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Author Topic: Evolution: Not a debate, a forum game 2, Now accepting new deities!  (Read 25035 times)

Dwarmin

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So you want to be a deity

To add some spice to our Evo game, we need more more player deities-we have 2 so far, so feel free to contact me if you want the join the game. Heres the game mechanics as laid down by Faulkner, our previous GM.

First of all, they are run off the powers of worshipers. The more worshipers, the stronger they are. I'd say for every 10,000 (or so) of them there are, they'd get a deity point. With these points, they can perform different things. For instance, 1 point could teaching a single creature 2 EP worth of knowledge about something of their circles (For instance, A god of poetry could teach language, poetry, even perhaps culture in general.) That creature could then pass on the knowledge to the others at no penalty. I'd say more major stuff, like making a minor artifact, takes 3 points. Keep moving upwards from there. Also, deity points can stack, but only to the number they get on a turn. For example, a deity with 40,000 worshipers can stack to 4 points.

A deity should have a major circle (Nothing too encompassing, like death, but something like decomposition is okay.) and two minor circles (Should fit with the overall theme, but they don't have to.) and some sort of backstory and form while on this world. Yes, dieties can come to this world. However, this also allows them to fight more directly, and contact beings directly. This cuts EP usage by 2 points, but they can only ascend or descend once per turn, so they must spend at least one turn on the overworld. Additionally, deities get no points on the overworld, so they must use up the power they store up. There is another risk: You can be killed. The deity will be weak unless he invests points in permanent powers. These powers are something like Evolution powers, but they have to fit under the circles that the deity has. The powers have 10 levels of strength, and are upgraded by paying the preceding number of points. A new power costs 1 point, next level is 1, 3rd is 2, 4th is 3, etc. Only one power can be upgraded a turn, and only once. Assume a deity is basically a slightly above average person if they have no powers.

Once you've cleared your God/Goddess/Whatever with me in PM, make a post manifesting yourself in our game. You can try for just one race, or all-but the more spread out your followers are the less overall points you get. Questions and applications, send em in!
« Last Edit: August 19, 2008, 05:06:54 pm by Dwarmin »
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Dwarmin

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Re: Evolution: Not a debate, a forum game 2
« Reply #1 on: August 03, 2008, 09:04:01 am »

Map and Populations

http://i36.tinypic.com/9vi0rr.png

Map Features
Spoiler (click to show/hide)

Kadesh:
Spoiler (click to show/hide)
Mii'Air:
Spoiler (click to show/hide)
Shrike:
Spoiler (click to show/hide)
Jhiar'd
Spoiler (click to show/hide)
Nahuantl
Spoiler (click to show/hide)
Plantwe
Spoiler (click to show/hide)
Lanlar
Spoiler (click to show/hide)
« Last Edit: August 25, 2008, 04:56:49 am by Dwarmin »
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Dwarmin

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Re: Evolution: Not a debate, a forum game 2
« Reply #2 on: August 03, 2008, 09:36:58 am »

Sentient Races of the World

Aqizzar's Kadesh
Spoiler (click to show/hide)

Sean's Mii'Ari
Spoiler (click to show/hide)

Duke 2.0's Shrike
Spoiler (click to show/hide)

Nilocy's Jhiar'd
Spoiler (click to show/hide)

NonAnonymous's Nahuantl
Spoiler (click to show/hide)

a1s's Plantwe
Spoiler (click to show/hide)

Draigh's Lanlar
Spoiler (click to show/hide)

Major Deities of the World

Nevon: God of Lava
Patron of curiosity and invention
Spoiler (click to show/hide)

Ta’zel: God of Metal
Patron of construction and tools
Spoiler (click to show/hide)

Aurora: Goddess of the Sun
Patron of victory and water
Spoiler (click to show/hide)


Mellanus: God of curiosity
Patron of knowledge and compassion
Spoiler (click to show/hide)

Lukat Cush Lhac: God of Unity
Patron of the flesh and Growth
Spoiler (click to show/hide)
« Last Edit: August 28, 2008, 10:36:50 pm by Dwarmin »
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Dwarmin

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Re: Evolution: Not a debate, a forum game 2
« Reply #3 on: August 03, 2008, 09:41:04 am »

