glorious news! The 9th queen of that hive was born and with her the hive had enough of an impact upon the shards of change that all
Knew of their existence! The hive was here to stay! (all races now have knowledge of the hive)
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 :
Farming 2
Special Traits :
1 EP saved.
Cr'Tak: The usually dormant spires saw a great upwelling today, with crystal guardians from across the nation heading west along the roadways, seeking the nearby forests. Upon successful settling of the forest the crystal spires then sought to assimilate the nearby plantlike to mimic the trees, resulting in massive vegetative farms. Unfortunately while the northern hex alone managed this the drain on the local ecosystem was so great that the surrounding terrain became badlands.
Also their psychic song called forth the few portions of wildlife still around the northern hive, increasing their pop.
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 :
-Hive mind: The Cr'tak collective has a natural hive mind. It's not very long ranged though. Level 4 (10)
-Magical relay effect: Between their massive hive mind and being literally a manifestation of magic, the Cr'tak can pull of some serious synchronized spell casting. Level 4 (10)
-Psychic Song: Calls forth nearby wildlife to the central spire, essentially subconscious brainwashing. Level 1
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
-Farm: level 2
Special Traits :
K'Lak: With the mobilities sudden desire to 'spread the power' by randomly 'ensuring local balance' in the surrounding wildlife by constant application of the tried and true method of blowing up all that disagreed The K'Lak got very little done this century. In fact, they got nothing done. Their new settlements failed without the magical power of their leaders there to protect them, their farm suffered from sudden inspections from nobles insisting on 'balancing' the new livestock and so many of these nobles died to their prey that no real progress was made in population!
On the positive side, the noble did get a rather spiffy collection of mounted animal heads.
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)
Warlock-King 1
Total: 10 points
Technology :
Animal husbandry 1
While the mortals toiled the gods sought to expand their endeavors.
Nikalas: Blinking in shock at the local wildlife's reaction to the new warlock-kings that were streaming from the K'Lak lands, the firstborn quickly corralled a few of the more viscous entities towards his ruined keep and bestowed a tiny portion of his power on them. (rank 1 monster lair)
Believers:
22.08, 2, 1.6m
22.09, 1, 0.8m
Total 2.4m
Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 3
Believer rank: 2
Cerax: Satisfied with the progress of his favored mortals, Cerax empowered his most loyal follower to enact miracles in his name. The following up-swell of belief made Cerax the most popular god, and thus healthiest god, in the entire world.
Believers:
18.10, 2, 3.2m
17.09, 4, 9.6m
19.10, 3, 4.8m
18.09, 1, 0.8m
19.09, 3, 2.4m
17.10, 3, 2.4m
Total 21.6m
Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power Rank 4
Believer Rank 5
Joruen: Seeking to aid his worshipers Joruen increased the amount of flora in the southern hex. While this did indeed create the appropriate increase in population it was well timed with the Cr'Tak's efforts to create farmlands and as such the farms extended into the hex despite what would have otherwise been a failure on the Cr'Tak's behalf. He also moved his manifestation to the western spire but lacked to power to maintain it, resulting in its dispersal. (That had nothing to do with you moving it, avatars just have a chance to disperse each turn.)
Believers:
17.16, 1, 0.8m
19.16, 3, 2.4m
19.17, 2, 3.2m
18.17, 3, 4.8m
20.17, 3, 2.4m
Total 13.6m
Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets
Power rank 4
Believer rank 4
Ythil: Seeking to impose his presence on the world, Ythil sent forth a pair of wrought iron rings that possessed the power to increase the users speed. However these rings also slowly whispered into the wielders mind of the glory of Ythil. (shades of lord of the rings anyone?) He cast them over the world to land where they may. Upon looking on their resting place he shook his head and said to himself, "perhaps I should have added more of an arc between the two." (14.07, 15.06. 15.06 is already claimed by the Koenig)
Believers:
15.07, 1, 0.8m
17.09, 1, 0.8m
Total 2.4m
Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear
Power Rank 1
Believer rank 2
Doran: Regretting his hasty actions Doran settled in to watch the world this century.
Believers:
16.08, 1, 1.6m
17.07, 2, 1.6m
17.08m 2, 1.6m
18.08, 1, 0.8m
Total 5.6m
Doran (ansontan2000)
Domains: Order, Justice, Might
Avatar manifested at: 17.07
Power rank 4
Believer Rank 3
Monsters
22.07
The wisps of Broken Dreams appear to be black sheets draped over human forms. They possess no real danger in and of themselves but have a habit of leading the slow witted into local dangers. Most predators leave them be because of this habit. Rank 1 Monster.
With the close of the forth century the Debiru are in first place amongst the races, with the hive as a close second, and their god is firmly in first with almost twice the believers of the next closest.
Map
And good luck with turn five.