Food: They are omnivores. They eat things raw, for their body temperature itself can cook it. They also eat rocks.
Communication: They talk to each other by hand signs and vibrations that is like the Morse Code.
Sight: They can see like we humans do.
Hearing: They have sharp hearing in order to hear what they're vibrating.
Smell: They can smell heat to see if someone walked through an area
Blood: They are hot-blooded. Literally.
Skin: They have semi-rocky skin with magma flowing
Agility:The smaller and weaker their body is, the faster they are.
Intelligence:The smaller and weaker their body is, the smarter they are.
Habitat: They prefer warmer temperatures, so they tend to live near deserts.
Other: I forgot to mention one more thing, the smaller and weaker their body is, the lower their body temperature is. The smallest ones are sometimes discriminated due to their size. The smallest/weakest ones are also the farmers of their city.
lolis: You need to expand the app a little bit, as well as organize it better. Someone that uses random bold text and nanoscopic-sized text for no reason is definetly something I can't tolerate.
Crystal: While the description is acceptable, it doesn't mix pretty well with the image you chose. Your image is a magma monster thing and you describe the species as some rocky things. By the way, I really need to update the second post because the map is outdated (it's fine your location, but I'll have to free up some space from some guy who already took it).
Name: Zuntal
Caracteristics: Short and stubby, these special creatures are similar to dwarves, however their skin is blue and made of a type of stone called Zundar. They have fists that can quickly chip trees, but they are slow and not too bright. Their hooves have 7 toes.
Communication: They make sounds using tiny, slimy things that create sounds like Agrh, Regh, and the longest word they can make is Zuntar.
Sight: Their eyes are below their mouths, which give them a creepy appearance.
Eating type: Omnivores. They will eat much herbivoric things until they move into caves, and then will eat any meat in there.
History: Long ago, when the world was being created, the god aztur created a land and created many races. The Zuntal, were his first experiment. The first Zuntals flew straight from the mountains, and landed on rubble. they were deformed creatures, but they were still capable. so they created a tribe, and eventually 20 people. This is the history the Zuntal believe in.
Intelligence: The Zuntal are around an average of an Iq of 83 to 89.
Blood: Their blood has a strange chemical which helps harden their bones excessively when they feel a surge of fury. However due to their 'dimness' this is easy to overcome.
other:They will eventually become miners and live in stone halls. Extremely aggressive. Also they will just be a small group of about 100 ponies until eventually I will make an nation app, as I don't have the time right now.
Suggestions: N/a
Location:The ferin mountains
Fixed the description! Can I at least change the culture/religion to Norwegian in that area? I only know a few religions... The other tribe/village/city can trade with us.
lolis: Except for the first sentences on the history part accepted. And I hope they are not these ponies.
Crystalfan: A3 is meant to be a mesopotamia. If you want Norwegians move to zones 5, 6 or 12.
The op says that time passes how you please as long as you dont go overboard, and you coordinate with others when interacting
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Rupturefarms: Pretty much what Kraz said.
Kraz and lolis: Both of you need to put the dates your posts take place on. And I know lolis last post had dates, but seeing your previous post, it hadn't a single date.
For me its only been 1 day, trust me, i will tell you when i am jumping weeks
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Description: Politics: The political system is Oligarchic with the class that’s ruling referred to as the “Witches”. All Witches are female, are recognised by their uniform of black robes and pointy hats and are kind of similar to priests in diffrent cultures.At every town or settlement has a coven watching over them like stern mothers. A coven is usually made up of 3 Witches the Hag, the Mother and the Maiden. The Hag is supposed to be the oldest and most respected one, the Mother is around the middle of the scale and the Maiden is the rookie of the coven, and she should be a virgin. The way that a person becomes a Witch is that in an ideal scenario the Hag dies, the Mother becomes the new Hag, the previous Maiden becomes a Mother and a promising girl becomes a Maiden then. So the town has a funeral, marriage and Witch enlistment ceremony all in one day. However it can get more complicated, while involving no deaths just some people moving somewhere else, this system is flexible enough. 4 times a year, at the Equinoxes, peaks of summer and winter, as well as any time it’s needed the Great Counsel on the Bald Hill. At the Great Counsels all the Witches discuss and decide on matters of nationwide importance for the time until the next Great Council and far of to the future. Civilization Type: Agricultural in the more prosperous places and people get by on what they can take from nature (i.e. hunting fishing and/or gathering) and trade with the prosperous bunch. Agriculture: They mainly live off of a staple of cabbage, potato, beans and onions are also grown. Barley is used for bread as well as alcohol, which is a very large business for them. Orchids with apples cherries and other fruit are found around places, sometimes people even eat them! (they are usually made into beverage). A grass is grown to make rope as well as baskets and herb gardens are quite common