Today is my birthday. My present to myself is ending the state of semi-paralysis I've been in for the past five weeks.
Turn 2SpeciesAll species gain 30 EP.AzthorAs the centuries marched past, the silvery tide of Devourers slowly engulfed the steppe. Inexorable as the sea itself, they claimed acre after acre of land. No living thing could oppose them, as the God of War himself had taken up arms in their defense. In short, their population exploded.
Only the land itself kept them in check. Their lack of manoeuvrability made the northeastern marshes completely uninhabitable, and the rocky mountains to the west were inhospitable and difficult to traverse. The rich soil near the great rivers left the land extremely fertile, but the rivers themselves flooded annually and could only be forded by temporarily damming them with biomass. The Devourers to the southeast had their own problems, as increasing population led to depletion of local food supplies. By the end of the millennium, the Devourers in the homelands had reached a point where the land could no longer sustain them indefinitely, and growth began to slow.
Meanwhile, those corrupted by The Uncleansed attempted to spread southwards and intermingle with the others. However, the hive mind instinctively repelled any attempted encroachment by the tainted ones; they were quarantined within their blighted wasteland by the overpowering force of the healthy Devourers. Though the great wolf gnashed his teeth, there was little he could do.
EventsThe Judge destroys all predators in the vicinity.
Expansion occurs in all directions, except toward the swamp and hex 10.10.
The Uncleansed fails to expand southward.
Draiotch grants the ability to use elemental magic.
New TraitPsionic Manipulation (2 EP): As the Devourers encroach on an area, the will of the Hivemind begins to saturate the local environment to such a degree as to affect reality itself. For every hundred kilotons of Devourer biomass present in the world, the Hivemind can muster an additional Power Point with which to exert its will in the vicinity of any significant concentration of Devourers. Thanks to Draiotch's intervention, these Power Points can also be used for limited elemental magic.
kaian-a-coel'Go north.'
The phrase was reiterated time and again by every Crymit on every level of society. If there was nothing for you in the older burrows, there was always the possibility of finding work in the northern colonies. New hive-cities were dug every year, and the imperial dynasties founding them needed retainers. Population booms meant a surplus of commoners from all walks of life; many newborn commoners ended up completely superfluous, but there was always honest labour to be found up north. And so they migrated. There was always a place for emperors, of course; but many went to carve out their own place in the world, founding a city and a dynasty that would stand as a testament to their own skills and virtues.
Of course, this practice could only continue for so long before they ran out of land to the north and discovered instead the vast ocean. Even so, this millennium had seen Crymit rule spread beneath the rocky crags of ten thousand peaks.
Accompanying this wave of expansion were the results of multiple interventions by the divine. The Crymits, having earned Draiotch's favour, were blessed with a great repository of knowledge – unfortunately, they were unable to take advantage of this as they had no system of writing. Those seeking Draiotch's wisdom could enter and pray, but the writings enshrined within were indecipherable to them.
Omoloth, on the other hand, used a different tactic. Blessing a number of Crymits directly, he granted to the race as a whole the knowledge of traps and ambushes.
EventsThe Crymits expand far to the north, reaching the sea.
Draiotch constructs the Praeclusium in Odreploy. Crymits baffled by the writings within.
Communication arrays established throughout the Empire.
Zjelldursin driven away.
The Uncleansed attempts to establish himself in the south, and is mostly unsuccessful.
Technology granted by Omoloth: Ambush, Basic (Theoretical). This technology is in the category 'Military Science', and the Theoretical penalty can be removed by combat experience or by spending an EP.
New TraitArchitectural Mastery 1 (1EP): The unfaltering dedication and superhuman coordination of Crymit workers makes them ideally suited to large-scale construction.
New TechnologyAmbush, Basic (Theoretical): The study of attacking an advancing enemy force at a vulnerable point. The Crymits have no practical experience with this technology, meaning that they will not be able to utilize it to full effect.
Poltifar/kaian-a-coelIt was with a subdued air that the greatest hunting party in Crymit history left the relative safety of Krakaloy to hunt for a beast that until recently was merely a legend. They marched in utter silence through already-existing tunnels, with scouts searching diligently through every branch, sending back telepathic reports through blue crystals embedded in their carapaces.
The recent expedition to locate the source of the disappearances to the north had ended in disaster, but valuable lessons had been learned. Among the most important was that the creature was extremely sensitive to disturbances in the surrounding earth. Accordingly, no new tunnels were being dug for this new expedition. It was imperative that the Crymits maintain the element of surprise, as otherwise the Zjelldursin would simply flee or repeat its trick of cutting off escape.
The Crymits were fortunate. When the creature was eventually found, it was in what appeared to be in a dormant state, having recently excavated a large cavern with three entrances out of the bedrock. Dividing into three equal groups, they surrounded the beast.
