Species: Slave-making ant Warriors and bandits of the colony, they frequently attack neighboring colonies and civilizations for resources, territory, and slaves. 3/4-1 Inches tall Slaves: Common Black Ants Taken as eggs or larva from their home colony and pressed into servitude as the workers of the colony. they are significantly smaller and more timid than their master. 1/2 Inches or smaller
Population: ~ 1,200,000 500,000 Soldiers 700,000 Slaves Several enslaved Beetles, Centipedes, and Dragonflies
Culture, Plans: Aztec- Expand, Enslave The Formica Sanguine periodically sacrifice slaves to a potted Venus fly trap, aka - The Devouring God They do this because they believe that if the plant is satisfied then their colony will prosper. slaves are lowered down into its gaping mouths by a scaffold constructed around and above the plant, while the ceramic pot is decorated lavishly to help keep the god happy.
Military Strength: 500,000
Typical Soldier Appearance:
Q: 11
Imports: Anything Exports: Slaves
Name/Title: General Alara Species: Slave Making Ants Position: General of the Armies Gender/Sex: Female Stance: Warrior who mirrors the queen in extreme brutality
Name/Title: Slave Master Tenkala Species: Slave Making Ants Position: Slave Master Gender/Sex: Female Stance: A cruel mistress over the lesser ants, will kill or torture slaves with little provocation.
Name/Title: Ambassador Takah Species: Slave Making Ants Position: Ambassador Gender/Sex: Female Stance: Eternal patience, and Undying loyalty to the Colony
Leadership Strength: Deceptively clever, holds control through knowledge and charisma
Name of Faction: South Arachnos Trade Guild
Species: Spiders, with varied "Hired Hands"
Hierarchy: Solely dependent on success within the guild. Any member species can rise to the senior most Master of their species and represent them on the Council. Species not currently members can join as well, but until enough are present to be formally recognized, like the Assassin Bugs, they have no place on the Council, but are kept in consideration.
Height: Varies
Population: Approximately 65,000 5,000 Black Widows 10,000 Assassin Bugs 10,000 Brown Widows 20,000 Wolf Spiders 20,000 Brown Recluse
Culture, Plans: Economic Sustenance and Success - Unlike many present in the Summer Home, the Guild is not overly concerned with dominating the entire area, conquering, war mongering, or slaving. Rather, it deals in the trade of resources and goods, and as long as the trade is good, then everything is going according to plan. Culturally, it is a classical Guild, with apprentices learning under journeyman while they work to prove themselves worthy of being one of the Guild Masters. As such, there is no true centralized governing body outside the Guild Council, which comprises of the most successful of each member species, with the Black Widows, the founding species of the Guild, holding the Broker seat traditionally.
Military Strength: Officially 4,000 500 Black Widows 1,000 Assassin Bugs 1,000 Brown Widows 1,500 Wolf Spiders 1,000 Brown Recluses
Typical Soldier Appearance: Typically going unarmored, each Spider under arms usually carries four to six glass blades, relying on the speed and deadly dervish of six blades dexterously wielded, while each spider soldier is more than capable, and willing, to employ their toxic bites against anything that they find themselves fighting against.
Special note goes to the Assassin Bugs, retained as a member under arms and exclusively loyal to the Guild, they often take contracts outside the Guild for other Factions, but none have ever turned on the Guild itself. The most successful Assassin Bug is retained on the Council as adviser and de facto war councilor.