as well. Animal Husbandry: A kind of small deer are raised for meat, fur, milk and they serve as work animals. Some people, usually the richer ones keep half wild gooses because eggs make good breakfast, and goose can make a good dinner. Sense Gnomwkin are very much not for combat they train hounds to fight for them. However their dogs aren't completely domesticated and considering that they aren’t really fearsome people, a Hound Keeper getting mauled by his pets is not uncommon. The beasts are only kept down by wraith flutes (read: dog whistles) and a man can’t blow out air forever. On the topic of dangerous animals, beekeeping is also a known job, mostly because of mead. Infrastructure: Most houses are log cabins built around a stone oven and chimney, failing that a fire pit and if failing that then just a log cabin. Roofs are made of thatch. Fancy homes are covered in carvings. Economy: Their economy uses multi colored stone beads from a specific mine as currency which I’ll call mi-gigs. Of course sometimes mi-gigs are unnecessary and primitive exchange is used. Religion: The Gnomwkin believe in the existence of a pantheon of gods, and accept the existence of other gods and pantheons. However no one likes them, or worships them. Gods are portrayed as powerful, large, handsome and complete imbeciles commanding natural forces that they shouldn’t be allowed to. The universe isn’t completely horrible because the gods can be tricked and manipulated for them to get what they want. Only high rank Witches and scholars well versed in the gods’ lore are allowed to talk to the gods and make offerings because those stuck up snobs can get offended at the slightest mistake. The exception is Ignavan the god of running away, who gets picked on by the other gods and is an outcast among them. He is spoken freely to by anyone of any position without the need for formalities. Some minor gods are also like this. After dieing some people go to the underworld, some to a better place and others still just stick around as ghosts, the beings that manage the world don’t care about the Gnomwkin race, so their afterlife is poorly regulated. Culture: The Gnomwkin live under a polar opposite of a honor system. To them charging into battle is stupidity not bravery and epic last stands don’t get the impression they are supposed to. That doesn’t mean they don’t have their Hercules, it’s that instead of superhuman strength and blood of the gods, he’s a remarkably clever guy, with a perfect poker face, knowledge of all the lore at berth and a bulging head. If a family has animal for a symbol then it’s a mouse, rabbit or a robin of some sort. Other Races: If a nation can be convinced that they have some occult power and make sure that they can’t degenerate their tech from magic. After establishing how mighty they are, the next logical step is to take all they can get from the other race without it noticing anything that might provoke a war, enslavement and/or other violence. Military: Gnomwkin have simple stone weaponry that is not used if possible, metal weaponry is known but most people don’t waste good copper or iron on it, unless it also doubles as a tool of some sort. Bows are a prefered weapon, even more prefered are traps using ropes for a variety of things. As mentioned in the animal husbandry section, dogs are used for killing things, but mostly for hunting. Hierarchy:
Witches go around the town bossing people around, as well as helping people according to their duty.
Rich Merchants and their Descendants live in the most fancy homes and have the most money, as well as generally don’t have to answer to anyone but the Witches.
Trap makers, hound keepers, scholars of different sorts, blacksmiths and other trades requiring large amount training, skill and knowledge are greatly respected, and can set high prices for their services.
Hunters, explorers, and prospectors that are sometimes fighters who go out into the wild are often the most risk taking (other then hound keepers) people. This kind of person also is the one that goes out to instill superstitious fear in other civilized races.
Ordinary merchants and low end artisans can hope to get up the ladder.
Common folk are the ones who do the farming, mining and other things working class dues.
Slavery: Being the race of “small cowardly people” isn’t going to get you much slaves, however if you get stuck owing something to someone or loss a bet when the thing bet is your service you can be pretty screwed.
History: The Gnomwkin used to be a split up into separate towns that not only had to defend against legions the gods (weather, wild animals, nature in general) but other towns as well. Chaos and Anarchy ruled over the land, until Chaos slit Anarchy's throat, giving the great magi and shaman that became the First Witches time to bring peace. Don’t ask why Chaos killed her husband, she just does things. As I was saying the First Witches gathered together the different towns under the name of Elverhime. It still wasn’t peaceful, but now they were ravaged by storm and beast as one as oppose to separately.
Other: I’m going to keep the part about the dog whistles in there but crossed out. Also I apologize if I took to long to post this.
Suggestions: I can’t think of anything.
Location: Continent A Region 6 Around the West part of it.
Well, that can be answered several ways, because they specialize eventually, at this moment in time, they form basic structures (out of themselves) such as walls and towers, eventually they will specialize into "Structure" shullets and be able to make more complex structures and also use artificial supports such as logs. But there are super specializations (which i shall keep to myself) that allow them to make or become strucures differently.
