Map of Pangaeahttp://webzoom.freewebs.com/iituem/evolution/pangaeaturn002.gifMap Update to Come
MAP FEATURESD-29 The Shriekers, lost offshoot of the Shrike
N-26 The Myarri, regressed descendants of the Mii'Ari
M-23 Epicenter of The Fungus
O-19 Active magma vents
V-6 Massive self-sustaining cyclone
W-27 Huge glowing meteor
Fungus zones, while hostile to native life, are livable.
The Species, w/ links to original posts-
Aqizzar's Kadesh - EP Total:134 Available:10
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.
Diet: Omnivores
Life Cycle (5: 5 EP): Kadesh are born in large batches, with maybe a half-dozen survivors to maturity. They grow throughout their lives, but are effectively adults at around 8-9 years. Few live much more than 20. Dividing Factor: 1
Biological Abilities:
Amphibious 13: 16 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 10: 10 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.
Extended Eyesight 10: 10EP
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.
Civilized Abilities:
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.
Domestication (Defensive) 12: 15EP
The Kadesh can use their psychic communication to negotiate with primitive brains, convincing them to work for the Kadesh. In particular, they have found some creatures that can protect them from predators and other threats.
Special Abilities:
Spirituality 10: 10EP
The beliefs of the Kadesh have grown strong. Many powerful groups now vie for followers to worship their patron saints.
Psychic Communication 14: 18EP
Mutated by the Fungus, some Kadesh can talk straight into the minds of other creatures. Mostly useful for communicating at range with each other, they can also talk and bargain with primitive species, though anything with a developed brain can easily block them out. If a Kadesh risks killing itself in the process, they can “shout” loud enough to ward off many predators.
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 hard time focusing on objects.
The same mutations that turned some Kadesh psychic can also turn them insane. Various forms of madness run through the population.
Relationships
Shrike - Leery
a1s' Plantwe - EP Total:119 Available:12
The *Plantwe*
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 (10: 11 EP): 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. Dividing Factor: 0.1
Society: right now *Plantwe* are organized into small tribes, which all grow in the same area, and care collectively for their *saplings*.
Biological Abilities:
Photosynthesis 15: 20EP
*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.
Smell 15: 20EP
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)
Fungal Resistance 2: 2EP
Though trial and error, *Plantwe* gain some insight into surviving Fungus.
Civilized Abilities:
Language 10: 10EP
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.
Object Manipulation 10: 10EP
*Arms* can stick to things allowing use of naturally occurring tools (sticks, rocks, etc.).
Storage 10: 10EP
*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. A technique of preserving insects by drying has been developed to supplement this, further enhancing scouts' ability to move without replanting
Toolmaking 6: 6EP
The *Plantwe* have learned that a stick is an amazing thing!
Weapons 10: 10EP
The *Plantwe* also know that Pointy sticks kill things better, and can throw them too.
Coordination 5: 5EP
The *Plantwe* leran how to organize large events better.
Shelter Making 3: 3EP
The *Plantwe* can pile up mud to protect themselves from the weather.
Relationships
Jhiar'd - Amiable
Duke 2.0's Shrike - EP Total:132 Available:14
Shrike
The Shrike were once aquatic creatures, and thus they have long, smooth bodies that are very hydrodynamic. Now they breathe air, and have limbs that keep them up. Like their ancestors, they are hunters built for speed. Thus their bodies are low to the ground, hind legs strong and fore legs mostly used for balance. Limited tool useage thanks to their locomotive nature. They generally look like the mix between a Dog, a Carp and a cave-person.
Breeding Ability (10: 10EP)- They breed through eggs, laid in muddy nests near water-sources. Oddly enough, these nests make the clay around them high in iron and copper. After the spawn hatches they migrate over the mud to a nearby water-source, where they are generally protected from land creatures. Aquatic creatures are not much better at getting them, as the Shrike used to be aquatic predators. After a few weeks, the young are mature enough to remain on dry land.