Lol Still waiting for Faulkner to send me the population program-In the mean time heres the two last people for this turn...Im starting the new turn ASAP....Raaargh! Remember if I mark it with a * you should deal with it next turn....
And Tokay has given up, so if you want to invade his island and make them your house pets you can  :P

Shrike

Migration D%=16
the massive Shrike move into freshwater is a complete disaster! Though they are slowly adapting to fresh water, the strain of the new environment pushes many over their limits. They are slow and sluggish in the new waters, easy prey for the more bloodthirsty Kadesh hunting parties that travel out this far. With the loss of warriors, comes the loss of the innocent to opportunistic predators-several groups of shrike are totally wiped out, and those that replace them only find the chilling sight of their bones littering the murky ground. The Shrike abandon their plans to move for now, and flee back to their homes-not giving up so much as awaiting a better chance. Of course, with the loss comes progress….
-2500 population
No movement
+2 Freshwater Adaptation

Far South Colony: D%=27
The finding of the spores was the only thing that kept them alive for those first hard years. Starvation was the most common killer, followed by a brutal parasite that ate from the inside out. With the imminent doom of the colony approaching, 250 Shrike, the oldest mostly, agreed that they should try to make it back North, and rejoin their home colonies-at the least their deaths would not burden the group anymore. Another 100 died, before the population stabilized-those who remained were exceptionally hardened to the new land. Now they fight to retain their sanity as well as their lives…

*Desperation: The colony is down to 400 Shrike due to the difficulty of living so far from their people. Some speak of fleeing, though it is unlikely that they will ever get back…others speak of cannibalism, arguing that there must be sacrifices for the greater good. And some say that if they have to resort to consuming their brothers, they are not worthy of survival.

EP
Base: 7
Failed Migration: -1
Colony Held On: 1
=Total: 7

Mii'Ari

Shelter Making D%=78
The construction attempt was a great success-The vines that the Mii’Ari found were not only strong and flexible, absorbed water at an amazing rate, enough to keep a roof dry for a week at least. The Mii’Ari have begun to cultivate these vines as well, as they were quite valuable-and seemingly unique to their forest.
+2 Construction
+1 Farming

Rescue Attempt D%=70
The rescue from the canyon went off without much difficulty. The naturally agile Mii’Ari were undaunted by the steep cliffs-only 100 would die in the ascent. Getting back was harder, as the sand-swarmers attacked with a renewed ferocity, taking the lives of another 300-but the Mii’Ari were prepared this time, driving them away with their new weapons. Whatever intelligence the odd creatures had, they knew enough to retreat when faced when a foe that fought back. Those that returned were clearly different from their brethren, and had adapted both physically and mentally to desert conditions-and they were eager to spread their knowledge.
300 Population returns to M27
-400 Population
Mii’Ari get plus one Food Density on any desert squares they occupy, and get a small bonus to all rolls that take place in desert squares.

Scouting D%=Varies…
M21-Find a lot of sand…and a recently abandoned nest of some sort…inspecting the odd thing, the Mii’Ari find many empty husks that look like the skin of some kind of insects…

M23-The fungus forest is a natural labyrinth of overgrown vegetation, beset with horrible predators and flesh eating spores. The Mii’Ari find it impossible to explore, as the very land grows and reshapes differently with every passing day. The most important thing they determine is that the fungus is rapidly growing-if it doesn’t stop it will one day infringe upon Mii’Ari territory.

N24-They found a hilly-forested area here, with ample sources of clean water and some slow herd animals that are easy to hunt. From the highest hill Mii’Ari scouts can see the river that winds south into the sea, and North they see some strange constructions, on the shoreline but it could be nothing.

O-25- the scouts found an ancient forest with large, strong trees that reached to the sky. Food was plentiful, and the trees made perfect shelter from the weather. They also found some strange shaped stone that must have been placed by intelligent creatures-more exploration could be useful here.

O-27-This river was filled long tailed reptilian creatures, and not much else. They looked slow from afar, but could move quickly in attack, Though some Mii’Ari were dragged under and drowned, they managed to kill some-their skins are quite valuable back home, and several free lancing Mii’Ari make the trip to gather pelts.

P-28-After a treacherous time wading across the river dodging long tailed reptilian monsters, scouts found an infertile land, swampy and full of sinkholes. It happened that as they were looking for something fuel for a fire so they could sleep in peace, one of them through an odd red plant on the fire, not thinking anything of it. Almost immediately the camp was full of a sweet smelling smoke-it eased nerves and calmed everyone down who inhaled it, and in no time at all the scouts had gathered bundles of the stuff for their return trip. As far as they know, it does'nt grow anywhere else in the wild except there.

