Map of Pangaea
http://webzoom.freewebs.com/iituem/evolution/pangaeaturn002.gif
Map Update to Come
MAP FEATURES
D-29 The Shriekers, lost offshoot of the Shrike
N-26 The Myarri, regressed descendants of the Mii'Ari
M-23 Epicenter of The Fungus
O-19 Active magma vents
V-6 Massive self-sustaining cyclone
W-27 Huge glowing meteor
Fungus zones, while hostile to native life, are livable.
The Species, w/ links to original posts-
Aqizzar's Kadesh - EP Total:134 Available:10
Species: Kadesh (Plural: Kadesh Adjective: Kadeshi)
Description: The Kadesh are a semi-aquatic amphibious species of gathering scavengers. They resemble armless kangaroos covered in teal scales, with huge finned legs and tails, giant black eyes, and a bundle of tentacles sprouting from mid-torso. They are fairly large, 2-3 meters from beak to tailtip, and are light for their size, just heavier than neutral buoyancy.
Diet: Omnivores
Life Cycle (5: 5 EP): Kadesh are born in large batches, with maybe a half-dozen survivors to maturity. They grow throughout their lives, but are effectively adults at around 8-9 years. Few live much more than 20. Dividing Factor: 1
Biological Abilities:
Amphibious 13: 16 EP
A Kadesh must immerse itself in water or stay in a humid climate or it will begin to dry out and weaken. They are still ultimately tied to breathing water, but can stay in air for many hours in the right conditions.
Manipulators 10: 10 EP
Kadeshi tentacles are evolved to pick through riverbeds and coral reefs for morsels. They are deft at manipulating small objects, but have very little strength.
Speed 15: 20 EP
It's muscular legs and finned tail make up half of a Kadesh's mass, and propel them through water at considerable speeds. On land, they can cover some distance in great strides.
Vibration Sense 10: 10 EP
Kadesh have an array of streamers and antennae around their faces which can detect vibrations in water, and to a lesser degree in air.
Extended Eyesight 10: 10EP
A Kadesh's large, wide spaced eyes are made for an aquatic prey species. They have a very wide field of view and can see well in low light levels, important under water.
Civilized Abilities:
Language 10: 10 EP
Kadesh communicate with sounds and body movements. Underwater, they produce a range of singing noises. Out of water, they can croak and gurgle, and use “hand” signals. Their actual language is limited to declaratives and warnings.
Domestication (Defensive) 12: 15EP
The Kadesh can use their psychic communication to negotiate with primitive brains, convincing them to work for the Kadesh. In particular, they have found some creatures that can protect them from predators and other threats.
Special Abilities:
Spirituality 10: 10EP
The beliefs of the Kadesh have grown strong. Many powerful groups now vie for followers to worship their patron saints.
Psychic Communication 14: 18EP
Mutated by the Fungus, some Kadesh can talk straight into the minds of other creatures. Mostly useful for communicating at range with each other, they can also talk and bargain with primitive species, though anything with a developed brain can easily block them out. If a Kadesh risks killing itself in the process, they can “shout” loud enough to ward off many predators.
Disadvantages-
Amphibious problems as stated. They aren't really adapted to life on land, and can't go far from water.
Their eyesight is meant to protect them from predators, and is geared to pick up movement. They have a hard time focusing on objects.
The same mutations that turned some Kadesh psychic can also turn them insane. Various forms of madness run through the population.
Relationships
Shrike - Leery
a1s' Plantwe - EP Total:119 Available:12
The *Plantwe*
noun: *Plant*, *Plantwe*
adjective: *plantBelonging*
*Plantwe* are sentient plants. Evolved from insectivores, the *Plantwe* are larger and posses considerable mobility with their *Arms*- long stalks with sticky ends- which allows them both to hunt small prey (by ambushing it), and transplant themselves into better soil, or ambushing spot (however the process is somewhat unpleasant to the plant, requires much increased food intake if prolonged, and is slow, compared to the movement rate of more conventional animals).
Diet: The *Plantwe* are carnivorous. That is to say that they eat only animals (and insects) and not other plants, however a *Plant* can survive for months on sunlight and soil nutrients alone if it doesn't need to move around.
Lifecycle (10: 11 EP): a *Plant* spends his first year as a *Sapling*, having no ability to move, think, or eat animals, and must be protected from all dangers, and his second year as *Plantsmallness*, which corresponds pretty well to what you would call a childhood. By 2 a *Plant* is mature, and lives an additional 15-20 years after that. Dividing Factor: 0.1
Society: right now *Plantwe* are organized into small tribes, which all grow in the same area, and care collectively for their *saplings*.
Biological Abilities:
Photosynthesis 15: 20EP
*Plantwe* need to eat a lot less to survive then normal animals do, because they convert light and fertilizer into food. This only works if both sunlight and nutrients are available.
Smell 15: 20EP
The *Plantwe* can take apart any smell with their *Senseflower*, and tell you what it is composed of or what is producing it, though them telling you is usually the same smell again. (See: language)
Fungal Resistance 2: 2EP
Though trial and error, *Plantwe* gain some insight into surviving Fungus.
Civilized Abilities:
Language 10: 10EP
The *Plantwe* have a smell based language of considerable complexity, which allows them to express all sorts of different ideas, the only drawback is that it's very slow to use, as you need to wait for the air to clear before saying the next sentence.
Composite concepts are expressed by producing simpler ones at the same time, and denoting the core one with stronger smell (a *Waterend* for example is a lake, while a *waterEnd* is draught. obviously *waterEnd* and *Endwater* are the same word.)
Finally the *Plantwe* language is naturally writable (you could just *smellMake* at a piece of cloth), but no technology exists to support this yet.
Object Manipulation 10: 10EP
*Arms* can stick to things allowing use of naturally occurring tools (sticks, rocks, etc.).
Storage 10: 10EP
*have a small sack near the roots called a *Rootsack*, that contains about a day's worth of fertilizer, in refined form for when it is unplanted. Once that is used up, the *Plant* has to increase his animal food intake tenfold or face rapid starvation. A technique of preserving insects by drying has been developed to supplement this, further enhancing scouts' ability to move without replanting
Toolmaking 6: 6EP
The *Plantwe* have learned that a stick is an amazing thing!
Weapons 10: 10EP
The *Plantwe* also know that Pointy sticks kill things better, and can throw them too.
Coordination 5: 5EP
The *Plantwe* leran how to organize large events better.
Shelter Making 3: 3EP
The *Plantwe* can pile up mud to protect themselves from the weather.
Relationships
Jhiar'd - Amiable
Duke 2.0's Shrike (http://www.bay12games.com/forum/index.php?topic=24600.msg277511#msg277511) - EP Total:132 Available:14
Shrike
The Shrike were once aquatic creatures, and thus they have long, smooth bodies that are very hydrodynamic. Now they breathe air, and have limbs that keep them up. Like their ancestors, they are hunters built for speed. Thus their bodies are low to the ground, hind legs strong and fore legs mostly used for balance. Limited tool useage thanks to their locomotive nature. They generally look like the mix between a Dog, a Carp and a cave-person.
Breeding Ability (10: 10EP)- They breed through eggs, laid in muddy nests near water-sources. Oddly enough, these nests make the clay around them high in iron and copper. After the spawn hatches they migrate over the mud to a nearby water-source, where they are generally protected from land creatures. Aquatic creatures are not much better at getting them, as the Shrike used to be aquatic predators. After a few weeks, the young are mature enough to remain on dry land.
Litter Size:5 Breeding Age:1 Death Age:10 Dividing Factor: 1
Biological Abilities:
Strength 10: 10EP
The muscles on this creatures body are strong, helping with locomotion.
Limbs 18: 26EP
The limbs of this creature are good at what they do. Strong hind legs help the Shrike run across the plains and climb terrain. The front legs are mostly used for balance, with a limited ability to use tools.
Hunters Organ 19: 29EP
An organ in this creatures body uses a charge stored in it's fat cells to shock prey and predators. Currently it does little more then stunning smaller prey and scaring off larger predators. It takes a day to re-charge fully, allowing for a few small shocks or one large shock.
Jaws 5: 5EP
The jaws of this creature are long and sharp, while not obstructing the ability of the mouth to move. These jaws are not that powerful, but strong enough to gnaw meat off prey. Killing is done through ramming the prey or shocking it.
Bioluminescent 5: 5EP
A few splotches on the sides of this creature glow in the dark.
Swimmer 5: 5 EP
While this creature used to be aquatic, fully-grown limbs are not as good as fins. Still, they can swim decently.
Civilized Abilities:
Language 12: 15EP
The Shrike, while they can utter a few sounds out of their mouths, generally just use rapid small shocks to send messages to each other. They can communicate a lot more through them than speech, but it is very short range. Thus they have oral utterances for long-range communication.
Shelter 8: 8EP
The Shrike sometimes use clay to make crude shelters, which is generally them making a mound of clay and digging into it. They are not particularly good diggers, which is why they need to make mounds, which allows the clay to get soft. This takes them a while, and very little space is inside. Thus they generally just hole up in them during storms.
Farming 5: 5EP
The Shrike have discovered the basics of controlled seed planting, sowing farms in defensible areas.
Relationships
Kadesh - Cautious
NonAnonymous' Nahuantl (http://www.bay12games.com/forum/index.php?topic=24600.msg277848#msg277848) - EP Total:147 Available:10
Species: Nahuantl (Plural:Nahuantl Adjective: Nahuantl)
Description: Nahuantl are 2' to 3' tall monotremes which appear to be lizards with vibrant, smooth, green (on rare occasions blue, and it can be white if their parents spend their lives completely away from the sun.) skin. They possess muscular tails from 2' to 3' long and in place of hair they have tendrils tapering from the backs of their skulls to roughly 1' in length, though these generally grow to be longer than this as they age. Females are typically larger than males, with slightly shorter tails. They have rather fierce looking, black, curved claws on their hands and feet alike, and their feet are also prehensile as well.
Breeding Ability (12: 15EP): Litter Size: 3 Death Age: 50 Breeding Years: 30 Dividing Factor: 0.5
Diet: Omnivores. Their diet is primarily fruvivorous, but is complimented with various insects and other bugs. For one reason or another, they rarely eat fish or meat, though they have no qualms about it when times are tough.
Biological Abilities:
Manipulators 11: 12EP
Nahuantl have deft fingers on their hands and feet.
Speed 10: 10EP
Nahuantl have fairly well developed speed, given that their small size make evasion of larger creatures one of their primary methods of survival.
Claws 5: 5EP
Nahuantl claws are adapted to helping them climb, but are not particularly useful in combat.
Climbing 10: 10EP
Nahuantl are excellent climbers, and spend almost all of their lives in the trees.
Swimming 5: 5EP
Nahuantl are fairly good swimmers, though they don't really excel at it.
Color changing 5: 5EP
Nahuantl can change the colors of their body to match their surroundings, but can not mimic complex patterns.
Electromanipulation 7: 7EP
Nahuantl can generate a mild electric shock. This is too weak to kill on its own, but can generally stun creatures for a moment, possibly giving the Nahuantl the upper hand.
Civilized Abilities:
Language 10: 10EP
Nahuantl communicate with hoots, whoops, hisses, and slight color shifts in the face and chest area. Like most creatures, they also communicate through body language.
Farming 8: 8EP
Because so many are beginning to starve to death, the Nahuantl are beginning to get a grasp around the concept of farming.
Tactics 5: 5EP
Skirmishes with the Jhiar'd and others have much improved the tactics on the field. It was a hard lesson to learn, but now they know to retreat and advance in a semi-ordered fashion.
Caste Systems 10: 11EP
The Nahuantl have developed a system of government based upon segregation of labor by ability and birth.
Construction 3: 3EP
Basic shelters of wood and leaves are often seen in Nahuantl land-or not seen as they seem to be hidden most of the time.
Tool Making 6: 6EP
The Nahuantl know how to use sticks and stones for building and defense.
Martial Arts 7: 7EP
Many Nahuantl have learned the basic tenants of martial arts. Other than making them deadly in close quarters combat, its tenants are close to being religiously followed.
Weapon Making 2: 2EP
The use of a simple wooden spear is well know to the Nahuantl.
Armoring 2: 2EP
Part of the "Tenqgor" or ceremonial armor and weapon set, Nahuantl use simple stone slabs or the blue and white mushroom as an effective shield, allowing them to parry blows.
Disadvantages:
Haughtiness: The Nahuantl have an inherent sense of superiority to other forms of life, as well as different groups within their own species.
Smallish: The Nahuantl are threatened as prey by a number of other species.
Relationships
Jhiar'd – Sworn Enemies
Nilocy's Jhiar'd (http://www.bay12games.com/forum/index.php?topic=24600.msg279674#msg279674) – EP Total:155 Available:11
Name: Jhiar'd
Description: The Jhiar'd are a race of giant sentient insects that live in the dense forests of Harzoor (Thats what my race has named their home). The race is split down into several 'sects', the 'Worker' bug comprises the majority of the population and does the menial work supporting the 'Mother' and 'Warrior' bugs. The workers are relatively weak and have spiked hind legs (for grip) and a mandible on each forward leg to provide manipulation of foods. The 'Mother' bugs are large fat soft slug like creatures whose sole purpose is to provide eggs for the colonies. 'Head' bugs are the genetic stalk of the colony. While larger than both workers and warriors and coming with 6 legs and 2 manipulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.
Life Span (12: 15EP): Litter Size: 12 Death Age: 6 Breeding Years: 4 Dividing Factor: 4 Although short lived, the Jhiar'd replace their population fast when needed.
Diet: Omnivores
Biological Abilities:
Senses 6: 6EP
The more the bugs investigate new things, the better they begin to understand themselves and what their bodies are capable of. The workers now see shades of colours, while the warriors now see distinct shapes.