Litter Size:5 Breeding Age:1 Death Age:10 Dividing Factor: 1
Biological Abilities:
Strength 10: 10EP
The muscles on this creatures body are strong, helping with locomotion.
Limbs 18: 26EP
The limbs of this creature are good at what they do. Strong hind legs help the Shrike run across the plains and climb terrain. The front legs are mostly used for balance, with a limited ability to use tools.
Hunters Organ 19: 29EP
An organ in this creatures body uses a charge stored in it's fat cells to shock prey and predators. Currently it does little more then stunning smaller prey and scaring off larger predators. It takes a day to re-charge fully, allowing for a few small shocks or one large shock.
Jaws 5: 5EP
The jaws of this creature are long and sharp, while not obstructing the ability of the mouth to move. These jaws are not that powerful, but strong enough to gnaw meat off prey. Killing is done through ramming the prey or shocking it.
Bioluminescent 5: 5EP
A few splotches on the sides of this creature glow in the dark.
Swimmer 5: 5 EP
While this creature used to be aquatic, fully-grown limbs are not as good as fins. Still, they can swim decently.
Civilized Abilities:
Language 12: 15EP
The Shrike, while they can utter a few sounds out of their mouths, generally just use rapid small shocks to send messages to each other. They can communicate a lot more through them than speech, but it is very short range. Thus they have oral utterances for long-range communication.
Shelter 8: 8EP
The Shrike sometimes use clay to make crude shelters, which is generally them making a mound of clay and digging into it. They are not particularly good diggers, which is why they need to make mounds, which allows the clay to get soft. This takes them a while, and very little space is inside. Thus they generally just hole up in them during storms.
Farming 5: 5EP
The Shrike have discovered the basics of controlled seed planting, sowing farms in defensible areas.
Relationships
Kadesh - Cautious
NonAnonymous' Nahuantl - EP Total:147 Available:10
Species: Nahuantl (Plural:Nahuantl Adjective: Nahuantl)
Description: Nahuantl are 2' to 3' tall monotremes which appear to be lizards with vibrant, smooth, 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 tails from 2' to 3' long and in place of hair they have tendrils tapering from the backs of their skulls to roughly 1' in length, though these generally grow to be longer than this as they age. Females are typically larger than males, with slightly shorter tails. They have rather fierce looking, black, curved claws on their hands and feet alike, and their feet are also prehensile as well.
Breeding Ability (12: 15EP): Litter Size: 3 Death Age: 50 Breeding Years: 30 Dividing Factor: 0.5
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.
Biological Abilities:
Manipulators 11: 12EP
Nahuantl have deft fingers on their hands and feet.
Speed 10: 10EP
Nahuantl have fairly well developed speed, given that their small size make evasion of larger creatures one of their primary methods of survival.
Claws 5: 5EP
Nahuantl claws are adapted to helping them climb, but are not particularly useful in combat.
Climbing 10: 10EP
Nahuantl are excellent climbers, and spend almost all of their lives in the trees.
Swimming 5: 5EP
Nahuantl are fairly good swimmers, though they don't really excel at it.
Color changing 5: 5EP
Nahuantl can change the colors of their body to match their surroundings, but can not mimic complex patterns.
Electromanipulation 7: 7EP
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.
Civilized Abilities:
Language 10: 10EP
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.
Farming 8: 8EP
Because so many are beginning to starve to death, the Nahuantl are beginning to get a grasp around the concept of farming.
Tactics 5: 5EP
Skirmishes with the Jhiar'd and others have much improved the tactics on the field. It was a hard lesson to learn, but now they know to retreat and advance in a semi-ordered fashion.
Caste Systems 10: 11EP
The Nahuantl have developed a system of government based upon segregation of labor by ability and birth.
Construction 3: 3EP
Basic shelters of wood and leaves are often seen in Nahuantl land-or not seen as they seem to be hidden most of the time.
Tool Making 6: 6EP
The Nahuantl know how to use sticks and stones for building and defense.
Martial Arts 7: 7EP
Many Nahuantl have learned the basic tenants of martial arts. Other than making them deadly in close quarters combat, its tenants are close to being religiously followed.
