Name: Lightroot
Description: In its adult state, appearing like a bean-pod-plant that is both soft and fibrous, and yet very adaptable, the Lightroot can house plants of various origins within it, able to germinate seeds and giving non-magical conditions appropriate to the plant (unless the plant by itself is magical), able to feed both herbivore and carnivore while being resilient and durable in various climates, from cold to hot environments (although growth is slowed, the Lightroot can in itself live in such conditions if cultured and taken care of properly). It produces far more nutrients than needed, and is technically non-invasive due to being both independent and mutual in its relations with biological organisms--as shown by its bioluminescent and fragrant nature, copying the fragrance of the plants grown within them (to ward against pest insects or protect itself), while its bioluminescence provides signalling between lightroots to bond and grow with each other alongside being a form of messaging. It is a very empathic species, and grows better in environments of peace given its creator's essence within it. It can be cooked by itself or with the produce of plants within it to act as rations or long-voyage food sources, even in its raw form. Lightroots are said to grow best when in the company of sapience, as compared to growth in the wilderness.
Appearance: Lightroot appears to be a succulent tuber, or a tube-like plant, with or without roots (the fine magical eye would distinguish very minuscule 'hairs' growing on its surface, which act as its source of locomotion), able to subsist in humid to arid environments with differing textures depending on the climate and atmosphere; it can survive submerged underwater and can thrive in river environments, but bundles up and floats much like underwater kelp or seaweed rooted to the depths or floating midwater--it can not thrive in deep waters and merely requires air to produce for itself, with or without sunlight (given the many different colorations that are continuous to the biome it grows in). Lightroots react in a symbiotic relationship towards sapients, and are capable of very minor yet concise communications with those around them, producing the satiating need of the sapient if both would spend a long time around each other. Small pores or water sacs were used as evidence that they could even become a source of potable water rather than satiation, as different forms of lightroot exist--and different varieties can be found relying on each other in extreme cases in order to survive.
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Basdreenin
Appearance: Humanoid, with four arms and blue skin. Their teeth are sharp and pointed. their bodies are hairless. They have a blind third eye in the center of their forehead.
Traits: +Multi_armed +Muscle_density -Hairless -Strict_Carnivorous
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Blood-berry Bush
Appearance: These bushes mostly resemble the Shrubs of the desert, blending in with them. But the leaves have crimson edges. Around their base, grows the Blood-berries. The Blood-berries have a black exterior, but inside, it's red as blood. They are very juicy, so when you eat them, it is difficult to not have it's juice leaking from your mouth. They can support such a juicy harvest due to it's roots burrowing deep underground, reaching reservoirs beneath. These Blood-berries are necessary for new plants to have the requisite water to burrow far enough to sustain itself. Otherwise it'd have to be watered constantly, until it roots reach deep enough.
Traits: Deep rooted, Slow initial growth, Juicy berries, Desert plant, Almost identical to common plant.
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Mountain (Whoa)Men
Appearance: Like humans
Traits:
Basically humans, but
* Have a habit of looking at the sky when idle. Probably a small tweak to the neck bones/muscles
* Are inclined to like mountains the way most future humans like tropical islands
* Whoa, that's a star in the west instead of a proper [list][li][/li][/list] bullet point! Sooooo trippyyy, duuuuude!
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Fireborn
Appearance: Horrifying human/whale monstrosities.
Traits:
-Natural shamans, with an intrinsic rapport with spirits, especially but not exclusively those related to fire and fertility;
-Great wisdom and intelligence suitable for such practitioners;
-Capable of reproduction, in case being hybrids possibly made them sterile before. No more fertile than the typical whale or human, though, I already have people for that.
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name:Elder wood
Appearance: these trees are on the large side of life by being very wide but aren't very tall, the color of there bark is red while their leaves are the typical green, however they do produce giant sized fruit...
Traits:
produce fruit that can heal most illness and and even extend someones life
if the wood is burned than submerged in water it shall becomes as sturdy as iron
it makes a great catalysis towards crab based spells
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Vile Lurk Crabs
Appearance: these crabs are the size of humans and look like shelldon, they are covered in chitin like armor with little to no weak points, there large claws could easily grab small sized animals and plants, along with any unfortunate humans
Traits:
- thick chitin plating: there natural armor easily shrugs off blows from inferior weapons.
- aquatic: can breath air and water.