Claws 13: 16EP
The active Jhiar'd have large slicing claws. The Warriors' claws are larger than the Workers'.
Civilized Abilities:
Spirituality 6: 6EP
Some small groups have grown up and regularly sacrifice themselves to the lava. Recent miricals have made the Jhiar'd more firm in their belief theres something up there helping them.
Mixed Agriculture 13: 17EP
The Jhiar'd can reliably grow some mundane fungus, and maintain groups of fattened maggots, mostly for the Heads and Queens.
Constructions 7: 7EP
The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communal barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defense as well.
Sect Specialization 8: 8EP
Each sect does what it does to the best it can do. Workers are weak but can manipulate the environment (farming, chopping, fishing) while mothers produce lots of eggs. Warriors are tougher and can hurt things more.
Weapon Making 10: 11EP
The Jhiar'd can make tree-cutting axes, and the Heads have realized the potential of the axe as a weapon. They begin to train with the hand axe.
Tactics 11: 12EP
Recent battles have understated the need to have a large coordinated front when dealing with enemies, tactics will allow for a greater amount of communication between the heads and their warriors, basic orders such as "advance","retreat","flank left/right" etc are becoming more prevalent within the 'military'.
Pioneering 4: 4EP
New colonies bring more experiences that can be passed down through the genetic line. Experience building new colonies has resulted in a a class of tough bugs that can reliably called upon to tame new lands and pave the way for future settlers.
Language 9: 9EP
They chirp and sing to each in a high pitched noise expression most emotions and conversations. The Heads have another vocal cord which allows them to send an ultra-low frequency single that can be picked up by every bug touching the ground within a mile radius. These are usually used for warnings of attacks, need for constructions or rallying of troops. The bugs also have a very private written form of expression that is carved or painted into walls to instruct of territories and warnings. The establishment of tactics had furthered the Workers and Warriors uses of language. They improve on what they already had, now being able to describe the colors they now see.
Hierarchy 10: 10EP
The colonies are organized into separate sections all providing the most efficient work they can. Heads are always in charge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed, such as after attacks or colony splitting (The process of a formation of a new colony), as not to waste resource and energy.
Fire Making 1: 1EP
Inspired by the vast hotstuffs the Jhiar'd tried to make some for themselves, by carrying large blocks of wood set alight by the hot stuff.
Special Abilities:
Genetic Acquisition 9: 9EP
The 'Head' bugs can acquire genetic material from fallen prey. This is done in the form of eating living DNA and mating with the mother bugs to produce a new set of bugs. New material (Other sentient creatures for example) comes extremely rarely and a usual Head won't see any worthwhile genetic harvest. Although once harvested it can have a varied amount of effects, ranging for general benefits i.e increased speed, strength, or the understanding of a new species.
Weaknesses:
Very few 'Mother' bugs, about a dozen per colony. If they're murdered or die off then the colony will surely fail.
If you cut of the antennae, then you've effectively killed off the bugs senses.
Head bugs get extremely defensive over 'their' land, usually resulting in the majority of Heads to die before a new colony is founded.
Because the heads are the controlling bodies the lack of them can cause a colony to go into disarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering their own kin. etc. etc.
Relationships
Nahuantl – Sworn Enemies
Plantwe – Workable
Draigh's Lanlar (http://www.bay12games.com/forum/index.php?topic=24600.msg277690#msg277690) - EP Total:111 Available:11
Species: Lanlar (singular, plural; adjective: Lanlarese)
Litter size (5: 5EP): 5 eggs
Age: between 30 and 40 years, able to live independent at age 1, sexually mature at age 5, adult at age 10 Dividing Factor: 0.5
The Lanlar were common birds but no longer. They gained sentience and with that a new goal. Since their awakening, the Lanlar are a peaceful species. They prefer to evade attackers instead of fighting them, unless really threatened. They look majestic like birds of prey (think Eagle) yet do not hunt or scavenge for meat.
The Lanlar have a wingspan of about 2 meters with a body length of about 70 cm. Their weight is around 4 kilograms. The females of the species are a bit bigger and heavier on average, they are also more fierce, especially when young are involved.
Diet and habits: They are mostly living during the day (diurnal), feeding on fruit, seeds and sometimes rodents and fish. Since their awakening they prefer not eating other living beings, although their size still forces them to hunt when fruits and seeds are not enough. Their preferred habitats are in the mountains and forests and they tend to migrate frequently, following food availability per season.
Biological Abilities:
Physique 5: 5EP
The Lanlar have evolved in such a way to be light and agile for flying, warm and resistant for living in the mountains and forests with little or no shelter and able to breath and function on high altitudes. (also see Flight, Feathers and Beak/Claws)
Flight 8: 8EP
The Lanlar are fast and agile fliers. This is mostly their form of travel and very important in finding food and keeping out of the claws of possible predators. They can reach speeds up to 70 km/h when not carrying anything, else speed drops to around 50 km/h.
Feathers 5: 5EP
The coat of feathers keep the Lanlar warm and dry in most types of weather. It also provides them with a bit of camouflage.
Beak and claws 8: 8EP
Both the beak and claws are sharp and strong enough for most basic functions. They would be strong enough to pick someones eyes out or otherwise lightly injure most beings. The claws are strong enough to hunt small rodents and fish from rivers. The Lanlar mostly eat fruits and nuts and the beak is able to crack the nuts and swallow it. They also sometimes add fish and rodents to their menu, but prefer not to do so.
Senses 10: 10EP
Their senses have been above average, used in finding food and as a early warning to predators. Their eyes are sharper and can see far in the distance. The glare of the sun has no effect on their vision.
Effective Metabolism 3: 3EP
The Lanlar adapt to get the most nutrients from the food they eat. Thus they need to eat less to survive and flourish.
Civilized Abilities:
Nest Building 6: 6EP
They can build a nest to lay their eggs in. Often this is done high up in the mountains where predators are few.
Language 11: 12EP
Due to physical limits they have limited communication abilities. They can convey most basic and some advanced messages with vocal signs and body language.
Special Abilities:
Religion 5: 5EP
They believe in a higher power that granted them their sentience, and look up to the new sun as a (sign of) God.
Psychic Creativity 8: 8EP
This is the ability to create illusions, change shape and manipulate energy. Initially its just a small mirage one could create with this facet of psychic ability, but a grandmaster could create material things from thin air if he invests a lot of energy in it. It also seems to strengthen the other abilities, thus a Creative master might be a better Redactor then someone who has a lesser Creative faculty.
Psychic Farsensing 9: 9EP
This ability grants one the ability to talk mind-to-mind with others, first closeby and when stronger also over great distances. One is also able to aim their normal senses to remote places, with more and more accuracy and quality. Sometimes this is experienced as an out-of-body experience, otherwise more like watching through a window to a remote place. Some say true grandmasters can also look through time towards the past or the future. All Lanlar have at least enough ability in Farsensing to communicate mind-to-mind, even if it stops there.
Psychokinesis 7: 7EP
The most well-known ability of moving objects with the mind. This can also be used to manipulate energies, but not to create them. A beginner can maybe bend a spoon, but a grandmaster is surely able to lift collosal objects at will.
Psychic Coercion 4: 4EP
This ability is best described as metaphysic mind control. Sometimes more visible as charisma, force of personality and other times experienced as if someone takes your free will and forces your actions. Most people frown upon using this ability, nevertheless it is a possibility.
Psychic Redaction 5: 5EP
This ability influences living beings. It can be used to diagnose and heal illnesses, cure fatigue or just as easily torture, maim and kill. A grandmaster is also able to heal illnesses of the mind. But bringing back the dead is even beyond them.
Disadvantages:
Unorganized
The Lanlar are used to be free and value freedom very highly. Each decides for himself and lives mostly solitary or with their life partner, even though they meet together on occasion and are able to communicate on great distances. No leader is accepted and most just take care of themselves.
Nomadic
The Lanlar are mostly nomadic and only stay in one place to raise their young long enough for them to learn how to fly. Some do stay in one area if there is enough food to sustain them for longer periods of time and safe to remain there.
Iituem's Yrb (http://www.bay12games.com/forum/index.php?topic=24600.msg279591#msg279591) - EP Total:116 Available:11
Race: Yrb
Singular: Yrble
Genitive: Yrben
Description and Traits: The Yrb is the result of a melting pot of micro-organisms brought together in the midst of a world undergoing a surge in psychic evolution. It can best be described scientifically as colonies of fungi infected with various specialist bacteria and other microbes living in symbiosis. To the layman, it looks like large mats of mould. Large mats of strangely unappealing mould.
Individual colonies of Yrb can be described as Yrbles, but the distinction is a loose one because overlapping colonies can mesh. For the sake of population counts, a single Yrble can be defined as a quantity of Yrb containing enough supplementary microbes to function as an Yrble in the event of being cut off from the larger colony mesh.
Breeding (17: 25EP): If a colony is cut off from the whole and has to survive on its own, it will reproduce and die out at a rate equivalent to an individual lifespan of half a year, spending 15 days generating enough new mass to act as a new colony. So, lifespan 6 months, childhood 15 days (1/12th of life), litter of 1, dividing factor 1 for simplicity.
Diet: Omnivore/Detritivore
Biological Abilities:
Sedentary 0: 0EP
Yrb does not move as such, yet. When it needs to get to a new location, it grows new strands that way and spawns another colony. Migration is currently accomplished by extending long stretches of hyphae and transferring seeding patches of supplementary organisms to the ends, forming new colonies.
Detritivorous 6: 6EP
Yrb can digest all manner of dead creatures or plants, but not so efficiently that they are unaffected by poisons.
Homogeneous 10: 10EP
Cut off a large enough piece of Yrb and it will still function as an independent Yrble. Stab it, and it will just re-route its connections. Burning works, mind, but generally Yrb is difficult to kill simply because of how time-consuming the necessary large-scale destruction is. Excising or poisoning specifically the specialist microbes that serve as its 'brain' will just render it harmless fungus, however, and killing off the fungus that serves as its body will starve the neural colonies in turn.
Civil Traits
Language 10: 10EP
The Yrb mindset encompasses certain basic concepts and events, which it can communicate via the physical information exchange process. It lacks distance communication at this stage, but concepts spread from a single Yrble via information exchange can reach the entire network of colonies. The limitation upon Yrbs is not the ability to express concepts, which can be copied from 'mind' to 'mind' exactly, but the ability to grasp them in the first place.
Concealment 6: 6EP
Yrbles have begun the practice of growing their central nodes within trees and beneath the ground as protection from predation and the elements.
Trade 3: 3EP
Basic exchanges of information, nutrients and agreements on available land to colonise are being conducted between Yrbles, but without unifying social structure this cannot emerge beyond the most basic agreements. Trade is still enforced by mutual threat between trading parties.
Special Abilities
Ranged Perception 10: 10EP
Yrb has sensory 'organs' of neural colonies that can sense stationary environment in an approximate sense up to sixty feet away and moving objects up to two hundred feet away. It can sense basic animal minds or Yrbles within five hundred feet and fully intelligent sapient minds within a mile. This perception is light, sound, smell and touch independent, but requires the presence of a fully-functioning sensory colony. Such a colony can adjust itself to focus on a specific region (of about twenty feet) within two hundred feet with much greater detail, but loses its wide-range perception. It can perceive the most basic mental pathways of minds close to its sensory organ.
Information Exchange 10: 10EP
Memory patterns can be freely exchanged between Yrbles by direct physical contact, a process that takes about half as long as the memory itself took to experience. Unfortunately, this ability is limited by the ability of Yrb to actually grasp concepts and sense the world at large.
Psychic Resistance 10: 10EP
Yrb mental structure only vaguely resembles the brains of higher organisms and as it grows more complex departs further and further from the animal brain. Whilst it can still manipulate the minds of other species without penalty, this gap is difficult for other psychic species to overcome, conferring it a certain level of resistance to other psychic forces.
Empathy 10: 10EP
Yrb has a basic ability to plant emotive thought. Right now this is generally used for the purpose of fending off other creatures by putting out a sense of aversion: "I do not want to eat this, I should leave this alone." Ability to plant thoughts is limited to basic emotions only. This ability does not confer the ability to perceive emotive thought.
Sense Emotion 5: 5EP
Yrb can determine the current mood of an entity.
Relationships
Chibor - Contact
penguinofhonor's Chibor (http://www.bay12games.com/forum/index.php?topic=24600.msg279651#msg279651) - EP Total:109 Available:11
Race: Chibor
Singular: Chibor
Plural: Chibor
Adjective: Chibor
Description and Traits:
The chibor is a very small, brightly colored creature. It's lime green and yellow, with a single suction-cup-like foot, a single black eye, insect-like pincers, and a bony spike sticking up out of its back. There are virtually no gender differences. It's about ~6in tall without the spike. The spike is another 3-5in.
Chibors live in huge colonies, Having neither size nor camouflage to help them survive, they use pure numbers. When attacked, they either swarm their opponents and attempt to stab them with their spikes, or flee. Fleeing is usually ineffective due to their single foot.
Biological Abilities:
Breeding 26: 48EP
The chibors specialize in breeding. They are ready to mate at one year of age, and die at ten to fifteen. They have littlers of five to fifteen baby chibors, which are incredibly small (only a couple inches tall).
They give birth to live young, and have breeding seasons about seven times each year. The young cling to their parent's back, and both sexes care for the children equally. Diving Factor: 10
Speed 5: 5EP
They can run for short distances, hopping, but they can't really go far. They usually end up giving up the chase and swarming their opponent.
Natural Weapon 7: 7EP
They have a large bone spike sticking out of their backs, and know how to sharpen it somewhat on trees and other rough surfaces.