Weapon Making 2: 2EP
The use of a simple wooden spear is well know to the Nahuantl.
Armoring 2: 2EP
Part of the "Tenqgor" or ceremonial armor and weapon set, Nahuantl use simple stone slabs or the blue and white mushroom as an effective shield, allowing them to parry blows.
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.
Relationships
Jhiar'd – Sworn Enemies
Nilocy's Jhiar'd – EP Total:155 Available:11
Name: Jhiar'd
Description: The Jhiar'd are a race of giant sentient 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 manipulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.
Life Span (12: 15EP): Litter Size: 12 Death Age: 6 Breeding Years: 4 Dividing Factor: 4 Although short lived, the Jhiar'd replace their population fast when needed.
Diet: Omnivores
Biological Abilities:
Senses 6: 6EP
The more the bugs investigate new things, the better they begin to understand themselves and what their bodies are capable of. The workers now see shades of colours, while the warriors now see distinct shapes.
Claws 13: 16EP
The active Jhiar'd have large slicing claws. The Warriors' claws are larger than the Workers'.
Civilized Abilities:
Spirituality 6: 6EP
Some small groups have grown up and regularly sacrifice themselves to the lava. Recent miricals have made the Jhiar'd more firm in their belief theres something up there helping them.
Mixed Agriculture 13: 17EP
The Jhiar'd can reliably grow some mundane fungus, and maintain groups of fattened maggots, mostly for the Heads and Queens.
Constructions 7: 7EP
The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communal barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defense as well.
Sect Specialization 8: 8EP
Each sect does what it does to the best it can do. Workers are weak but can manipulate the environment (farming, chopping, fishing) while mothers produce lots of eggs. Warriors are tougher and can hurt things more.
Weapon Making 10: 11EP
The Jhiar'd can make tree-cutting axes, and the Heads have realized the potential of the axe as a weapon. They begin to train with the hand axe.
Tactics 11: 12EP
Recent battles have understated the need to have a large coordinated front when dealing with enemies, tactics will allow for a greater amount of communication between the heads and their warriors, basic orders such as "advance","retreat","flank left/right" etc are becoming more prevalent within the 'military'.
Pioneering 4: 4EP
New colonies bring more experiences that can be passed down through the genetic line. Experience building new colonies has resulted in a a class of tough bugs that can reliably called upon to tame new lands and pave the way for future settlers.
Language 9: 9EP
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 ultra-low 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 constructions or rallying of troops. The bugs also have a very private written form of expression that is carved or painted into walls to instruct of territories and warnings. The establishment of tactics had furthered the Workers and Warriors uses of language. They improve on what they already had, now being able to describe the colors they now see.
Hierarchy 10: 10EP
The colonies are organized into separate sections all providing the most efficient work they can. Heads are always in charge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed, such as after attacks or colony splitting (The process of a formation of a new colony), as not to waste resource and energy.
Fire Making 1: 1EP
Inspired by the vast hotstuffs the Jhiar'd tried to make some for themselves, by carrying large blocks of wood set alight by the hot stuff.
Special Abilities:
Genetic Acquisition 9: 9EP
The 'Head' bugs can acquire 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 benefits i.e increased speed, strength, or the understanding of a new species.
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 antennae, 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 disarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering their own kin. etc. etc.
Relationships
Nahuantl – Sworn Enemies
Plantwe – Workable
Draigh's Lanlar - EP Total:111 Available:11
Species: Lanlar (singular, plural; adjective: Lanlarese)
Litter size (5: 5EP): 5 eggs
Age: between 30 and 40 years, able to live independent at age 1, sexually mature at age 5, adult at age 10 Dividing Factor: 0.5
The Lanlar were common birds but no longer. They gained sentience and with that a new goal. Since their awakening, the Lanlar are a peaceful species. They prefer to evade attackers instead of fighting them, unless really threatened. They look majestic like birds of prey (think Eagle) yet do not hunt or scavenge for meat.