- unending hunger: these creatures will leave hex they pass through barren of any food even there own kinds dead bodies are eaten.
- light root eater: these creatures will always eat the light root first regardless of its benefits.
- Shelldon's influence: these creatures will not go through hexes that Shelldon influence is, and if in a tile where shelldon's influence is they immediately leave it to one without it.
- Vile death: if killed by non-Vile Lurk crabs they explode into a toxic gas that will kill most normal creatures
- poison/toxic immunity
- strong grip
- strong claws
- fast reproduction
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Blood-berry Grande
Appearance: 3 times the size of a Blood-berry bush, and with leaves that are slowly dripping with juice. However, the largest difference is underground, where the root network is expanded to many times it's previous size.
Traits: The Blood-berry Grande's berries are big and nigh impossible to chew, with a relentless amount of fiber. But it boosts the growth of nearby Blood-berry Bushes by allowing them to tap into it's root network. But the Blood-berry Grandes will compete if put too close to each other. So keep them at least a hundred meters apart, or one will die.
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Canach Ignis
Appearance: The Canach Ignis much resemble the Blanford's Foxes like their Canach brethren. But their fur has a slightly golden sheen to it, and takes more of the sun's heat. Their being resonates with fire, and they may channel it. They can even see meaning in the erratic dance of flame. Due to this resonance.
Traits: Fire Magic. Double the lifespan of Canach. Blessed seed (offspring with lesser Canach will be Canach Ignis).
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Greater Beetle
Appearance: As before, just larger
Traits: Domesticated, Strong, Herbivorous, Reproductive rate equivalent to twice that of a mammal, Large, (Any pre-existing traits not contradicted by the new ones.)
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Name: Mantis Crab Hunter
Appearance: these crabs have bodies similar to lobsters, they are slightly bigger than horses
Traits:
Think platted chitin: there natural armor is difficult to break with copper weaponry
Tamable mounts: these creatures can be tamed easily if one knows how
acid launcher: these creatures can spit acid at others, the acid is strong enough to melt wood and stone and has a good range
poison/toxic immunity
swift swimmers: they are able to easily swim through water and stay at surface level for quite a bit while carrying a rider
Crab scuttle: they are capable of going up vertical surfaces with ease
Shelldon's influence: the more someone truly worship Shelldon the Crab God the more friendly these creatures are to you
Anima: Pre-Edict of Innvervation
Materia: Pre-Edict of Innvervation
Sapor: Pre-Edict of Innvervation
Donum: Pre-Edict of Innvervation
Ankans
Pantheon:
Fu ++++
Gemegishkirihallat +
Tala +
Braderieen/Basderieen +++
Water Spirits ++
Other Spirits ++
Technology: Chalcolithic
Agriculture I, Chalcolithic Melee Weapon Tech II(Spec: Spears, Prestige: Swords), Melee Ranged Weapon Tech I, Arts V, Instruments III, Textiles IV, Gastronomy II, Domestication III, Hidework IV, Construction III, Stonework III, Woodwork II, Boats VI, Elementalism II (Spec: Winds, Water), Pottery II, Writing III (Logographs), Agriculture II, Economics IV, Metallurgy II
Culture: Chalcolithic
-Divine Monarchy, Spirit Worship, Social Welfare, Festivals, Trade Culture, Debauchery, Sailing Focus
-Monarch>royal family>nobles/mikos>common people
Traits:
-Tolerance: All are accepted in Anka, as long as they pay homage.
Misc
-Disparate groups along the River Err. Many remain ruled by lugal of Anka, who rules from her/his River Palace.
-Allied with the Ens of the Shipbuilders and their Water Spirit Guardians. The Confederacy of the Heartminded are sworn to the service of Anka
Badger Peoples
Pantheon:
Basderieen +++++
Braderieen ++++
Tala +
Fu +
Tree +
Other Spirits +++
Technology: Chalcolithic
Neolithic Melee Weapon Tech II(Spec: Spears), Chalcolithic Ranged Weapon Tech I (Spec: Slings) Stonework II, Construction II, Hidework IV, Desert Plant Lore II, Textiles II, Bread, Boatwork II, Reedcraft III, Domestication II (Spec: Foxes/Canach), Aquaculture II (Specialisation: Eels), Instruments II, Woodwork II, Economics II, Metallurgy I
Culture: Chalcolithic
-Tribal Confederacies, Spirit Worship, Blood Sacrifice, Prestige Currency, Grand Diaspora
-Confederate Leaders>Confederate Lessers
Misc
-Lineage Clans and their followers have settled in the realms of the Tree's Beloved, Anka and Enki's Temple.
