Races

Note: This list is nowhere near complete, and is just a rough suggestion if you want to add some flavor to your challenge.

This can and probably will be changed before it is finalized. I try to have one main race and a sub-race that is the polar opposite--the exception being Goblins and Kobolds.

Disclaimer: Many of these races were inspired by the awesome game Dwarf Fortress. Because it's awesome.

Avaiable Races

Pureblood Humans

Humans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk on this Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have more Outliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy in their Agricultural techniques, and have to build 125% more Food Sources per population.

Human Sub-Race: Investment Bankers

Investment Bankers are the most hated creatures on the face of this Cube. These humans care only for themselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happen to live in their towns, and keep them all in poverty.

Pureblood Testificates--Pacifist, Agricultural

Testificates are a quiet, hard-working people. They are always willing to lend a helping hand, and will gladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peace with nearly every single other Race out there. They are content to farm their land, and smelt what little ore they need for their tasks. Both their farming fields and Furnaces are free for all to use.

Testificate Sub-Race: Witches

The Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen and the Ender Dragon, but many forget that many Witches also fought against those self-same forces. They spend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race that happens across the Witches attack them, so the Witches tend to make the first strike.

Pureblood Dwarves--Drunken, Surly Midgets (Industrial, Xenophobic)

Dwarves are a newer race to the Cube. Nobody knows quite when they appeared, but everyone agrees that they build the finest weapons around. They are most commonly spotted by their short height and voluminous amounts of body hair. 90% of a newborn Dwarf's body weight is hair, though that ratio tends to even out at about 50/50 when fully grown. Dwarves are very fond of alcohol, and can literally make alcohol out of anything. Grass, Wheat, Barley, Pebbles, Dirt, Stone, Clay. Anything. Dwarves are actually born drunk, and need alcohol to get through the working day. They are very protective of their Mountainhomes, and while they do not generally venture out much, they defend their Mountainhomes to the Death.

Dwarf Sub-race: Sober Dwarves

Every so often, the most horrible thing imaginable happens to Dwarves--they lose all alcohol from their bodies, and become sober. This is a most terrible affliction, and Sober Dwarves are instantly called "Boring" or "Squares" and cast out from the Mountainhomes. Sadly, once Sober, Dwarves are immune to the effects of alcohol. Sober Dwarves are far more friendly than standard Dwarves, though they maintain their Technological edge, and their ability to make superior tools

.

Dwarven Sub-race: Merdorfs

The Merdorf people are a proud, strong people. Sadly, the last of the pure-blood Merfolk were wiped out in the Great Ending. the Merdorf come from a handful of Sober Dwarves and Merfolk that intermarried. The resultant mixture were cast out from both of their respective cultures, and forced to find their own way. The Merdorfs do not have the strong beards of normal Dwarves, but instead have mustaches (both sexes) of various sizes, shapes, colors, and styles. They have lost most of their former Dwarven affinity for creating wonderful tools, but still remember well the secrets of Gold. They do not have the webbed appendages of the Merfolk of old, but do require water to be nearby at all times. The Merdorfs managed to stay out of sight of most races following the Great Ending, and prospered for it. The Merdorfs are unparallelled Fishermen, and the most advanced race in maritime technology. What secrets of metal-working they have lost, they have more than made up for in their advances in ships and ship-building technology. While the Dwarves are the unparallelled masters of metals, the Merdorfs are the unparallelled masters of the seas.

Pureblood Elves--Frumpy, Hippy Tree-huggers

Elves are amongst the most stuck-up creatures that walk this cube, second only to Investment Bankers and Used Kar Kobolds. They are blessed with an extraordinarily long life, and for some reason have become overly attached to nature. Because they live so long, they learn skills far faster than the average person, and don't need as many people per Settlement. Also, they institute a tree-cutting quota to themselves and anyone they trade with.

Elf Sub-race: Necrotic Elves

Another race left to suffer after the Great Ending War, the Necrotic Elves were ensorcelled by both sides to become masters of the Necromantic arts. Their skin was permanently stained black or grey, their lifespan shortened to that of a mere human, and were hunted nearly to extinction in the years since the Great Ending War. However, because of the powers granted to them as a direct tradeoff during the War, and the fact that Elves are not naturally peaceful like the Testificates, they have proven to be far more resilient than the Witches. Their magical powers are incredible, but as a result Technology tends to malfunction when Necrotic Elves are around. They were among the most powerful of the enchanted races in the Great Ending War, and remain to be a powerful, albeit rare, force to be reckoned with.