Diet 13: 16EP
They can eat many things. Anything on the ground is game, and their hordes leave areas completely free of fallen leaves and small animals. They don't hunt anything more than twice their size.
Civilized Abilities:
Language 12: 14EP
Chibors can convey simple emotions through small chirps or yelps, almost exclusively used as a warning for danger. Over time, they have become much more specific and directed.
Domestication (Food) 8: 8EP
With considerable organization and low self-awareness, the Chibor's leaders can direct the breeding of other Chibor. The intended result was be a Chibor that was fat, slow, and dumb: perfect for food.
Relationships
None
Tuv's Umgran (http://www.bay12games.com/forum/index.php?topic=24600.msg280265#msg280265) - EP Total:102 Available:10
Name: Umgran
Description: Umgran look more akin to walking rocks, or strange turtles than anything else. They have four stubby legs that stick out from either side, and a small arrow-like head that protrudes only slightly from it’s body. If you were to walk by one, you might mistake it for a rock, because in a way, an Umgran’s body is similar to a rock in a way. Though obviously reptilian, an Umgran does not grow it’s “scales” or “shell” itself, but rather breaks down rocks and the like that it eats, and deposits it as a kind of natural armor. They are quite large, but move very slowly and reproduce even slower.
Breeding Habits (0: 0EP): Lay 1 egg, Adult at 35, Max age 70, Females usually die to predators after laying the egg. Can only give birth again once they have reached “critical mass” for minerals and nutrients again. Dividing Factor: 0.1
Biological Abilities:
Digestive System 20: 30EP
The Umgran digestive system consists of a stomach with incredibly powerful acids, and a system of absorption that leaves little to no waste. Umgran will eat ANYTHING, meat, plants, carrion, rocks, whatever they can get a hold of.
“Armor” 15: 20EP
Umgran are prone to eating rocks and other normally inedible substances. These precipitate to the outside of their body, and form a protective shell. Because the shell is based off what each individual Umgran eats, all the shells appear different and have different hardnesses.
Spitting 10: 10EP
Umgran have been slowly developing a muscular organ near their heads that connects directly to their digestive tract. This muscle allows them to spray their volatile stomach acids a few feet.
Legs 10: 10EP
An Umgran’s legs, though short and stubby, end in a semi-prehensile foot that has three inch-long claws at the end of it. They are mostly useless, but can be effective in grasping small things and bringing them closer to the mouth.
Civilized Abilities:
Language 15: 20EP
Umgran communicate with one-another with low, guttural hums. They don’t travel very far, and can be hard to detect for other creatures, or even for the Umgran themselves, which need to be fairly close to adequately communicate.
Caste System 2: 2EP
Different diets and lifestyles have split the Umgran into different colored types. So far, the numerous Rock-types have enslaved the few Bone-types, and squabble with the Glow-types.
Relationships
None
Shikogan's Ahkarii (http://www.bay12games.com/forum/index.php?topic=24600.msg277191#msg277191) - EP Total:121 Available:10
Race: Ahkarii
Pural:Ahkarii Noun: Ahkarii
Description and Traits: The Ahkarii are a race of humanoid beings. The average height is about 8 foot 2 and weight around 120 pounds. The Ahkarii have well developed feathered wings on their backs independent of their arms. Their wingspan depends on their height it is about a ratio of 3 and a half foot of wings to 10 pounds of weight.
Breeding (5: 5EP): An Ahkarii is ready to mate at 7 years of age and they die at 28. they can have a litter size of 4 but usually only have 2 Dividing Factor: 0.5
Diet: Omnivores, but they prefer to eat meat above all else, and they abhor cannibalism.
Biological Abilities:
Flight 14: EP18
Ahkarii can fly for long distances while maintaining a speed of 60mph and 80mph sprinting for short periods of time. While cruising and gliding they can fly all day due to thermals but at night they can only fly for 4 hours before tiring.
Avianoid Bones 11: 12EP
The muscular structure they have had to develop for flight has given them incredible upper body strength and heightened reflexes but lesser lower body. The bones of the Ahkarii are especially lightweight and are still strong despite the apparent lack of weight.
Fangs and Claws 6: 6EP
They have developed short black claws on their hands and feet for hunting, and also fangs as their diet consists of mainly meat to any other food but can eat other foods if available.
Superb Perception(hearing) and Raptor Sight 11: 12EP
Due to their main food being meat they have had the need to hunt it down, this has given them extraordinary hearing and sight, allowing them to hear acutely and see any prey from up to a kilometer away.
Civilized Abilities:
Hierarchy 5: 5EP
Thanks to their highly developed brains they have an intelligent form of hierarchy in the forms of tribes, whose leaders form a council and eventually a "king"(of sorts) to govern the council.
Hut Building 14: 18EP
Ahkarii can build shelters in trees to protect themselves.
Farming 5: 5EP
Ahkarii practice limited foraging and cultivation.
Toolmaking 3: 3EP
Ahkarii can weave reeds and vines into useful construction.
Special Abilities:
Psychic Communication 10: 10EP
The Ahkarii can communicate to each other or other species over a short distance.
Wind Manipulation 14: 18EP
With the influence of the Maelstrom, the Ahkarii can use their psychic abilities to direct wind currents.
Relationships
None
The Gods, w/ links to original posts-
Lukut Cush Lhac, by Gantolandon (http://www.bay12games.com/forum/index.php?topic=24600.msg279970#msg279970) - Power Points: 6
Wrathful Amoeba God of Unity, Flesh, and Growth
Favoring: Kadesh
Worshiped by: Kadesh, 5% of All Regions
Nevon, by Asheron (http://www.bay12games.com/forum/index.php?topic=24600.msg280089#msg280089) – Power Points: 41
Judgmental Wyrm God of Magma, Curiosity, and Invention
Favoring: Jhiar'd
Worshiped by: Jhiar'd, 95% of O-19, 25% of Other Regions
Euchre, by EuchreJack (http://www.bay12games.com/forum/index.php?topic=24600.msg280771#msg280771) – Power Points: 2
Erratic Simian God of Technology, Lightning, and Wonder
Favoring: Nahuantl
Worshiped by: Nahuantl, 40% of Q-11, 20% of Other Regions
Omega Alpha, by omagaalpha (http://www.bay12games.com/forum/index.php?topic=24600.msg298682#msg298682) – Power Points: 1
Worldly Unmortal God of Meteors, Wind, and Vigor
Favoring: Umgran
Worshiped by: Umgran, 25% of W-27
Andrea, by andrea (http://www.bay12games.com/forum/index.php?topic=24600.msg300332#msg300332) – Power Points: 1
Immaterial Goddess of Cities, Farming, and Healing
Favoring: Ahkarii
Worshiped by: Ahkarii, 1% of All Regions
I like to remain here with my Lanlar. Had 70 points spent as I was to join the last turn, right before the gamemaster-change. Should I also change it to 90 points or am I still counted as a new player?
Edit:
Reposting of my race
Draigh's Lanlar
Species: Lanlar (singular, plural; adjective: Lanlarese)
Litter size: 5 eggs
Age: between 30 and 40 years, able to live independant at age 1, sexually mature at age 5, adult at age 10
The revealing of the green sun awakens this new species, naming themselves the Lanlar. They were common birds but no longer. They gained sentience and with that a new goal. Since their awakening, the Lanlar are a peaceful species. They prefer to evade attackers instead of fighting them, unless really threatened. They look majestic like birds of prey (think Eagle) yet do not hunt or scavenge for meat.
Their feathers are mostly brown on top and white below. When they fly one would have trouble seeing them up in the sky because of the white feathers, and when they sit in a tree or against a rocky cliff then the browns camouflage them a bit.
The Lanlar have a wingspan of about 2 meters with a body length of about 70 cm. Their weight is around 4 kilograms. The females of the species are a bit bigger and heavier on average, they are also more fierce, especially when young are involved.
Location: They awakened and live in the forests and mountains of I17, I19, H18, H20.
Diet and habits: They are mostly living during the day (diurnal), feeding on fruit, seeds and sometimes rodents and fish. Since their awakening they prefer not eating other living beings, although their size still forces them to hunt when fruits and seeds are not enough. Their preferred habitats are in the mountains and forests and they tend to migrate frequently, following food availability per season.
Natural enemies:
The Lanlar do not have many natural enemies, although some are out to try and steal the eggs. For most the size is enough to seek easier prey somewhere else.
If threatened a Lanlar will mostly just flee into the air, unless young are involved. Then they tend to swoop down on the attacker, aiming for eyes and other sensitive body parts. Their most important goal then is to drive off the attacker, not to hurt or kill him. They will not hesitate to kill if that is what must be done, but prefer not to do so.
Evolution (70 pt):
Physical:
Overal physique, 4 EP
The Lanlar have evolved in such a way to be light and agile for flying, warm and resistant for living in the mountains and forests with little or no shelter and able to breath and function on high altitudes. (also see Flight, Feathers and Beak/Claws)
Flight, 8 EP
The Lanlar are fast and agile flyers. This is mostly their form of travel and very important in finding food and keeping out of the claws of possible predators. They can reach speeds up to 70 km/h when not carrying anything, else speed drops to around 50 km/h.
Feathers, 5 EP
The coat of feathers keep the Lanlar warm and dry in most types of weather. It also provides them with a bit of camouflage.
Beak and claws, 8 EP
Both the beak and claws are sharp and strong enough for most basic functions. They would be strong enough to pick someones eyes out or otherwise lightly injure most beings. The claws are strong enough to hunt small rodents and fish from rivers. The Lanlar mostly eat fruits and nuts and the beak is able to crack the nuts and swallow it. They also sometimes add fish and rodents to their menu, but prefer not to do so.
Senses, 8 EP
Their senses have been above average, used in finding food and as a early warning to predators. Their eyes are sharper and can see far in the distance. The glare of the sun has no effect on their vision.
Development:
Nestbuilding, 3 EP
They can build a nest to lay their eggs in. Often this is done high up in the mountains where predators are few.
Language, 8 EP
Due to physical limits they have limited communication abilities. They can convey most basic and some advanced messages with vocal signs and body language.
Religion, 5 EP
They believe in a higher power that granted them their sentience, and look up to the new sun as a (sign of) God.
Psychic Ability, 10 EP
The green sun awakened their mental and psychic abilities. The psychic abilities are roughly dividable in these five subcategories, based on the effect. Individuals often show talent in just one area, although exceptional people might master all five of them. This is not just a matter of training but also very strongly one of inborn potential. Some Lanlar might have the dabbling talent in each of them but master none, others might master one and be totally unable to do anything with the other. It seems everyone at least has the sense of Creativity and the basics of Farsensing available to them.
* Creativity, 2 EP
This is the ability to create illusions, change shape and manipulate energy. Initially its just a small mirage one could create with this facet of psychic ability, but a grandmaster could create material things from thin air if he invests a lot of energy in it. It also seems to strengthen the other abilities, thus a Creative master might be a better Redactor then someone who has a lesser Creative faculty.
* Farsensing, 5 EP
This ability grants one the ability to talk mind-to-mind with others, first closeby and when stronger also over great distances. One is also able to aim their normal senses to remote places, with more and more accuracy and quality. Sometimes this is experienced as an out-of-body experience, otherwise more like watching through a window to a remote place. Some say true grandmasters can also look through time towards the past or the future. It seems all Lanlar have at least enough ability in Farsensing to communicate mind-to-mind, even if it stops there.
* Psychokinesis, 2 EP
The most well-known ability of moving objects with the mind. This can also be used to manipulate energies, but not to create them. A beginner can maybe bend a spoon, but a grandmaster is surely able to lift collosal objects at will.
* Coercion, 1 EP
This ability is best described as metaphysic mindcontrol. Sometimes more visible as charisma, force of personality and other times experienced as if someone takes your free will and forces your actions. Most people frown upon using this ability, nevertheless it is a possibility.
* Redaction, 1 EP
This ability influences living beings. It can be used to diagnose and heal illnesses, cure fatigue or just as easily torture, maim and kill. A grandmaster is also able to heal illnesses of the mind. But bringing back the dead is even beyond them.
Disadvantages:
Unorganised
The Lanlar are used to be free and value freedom very highly. Each decides for himself and lives mostly solitary or with their life partner, even though they meet together on occasion and are able to communicate on great distances. No leader is accepted and most just take care of themselves.
Nomadic
The Lanlar are mostly nomadic and only stay in one place to raise their young long enough for them to learn how to fly. Some do stay in one area if there is enough food to sustain them for longer periods of time and safe to remain there.
No technology yet, probably going to develop their psy powers first as they need telekinesis to start manipulating objects around them. Also not settled in one spot, thus no farming.
You play the beasts of the world... I'll play the fungus.
Race: Yrb
Singular: Yrble
Genitive: Yrben
Description and Traits: The Yrb is the result of a melting pot of micro-organisms brought together in the midst of a world undergoing a surge in psychic evolution. It can best be described scientifically as colonies of fungi infected with various specialist bacteria and other microbes living in symbiosis. To the layman, it looks like large mats of mould. Large mats of strangely unappealing mould.
Individual colonies of Yrb can be described as Yrbles, but the distinction is a loose one because overlapping colonies can mesh. For the sake of population counts, a single Yrble can be defined as a quantity of Yrb containing enough supplementary microbes to function as an Yrble in the event of being cut off from the larger colony mesh.
Yrb can be loosely classed as omnivorous, but is technically detritivorous; it will eat anything dead. Whilst it eats already decomposing or dead organisms (plant or animal) in preference, it will deliberately kill organisms if there is not enough detritus for its energy requirements. Right now, it can only kill plants (by infecting them and leeching nutrients until the plant dies, but this exposes it to plant immune resistance).
