Aqizzar's Kadesh
Dividing Factor: 100 Litter Size: 6 Death Age: 12
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.
Location: The bay/river valley at E-11+13 F-12+14
Diet: Omnivores
Life Cycle: Kadesh are born in large batches, with maybe a half-dozen survivers to maturity. They grow throughout their lives, but are effectively adults at around 8-9 years. Few live much more than 20. (Instead of that smarmy bit I had)
Evolutions:
Amphibious 12: 14 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 9: 9 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.
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.
Extended Eyesight 7: 7EP
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.
Spirituality 6: 6EP
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 had time focusing on objects.
Sean's Mii'Ari
Dividing Factor: 1000 Litter Size: 1 Death Age: 70 Breeding Years: 40
Description: The Mii'Ari are a race of upright felinoids, with tails and other corresponding features. Their size is roughly that of an average human, but eventually several sub-races became discernable. This description is of a theoretical Mii'Ari ancestor, since no such prehistoric form is known to exist.
Location: An oceanside plain with forests at M-25/27,N-26/28
Diet: Carnivores
Life span: around 70 terran years, longest recorded life was 115.
Evolutions:
Language: 10EP
The language of the Mii'Ari consists of vocal sounds, mimics and body language, capable of either long-range transmission of simple mesages containing basic warnings or conditions, or close-range conversation including emotions and description of actions or events.
Basic Tools: 5EP
The Mii'Ari learned to sharpen sticks. These are used mainly for fishing, though they make effective weapons.
Overall physique: 8EP
The Mii'Ari are slim in build, yet they are capable of displaying bursts of speed, strength, or agility, due to the high endurance. They are capable of managing their breath to this extent.
Senses: 8EP
The Mii'Ari have two eyes that cannot see color, yet have improved vision during the night. They also have vibration-sensitive "hairs" situated on the face, but these are mostly a remnant of their true feline ancestors, as the Mii'Ari rarely put them to use.
Arm, Legs - 8EP each
Their arms are equally well-developed, with four digits on each appendage, suitable for grabbing and utilizing basic tools. The arms and legs are strong enough for climbing trees or mountains alike.
Fur: 4EP
Short fur covers the entire body, with varying coloring of shades of gray and yellow. Patches of longer fur can exist around the head, primarily on male specimens. The fur yields no physical protection, but helps withstand cold. The Mii'Ari dislike water because it denies them this defence, but are lightweight enough to swim if they are not disoriented.
Claws: 6EP
The Mii'Ari have two sets of claws. The claws on their feet are 1-2cm in length and are permanently visible, being situated on the tips of their toes. Their hands have a set of claws usually consealed in "flesh pockets" within the palms. Small muscles can move these claws in and out, and by closing the fist, a Mii'Ari can lock the claws in place with the hand's bones. Due to the importance of these to survival, physical movement of a claw against the pull of the internal muscle causes discomfort and pain.
Duke 2.0's Shrike
Dividing Factor: 1000 Litter Size: 5 Death Age: 30 Breeding Years: 20
Location: The Bay surrounding the island at D-11.
Description: The Shrike are a species of saltwater fish, with long slender bodies and powerful muscles. It primarily charges towards its prey, using the force of impact to deal the killing blow instead of it's sharp, yet somewhat weak jaws. These fish have skin, not scales.
It resembles a mix between a Knifefish and a Pike. Can reach up to 6 feet long, with an average of 4-5 feet in length.
Birthes through eggs like salmon, but generally no more then a few survive from the brood.
Diet: Carnivore
Life Span: 30 Years, 20% as non-adult.
Evolutions:
Strong: 10EP
The muscles of this creature are both strong and efficient. Of course, with this being a fish those muscles only help with locomotion.
Limbs: 8EP
Buds on the sides of this creature support fins, but perhaps with more evolution they could turn into arms and legs. They are jointed for extra speed.
Hunters Organ: 5EP
Using a weak electric field through the water, this creature can detect prey even in murky water.
Tough Skin: 10EP
The skin of this creature is hardened, allowing for increased resistance to harm. Skin, not scales.
Fast: 10EP
This creature can move quite quickly, speeding through the water to both reach prey and escape predators. Supplemented by strength, which gives more force behind the speeding body.
Jaws: 8EP
The jaws of this fish are sharp and are capable of biting into skin and breaking bones of smaller animals.
Bioluminescent: 2EP
There are a series of nodes along the sides of this creature that create light. This is mainly to attract small prey, and is incapable of illuminating anything around it.
Language: 5EP
With basic methods of transmitting ideas through body language, these creatures can communicate with eachother. One of those methods is altering their hunters organ to make varied electric fields. This is mainly to aid in the hunt.
Freshwater Adaptation 3 EP:
While the oceans are large and provide much food, freshwater streams and lakes provide a staging area to evolving onto land-based tribes.
Weaknesses:
I expect no bonus from these. Just to point out where these things fail.