Pureblood Pigmen: Endangered Forerunners

The Pigmen race was nearly wiped out in the Great Ending War, but were among the first of the Races to walk the face of this Cube. both sides used their Magics on the Pigmen to make them stronger but different. There are only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incredibly powerful in the Magical arts, and still remember the ancient Crafting secrets.

Pigmen Sub-Race: Zombie Pigmen

Out of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best off of them all. They still retain their mental faculties, are effectively immortal unless slain in battle, and retain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies does lessen their Magical Potential somewhat. Though they have been largely driven out of the Overworld because of their Zombie appearance, they are content to live in the Nether, and welcome all travelers. However, if attacked, the entire Zombie Pigmen community will attack the offending party. Never underestimate the fury of a Zombie Pigman.

Pureblood Goblins: Pillaging Murder Machines

Goblins do not set down very many roots. They are motivated by only one thing: War. They love it. They crave it. They would do anything to have it. While they will attack nearby weak races, they prefer to fight people at or above their current strength level.

Goblin Sub-race: Ora'Chen (Orcs)

WIP--Basically Goblin mystics/shamans

Pureblood Kobolds: Thieving little Scoundrels

While not technically the same race as Goblins, Kobolds are generally considered the same as Goblins--a nuisance. Kobolds are weak creatures that survive by stealing from stronger parties They are generally scared off by a show of force, but are quick to exploit any weaknesses they find.

Kobold Sub-race: Used Kar Kobolds

WIP

Pureblood Race: Rock Trolls

WIP

How to Use the Races

TL: DR

These are EXAMPLES, and should be used as a guide, not a hard-and-fast limiter. It's your game, play it how you want. This is a quick and dirty run-through of what is explained in-depth further down.

Example for a given Stage

Major Race takeover

If Founding Race takes back over from the Major Race

Founding Race

The Founding Race is the race that you start with. If you are starting a new race in the middle of a challenge, feel free to pick any race at all, but be sure to make sure that your population/builds fit into your chosen Race. Make all of the Percentages fit, build more if you need to. If you have overbuilt, that's fine, don't worry, you don't need to tear your overbuilt stuff down. It's just less you have to build later.

The Founding Race will normally be 40-60% of the Immigrants to the Capital in any given Stage, and 10-25% of the Immigrants in an Outlier if the Outlier Race is not the same as the Founding Race.

The Following Races may NOT be used as Founding Races (except in Rule of Cool exceptions):

Outlier Race

Outlier Races are essentially Founding Races, except that they are founding Outliers, not the Capital of the Civilization. Outlier Races make up at least 40% of all Immigrants to that specific Outlier.

Major Race

Founding/Outlier Races may change over time, if you want. Say you start with Humans, but slowly Goblins take over the town. If an Immigrant Race reaches 75-80% of the population in the Capital/Outlier, they become the new Major race. The Founding Race will still be Human, but Goblins take over the majority of the population, and take over the Founding Race bonuses. The Founding Race will still continue to arrive, but in smaller numbers (unless you have a wave or two of the same race as the Founding Race), in both the Capital and the Outliers.

If a Major Race gets overtaken by the Founding Race (or another Race), they fade back into relative obscurity, but are guaranteed to arrive every Stage in drastically reduced numbers. Also, there may be several Major Races. I.E. The Founding Race gets taken over by Race A, which gets taken over by Race B, which gets taken over by Race C before the Founding Race manages to get back on top. at this point the Founding Race retains its majority, but Races A-C still manage to keep coming in every stage in decreased numbers.

Immigrant Race (by Stage)

Generally, most of the folks that come to a certain Capital/Outlier are from the same Race as the Founding/Outlier race. But if you want, other races may come settle in your Capital/Outliers. This race will generally not come in sufficient numbers to entirely outnumber the Founding/Outlier Race. Whatever Race you decide to bring in will need to follow their standard Racial Ruleset, and ignore the Racial Ruleset of the Founding/Outlier Race.

There may definitely be more than one Immigrant Race per Stage