Partly as a result of the increasing psychic development of a number of other species in the world, intelligence of a sort has arisen within Yrble colonies. Yrb has developed a number of basic psychic abilities, despite its non-standard mental structure. Yrb's "brain" is evolved from the interactions of large colonies of supplementary organisms that form the equivalent of a neural net. As such, destroying Yrb will actually cause it to grow less intelligent (although what few memories are recorded tend to be done so redundantly across the organism, so splinter colonies may survive to carry memories).
Diet: Omnivore/Detritivore
Evolutionary Expenditures
Breeding [20?]: Difficult to categorise, so I've left the EPs open until I know what to spend on this. If a colony is cut off from the whole and has to survive on its own, it will reproduce and die out at a rate equivalent to an individual lifespan of half a year, spending 15 days generating enough new mass to act as a new colony. So, lifespan 6 months, childhood 15 days (1/12th of life), litter of 1.
Asexual [5]: Sex is the domain of higher organisms. Yrb reproduces with only the need for a single colony. This cuts the hassle out of finding and attracting a mate, allowing for much more reproduction. The price of this is reduced genetic diversity.
Sedentary [-]: Yrb does not move as such, yet. When it needs to get to a new location, it grows new strands that way and spawns another colony. Migration is currently accomplished by extending long stretches of hyphae and transferring seeding patches of supplementary organisms to the ends, forming new colonies.
Detritivorous [1]: Yrb can digest all manner of dead creatures or plants, but not so efficiently that they are unaffected by poisons.
Almost homogenous [5]: Cut off a large enough piece of Yrb and it will still function as an independent Yrble. Stab it, and it will just re-route its connections. Burning works, mind, but generally Yrb is difficult to kill simply because of how time-consuming the necessary large-scale destruction is. Excising or poisoning specifically the specialist microbes that serve as its 'brain' will just render it harmless fungus, however, and killing off the fungus that serves as its body will starve the neural colonies in turn.
Psychic Powers
This is the meat of the Yrben evolutionary base, and much easier for it to alter.
Ranged Perception [5]: Yrb has sensory 'organs' of neural colonies that can sense stationary environment in an approximate sense up to sixty feet away and moving objects up to two hundred feet away. It can sense basic animal minds or Yrbles within five hundred feet and fully intelligent sapient minds within a mile. This perception is light, sound, smell and touch independent, but requires the presence of a fully-functioning sensory colony. Such a colony can adjust itself to focus on a specific region (of about twenty feet) within two hundred feet with much greater detail, but loses its wide-range perception. Adjustment to and from this state can take up to five minutes. Generally, multiple sensory organs exist within an Yrble. They can be destroyed with blunt trauma to disperse the neural connections (slicing and stabbing work less well) but can reform if enough organisms survive within about twenty minutes.
Information Exchange [4]: Memory patterns can be freely exchanged between Yrbles by direct physical contact, a process that takes about half as long as the memory itself took to experience. Unfortunately, this ability is limited by the ability of Yrb to actually grasp concepts and sense the world at large.
Alien Mindset [10]: Yrb mental structure only vaguely resembles the brains of higher organisms and as it grows more complex departs further and further from the animal brain. Whilst it can still manipulate the minds of other species without penalty, this gap is difficult for other psychic species to overcome, conferring it a certain level of resistance to other psychic forces.
Empathy [5]: Yrb has a basic ability to plant emotive thought. Right now this is generally used for the purpose of fending off other creatures by putting out a sense of aversion: "I do not want to eat this, I should leave this alone." Ability to plant thoughts is limited to basic emotions only. This ability does not confer the ability to perceive emotive thought.
Civil Traits
Language [5]: The Yrb mindset encompasses certain basic concepts and events, which it can communicate via the physical information exchange process. It lacks distance communication at this stage, but concepts spread from a single Yrble via information exchange can reach the entire network of colonies. The limitation upon Yrbs is not the ability to express concepts, which can be copied from 'mind' to 'mind' exactly, but the ability to grasp them in the first place.
Aquizzar, could you work out what sort of BP expenditure I'm looking at for my breeding requirements please? Right now I've just left a placeholder figure. Values are generally all wrong as well, so I'll need to adjust quite a bit before I'm done.
Start squares: J20, K19 L20, L22 [One river and three forests surrounding a fungal forest.]
NB: For reference (because this is an obvious point for confusion), Yrb does not form fruiting bodies. Think less mushrooms, more big mats of mould.
Ok, here's my race with 70 points... Woop dee shoop doop! A little explanation of what i've relised. My race seems to be the only one remotely resembling any sort of modern day culture to any noticable degree. And as such they do alot of things, just not completely specialised... So ill prolly be using the 4x system, explore/expaned/exploit/exterminate ideaology... hee hee, hive mind here i come :D
Dividing Factor: 100 Litter Size: 12 Death Age: 6 Breeding Years: 4
Name: Jhiar'd
Location: P-18, O-17, Q-17, R-16
Description: The Jhiar'd are a race of giant sentiant insects that live in the dense forests of Harzoor (Thats what my race has named their home). The race is split down into several 'sects', the 'Worker' bug comprises the majority of the population and does the menial work supporting the 'Mother' and 'Warrior' bugs. The workers are relatively weak and have spiked hind legs (for grip) and a mandible on each forward leg to provide manipulation of foods. The 'Mother' bugs are large fat soft slug like creatures whose sole purpose is to provide eggs for the colonies. 'Head' bugs are the genetic stalk of the colony.While larger than both workers and warriors and coming with 6 legs and 2 maninpulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.
Diet: Omnivores
Life Span: 6 years. (2% as children)
Evolutions:
Weapon Making 2:2EP-The Jhiar'ds Heads have realised the potential of the cutting axe used as a weapon. They begin to train with the hand axe.
Tactics 6:6EP-Recent battles have understated the need to have a large coordinated front when dealing with enemies, tactics will allow for a greater amount of communication between the heads and their warriors, basic orders such as "advance","retreat","flank left/right" etc are becoming more prevaltent within the 'military'.
Tree Cutting 7:7EP - The bugs can cut down trees with more effectiveness. They can also make basic axes.
Pioneering 4:4EP - New colonies bring more experiances that can be passed down through the genetic line. Experience buillding new colonies has resulted in a a class of tough bugs that can reliably called upon to tame new lands and pave the way for future settlers.
Food Management: 4:41EP - Food is controlled a bit more effectively.
Senses 6:6EP - The more the bugs investigate new things, the better they begin to understand themselves and what their bodies are capable of. The workers now see shades of colours, while the warriors now see distinct shapes.
Language 9:9EP - They chirp and sing to each in a high pitched noise expression most emotions and conversations. The Heads have another vocal cord which allows them to send an ultralow frequency single that can be picked up by every bug touching the ground within a mile radius. These are usually used for warnings of attacks, need for contructions or rallying of troops. The bugs also have a very primative written for of expression that is carved or painted into walls to instruct of terriotories and warnings. The establishment of tactics had furthered the Workers and Warriors uses of language. They improve on what they already had, now being able to describe the colours they now see.
Hierarcy 10:10EP - The colonies are organised into seperate sections all providing the most efficient work they can. Heads are always incharge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed (after attacks, colony splitting (The process of a formation of a new colony) )as not to waste resource and energy.
Genetic aquisition 9:9EP - The 'Head' bugs can aquire genetic material from fallen prey. This is done in the form of eating living DNA and mating with the mother bugs to produce a new set of bugs. New material (Other sentient creatures for example) comes extremely rarely and a usual Head won't see any worthwhile genetic harvest. Although once harvested it can have a varied amount of effects, ranging for general benifits i.e increased speed, strengh, or the understanding of a new species.
Fast breeders 6:6EP - Although short lived, the Jhiar'd replace their population fast when needed.
Constructions 7:7EP - The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communial barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defence aswell.
Sect specialisation 8:8EP - Each sect does what it does to the best it can do. Workers are weak but can manipulate the enviroment (farming, chopping, fishing) while mothers produce alot of eggs. Warriors are tougher and can hurt things more.
Warrior claws 7:7EP - Warrior bugs have powerful claws .
Worker claws 4:4EP - Work bugs have not so powerful claws.
Spirtuality 3:3 EP-Some small groups have grown up and regularly sacrifice themselves to the lava
Animal Husbandry 2:2 EP-Some Jhiar'd have begun to raise meaty grubs for their people to meat, it's a delicacy for the nobles presently and occasionaly a reward for hard workers.
Farming 1:1 EP-The basics of managing a fungal farm have been grasped by the Jhiar'd. They grow a small yet stable amount of food-hunger is less than it was.
Weaknesses:
Very few 'Mother' bugs, about a dozen per colony. If they're murdered or die off then the colony will surely fail.
If you cut of the antenne, then you've effectively killed off the bugs senses.
Head bugs get extremely defensive over 'their' land, usually resulting in the majority of Heads to die before a new colony is founded.
Because the heads are the controlling bodies the lack of them can cause a colony to go into dissarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering thier own kin. etc. etc.
0 Left-over EP
Dammit, just realised that i have 78 EP... can i keeps them since I worked so hard to get them? pllzzzzz
*puppy bug eyes*
You play the beasts of the world... I'll play the fungus.
Does this mean that I've harvested you before? I'm thinking some sort of relationship will have existed since i started to farm the fungas properly... Dunno. But i like the idea of living moulds of icky stuff :P It shall be interesting to see where you go.
We're roughly the size of France, which makes us a large island on a scale in between Greenland and Great Britain. Since 'continent' is an entirely arbitrary division of land, it may be safe to assume that we are perhaps the same level of continent India was before it became the Indian Subcontinent (after knocking teeth with Asia).
Also, boats? Boats? Look at the number of psychic species out here. It's more likely we'll be dominating whales and forcing them to carry us across the seas in their mouths.
I was thinking of bunging an extra 0 onto the hex area. How does that strike people? Also, I'm so stealing the whaleboat idea.
Alright, for this turn, I'll include some semblance of the math I'll use to determine turn results. I'll spoiler everything for size and meta-gameness, but for this first turn I encourage everyone to read the other results, to understand how I'm doing things.
Basically, I add together whatever abilities I think are relevant to the action, divide some if I think the situation warrants, apply penalties for hard stuff, include any bonus (or penalty) for godly influences, then add the result to a d100 roll. I figure results on a scale of 1-200ish, since abilities easily push the total up. I'll probably write out some actual result tables, but I'm making this sound more formal than it really is. Most of this takes place in my head, and I'm flying by the seat of my pants. The general rules are: 130+ great result – bonuses and joy; 130-70 > good result – significant benefit, some bonus; 70-40 > passable result – success at action, some benefit; 40-20 > poor result, marginal success with some problems; 20-0 > general failure, problems and penalties; 0 and lower > epic fail, wide reaching problems. Note that everything has it's own natural consequences, and even great results will generate their own sticky issues, they're just outweighed by the benefit. One thing I've realized is that this means even 20 points of applicable abilities renders a species immune to failure at it's preferred tasks. I've used the same system for everyone this turn, but I'll need a new scale to keep things interesting.
EP Gains start at a base 10, add a point or two for successful major actions, lose a point or two for major failures in development related attempts, and add or subtract a point or two at random to mix things up. (I roll a d9; 1 > -2; 2-3 > -1; 4-6 > 0; 7-8 > +1; 9 > +2) You'll note from the results below, that this means more actions usually make more EP. I will assess penalties to rolls for trying to do too many things at once, but activity is in your interest.
I'll try to give every species an issue to deal with each turn, related to what they've been doing. You should endeavor to deal with these events – they'll usually have at least two obvious solutions, each with it's own weighted consequences. I'll provide hints, but there's no right or wrong answer to any of them, and I encourage people to make up their own solutions. And no, these are not 'balanced' in magnitude, and I don't pretend that they are. Especially since they're based off major successes or failures, the extra 'punishment' of the Events may seem cruel – I never said this would be simple.
God rules are pretty freeform and simple for now. You don't get events of your own to deal with. Since I don't have any population numbers, I can't say how many worshipers you have, but there's not much worship going on yet anyway. For future reference, actions and new converts tend to generate as much PP as stable belief.
Some stuff I'm sure people will ask about – Mountains and deserts receive penalties to settle colonies for most species, others will find different areas harder, such areas will also attract and support smaller colonies. Doing anything in fungal areas is even more difficult, lots of natural abilities only provide marginal benefit, and success and failure are magnified. Things like Farming and Organizational abilities work at half for founding colonies. Natural weapons and defenses work on natural threats, i.e. predators. Developed weapons and defenses work on developed threats, i.e. civilized species. Because of the universal differences in strategy and motive, each works only half as well on the other.
I'll be updating the List Post a bit later today, new map should be up in a few minutes.
Species
Nahuantl
Settling Q-11
Breeding + (Climbing + Speed + Electro + Camouflage / 2(Fungus)) = 25
(Farming / 4(Fungus+Colony)) + Construction + Tools + (Caste / 2(Colony)) = 12
Tactics + Martial Arts + Weapons + Armor / 2(Predators) = 5
d100 > 31 + 25 + 12 + 5 – 20(Fungus) – 5(Multiple Colonies) = Result: 48
Pushed on by the leader castes, a group of settlers eek out an existence in the fungal forests. Only constant defense keeps the weird predators at bay, and new settlers are hard to convince.
New Colony, 10% of Population
Settling T-16
Breeding + (Climbing + Swimming / 2(Mountain)) = 19
(Farming / 4(Mountain+Colony)) + Construction + Tools + (Caste / 2(Colony)) = 12
d100 > 82 + 19 + 12 – 10(Mountain) – 5(Multiple Colonies) = Result: 98
The Nahuantl easily take to the green cliff faces along the river. In just a couple generations, they spread through the region, settling in groves hidden in the high valleys.