The Lanlar have a wingspan of about 2 meters with a body length of about 70 cm. Their weight is around 4 kilograms. The females of the species are a bit bigger and heavier on average, they are also more fierce, especially when young are involved.
Diet and habits: They are mostly living during the day (diurnal), feeding on fruit, seeds and sometimes rodents and fish. Since their awakening they prefer not eating other living beings, although their size still forces them to hunt when fruits and seeds are not enough. Their preferred habitats are in the mountains and forests and they tend to migrate frequently, following food availability per season.
Biological Abilities:
Physique 5: 5EP
The Lanlar have evolved in such a way to be light and agile for flying, warm and resistant for living in the mountains and forests with little or no shelter and able to breath and function on high altitudes. (also see Flight, Feathers and Beak/Claws)
Flight 8: 8EP
The Lanlar are fast and agile fliers. This is mostly their form of travel and very important in finding food and keeping out of the claws of possible predators. They can reach speeds up to 70 km/h when not carrying anything, else speed drops to around 50 km/h.
Feathers 5: 5EP
The coat of feathers keep the Lanlar warm and dry in most types of weather. It also provides them with a bit of camouflage.
Beak and claws 8: 8EP
Both the beak and claws are sharp and strong enough for most basic functions. They would be strong enough to pick someones eyes out or otherwise lightly injure most beings. The claws are strong enough to hunt small rodents and fish from rivers. The Lanlar mostly eat fruits and nuts and the beak is able to crack the nuts and swallow it. They also sometimes add fish and rodents to their menu, but prefer not to do so.
Senses 10: 10EP
Their senses have been above average, used in finding food and as a early warning to predators. Their eyes are sharper and can see far in the distance. The glare of the sun has no effect on their vision.
Effective Metabolism 3: 3EP
The Lanlar adapt to get the most nutrients from the food they eat. Thus they need to eat less to survive and flourish.
Civilized Abilities:
Nest Building 6: 6EP
They can build a nest to lay their eggs in. Often this is done high up in the mountains where predators are few.
Language 11: 12EP
Due to physical limits they have limited communication abilities. They can convey most basic and some advanced messages with vocal signs and body language.
Special Abilities:
Religion 5: 5EP
They believe in a higher power that granted them their sentience, and look up to the new sun as a (sign of) God.
Psychic Creativity 8: 8EP
This is the ability to create illusions, change shape and manipulate energy. Initially its just a small mirage one could create with this facet of psychic ability, but a grandmaster could create material things from thin air if he invests a lot of energy in it. It also seems to strengthen the other abilities, thus a Creative master might be a better Redactor then someone who has a lesser Creative faculty.
Psychic Farsensing 9: 9EP
This ability grants one the ability to talk mind-to-mind with others, first closeby and when stronger also over great distances. One is also able to aim their normal senses to remote places, with more and more accuracy and quality. Sometimes this is experienced as an out-of-body experience, otherwise more like watching through a window to a remote place. Some say true grandmasters can also look through time towards the past or the future. All Lanlar have at least enough ability in Farsensing to communicate mind-to-mind, even if it stops there.
Psychokinesis 7: 7EP
The most well-known ability of moving objects with the mind. This can also be used to manipulate energies, but not to create them. A beginner can maybe bend a spoon, but a grandmaster is surely able to lift collosal objects at will.
Psychic Coercion 4: 4EP
This ability is best described as metaphysic mind control. Sometimes more visible as charisma, force of personality and other times experienced as if someone takes your free will and forces your actions. Most people frown upon using this ability, nevertheless it is a possibility.
Psychic Redaction 5: 5EP
This ability influences living beings. It can be used to diagnose and heal illnesses, cure fatigue or just as easily torture, maim and kill. A grandmaster is also able to heal illnesses of the mind. But bringing back the dead is even beyond them.
Disadvantages:
Unorganized
The Lanlar are used to be free and value freedom very highly. Each decides for himself and lives mostly solitary or with their life partner, even though they meet together on occasion and are able to communicate on great distances. No leader is accepted and most just take care of themselves.
