We're roughly the size of France, which makes us a large island on a scale in between Greenland and Great Britain. Since 'continent' is an entirely arbitrary division of land, it may be safe to assume that we are perhaps the same level of continent India was before it became the Indian Subcontinent (after knocking teeth with Asia).
Also, boats? Boats? Look at the number of psychic species out here. It's more likely we'll be dominating whales and forcing them to carry us across the seas in their mouths.
I was thinking of bunging an extra 0 onto the hex area. How does that strike people? Also, I'm so stealing the whaleboat idea.
Alright, for this turn, I'll include some semblance of the math I'll use to determine turn results. I'll spoiler everything for size and meta-gameness, but for this first turn I encourage everyone to read the other results, to understand how I'm doing things.
Basically, I add together whatever abilities I think are relevant to the action, divide some if I think the situation warrants, apply penalties for hard stuff, include any bonus (or penalty) for godly influences, then add the result to a d100 roll. I figure results on a scale of 1-200ish, since abilities easily push the total up. I'll probably write out some actual result tables, but I'm making this sound more formal than it really is. Most of this takes place in my head, and I'm flying by the seat of my pants. The general rules are: 130+ great result bonuses and joy; 130-70 > good result significant benefit, some bonus; 70-40 > passable result success at action, some benefit; 40-20 > poor result, marginal success with some problems; 20-0 > general failure, problems and penalties; 0 and lower > epic fail, wide reaching problems. Note that everything has it's own natural consequences, and even great results will generate their own sticky issues, they're just outweighed by the benefit. One thing I've realized is that this means even 20 points of applicable abilities renders a species immune to failure at it's preferred tasks. I've used the same system for everyone this turn, but I'll need a new scale to keep things interesting.
EP Gains start at a base 10, add a point or two for successful major actions, lose a point or two for major failures in development related attempts, and add or subtract a point or two at random to mix things up. (I roll a d9; 1 > -2; 2-3 > -1; 4-6 > 0; 7-8 > +1; 9 > +2) You'll note from the results below, that this means more actions usually make more EP. I will assess penalties to rolls for trying to do too many things at once, but activity is in your interest.
I'll try to give every species an issue to deal with each turn, related to what they've been doing. You should endeavor to deal with these events they'll usually have at least two obvious solutions, each with it's own weighted consequences. I'll provide hints, but there's no right or wrong answer to any of them, and I encourage people to make up their own solutions. And no, these are not 'balanced' in magnitude, and I don't pretend that they are. Especially since they're based off major successes or failures, the extra 'punishment' of the Events may seem cruel I never said this would be simple.
God rules are pretty freeform and simple for now. You don't get events of your own to deal with. Since I don't have any population numbers, I can't say how many worshipers you have, but there's not much worship going on yet anyway. For future reference, actions and new converts tend to generate as much PP as stable belief.
Some stuff I'm sure people will ask about Mountains and deserts receive penalties to settle colonies for most species, others will find different areas harder, such areas will also attract and support smaller colonies. Doing anything in fungal areas is even more difficult, lots of natural abilities only provide marginal benefit, and success and failure are magnified. Things like Farming and Organizational abilities work at half for founding colonies. Natural weapons and defenses work on natural threats, i.e. predators. Developed weapons and defenses work on developed threats, i.e. civilized species. Because of the universal differences in strategy and motive, each works only half as well on the other.
I'll be updating the List Post a bit later today, new map should be up in a few minutes.
SpeciesNahuantlSettling Q-11
Breeding + (Climbing + Speed + Electro + Camouflage / 2(Fungus)) = 25
(Farming / 4(Fungus+Colony)) + Construction + Tools + (Caste / 2(Colony)) = 12
Tactics + Martial Arts + Weapons + Armor / 2(Predators) = 5
d100 > 31 + 25 + 12 + 5 20(Fungus) 5(Multiple Colonies) = Result: 48
Pushed on by the leader castes, a group of settlers eek out an existence in the fungal forests. Only constant defense keeps the weird predators at bay, and new settlers are hard to convince.
New Colony, 10% of Population
Settling T-16
Breeding + (Climbing + Swimming / 2(Mountain)) = 19
(Farming / 4(Mountain+Colony)) + Construction + Tools + (Caste / 2(Colony)) = 12
d100 > 82 + 19 + 12 10(Mountain) 5(Multiple Colonies) = Result: 98
The Nahuantl easily take to the green cliff faces along the river. In just a couple generations, they spread through the region, settling in groves hidden in the high valleys.
New Colony, 10% of Population
Drive to Research
Language + Caste = 16
d100 > 3 (no shit) + 16 = Result: 19
Ottati's insistence on finding new discoveries backfires as her vision outstrips the capabilities of her primitive underlings. Anger spreads over the forced colonization of the fungal lands and the harsh treatment of tribal wisemen. Ottati's lineage wanes, and the rulership is derided.
-3EP to Caste System; -1EP to Language
Base 10 + 2(Good Settlement) 2(Lack of Scientific Progress) + 2(Random)
EP Gain: 12
A reminder, you're 15 points over the starting budget, so you can't actually spend any EP until the difference is made, unless we work out something to drop.
Event: Tribal Schism
Poor leadership and colonization difficulties have made the tribes fractious and militaristic. Warrior groups are wresting control from the caste system. The leader castes want to bring the tribes back in line, but the rebels are getting better at fighting.