Their are 8 castes, each caste has a specialization, each specialization has 8 super specializations.
Rollback Post to RevisionRollBack
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Well, that can be answered several ways, because they specialize eventually, at this moment in time, they form basic structures (out of themselves) such as walls and towers, eventually they will specialize into "Structure" shullets and be able to make more complex structures and also use artificial supports such as logs. But there are super specializations (which i shall keep to myself) that allow them to make or become strucures differently.
Their are 8 castes, each caste has a specialization, each specialization has 8 super specializations.
So it's like zerg only the "drones" that become buildings are assigned to become buildings from berth. If your civilization is run on a hivemind how intelligent is any individual skullet?
Characteristics:
Food: They are omnivores. They eat things raw, for their body temperature itself can cook it. They also eat rocks.
Communication: They talk to each other by hand signs and vibrations that is like the Morse Code.
Sight: They can see like we humans do.
Hearing: They have sharp hearing in order to hear what they're vibrating.
Smell: They can smell heat to see if someone walked through an area
Blood: They are hot-blooded. Literally.
Skin: They have semi-rocky skin with magma flowing
Agility: The smaller and weaker their body is, the faster they are.
Intelligence: The smaller and weaker their body is, the smarter they are.
Habitat: They prefer warmer temperatures, so they tend to live near deserts.
Other: I forgot to mention one more thing, the smaller and weaker their body is, the lower their body temperature is. The smallest ones are sometimes discriminated due to their size. The smallest/weakest ones are also the farmers of their city.
Suggestions:
Location: Region 3, Continent A
Let me teach you something good...~
Crystal: While the description is acceptable, it doesn't mix pretty well with the image you chose. Your image is a magma monster thing and you describe the species as some rocky things. By the way, I really need to update the second post because the map is outdated (it's fine your location, but I'll have to free up some space from some guy who already took it).
Caracteristics: Short and stubby, these special creatures are similar to dwarves, however their skin is blue and made of a type of stone called Zundar. They have fists that can quickly chip trees, but they are slow and not too bright. Their hooves have 7 toes.
Communication: They make sounds using tiny, slimy things that create sounds like Agrh, Regh, and the longest word they can make is Zuntar.
Sight: Their eyes are below their mouths, which give them a creepy appearance.
Eating type: Omnivores. They will eat much herbivoric things until they move into caves, and then will eat any meat in there.
History: Long ago, when the world was being created, the god aztur created a land and created many races. The Zuntal, were his first experiment. The first Zuntals flew straight from the mountains, and landed on rubble. they were deformed creatures, but they were still capable. so they created a tribe, and eventually 20 people. This is the history the Zuntal believe in.
Intelligence: The Zuntal are around an average of an Iq of 83 to 89.
Blood: Their blood has a strange chemical which helps harden their bones excessively when they feel a surge of fury. However due to their 'dimness' this is easy to overcome.
other:They will eventually become miners and live in stone halls. Extremely aggressive. Also they will just be a small group of about 100 ponies until eventually I will make an nation app, as I don't have the time right now.
Suggestions: N/a
Location:The ferin mountains
Let me teach you something good...~
Crystalfan: A3 is meant to be a mesopotamia. If you want Norwegians move to zones 5, 6 or 12.
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Kraz and lolis: Both of you need to put the dates your posts take place on. And I know lolis last post had dates, but seeing your previous post, it hadn't a single date.
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Sorry for not posting, teh youtubes conume me
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
Minimum IC time between a post: 15 days. Maximum IC time between a post: Two years
Name: Elverhime
Description:
Politics: The political system is Oligarchic with the class that’s ruling referred to as the “Witches”. All Witches are female, are recognised by their uniform of black robes and pointy hats and are kind of similar to priests in diffrent cultures.At every town or settlement has a coven watching over them like stern mothers. A coven is usually made up of 3 Witches the Hag, the Mother and the Maiden. The Hag is supposed to be the oldest and most respected one, the Mother is around the middle of the scale and the Maiden is the rookie of the coven, and she should be a virgin. The way that a person becomes a Witch is that in an ideal scenario the Hag dies, the Mother becomes the new Hag, the previous Maiden becomes a Mother and a promising girl becomes a Maiden then. So the town has a funeral, marriage and Witch enlistment ceremony all in one day. However it can get more complicated, while involving no deaths just some people moving somewhere else, this system is flexible enough. 4 times a year, at the Equinoxes, peaks of summer and winter, as well as any time it’s needed the Great Counsel on the Bald Hill. At the Great Counsels all the Witches discuss and decide on matters of nationwide importance for the time until the next Great Council and far of to the future.