Q: Q9
Imports: Anything with potential trade value Exports: Specifically Glass Weapons, assassins, spider silk luxury products, anything else with trade value
Micefolk - Humanoid mice who have longed live in the Island Counter and are famed for their engineering, crafting and scavaging prowess. They lay claim to once having full control over the entire house in ages past with many other Havens dotting the landscape, but atlas, such a time is long gone and they have been left alone and isolated on their island. They live for 15-20 years. Height: 3/4 in to 1 1/4 in
Ratfolk - Close to Micefolk, but more aggressive and larger. They primarily serve as soldiers and guards for the smaller Micefolk. Not actually native to the House, the Ratfolk were actually wild nomads from the outside many generations ago. It was their leader who had decided that they would help the fledging Micefolk and have stuck around ever since. Like their mice cousin, they live for about 15-20 years but are more on either ends of the spectrum. Height: 1 in to 1 1/2 in
Rat Beasts - Also referred to as "Feral Great Beasts", Rat Beasts are the "true" rats and mice which tower over rodentfolk and are vicious and strong. They are dangerous no doubt, but they are still hunted like really big game hunting, often using forks as "Beast Spears" to kill them. While taming them in neigh impossible, Eternia has found ways of capturing them and keeping them in somewhat safe cages, releasing them upon invaders who threaten them. They are not counted as part of Eternia's population. Height: 3-5 in
Population:
Micefolk - 49,000 Ratfolk - 31,000
Culture/Plans: Success | Defense | Progress
Dwarven - Being one of the oldest races and factions in the House, Eternia is dedicated to make sure that the mistakes of the past are not repeated and those that are can be quickly fixed. They don't concern themselves with outward expansion, if anything, they're isolationists, much preferring to stay in the walls of their nest city and expand in ward and through the walls. There's also a constant drive to do better and to advance within Eternian society, a racial ambition which is the reason behind all of the forges, elevators and machinery in Eternia.
The rodents of Eternia hope to one day be able to send out a colonial mission to somewhere else in an effort to spread their influence and power, possibly even beyond the confines of the house. However, such a dream still has a long way to go before fruition.
Military Strength: Micefolk - 13,000 Ratfolk - 29,000
Soldier Appearance: Both micefolk and ratfolk wear medium or heavy armor into battle, usually just a chest piece of sorts and a helmet made of old silverware with woven wire mesh mail also being a popular choice. Shields made of coins are commonly seen along with needles, fishing hooks, fork prongs, and metal-covered q-tip maces. In terms of ranged support, the Eternia utilizes bows and crossbows made of toothpicks as well as great amounts of artillery in the form of deadly catapults and accurate ballistas.
The Haven also uses poisons in the forms of chemicals found under the sink and are able to cover swathes of land in dizzying, nausea-inducing, poisonous build. When mixed with their use of fire, the Eternians can literally set the ground on fire, a likely explanation of the no man's land which the barren floor around them has become that has seen many a battles and defenses.
Given the nature of their homes, the mice-and-ratfolk of Haven Eternia are excellent tunnel fighters and close quarters combat. Wild, "Rat Beasts" are also routinely used as traps in the narrow corridors and tunnels of tunnel fighting, resulting in a devastating weapon capable of killing entire units of troops.
Territory: Q2
Imports: Foodstuffs, Crafting & Construction materials
Exports: Finished Goods
Title/Name: Nest King Greyhide
Gender/Sex: Male
Appearance: [WIP]
Leadership Strength: Strong, well respected within his hold.
Name/Title: Lord Commander Skritz Species: Ratfolk Position: Leader of the Eternal Guard, the Eternian army. Gender/Sex: Male Stance: Loyal and stalwart, he's exceptional at defensive tactics.
Name/Title: Grand Architect Redvood Species: Micefolk Position: Top ranking engineer and archeit; responsible for many of the epic creations within Eternia Gender/Sex: Male Stance: Brilliant and creative, his mind is unmatched within Eternia
Some technology of the Nestcity
Common jobs for rodentfolk
Examples of dress; (from left to right) soldier, common woman, noble man
Species: Horned Lizards All Aleani except Kamado, whose bite is poisonous, are capable of squirting blood from thier eyes, which smell and taste foul to other races.
