Destrachen: Our numbers grow. The Nests adapt, and thrive. We have found ourselves able to transport more, longer, by eating and regurgitating it later, safely stored in our stomachs. The travel required for the Nests makes this a great boon. Miners can bring home more mineral; Hunters more meat, and Warriors may carry home trophies of their victories, and transport between Hunters and Miners what both need to survive. But this spider worries us. We cannot resist it's venom, and it is monstrous. To hunt it down would secure the safety of the nests, and give meat for many days. But the meat may be poisoned, and many might be lost in the hunting, for no gain. It is best to avoid it for now and continue our hunting of the tripeds, though the Hunters hunt in packs more often now, in the hopes that it will be discouraged. The fact that it ate not is worrying most of all; why would it attack if such was the case? The Nests are unsure, but we are strong, and sturdy. We will make do.
Evolve Secondary Stomach: Storage(perhaps more appropriately called a gizzard?)
((I don't plan on creating different castes for a bit, I want to get some more basic evolutions across the whole species first; I do have plans to differentiate eventually, possibly even with a Crafter caste.))
((I've kinda been working on the assumption that intelligence is very very slowly developing without need for evolution points. Am I wrong? I feel like I might be. Want to make sure.))
((Also, do evolutions with good reasoning as to why they develop or are necessary to develop get discounts? (as it's more like actual evolution) Just asking, I'll still try and give explanation for why the evolutions are what they are.))
((Oh! I nearly forgot. About how many Destrachen are there, and what did you interpret their size to be(or is it still up in the air?)? I'm half-worried about Salandrians/Eyul, though we probably wouldn't make much of a meal in addition to our blood possibly scalding them. I dunno.))
One point is put towards an second stomach. One more point will be required.
Life in the nests carries on steadily-for once, the nest is secure and food is plentiful. Your creatures begin to contemplate starting new, farther-off nests, unconnected to the main social structure.
During a hunt of the tripeds, you manage to see the spider in action, as it ambushes a hunting pack of Eyul. It lurks near the roof of the tunnel, and strikes downwards with it's fangs, making tiny indents in the animals below. Each of them lose control of their limbs, and lie paralyzed as the creature rips one apart at it's leisure. It's hunger satiated, it crawls on along the roof of the tunnel as the Eyul turn blue, their breathing ceased.
(Yes, intelligence develops on it's own. Their is no discount for opportunistic evolutions, but I will occasionally grant free evolutions when I feel it is appropriate for the situation. There are about 450 Destrachen, and they are roughly donkey-sized, by my estimate. You are probably the most successful species in your area. Probably. Your blood is pretty much a non-factor, they can just wait for the bodies to cool.)
Ixid: practice riding the Dirigids up into the radiation, but carefully, coming back down when it gets difficult. Attempt to throw loose stones at the trees. try balancing smallish stones on the dirigid we ride, then releasing one and using that arm to throw before sinking back down.
Evolution: Final point in radiation resistance.
You have evolved a high resistance to radiation. You can now, for at least a few minutes, bear the extreme radiation of the surface. You can also climb to the ceiling of the cave without suffering damage.
With your increased radiation resistance, you can harvest the fruit directly with no ill effects. This helps your population secure a permanent and reliable source of sustenance, allowing your population to grow greatly. (You are now an established species; you may now create castes if you so wish.)
A few of you ride the Dirigids to the surface. With your increased radiation resistance, you are able to take the longer route through the holes in the roof to view the Dirigid's discovery. With your more advanced eyesight, you can make out the full form of the spire.
It appears to be a massive rectangular pillar made of metal. You have some experience with metals from observing them inside the cave, but this is something entirely new. It is colored fiercely blue, and it sticks out like a sore thumb from the pale yellow sands. It is mostly uniform, but a long gash can be seen across one face.
You return shortly, a few of you already sickened, but the information is free to be shared with the rest of the nest.
Hmm... Interesting.
