Let's rock. Post your actions, everyone. Describe what you're doing for the next hundred years.
Deities, you start with a few free worshippers somewhere. Decide where they are, but I'm going to declare Poltifar's species out of bounds for this purpose. You'll have to find and approach his species during a turn, and you'll be unlikely to meet with success since they're only teetering on the brink of sentience.
Turn 1This turn is 100 years long.SpeciesDescriptionName: N/A (Have not achieved the sentience required to name themselves yet, other races are free to call them whatever they want)
Outline:
Large and long-lived amoeba-like beings that normally bide their time hidden underground or in caves. They have not achieved full sentience and consciousness of self, but have a primal cunning and wisdom that should not be underestimated.
Breeding Factor: 1 (1 EP) [asexual reproduction]
Multiplier: 1/10,000
Physiological Traits
Amoeba Body 5 (9 EP)
The body is mostly homogeneous and hard to permanently maim without literally hacking it to pieces.
Mineral Consumption 4 (6 EP)
Consumes mineral and metal based matter to sustain itself. The purer and rarer, the better.
Mineral Hide 5 (9 EP)
The amoeba body is normally very soft, but the creature can attach pieces of rock, ore, and metal to its body to create a thick and sturdy hide. It's hide's composition can hint at it's age and preferred habitat.
Kinetic Shot 4 (6 EP)
Can eject pieces of its mineral hide at great speeds and moderate accuracy (the accuracy gets better if it can see its target with its eye).
Pseudopod 2 (2 EP)
Can create crude protrusions from it's body to push and pull stuff around, push or pull itself around, or smash nearby stuff. Not very dextrous, though.
Burrowing 4 (6 EP)
Can dig through natural ground, with a speed dependent on the soil/rock's hardness.
Tremorsense 4 (6 EP)
Can detect vibrations in the ground around it, and to a lesser extent the air around it. Not precise enough for it to understand complex sounds such as speech, though.
Gem Eye 2 (2 EP)
Has a single eye made of a complex arrangement of crystals. The eye's radius is 1/20th the creature's radius. Can be retracted deep in the body for safety, or placed on the fringes to be able to see. It does not see very well, though, and constitutes a weakspot when on the surface of the body.
Supernatural Traits
Prismatic Embrace 5 (9 EP)
Any creature capable of vision that sees the amoeba's gem eye has a hard time doing anything but staring transfixed at the prismatic and constantly morphing hues of the gem.
Special Traits
Age-Immortal (5 EP)
Does not die from old age
Constant Growth (2 EP)
Grows constantly as long as it is alive, at a rate of 25m^3 of volume per year. (Its diameter would be: ~4m at 1 year, ~8m at 10 years, ~17m at 100 years, ~36m at 1000 years...)
Uncivilized (0 EP bonus)
Can not learn civil and technological traits, or form a proper organized society. The EP bonus increases as time passes, considering how all the civilized races get farther ahead.
Weakspot (9 EP bonus)
The creature's gem eye is it's weakspot. Completely destroying the eye is fatal to the creature, and even minor damage to the eye can at the least be extremely painful. The best weapon type to use against it is probably a shattering weapon, due to its mineral/crystal nature, though that's up to the races to find out through trial and error
1 of 55 EP left
Status
The Bangellian Devourers currently have a total mass of roughly ten kilotons, spread over ten hexes and millions of blobs.
They subsist entirely on grass, and have almost no natural defences, and are incredibly numerous. Consequently, they are the perfect prey.
Description
Outline: A small and extremely omnivorous psionic white blob.
Breeding Factor: 9 (45 EP): bipartition\regeneration.
Multiplying Factor: N/A
Physiological traits
Corrosive Fluids: 2.5 (3 EP): the creature has an internal sack filled with extremely corrosive liquid, which can spewed to outwardly digest any sort of matter, after which the creatue will try and absorb and nutrients left in the fluid. Should the creature be damaged beyond its regeneratve potential, all of the sack's contents are blown into the immediate area, allowing for its kin to incorporate its remains.
Regeneration: 2.5 (3 EP): An extreme form of fast healing based on the creature's ability to breed through bipartition.
Civil traits: None.
Supernatural traits
Psionic Hivemind: 3 (4 EP): the scattered individuals can form a psionic network through which to manipulate the world around them. How powerful an effect can be generated by this depends primarily on the number of individuals in the area.
Special traits
Technologies: None.
0 of 55 EP remaining.
Status
The Calx currently form a great coral reef that stretches over four hexes. The waters in the vicinity range from being just below sea level to around one thousand metres deep, and are home to a variety of marine life. The reef contains roughly forty thousand individuals.
Description
The calx coral is an aquatic, metamorphic*, hermatypic**, magical cnidarian*** notable for being both eerily beautiful and horrifically dangerous. It has a Breeding Factor of 3(6 EP) and a Multiplying Factor of 1 and the following notable traits:
Physiological Traits
Arboreal - 6 (12 EP): The adult calx coral is both sessile**** and photosynthetic, forming eerie forests of tree-like coral beneath the waves.