Water-breather:
Can only survive in water. Cannot breathe air.
Saltwater adapted:
Can only survive in saltwater and brackish water.
Quick to Hunger
Needs lots of prey to survive. Thus is lives in the brackish marshes around the bay.
2 Left-over EP
Nilocy's Jhiar'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:
Tree Cutting 4:4EP - The bugs can cut down trees with more effectiveness. They can also make basic axes.
New Colony Establishment 1:1EP - Colonies are a bit easier to set up.
Food Management: 1:1EP - Food is controlled a bit more effectively.
Senses 3:3EP - The bugs are mostly blind, reacting to movement, sound and smell with their antenna. Although warrior bugs do have a slightly increased ability to see clearer detecting changes in colour aswell.
Language 5:5EP - 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.
Hierarcy 9:9EP - 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 6:6EP - 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 5:5EP - 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 6:6EP - Warrior bugs have powerful claws .
Worker claws 2:2EP - Work bugs have not so powerful claws.
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.
2 Left-over EP
Dwarmin's Morrosur
Dividing Factor: 2000 Litter Size: 1 Death Age: 160 Breeding years: 40
Morrosur
Description: Morrosur are a mammalian species akin to the terrestrial hog in features with two arms and legs 4 toes on each foot and 5 fingers. They seem to be permanently hunched over under the weight of their thick fur, though they walk on two legs. Individuals grow quite large-8 feet and 250 pounds plus are the norm for a fully-grown adult. They are tight knit people, prone to secrecy and value wisdom and the eldest of their clans as the important members of society, and in death even their bones are valued as important heirlooms to be passed down to their family members. They live in the colder Northern forests, building and foraging and warring with little thought to others. Weapon making is unknown to them-in combat they merely charge toward the opponent booming deathcalls and attempt to wrestle him to death.
Diet: Omnivore, though they prefer fungus if they can get it
Lifecycle: Reach maturity and breeding age at 50 or 60 and are considered old at 150, with a good supply of food and a comfortable place to live they could in theory up to 200
Location: V5 and the surrounding forested area, the mountains at U6 house only a remnant of their race that is rapidly migrating to the lowlands or dying off due to lack of genetic stock.
+10 Thick Fur-Central to the Morrosur is their thick coat of fur that covers nearly all their body. Its is obviousley used for warmth and provides meager protection against blows. Most colors are dull brown or red, and rarely white or black-which are both considered omens, with white being negative and black being positive-it a strange cultural oddity that exists in the entire race.
+10 long Life-Morrosur tend to live very long lives if they have safety and a good source of food. They have some immunity to diesease and can survive being injured to an extent greater than usual.
+8 Enhanced Smell-Morrosur have begun living above ground in the recent millennia and have developed a sense of smell that allows them to detect their favorite foods that they have trouble locating by sight, though its only dominant in a quarter of their population.
+5 Digging-Another obsolete trait, Morrosur spade like hands can be use to dig out the earth for shelter or food. It is slowly dying trait, and one that will be bitterly missed-Morrosur still prefer the safety of the Earth but have long since abandoned the tunnels for the greater room and food available on the surface.
+5 Language-Morrosur language is lacking, consisting of simple grunts and hand gestures. Lack of communication has led to much woe among the disparate clans, who often use similar signals for completely different meanings and vice versa.
+5 Hooting-Though they sometimes may seem placid, when threatened they can let out tremendous blasts of sound heard for miles round, serving as warning. Subtle differences in pitch and rhythm are used in different clans as a way of identification.
+3 Tremor sense-In times past Morrosur were burrowers, and often dug into the ground for shelter. As such they have developed the ability to feel out tremors in the grounds, though this ability is getting rare..
+10 Strong Digestion-A Morrosur is a very efficient digester, and can eat nearly anything, even things that might be poison to other races. They have even been known to eat slain Morrosur from other clans in the belief that they can gain their strength-and of course it is an honor to be consumed in death by the noble warrior who defeated you, as long he returns your bones to the clan he belonged to.
+2 Unified Language: Morrosur can communicate more easily with each other's clans.
+5 Tool Making: These tools are made mainly to avert disasters like the Rolling Stone in Era 1.
+3 Construction: The Morrosur can build out of stone and mud. They make very effective dams.
+5 Stone Swords: Basically an elongated and sharpened spade, the Morrosur made a rather effective stone blade.
+1 Military Organization: The veterans of the inter-clan wars have returned with a new sense of military discipline. They have learned the basics of unit cohesion and military ranking, taking a small step above the disorganized horde they previously fought in.
Disadvantges:
Clan Mentality-Most members of the Morrosur race have extremely tight family and clan bonds, and honor and dignity are considered the vital traits in their culture. As a people they are hostile to the unknown and have been know to even war against each other for minor insults and miscommunications.
Slow Growth-Morrosur grow very slowly and are born infrequently, adulthood being reached at 60 years, though this lends to their strong cultural bonds.