New Colony, 10% of Population
Drive to Research
Language + Caste = 16
d100 > 3 (no shit) + 16 = Result: 19
Ottati's insistence on finding new discoveries backfires as her vision outstrips the capabilities of her primitive underlings. Anger spreads over the forced colonization of the fungal lands and the harsh treatment of tribal wisemen. Ottati's lineage wanes, and the rulership is derided.
-3EP to Caste System; -1EP to Language
Base 10 + 2(Good Settlement) – 2(Lack of Scientific Progress) + 2(Random)
EP Gain: 12
A reminder, you're 15 points over the starting budget, so you can't actually spend any EP until the difference is made, unless we work out something to drop.
Event: Tribal Schism
Poor leadership and colonization difficulties have made the tribes fractious and militaristic. Warrior groups are wresting control from the caste system. The leader castes want to bring the tribes back in line, but the rebels are getting better at fighting.
Chibor
Exploring the Fungus H-22
(Diet / 2(Fungus)) + Communication + (Breeding / 3(Exploration)) = 18
(Speed + Weapons) / 4(Exploration+Fungus) = 2
d100 > 34 + 18 + 4 = Result: 54
The fungus and it's resident predators claim many Chibor, but the ones who survive learn what is to be feared and what can be eaten. The close exposure to the fungus spreads new mutations through the colonies.
-10% to Regional Population
Settling G-21
Speed + Weapons + Diet + Breeding = 45
d100 > 29 + 45 = Result: 74
The forests don't welcome the Chibor, but by hook and crook, but mostly by breeding, they survive and infest the area as well as any other.
New Colony, 15% of Population
Base 10 + 2(Good Settlement) + 1(Fungal Mutation) + 0(Random)
EP Gain: 13
Event: Noisy Riders
The Chibor explorers who survived their forays into the fungal jungle picked up a parasite – fat centipede like creatures that cling to Chibor in little bunches, lazily sucking them dry. If nothing else, a Chibor will have to eat more or starve, so the same food density supports a slower population growth. The Parasites do provide one benefit – while not sentient, they are as fearful as the Chibor and have fantastic senses, so they can warn their hosts of predators. Of course, they're predators themselves, just of a slower fashion. As yet, only the Chibor in H-22 are afflicted with them.
Umgran
EAT AND BREED
Digestion + (Spitting + Armor / 3(Few Predators)) = 28
d100 > 85 + 28 = Result: 113
The Umgran feast and breed like mad. Little threatens them, and they quickly outstrip the area's 'food' supply, leaving waste rock, poisonous plants, and fast creatures.
+100% to Population Growth; -25% Food Density in All Regions
Base 10 + 1(Population Growth) – 1(Random)
EP Gain: 10
Event: Outstripped
The home regions will stabilize in a few generations (75% what the food density was), but right now there's very little to eat, even for the Umgran. Either a lot of Umgran will need to move, or they'll have to find new food sources.
Shrike
Domesticating the Reeds
Language + Swimming = 15
d100 > 88 + 15 = Result: 103
The reeds of the southern wetlands prove very tractable. Enterprising Shrike hit upon the ideas of spreading their seeds in select areas and use their physical advantages to fend off other grazers. The reeds aren't a great food source, but the half-wild “crops” effectively maintain themselves.
+4EP to New Ability: Farming; +1 Food Density in River Regions
Find New Hunting Grounds
Limbs + Strength + Swimmer / 2(Exploration) = 15
Language + (Breeding / 3(Exploration)) = 13
d100 > 25 + 15 + 13 = Result: 53
The hunting bands fail to find any significant new prey, save for some large tentacled fish in the lakes to the east. The prove susceptible the the Hunter's Organ, but are more gristle than meat. An assortment of small critters also make for tasty new snacks.
+1 Food Density in L-12/14
Base 10 + 1(Random)
EP Gain: 11 (+4 for Farming)
Event: Locusts
The Shrike unwittingly grow a lot more of the reedy plants than they can eat or maintain, and the abundant food attracts other creatures. Chiefly, the reeds have a predator – tiny, chitinous birds that swarm over any untended food. They're all but inedible, but a Shrike can zap bunches at a time.
Yrb
Settling Northern River Area
Detrivorous + Language + Empathy + Breeding = 32
d100 > 58 + 32 – 5(Non-Fungus) – 10(Multiple Colonies) = Result: 75
The northern reaches of the river valley prove susceptible enough to Yrb strands. Notable finds include two species of larger herbivores living along the western banks.
New Colony J-18, 5% of Population; New Colony J-22, 5% of Population
Settling Southern River Area
Detrivorous + Language + Empathy + Breeding = 32
d100 > 92 (damn) + 32 – 5(Non-Fungus) – 10(Multiple Colonies) = Result: 109
The southern side of the river valley is settled even easier. The proximity to the Fungal Epicenter spurs on Yrb growth.
New Colony K-23, 5% of Population; New Colony L-24, 5% of Population
Scouting Northern River Pass
Language + Ranged Perception + (Breeding / 3(Exploration)) = 16
d100 > 55 + 16 = Result: 71
The far north flow of the river is explored with little incident. Tendrils send back their understanding of two noteworthy species: To the west are fat, sedentary herbivores who have little qualm about eating the few strands they find. North through the mountain passes, the tendrils found roaming, fish-like hunters who can generate lightning-like shocks.
+1 to Food Density in J-18; Familiarity with Ammp
Scouting Southern River Area
Language + Ranged Perception + (Breeding / 3(Exploration)) = 16
d100 > 9 + 16 = Result: 25
The same influences from the Epicenter that spur on growth play havoc with Yrb communication. The exploratory tendrils turn on each other and grow like weeds in all the wrong directions. The one coherent thought that makes it back to the principle Yrb mass is a palpable rage.
Halved Population Growth in L-24 for One Turn; +1EP to Empathy
Base 10 + 3(Good Settlements) + 1(Random)
EP Gain: 14 (+1 for Empathy)
Event: Divergent Anger
The Fungal Epicenter is radiating waves of cold hatred through the Yrb psychic mass. While it's influence makes Yrb masses grow faster, new growths burn out eachother's psychic pathways. Something in the original spore doesn't like the Yrb's adaptation to the outside world.
Lanlar
Settling F-24
Physique + Flight + Feathers + Breeding = 22
Nest Building + Language = 11
d100 > 56 + 22 + 11 = Result: 89
The new colony survives and thrives in the jungle. Lanlar flock to the abundant food and natural shelter.
New Colony, 15% of Population
Exploring the Fungus E-25
Physique + Flight + Weapons + Senses / 2(Fungus) = 14
Language + (Breeding /3(Exploration)) = 10
Farsense + Kinesis + (Creation + Coercion / 4(Fungus + Predators)) = 12
d100 > 45 + 14 + 10 + 12 = Result: 81
The scholarly, or adventurous, Lanlar map out the fungal jungle over a couple generations, and pass on it's secrets. Its a hostile and unforgiving place, but their hunting bird swiftness and psychic powers let them dominate as well as any other forest.
+1 Food Density; No Fungus Action Penalty for E-25
Scouting the Chibor
Flight + Senses = 16
Farsense + Coercion = 9
d100 > 30 + 16 + 9 = Result: 55
Lanlar scout the jungles to the northeast, taking particular note of the swarms of pokey bug like creatures. Some errant scouts find out they're not appetizing, but they respond surprisingly quickly to psychic influences.
No Net Effect
Base 10 + 2(Good Settlement) + 1(Successful Scouting) - 1(Random)
EP Gain: 12
Event: The Fungus Stares Back
The Lanlar's psychic abilities prove invaluable in exploring the fungal land, in particular their Fansensing ability, which usually keeps them out of danger they otherwise couldn't anticipate. However, the longer scouts stay in the fungus, the more they notice unexpected signals, unnatural sounds, and sights that don't exist. The closer they get to the center, the more unpredictable their senses become, and some even claim to hear calls and voices. Somewhere in the heart of the Fungus, the Lanlar's calls are being heard, and the Fungus is calling back.
Jhiar'd
Settling P-16
Breeding + Pioneering + Construction + Language = 22
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony + Desert)) = 12
d100 > 58 + 22 + 12 – 10(Desert) – 5(Multiple Colonies) = Result: 77
Jhiar'd tame the notch of desert to the north, spreading through the crevasses and claiming what resources they can find.
New Colony, 10% of Population
Settling Q-21
Breeding + Construction + Language = 18
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony+Fungus)) = 12
Pioneering + Senses + Claws / 2(Fungus) = 18
Weapons + Tactics / 4(Predators+Fungus) = 15
d100 > 82 + 18 + 12 + 18 + 15 – 5(Multiple Colonies) – 20(Fungus) = Result: 120
The Warriors do their brood proud, and the Workers act with singular purpose. The Fungus fights back, but quickly yields it's secrets and foodstuffs. If anything, the Pioneers notice the Fungus seems to make way for them...
New Colony, 15% of Population; No Fungus Action Penalty for Q-21
Farming Experiments
Language + Hierarchy = 19
(Farming + Construction + Specialization / 3(Experiment)) = 11
d100 > 75 + 11 = Result: 86
The Workers slap up some aboveground farms quite well, and the new crops are more than edible.
+4EP to Mixed Agriculture
Scouting of Nahuantl and Plantwe
Senses + Claws + Weapons + Tactics + Language = 40
d100 > 55 + 40 – 10(Multiple Attempt) = Result: 85
Some Plantwe and Nahuantl are captured and returned to the hive. The Plantwe managed to entrap some of the Scouts, and evidence of their passing was found very far north. The Nahuantl were particularly difficult to obtain, putting up a great fight. The prisoners taken from different areas struggle with eachother almost as much as the Scouts.
Familiarity with Plantwe; Familiarity with Nahuantl
Base 10 + 2(Good Settlements) + 1(Scouting) + 1(Random)
EP Gain = 14 (+4 to Farming)
A reminder, you're 13 points over the starting budget, so you can only spend 1 EP, unless we work out something to drop.
Event: The Warm Embrace
The few remaining worshipers of the magma spirit have been announcing visions from their god of coming greatness and prosperity. They also think more sacrifice is needed and that wonder awaits those who take the plunge on their own. A good chunk of O-19 has already melted, but luckily most Jhiar'd elsewhere think they're mad.
Ammp
Primitive Terraforming
Digging + Liquid Sacks + Language = 30
d100 > 46 + 30 = Result: 76
The Ammp till soil, channel water, and stomp things flat, making mud bogs all over the area to grow their simple crops. Good times all around.
H-20/22 I-17/19 +1 Food Density
Base 10 + 1(Good Civics Attempt) + 0(Random)
EP Gain: 11
Event: Bollards
The wetlands to the southeast are home to big spiny hippo-like creatures. Layabouts that eat as they please and travel in small herds, they are not afraid of anything they don't think can hurt them (Ammp waterjets for instance), but the moment they feel threatened, they throw their considerable bulk in motion and draw friends to batter whatever's disturbing them.
Ahkarii
Calling the Stars
Hierarchy + (Communication /2(Desperation)) = 9
d100 > 36 + 9 = Result: 45
The Ahkarii leaders organize several attempts to appeal to the stars and draw divinations, but nothing seems to respond. Nothing from the sky anyway. It does drive the Ahkarii to greater observations of the world though.
No Net Effect
New Specialized Huts
Hierarchy + Hut Building = 9
d100 > 77 + 9 = 86
Ahkarii builders come up with some new construction techniques, more accommodating to their massive frames.
+4EP to Hut Building
Base 10 + 1(Intellectual Drive) + 0(Random)
EP Gain: 11 (+4 to Huts)
Event: Feeling Lonely
The stars are distressingly silent, but the Ahkarii calling out with their minds do get a response. The air itself talks to them from the northeast, somewhere in the heart of the great Cyclone over the sea. Star-Gazer thinks it irrelevant and dangerous, but while discerning the stars, he suddenly hears a voice in his mind. “The ugly ground-dwellers, who wrestled the waters and hated the clouds, disturbed me. They could not hear me, and could not speak. I washed them away. You, creatures of the air, you can hear me. And you will listen.” Apparently, a violent storm would like to talk to you.
Plantwe
Scouting the Jhiar'd
Smell + Language + Weapons = 30
d100 > 11 + 30 = Result: 41
Little is learned of the *bugPlants* that isn't already known. Some scouts happen across more *bugPlants* far from wherever they come from, inside *Plantwe* lands. Some carry the tell-tale fungus spores on them - they are disposed of immediately.
Familiarity with Jhiar'd
Fighting Fungus in U-25
Smell + Language / 2(Fungus) = 8
Weapons + Toolmaking / 4(Fungus+Predators) = 2
d100 > 35 + 8 + 2 = Result: 45
The Plantwe's defenders hold up a good fight against the encroaching fungus, keeping the tendrils out of their homelands. The make no real headway into the fungal land, but predation is kept in hand. No sign is smelt of the large grazers who lived here generations past.
No Net Effect (Fungus Doesn't Spread)
It's Called the Atlatl
Language + (Manipulation / 3(Experiment) = 13
d100 > 91 (wow) + 13 = Result: 104
Bigtwig hits on a great combination of stick and rock, a throwing apparatus that can hurl pointed objects with considerable force. The *Smartstalks* see it's appeal immediately, and odors of approval can be smelt far and wide.
+4EP to New Ability: Throwing Sticks
Base 10 + 0(Random)
EP Gain: 10 (+4 to Throwing Sticks)
Event: New Strategy
After a few generations of stoic resistance, the fungus tendrils stop spreading, and even the bizarre fungal predators are held at bay. But over time, the eastern Plantwe notice the animal population around the area slowly vanishing. Small creatures migrate into the fungi, and never come out. Catchable food is getting scarce in T-24/26, but all the mundane predators are going with it.
