In the fifth century failure reined supreme.
The Debiru: The dedicated efforts of the Debiru to spread into foreign lands came at great cost, across their empire their agricultural industry collapsed. But the attempts to spread where a success, if not so much in the direction intended. Further they experienced another population boom, moving further ahead of the pack. They also met with the K'Lak.
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
City Planning: 2
Spell Makers: 1
Technology :
Ship Building: 3
Fishing: 1
Farming: 2
Trade: 1
Special Traits :
1 EP saved
Hive: This century the hive saw massive failure. Their farming efforts came to naught, and while they did get a population boost only a single hive managed to spread beyond their lands.
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 : 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 :
2 EP saved.
Cr'Tak: The spires of the Cr'Tak saw great change this century, creating a sixth spire, expanding their road network and increasing their ability to attract the wildlife, however their patron god had gone silent. Wise men amongst the collective whispered that it was a bad portent.
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 : 2
Strength : 2
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 :
Koenig: The Koenig farming attempts were hit and miss this century. Their fleets unable to reach the island across the sea. For good news, they did manage to learn the arts of trading from their friends the Debiru.
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
Trade: 1
Special:
0 EP saved.
K'Lak: Growing ever more insular the K'Lak failed at many a task, from farming to settling, if they attempted it it failed. The only bright notes this century is the extra leaders they got, and meeting the Debiru.
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 : 6
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
The gods proved to be no more successful then their followers.
Cerax: Seeking to spread his power to another race, Cerax tried to influence the Koenig to follow him. It failed. Worse, his favored believers, the Debiru, had a nation wide collapse in agriculture, drastically hurting his worshipers, even with new converts he lost 0.8m of them. Their sacrifice was not in vain though, pure raw belief surged through him, bringing him unbelievable power.
Believers:
16.09, 1, 0.8m
17.09, 4, 6.4m
17.10, 2, 1.6m
18.09, 1, 0.8m
18.10, 2, 3.2m
18.11, 1, 0.8m
19.09, 4, 3.2m
19.10, 4, 3.2m
Total 20.8m
Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power Rank 8
Believer Rank 5
Doran: Seeking to copy his reviled brother, Ythil, Doran stretched his mind forth to bring in new followers. The mortal races yawned back. He got absolutely nowhere 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
Ythil: Ythil was unhappy with the placement of his rings, thus he gathered them up and gave them to two powerful and influential beings. While the Debiru still reviled his presence, this act seemed to ease the pressure on his cults amongst the koenig. Granting him a handful of followers.
Believers:
15.07, 1, 0.8m
16.07, 2, 1.6m
16.08, 1, 0.8
17.09, 1, 1.6m
Total 4.8m
Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear
Power Rank 3
Believer rank 3
Nikalas: First seeking to empower his clerics, then to spread word of his divine self, The firstborn succeeded only in the lesser of the two tasks. The clerics amongst the K'Lak quickly rising to power with the gifts of the firstborn. He even managed to spread his religion to an outlying Debiru settlement near his other followers. Others however did not welcome his presence.
Believers:
21.07, 1, 0.8m
22.08, 3, 2.4m
22.09, 1, 0.8m
Total 4m
Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 1
Believer rank: 2
Joruen: Joruen was unnaturally quite this turn,Worrying his believers amongst the spires.
Believers:
17.16, 2, 3.2m
19.16, 3, 2.4m
19.17, 2, 3.2m
18.17, 3, 2.4m
20.17, 3, 2.4m
Total 13.6m
Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets
Power rank 4
Believer rank 4
The very first meeting between the Debiru and the K'Lak resulted in widespread fear across the K'Lak nation as the King of the Debiru was torn apart by the Debiru's Claws. Though they had much potential as magical beings, and arrogance to make the first challenge to the Debiru, the K'Lak could not keep up with the Debiru's speed. Nor were they capable of handling the viscous physical nature of the Debiru when roused to battle.
Combat log
The Debiru diplomat tried to bewitch the K'Lak king to stop the fight, the cloak of the firstborn absorbed the enchantment.
The Debiru tried to Claw the K'Lak King, He Missed.
The Debiru Tried to Claw the K'Lak King, He hit, I pierced both chitin and web armour alike creating a class 5 wound, The king succumbed to a class 5 wound.
The Kings gutted corpse slid to the ground.
Yeah, apparently magical spiders don't do too well against non-magical claws capable of cutting though, well . . . a lot of things. The cloak did stop the king from becoming a puppet though, thats got to be good. Also I took the tone of the fight from cerapa's comment about possible interaction along with the K'Lak's and Debiru's bio.
Map
Turn 5 is done, Good luck with turn 6.