A brief summary
When Arl formed the 9th world he added more races to it. Previously he had only placed humans (which became known as Chosen Ones), they were gifted with great individuality but at the cost of great conflict. With the 9th world Arl first created other races before bringing in the Chosen Ones. The older races are thus called the "First ones", these first ones are led by a First one. When the first one dies, and is not brought back by magic, they stay dead.Location, location and location
Each Indigenous Race (IR) has two attributes above all; activity and might. These are determined by their start position, those nearer the poles are strongest, the races on the equator are complete pushovers while the ones at the north and south pole are near untouchable. The further south you go, the more active the races, the more that they will interact with the Chosen One nations, be it in a friendly or unfriendly manner.
Simply put, you can choose how much interaction you have with these races by where you start your team.
Might
This simply shows how much damage they can deal, a team can be small yet mighty because it is very proficient at war or like the Cayim Amiy, a huge nation but with no ability for war. There are two lines on the map called teamwork lines, they run at approximately 1,000 and 3,000. Anything above 1,000 (top half of the northern hemisphere) or below 3,000 (southern half of the southern hemisphere) will probably require teamwork to take down.Artifacts
Risk can bring reward, killing off the first races also brings reward. The reward in question is that of one or more ancient artifacts. These artifacts are tied into the culture of the race and though the race in question may not benefit from the artifact, it will be similar to them. Thus the Cayim Amiy will not have an artifact related to war. When you take the artifact, you can use it or sell it, it's up to you.Powers
Each first one leader is a being of great power, they are faster, stronger and tougher than Chosen one leaders and also have a special power, sometimes they have more than one. When you kill a first one, you get these special powers, anybody that kills you then takes them from you and you can take them back, should you die and there not be a Chosen that organised your death nearby, you will keep your powers.. You can give them up voluntarily too if you so wish.Each power also has a "duplicate" value, when you take the power in the first place you may have copies of it, you gain no benefit to having the copies (they will all be taken at your death) so you can give them to other chosen should you be that way inclined.
Self sufficient
The IR follow slightly different rules to the Chosen Ones, they do not have the quick pace of development and as such are considered to be self-sufficient. Armies will be replaced for free as long as they do not lose the land needed to support them, if the IR wants to do something special (though most of them do not) then they must make money from their actions such as trade or piracy. Their population is also capped based on the number of cities they have.This means that an IR will not grow more powerful over time but is far more resilient to raids. It also means that the nations in the south can make repeated attacks on each other and Chosen nations for minimal cost.
The edge of the map
Along the West (left) and East (right) side of the globe, the IR's exist outside of the normal activity and might restrictions. They do however have a series of connected events about them, they have a story that you influence, an objective that you can help or hinder them with as you see fit. Before you embark on the story, you will be told via the GM that that is what is being offered to you so that you cannot accidentally blunder into them.
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