Dirigid main cloud: have a few Dirigids attempt to show the Ixid what they found, see if they can investigate the strange pillar.
Have the remainder of the main cloud go back to the main nest and rejoin the small group that was living there. Continue to multiply and strengthen the bond with the Ixid by practicing flight with them.
Evolution: greater size.
You are working towards medium size; this will take three more points.
You have spontaneously evolved Extreme Radiation Resistance; you may now travel on the surface indefinitely, but keep in mind the Ixid are not so durable.
(Reference Ixid post for pillar results)
You strengthen the bond with the Ixid, flying with them since birth. The aerial maneuvers the children occasionally attempt have turned into something resembling grace in flight in the adults. [Reminder for me: 3/5]
Yrb
Kuyeth: In the coldward caverns, expansion was slowed by other plantlife. Simpler, less metabolically demanding plantlife. Yet where one cannot evolve, time has proven that one might adapt. The Yrb colonies employed their symbiote worms against their rivals, attempting to discover whether directed foraging might give them the edge they need. At the edges of the coldward expansion, where rival plantlife prohibits expansion, use ripples of [aversion]-[attraction] to force Kuyeths to the border, then herd them into position to preferentially eat the opposition. Spread into their place.
Plant-Eater Colony: One of the colonies found themselves subjected to attacks by a member of a large, voracious herbivorous species. Again, adaptation hoped to serve with the tools evolution had provided. Surrounding parts of the colony would engage [aversion] centres, ring-fencing the creature in the midst of its feast. Within the ring of [aversion], [fear] centres would broadcast and multiply, ramping up the terror in the hope that the creature's circulatory system might not be able to take the strain. Fence the creature in amongst the colony with placed [aversion] signals, then multiply the [fear] signal within the ring in the hopes of inducing a heart attack from stress. If it works, pass on the details to the other colonies via linkages and leach the nutrients from the corpse. If not, learn from one's mistakes.
Worm Colony: Given the past history of interaction with the Worm, the colony proximal to it simply remained open and ready to 'listen'. The worm colony keeps a number of broadcasters on a low [attraction] setting, aiming to induce acceptance and remain open to any changes to their 'neural nets'.
Evolution: Psychic Receptor (3/5 Points)
(For my own reference.)
Distributed biology, transient organs. Take the form of brownish-white mats. At sufficient growth, capable of supporting psychic pseudo-organs.
Sessile: Incapable of movement, only spreading.
Psychic Broadcaster - Can provide impulses of [aversion], [attraction], [aggression] and [fear] to nearby creatures with brains or neural nets.
Psychic Receptor - Evolution 3/5 points.
4/5 points, Psychic Receptor
Your sabotage of the other plant-life is quite successful. You still cannot compete in the center of the band, but you are establishing colonies further and further inwards.
The plant-eater is unphased by your psychic signals. To your horror(if you had emotions), it appears it is resistant to your psychic influence. It's impossible to tell how at the moment. Thankfully, it appears to be the only member of it's species in your area.
The Worm moves around the area, but always returns to it's nest after a few days-you can sense it's location anywhere. It's eggs also have their own psychic signal; it was simply so overshadowed by the mother that you did not sense it at first.
The Worm's energy flares up to huge amounts on occasion, and directed in a particular direction, but you cannot yet make sense of why this occours.
Kuyeth: Spread and devour the nonYrb plant life. Also start sending out smaller groups of Kuyeth to search for future food sources.
Evolution: Continue to grow larger, even if it causes lower breeding rates.
Medium Size: 1/3
You move to feast on the non-Yrb plant life, directed and shielded by their psychic aid. Your numbers are growing significantly, and you are outcompeting many other small animals.
Your scouts find a reliable food source in the carrion left over in the center-band jungles. The competition is rather fierce, however, and often your scavengers are killed by other hunting creatures.
Garzakins: This is a good place. We will grow strong here.Build nests with half, scout the immediate area with the other half
Evolution: Greater intelligence
(Can't evolve intelligence; it'll happen on it's own. You have one free point.)