Poor Eyesight-A product of their past, Morrosur have poor eyesight, especially at night.
Tokay's Tokay (RECURSION AAAAAAAAAA)
Tokays
Dividing Factor: 200 Litter Size: 1 Death Age: 30 Breeding Years: 20
Location: J-4, J-6, K-5, K-7
The Tokays are landliving bipedal lizards that mostly live in coasts and beaches but also in forests, they like a warm climate. They are coldblooded and lay eggs, one at a time.
A Tokay lives about 30 years and is 1 meter tall and weighs 30 kilograms when fully grown.
Tokays have stubby arms and legs and the head is large, about 50% of the body is the head. They have large eyes and great eyesight. They have three claws on their hands, one of the claws works as a thumb. They are green with beige belly skin and beige spots on the top of their heads.
The Tokay is an omnivore that mostly eats seeds, nuts, fish and less often, meat.
Tokays like collecting stuff:fine stones, sea shells and other things they find fancy, storing it in the round ditches that they use as homes.
They also regularely steal items from eachother, they do not care about their items getting stolen or stealing others items, they view it as a game.
Tokays live in large groups that live in one place and make "towns". The towns are simply a place with many Tokay ditches. They live one and one in the ditches.
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An not so masterfully done paint picture of a Tokay
Spoiler (click to show/hide)
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Evolutions:
Tools:3 (3ep) Tokays know how to use basic tools, for example:stones for cracking nuts and shells.
Firemaking:2 (2ep) A few Tokays have learned the art of firemaking. They are viewed as leaders, as the fire is useful for warmth and scaring away predators.
Cooking:4 (4ep) Tokays know how to mix their food and how to preserve it in their ditches.
Language:11 (12ep) Tokays do not stay alive for long if alone, being in a group and communication is important for them to stay alive. They communicate through growling and whistling.
Swimming:4 (4ep) From living near water and hunting for fish Tokays have learned how to swim.
Claws:5 (5ep) The claws of a Tokay are more made for gripping items then for fighting.
Great Eyesight:15 (20ep) Tokays have great eyesight so that they can spot predators and warn the others.
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Weaknesses:
Low in the food chain
Weak
NonAnonymous's Nahuantl
Species: Nahuantl (Plural:Nahuantl Adjective: Nahuantl)
Dividing Factor: 1000 Litter Size: 1 Death Age: 70 Breeding Years: 40
Description: Nahuantl resemble 2' to 3' tall creatures somewhat like a chimpanzee with vibrant, smooth, and hairless 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, prehensile tails from 2' to 3' long and in place of hair they have thick tendrils tapering from the tops of their skulls to roughly 1' in length, though these generally grow to be longer than this as they age. They have rather fierce looking, black, curved claws on their hands and feet alike, and their feet are also prehensile as well. They birth eggs that are much the same as a snake's, albeit about 2" in radius.
Location: The jungles of R-13 and 14, the base of the mountains at R-15, and along the river bank at S-14.
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.
Evolutions:
Manipulators 13: 16 EP
Nahuantl have deft fingers on their hands and feet.
Speed 10: 10 EP
Nahuantl have fairly well developed speed, given that their small size make evasion of larger creatures one of their primary methods of survival.
Language 6: 6 EP
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.
Claws 5: 5 EP
Nahuantl claws are adapted to helping them climb, but are not particularly useful in combat.
Climbing 10: 10 EP
Nahuantl are excellent climbers, and spend almost all of their lives in the trees.
Swiming 5: 5 EP
Nahuantl are fairly good swimmers, though they don't really excel at it.
Color changing 5: 5 EP
Nahuantl can change the colors of their body to match their surroundings, but can not mimic complex patterns.
Electromanipulation 2: 2 EP
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.
+3 Farming: Because so many are beginning to starve to death, the Nahuantl are beginning to get a grasp around the concept of farming.
+2 Tactics: Because of civil war, Nahuantl have developed a basic ambush tactic.
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.
a1s's Plantwe
The *Plantwe*
Dividing Factor: 100 Litter Size: 1 Death Age: 20 Breeding Years: 15
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: 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.
Society: right now *Plantwe* are organized into small tribes, which all grow in the same area, and care collectively for their *saplings*.
Location: S23, 25 T 24, 26 a lightly forested area not far from the *Waterend* lake.
Photosynthesis 15: *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.
Language 10: 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.
Smell 10: 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)
object manipulation 5: *Arms* can stick to things allowing use of naturally occurring tools (sticks, rocks, etc.).
Movement 1: a *Plant* can unplant itself and slowly (0.2-0.3 miles per hour sustained, 100 feet in a minute if there is urgent need) move to a better location.
Storage 4: *Plantwe* 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. it takes 5 times as long to replace this on average soil then it does to consume it (obviously on dung heaps and in deserts the time is different from this benchmark)