Zanzin: -Miniaturized lizards who have evolved to live in thier new environment. They come in a plethora of colors and use thier horns as weapons in most cases. Both male and female are thrust into battle, but many females are set aside for mating. They are your normal humanoid horned lizards. (The bed) Height: 2 inch
Drakon -As was said before, these lizards are the product of adaption and evolution. Since they were unable to climb (the TV stand), over the years, future generations gained the ability of flight, becoming little mini dragons. Height: 1 1/2 inches
Kamado: -Kamado have evolved to live in the confines of the couch. They have the ability to see in the dark, are born scavengers, and have the ability to borrow and dig. Height: 2 inch
Altir: -These are lizards from every tribe who have been stripped of thier name from birth and are given jobs based on thier skill sets, mostly builders, mates, etc. This also contains small unevolved lizards who are used as battle steeds. Height: Various
Slaves: -This is a mixture of all kinds of creatures, they are typically used for battle, giant flies as steeds and what not. Height: Varies
Population: Approximately 32,000 Zanzin 22,000 Drakon 20, 000 Kamado 14,000 Altir 8,000 Other (Slaves)
Culture/Plans: The Aleani are savage and industrious warriors. They were one of the first to colonize colonize the house, taking over Q10 through the Glass Gateway (window). After colonizing the room, the population split up, some living on the TV as the Cimex Tribe. The Angel Tribe living on the bed and headrest, and the Demer tribe living in the couch. They wared constantly, thier socialist views to do what is best for the whole pushing them to do so. Eventually, one Zanzin rose up from the Angel tribe and united all the tribes, helping all realize that all Aleani must unite under there natural socialist views. Aleani are ruthless, showing no mercy, but aren't to cruel. They are capable of showing compassion when is proves to be in the interest of the whole.
Battle Tactics/Landscape: The Aleani are devious and cunning warriors specializing in guerrilla warfare, both in the air, an om the ground. Bombarding the enemy with fly carried battery bombs and well timed sneak attacks with blood squrrting can weaken an army enough for the main force to sweep up easily.
The main Aleani city of Al'tran resides within the mattress. It its a huge hanging city, held up by thick wires a attached to the springs and platforms upon which the Aleani live. Another city is located under the bead protected by the white jungle (the rug). Nore citys dot the landscape.
Species: Varieties of humanoid, amphibious, ocean-based creatures.
Population:
Carlachii: 10,000
Ithscies: 15,000
Brachycea: 5,000
Total: 30,000
Culture/Plans: A rigid caste system keeps the Migrants in order, giving each member a specific purpose that drives the entire community forward. A ruling council made up of each of the three races meets regularly to discuss matters, though they tend to disagree often. They believe in equality and freedom, but are incredibly isolationistic. They care little for any other races, focusing on their own survival and wellbeing above all else. Their main goal is to establish a safe haven for their peoples, as the open sea was far too brutal a place for the tiny creatures. Their young could not survive, and their numbers were dwindling. They made the very long and dangerous exodus from their previous homes within the shallower waters of the ocean across the vast beach. Exhausted, they eventually found the Beach House. Here, they will make a new home for their kind to grow and thrive without fear.
Military Strength: 10,000 Warriors, plus beasts of war, and field engineers from the Labor Caste.
Appearance:
Warrior Caste, Carlachii: Humanoid sharks that are burly and muscular, with thick corded arms ending in clawed hands, squat legs, a dorsal fin on their back and a shark-like tail. Their heads resemble that of a variety of sharks, with completely black eyes and a mouth full of vicious teeth. They range in color from sandy browns, tiger striped, black, a dull brownish red, and the classic grey and white. They are both male and female, with males being bulkier and the females sleeker but equally as muscular. Typically wear whatever bits armor they can craft. This usually is a mixture of sea shells, metal bits, bones, and pieces of leather or cloth to tie it all together. They excel in warfare and strategy.
Height: 2 inches tall
Diplomat and Merchant Caste, Icthscies: Numerous types of humanoid looking tropical fish. Brightly colored, with large eyes and webbed feet and hands. They are both male and female, with the males being shorter and wider, with females more slender but tall. Typically dress in multicolored cloth wrapped around their scaly bodies. Very adept at communication and trade.
Height: Range from 1/2-1 inch on average.