-Oasis Clans continue to reside in their traditional home at the Badger Oasis.
Durhamites
Pantheon:
Metalhand +++++
Du-Ur +
Midan +
Tala ++
Guar +
Other Spirits +++
Technology: Chalcolithic
Agriculture III,Chalcolithic Melee Weapon Tech II (Specialisation: Spears), Chalcolithic Ranged Weapon Tech II, Stonework IV, Architecture III, Gastronomy I, Hidework III, Construction IV (Spec: Defense), Boatwork I, Metallurgy IV (Specialisation: Copper/Enkmen), Domestication II (Spec: Bees), Instruments III, Arts III, Economics IV, Writing II (Pictograms), Woodwork II, Pottery II, Tanks II
Culture: Chalcolithic
-Elected Parliamentary Oligarchic Federation, Diaspora, Door Fascination, Death Cult, Mountain Steadding, Spirit Worship, Work is Faith, Revanchism, Defensive, Whelsh syncreticism
-House Of Government>Commoners
Traits:
-Pragmatic Materialism: Tend towards not caring about foreign politics and customs, as long as their own people are not affected.
-Pragmetic Zealotry: Their people are definitely affected. They are quite livid.
Misc
-Walled settlements and outlying villages around Durham's oasis and its colonies. Large whelsh population, especially in rural areas.
No longer being trackedVolcanic Whelsh
Pantheon:
Midan +++++
Metalhand +
Other Spirits ++
Technology: Chalcolithic
Agriculture I,Chalcolithic Melee Weapon Tech I (Specialisation: Spears), Neolithic Ranged Weapon Tech IV (Specialisation: Slings), Tanks IV, Stonework II, Gastronomy I, Hidework IV, Construction II, Domestication II (Specialisation: Bees), Fetishism II (Spec: Guts), Arts I, Writing I (Pictograms), Woodwork I, Economics I, Metallurgy I
Culture: Neolithic
-Tribal Chiefdoms, Fire Fascination, Spirit Worship, Volcano Fascination, Cultural Disappointment, Heterodoxic Cults
-Fire-Marked>Fire-Marked's Offspring>Valued Tribe Members>common people of Fire-Marked's Tribe>Vassal peoples.
Traits:
Misc
-Independent tribes loosely unified by common culture, made up primarily of whales and human.
-human/whale abominations
Crab People taste like crab, act like people
Pantheon:
Shelldon +++++
Crab Spirits +++
Other Spirits ++
Technology: Chalcolithic
Agriculture I,Neolithic Melee Weapon Tech I(Specialisation: Maces), Chalcolithic Ranged Weapon Tech II(Specialisation: Blowpipes), Reedwork IV, Stonework II, Gastronomy I, Hidework II, Construction I, Boatwork IV, Fetishism IV (Spec: Crabs), Dye Camouflage, Arts II, Textiles III, Woodwork II, Hidework II, Economics I, Writing I (Pictograms), Aquaculture II
Culture: Neolithic
-Tribal Gerontocracy/Tribal Meritocracy, Spirit Worship, Crab Worship, Piracy, Haters of Lightroot, Fearful of the Great Crab, Apocalyptic Survivors
-Elders/Pirate Lords>common people
Traits:
-Marine Warfare: Better at aquatic warfare
-Crab Totemism: Have a special ritualistic relationship with crabs
-Mantis Bonded: Have a cultural affinity for mantis prey hunters.
Misc
-disparate tribe of related clans united by common fear and faith.
-respected caste of crustacean mutants
Lawful People
Pantheon:
Tala+++++
Guar +
Metalhand +
Du-Ur +
Other Spirits ++++
Technology: Chalcolithic
Agriculture III, Chalcolithic Melee Weapon Tech II (Specialisation: Spears), Neolithic Ranged Weapon Tech III(Specialisation: Slings), Stonework II, Hidework II, Construction IV, Boatwork II, Textiles IV, Arts IV, Instruments III, Writing III (Logorams), Pottery III, Gastronomy IV, Elementalism III (Spec: Law), Fetishism I (Spec: Necromancy) Woodwork II, Economics III, Metallurgy II, Aquaculture I
Culture: Chalcolithic
-Tribal/judicial (many systems), Spirit Worship, Law Fascination, Travel Fascination, Food Fascination
-Elders/chiefs/Diwata/etc = Lawgivers/Lawyers =>common people
Traits:
Philosopher People: Are oft more likely to learn the art of rhetoric and debate rather than wielding a weapon.
