The mists of an unconquered planet drift to the tune of an unfelt wind, colliding and re-combining in an endless dance. This is a world of untamed energy, a gas giant orbiting around a distant sun. From the surface, it appears completely inhospitable, storms of leviathanic proportion tearing across its surface. Yet beneath the wisps of hydrogen, there lies a secret of galactic significance.
Shortly below the surface of the clouds rest chunks of rock, shifting and occasionally colliding under the wind. The remnants of a massive magnetite meteor, these shards of magnetic rock hover in the upper layers of the planet. Over time, dust and rock has accumulated around these shards, sometimes forming small continents that drift weightlessly in the skies. Here, for the first time in universal history, life has come to exist on a gaseous planet. Lumbering beasts trample multiple-story grasses, and viscous packs of winged creatures devour photosynthesizing blimps. Here, gravity is low and life gains energy from the rays of the sun.
As we drift lower, the clouds grow thicker. There are still occasional islands of magnetite, but most are non-populated. Deeper yet, the clouds go dark, and there are silent miles of empty sky.
Then, suddenly, the world is visible again. Not in the normal spectrum of light, but in the cascade of x-rays pouring out from the planet's core. Here, too, there is life; massive tentacles swirl through the oppressive haze as enormous creatures 'swim' in the dense atmosphere. Even further down, the core of the planet is warmed by radioactive decay. Towering stalks feed on the heat and radiation, creating a second layer of ecology in the depths. On the surface of the semi-solid core itself, squat animals-conditioned by the heavy atmosphere and gravity-knock down these stalks and feed on them over generations.
This is a world of enormous potential, a world full of life hardier than any previously known. What creatures may one day master it? What life will one day stretch out across the galaxy?
Natural Selection will decide.
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Welcome to Dawn of Evolution, Natural Selection Edition. This is a true sequel to the original Dawn of Evolution, focusing on using the races of the players to create a unified story. Each player may create their own race, and it is entirely to your advantage to be creative and stretch the boundaries of your imagination. Inevitably, you and the various races of the planet you inhabit will be drawn to conflict, and to win you will need to out-adapt them.
All races start without tool-making or any other form of technology; these abilities can only be evolved after your race is suitably established. Despite a lack of real societal organization, you may interact with other players as a unified race, and communicate with members of your own species.
To join, please fill out the following application:
Name of Race:
Physical Description:
Unusual Traits:
Location:(Upper Atmosphere, Islands, Dense-Gas Sea, Core Surface)
Each turn, you gain one evolution point. This may be spent on any adaption you desire; but different adaptions have different point costs. If, for example, a flying creature wished to grow thicker feathers to stay warm, that would take one evolution point. If a species wishes to develop a complex adaption, such as radiation resistance, that is similar to their original biology, it would take three points. A complex adaption unrelated to the original biology would take about five points. A complete departure from the original biology of the species, such as turning a flying creature into an elephantine land-walker, would take ten points.
All evolution costs will be decided on a case-by-case basis by myself.
I keep track of all evolutions in a big list of species, with all individual traits listed. When you create a Caste, it will copy all your current traits, but from then on will evolve separately. Your evolution point income will remain the same, but adaptions included in the direct purpose of a Caste will cost half. For example, the adaption of poisonous spines that might ordinarily cost six points would instead cost three for a warrior caste. Also at half cost will be any traits already developed in your main species, but you will still face increased costs to modify both your Caste and your central species with a trait. Creating a Caste costs one point by itself, and I reserve the right to stop you if the administration is growing too complex.
Note that Caste creation is entirely optional, and mainly is an option for players that wish to develop their species into a multi-tiered society.