Civilization Type: Agricultural in the more prosperous places and people get by on what they can take from nature (i.e. hunting fishing and/or gathering) and trade with the prosperous bunch.
Agriculture: They mainly live off of a staple of cabbage, potato, beans and onions are also grown. Barley is used for bread as well as alcohol, which is a very large business for them. Orchids with apples cherries and other fruit are found around places, sometimes people even eat them! (they are usually made into beverage). A grass is grown to make rope as well as baskets and herb gardens are quite common as well.
Animal Husbandry: A kind of small deer are raised for meat, fur, milk and they serve as work animals. Some people, usually the richer ones keep half wild gooses because eggs make good breakfast, and goose can make a good dinner.
Sense Gnomwkin are very much not for combat they train hounds to fight for them. However their dogs aren't completely domesticated and considering that they aren’t really fearsome people, a Hound Keeper getting mauled by his pets is not uncommon. The beasts are only kept down by wraith flutes (read: dog whistles) and a man can’t blow out air forever.On the topic of dangerous animals, beekeeping is also a known job, mostly because of mead.Infrastructure: Most houses are log cabins built around a stone oven and chimney, failing that a fire pit and if failing that then just a log cabin. Roofs are made of thatch. Fancy homes are covered in carvings.
Economy: Their economy uses multi colored stone beads from a specific mine as currency which I’ll call mi-gigs. Of course sometimes mi-gigs are unnecessary and primitive exchange is used.
Religion: The Gnomwkin believe in the existence of a pantheon of gods, and accept the existence of other gods and pantheons. However no one likes them, or worships them. Gods are portrayed as powerful, large, handsome and complete imbeciles commanding natural forces that they shouldn’t be allowed to. The universe isn’t completely horrible because the gods can be tricked and manipulated for them to get what they want. Only high rank Witches and scholars well versed in the gods’ lore are allowed to talk to the gods and make offerings because those stuck up snobs can get offended at the slightest mistake. The exception is Ignavan the god of running away, who gets picked on by the other gods and is an outcast among them. He is spoken freely to by anyone of any position without the need for formalities. Some minor gods are also like this. After dieing some people go to the underworld, some to a better place and others still just stick around as ghosts, the beings that manage the world don’t care about the Gnomwkin race, so their afterlife is poorly regulated.
Culture: The Gnomwkin live under a polar opposite of a honor system. To them charging into battle is stupidity not bravery and epic last stands don’t get the impression they are supposed to. That doesn’t mean they don’t have their Hercules, it’s that instead of superhuman strength and blood of the gods, he’s a remarkably clever guy, with a perfect poker face, knowledge of all the lore at berth and a bulging head. If a family has animal for a symbol then it’s a mouse, rabbit or a robin of some sort.
Other Races: If a nation can be convinced that they have some occult power and make sure that they can’t degenerate their tech from magic. After establishing how mighty they are, the next logical step is to take all they can get from the other race without it noticing anything that might provoke a war, enslavement and/or other violence.
Military: Gnomwkin have simple stone weaponry that is not used if possible, metal weaponry is known but most people don’t waste good copper or iron on it, unless it also doubles as a tool of some sort. Bows are a prefered weapon, even more prefered are traps using ropes for a variety of things.
As mentioned in the animal husbandry section, dogs are used for killing things, but mostly for hunting.Hierarchy:
hound keepers, scholars of different sorts, blacksmiths and other trades requiring large amount training, skill and knowledge are greatly respected, and can set high prices for their services.History:
The Gnomwkin used to be a split up into separate towns that not only had to defend against legions the gods (weather, wild animals, nature in general) but other towns as well. Chaos and Anarchy ruled over the land, until Chaos slit Anarchy's throat, giving the great magi and shaman that became the First Witches time to bring peace. Don’t ask why Chaos killed her husband, she just does things. As I was saying the First Witches gathered together the different towns under the name of Elverhime. It still wasn’t peaceful, but now they were ravaged by storm and beast as one as oppose to separately.
Other: I’m going to keep the part about the dog whistles in there but crossed out. Also I apologize if I took to long to post this.
Suggestions: I can’t think of anything.
Location: Continent A Region 6 Around the West part of it.
Their are 8 castes, each caste has a specialization, each specialization has 8 super specializations.
Arguments happen, they just do, you can't stop it, no matter how much power you have, even if it takes years to settle, when it does, everyone is stronger for it. Rivalries can be made into friendships if you let them.
Some ideas are meant to be made into reality, but most need to be burned at the stake.
Hating the things you love
So it's like zerg only the "drones" that become buildings are assigned to become buildings from berth. If your civilization is run on a hivemind how intelligent is any individual skullet?