micelus: Add Animancy?
tntey: Yes, but it will be very difficult and very expensive
Happy Demon: God-god communication is glossed over and not really made into a mechanic, but I suppose it works much like you've said
FArgHalfnr: It was considered major (without really affecting much) in the old YG, but I try to treat them as equally as a left-to-right reader can here.
Andres: As always, there's a trade-off between holding and spending Essence. Spending Essence tends to result in more solid, concrete things (perhaps for dealling with crises), while holding Essence tends to result in having greater flexibility/capacity to react in critical situations where spending Ichor would be inadvisable. Investing Essence on creating agents (defined roughly as single-digit population/named creations that wander the worlds doing your bidding) results in similar flexibility to react, while investing Essence on creating races (defined roughly as worship-capable bulk populations of unnamed creations) can help provide the income required to stay flexible in the future while not doing much of your direct bidding generally. Different players have very different balance points and preferred strategies, but these two, creating agents and creating races for income, seem to be the most significant.
Finally, this is not a game of making the most powerful thing ever for the cheapest price possible.
Warnings will be issued if this business of wasting time trying to create a perfect thing continues.
Also, prebuilt magic schools added below player magic schools
FArgHalfnr: Linking your bestiary in the OP. Since it can get quite chaotic hunting down all the races, here's a slightly formatted dump of the local races file (only races with non-zero population included):
Star-People (By Itia on Tick 1)
Traits: Language (Clapping), Fireproof, Lifespan-2
Description: They are sapient humanoid creatures made of fire and plasma. They come in various colors such as green, red, orange, and yellow. They do not need to eat or breath. Lacking any way to talk, they instead communicate by clapping. Their normal lifespan is 30 years, at which case they exploded in a small burst of bright blue light. They are perfectly at home flying in the void, however they prefer to stay around large sources of light such as suns. In order to reproduce, two Star-People must join together using bits of themselves to craft a new Star-Person.
Wisps (By Jens on Tick 1)
Traits: Incorporeal, Weaker or equal corporeal form
Description: Immaterial glowy blue auras clustered around a center point that can float around and communicate telepathically(intelligent, sapient, etc). They reproduce by going into a Union, after which two of them become one of them, which after a few days splits apart into 3 of them with distinct personalities. They can freely shift into a fragile crystal skeleton of sorts that can effect the physical world at the expense of the fast movement, floating/flying, and telepathy. That crystal skeleton can return to a Wisp at any time. Wisps are not immortal, and can die by magical damage or old age(60-110 years of age). The crystal skeleton form can be killed much easier.
Jeskia (By Isgon on Tick 2)
Traits: Combat+1, Affinity (School of Thought), Focus-Conquer-Martial Arts, Defense+1, Intelligence+1, Expy, Fruitful-2
Description: The Jeskia are a group of humanoid Birds. (Feathers on body. Arms and legs and bird head. Wings) They mostly dwell in mountainous Monasteries, and practice the art of hand to hand combat, as well as practicing the use of illusions to gain the upper hand in a fight.
Humans (By Eid on Tick 2)
Traits: Affinity (Plasmamancy)
Description: (Cannot find creator's description, send one in!) Mostly bald ape-like creatures refined in the use of fire
Djinns (By Sadiq on Tick 2)
Traits: Incorporeal, Immortal, Adaptable, Eats Emotions
Description: Non-corporeal immortal sapients that must possess objects (usually clothing) to have any sort of agency. While possessing no body, ther 'mass' is capable of speech and sense. Djinn are able to identify each other despite their lack of physical characteristics. Personality-wise, Djinn have a wide range of mental attributes and mental ability. Djinn subsist on emotions to survive with base Djinn obtaining max sustenance from emotions relating to Service. Djinn reproduction may only occur in the base-Djinn form and involves two Djinn returning to the Cairn and throwing themselves in. This produces 2-6 additional Djinn although the parent Djinn are greatly weakened. Djinn may take on a corporeal form by consuming material. Consumed material determines the Djinn's physical characteristics and usually impacts their personality. E.g, a Djinn that consumes Fire acquires reddish flesh and high body temperature, although they become much more dynamic/aggressive. The process may be reversed at any time but few Djinn would willingly do so. Coloured Djinn, in most cases, consider themselves superior to the normal Djinn.