Labor Caste, Brachycea: The crustaceans of the Migrants. As tall as Warriors, but equally as broad, making them the largest race. A mixture of crab like humanoids, with a chitinous torso rising up from four spiny legs. They have four arms as well, their upper arms large and ending in crab like claws, with smaller lower limbs on their abdomen with more dexterous hands. Their faces are crab-like, with black orbs for eyes and clicking mandibles. They, like the other two races, have both genders, but it is impossible to tell the difference between them. They sometimes supplement the Warrior Caste as engineers, and due to their natural armor and great strength can hold their own if they are attacked. They don’t wear much in the way of armor or clothing, save for pouches and belts for holding their tools. They are masters of construction, invention, and engineering.
Height: Average 2 inches
Beasts and Mounts: Aside from the sentient races of the Migrants, they have a variety of non-sentient creatures for use as beasts of burden and warfare. Large crabs and lobsters are used as both transportation, heavy lifting, and living war-machines. The Warrior caste also uses a race of smaller, quadruped creatures, known collectively as Sphyarra. They resemble predatory fish with large mouths filled with teeth, sleek scaly bodies, and large eyes. The greater breeds of these creatures serve as mounts for the Warrior caste, while the smaller breeds act much like the common dog. Some keep them as pets or guards, while the Warrior caste trains them to assist in battle.
Size: Same as normal crabs and lobsters. Sphyarra range in size from the equivalent of a horse to a small dog in relation to the other races.
Q: Q8
Imports: Building materials, metal, various types of food and luxury goods.
Exports: Water, dyes, driftwood, sea glass, sea shells, fish bones, shark’s teeth, and anything that may seem rare and exotic from the beach and the ocean.
Title/Name: General Gnash
Gender/Sex: Male
Appearance: More muscular and broad than any other Carlachii, Gnash resembles a humanoid Great White shark. His snout is heavily scarred, a long slash across one of his black eyes from a particularly violent feral crab. His mouth is filled with serrated, vicious looking teeth, and his thick fingers end in brutal looking claws. His dorsal fin is notched from battle, and he wears a fine set of patchwork seashell and metal armor that covers his muscular body. His weapons of choice are two pointed shark teeth lashed to his forearms, as well as a sword made of a razor blade and filed into teeth like points.
Leadership Strength: Complete and total commander of the Migrant military. He is ruthless and more aggressive than the other Council members, believing that in order to secure their borders and build a new home they must eradicate any threats. He is tactically a genius, and he is well respected despite his brutal demeanor since it was due to his Warriors strength of arms that the Migrants survived the Exodus.
Title/Name: Mother Flotta
Gender/Sex: Female
Appearance: A diminutive humanoid fish with scales and coloring like that of the brightly colored Mandarinfish. Her once beautiful coloration has dimmed with her great age, and she shuffles along hunched over with a cane made of carved driftwood and topped with a piece of green sea-glass. She wears plain cloth wrapped around her like a robe, the color contrasting sharply with the color of her scales.
Leadership Strength: Despite her great age, Mother Flotta is still very quick of wit and bright. She speaks very eloquently, if somewhat slowly and softly. She favors peaceful actions and working in cooperation with the three races of the Migrants, as well as extending courtesy to the other races of the house. Her words are highly respected by many, even General Gnash, as she has been around for longer than any Migrant can remember. She organized all of the peoples in their great Exodus, and singlehandedly gathered enough supplies for the journey. Due to her forethought and planning, the Migrants were able to make the long trek from the ocean without starving to death and succumbing to the elements.
Title/Name: Foreman Shorr
Gender/Sex: Male
Appearance: Like any Brachycea, Shorr is a massive creature compared to the other two races. While Gnash matches him in height, and is close in build, Shorr still is just as wide as he is tall. His right claw is larger than his left like that of a fiddler crab, and his body is a mottled black and dark blue coloration. His hard shell-skin is covered in small spines and bumps, and his four legs end in sharp points. He wears a large bag on his broad back made of fine fishnet, filled with a variety of construction tools. Primitive rulers, hammers, files, and rolls of dried seaweed with scribbled notes on it.