The battle was brief. Soldiers screened the emperors as they lashed out with magic, trying in vain to slice open the Zjelldursin's body. Caught completely by surprise, it launched most of its rocky hide at the Crymits, throwing them into momentary disarray and allowing it to expose its eye and appraise the situation. Dull alarm passed through its mind as it realized that all escapes were blocked.
Emperors blasted the soldiers killed by the initial barrage back into the cavern and renewed their assault. While the Zjelldursin's weakness was known to all, only young Siggb'nav had both the reflexes and strength of will to shrug off the effects of the eye and strike at it before it withdrew. A mighty thunderbolt engulfed the crystal, unleashing a kaleidoscope of magic light as the Zjelldursin writhed in agony.
Now blinded, it lurched unsteadily toward Emperor Mazza'kaza's tunnel. The beast had been injured, but the folly of the Crymits became apparent as they tried to breach the creature's membrane. For all their vaunted magic, the emperors were unable to harm it now that the eye was unexposed. Perhaps unwisely, Mazza'kaza alone stood his ground as it approached, determined to prevent its escape.
The beast simply rolled over him. His entourage scattered as he was swallowed up by the Zjelldursin; the Crymits were forced to watch helplessly as it oozed away into the catacombs, one of their finest in tow.
For a week, the Crymits mourned him; but on the seventh day after the hunt, he returned to Krakaloy with only a few sores to show for his ordeal. The city rejoiced, of course, but Mazza'kaza refused to speak of what happened during those days.
As for the Zjelldursin, it simply vanished. The creature had been taught a harsh lesson: while it could take on legions of Crymits and eventually emerge victorious, remaining in Crymit territory for extended periods was dangerous.
GrekThe Calx were unique among seadwelling creatures in that they were effectively invincible. Over the years, their reef grew and grew, eventually becoming a kind of fortress; there ended up being very little room to manoeuvre in shallower waters, meaning that predators both large and small could not venture there without the risk of breaking the coral.
The Calx were also unique in that they had attracted the attention of a god. Niklas's agenda is difficult to guess, but it was clear that he had done something to them. They became different; the world seemed a little darker, and their actions a little more instinctive and less rational.
Those able to hear Niklas's whispers travelled to a great basalt plain and erected a temple. Though they were not architects, and could not understand the greater part of Niklas's instructions, the temple's final form was significantly less wrong than one would expect.
And as the years came and went and a thousand generations marched past, the seas grew quiet again as the song of the Calx shifted to a different medium.
EventsThe reef expands and consolidates.
Niklas intervenes in a nonspecific manner. A temple is constructed.
New TraitSinging 3 (4 EP): The Calx can emit radio waves in order to communicate with one another in silence. Were these emissions audible, they would form a melody both eerie and beautiful.
The extremely long range of radio waves is both a blessing and a curse, however; the Calx must play their music very softly, or else risk clogging the airwaves and achieving an effect similar to hundreds of people shouting in a crowded room. While modulating their voices – that is, restricting single conversations to single pitches or volumes or timbres – would allow long-distance communication, they have not yet developed the necessary precision to do it reliably.
Poltifar/GrekWorking its way north along the sea floor, a formless monster reaches a coral reef. It attempts to consume the coral, as it has done with countless rocks all over the sea floor. While it has no bones to break, it finds the sensation of eating the Calx distinctly unpleasant and soon gives up. It is pleased, however, by the sounds they make, and continues traversing the reef even as the songs fade into nothing.
RulerOfNothingWith their wilderness god having vanished, the Retha take further steps toward civilization. They erect shelters, and are therefore no longer at the mercy of the untamed swamp. Forming tribes, they are able to share skills and resources. They discover beneficial herbs, construct crude tools, and trade with one another.
The gods leave them more or less alone during this era, and they prosper without divine interference. The Retha near Omoloth's monolith are directed to form a government led by a council, an innovation which is widely adopted, but they are otherwise left to their own devices. Worship of Omoloth continues, but his lack of intervention makes evangelism difficult. The Uncleansed is more successful in that regard, as he establishes a small cult along the western edge of Retha civilization.
EventsThe Uncleansed establishes himself to the west.
New TraitTribalism 2 (2 EP): The Retha are not solitary creatures: they coordinate their efforts to a degree, sharing resources and pooling labour to make life easier for all.
New TechnologyConstruction, Primitive: The knowledge required to build small structures from mud brick, wattle and daub, sticks, timber, animal hide and the like. This technology is sufficient to grant shelter from the elements in most situations, and allows the building of permanent or semipermanent encampments.
