As the sixth century draws to a close the age of horror begins, It is a time of both fear and bravery, An ode to the first-born. Rising from the dank, dark pits that once harbored them the children of Nikalas sought to make their mark on the once virgin world. And his worship spread with them despite a wave of witch burning plaguing the other gods.
The Debiru: The Debiru sought to expand their infrastructure this century, the Debiru laid massive farms across their empire, assisted by their long term friends the Koenig. Through their combined efforts nine distinct tribes gained the benefits of agriculture. (Yeah, 3 of them you only managed because of the Koenig, the ones on their borders. This and an act to be described in the monster entry means that a solid foundation for an alliance has formed, and interbreeding is common.)
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: 3
Technology :
Ship Building: 3
Fishing: 1
Farming: 2
Trade: 1
Special Traits :
0 EP saved
The Koenig: The Koenig thought much like their southern friends, bringing farms across the nation. their efforts to aid the Debiru were even aided by learning some technological aspects to fishing to go with their racial ability. Unfortunately the attempts to move north continue to fail and rumors now abound that the peninsula is a cursed land, few are still willing to give it a try.
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
Fishing: 1
Special:
4 EP saved.
The Hive: seeking once more to expand both their borders and peoples the High queen sent forth orders to both settle new lands and improve those they have, for the most part this directive failed. Too many were concentrated around the central lands and too few in the borders. Perhaps later they would have more success.
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 :
6 EP saved.
Cr'Tak: Calling together their might the immense spires of the Cr'Tak sent out a powerful psychic call, reaching further then any could walk, swim or fly it reached the Debiru and The Hive, of them the Debiru was repulsed by the concepts carried on by the wave while the Hive was intrigued by a collective even more tightly bound then they where to their queens. Their Guardians also reaped the benefits of the psychic call, growing in power immensely, Changing their base form to a much more dense crystal and possessing a growing awareness they started both using their new found cunning to defend the spires and their new found magic to defend themselves.
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 4
-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 :
The K'Lak: Having grown insular even from themselves the K'Lak spent their time contemplating the gods. It had little effect.
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
4 EP saved
While the races of the world saw success, the gods had a much more difficult time, with little success overall.
Cerax: Seeking to spread the word of himself, Cerax manifested his avatar within the lands of his chosen people. for such an easy task Cerax expected, and got, little trouble. Further he finally managed to gather a handful of Koenig believers, the new bonds between them carrying his word with them. His peoples efforts to create farms also netted him almost 9 million followers that century.
Believers:
16.09, 1, 0.8m
17.08, 1, 1.6m
17.09, 4, 6.4m
17.10, 2, 3.2m
18.09, 1, 0.8m
18.10, 2, 3.2m
18.11, 1, 1.6m
19.08, 1, 1.6m
19.09, 4, 3.2m
19.10, 4, 6.4m
Total 29.8m
Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power Rank 9
Believer Rank 6
Ythil: Proving to be a bit absent minded, Ythil tried to create a city around his fortress. However when he actually looked to do so he found, once more, that the Debiru had already settled his fort and the surroundings so a city was already present.
Believers:
15.07, 1, 0.8m
16.07, 2, 1.6m
16.08, 1, 1.6m
17.09, 1, 1.6m
Total 5.6m
Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear
Power Rank 3
Believer rank 3
Nikalas: With the upwelling of his children, children he didn't know he had, Nikalas was too surprised to convert the faithless of the Debiru. But word of his children and his own followers it was done anyway.
Believers:
20.08, 1, 1.6m
21.07, 2, 3.2m
22.08, 4, 3.2m
22.09, 2, 1.6m
23.09, 1, 0.8m
Total 10.4m
Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 4
Believer rank: 4
Doran: Trying the impossible, Doran tried to send down 4 more fragments of his essence, and in doing so badly broke himself. The avatar on the surface of the world broke under the strain and he gave himself the godly equivalent of a hernia. 'Right' he thought 'Lesson learned.' (You lost all power and didn't regen any this turn.)
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
Power rank 0
Believer Rank 4
Joruen: Once more the wise god was silent. His followers found their faith even more shaken. (Next round you will take penalties for inactivity)
Believers:
17.16, 2, 3.2m
18.16, 1, 0.8m
18.17, 3, 2.4m
19.16, 3, 4.8m
19.17, 2, 1.6m
20.17, 3, 2.4m
Total 13.6m
Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets
Power rank 4
Believer rank 4
The Monsters: The age of horror has begun, and it began with a bang. three separate fights occurred this century. First the Koenigfischers where assaulted by an immense monstrosity now known as a water beast. It tore a massive hole in the wall of their fort and even killed and consumed an entire clan of Koenig. Fortunately it was weak of will so when it came across a Debiru merchant it quickly succumbed to his bewitching magic. The merchant figured that it would make a wonderful present to earn the High chieftains favor. (the beast is currently located in 16.08 and can move 6 hexes a turn)
The second incident occurred within the K'Lak homelands. An as yet unnamed creature decided to make their only fort its home, a massive fight broke out amongst the natives and the interlopers, both unable to land a killing blow, the beast unable to break through the webbing armor of the K'Lak and the K'Lak stymied by its speed and natural resistance to magic. Eventually the K'Lak managed to get off a blinding burst of light and then burned it out with overwhelming magic. (occurred on 22.09)
The third and final fight was only witnessed by the gods, and was the shortest of the lot. A nest of immense thunder-birds clawed their way to the surface at the same time and place as a species of heavily armored rock like beasts. They saw a ready meal and proceeded to run them down and fry them with powerful bolts of lightning.
12 Mega Beasts remain in the world, and Cerax, most powerful of the gods believes he could command one, and only one, with his immense power (It will cost all 9) to be his wrath in the mortal world where the avatars are but hands. Suffering has come, and it is sure to spread.
Right, that's turn 6. And it had a right nasty surprise in it. As a hint, some of these beast will not stay where they are, and others will seek you out. Furthermore their coming has unleashed further unpleasantness, greed has come to the world. Dreams of mountains of treasure gleam in the minds of the varied rulers and they know where they can find them, the lands and peoples of others. From now on if your interaction with another species is sufficiently poor I will declare war on them for you. and it will take a diplomacy roll to stop the fights.
Oh and in case your wondering, the other four gods have their own events planned. the only way to stop them is to kill the god in question before they happen, either through the destruction of their followers and draining of their power, or through direct godly fighting. (and no, you don't get to know how that works. Just that you can do it.) The mortal races have best access to the followers, the gods to the power. So let me know if you want to lead a witch hunt, cause none of the events are going to be pleasant for the mortal races.
The map
And you can make your move now.