Turn 2: And so the Tribes were bornThul, Purity of Avarice, Ponders Deer as he watches His worshipers appear from the lands He created.In the north forest, the
Blenderong Tribe rose, Greenish furred beastmen with huge teeth and three Horns. Six muscly Fingers in each hand and six Toes on each foot.
Blenderong Tribe Racial Trait- Feral Instinct: Reduced chances of being caught unaware by natural Events and dangers. Tribesmen may act against plans.
In the western plain, the
Spiderlings appeared. Green spiders that have pincers on their front four legs to allow for grabbing, a consequence of this being that they walk on their back four legs. While a small creature reaching up only 4 feet, they are well suited to survival.
Spiderlings Racial Traits Fine Grip: Increased ability to create and weave, among other topics. Reduced Labor costs for certain types of actions. Increased Labor costs for heavier constructions.
In the southern plain came to be.. a race of humanoid Zebras?
The Zebra Commonwealth they call themselves.
The Zebra Commonwealth Racial Trait- Unknown Potential: Reduced research cost and increased effectiveness for more esoteric arts. Arts researched using this bonus are separate from the West's Science, unless taught directly using certain techs, or researched by another Tribe.
Jaanin'Maldaraak Ponders the details of Tile Detail Observation further. A difficult subject to make sense of, but his thoughts are on the right track.
In the meanwhile strange civilizations have sprouted, or in one case simply appeared from thin air.In the lone north jungle, a tall, strong, Exclusively female race called
The Amazons are born.
The Amazons Racial Trait- Tribal Superiority: Greatly increased limits when working in larger groups, based upon the number of tribe members. Decreased effectiveness when working with other tribes.
In the eastern wetlands, the
Swampmen of Uudvurk appear not from a swamp, but the mud of the wetlands. An exclusively male race, as distant kin the the Amazonians of the northern jungle. They are marked by their thick, oft muck stained skins. Despite appearing as primative humanoids perpetually left behind in the state of hunter gatherers, always adoring their wardrobe and furnitures, and shields and fetishes by the exotic skins of the bog creatures, those of Uudvurk are ardent worshipers. To the point of unremitting blind faith.
Swampmen of Uudvurk Racial Trait- True Faith: Increased effectiveness of Prayer and FP Generation. Workers may ignore their orders to Pray if not enough are doing so.
In the southern hills, from nothing comes beings of energy. It was bound to happen. Entities being used as proxies to create stuff for the enjoyment of higher dimensional beings was going to cause some form of timespace distortion; which let these beings made purely of psionic energy manifest after entering through that distortion. They feed on the essence of life; sentient or otherwise; to turn it into lifeless husks. No one knows how they physically function, but that's higher dimensional stuff. Visually; they resemble humanoid-shaped masses of energy; about 6 feet tall. Physical objects are capable of disrupting their humanoid forms by having their energy get forcibly pushed away from the main body; but they slowly return back to normal form when there's nothing lodged inside them for a few hours on average; making them unable to truly die unless the majority of the energy inside one "individual" cannot reform into one body again; and they "reproduce" by splitting sufficiently large bodies into two separate ones; which slowly regrow back into full sized beings.
They call themselves
The Extradimensionals. The Extradimensionals Racial Trait- Psionic Regeneration: If injured, will be able to act on the next turn with no penalty. Immune to traditional sickness. Prayer FP generated per turn is capped at 1/10th of the tribe number.
The Age of the Void grants +1 FP to the Gods.
FP: 3
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
Deer: 2/5
FP: 3
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
Tile Detail Observation?: 2/??
Blenderong Tribe
Trait: Feral Instinct
Tribe Total: 5
Workers: 5
Food: 10
Spiderlings Racial Traits
Trait: Fine Grip
Tribe Total: 5
Workers: 5
Food: 10
The Zebra Commonwealth
Trait: Unknown Potential
Tribe Total: 5
Workers: 5
Food: 10
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Food currently available.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Research
None.
Esoteric Art Research.
None.
The Amazons
Trait: Tribal Superiority
Tribe Total: 5
Workers: 5
Food: 10
Swampmen of Uudvurk
Trait: True Faith
Tribe Total: 5
Workers: 5
Food: 10
The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 5
Workers: 5
Food: 10
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Food currently available.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, Food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Research
None.
[OoC]
Note that in most cases, research will be shared between all three tribes.
In case of inactivity, they will get eaten, if only be starvation. Someone can come in to take over before that happens though. Or join as a new tribe while the old one dies, and gets eaten.