Current State of Mortals
Mortals are currently in the equivalent of the
Late Neolithic Age.
Mortal Technology
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| Industry Concepts |
| Stone Age tools and housing |
+1 Industry (T1) |
| Developed Land and Agriculture |
+2 Industry (T2) |
| Nations |
+3 Industry (T3) |
| Domestication |
+1 Industry (T1) |
| Husbandry |
+2 Industry (T2) |
| Pottery |
+1 Industry (T1) |
| Currency and Trade |
+1 Industry (T1) |
| Stoneworking |
+1 Industry (T1) |
| Slavery |
+1 Industry (T1) |
Culture Concepts |
| Divine Source |
+1 Culture (T1) |
| Rituals |
+2 Culture (T2) |
| Celebrations |
+1 Culture (T1) |
| Music |
+1 Culture (T1) |
| Tree-Singing |
+1 Culture, +1 Industry (T2) |
| Alcohol and Pipe Weed |
+1 Culture (T1) |
| Writing |
+1 Culture (T1) |
| Military Concepts |
| Copper-Working |
+1 Military (T1) |
| Bronze Working |
+2 Military (T2) |
| Longbows |
+1 Military (T1) |
| Crossbows |
+1 Military (T1) |
| Artifice |
+1 Military (T1) |
| Formations |
+1 Military (T1) |
| Martial Source |
+1 Military (T1) |
| Arcane Source |
+1 Military (T1) |
| Primal Source |
+1 Military (T1) |
| Shadow Magic |
+1 Military (T1) |
| Secret Knowledge |
| Xian Ambush Tactics |
+2 Military (T2)* |
| Xian Constructs |
+1 Military (T1) |
| Golem-making |
+1 Industry (T1) |
| Necromancy |
+1 Industry (T1) |
- Tier 3 (T3) Concepts overwrite the Tier 2 (T2) and Tier 1 (T1) Concepts directly above them and can be taught or learned without first teaching or learning the Tier 2 or Tier 1 Concept. You only gain the bonuses from the Tier 3 Concept.
- Tier 2 (T2) Concepts overwrite the Tier 1 (T1) Concept directly above them and can be taught or learned without first teaching or learning the Tier 1 Concept. You only gain bonuses from the Tier 2 Concept.
- * 'Xian Ambush Tactics' are a Tier 2 Concept based off of 'Formations'.
- The Xin are currently the leading race/society in terms of overall technology.
Mortal Races
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Dwarves:
- RockBorn(Essentially elementals)
- Adamant Dwarves
- Mithril Scepter Dwarves
- Mountain Keeper Dwarves (Fleshy Dwarves)
Munoks:
- Munoks(Proto-humans/kirbies/majin-buus)
- Wood Munoks
- Hedonistic Munoks
- Dead... Barren... Boney Munoks
Devils:
- Imps
- Lilims
- Nephilim
- Azrilim
- Carbuncle
Orcz:
Xin:
Others:
- Lycanthropes
- Sidhe(Elves)
- Kobolds
- Humans
- Warforged
- Greenscale Lizardfolk
- Ruzorians
- Dopplegangers
Monsters
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Monsters:
- Drakes
- Cavern chokers
- Dire Pumpkins
- Grymalkin
- Dwarfticore
- Mortivore
- Zombies
- Ghouls
- Ghosts
- 2 Adult Chromatic dragons of each color: Red, Blue, Green, Purple(Deep), Black, White, Gray, Brown
- Wardens
-
- Shards of Apocos
Specific Monsters:
Exarchs
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Exarchs:
- Mokaan's - (Forgot his name) - Revived Sidhe Awsh who died fighting the Imp King and lost his lover Elyna to him.
- Alaraxar's - Wendigo & Another one, forgot the name - Mutated munok that devours everything to gain it's powers and another one.
- Zanathul(Wyrmfather)'s - Blood Scale - A Grey Dragon whose right eye was blinded by Jiryiin when he slashed 5 deep gouges with his divine gauntlet, leaving five gruesome scars. His title was given to him by Jiryiin and he possesses a deep hatred for all gods other than the Wyrmfather. Sulmur killed him however the Wyrmfather brought him back, now he is a half gray and half red dragon that possesses a boiling blood breath and despises other gods with even more passion now due to Sulmur's unwarranted attack.
- Belial's - Creepy Ghost Girl - Alma from F.E.A.R.
