Races Classic

Note: This list is nowhere near complete, and is just a rough suggestion if you want to add some flavor toyour challenge.This can and probably will be changed before it is finalized. I try to have one main race and a sub-racethat 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'sawesome.Pureblood HumansHumans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk onthis Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have moreOutliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy intheir Agricultural techniques, and have to build 125% more Food Sources per population.Humans have 125% more soldiers in their Military (Includes Watchmen)Starting at Iron village, Humans build 2 Outliers every other Stage (Iron Village, Gold City, LapisLazuli, Diamond Capital).Humans eat way too much. They need 125% more Food Sources per population than any otherRace.Human Sub-Race: Investment BankersInvestment Bankers are the most hated creatures on the face of this Cube. These humans care only forthemselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happento live in their towns, and keep them all in poverty.page 159 / 284Refugee to Regent ChallengeInvestment Bankers may not make OutliersInvestment Bankers quadruple the number of Nobles in a given Stage.If there are no Nobles in a given Stage (from Wooden Settlement on), there must be at least 2-4Baron/esses.All Buildings in Investment Bankers towns must be built to Slum standards.All Dwellings in Investment Bankers towns must be based on the "Settler's Shack" "RefugeeRefugee Refuge" or "Settler's Shanty"Pureblood Testificates--Pacifist, AgriculturalTestificates are a quiet, hard-working people. They are always willing to lend a helping hand, and willgladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peacewith nearly every single other Race out there. They are content to farm their land, and smelt what littleore they need for their tasks. Both their farming fields and Furnaces are free for all to use.Testificates may not build any MilitaryTestificates may not build WallsTestificates only need half as many Food Sources per population than the standard.Up to 4 Testificates may live in any Dwelling (Max 2 per Bedroom)Testificate Sub-Race: WitchesThe Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen andthe Ender Dragon, but many forget that many Witches also fought against those self-same forces. Theyspend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race thathappens across the Witches attack them, so the Witches tend to make the first strike.Witches may start Magic at the Wooden Settlement Stage.Witches may be used to found a Capital.The Maximum Population for a Witch Settlement is 75. Any more than that and other Races tendto come together and wipe them out. Once the Settlement Population Cap is reached, an Outliermust be founded to progress.Witches may not have Nobles.Witch Player Characters may not have Estates. Witches have to pool all their resources in order tosurvive.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 weaponspage 160 / 284Refugee to Regent Challengearound. 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 whenfully 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 alcoholto get through the working day. They are very protective of their Mountainhomes, and while they do notgenerally venture out much, they defend their Mountainhomes to the Death.Strike the Earth Syndrome: you must build 7 Hovels in the Dirt Hovel stage.Mountainhome Syndrome: Dwarves may not build traditional Outliers.Dwarven Outliers must be built to the Iron Village stage after a brief Hovel stage.Dwarven Outliers may only be built in the Gold City, Emerald Megalopolis, and DiamondCapital stages.Only 7 Dwarves are sent out to colonize each new Mountainhome. Migrants come by theCreeperload once it is successful, however.The Dwarven Capital and Outliers are known as the "Mountainhomes."Dwarves may start with Technology mods at the Wooden Settlement Stage.Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage.(Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).90% of all Dwarven Buildings must be underground.All Entrances to Dwarf Fortresses should be thoroughly trapped against intruders.Dwarves should have 125% more military than standard.Dwarf Sub-race: Sober DwarvesEvery 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 standardDwarves, though they maintain their Technological edge, and their ability to make superior tools.4 Hovels are required in the Dirt Hovel stage.While they don't suffer from Mountainhome Syndrome like Pureblood Dwarves, they stillStrike the Earth with more population than other races.Sober Dwarves build half the standard militarySober Dwarves may start Technology at the Wooden Settlement Stage.Sober Dwarves may use tools, weapons, and armor that are one Stage higher than their currentstage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).Sober