The nest proceeds uneventfully; construction is made easier by the false-nests of the tripeds. Your scouts report a stunning lack of predator-species in the area, though prey seems to be plentiful. You discover the reason shortly; your tunnel was the only way into this cave system, and the other predator species seem to have not managed to locate this area. Perhaps you could guard the tunnel to make sure it stays this way...
Search for new hunting grounds and prey.
If I have radiation resistance. Go to the surface and hunt there.
Evolution: Radiation resistance if I don't have it. Otherwise save.
((I really don't have any future plans for species right now unless an intilligent species evolves. Because right now the Eyul are just plain badass))
(Trust me: the center jungle contains far more fearsome creatures than you can imagine. You're going to want to continue adaption.)
(Also, I'm going to suspend your radiation resistance, as you don't have much use for it in the thermal belt. If you're sure though, you can continue the evolution.)
You have one free evolution point.
You explore the center jungle somewhat. The prey are plentiful, but competition is fierce. Huge many-limbed creatures move at high speeds and use bladed legs to kill and eviscerate prey. Your pack-hunting approach is less useful here, as space for maneuver is limited by the vines.
Borak: Bring the worm some food (if it eats rock, bring it some shiny stuff (keep the best for ourselves, though)). Locate the nearest lava source. Hug the Yrb attraction centers.
Evolution: Make a caste within a caste that is psionic (4 points).
I vote for the Yrb for the "Most Likely to Become the Dominant Species" award.
I think that the Borak are going to become this world's version of Kobolds.
(How did you know it would cost 8 points? Lucky, I suppose. Oh, and that would just be a standard caste, not a whatever you were attempting...)
You have 1 point invested towards a caste with basic psionic ability.
The worm does seem interested in some of the minerals you bring it. As you spend more time near it and it's eggs, you can feel their presence in the back of your mind. This does have the advantage that you can now locate the Worm from any location, facing towards it like a compass. From closer distances, you can sense the nest itself.
You locate a nearby lava source-not difficult, whilst you are this deep in the earth. You can find them easily anywhere at this depth.
Graxid:
Food was running out, the remnants of the beast would not providing for much longer. The Graxid needed to make a name for themselves.
Begin staking territory in the main cavern near the caverns in the walls already inhabited by us.
Evolution: Extreme Radiation resistance 3/15 ((Did I have one point from the turn where I didn't spend any points because I didn't state an evolutionary path to follow?))
((Is the only way out of our caverns to the surface?))
Extreme Radiation Resistance: 4/15 (yes)
You begin to stake a claim outside of your caves, using your sheer numbers as leverage. It works well; the walls of the cave are fairly safe, and you have a stable, if lackluster, food source in the mosses latching to the rocks. Larger plants grow higher up on the cave walls, but aggressive winged species keep you from their fruit.
((No, there are exits into various tunnels around the main cavern. Feel free to explore at any time, and I'll write new locations as needed.))
Kanoza
These large scaly, lizard-like creatures have a wide variety of traits.
Color of scales, color of the eyes, wings/no wings, and the like. They love to find warm places to bask, but dispite appearances, these creatures are actually warm blooded.
These creatures, like there bodies, vary in personality. One might be calm another might not lay down for a moment but to sleep. They tend to form packs but can also live in small groups or even solo.
They are also very clever and known for laying basic traps and ambushes. Such as having a fast member of there pack (epically one that looks weak in strength.) Lure would be hunters to the others to be set upon and consumed.
-reproduction: sexual
-location: thermal belt
-consumption: omnivore (but favors meat)
Approved. About what size are your creatures? Feel free to put in an action and evolution with your next post.
Received and acknowledged.
I was bored and drew what I think the Player Races look like based on their descriptions.
That's awesome. Can you draw other things? It's really nice for visualization purposes.
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Thanks for your patience, everyone. Hope y'all are having fun with this!