*New Plant: The scout’s return with a strange red plant-when burned, its smoke produces a great sense of relaxation and calm. Many say they should begin to grow this plant, and use this gift to its fullest. Others, perhaps the wiser, say that dedicating growing time to an inedible plant is foolhardy-and they also note that even in the short time the scouts who first tried it are using it constantly. They insist they could stop anytime they want to, but why would they in the first place? The choice is up to you sovereign.
EP
Base: 7
Rescue: 1
Shelters: 1
=Total: 9
« Last Edit: August 03, 2008, 11:19:23 pm by Dwarmin »
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Nilocy

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Re: Evolution: Not a debate, a forum game 2
« Reply #4 on: August 03, 2008, 10:21:47 am »

you might want to edit the number of EP i have, i'm sure i've spent the 2 left over points at the end of my race details. And does the EP into spirituality count towards the nine that i have to spend?
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Duke 2.0

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Re: Evolution: Not a debate, a forum game 2
« Reply #5 on: August 03, 2008, 11:57:46 am »

 Well...

 As a note, I want the school in D10 to move to E11 in order to follow the Tokay and utilize the bay, particularly because the current square they are on is low on food. Also, the southern school(The one wayyyy down there) is now doing a check for a square with a good food density.

 And finally, I don't think I got EP for my post in the last thread yet. Other than that, looks good. The basic rules and details we already know.


 Link to previous thread, plz?
« Last Edit: August 04, 2008, 08:15:03 am by Duke 2.0 »
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Sean Mirrsen

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Re: Evolution: Not a debate, a forum game 2
« Reply #6 on: August 03, 2008, 11:59:50 am »

Hm. It seems the fourth turn is still in effect. I thought I'd miss it with the few days I've been busy.

The Mii'Ari still continue the practice of play-fighting, sending 1EP into the overall physique. Specifically, the physique affects their combat and hunting performance, among other things, and proficiency in extreme situations.

Language upgrade: 2EP. As the needs rise, the Mii'Ari extend their long-range vocal language to include emotions.
Basic Tools upgrade: 3EP. Hunters in the forests frequently observe creatures using hanging vines as a means of passing from tree to tree. While the concept of travelling in this fashion is unusable, the vines themselves proved to be a solution to a local problem.

When the weather had cleared, the Mii'Ari rejoiced, as hunters were once again able to hunt in their full strenght, which they did, with great eagerness. The rain took a heavy toll on the morale of the common people and the children, however. Facing the possibility of bad weather returning, the chiefs of the twelve biggest families held a big meeting. It was decided that in order to prevail over the weather, the Mii'Ari would have to find protection and shelter, whether naturally existing or constructed by their own hands. After the meeting, the chiefs returned each to their families. They chose from each family three adult and competent males, and bade them this: take whatever the family can provide in companions or provision, and go into the surrounding wilderness, to see the lands as they are, whether or no they can better provide for the Mii'Ari, and also to search for a solution to the problem of shelters, either by finding a way to effectively build constructions, or by finding large natural shelters many families could settle in.
In the end, 36 groups, each consisting of 6 to 12 Mii'Ari of varying age and skills, went out into the wilds.

Even as they went away, messages were heard that a disaster stroke those who travelled into the deserts. Cut off from most of the food by raging waters, they would not survive long, and walls of the canyon were too steep to climb and too high to reach by standing on each other's shoulders. Two hundred Mii'Ari participated in the rescue effort, but what could they do that the trapped could not? By virtue of chance, a group of hunters came from the forests holding long, sturdy vines that they intended to show to the other people. Seeing the possibility, Airee, the younger chief who was leading the effort, asked the hunters to find and bring more of the vines. In several days, the first attempt was made. Scouts found a passable approach to the edge of the canyon, and several dozen strong males came to the edge with the longest vines found in the forest. Combining climbing and holding the vines, half a hundred Mii'Ari could escape the canyon before the vines became too worn to be used again. Over the course of the next month, continued attempts finally rescued all of the population who were willing to leave. Three hundred remained in the canyon, living on fishing in the river, free to leave if they would desire it. The vines of the unknown trees found in the forest have since become a valuable aid to the survival of the Mii'Ari.