Toolmaking, Primitive: Sticks, stones and sinew can be turned to a variety of uses, with the proper skills.
Herblore, Central Swamp: Knowledge of plants in the central swamp, including which ones are edible, which ones can be used for remedies and which ones can be used for poisons.
DescriptionName: 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 primary group of Bangellian Devourers currently has a total mass of 450 kilotons, spread over 40 hexes and an uncountable throng of blobs. There is also a secondary group loyal to The Uncleansed with a total mass of 44.8 kilotons, all to the north of the primary mass.
Although they have very few natural defences, the deity known as The Judge has prevented all predators from attacking them, and so their growth rate has only been limited by their ability to find food.
Deities with voices in the hive mind include Draiotch, The Judge, Niklas, and The Uncleansed.
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: 3 (4 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: 3 (4 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
Psionic Manipulation (2 EP): As the Devourers encroach on an area, the will of the Hivemind begins to saturate the local environment to such a degree as to affect reality itself. For every hundred kilotons of Devourer biomass present in the world, the Hivemind can muster an additional Power Point with which to exert its will in the vicinity of any significant concentration of Devourers. Thanks to Draiotch's intervention, these Power Points can also be used for limited elemental magic.
Technologies: None.
0 of 59 EP remaining.
Status
The Calx currently form a great coral reef that stretches over seven hexes and is roughly circular in shape. Close to the centre of the circle is a basalt plane, on which sits a great temple to Niklas. The reef itself has been carefully constructed by countless generations of sessile Calx so as to greatly impede any hostile marine life.
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 1.8 million individuals.
Niklas is the only god known to them.
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.
Singing 3 (4 EP): The Calx can emit radio waves in order to communicate with one another in silence. Were these emissions audible, they would form a melody both eerie and beautiful.
The extremely long range of radio waves is both a blessing and a curse, however; the Calx must play their music very softly, or else risk clogging the airwaves and achieving an effect similar to hundreds of people shouting in a crowded room. While modulating their voices – that is, restricting single conversations to single pitches or volumes or timbres – would allow long-distance communication, they have not yet developed the necessary precision to do it reliably.
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).
58 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 roughly 3.3 billion Crymits and 330000 Emperors in the world at present, all of which are distributed in a vast system of underground tunnels beneath the northern mountains. Major hive-cities include Suriloy, Krakaloy and Odreploy.
Two deities, Omoloth and Draiotch, are worshipped openly by the Crymits. Suriloy is host to the Monolith of Omoloth, while Odreploy contains Draiotch's Praeclusium. In addition, there are a number of cults dedicated to Niklas scattered throughout the Empire, and The Uncleansed has been making unsuccessful efforts to establish himself.
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 - 1/10
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 3 (4EP): 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, which allow them to govern the whole crymitian race (hence the term "emperors").
Architectural Mastery 1 (1EP): The unfaltering dedication and superhuman coordination of Crymit workers makes them ideally suited to large-scale construction.
Technologies:
Ambush, Basic (Theoretical): The study of attacking an advancing enemy force at a vulnerable point. The Crymits have no practical experience with this technology, meaning that they will not be able to utilize it to full effect.
Status
There are currently 2.7 million Retha in the world. All reside within twelve hexes in the middle of the vast swamp created by the river's delta.
They are primarily followers of Omoloth, although Niklas has a small, scattered following. There are also several fringe cults dedicated to The Uncleansed on the western edges of Retha territory.
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.
Tribalism 2: 2 EP
The Retha are not solitary creatures: they coordinate their efforts to a degree, sharing resources and pooling labour to make life easier for all.
Technologies
Construction, Primitive: The knowledge required to build small structures from mud brick, wattle and daub, sticks, timber, animal hide and the like. This technology is sufficient to grant shelter from the elements in most situations, and allows the building of permanent or semipermanent encampments.
Toolmaking, Primitive: Sticks, stones and sinew can be turned to a variety of uses, with the proper skills.
Herblore, Central Swamp: Knowledge of plants in the central swamp, including which ones are edible, which ones can be used for remedies and which ones can be used for poisons.
Supernatural traits: None currently
0 of 59 EP remaining.
DeitiesmicelusYou grant skill with traps and ambushes to a few Crymits. While they have little use for that particular set of skills at present, a tradition of trapmaking begins among certain groups of emperors, the theory being refined with every generation. In particular, the emperors of Suriloy develop this art to levels unmatched anywhere else in the world. Unfortunately, they are limited somewhat by their lack of practical experience; the Crymits almost never need to defend themselves against anything. Necessity, as they say, is the mother of invention, and trapmaking is a purely theoretical discipline for now.
Technology granted: Ambush (Theoretical).