Kadesh
Defensive Domestication
Language + (Psychic Communication /3(Experiment)) = 13
d100 > 50 + 13 + 10(Divine Influence) = Result: 73
With the guidance of a spirit in the psychic ether the Seers call the Great Form, they seek out and negotiate with many useful species. Chief among them is the Burrower, a large snake-like creature that flies through soft ground and can leap into the air.
+4EP to New Ability: Domestication (Defensive)
Scouting G-9
Speed + Vibration Sense + Eyesight = 30
Language + Communication = 20
d100 > 2 (ouch) + 30 + 20 = 52
The scouting parties suffer badly, and learn little that was not known of the Blur from generations past, but they have a better understanding of the land now that the fungus has receded. The nests were obviously damaged by the Warpers in the past, but have since been reformed.
No Net Effect
Base 10 + 2(Random)
EP Gain: 12 (+4 to Domestication)
Event: Hornet's Nest
Poking around the Blur's home territory made them more irritated than ever. The Kadesh's psychic powers and new defenses keeps them at a distance, but only works so well. Luckily, Blur are not coordinated or bright, and don't really know what disturbed them. Some memory of the Warper attacks makes them harass the fungal lands as much as the Herds.
Gods
Nevon
Visions to the Faithful
d100 > 23 + 3(Worshiper Skill) = Result: 26
The remaining faithful Jhiar'd of the magma regions rise up in joy at the visions of prosperity. Unfortunately they come off as rather crazy to non-believers, especially when word spreads that greatness lies in being one with Nevon, by jumping in the lava.
-15% Worshiper Population in O-19
Worship Base 1 + 1(Fervored Sacrifice)
PP Gain: 2
Lukut Cush Lhac
Push Domestication
d100 > 61 = Result: 61
Kadesh domesticate by negotiation, and the Seers are guided to pliable species. In short order, they compare experiences, and take note of the guiding voice in their minds. The call it the Great Form, and they have probed it's being and believe it to be the source of Change.
New Worshipers, 5% of Population; Bonus to Domestication Attempt
Worship Base 0 + 1(Successful Influence)
PP Gain: 1
Euchre
The Hungry Prophet
d100 > 34 = Result: 34
In the turmoil of rebellion, nobody takes much notice of a nutter who likes to burn his food. After some wandering, he's pressganged off the colonize the Fungal lands. His insistence on passing food through fire takes surprising purchase among the other colonists, who quickly notice that doing so usually makes fungi safer to eat. Their methods are too ritualized to call a skill yet, but they believe the simian fire spirit wards off the fungus demons.
New Worshipers, 5% of Q-11
Worship Base 0 + 2(Successful Prophet)
PP Gain: 2
HAI GUYS WATS GOIN ON IN THS THRED
The turn results are done at last... sort of. a1s (inactive since Friday) and Sir Edmund (inactive since the 21st) haven't responded, so I'll just have to consider them paused until they either come back, or another turn passes and they go feral. That means Nilocy's diplomacy doesn't happen, and to cop out and get done quicker, I skipped over on Duke's contact (still takes effect though). List Post will be updated when the turn is actually ended, since Iituem will need to rerun some population numbers for the map, and I'll add in his dividing factors.
The one remaining thing is the Jhiar'd / Nahuantl war. Iituem mentioned working on a more generational warfare system, since I couldn't figure out the battle-oriented one he wrote. Until that's out of the way, Nilocy and NonAnon can't really continue, but if Iituem doesn't do my work for me, I'll put at least something together right soon (no really). All that being said, I'm sure everyone else will want to take their next turn, and I can't really object so go ahead.
IMPORTANT NOTE: NonAnon, Nilocy, Asheron, Euchre - The war is still taking place in Turn 1, please don't jack me up by posting with new stuff regarding that. At the latest, the war results of Turn 1 will be up Monday.
Got university work to do again tomorrow and the next couple days, but my schedule is surprisingly clear after that, the next turn should come sooner. That's enough covering my ass for now, so here we go, a week and a half after the last turn. For time and simplicity, I've elected to skip Events except for extreme cases and godly actions. Instead, there's a Turn Event that everyone has to deal with in some way. No specific need to address it or how, just something to spur movement, not that it seems anybody needs it.
For just this turn, Gods' PP added 10 to the d100 results, because there were only a couple of them. With actual population numbers, I now have actual worship numbers, and PP will start flooding in. Each PP adds 1 to a d100 to achieve stuff as a God, and the amount of PP spent to do something will effect my decision on the outcome - generally the more PP, the more tangible effect, but the higher the d100, the more people take notice.
One new rule, trying to found multiple colonies is hard. -15 to each attempt for two colonies in one turn, an additional -10 to each attempt for every colonization beyond two. This is partly to reflect the difficulties of rapidly spreading into untamed lands (remember that sufficient abilities can easily make up the loss), and also a play balance issue of me trying to keep people from gobbling up the map.
Species
Chibor
Remove Parasites
Communication + (Weapons / 2(Parasites)) = 13
RNG > 26 + 13 – 10(Parasites) = 29, Fair
The Chibor's attempt to remove the Eni accomplishes little. Parasites are made to ward off such treatment after all. Nonetheless, the Chibor stay separated, the Eni are reduced somewhat, and fail to spread to other areas.
No Net Effect
Settling G-19
Speed + Weapons + Diet + Breeding = 50
RNG > 28 + 50 = 78, Good
Infest another Fungal forest was easier than the first one. Nothing in particular comes out to meet the Chibor, save all the usual predators.
New Colony, 300k Population
Base 10 + 2(Good Colonization) + 0(Random)
EP Gain: 12
Yrb
Sundering of Mind
GM Blackbox > Stuff
Over the years, the glacial thoughts of the psychic mass rage and tear apart, tendrils and clumps breaking off into beings all their own. Huge masses die off as psychic defenses, poisons, and directed growths turn upon each other. Rapid, localized communication mutate the transmission buds and burn out receptive pathways. With great time, the local clumps begin to reform, after a fashion, and the superpsyche spirals off into a new existence. The end result is not a mind at all, but many, hundreds spread across the land the Yrb now covers, commingling and exchanging thoughts as never before. None have terribly much difference in personality, but all are fiercely jealous and defensive of their independence.
-5EP to Ranged Perception; +5EP Each to Language and Information Exchange
-50% to All Populations
Base 10 + 2(Rapid Mutation) + 1(Random)
EP Gain: 13 (+10 as noted)
Event: Confusion
The original spore is still out there, watching with a mix of satisfaction and trepidation as the divergent Yrb turns from one threat to it's will into many. Tendrils and Fungus spawned creatures range out from M-23 trying to infest the Yrb psychic network, though it finds little purchase in the chaos. As Yrbles form at last into distinct minds removing the chance of enraging a greater superpsyche, it attacks in full force, to what little effect attacking Yrble has. The spore is afraid, and now considers the Yrb true competition.
Umgran
Migration, West Side
Legs + Digestion = 30
(Armor + Spitting + Language / 2(Migration)) = 17
RNG > 3 + 47 = 50, Fair
Successful, -25% Population Growth for This Turn in V-26
Migration, Middle
Legs + Digestion = 30
(Armor + Spitting + Language / 2(Migration)) = 17
RNG > -11 + 47 = 36, Fair
Successful, -25% Population Growth for This Turn in W-25/27
Migration, East Side
Legs + Digestion = 30
(Armor + Spitting + Language / 2(Migration)) = 17
RNG > -16 + 47 = 31, Fair
Successful, -25% Population Growth for This Turn in X-26
Base 10 + 0(Random)
EP Gain: 10
Event: The Greatest Rock of All
While making their way north out the mountains, a light appears in the sky bright to attract even the Umgrans' attention. For days it glows brighter than any star, before suddenly hurtling from the sky and slamming into the peaks (at W-27). There the meteor still sits, glowing and sending deep vibrations through the earth.
..●....●.●...●●...●.●...●..●...●.....
(Do what you want with a glowing meteor, I'm not even really sure what to do with it. It was born out of frustration at trying to make traveling rocks interesting. No offense man, just coming up with something.)
Ahkarii
Investigate the Maelstrom
Flight + Bones + Hierarchy = 20
Communication + Wind Manipulation = 17
RNG > 66 + 37 – 20(Maelstrom) = 83, Good
The Maelstrom doesn't do much more than babble, and for a while seems to be arguing out loud with something the Ahkarii cannot perceive. After some lengthy attempts at getting it to respond again, the Maelstrom suddenly makes a proclamation, and the Ahkarii find guiding the wind even easier.
+5EP to Wind Control
Improve Huts
Hierarchy + (Communication / 2(No Language)) = 10
RNG > -49 (holy crap) + 10 = -39, Bad
The new stilt-hut designs seem appealing enough, but scatter disastrously in windstorms. The Ahkarii who lived in them are terrified of trying to live without their native trees.
-1000 Population from All Regions, No Colonizing Plains/Deserts Next Turn
Settling T-6
Hierarchy + (Communication / 2(No Language)) = 10
Huts + Wind + Breeding + (Flight + Bones / 2(General)) = 30
RNG > -19 (no luck) + 40 – 10(Separate) = 11, Middling
Traveling across the open plains is dangerous and tiring with the constant windstorms. Despite the danger, the Ahkarii establish a small foothold in the faraway forests.
New Colony, Population 2000
Base 10 + 1(Colonization) + 2(Random)
EP Gain: 13 (+5 for Wind Control)
Event: The Maelstrom Speaks
"My delightful airmen, do you not desire my beneficence? My power? My will? I desire from you in turn. Such great spirits airmen have. I enjoyed sending my breath through their homes. They are all quite content now in my splendor. I am sure others would like to join them. I will of course reward such amiability. If you doubt my magnificence, then consider my gift a demonstration. But I am quite lonely, and I will not wait long..."
Lanlar
Settling D-26
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Language + Telekinesis = 19
RNG > -32 + 35 – 10(Mountain) – 25(Multiple Colonies) = -32, Bad
A brief calm season lulls the colonists before the ocean unleashes generations of fury. The stormswept cliffs prove too much for the Lanlar, and all attempts to recover the colony are lost.
-1000 Population Each From D-22 E-25
Settling F-26
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Language + Telekinesis = 19
RNG > -18 + 35 – 25(Multiple Colonies) = -8, Middling
The same ocean storms ravage the other side of the bay, but in sheltered environment of the jungle, the Lanlar settle in and survive.
New Colony, Population 3000
Settling G-25
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Language + Telekinesis = 19
RNG > 11 + 35 – 25(Multiple Colonies) = 21, Fair
Meanwhile, the Lanlar moving into the southeast encounter only slightly less difficulty traveling so far from their homelands.
New Colony, Population 4500
Exploring the Fungus E-25
(Physique + Flight + Weapons + Senses / 2(Fungus)) = 15
Language + (Breeding /3(Exploration)) = 11
Farsense + Kinesis + (Creation + Coercion / 4(Fungus + Predators)) = 13
RNG > 45 + 39 + 10(Strategy) - 20(Fungus) = 74, Good
The Lanlar scouts' mix of strengths and careful advance rob the Fungus of it's secrets. The will from deep in the jungle stems from a great nest of vines, or stemmed until the Lanlar tore it apart. With the 'brain' gone the entire area is notably calmer.
No Fungus Penalty to Predation or Action Difficulty in E-25
Base 10 + 2(Colonization) + 1(Random)
EP Gain: 13
Shrike
Experiment with Creatures (Gristle Fish)
Language = 12
RNG > 19 + 12 = 31, Fair
While not a great source of food, the tough river creatures have many other useful parts.
+2EP for Civil Abilities
Experiment with Creatures (Locust Birds)
Language = 12
RNG > 0 + 12 = 12, Middling
The Shrike have little luck keeping the birds away from their simple farms. Many crops are lost as fast as they can be harvested. Nothing about the birds is strange except that they seem attracted to the plants the Shrike favor, but there's just too many of them for the Shrike to fend off.
Farming Bonus to Food Supply Halved
Scouting West
Limbs + Strength + Swimmer / 2(Exploration) = 15
Language + (Breeding / 3(Exploration)) = 15
RNG > 25 + 30 = 55, Fair
Just as the ancient legends expected, the hunters who searched through the western passes found the giant amphibians the Shrike once hunted.
Familiarity with Kadesh
Base 10 + 0(Random)
EP Gain: 10 + 2 to Civil Abilities Only
(Basically skipped the diplomacy for time. I'll make it up to you when we do the actual contact, I assume next turn. With this at least, there's no penalty later for unfamiliarity.)
Jhiar'd
The Great Wall
Language + Specialization = 17
(Hierarchy + Construction / 3(Experiment)) = 6
RNG > 52 + 23 – 25(Scale) + 5(Plan) = 55, Fair
The Heads' plans come to life, and a great barrier of dirt and stone is erected across the entire eastern border of what they consider Jhiar'd land. Just in time, as the Nahuantl have come to test it...
Simple Earthen Barrier Built as Described
Settling P-20
Breeding + Pioneering + Construction + Language = 32
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony + Desert)) = 12
RNG > 67 + 44 – 15(Multiple Colonies) = 96, Good
More land falls to the advance of the Jhiar'd without incident.
New Colony, Population 25000
Settling N-16
Breeding + Pioneering + Construction + Language = 32
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony + Desert)) = 12
RNG > -7 + 44 – 15(Multiple Colonies) = 22, Fair
The far away desert is not as readily settled as the nearer lands, but still claimed.
New Colony, Population 15000
Base 10 + 2(Good Colonies) - 1(Random)
EP Gain: 11 (+5 to Farming, see below)
Event: Magma Irrigation
The magma vents at O-19 erupt again, but this time the lava flows with recognizable will and purpose. The channels spur the growth of the Far-sur plants, and in time, other Jhiar'd adapt the channel patterns to water-based farms with similar success. The worshipers of Nevon insist it is all the will of their fiery god, and it's hard to deny. While the Heads certainly appreciate the improved farming, they don't particularly like their will being upstaged by molten rock.