Nomadic
The Lanlar are mostly nomadic and only stay in one place to raise their young long enough for them to learn how to fly. Some do stay in one area if there is enough food to sustain them for longer periods of time and safe to remain there.
Iituem's Yrb - EP Total:116 Available:11
Race: Yrb
Singular: Yrble
Genitive: Yrben
Description and Traits: The Yrb is the result of a melting pot of micro-organisms brought together in the midst of a world undergoing a surge in psychic evolution. It can best be described scientifically as colonies of fungi infected with various specialist bacteria and other microbes living in symbiosis. To the layman, it looks like large mats of mould. Large mats of strangely unappealing mould.
Individual colonies of Yrb can be described as Yrbles, but the distinction is a loose one because overlapping colonies can mesh. For the sake of population counts, a single Yrble can be defined as a quantity of Yrb containing enough supplementary microbes to function as an Yrble in the event of being cut off from the larger colony mesh.
Breeding (17: 25EP): If a colony is cut off from the whole and has to survive on its own, it will reproduce and die out at a rate equivalent to an individual lifespan of half a year, spending 15 days generating enough new mass to act as a new colony. So, lifespan 6 months, childhood 15 days (1/12th of life), litter of 1, dividing factor 1 for simplicity.
Diet: Omnivore/Detritivore
Biological Abilities:
Sedentary 0: 0EP
Yrb does not move as such, yet. When it needs to get to a new location, it grows new strands that way and spawns another colony. Migration is currently accomplished by extending long stretches of hyphae and transferring seeding patches of supplementary organisms to the ends, forming new colonies.
Detritivorous 6: 6EP
Yrb can digest all manner of dead creatures or plants, but not so efficiently that they are unaffected by poisons.
Homogeneous 10: 10EP
Cut off a large enough piece of Yrb and it will still function as an independent Yrble. Stab it, and it will just re-route its connections. Burning works, mind, but generally Yrb is difficult to kill simply because of how time-consuming the necessary large-scale destruction is. Excising or poisoning specifically the specialist microbes that serve as its 'brain' will just render it harmless fungus, however, and killing off the fungus that serves as its body will starve the neural colonies in turn.
Civil Traits
Language 10: 10EP
The Yrb mindset encompasses certain basic concepts and events, which it can communicate via the physical information exchange process. It lacks distance communication at this stage, but concepts spread from a single Yrble via information exchange can reach the entire network of colonies. The limitation upon Yrbs is not the ability to express concepts, which can be copied from 'mind' to 'mind' exactly, but the ability to grasp them in the first place.
Concealment 6: 6EP
Yrbles have begun the practice of growing their central nodes within trees and beneath the ground as protection from predation and the elements.
Trade 3: 3EP
Basic exchanges of information, nutrients and agreements on available land to colonise are being conducted between Yrbles, but without unifying social structure this cannot emerge beyond the most basic agreements. Trade is still enforced by mutual threat between trading parties.
Special Abilities
Ranged Perception 10: 10EP
Yrb has sensory 'organs' of neural colonies that can sense stationary environment in an approximate sense up to sixty feet away and moving objects up to two hundred feet away. It can sense basic animal minds or Yrbles within five hundred feet and fully intelligent sapient minds within a mile. This perception is light, sound, smell and touch independent, but requires the presence of a fully-functioning sensory colony. Such a colony can adjust itself to focus on a specific region (of about twenty feet) within two hundred feet with much greater detail, but loses its wide-range perception. It can perceive the most basic mental pathways of minds close to its sensory organ.
Information Exchange 10: 10EP
Memory patterns can be freely exchanged between Yrbles by direct physical contact, a process that takes about half as long as the memory itself took to experience. Unfortunately, this ability is limited by the ability of Yrb to actually grasp concepts and sense the world at large.
Psychic Resistance 10: 10EP
Yrb mental structure only vaguely resembles the brains of higher organisms and as it grows more complex departs further and further from the animal brain. Whilst it can still manipulate the minds of other species without penalty, this gap is difficult for other psychic species to overcome, conferring it a certain level of resistance to other psychic forces.