Misc
-Divided between Chiefs' League and Lawyeries. Former group continue to be loose band of tribal polities ruled by chiefs and advisd by other respected figures. Lawyeries are ruled by lawyers.
-Innol is ruled by Diwata.
Kingdom of Flint
Pantheon:
Sarkyran++++
Other Spirits ++
Technology: Chalcolithic
Agriculture II, Chalcolithic Melee Weapon Tech III (Specialisation: Spears), Chalcolithic Ranged Weapon Tech I, Textiles III, Stonework III, Aquaculture III, Domestication III (Spec: Beetles, Bees), Pottery II, Construction II, Instruments III (Specialisation: Reed), Boatwork III, Metallurgy III (Specialisation: Copper), Writing (Pictograms) III, Woodwork III, Economics I, Fetishism II (Fertility, Heaven Rocks)
Culture: Chalcolithic
-Semi-Constitutional Elected Feudal Confederation, Divine Monarchy, Strong Regional Lords Spirit Worship, Consider Themselves Civilised, Monotheism, Veneration of Golems, Duck Warfare
-Lugal/Golems>Elders/strongmen/chiefs/etc = Lawgivers>common people
Traits:
Intolerant: Tend towards not accepting differences in belief or custom
Misc
-feudal lords bound to serve a relatively weak lugal.
-unified under a divinely appointed lugal who is selected via contest. Some lugals have strong control over the Flintish tribes, others do not.
Horsemen
Pantheon:
Guar++++
Shattered Statue +
Tala ++
Metalhand +
Fu +
Du-Ur +
Other Spirits +
Technology: Chalcolithic
Agriculture II, Chalcolithic Melee Weapon Tech II (Specialisation: Spears), Chalcolithic Ranged Weapon Tech II(Spec: Bows), Instruments II (Spec: Goats, Reeds), Textiles III (Spec: Plants), Domestication III (Spec: Horses, Asses), Stonework II, Woodwork III, Gastronomy I, Pottery I, Construction III, Hidework III, Metallurgy II, Elementalism I (Spec: Law), Fetishism II (Horse)
Culture: Chalcolithic
-Divine Monarchies, Spirit Worship, Racial Slavery, Horse Fascination, Vast Diaspora
-Sarrat-er-err>Enses>Retinue>Esteemed members of the clan>Free people>Horses>Thralls
Misc
-divided and feuding lords, both nomadic and settled; the Great Horde is the greatest amongst them.
-shamans have isolated themselves from the rest of the people.
Eight Great Tribes of Ulkai
Pantheon:
The Shattered Statue: +++
Murdus: ++++
Kakkabum [indirect] +
Technology: Textiles III, Chalcolithic Melee Weapon Tech I(Specialisation: Spears), Chalcolithic Ranged Weapon Tech II, Hidework V, Arts III (Spec: Poetry), Instruments III (Spec: Goats,Reed), Gastronomy I, Pottery III, Boatwork I, Aquaculture II, Writing (Pictograms) II, Agriculture III, Construction II, Stonework II, Woodwork II Textiles II, Economics I, Metallurgy II, Boats II
Culture:Chalcolithic
Divine Monarchy, Egalitarian Slavery, A Child Shall Lead Them, Centralisation, Warrior Societies
-Lugal>Lugal Servants>Common People
Traits:
Communal Lodges: Nearly everyone of Ulkai choose to join a lodge, be it a warrior society or a poetry circle.
Age Is No Barrier: The people of Ulkai do not see age as much of a limitation as other peoples and see no problem in a child leading a warband or negotiating trade.
Sartans
Pantheon:
Retain ++
Sarkyran +
Kakkabum [indirect] +
Technology: Neolithic
Agriculture II, Neolithic Melee Weapon Tech IV, Neolithic Ranged Weapon Tech IV, Instruments III (Spec: Goats, Reeds), Textiles III, Domestication I, Stonework I, Woodwork IV, Pottery II, Construction I, Hidework IV, Construction I
Culture: Neolithic
Various Tribal Systems, Melting Pot