Nahuantl
Settling U-17
Language + Breeding + (Climbing + Swimming / 2(Plains)) = 22
Construction + Tools + (Farming + Caste / 2(Colony)) = 14
RNG > 1 + 36 – 10(Disunity) = 27, Fair
Despite and because of the recent fractures, pioneering Nahuantl strike out across the mountains. Their journey is difficult, but the still manage to make a living on the far away lowlands.
New Colony, Population 300
Defensive Domestication (Quetza)
Language + (Electroshock + Tools + Caste / 3(Experiment)) = 13
RNG > -4 + 13 = 9, Middling
The Quetza prove as dumb as they appear, and are quite difficult to tame. With time, the effort drifts away and nothing of note is accomplished.
No Net Effect
Base 10 + 1(Colonization) + 0(Random)
EP Gain: 11 (+5 to Martial Arts, see below)
Event: Monkey Fu?
In the faraway corners of the Nahuantl lands, the mad worshipers of the fire-spirits have been training in secret. Their visions and proclamations are as ridiculous as ever, but they've emerged from hiding with new and extraordinary skill at combat, eager to teach it to anyone who will listen that it will be of great use fighting the Jhiar'd. Never ones to deny an advantage in battle, the warrior clans quickly adopt the new fighting style.
Kadesh
Settling G-11
Breeding + Language + (Amphibious / 2(Plains)) = 21
RNG > 20 + 21 = 41, Fair
Wedged on land between ancient predators and the dangerous Fungal forests, the Kadesh manage to hold the land and survive under the direction of their Chiefs.
New Colony, Population 15000
Settling H-14
Breeding + Language + Amphibious = 28
RNG > 34 + 28 = 62, Good
The quiet southern wetlands make a much more welcoming new home, and the Herd spreads there with ease.
New Colony, Population 25000
Attack on The Blur at G-9
(Speed + Vibration Sense + Eyesight / 2(Attack)) = 15
Language + Communication + Domestication = 30
RNG > 38 + 45 = 83, Good
The mixed force of Kadesh put their prey senses, newly acquired defenders, and the Seers' visions to good use and strike into the heart of the Blur nests. Bestial and incapable of seeing such an attack coming, the Blur find themselves preyed upon for the first time.
No Extra Predation Around G-9
Base 10 + 2(Good Colonization) + 1(Major Action) + 0(Random)
EP Gain: 13
Gods
Lukut Cush Lhac
Invigorate the Faithful
d100 > 22 + 10 = 32
The Seers are seen as a necessary but dangerous part of the Herd, their great psychic powers needed for domesticating and other tasks, yet deadly to be around. Seeing them break out in welts and boils is certainly an impressive display of the power they invoke, but doesn't endear anyone to their frightening visions. The Seers seem to enjoy their added strength though, and their warped forms bring them closer to their capricious god.
Chose Species Gains EP
Worship Base 6 + 5(Faithful Actions)
PP Gain: 11
Nevon
Magma Irrigation
d100 > 79 + 20 = 109
The Jhiar'd are awestruck by the lava channels, and recognize the utility of the pattern instantly. The ashlands become key farming territory, as Jhiar'd elsewhere try replacing the lava with water to similar effect.
Chosen Species Gains EP; +1 Food Density in O-19; Faith Spreads
Worship Base 9
PP Gain: 9
(I subsumed irrigation into the Jhiar'd's general farming ability.)
Euchre
Claim Power over Maelstrom
d100 > 29 + 10 = 39
Battling the very temporal spirit of the Maelstrom proves fruitless. It shudders and strains in thought, but ultimately rejects any control or offer, and you fail to usurp it's will over the sustained storm.
"The air is mine, Starry Groundling, and the airmen within it. We of the world have no need of your condescension from beyond. I will suffer no interference."
No Net Effect
Dreams of Monkey Fu
d100 > 38 + 10 = 48
In the fractured warrior clans of the Nahuantl, the prophets continue to make little headway in convincing others of the glory of the Simian God. However, the visions of combat take root quickly, and spread through the Nahuantl warrior cults.
Chosen Species Gains EP
Worship Base 1 + 5(Faithful Actions)
PP Gain: 6
Event
Storm Season
Across Pangaea the old, the wise, the observant, and the fearful see an upswing in the frequency of thunderstorms. Before long, the monsoons are obvious to all. Lightning and wind rage across the continent. Forests are ripped apart and rivers surge. In a generation, the weather returns to normal, but not before scattering all before it.
Despite my best efforts to make a liar of myself, I actually somehow managed to write all this crap. I know like four people still care, but hey, update. EDIT: Post is now complete, consider Turn 2 over, Turn 3 has begun. No major turn event - I think I'll save that for every other turn, or whenever I feel like it. I'll pass the population specifics on to Iituem to work up. If I don't hear from him, now that he's got his own Evolution game to deal with, I'll do it myself... soon? The list post will be updated tomorrow.
So, I've got a new success roll system. Every turn, the RNG roll will be: ( ( total EP of all players ) / number of players ) centered on 0; divided into fifths, the middle fifth being Middling, the next fifths out being Poor/Fair, the last fifths Bad/Good, and beyond that being Terrible/Great. So for this turn, the RNG rolls between -55 and 55, with a scale of X<-55<-33<-11<11<33<55<X. What this essentially means is that doing things you continue to specialize in will get more dependable, but not terribly easier, while anyone can attempt anything with a fair chance of succeeding or failing. Obviously the only way to get a terrible result will be doing something you're not invested in with significant situational penalties, but that's fine. My GM judgment takes the RNG result into account as much as the final total when coming up with effects.
I started adding Language to everything before realizing that I need to change my idea about what it's good for. From now on, Language is good for inventing/investigating new stuff and to a lesser degree exploration. Organization (and Hierarchy, Castes, etc.) is good for coordinated activity and also exploration to a degree. I gave some partial help from Language to the things I used to as adjustment for this turn. I'm realizing that without defined rules for abilities, I have have to decide on a case by case basis what's useful and how. C'est la maîtrise, but I suppose sometime I'll try writing down a list of defined actions and additives.
New rule for Gods and Power Points – appeals for action from worshipers give bonuses to Godly success rolls. PP gained is only from population, at 1 per 10000 equivalent individuals.
A lot of wild rolls this time around. I did Tuv first, and just to test my luck rolled a bunch more times – out of ten rolls, one was positive. Then I got to penguin who broke the bank. I'm using the custom RNG program at Math Goodies (http://www.mathgoodies.com/calculators/random_no_custom.html), if anyone knows a more apparently random random program, I'll try switching.
Turn Event
All species population growth will be hampered this turn by the disastrous weather last turn. Related actions, if successful, reduce this penalty.
Species
Umgran
Color Coded for Convenience
Language + (Digestion / 3(Experiment)) = 22
RNG > -24 + 22 = -2, Middling
New castes form, the original Rocks forcing the disturbing and few in number Bones to do what little hard work Umgran need doing. The Bones don't exactly agree with this. Strife ensues.
+1 EP to New Skill, Caste System; -25% Population Growth
Glowing Rocks are Edible Too
Language + (Digestion / 3(Experiment)) = 22
RNG > -25 + 22 = -3, Middling
A small number of Umgran left in the mountain survive both the impact and eating glowing rocks. They take on a glow themselves, and speak with great vibrations that enthrall other Umgran. They also think quite much of themselves, and force their way into the new caste system as leaders.
+1 EP to Caste System; -25% Population in W-27
Melt Burrows
Language + (Spitting / 3(Experiment)) = 18
RNG > -8 + 18 = 10, Middling
The shallow troughs the Bones and other Umgran carve out keep them protected from the weather, but only just.
Weather Event Penalty Reduced by 1
Base 10 + 0(Random)
EP Gain: 10 (+2 to Castes)
Event: New Beginning
The Umgran still on the mountain, especially those around the meteor, spread tales of a mighty being they call the End and Beginning. Why they believe they are lead by this great being is not clear, but they insist the meteor gives them guidance and strength. Obviously, the most fervent worshipers are the new, glowing Umgran, who believe the great being gives them authority.
Lanlar
Settling D-26
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Telekinesis + (Language / 2(Activity)) = 18
RNG > -5 + 34 – 15(Multiples) - 10(Mountain) = 4, Middling
New Settlement, Population 1500
Settling F-28
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Telekinesis + (Language / 2(Activity)) = 18
RNG > -21 + 34 - 15(multiples) = -2, Middling
New Settlement, Population 1500
Influencing Chibor
Coercion + Creativity + Language = 23
(Senses + Psychic Senses / 2(Defenses)) = 9
RNG > 39 + 23 + 9 = 71, Great
The Lanlar's psychic prowess proves itself again. Unseen and unknown, they coerce the Chibor into moving away from the their side of the forest, and even drive off some of the western Chibor already in the area.
Chibor May Not Spread to E-23, F-24, G-25; Populations Moved
Base 10 + 2(Colonies) - 1(Random)
EP Gain: 11
Plantwe
Settling R-26
Storage + Toolmaking = 16
(Photosynthesis + Coordination / 2(Colony)) = 10
RNG > -24 + 26 = 2, Middling
New Settlement, Population 800
Population Movement
Automatic Success
700 Population Move From T-24 to R-23/25
Branch of Branches
(Coordination + Smell / 2(Fungus)) = 10
Fungal Resistance + (Weapons / 4 (Fungus + Predators)) = 4
RNG > -42 (ouch) + 14 - 20(Fungus) = -48, Bad
The great expedition into the fungus turns to an utter disaster, confusion and ambush runs rampant, and the 400 Plantwe who marched in are completely lost. Sensing weakness, fungal predators range back out into the plains.
+1 Predation in T-24/26
Base 10 + 1(Colonization) + 1(Random)
EP Gain: 12 (+3 as below)
Event: That Ticked It Off
A new breed of Fungus has gotten its first easy taste of Plantwe, and it likes it. A wave of terrible scents waft across the plains from the fungal forest as predators adapted to Plantwe defenses spread through the land. Death is coming.
(Game Terms: A major attack is coming next turn, using the warfare system. Make preparations as you see fit.)
Event: Flash of Inspiration
A few Plantwe, trying to protect themselves from the growing storms, erect crude walls of earth around themselves. They are derided at first for thinking like the bugs, but when a stubborn chief is burned away by lightning, many others start building shelters as well. It's not just the object lesson inspiring them – every strike leaves behind wisps suggesting fortune and wonder await those who follow the lightning's warnings.
+3EP to New Skill: Shelters; Weather Event Penalty Reduced
Chibor
De-Eni-ing
(Weapons / 2(Parasites)) = 3
(Language / 2(Activity)) = 6
RNG > 51 + 9 = 61, Great
After generations of slowly dissolving by carting around screaming caterpillars, the Chibor of the Fungus lands finally isolate, die off, or pick themselves clean of the despised Eni, and celebrate as their tiny minds only know how.
No Further Parasite Penalty; +10% Population Growth in H-22 This Turn
Attack the Fungus
(Natural Weapons + Speed / 2(Fungus)) = 6
(Language / 2(Exploration)) = 6
RNG > 45 + 12 - 20(Fungus) = 37, Good
Long experience has taught the Chibor how to attack or evade the unusual Fungal predators. They are now no more dangerous than any other predators.
Fungus Lands Have Same Predation as Normal Jungles
Eat the Weak
Language = 12
RNG > 50 + 12 – 20(Atrocity) = 42, Good
Mindless and prolific as so many Chibor are, the particularly unaware are made to eat and breed under protection. They can then be eaten in turn by their fellows, freeing other Chibor to do more.
+3EP to Domestication (Food)
Base 10 + 1(Great Action) + 0(Random)
EP Gain: 11 (+3 to Domestication)
Event: Compulsion
The most westerly and southern Chibor find themselves mindlessly moving back towards the northeast. To the extent they can, Chibor leaders try to convince their many fellows to move back, but there's no arguing with them – the Chibor are convinced there is no food and much danger to the southwest, and are flooding back northeast.
(Game Terms: May Not Spread to E-23, F-24, G-25; Populations Moved)
Note: Iituem's take on self-ranching: “...I've assumed it to mean cannibalism and given them a +1 to Food for the five points, as well as a +1 to Predation because they're now tastier. This will actually harm their growth, but it will also increase the maximum population in the hex.”
Ahkarii
Ropes and Reeds
(Building + Hierarchy / 3(Experiment)) = 6
RNG > 54 + 5 = 59, Great
Troubling times and weather spur development of tools. Ahkarii builders discover a completely different track of development, building flexible constructions and a host of related tools.
+3EP to Hut Building, +3EP to New Skill: Toolmaking; Weather Event Penalty Reduced
Scouting Parties
Flight + Perception = 25
(Wind Manipulation + Hierarchy / 2(Scouting)) = 9
RNG > -54 (symmetry?) + 34 = -20, Poor
Ahkarii scouts range far and wide, but find no sign of any other intelligent species, airgoing or otherwise, and the constant storms claim many lives. Discouraged, the survivors return to deal with their troubling cosmology.
-5% of Population
Base 10 + 0(Random)
EP Gain: 10 (+6 as above)
Event: “My Patience Wears Thin”
Am I not clear enough airmen? Is my beneficence not yet obvious? An object lesson is in order. I do love the taste of airy spirits, though perhaps I overestimated my eloquence. Initiative will be needed, but I am willing to wait a moment longer. Know that the wind is mine to command, men-of-air.