Haunts (By Mörkö on Tick 2)
Traits: Eats Emotions, Focus-Conquer-Terrify, Stealth+2, Combat-1
Description: Dark, scary hounds that stalk the night. They stealthily follow lone travellers and scare them with darkness and illusions using their magic. As the target's fear grows, so does the Haunt's power. But that is only how they eat. In the day, they sleep, socialize, laugh, sing, make art and in general have a rich, happy, caring culture in their underground burrows.
Thannels (By Morthan on Tick 2)
Traits: Lifespan-2, Eats Blood
Description: A race that is completely similar to humans until they turn 50. Once they hit this age, they start decaying, whilst still being alive. This decaying usually takes about three years of agony and pain, but it can be slowed down immensely by drinking the blood of sapient mortals. Whenever they drink half a liter of sapient mortal blood, the decaying goes ten times slower than normal for three days, so if they've got a steady supply of blood, they will last for another thirty years until they die of decaying away.
Skizani (By Si on Tick 2)
Traits: Size-3, Protection+1, Intelligence-2, Combat-2, Speed-1, Fruitful+2, Unworshipful, Lifespan-4
Description: They're 2 feet tall humanoids with grey flesh, black blood, and white bones. They have both endo- and exo-skeleton, they lack exoskeleton at the joints, face, pelvis, chest (female), stomach, soles, underside of tail, the insides of their hands, and the top of their heads (the part where humans normally have hair).
They have a 4 inch tail, and their fingers and toes end in dull claws. They have hair coming out of the top of their heads, which is white, they also have eyebrows.
They have red eyes and they're omnivores.
Efte (By Arkford on Tick 2)
Traits: Language (Visual)
Description: A race of semi-aquatic cave dwelling amphibians similar in appearance to crested newts. They produce spawn in subterranean pools which contain both nutrients and a crystal solution.
The Efte tadpoles spend the first year of their lives swimming in the pools, absorbing nutrients directly from the water, and developing a symbiotic relationship with the semi sentient crystals that form in their skin. The crystals emit low levels of light and through their symbiotic relationship, can be made to resonate, acting as the Efte's primary means of non-written communication.
Upon death, the Efte's brains crystallise and are stored along with the skin crystals in crypts. The crystallised brains retain their sentience, knowledge and wisdom and are occasionally activated through resonance when another Efte wants to learn something the deceased knew, or just to say "Hello". The more knowledgeable deceased Efte often become teachers and archivists, largely eliminating the need for a formal written language. They also retain their sense of humour and have been known to mislead young Efte. "Back in my day, when I were a tadpole..." is a common saying.
The colour of the crystals is the only real way to differentiate between the age, gender and cave of origin of adult Efte, as skin colourations and patterns only differ very slightly. Also, the specific resonance patterns used in communication vary between cave systems, leading to what we would call "regional accents".
Forgeborn (By Quelor on Tick 2)
Traits: Protection+2, Immortal, Affinity (Feromancy), Focus-Build-Metalworking, Strength+1
Description: Forgeborn are basically sapient metal golems. Most of a Forgeborn's body is made of metal that is no more flexible then normal, but the joints are made of metal that is far more flexible then it would normally be. forgeborn can be made out of any metal or alloy, or even a mix of them. Some materials are impractical, of course. Forgeborn have six legs, all of which are connected to a hexagonal plate which the torso is attached to. They have four arms, each of which has a hand with four fingers. They also have heads, which are featureless except for two completely black eyes. Also, forgeborn brains are embedded in their lower torsos.
Forgeborn require fuel to act, and must use fuel that can burn in a vacuum. They don't actually die when they run out of fuel, they just become completely inactive. They consume fuel and dump waste through two holes in their upper torso, which are normally sealed.
Forgeborn are created in hives, which are large structures that resemble a mix between a smelter and a factory. They universally contain at least one forge and facilities for smelting metal in addition to the tools needed to create forgeborn. Creating a forgeborn is a process that takes a skilled feromancer about a month of near-constant labor. It takes more time for a less skilled feromancer, but any forgeborn can, given enough time, create another one if they have access to a hive. Forgeborn hives are usually in locations with access to a lot of heat, like volcanoes. In addition, all forgeborn instinctively know how to create a forgeborn hive.