Empathy 10: 10EP
Yrb has a basic ability to plant emotive thought. Right now this is generally used for the purpose of fending off other creatures by putting out a sense of aversion: "I do not want to eat this, I should leave this alone." Ability to plant thoughts is limited to basic emotions only. This ability does not confer the ability to perceive emotive thought.
Sense Emotion 5: 5EP
Yrb can determine the current mood of an entity.
Relationships
Chibor - Contact
penguinofhonor's Chibor - EP Total:109 Available:11
Race: Chibor
Singular: Chibor
Plural: Chibor
Adjective: Chibor
Description and Traits:
The chibor is a very small, brightly colored creature. It's lime green and yellow, with a single suction-cup-like foot, a single black eye, insect-like pincers, and a bony spike sticking up out of its back. There are virtually no gender differences. It's about ~6in tall without the spike. The spike is another 3-5in.
Chibors live in huge colonies, Having neither size nor camouflage to help them survive, they use pure numbers. When attacked, they either swarm their opponents and attempt to stab them with their spikes, or flee. Fleeing is usually ineffective due to their single foot.
Biological Abilities:
Breeding 26: 48EP
The chibors specialize in breeding. They are ready to mate at one year of age, and die at ten to fifteen. They have littlers of five to fifteen baby chibors, which are incredibly small (only a couple inches tall).
They give birth to live young, and have breeding seasons about seven times each year. The young cling to their parent's back, and both sexes care for the children equally. Diving Factor: 10
Speed 5: 5EP
They can run for short distances, hopping, but they can't really go far. They usually end up giving up the chase and swarming their opponent.
Natural Weapon 7: 7EP
They have a large bone spike sticking out of their backs, and know how to sharpen it somewhat on trees and other rough surfaces.
Diet 13: 16EP
They can eat many things. Anything on the ground is game, and their hordes leave areas completely free of fallen leaves and small animals. They don't hunt anything more than twice their size.
Civilized Abilities:
Language 12: 14EP
Chibors can convey simple emotions through small chirps or yelps, almost exclusively used as a warning for danger. Over time, they have become much more specific and directed.
Domestication (Food) 8: 8EP
With considerable organization and low self-awareness, the Chibor's leaders can direct the breeding of other Chibor. The intended result was be a Chibor that was fat, slow, and dumb: perfect for food.
Relationships
None
Tuv's Umgran - EP Total:102 Available:10
Name: Umgran
Description: Umgran look more akin to walking rocks, or strange turtles than anything else. They have four stubby legs that stick out from either side, and a small arrow-like head that protrudes only slightly from it’s body. If you were to walk by one, you might mistake it for a rock, because in a way, an Umgran’s body is similar to a rock in a way. Though obviously reptilian, an Umgran does not grow it’s “scales” or “shell” itself, but rather breaks down rocks and the like that it eats, and deposits it as a kind of natural armor. They are quite large, but move very slowly and reproduce even slower.
Breeding Habits (0: 0EP): Lay 1 egg, Adult at 35, Max age 70, Females usually die to predators after laying the egg. Can only give birth again once they have reached “critical mass” for minerals and nutrients again. Dividing Factor: 0.1
Biological Abilities:
Digestive System 20: 30EP
The Umgran digestive system consists of a stomach with incredibly powerful acids, and a system of absorption that leaves little to no waste. Umgran will eat ANYTHING, meat, plants, carrion, rocks, whatever they can get a hold of.
“Armor” 15: 20EP
Umgran are prone to eating rocks and other normally inedible substances. These precipitate to the outside of their body, and form a protective shell. Because the shell is based off what each individual Umgran eats, all the shells appear different and have different hardnesses.
Spitting 10: 10EP
Umgran have been slowly developing a muscular organ near their heads that connects directly to their digestive tract. This muscle allows them to spray their volatile stomach acids a few feet.