Dwarves follow standard Outlier rulesetSober Dwarves build 1 extra Outlier in the Iron Village, Gold city Stages (from standard ruleset).Sober Dwarves may build above or below the surface--up to you.Dwarven Sub-race: Merdorfspage 161 / 284Refugee to Regent ChallengeThe Merdorf people are a proud, strong people. Sadly, the last of the pure-blood Merfolk were wiped outin 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 ownway. The Merdorfs do not have the strong beards of normal Dwarves, but instead have mustaches (bothsexes) of various sizes, shapes, colors, and styles. They have lost most of their former Dwarven affinityfor creating wonderful tools, but still remember well the secrets of Gold. They do not have the webbedappendages of the Merfolk of old, but do require water to be nearby at all times. The Merdorfs managedto 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. Whatsecrets of metal-working they have lost, they have more than made up for in their advances in ships andship-building technology. While the Dwarves are the unparallelled masters of metals, the Merdorfs arethe unparallelled masters of the seas.Merdorfs must build all their settlements bordering (Above, below, beside) water.Merdorf Settlements/Cities may not stray more than (horizontal) 75-150 blocks from water(depending on difficulty). It is perfectly acceptable to build far above or far below water.Merdorfs may build single-Steve boats in the Dirt Hovel stage. (Vanilla boats)Merdorfs may use Wood in the Dirt Hovel stage only for building a dock out into/above the water.ORMerdorfs may forgo the Dirt Hovel and instead build a Hovelboat on the surface of the water,using the same dimensions and requirements as the Dirt Hovel. The Floor/Keel/etc of theHouseboat may be wood, but everything above the water/floor/base of the Houseboat must besome kind of Dirt.Merdorfs must have one underwater settlement constructed by the time they hit Diamond Capital.Merdorfs must have one Settlement built on top of the water by the time they hit GlowstoneExpansion.The Settlement on top of the water or Underwater Settlement must be the Settlement that has theMerdorf's main Nether Portal (to counteract the extreme heat of the Nether)Merdorfs have a Population Cap of 50 per Settlement in the Nether.Merdorfs produce 50% of the standard Agriculture (except Fishing) per populationMerdorf Fishermen produce 200% the amount of food that other races do.Merdorf Fishermen know how to keep from overfishing an area. 1-2 additional Merdorfs may fishin the same area without overfishing it.Merdorfs may begin using Gold in the Stone Hamlet stage.Pureblood Elves--Frumpy, Hippy Tree-huggersElves 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.Double the amount of nobles in any given Stage.1 Baron/ess must move into the Wooden Settlement.page 162 / 284Refugee to Regent Challenge2 Barons/ess must move into the Stone Hamlet.2 Baron/ess and a Count/ess move into the Iron Village.2 Baron/ess and 2 Count/esses move in during the Redstone Discovery.Elves need only half the Agricultural Resources per person than the standard ruleset.Tree Cutting RestrictionsIf selected as the Founding Race, the Tree Cutting Restrictions apply to ALL of that Civilization's Outliers, even if not populated by Elvesonly 1 Tree may be cut down in the Dirt Hovel stage.Only 4 Trees may be cut down in the Wooden Settlement.Only 10 Trees may be cut down in the Stone HamletOnly 15 Trees maybe cut down in the Iron Village.Only 20 Trees may be cut down in the Redstone Discovery.Only 25 Trees may be cut down in the Gold City.Only 30 Trees may be cut down in the Glowstone Expansion.Only 45 Trees may be cut down in any subsequent stage.Elf Sub-race: Necrotic ElvesAnother 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 apowerful, albeit rare, force to be reckoned with.Necrotic Elves may begin Magic at the Dirt Hovel Stage.Necrotic Elves may not begin Tech until the Gold City Stage.Necrotic Elves build 150% more military than standard.Necrotic Elves must build walls around everything they build in every stage.Pureblood Pigmen: Endangered ForerunnersThe 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. Thereare only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incrediblypowerful in the Magical arts, and still remember the ancient Crafting secrets.Pigmen may use Tools 2 Stages above their Current Stage.Pigmen may use Magic starting at the Dirt Hovel Stage.Pigmen may only build an Outlier during the Gold City and Diamond Capital Stages.Pigmen build only 50% of standard constructions.Pigmen may build only 25% of the standard Residences.Pigmen Sub-Race: Zombie PigmenOut of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best offof them all. They still retain their mental faculties, are effectively immortal unless slain in battle, andpage 163 / 284Refugee to Regent