-5% to Populations, +2EP to Wind Manipulation
Jhiar'd
Axebugs
(Language + Hierarchy / 2(Combination)) = 9
Specialization = 8
(Weapons + Tactics / 3(Experiment)) = 6
RNG > -29 + 23 = -6, Middling
The mass production of and training with weapons does not ultimately amount to much. The Warriors' fervor is commendable, but they become cocksure and focused without particularly learning much except how to spar with other Jhiar'd and look intimidating.
+1 to Weapons
Deforesting Q-17
Hierarchy + Specialization = 18
Fire Making + (Weapons / 2(Application)) = 6
RNG > -17 + 24 – 10(Scale) = 7, Middling
With a lot of work and a little fire, the forests of Q-17 are effectively destroyed. As it turns out, too effectively – the fire and mountain winds obliterate the landscape, turning to barren shifting desert in a generation.
Q-17 Becomes Desert; -10% Population in Q-17
Ichor for the Lava God
Hierarchy + Spirituality = 15
RNG > 11 + 15 + 10(Faith) – 20(Atrocity) = 16, Fair
Nevon shows her favor with the mass sacrifice. Thousands are thrown into the lava in great waves, the assumed leaders of the great effort shouting with glee as the Heads look down with cold, calculated interest. And from the fires steps forth a bug...
-5% Population In All Regions; +1 to Spirituality
Base 10 + 0(Random)
EP Gain: 10 (+2 as above)
Event: The Archon
The hotstuff spewed back one of the Warriors dumped in sacrifice. Intelligent and cunning beyond any of his brethren, he assumes command of the Jhiar'd defenses. His immolation sweeps aside the Head's anger at this assumption. Though mortal, he is long lived, and burns his tactical acumen into Jhiar'd memory forever.
(Game Terms: +5 to Tactics; Military Bonus This Turn)
Shrike
Settling K-9
(Limbs + Farming / 2(Colony)) = 11
Shelter + (Language / 2(Activity)) = 13
RNG > 39 + 24 – 10(Distance) = 53, Good
The long trek across the desert makes little obstacle for the hardy Shrike. With great struggle, they establish a new home in sight the ancestral ocean.
New Settlement, Population 20000
Protecting the Farms
Jaws + Electroshock = 24
(Shelter / 2(Adaptation)) = 3
RNG > 19 + 27 – 10(Serious Problem) = 36, Good
While not completely successful at destroying their now generational nuisances, Shrike farmers are finally able to coordinate and defend their crops from the reed-eating birds. Food loss to pests is knocked back to otherwise normal levels.
Farming Penalty Eliminated
Improving Shelters
Language = 12
(Shelter + Strength / 3(Experiment)) = 8
RNG > 1 + 20 = 21, Fair
Mud being mud, the Shrike find few ways to improve their ruddy shelters. Even so, what little improvements they make are enough to protect them from the weather better than before.
Weather Event Penalty Reduced by 2; +1EP to Shelter
Base 10 + 2(Good Settlement) + 2(Random)
EP Gain: 14 (+1 to Shelter)
Yrb
Practiced Concealment
(Perception + Empathy + Concealment / 3(Experiment)) = 8
Language = 10
RNG > -22 + 18 = -4, Middling
The new Yrb minds have little practice with creative thought, and have a bit too much faith in their psychic abilities. Most passing lifeforms have little more trouble recognizing Yrbles than they ever have.
+1EP to Concealment
Trade of Ideas
Language + (Exchange + Trade / 3(Experiment)) = 14
RNG > -16 + 14 = -2, Middling
Even split apart from the superpsyche, Yrbles still think and move very slowly. Combined with their still largely identical personalities, the Yrbles don't have to actually trade with each other besides food gathering tips.
+1EP to Detrivorous
Scouting West
Concealment + Perception = 15
(Exchange + Empathy + Breeding / 3(Scouting)) = 10
RNG > 19 + 25 = 44, Good
Yrb masses make covert contact with the far west jungles – the northern areas are especially fertile, but an old memory suggests there should be more notable animal life here. South from there is a noticeably pacified native fungal area, inhabited by a psychically receptive species of little bugs that have no qualms about munching on any Yrb tendrils they find.
Familiarity With Chibor
Probing the Spore
(Concealment + Perception / 2(Fungus)) = 7
Resistance = 10
RNG > -28 + 10 – 20(Fungus) = -38, Bad
The Spore is not intimidated by the Yrb's psychic powers, and easily roots out the alien fungal tendrils with it's own considerable powers and control over fungivore creatures. Its cold and paranoid intelligence now knows how the Yrb works, and sends out its own tendrils to violently test the Yrb masses.
-10% Population of L-22
Base 10 + 1(Random)
EP Gain: 11 (+2 as above)
Event: Reformation-[NotIntegrate]
<Retrive(Integrate)>
<Store(Integrate.Renegade).Irrelevant>
[Desire~Exist.Separate]
<Retrive(Desire)>
<Store(Desire.Renegade).Irrelevant>
[Disintegrate]
[Disintegrate]
[NotIntegrate]
[Disintegrate]
[NotIntegrate]
<Store(Disintegrate).Irrelevant>
<Broadcast(Disassociate).Renegade>
Action:[Integrate~Entity.Self]
Action:[Destroy~Entity.NotYrb]
<Activate(Cultivator003b.0103.4672).Prune>
<Activate(Harvestor012a.0087.2039).Harvest>
<Activate(Polinator009f.1124.8966).Raze>
Action:[Integrate~Entity.Seeeeeeecxkk kggKF F FF rrr e
<Output(“There Will Be No Separation”)>
Kadesh
Taming the Blur
Language + Domesticated Defense = 20
(Communication + Spirituality / 3(Experiment)) = 7
RNG > 28 + 27 – 10(Major Action) = 45, Good
Generations of pain, struggle, guidance, and battle have finally paid off. The Blur nest is no more, and the Kadesh now command waves of what was once their greatest foe. Though some of the creatures escaped to meld into the generation ecology of the region, the Seers couldn't be more pleased at their acquisition.
Blur Nest Destroyed, +1 Predation to Surrounding Areas; +5EP to Domesticated Defense
Settling H-12
Breeding + Amphibious = 18
(Language / 2(Activity)) = 5
(Domesticated Defense + Eyesight + Vibration / 2(Fungus)) = 12
RNG > 14 + 35 – 20(Fungus) = 29, Fair
Guided by conflicting visions, crazed shamans, and desperate fear of the world, the Kadesh pound into the Fungal lands that once plagued them. Little headway is made at first, but their growing strength and a bit of luck let the Kadesh establish themselves in the harsh and mutating terrain.
New Settlement, Population 10000
Constructing Shelters
Language = 10
(Manipulators + Vibration / 3(Experiment)) = 7
RNG > -22 + 17 = -5, Middling
The still herd-like Kadesh have no real concept of construction or altering their environment. They fail to learn anything, but the effort at least saves some from the legendary storm season.
Weather Event Penalty Reduced by 1
Base 10 + 1(Settlement) - 1(Random)
EP Gain: 10 (+5 to Domestication)
Nahuantl
Hail or Die
Caste + (Language + Martial Arts / 2(Convincing)) = 13
RNG > 46 + 13 = 59, Great
The Monkey God's message of fortune, invention, and butt-kicking strikes a deep cord in the Nahuantl. With a bit of forceful conversion, the Storm Cultists seize power across the entire confederacy, earning adherents at every level of the clan hierarchies as the promise of power spreads like wildfire.
Euchre Worship Increases In All Regions
Unify the Tribes
Caste + (Language / 2(Convincing)) = 10
(Martial Arts + Weapons + Armor + Tactics / 3(Civil)) = 5
RNG > 51 (well then) + 15 = 66, Great
United as never before by their new faith in Euchre, their common foe in the Jhiar'd, and their stinging welts from the bigger hetmans, clan heads across the Nahuantl lands come together under a new generation of dynamic leaders.
+5EP to Hierarchies
Fortify R-16
Construction + Tactics + Caste = 14
RNG > -39 (lost it) + 14 = -25, Poor
Despite their new union and purpose, the Nahuantl on the Jhiar'd border are not entirely clear on the concept of fortification. Nahuantl warriors come and go at will, and glorymongering prevents any real coordination.
Military Defense Penalty This Turn
Base 10 + 0(Random)
EP Gain: 10 (+5 to Hierarchy)
Gods
Nevon
The Archon
d100 > 56 + 9(PP) + 5(Faithfuls) = 70
A champion steps forth in the Jhiar'd, a molten Warrior who teaches the insects well in the arts of war. While still mortal, his presence leaves a lasting influence on how the Jhiar'd wage war.
PP Gain 41
Lukut Cush Lhac
Negotiated Intervention
d100 > 37 + 11(PP) = 48
As the Kadesh desire only to be left alone, Lukut does not need to apply much pressure. The Shrike are only somewhat malleable, but the more violent minded are guided away from the Kadesh..
PP Gain 6
Euchre
Plant Shelters
d100 > 77 + 2(PP) = 79
The Plantwe are inspired to surround themselves with earthen walls after seeing a leader struck down by the storms. They don't quite know what they're worshiping, but a few Plantwe look to the sky for guidance.
New Worshipers: Plantwe
Thunder Stones
d100 > 8 (giveth taketh) + 4(PP) + 15(Faithfuls) = 27
Despite the fervent wave of conversion and consolidation, the shiny rocks have little effect on the Nahuantl. Orchid-Rock inspires a wave of new militancy and beligerance, but she soon fades into obscurity.
PP Gain 2
(Remember that PP gain is from the last turn's worship numbers – it'll probably be a lot higher next turn.)
Omega Alpha
Manifestation
d100 > 87
The formless being of Omega Alpha descended from the mountains into the Umgran. Turning against each other from their growing differences and enthralled by the great meteor, their simple minds readily accept a guiding voice. Faith in a magnificent presence spreads slowly with no reason to listen – the Umgran await a miracle.
New Worshipers: Umgran
PP Gain 0
(Remember that PP gain is from the last turn's worship numbers – it'll probably be higher next turn.)
Andrea
Building Birdhouses
d100 > 19
Only a few Ahkarii are receptive at first to any meaningful vision. They attempt to replicate their dreams of new architectural methods, but powerful windstorms, especially from the Maelstrom, put a stop to that line of experiment.
(Note: I didn't think it was fair to open with such a crappy roll. I actually rolled that five times, and 19 was the best result when it came up again. Damn.)
PP Gain 0
(Remember that PP gain is from the last turn's worship numbers – it'll probably be higher next turn.)
War
Nahuantl Raid Jhiar'd at Q-17
After the shock of Nahuantl raids in generations past, the Jhiar'd have militarized and turned the lands bordering the Nahuantl into a battleground. Ironically, it was largely unnecessary. Waves of forceful religious conversion and inter-cine battle and reformation occupy the Nahuantl warrior clans for many years. The Jhiar'd border attracts the brave and bloodthirsty, but lack of directed effort and coordination makes their valor for naught. Over the generations, intermittent raids and skirmishes, mostly on Jhiar'd territory, claim the lives of about 6000 Nahuantl and 8000 Jhiar'd, with only a handful of slaves occasionally captured.
Diplomacy
Plantwe and Jhiar'd
Plantwe Goals – Trade, Improved Relations, Knowledge of Jhiar'd
Jhiar'd Goals – Nothing Definite
Sporadic exploration and capture has left both sides with a handful of slaves who prove instrumental in translating between parties. The Jhiar'd are baffled by the Plantwe's smells, but the plants can partly interpret the bugs' clicking and emulate it with sticks. Still the whole affair is quite sloppy, and only long frustrating attempts at pantomime get much through the double barriers of utterly alien languages and cultures. The Head's frequent ramblings about their fire god especially slow things down – luckily the concept is too vague for the fire aspects to really be communicated to the Plantwe.
Naturally, the slaves themselves are the first bone of contention, and the Plantwe especially want them back. The Jhiar'd couldn't care less about their own losses, having written them off immediately, and don't find out about the Plantwe's experiments with them. The far longer lived Plantwe have real value in the negotiation, and the Jhiar'd know it. Establishing dominance in the relationship, they insist the captive plants will not be returned without something equal in return. However, they are not committed to defending the point with the Nahuantl occupying their concerns, and the Plantwe do a good job of looking intimidating (as much as motile trees can). The Heads relent to release the captive Plantwe as a show of good faith.
The Jhiar'd jealously guard the secrets of their technologies, as the Plantwe have no knowledge of the bugs' homes. Misunderstanding and frustration finally break down negotiations here, and no real commitments are made to material exchange. While mostly a wash, the meetings have established a working peace, and the Plantwe and Jhiar'd know they can at least communicate when need be.
Shrike Seek Kadesh
Shrike Goals – Discovery
Kadesh Goals – Survival, Peace
While not actually a hunting party, the Shrike are still predators at heart, and more than a few of those who went looking for the oddly familiar amphibians to the west were hoping to get a good meal. In a peaceful turn of events, those same Shrike often found themselves waylaid by wild rivers and mutant creatures without reaching their destination.
The Kadesh initially regard the Shrike with cold stares, and turn to panic when the Shrike try communicating in their normal way, assisted by their electric shocks. A tense peace settles over the affair when the Seers take control of the meetings from the mundane Chieftans. The two species are similar enough in form that they can mimic each others' sounds, though the Kadesh have a significant advantage in their thought-projecting Seers. But the Shrike nearly flee when they start hearing words in their minds. The abundance of Kadesh guard-creatures does not ease the atmosphere either.
Mutual fear brings all further contact to halt, especially after the Shrike realize they have nothing to ask for (that the Kadesh would give anyway), and the Kadesh realize they're talking to a predator some seers swear they remember from long ago. Visions from their mad god convince them not to resort to violence, but any sense of peaceful talking ends. The Shrike leave for home, unnerved but not terribly worried, and the Kadesh are only too happy to see them go.