I just realized I completely forgot to mention a new rule I've been using this whole game. Every time someone chooses to evolve something, I've been rolling 1d20. If the outcome is 20, your species gains a random, positive mutation, costing between 1 and 4 EP (rolled with 1d4). Sorry for not mentioning this before.
Trapleons: Your species has starting to reproduce faster and faster, adding the entire north and a part of the central reefs to their territory.
Faster reproduction: 1/1
Unspent evolution points: 1
Runt: A new generation of Runt is able to fire their spikes as projectiles, making it way harder for regular predators to approach them. But, now that they lose their spines more often, they are somewhat more vulnerable until the spikes have regrown again. The Runt are starting to group together in larger swarms now, so that the vulnerable fish can be protected in the center of the group, but the groups are still a little bit too small to make this work effectively. Your territory has expanded to the western reefs.
Spine Ejection & Larger Schools: 2/3
Unspent evolution points: 0
Ironside Krill: Dense balls of food make a great distraction for predators, and the amount of Ironside Krill keeps growing, causing the arrival of some new, exotic species.
Seppuku Swarms: 1/1
Unspent evolution points: 0
Mard: Your species has started excreting spores, but most of them die before they manage to find a new host. Those that manage to latch onto other creatures however, are quite succesfull. Your territory expands to the western reefs.
Spore Excretion & Hard Shells: 1/3
Unspent evolution points: 0
Inanti: You succesfully spread to the Northern caverns. Your species has almost doubled it's size.
Grow Larger: 2/∞
Unspent evolution points: 0
Seadain: You can succesfully enter the bodies of both Runt and Trapleons, but both of them are too small to support a Seadain for more than two days without dying.
Unspent evolution points: 0
Garooda: Even though your species can now swim above the Eden Trench without feeling the pressure, the temperature is still a problem. The Garooda still keep feeding on the species in the warm trench. The new species, attracted by Ironside Krill are good prey for the Garooda.
Pressure and cold resistance: 2/3
Unspent evolution points: 0
Wingeds: Please add the name of your species to the action you are posting next time. The winged populations remain stable and nothing significant happens to them.
Unspent evolution points: 1
Baac-Dreh: Your species continues infecting others, but the hard shell, poisonous excretions and sharp spines of many of the local inhabitants make this difficult. Your creatures have mainly infected small fish and invertebrates, but a few more notable infections are: A great radial symetric creature with many sharp tentacles that acts like coral but propels itself at enormous speeds at potential prey, a humongous Carvict, a small Garooda and an immense, slug-like creature that feeds on coral. Your species spread to the northern part of the Western reefs and caverns.
Unspent evolution points: 1
You successfully evolve a symbiotic relationship with the Mard, which was easy because of the nature of the Mard. This forces you to eat more, but food is plentiful since the arrival of Ironside Krill, so this won't be very difficult. The spores the Mard have been starting to excrete also often confuse potential predators.
Symbiotic Relationship w/ Mard: 1/1
Unspent evolution points: 0
Quitions: Please add the name of your species to the action you are posting next time. The umbrellas of your species have hardened so much they have become shell-like shields, protecting the inside of the Quitions. [!RANDOM MUTATION!] These shells have the ability to change their colour, so that Quitions can easily blend in with their environment. This has allowed them to expand to the Central Caverns and the reefs surrounding your caverns. Quitions have taken down a large, slug like creature, but they are unable to devour it since they lack the ability to cut it to smaller pieces.
Harder Umbrella: 1/1
Unspent evolution points: 1
Mendiophic Zanzibrids: Two large groups of your species have been following an immense school of fish like beings, that in turn followed the Ironside Krill. This is how they arrived at the Eden Trench, and their current territory is the Northern Reefs.
Graxids: (Collecting dew on their scales would be impossible underwater, since there is no condensation, because you're completely underwater. It is also quite unnecessary because there's more than enough water in an ocean) Your species has been hunting the creatures swimming around the Hydrothermal vents for hundreds of years, and the recent arrival of Ironside Krill has made life a whole lot easier for you. You populate all of the Hydrothermal vents, except for the most southern ones .