Metamorphic - 6 (12 EP): Like many primitive cnidarians, this species has a pelagic***** larval stage resembling a small, peach-sized jellyfish that settles down into a sessile adult stage later in life.
Hermatypic - 6 (12 EP): Calx coral are hermatypic; in death, their exoskeletons build up to form tall reefs that shelter and feed the next generation.
Supernatual Traits
Cursed - 6 (12 EP): To intentionally break even so much as a branch from a calx coral is to suffer a terrible bone-withering curse.
Special Traits
Aquatic - N/A(0 EP): Calx coral, like most coral, live under water. This is both an advantage (in that they live under water), and a disadvantage (in that they cannot live on land).
54 EP spent, 1 in reserve.
* i.e. it changes form during its life cycle, much like a frog.
** Forms reefs by depositing minerals.
*** A group of animals that consists mainly of corals, jellyfish and sea anemones.
**** Doesn't move.
***** Swims in the open ocean.
Status
In total, there are fifty million Crymits of various types in the world at present, all of which are distributed in a vast system of underground tunnels beneath the northern mountains.
Description
Name: Crymits
adjective: Crymitian
Description: This species is divided between two major forms.
-The first, very numerous, is a head-sized crab-like creature, with a soft, red-glowing body, and a red gem-looking conic carapace. It has eight legs. Its head have ten tentacles of various size, four equipped with various tools, from spikes to claws or simply prehensile sub-tentacles, and the six others being used for eating purposes. Note that all crymits don't have the same set of tentacles tools. Some may be soldiers, with claws and stings, when workers will have digging and prehensile tentacles.
-The second form, very rare, is strangely humanoid. These powerful individuals are the heads of the Crymitian civilisation, their "emperors" and "empress". They mostly look like skinny humans made of the same red, glowing "jelly" that compose the crymits' body, with some kind of strange carapace armor (red gem-looking, like the others). Although they can expose a beautiful face, they prefer hiding it under a perfectly smooth gem-like mask. Very intelligents, they all show powerful capacities. Most of them are solitaries.
-Both of these forms live deeply underground, inside eery caverns they dug, and eat whatever they find: fungus, insects, mammals, etc...
-Note: "Crymits" can refer either to the whole civilisation or only the crab-like form. The others are called "Emperors".
Breeding factor: 4 (10EP)
Multiplying factor: 1000 - 1/1000
Physiological traits:
Shell 3 (4EP): The crymits bear a red gem-looking carapace, making them look like hermit crabs. The look is deceiving: The carapace is no way as resistant as diamond. But it's still protective.
Digging 5 (9EP): Thanks to claw tentacles, crymits can dig huge tunnels in no time.
Prehensile tentacles/arms 2 (2EP): The crymits can grab objects, for handling debris from digging activities or transporting tools or objects for the Emperors. The Emperors themselves have human arms and hands.
Weaponized tentacles 4 (6EP): Various stings-, claws- and spikes-tentacles can cause sever wounds to intruders. Some even have blunt weapons, but it's uncommon.
Legs 6 (12EP): Of course it walk on something. And it can walk on walls and ceilings just like spiders. Assuming it's rough enough (it can't walk on glass walls). Emperors walk the same way as humans.
Crystal growing 1 (1EP): Through secretions, Crymits can grow red-glowing crystals inside the "hive".
Supernatural traits:
Magic Vision 3 (4EP): They have eyes, but they don't see in visible light, but in the magic spectrum, allowing them to see races and individuals with magic potential, magic spots and objects, etc.
Mind Hive 2 (2EP): The Crymits communicate through hissing and rattling, but also through limited telepathy. Emperors are of course far more powerful.
Magic Affinity 1 (1EP): The Emperors are powerful magicians, and instinctively master magics of earth and mind.
Civil traits:
Keen intelligence 3 (4EP) Crymitian Emperors are known for their superhuman intellect, wich allow them to govern the whole crymitian race (hence the term "emperors").
Status
There are currently 37500 Retha in the world. All reside within three hexes in the middle of the vast swamp created by the river's delta.
Description
Name: Singular - Reth, Plural - Retha, Adjective - Retha
Description: Robustly built quadripedal aquatic rodent about 1.3m tall, with a thick coat of brown-grey fur.
Breeding Factor: 2 (for 3 EP)
Population Multiplier: 1.25
Physiological traits
Limbs 6: 12EP
A Reth has four legs which allow it to move quickly on land and in water. It also is capable of standing up on its rear legs, but cannot move quickly or effectively while it is doing so. The front paws also double as somewhat dextrous hands, so the Retha can interact with their environment in an advanced fashion.
Fur coat 4: 6EP
A Reth has a fur coat which mostly protects the Reth from losing too much heat to the surroundings (especially in aquatic environments). It also protects the Reth from blunt-force trauma, to a moderate extent.