Leadership Strength: Calm, pragmatic, and thoughtful, Shorr is the least outspoken of the three Council members. He sits quietly while Gnash rages, Flotta reasons, and carefully thinks through all courses of action before he speaks his mind. He is a brilliant engineer, responsible for building the howdahs atop the large non-sentient crabs and lobsters that carried the Migrants during the Exodus. He and his race also saved the Migrants from total extinction many times by quickly and efficiently burrowing into the sand, creating a subterranean cavern for the Migrants to hide and recover during the hostile daylight hours on the beach.
Species: The union consists of two tribes, one of mostly long, sticky tongued reptiles such as Chameleons and Geckos, and another race of humanoid turtles with a long, ancient history. A third, less powerful tribe has decided to ally with this union, mostly part of the warrior class. This third tribe consists of humanoid frogs that work in conjunction with the Sticky-Tongue Tribe.
Distinctive features of the races are as follows-
The Sticky-Tongue Tribe: Notable features of the tribe are natural camouflage, long sticky tongues and sticky footpads to use while climbing vertical surfaces.
Chameleons: These are probably the fewest of the Sticky-Tongue tribe that makes up half of the union. They are larger than their Gecko counterparts and are also more crafty. They typically make up a small part of the leadership and are mostly in charge of divination and the foretelling of omens. Most have three horns and come in a variety of colors, but they also have natural camouflage in order to hide and keep safe when larger creatures enter the house. Height- Roughly 1 ½- 1 ¾ inches tall
Geckos: This is the bulk of the Sticky-Tongue tribe. They are usually the warriors and aren’t nearly as smart as the Chameleons, which is relative, because the Chameleons themselves are not that bright when compared to the other races within the house. The Gecko’s are, however, stronger despite their physical size and are also very stealthy hunters. Geckos are typically green and brown with white underbellies, but also have the same camouflage as the chameleons. Height- Roughly ¾ - 1 inch tall
The Hard-Shell Tribe: Notable features of this tribe are their hard, armor-like shells, immense fortitude and larger size.
Turtles: These are the guardians and the frontline defense for the union, mostly due to their size and natural armor. However they have shown to make excellent smiths and quite handy craftsmen. While naturally slower due to their size and armor, they have lived much longer than most of the other races in the little house due to their fortitude and their innate reaction to shrink into their shells should intense danger finds its way to their home. Height- Roughly 1 ⅝ - 2 inches tall.
The Leaper Tribe: Notable features of this tribe include powerful legs for jumping, long sticky tongue much like the Sticky-Tongue tribe and are more hardy fighters than the Gecko.
Frogs: This is the only race that is 100% military. They focus on combat and are usually the spearhead in every major military operation. They are brave, fast and strong, capable of leaping onto high surfaces to gain a vantage point or to press the attack. They are especially fond of fighting the insectoid races, as insects make up most of this Union’s food source and are quite adept at trapping and ensnaring insectoids that are unaware of their presence. Frogs have lightning quick reflexes with their tongues and are not known to be merciful when it comes to hunting prey. Height- Roughly 1 ½ - 2 inches tall
The Tribal Union is focused on survival and the acquisition of resources, be it food, water or materials to craft weapons to fuel their own survival. They aren’t interested in conquering, only in eating and keeping their relatively small numbers alive. They have a strong background with many of the insectoid races and are considered highly dangerous by them, but it has not stopped the Union from thriving in the hostile landscape of the little house.
Military Strength: Approximately - 15500 Frogs - 5000 Turtles - 2500 Geckos - 6000 Chameleons - 2000
Typical Soldier Appearance:
Q: Q12
Imports: Water, scraps of metal, and scrap leather
Exports: Patchwork Hide Armors, Crude metal weapons and Insect Carapace Trophies.
Title/Name:Chieftain Blacktongue
Gender/Sex: Male
Appearance:
Leadership Strength: Mystical and mysterious powers, Has been known to ramble about visions of the future and the great end to the little house.He is often labeled as crazy but also seen in reverence. A faint, stinky cloud is often seen billowing from his nostrils and a small hookah is typically at his side quite often.