You also push the Retha toward a republican form of government, which they respond to quickly. However, your influence is more strongly felt in the way that the Retha erect small structures throughout the swamp, continuing to innovate.
SinpwnSince the Devourers do not have minds of their own, you cannot grant them magic in the traditional sense. Instead, you communicate with the Hivemind itself and grant it the ability to use elemental magic.
With a twitch of your will, the great Praeclusium is given form. While the illiterate Emperors cannot use the building for its primary purpose, it becomes a place of contemplation and meditation for those seeking answers.
NoodlerexYou withdraw from mundane matters and contemplate the nature of freedom, or something.
freeformschoolerMoved by the plight of the Bangellian Devourers, you decide to place them under your protection. The creatures preying on them are clearly their greatest foe, and thus your first target. Empowered by the growing support of the Hivemind, you embark on a thousand-year rampage across the plains, carving a bloody swathe through the local wildlife. By the end of the millennium, you have singlehandedly wiped out a dozen or so species of predator and cemented Devourer dominance in this region.
CriptfeindAfter a harrowing journey too long and arduous to relate here, the Devourers sent to the east encounter some Retha. Through pantomine and telepathy they manage to convey a little of your message, and against all odds succeed in establishing a small cult along the western edge of their civilization.
To the south, the primary Devourer hivemind recoils in horror at the encroachment of your followers. Stymied by the psychic power of a being hundreds of times larger than them, they cannot complete their task.
To the north, the Crymits likewise respond poorly to your missionaries. Despite your grandeur and majesty, your presence inexplicably fails to improve the situation. The northern mountains remain locked to you.
mcclayDespite the fact that you are largely incomprehensible to the Calx, as well as the fact that their perception of the world is vastly different to your own, they fall under your influence almost willingly. Though no being from this reality understands what the power of the Beyond is, you instill it in them. Where the coral grows, the shining sea darkens, the wildlife becomes more wary and furtive, and the song shifts keys to a lower and more ominous tune. Additionally, with a little encouragement from you, a great temple grows from the sea floor.
Those who worship you on dry land, however, are too few and too primitive to build a place of worship.
Domain: 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: Many potential Retha, spread across the wilderness.
Divine Power: N/A
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: Small numbers scattered in all inhabited areas. 12.6 casual Calx worshippers. 75.4 dubious Calx worshippers.
One temple among the Calx.
Divine Power: 386 (+81/Century)
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: 30 casual Retha, 30 casual Crymits in the mountains.
Two Obelisks. One temple in Suriloy.
Divine Power: 318 (+80/Century)
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: 60 casual Crymitian Emperors, spread across each mountain hex. 10 casual Devourers.
The Praeclusium in Odreploy (11.06)
Divine Power: 330 (+85/Century)
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 a beautiful humanoid holding a blade.
Worshippers: 105 casual Devourers, spread across 40 hexes.
Divine Power: 205 (+105/Century)
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: 11.2 fanatical Devourers at 10.10. 33.6 devout Devourers. Small cults of Retha at 13.09 and 13.10, amounting to 1.5 casual worshippers.
Detractors: Majority of southern Crymits, and the Devourer Hivemind as a whole.
Ongoing power drain: Worshippers granted limited access to divine power (Negligible drain).
Divine Power: 330 (+74/Century)
MapsNotesImportant: all players should read the last bullet point of 'Concerning the Divine' in the main post carefully. Species, be aware that you can help or hinder the actions of deities by encouraging or discouraging worship in an area.
Also important: it's clear I made a mistake with regard to how powerful a single DP is, given how fast some people are gaining income. All divine actions from hereon will be a whole lot more expensive.
No doubt this post is riddled with errors and inconsistencies. Please bear with me here.
I took a few liberties making up stuff for people here; I'm just taking the concepts and running with them. Please let me know if you'd like a little more control over stuff.
I didn't originally note this in the main post, but any player can send hidden actions. Where appropriate, the effects of these actions will remain hidden until they come to light.
Technology can be acquired with actions, but it will be inferior to technology bought with EP.
Another reminder that I hold court in #Evolution at irc.newnet.net much of the time. Come listen to me as I comment on events and clarify rules for all and sundry. This is an IRC channel, which is a bit like a chatroom. You can connect from your browser by following
this link and typing /join evolution once connected, or you can download an IRC client. Firefox users may want to use ChatZilla. Personally, I use Nettalk, which is an obscure German client.
I realized while making this turn that the Crymits are more like
Tau than Zerg, aside from the fact that the lesser castes are crabby things rather than humanoids. Don't you agree?
Before anyone asks, a hex does not have a fixed size: it's as large or as small as it needs to be.
I am definitely enlisting help for next turn. Stay tuned.
Everyone still here?
Turn 3 will be 500 years long.