After a hundred years have passed, the five races have shifted little from their cradle, though in future years they are sure to spread for now only the hive has had the lust to do so. And even they have not spread for.
But that is not to say they have been idle.
The Debiru: Though lacking in any technological prowess, their innate ability to gather the herds has left 2 of their tribes well fed as they now possess a nomadic lifestyle, following their new beasts.
(hex 18.09, 18.10)
Further, the number of distinct clans in each tribe has risen to 2 across the board! A good century all round.
You now have 4 EP to spend.
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 :
Special Traits :
The Koenig: Deciding to discover what lays over the mountain ranges, the Koenig explored the surrounding mountains, discovering several prime locations to develop a new settlement.
(Hex 17.08, 18.08, 15.06 successfully explored)
Some of the Koenig tribes saw great success (hex17.07 3 pop, 16.08 2 pop), others had little change (hex 15.07 1 pop), but disaster struck the northern tribe (hex 16.07 0 pop, dead) through over fishing and excess hunting the local food supplies were exhausted, the survivors of that tragedy joining their brother tribes.
You now have 4 EP to spend.
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: None.
Special:
The Hive: In accordance to their high queen's wishes the Hive explored the surrounding lands and though most tribes were successful the queens tribe lacked true leadership, unable to locate a good place for a hive in the surrounding lands. However, her leadership was thrown into doubt when a young, rebellious princess of the western hive managed to found a successful new hive in the hills the queen declared unsuitable for settlement.
(all hexes but 25.11 and 25.10 scouted, new hive in 25.11)
However the royalties faith in their queen was restored when all four of the hives gained a new queen and resulting nest.
(2 pop in hexes 23.11, 23.12, 24.11 and 24.12)
You have 4 EP to spend.
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 :
K'Lak: The massive spiders of the K'Lak knew they had to prepare for whatever might be out there, so they started construction of a massive fortress near their western nest, unfortunately though their webbing was in vast supply they could not find the other materials to complete it within that century, a situation further worsened by the titanic duels they would often wage over the ownership of the future bastion that destroyed many of the materials they had already gathered.
(failed to construct fortress in 22.09)
This situation was further worsened when one of the regular duels for leadership in the eastern tribe set fire to the webbing that made their home, and while that self same webbing was resistant to most fires the magical fire caused by the duel was enough to burn the entire nest to ashes. With few survivors. (hex 23.08 pop, Dead) Fortunately the northern tribe experienced an unexpected lull in the fights for succession when a particularly powerful king rose to dominion, and enforced his will on the western and southern tribes, resulting in a bumper crop of soldiers for his army.
(Hex 22.08 3 pop, hex 22.09 and 23.09 2 pop)
You now have 4 EP to spend.
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 : 2 (1+2=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)
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)
Cr'Tak: Unaware of the tragedy's occurring on the mainland, the Crystalline Cr'Tak sought to boost their animalistic Psychic web and spread to the nearby forest. Unfortunately their attempt at camouflage was seen as unnatural by the wildlife and so did not spread far, however they did see a serious bumper crop of animals attracted to the psychic call of their four main crystals resulting in a population boom, though to other species it would seem small at best.
(The dedicated spread towards the forest failed, but hex 18.17, 19.17 and 20.17 all possess 2 pop)
You now have 4 EP to spend.
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 :
During this century, as the young races stretched their legs, the gods did not lay idle. Well, some of the gods at least.
Nikalas: Seeking to construct a mighty bastion to reside in the Firstborn focused his godly might and raised a Mighty Citadel! But he is naught but a young god, and the bastion could not carry its own weight. With a mighty sound the new fortress collapsed in on its self, destroying all his hard work and causing feedback strong enough to weaken him far more then the construction of such a citadel should have. Seeking to regain the power he lost the god of fear and bravery then sent dreams to the K'Lak to the south, and they answered. Called by both the fear of getting caught in the crossfire of the noble's magical battles, and by the bravery required to almost daily participate in a duel to the death to both increase ones position, and stop others from taking it, the K'Lak of the northern tribe started worship of the Firstborn, Though yet a fledgling cult, traders brought news of the newly found god to all the corners of the kingdom. Though yet to spread beyond the initial converts, they were listening.
Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 2
Believer rank: 1
Joruen: Curious as to the beings that had manifested from the remains of their birth the wise one manifested his avatar upon their lands, walking amongst their spires, he offered to the primitive web of thoughts his personal protection. And though not truly capable of understanding all that entailed they felt a kindred spirit in the god, many converting. The word was passed from the northern spire to the neighboring spires and converting some of the southern tribe to his worship. This made him the most popular god in the world.
Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets
Avatar manifested at 19.16
Power rank 3
Believer rank 2
Ythil: Concerned more with creating a place of power within which to shelter himself, Ythil Bombarded the highest mountain within the Debiru's easternmost lands with a mighty meteor, and from it's remains constructed a bastion. A task far more successful then the firstborns attempt if it wasn't for one thing, the Debiru were rather happy with their new home and cared not for the being that called it into being.
(fortress at 19.19, rank 2)
Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear
Power Rank 4
Believer rank 0
Cerax: Believing it better to wait for an opportune moment the second born was content to watch and wait.
Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power Rank 5
Believer Rank 0
Doran: Trusting that his older sibling was correct the Holy One followed suit, watching and waiting for when to bring forth his might.
Doran (ansontan2000)
Domains: Order, Justice, Might
Power rank 5
Believer Rank 0
Thus did the first century pass, relatively uneventful. The newborns did little other then explore, their gods relatively quiet and little passing by. The next century however saw the re-awaking of the astral fragments, the direct presence and intervention of the children they so long protected in the nothingness of non-existence bringing forth their power once more, pale though it might now be.
Right, that's turn 1 done. Make your moves ladies and gentlemen, the second century awaits.