Name/Title: Bile Bite Species: Snapping Turtle Position: Leader of the Union’s army and Head of the Hard-Shell Tribe Gender/Sex: Male Stance: Stoic for the most part, but can be quite vicious when roused to participate in combat.
Name/Title: Mad-Eye the Seer Species: Chameleon Position: Head Seer and Dreamweaver of the Sticky-Tongue Tribe Gender/Sex: Male Stance:Often called insane and speaks in rhymes that make no sense. Often found speaking with Chieftain Blacktongue
Name/Title: Dartfoot Species: Bullfrog Position: Leader of the Leapers and Master of Arms for the Union army. Gender/Sex: Male Stance: Coarse, Arrogant and brash. Is often seen at the head of combat and has been said that he is nigh immune to the sting of wasps and hornets. He is also quite gluttonous
Name/Title: Softpad Species: Gecko Position: Chief of the Geckos and director or food distribution amongst the tribes. Gender/Sex: Male Stance: Seen as stupid, but is actually one of the brightest of the gecko. Is often in argument with Dartfoot over food distribution to the Frogs, though Softpad is always fair and equal in what he dispenses.
Roaches: One of the two species making up the many cerix tribes, the roaches are large and aggresive beasts, who like all of the cerix tribes could be considered 'feral barbarians' by the more civilized races. In truth they are deeply spiritual, though violence and rulership through physical strength are staples of their society. Unequaled in their durability, roaches may be harder to kill than any other insect species, able to keep fighting in their vicious raids without a head. Height: 1 inch up to 2 inches(more commonly an inch to 1.8 inches)
Houseflies: The other race included in the Cerix tribes, houseflies tend to be smaller and less durable than roaches, but are much faster and more agile both on the ground and in the air. When working with the roach tribes, flies will steal items from caravans while the roaches distract their guards. Often they will be fouund working together, but wars between the two species and mutual raiding are not uncommon. Height: .5 inches to 1 inch
Population(Approx.) 354,000 Roaches 240,000 House flies
Culture/Plans: Maintain territory, raid and survive - The Cerix tribes have never changed. They have always raided amongst the great home, taking what they need or want or occasionally assisting the other factions when offered tribute. The nomadic tribes move throughout the house, but there 'home' will always be the same, and they wish to defend it above all else. Their shamanistic and primitive ways cause many to look down at the 'uncouth savages' but the cerix keep their traditions, and are proud of their varied cultures.
Military strength: All members of a cerix tribe are trained as warriors and raiders from the day they are born. However, the fractured nature of the tribes means they rarely ever work together in extremely large numbers, preferring small raiding and hunting parties.
Typical roach appearance(replace weird handsless limbs with ones that have hands, except for their feet)
Typical fly
Imports/exports: When the tribes do engage in trade, they mainly seek weapons and tools they cannot make themselves, and will trade slaves, or their services as mercenaries
Q: Q6
Name: Caravix, Prophet of the flesh gods, great chief Birdslayer
Gender/sex: Male
Appearance: Caravix is a massive roach, standing at 2 inches tall, but the differencess don't stop there. His left eye is scarred and glazed over and he is missing his middle right arm which are wounds from the his slaying of a bird. He wears two great feathers on his back, and many smaller ones about his head. He often has the pattern of a screaming bird in warpaint on his chest.
Leadership strength: Fragmented - Although all Cerix tribes consider him their great chief his word is not law, and problems or decisions affecting all the tribes will be presented to the council of Chiefs and Elders, which he may call together at any time.
Name/title: Malthia, head shaman/priestess Species: Fly Position: Head shaman, religous leader(next to Caravix) Gender/sex: Female Stance: Utterly devoted to Caravix, believes he is the prophet of their vicious flesh gods
Name/title: The Four sons Species: Roach Position: Sons of Caravix Gender/sex: Male Stance: Obey their father, espouse a continuation and escalation of raiding
Name/title: The Shamed Species: Fly Position: Caravix's bodyguard/companion Gender/sex: Female Stance: Atone for her sins in service to the Cerix king(is a superb fighter)