------

Massive scouting this turn. In total, the scout groups go to 6 sectors: Desert at M-21, Fungus forest at M-23, Forest at N-24, Forest at O-25, River at O-27, Plain at P-28. The scouts not only evaluate the area, but also specifically search for land features suitable for inhabiting, or natural occurences that can be reproduced. The fungus forest is unknown to the Mii'Ari at this point, though they probably found the new species of fungus, but as they're carnivores, they rarely pay attention to plants. You can roll for casualties during the rescue from the canyon (I predict at least half, if my previous rolls are any indication), but take physique into account.
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Game Two, Discontinued at World 1.

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Nonanonymous

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Re: Evolution: Not a debate, a forum game 2
« Reply #7 on: August 03, 2008, 06:48:42 pm »

Things had been going rather well for the Xahutec, but then, horror!  Monstrous changes to the world!  "This is an assault from the Ancient Horrors..."  Mused Loqoatl.  "These creatures will certainly be a threat to all of our kind, send messengers to our neighbors."  In addition to this, a Claw had begun experiments with some smaller bugs that secreted resins and lacquers, attempting to use them along with the  already useful bamboo of the forest.  And seeing the value of his knowledge, a veteran Fang called Goqxhol had begun trying to persuade Loqoatl to sanction him in teaching some significantly advanced forms of combat to his caste Brothers, and some lesser aspects to the Claws as well.  She eventually decided that no great harm could come of it, and awarded him her blessings.

[OOC:  The Fangs (Who also act as messengers, in addition to the main military force) are attempting to solidify a comprehensive martial art without the use of weaponry, and are bringing the remains of some of the killed Jhiar'd with them in an attempt to prove that they are both the mightiest troupe and that there is a greater foe that must be defeated by all Nahuantl.  Send a total group of 400 warriors, gathered from all hexes, on a hunt for the closest of the beasts, and an additional 1000, also from all hexes, to Q15 to set up defenses against the Jhiar'd.  The lone Claw is basically trying to figure out how to make lacquers and use them on bamboo, in order to make structures and things with it.]
« Last Edit: August 04, 2008, 07:50:24 am by Nonanonymous »
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Dwarmin

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Re: Evolution: Not a debate, a forum game 2
« Reply #8 on: August 03, 2008, 11:18:03 pm »

TURN 4
EDIT:GRRR we are really on the fourth turn, you did'nt miss anything...God this is so confusing! Mind...breaking.... Updating map now!

The fungal spores are beginning to grow out of control, choking out native plant and animal life. Strange diseases cut down your strongest, and even small cuts become infected with growths that are often fatal. New predators quickly replace those that are pushed out, and they are worse than before. Even the waterways are not spared-deadly algae blooms caused by the nutrient runoff have killed vast swaths of river creatures, literally drowning them in air. The new deadly creatures reported to roam are such….

1. A 6ft long giant spider, that leaps at its prey from ambush, and quickly kills with its fangs. It seems to bond with the fungus somehow-it selects a mushroom cap and allows it to grow over its back, providing the perfect camouflage. It its guessed that the fungus does not attack the spider directly-the spider on the other hand spreads the spores far and wide.

2. A creature that looks feline-it is a relentless hunter and stalks its prey over long distances. It has sharp claws, which also secrete a poison that can kill the strongest warrior in a few minutes. If it does not disembowel its prey on the first pass, it merely waits for the poison to immobilize it before attacking again. It seems unaffected by the fungus somehow, though no one can tell why.

3. A massive putrescent worm that digs pits where ever it decides to settle. Along 24 pores in its back, pours foul smelling liquid that influences what type of fungus grows in a certain area-usually the kind that can defend it, or attract and capture prey for easy consumption. It cannot defend itself in any other way. At full size, it can render a square mile unihabitable to other life.

It is up to you whether to hunt them down and destroy them, or try something else… It is also clear that these foul growths must be dealt with somehow, or they will consume your people.

Global Climate: The skies are perfectly clear, and it’s starting to get warmer
Global Event: The fungus is growing out of control, hurting native plant life and animals.