Forgeborn can survive in a vacuum easily if they have available heatsinks, such as a planet or moon. In some cases, space is a good enough heatsink for a particular forgeborn to survive indefinitely. Forgeborn have an affinity for feromancy. Forgeborn are naturally immortal.
Crystallum (By Yena on Tick 2)
Traits: Size-1, Focus-Discovery-Logical, Focus-Build-Creative, Fruitful-2, Affinity (Technomancy)
Description: A race of semihumanoid beings, composed of self-reproductive crystals. Said to have been generated by a single geode falling into a pond and cracking open, releasing the first Crystallum into a mineral-rich environment.
Crystallum grow and accumulate simply by living, not needing to eat anything in particular to propagate.
However, they grow extremely slowly. It may take geological time frames for a Crystallum to reach the height of an adult human, should they not undergo saturation, a process in which minerals are dissolved into water and absorbed into the Crystallum. (Some Crystallum may, however, decide not to grow, and simply store the minerals they absorb into geodes, which are either used as ready sources for saturation or simply used as decoration.)
Should a Crystallum wish to reproduce, a special form of geode is created directly from the Crystallum's body, and possibly combined with any number of similar geodes. The resulting new Crystallum will take on characteristics of all of its contributors, although they will fairly quickly develop a new color of crystal.
Crystallum value logic and order, steadiness and safety. Somewhat paradoxically, however, they are quite creative, in their way. They often find new uses for existing objects, or ways to put things together. And such new constructions will spread quickly.
Crystallan society is based on merit, which often equates to seniority.
As they are living gems, they tend to live in what might be, at first, mistaken for a lit cave, were it not for the delicate architecture and detailing around the entrance.
Should one enter, however, there will be amazing feats of design within. ((You know, arches, sculptures, etc.))
Crystallum have an aptitude for some forms of magic.
Kitsoonies (By Veles on Tick 2)
Traits: [Focus-Explore-Perform]
Description: The Kitsoony are humanoid sapient foxes. They share their creator's love of performance. Consequently they are not shy and love to talk with people. They excel at creating music and literary pieces to perform, ranging from short musical pieces to day-long epics. Kitsoony theatres are often the largest buildings in their cities; so great is their love of performance they are near-sacred places. They never know when Veles may be watching them from the gods...
Primary export for Kitsoony is their own performance, and they want to learn more of other cultures so they can create pieces tailored for the enjoyment of everyone. Travelling performers also double as merchants, as the Kitsoony produce arts and crafts to use as props in their productions, but particularly beautiful pieces are traded to other races for cultural items.
High Elf (By Qytesis Xyweus Talios on Tick 2)
Traits: Affinity+1 (Necromancy), Charismatic+2, Combat-1, Fruitful-2, Immortal, Intelligence+1, Pious+1, Size+1, Speed+2, Focus-Build-Leading/Clerical
Description: Tall slender humanoids with pointy ears
Deep Elf (By Qytesis Xyweus Talios on Tick 2)
Traits: Affinity (Necromancy), Combat+1, Defense+2, Fireproof, Fruitful+2, Size-1, Strength+2, Focus-Build-Labor/Crafts, Focus-Conquer-Warriors
Description: Short stocky humanoids with pointy ears.
Spirallions (By Srillian on Tick 2)
Traits: Intelligence+1
Description: Spirallions are eight legged humanoids that live in Spiral Woods, they have a high intelligence and each of their eight limbs has spirally eight spirally fingers with which they create, destroy, move and gesture. They have eight eyes and a big spiral on their forehead.
micelus: Link to your compendium posted on post 0
$$$Response
Kevak:
Indefinite Kittification/other ways of reality-harming: For relevant areas, 1E for 10m x 10m x 10m areas, 2E for 40m x 40m x 40m areas, and 3E for 90m x 90m x 90m areas. For unknown/irrelevant areas, 0E
(prices generally substitutable with Flux)
Years: 1E for 40m x 40m x 40m 2E for 90x90x90, 3E for 160x160x160
Months: 1E for 90x90x90, 2E for 160x160x160, 3E for 250x250x250
Days: 1E for 160x160x160, 2E for 250x250x250, 3E for 360x360x360
Hours: 1E for 250x250x250, 2E for 360x360x360, 3E for 490x490x490
(I wonder why there isn't a Nekomancy school yet...)
