you guys type more than the infinite monkey (it's half past 3 AM now that I've finished reading), I guess this comes with 14 players (or however many we still have).
anyway I'm back.
Plantwe 0.1
If this seems odd, a1s, I used a blend of Audrey II and an Ent as my brief for them, sorry.
wow. What I was thinking is more or less like Audrey II, but they can move, and have stalk-like *arms*. But I guess this works.
The following takes place in the last 2 turns (though I'll obviously only expect on batch of action resolutions):
Encounters of the Bugging kind.
a *Plantwe* hunting party encounters a group of Jhiar'd, escorting unknown Plantwe, on their territory, knowing them to be the creatures from the north (or suspecting them to be such) they are taken to the senile *Smartstalk* Bigtwig, who has established himself as the resident expert on *Bugplants*. Bigtwig at first wants to experiment on them (as the group contains a never beofre seen "head" Jhiar'd), helped by a young and prospective Leafroots, but just in time manages to establish contact through the help of a young, formerly captive, *Plant* Flowerpetal, and learns of their diplomatic mission. The trio then go before the chiefs of the local tribe (R24, I presume? which is mostly unbothered by the fungus) who feel no need to ward of fungus, but want peace with the Jhiard, so noone would be abducted anymore. (depending on the success, the Jhiar'd might learn of the U25 colony (plagued, as we know, with fungus... and unmarked on the map? why?), or even establish trade and relations)
credits are rolled, and a sequel is hinted at.
New Strategy
The Plantwe of the bordering regions (who by the way, if there is no U25, are exactly the ones mentioned in the previous event) are seeing a decrease in animal life, and a decrease in fungal activity. Many decide to move away from the daily fight fight the fungus (now strangely unneeded) and into proverbial greener pastures. Others see the reduced fungal activity as a sign of weakening, for the first time in decades the *Plantwe* deliberately go into the fungal depths to find the source of the fungus and destroy it (or die trying).
The Storm Before the Calm
There seem to be more an more storms every year. One rogue *Plant* suggests constructing mud structures to shield the *Plantsmall*s from the uprooting winds, a heretic idea borrowed from the *Bugplants*. At first he is cast out, but when the head chief is struck by lightening (this is a cue for any lightening god, BTW...), he is found and brought back to oversee the construction. Meanwhile the biggest storm is coming...
Negotiations with Jhiar'd
Colonizing R27 with half the population of T26
moving from the T24 to R23,25 of 5-7'00 each
finally a joint expedition of both hexes totaling "a branch of branches" (300-400 no math, you see
) Plantwe into the Fungus supplied with state of the art Altatls and whatever antifungal remedy the *Smartstalks* cooked up.
Coordination:5, The *plantwe* leran how to organize large events better.
Fungal resistance:2 Though trial and error, *Plantwe* gain some insight into surviving Fungus, this ability is mostly kept to the the Eastern Plantwe, but now that most colonies have some eastern refugees...
Toolmaking:6 (+1)
Weapons: 6 (+1)
Breeding:1 evolution, it is said, favours those most capable to leave offspring. (plus everyone has it)
a sidenote on New Strategy: Being plants, the *Plantwe* are unafraid of pack carnivores, and now that I know they are like Ents, I guess they are not afraid of large herbivores either... I'm not even sure they have a real predator.