OOC: All river and forest tiles suffer a population growth loss this turn, unless you find someway to deal with it.
Casualties inflicted by bad rolls will be much higher due to the spores or algae infecting open wounds.
Don't forget your events as well, marked with an *. You can leave them for later, but expect some problems.
Nonanonymous, just edit your post to combine it with any choice you make this turn
« Last Edit: August 04, 2008, 11:02:46 am by Dwarmin »
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Nilocy

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Re: Evolution: Not a debate, a forum game 2
« Reply #9 on: August 04, 2008, 04:18:51 am »

Ok, i put my EP into my turn post, just so its easier to reference to.
« Last Edit: August 07, 2008, 12:03:10 pm by Nilocy »
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Aqizzar

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Re: Evolution: Not a debate, a forum game 2
« Reply #10 on: August 04, 2008, 04:47:05 am »

Oh damn, did I miss a turn?  I think I missed turn 4, with the predators and what not.   Come on you only gave me... what, four days?  God I hate working nights.

Posting here to reserve a space for my turn, when I type it (sleep, I need sleep!) and to ask what happened to my frogs since I missed the turn, or if I can get some leeway with the confusion and take both turns now.
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Aqizzar

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Re: Evolution: Not a debate, a forum game 2
« Reply #11 on: August 06, 2008, 05:40:54 am »

Double posting to bump this back to the front page.  Sorry I took so long everyone - I'm sure I was what's holding things up.  Did a bunch of writeups for a succession game and my Fiction Buffer overflowed.  Rushed, but here I go.  Let's keep this game alive people, it's too cool to lose.


From somewhere in the ocean of sound, past the clouds of effervescent inquiries and dim ponderings, came a bright flash of fear.  It strobed and pulsed, as only a mind filled with terror could.  The source revealed itself, a small spawn with small thoughts, as unknown as a fellow Kadesh could be unknown.  For Gra!ber knew all Kadesh, saw all Kadesh, and heard all the world.  Wherever the beautiful spores fell, wherever the calm sprouts grew, there would be his own mind, for there was all the world he would concern himself with.

And wherever the world was disturbed, there would be mind, to hear all, and feel all.  The vicious Stalkers, who thought only of death and lying, came to corrupt flesh and devour.  Gra!ber whispered to his friends to be watchful – those who listened lived, and he felt the deaths of those who ignored.  The Many-Legs, who knew only hunger and lived with the spores, had ended the watchful.  Gra!ber pleaded with them to sate their hunger elsewhere, and spread the spores.  Some left, some stayed, but fewer friends were eaten, and sprouts took root.  The great Warpers, who lived in confusion and pain, melded with the Fungus those who wished to remain separate.  Gra!ber questioned them, asked the Warpers all they knew, as all Seers did.  And in time, the Warpers answered, and after much conversation, a few would Change the Fungus to forms the Seers desired, and saw the world anew.

But oldest and most terrible were the Blur.  The Fungus filled their small and hateful minds with desperation.  They lived to kill, to extinguish the sounds of thought and feeling.  In all the painful eternity that Gra!ber had felt them end Kadesh, he wished for a way to reason with them, as he did all strange minds.

The spawn's light disappeared within the mass of the Fungus, and Gra!ber heard it's nightmare.  The Blur.  It's quarry lost, the living flame of spite looked for another to torment.  It found the Seer, and the Seer felt pain approaching.  The world of dirt and water could not save him, he did not move there now.  The Blur was beyond reason, and would accept nothing less than slaughter.  And in an instant, the world of thought and knowledge and wonder vanished, replaced by a universe of fear.  Primal, unthinking panic took over, and Gra!ber did all he could.  He screamed.

In the mundane world of dirt and water, the terrified Kadesh fleeing their greatest predator were awestruck.  The mad old fungus eater Gra!ber, left lame after most of his tail was burned off by a fungus worm's bile, had seemed a perfect sacrifice to save the rest of the Herd.  Now he stood, mouth open wide and making no sound, but all around heard clearly an unearthly croaking howl.  The Blur hung in midair, furiously shaking it's head, before it darted back into the sky.


[Behind the Scenes]  I'm dealing with the main predator that showed up in my turn response – seemed like the most pressing concern out of the four new things eating my frogs.  If it's not obvious, the Kadesh don't really have any way of defending themselves besides running and numbers, so it's time that changed.  I cleared the psychic bit with Dwarmin in PM.  Yes, the Kadesh are psychic.  No they don't read minds or throw stuff.