- Sallyn's - The Walking City
Animals and things
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Sea life:
- Kelp
- Algae
- Lichen
- Fish
- Sea mammals
Plant and Animal life:
- Bugs
- Arachnids
- Bug/Plant-eating Birds
- Equines(horses)
- Bovines(cows)
- Fruit trees
- Flowering plants(vegetables)
- Terrestrial predators(bears, panthers, tigers)
- Birds of prey
- Small rodents and mammals(squirrels, mice, rabbits)
- Snakes
Mortal Communities
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- The Munoks band together in primitive hunter-gatherer tribes which as still mostly gatherer due to the primitive nature of their hunting tools which consist mostly of spears with maybe one primitive bow used by the chieftain. There is only one bow in circulation that is of any useful quality(aka Made by Jiryiin) and it is used by the cheiftain of the Mysterious Arrow tribe. The Munoks mostly just live each day where it's comfortable on the ground or in bear-free caves if they're lucky and eat what they can find in addition to the occasional bear or tiger. Very few tribes have been taught by Jiryiin how to build basic log huts that the Munoks mostly use as tents and fewer yet have mud huts that they use as temporary shelter.
- The Wood Munoks live on Isolidus in several villages in the Province of New Gabot. They used to live in hundreds of small villages but soon after discovering the Xin and the mutual benefits of trade, the major trading towns attracted all the smaller tribes into them. They survive partly through their own farming and also from trading with the Xin the lucrative Magi-Wood that they grow in the rich soil of their farms. About 1/5 of the Wood Munoks were attracted by the greatness of the Xin and migrated into the Xin governed Province of Archaea where they work mostly as hunters, guards, craftsmen, farmers, and miners.
- The Xin live in the cluster of villages in the Province of Archaea where they survive from the agriculture of the smaller towns and hunting the many beasts that frequently attack the villages. They trade the fine copper jewelry that the skilled hands of their craftsmen make as well as their excess furs and meat with the Wood Munoks of the Province of New Gabot for the high quality Magi-Wood of the Wood Munoks.
- The Sidhe band together in primitive hunter-gatherer tribes that have recently been taught how to make and use spears, hand axes, and primitive bows by Mokaan(who learned it from Jiryiin of course). They wear little clothing, after all they don't really have that much fur with which to make clothing, and are intentionally liberal with their clothing. Bare chest? Sure why not. None of the Sidhe possess the knowledge to construct huts of any kind which results in all Sidhe live nomadically much like the Munoks do.
- The Rock Born live in caves and natural cavern complexes possibly in tribes or bands and possess no technology whatsoever. They receive nourishment through the soil and rock and have no need to gather nutrition and likewise have no agricultural technology. However, now they have gained the ability to smith copperworks, which allows them to mine for more metals and baubles. The two Purple Dragons dwell in the aforementioned caves and command small groups of the lesser stone dwarves to gather shiny things and possibly food for the dragons through the utilization of their mind controlling spells, deadly breath, and twenty tons of muscle.
- The Humans, known as the Children of Tana, possess a town along the river upon the gardened plateau of their continent and have a developing religious culture. They are a very agricultural society, though they occasionally hunt to supplement their food supply. They have a monolith called The Celestial Clock (+1 population).
Statistics may be found
here.
- The Kobolds serve the dragons selflessly but have no society of their own. 100 of them to each pair of dragons.
Traits: Subterranean
- Greenscale Lizardfolk live in marshlands of Skalnaya.
Traits: Jungle?
- Nation of the damned The Nation of the damned is a mixed community, consisting primarily of Grey, or Wasteland Munoks, and Undead. The heavy labor is primarily handled by unintelligent undead, leaving the rest of the population free to engage in more intellectual pursuits.
Population 4/50
Military 2+4(defense)
Culture 0 + 5
Industry 2 + 2
Terrain: 9 Wasteland, 1 Field
Races: Grey Munok, Ghosts, Zombies, Ghouls
Concepts Known: Music (+1 Culture), Agriculture (+1 Culture), Arcane Magic (+1 Culture), Primal Magic (+1 Military), Divine Magic (+1 Culture),
Copper Working (+1 Industry, not included since there is no copper yet), Pottery (+1 Industry), Martial Training (+1 Military), Rituals (+1 Culture)
Secret Concepts Known: Necromancy (+1 Industry)
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