Keen vision 6: 12EP
While somewhat lacking in colour vision, Retha vision is rather good, especially in low-light conditions.
Acute hearing 6: 12EP
The Retha have rather good hearing, and a good capacity to determine the direction of sound sources.
Semi-Amphibious 4: 6EP
A Reth can stay underwater for a considerable amount of time
Civil traits
Communication 3:4EP
The Retha languages are relatively complex, but a bit lacking in their ability to describe abstract ideas.
Technologies: None currently
Supernatural traits: None currently
0 of 55 EP remaining.
DeitiesDomain: Wilderness and Freedom
Klaskos is a relatively young god, born from the green sun circling the planet and continuing to reside there. He is an ever-changing figure never looking the same for more then a fraction of a second and as such seems unnerving to most. He is represented in religious symbols by a drawing of an infinity symbol showing his ever changing and free aspect.
Worshippers: None.
Divine Power: 100
Domain: Fear, Eldritch Horrorterrors, Bravery
Niklas is the god of fear and the things beyond. Most people would think that Niklas is a malvolent god, spreading fear and sadness in his wake, this is not the case. True he is the god of fear and things like that but he charishes those brave enough to stand up to fear. These few souls he takes in as his champions, spreading the word about their dark and shadowy god.
Worshippers: None.
Divine Power: 100
Domain: Craftsmanship, artistry, labour, research.
Omoloth is a relatively old god who over his long existence has taken a liking to the works of mortal creatures. He's intrigued by all the work these simple creatures put into their craft, their minds, or their words. He is often depicted by his worshippers as either a giant labourer wreathed in bronze, or an aristocratic looking patron. Other depictions of him are somewhat common. His symbol differs in every culture and social class, but a crossed hammer and quill is universally known as his.
Worshippers: None.
Divine Power: 100
Domain: Magic, Secrets, Greed/Generosity
Draiotch is the keeper of these secrets, especially ones which are better left unknown. It is worshiped by both those in a desperate search for arcane power and those who seek to resist the temptations of such things. Like magic itself, it is capable of dispensing both miracles and tragedy to careful researchers and greedy seekers respectively. Most often represented as a simple chained tome. In the rare times it directly presents itself, it simply appears as a indistinguishable mass of energy.
Worshippers: None.
Divine Power: 100
Domains: War, Light, Balance
The Judge's sole job is to maintain balance and order in the world. However, often times balance can only be maintained by eradication, making The Judge a deity of war. He assists his most loyal followers with divine weaponry, and punishes the most chaotic races... or gets his followers to punish them for him. He is often represented by a statue of an beautiful humanoid holding a blade.
Worshippers: None.
Divine Power: 100
Domain: Water, the Ocean, Rain
Form: Charyptoroth in art and legend is often represented as a gigantic sea-serpent, kraken, or sometimes simply as a bottomless whirlpool (to where you curse your enemies in your mind). But in truth, Charyptoroth is not limited to any of those forms. The only common aspects in any instance that she manifests herself, be in in reality or just in your dreams, is the sheer size, the giganticness of her aquatic form.
"You don't know Charyb'Yzz? Then listen well: The all-swallowing Charyb'Yzz reigns over oceans and the rivers, she brings rain and governs the tides. And her children are H'Na'Rho, the lord of the krakens, and Zsh'Mtur, the first sea-serpent and all the other giant monstrosities of the sea.
Her might doesn't reach unto the land, you say? But what if the rain destroys your harvest, the rivers break over the shores and destroy your house, and the fish stay from your nets?
Do not arouse her attention, unless you are willing to also calm her down with sacrifices."
Worshippers: None.
Divine Power: 100
Domains: Pestilence. Bile. Rage. Plague. Murder. Killing. Insanity.
The Uncleansed was made of the festering hate and pain in the world. It was born in the minds of mad men, killers and plague victims. It takes the aspect of a large pseudo canine with no skin and bursting pustules covering it. It travels the world inflecting pain and death wherever it goes. Driving people insane with rage and pain. serial killers, wars and plagues pop up in it's wake. Its main worshipers are the mad and those with deadly diseases asking it to spare them, although certain assassins also pray to The Uncleansed. Its clergy is made of the insane and the slowly dying, although rarely one may be given a "gift" from the Uncleansed of long life, immunity to diseases and great strengths in battle. Although at the cost of ones sanity and of their body becoming a hive of the worst plagues that have ever crossed the world.
Worshippers: None.
Divine Power: 100
MapsNotesDeities, a reminder not to go spending that 100-point reserve unless you're willing to render yourself powerless for some time.
Species, remember that you're free to invent whatever wildlife you like.
While starting populations were based solely on breeding factor, rest assured that other factors will apply next turn.
Poltifar's species is intentionally not included on the map.
Devourer colour will be changed next turn.