The fungi can unlock mental powers in some Kadesh, and since there's little else to eat, the sensitive ones are turning up quickly, and the whole population is changing.  As yet, their new mental ability is all but useless, and the few who can use it are driven mad anyway from sensory overload.  But they know the giant worms can influence fungus growth, and the awakening psychics are trying to domesticate them (after a fashion – it's more like coercion, since the worm's primitive brains can be easily communicated with).  Also, the world's a scary place now, and the Kadesh are starting to organize around the more coherent mystics.  If nothing else, they can sense danger coming and sometimes fend it off.

I'll put 25% of earned points this turn into Spirituality and the rest into Psychic Communication – it's just near uncontrollable shouting right now, but it will go from there.  No major migrations this turn, too many threats to deal with for the herds to move anywhere.

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Dwarmin

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Re: Evolution: Not a debate, a forum game 2
« Reply #12 on: August 06, 2008, 06:39:19 am »

I would like to compliment you on Good RP Aqizzar
Players still to go this turn...

1. Shrike
2. Nahuantl
3 Jhiar’d
4. Plantwe
5.Mii'ari

With a possible war brewing on the Nahuantl/Jhiar'd border I'm thinking up a battle system-will post results later.
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Nilocy

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Re: Evolution: Not a debate, a forum game 2
« Reply #13 on: August 06, 2008, 08:44:49 am »

Right, i got very annoyed that it killed my turn when i pressed post. So the RP might not be as good as it was.

The heads are getting hungry for war again, their tried and tested tactics of striking under the cover of smoke has led to some interesting results. Their latest battle was won due to the volcano obscuring the views of those sand creatures, now named the Gurgo. The heads primitive minds have started to tick over the possiblities of using this new found resource (the lava) to their own means. Juts like the pools of water and the lake to the west, this lava flows like any other liquid. They can sense the great heat and power eminating and can only think of taming this beast. The call is sent out to investigate ways of using this new found power for their own good. Workers die, Heads fall, warriors perish in the investigation into this volcano. Nothing much is discovered except that it really does hurt when you touch it.

Due to the food shortage within the colony surrounding the volcano the workers start looking for alternative methods of hunting or foraging. Nothing new is found until a lonely scout on a patrol detects an unusual plant growing from the droppings of an indiginous creature. He returns periodically to find the plant doesn't come from this area of the forest and begins to wonder exactly how this is happening. He doesn't find out but he does call it to the attention of some forager workers. They check this out and confirm its not from this area of the forest. They start to find alot of other plants doing the same in similar situations and find that this new plant is starting to kill of all the others. Wondering if this plant could sustain a colony the workers gather some up and take it to the food piles within the colony walls. They begin to grow the food in rotten vegetable piles and start consuming it, it seems fine for the time being. [OCC - Dwarmin I'm wondering if I should continue this or let you decide what the plants do to my creatures when ingested, I'll update it when you reply to my message, thanks :D)

Meanwhile to the eastern border there are increased reports of large ape like creatures moving into our forests. More warriors are moved to these areas with the orders to K.O.S and return any unknown creature to their local head leaders.

While at the southern and northern borders exansion continues as planned. The plan to move back into the desert and back into the old lost colony after the tragic accident with the little maggots. Scouting will continue into the Plantwe and Nahuatl territory with the possible capture of specimins for food and genetic acquisition. Although this time all the involved bugs express concern that they should set up a smaller colony for the introduction of new genetic material as to control the damage if some bugs do go insane. (This will be situated in the old abandoned colony in the mountains, with very few bugs.)

The workers who were assigned to investigate the tree cutters and the tree maggots continue with their experiments to see what they can fully do. The tree cutters could prove useful in a hostile situation.
Workers try to tame the maggots into not eating the trees used for food collection but fallen ones they cut themselfs down.

Turn - Don't read this unless you want to meta game :P

Spoiler (click to show/hide)

EP spread
Spoiler (click to show/hide)

Edit - Just updated my turn after Dwarmin confirmed i could grow the fungus stuff.
« Last Edit: August 07, 2008, 12:03:40 pm by Nilocy »
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Re: Evolution: Not a debate, a forum game 2
« Reply #14 on: August 06, 2008, 06:44:58 pm »

Oh, I've already edited my post, sorry for not saying anything.   :-\
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