Challengeretain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies doeslessen their Magical Potential somewhat. Though they have been largely driven out of the Overworldbecause 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. Neverunderestimate the fury of a Zombie Pigman.Zombie Pigmen may only be used as an Outlier Race at or after Glowstone Expansion.Zombie Pigmen build 150% magic than standardZombie Pigmen learn magic 150% faster than standard.Zombie Pigmen build 125% more military than Standard.Zombie Pigmen standard armament is Iron Armor with a Golden Helmet, enchanted GoldenSword.Pureblood Goblins: Pillaging Murder MachinesGoblins 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.Goblins Must build 175% more Agriculture per population.Goblins may only build SlumsGoblins may use Tools that are a Stage Higher than they are (Wood Tools in Dirt Hovel, Stone Tools in Wood Settlement, etc)Goblins may not build walls.Goblins build 150% more military than standard.Goblin Sub-race: Ora'Chen (Orcs)WIP--Basically Goblin mystics/shamansPureblood Kobolds: Thieving little ScoundrelsWhile 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.Kobolds may not build OutliersKobolds have a population cap of 50.Kobolds must build 200% more Agriculture than standardKobolds are generally found harassing trade routes between other race's Outliers.Kobolds aren't really intended as a Player race.Kobolds are intended to be used interchangeably with Bandits in the Crime section.page 164 / 284Refugee to Regent ChallengeKobold Sub-race: Used Kar KoboldsWIPPureblood Race: Rock TrollsWIPHow to Use the RacesTL: DRThese are EXAMPLES, and should be used as a guide, not a hard-and-fast limiter. It's your game, play ithow you want. This is a quick and dirty run-through of what is explained in-depth further down.Founding Race Founds the CapitalOutlier Race Founds an OutlierImmigrant Races settle in the Capital or Outlier--may be same as Founding/Outlier Race, or be adifferent Race every single Stage.Example for a given StageCapitalFounding Race 40-60% (or more)Immigrant Race 60-40% (or less)OutlierOutlier Race 40-50%Founding Race 10-25%Immigrant Race Whatever's Left%Major Race takeoverCapitalFounding Race 10-20%Major Race 40-50%Immigrant Race(s)If applicableOutlierFounding Race 5-15%page 165 / 284Refugee to Regent ChallengeMajor Race 10-20%Outlier Race 35-45%Immigrant Race(s) Whatever's Left %If ApplicableIf Founding Race takes back over from the Major RaceCapitalFounding Race 45-55%Major Race 5-10%Immigrant Race(s) Remaining%OutlierOutlier Race 35-50%Founding Race 10-20%Major Race 5-10%Immigrant Race(s) Remaining%Founding RaceThe Founding Race is the race that you start with. If you are starting a new race in the middle of achallenge, feel free to pick any race at all, but be sure to make sure that your population/builds fit intoyour chosen Race. Make all of the Percentages fit, build more if you need to. If you have overbuilt, that'sfine, 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, and10-25% 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):Zombie PigmenAvailable as an Outlier/Immigrant Race at/after Glowstone ExpansionOutlier RaceOutlier Races are essentially Founding Races, except that they are founding Outliers, not the Capital ofthe Civilization. Outlier Races make up at least 40% of all Immigrants to that specific Outlier.Major Racepage 166 / 284Refugee to Regent ChallengeFounding/Outlier Races may change over time, if you want. Say you start with Humans, but slowlyGoblins take over the town. If an Immigrant Race reaches 75-80% of the population in theCapital/Outlier, they become the new Major race. The Founding Race will still be Human, but Goblinstake over the majority of the population, and take over the Founding Race bonuses. The Founding Racewill still continue to arrive, but in smaller numbers (unless you have a wave or two of the same race as theFounding 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 relativeobscurity, but are guaranteed to arrive every Stage in drastically reduced numbers. Also, there may beseveral Major Races. I.E. The Founding Race gets taken over by Race A, which gets taken over by RaceB, which gets taken over by Race C before the Founding Race manages to get back on top. at this pointthe Founding Race retains its majority, but Races A-C still manage to keep coming in every stage indecreased numbers.Immigrant Race (by Stage)Generally, most of the folks that come to a certain Capital/Outlier are from the same Race as theFounding/Outlier race. But if you want, other races may come settle in your Capital/Outliers. This racewill generally not come in sufficient numbers to entirely outnumber the Founding/Outlier Race. WhateverRace you decide to bring in will need to follow their standard Racial Ruleset, and ignore the RacialRuleset of the Founding/Outlier Race.There may definitely be more than one Immigrant Race per Stage