Legs 10: 10EP
An Umgran’s legs, though short and stubby, end in a semi-prehensile foot that has three inch-long claws at the end of it. They are mostly useless, but can be effective in grasping small things and bringing them closer to the mouth.
Civilized Abilities:
Language 15: 20EP
Umgran communicate with one-another with low, guttural hums. They don’t travel very far, and can be hard to detect for other creatures, or even for the Umgran themselves, which need to be fairly close to adequately communicate.
Caste System 2: 2EP
Different diets and lifestyles have split the Umgran into different colored types. So far, the numerous Rock-types have enslaved the few Bone-types, and squabble with the Glow-types.
Relationships
None
Shikogan's Ahkarii - EP Total:121 Available:10
Race: Ahkarii
Pural:Ahkarii Noun: Ahkarii
Description and Traits: The Ahkarii are a race of humanoid beings. The average height is about 8 foot 2 and weight around 120 pounds. The Ahkarii have well developed feathered wings on their backs independent of their arms. Their wingspan depends on their height it is about a ratio of 3 and a half foot of wings to 10 pounds of weight.
Breeding (5: 5EP): An Ahkarii is ready to mate at 7 years of age and they die at 28. they can have a litter size of 4 but usually only have 2 Dividing Factor: 0.5
Diet: Omnivores, but they prefer to eat meat above all else, and they abhor cannibalism.
Biological Abilities:
Flight 14: EP18
Ahkarii can fly for long distances while maintaining a speed of 60mph and 80mph sprinting for short periods of time. While cruising and gliding they can fly all day due to thermals but at night they can only fly for 4 hours before tiring.
Avianoid Bones 11: 12EP
The muscular structure they have had to develop for flight has given them incredible upper body strength and heightened reflexes but lesser lower body. The bones of the Ahkarii are especially lightweight and are still strong despite the apparent lack of weight.
Fangs and Claws 6: 6EP
They have developed short black claws on their hands and feet for hunting, and also fangs as their diet consists of mainly meat to any other food but can eat other foods if available.
Superb Perception(hearing) and Raptor Sight 11: 12EP
Due to their main food being meat they have had the need to hunt it down, this has given them extraordinary hearing and sight, allowing them to hear acutely and see any prey from up to a kilometer away.
Civilized Abilities:
Hierarchy 5: 5EP
Thanks to their highly developed brains they have an intelligent form of hierarchy in the forms of tribes, whose leaders form a council and eventually a "king"(of sorts) to govern the council.
Hut Building 14: 18EP
Ahkarii can build shelters in trees to protect themselves.
Farming 5: 5EP
Ahkarii practice limited foraging and cultivation.
Toolmaking 3: 3EP
Ahkarii can weave reeds and vines into useful construction.
Special Abilities:
Psychic Communication 10: 10EP
The Ahkarii can communicate to each other or other species over a short distance.
Wind Manipulation 14: 18EP
With the influence of the Maelstrom, the Ahkarii can use their psychic abilities to direct wind currents.
Relationships
None
The Gods, w/ links to original posts-
Lukut Cush Lhac, by Gantolandon - Power Points: 6
Wrathful Amoeba God of Unity, Flesh, and Growth
Favoring: Kadesh
Worshiped by: Kadesh, 5% of All Regions
Nevon, by Asheron – Power Points: 41
Judgmental Wyrm God of Magma, Curiosity, and Invention
Favoring: Jhiar'd
Worshiped by: Jhiar'd, 95% of O-19, 25% of Other Regions
Euchre, by EuchreJack – Power Points: 2
Erratic Simian God of Technology, Lightning, and Wonder
Favoring: Nahuantl
Worshiped by: Nahuantl, 40% of Q-11, 20% of Other Regions
Omega Alpha, by omagaalpha – Power Points: 1
Worldly Unmortal God of Meteors, Wind, and Vigor
Favoring: Umgran
Worshiped by: Umgran, 25% of W-27
Andrea, by andrea – Power Points: 1
Immaterial Goddess of Cities, Farming, and Healing
Favoring: Ahkarii
Worshiped by: Ahkarii, 1% of All Regions