Andres:
Rulership+1 <1.2>: Increases creation's ability to rule, best up to a group size in the hundreds
Rulership+2 <1.4>: Increases creation's ability to rule, best up to a group size in the thousands
Rulership+3 <1.7>: Increases creation's ability to rule, best up to a group size in the tens of thousands
Rulership+4 <2.1>: Increases creation's ability to rule, best up to group size in the hundreds of thousands
Rulership+5 <2.5>: Increases creation's ability to rule, best up to group size in the millions
Temporary Learned Boost+1 (Combat) <1.4>: Increases creation's combat abilities slightly in response to real combat until combat ends
Temporary Learned Boost+2 (Combat) <2>: Increases creation's combat abilities decently in response to real combat until combat ends
Temporary Learned Boost+3 (Combat) <2.8>: Increases creation's combat abilities significantly in response to real combat until combat ends
Temporary Learned Boost+4 (Combat) <4>: Increases creation's combat abilities a lot in response to real combat until combat ends
Permanently Learned Boost+1 (Combat) <2.8>: Increases creation's combat abilities marginally in response to real combat permanently
Permanently Learned Boost+2 (Combat) <7.9>: Increases creation's combat abilities slightly in response to real combat permanently
Permanently Learned Boost+3 (Combat) <23>: Increases creation's combat abilities decently in response to real combat permanently
Permanently Learned Boost+4 (Combat) <64>: Increases creation's combat abilities significantly in response to real combat permanently
Educational Near-Death Experiences+1 <2>: Increases creation's combat abilities marginally in response to a real near-death experience
Educational Near-Death Experiences+2 <4>: Increases creation's combat abilities slightly in response to a real near-death experience
Educational Near-Death Experiences+3 <8>: Increases creation's combat abilities decently in response to a real near-death experience
Gravity Tolerance+1 <3>: Extends creation's range of comfortable/healthy acceleration to 4G
Gravity Tolerance+2 <9>: Extends creation's range of comfortable/healthy acceleration to 8G
Gravity Tolerance+3 <27>: Extends creation's range of comfortable/healthy acceleration to 16G
Gravity Tolerance+4 <81>: Extends creation's range of comfortable/healthy acceleration to 32G
Disease Resistance+1 <1.3>: Reduces chance of catching disease slightly
Disease Resistance+2 <1.7>: Reduces chance of catching disease decently
Disease Resistance+3 <2.2>: Reduces chance of catching disease fairly
Disease Resistance+4 <2.9>: Reduces chance of catching disease a lot
Anti-Evil Field <9>: Passively harms evil and [Evil] beings within 3m/yd slightly
FallacyofUrist:
Plot Bane <50>: Extra bonus for conflict (physical or otherwise) with Unique things but may do an assortment of funny things to the timeline (which mostly doesn't matter anyway)
Optionally, sending another Unique in could also do the trick
Rolepgeek:
Linking the fragments of the city:
2E for a small people-transporter
5E for bulk cargo gates
Mass transit: 0-1E depending on the exact design (moving stuff around in what is essentially your body is quite cheap)
Self-maintaining: Yes, about as much as a normal tree is self-maintaining. You may optionally (for free) detail that crews of centrally controlled or autonomous mindless golems go around patching things up and expanding if it sounds more interesting, though.
Happy Demon:
Unnamed creatures: [Affinity (San K'ruppt)] [Charismatic-1 <0.9>] [Combat-1 <0.7>] [Fear+1 <1.1>] [Fruitful+1 <1.1>] [Intelligence-3 <0.5>] [Lifespan-2 <0.7>] [Magic resistance-4 <0.5>] [Protection+2 <1.2>] [Single gendered <0.6>] [Size-2] [Speed-1 <0.8>] [Undetectable <10>] [Unworshipful <0.5>] [USB <1.2>] [Weaponspace+1 <1.3>] =
Avg. 0.6E/1000TheBiggerFIsh:
Law drones: [Lawful] [Will Be Back <5>] [Affinity (Lawmancy/Nomosurgy/Magical Lawyering)] = 5E/1000
I hope you don't intend to make a band of highly effective roving psychopaths