ChiborExploring the Fungus H-22
(Diet / 2(Fungus)) + Communication + (Breeding / 3(Exploration)) = 18
(Speed + Weapons) / 4(Exploration+Fungus) = 2
d100 > 34 + 18 + 4 = Result: 54
The fungus and it's resident predators claim many Chibor, but the ones who survive learn what is to be feared and what can be eaten. The close exposure to the fungus spreads new mutations through the colonies.
-10% to Regional Population
Settling G-21
Speed + Weapons + Diet + Breeding = 45
d100 > 29 + 45 = Result: 74
The forests don't welcome the Chibor, but by hook and crook, but mostly by breeding, they survive and infest the area as well as any other.
New Colony, 15% of Population
Base 10 + 2(Good Settlement) + 1(Fungal Mutation) + 0(Random)
EP Gain: 13
Event: Noisy Riders
The Chibor explorers who survived their forays into the fungal jungle picked up a parasite fat centipede like creatures that cling to Chibor in little bunches, lazily sucking them dry. If nothing else, a Chibor will have to eat more or starve, so the same food density supports a slower population growth. The Parasites do provide one benefit while not sentient, they are as fearful as the Chibor and have fantastic senses, so they can warn their hosts of predators. Of course, they're predators themselves, just of a slower fashion. As yet, only the Chibor in H-22 are afflicted with them.
UmgranEAT AND BREED
Digestion + (Spitting + Armor / 3(Few Predators)) = 28
d100 > 85 + 28 = Result: 113
The Umgran feast and breed like mad. Little threatens them, and they quickly outstrip the area's 'food' supply, leaving waste rock, poisonous plants, and fast creatures.
+100% to Population Growth; -25% Food Density in All Regions
Base 10 + 1(Population Growth) 1(Random)
EP Gain: 10
Event: Outstripped
The home regions will stabilize in a few generations (75% what the food density was), but right now there's very little to eat, even for the Umgran. Either a lot of Umgran will need to move, or they'll have to find new food sources.
ShrikeDomesticating the Reeds
Language + Swimming = 15
d100 > 88 + 15 = Result: 103
The reeds of the southern wetlands prove very tractable. Enterprising Shrike hit upon the ideas of spreading their seeds in select areas and use their physical advantages to fend off other grazers. The reeds aren't a great food source, but the half-wild crops effectively maintain themselves.
+4EP to New Ability: Farming; +1 Food Density in River Regions
Find New Hunting Grounds
Limbs + Strength + Swimmer / 2(Exploration) = 15
Language + (Breeding / 3(Exploration)) = 13
d100 > 25 + 15 + 13 = Result: 53
The hunting bands fail to find any significant new prey, save for some large tentacled fish in the lakes to the east. The prove susceptible the the Hunter's Organ, but are more gristle than meat. An assortment of small critters also make for tasty new snacks.
+1 Food Density in L-12/14
Base 10 + 1(Random)
EP Gain: 11 (+4 for Farming)
Event: Locusts
The Shrike unwittingly grow a lot more of the reedy plants than they can eat or maintain, and the abundant food attracts other creatures. Chiefly, the reeds have a predator tiny, chitinous birds that swarm over any untended food. They're all but inedible, but a Shrike can zap bunches at a time.
YrbSettling Northern River Area
Detrivorous + Language + Empathy + Breeding = 32
d100 > 58 + 32 5(Non-Fungus) 10(Multiple Colonies) = Result: 75
The northern reaches of the river valley prove susceptible enough to Yrb strands. Notable finds include two species of larger herbivores living along the western banks.
New Colony J-18, 5% of Population; New Colony J-22, 5% of Population
Settling Southern River Area
Detrivorous + Language + Empathy + Breeding = 32
d100 > 92 (damn) + 32 5(Non-Fungus) 10(Multiple Colonies) = Result: 109
The southern side of the river valley is settled even easier. The proximity to the Fungal Epicenter spurs on Yrb growth.
New Colony K-23, 5% of Population; New Colony L-24, 5% of Population
Scouting Northern River Pass
Language + Ranged Perception + (Breeding / 3(Exploration)) = 16
d100 > 55 + 16 = Result: 71
The far north flow of the river is explored with little incident. Tendrils send back their understanding of two noteworthy species: To the west are fat, sedentary herbivores who have little qualm about eating the few strands they find. North through the mountain passes, the tendrils found roaming, fish-like hunters who can generate lightning-like shocks.
+1 to Food Density in J-18; Familiarity with Ammp
Scouting Southern River Area
Language + Ranged Perception + (Breeding / 3(Exploration)) = 16
d100 > 9 + 16 = Result: 25
The same influences from the Epicenter that spur on growth play havoc with Yrb communication. The exploratory tendrils turn on each other and grow like weeds in all the wrong directions. The one coherent thought that makes it back to the principle Yrb mass is a palpable rage.
Halved Population Growth in L-24 for One Turn; +1EP to Empathy
Base 10 + 3(Good Settlements) + 1(Random)
EP Gain: 14 (+1 for Empathy)
Event: Divergent Anger
The Fungal Epicenter is radiating waves of cold hatred through the Yrb psychic mass. While it's influence makes Yrb masses grow faster, new growths burn out eachother's psychic pathways. Something in the original spore doesn't like the Yrb's adaptation to the outside world.
LanlarSettling F-24
Physique + Flight + Feathers + Breeding = 22
Nest Building + Language = 11
d100 > 56 + 22 + 11 = Result: 89
The new colony survives and thrives in the jungle. Lanlar flock to the abundant food and natural shelter.
New Colony, 15% of Population
Exploring the Fungus E-25
Physique + Flight + Weapons + Senses / 2(Fungus) = 14
Language + (Breeding /3(Exploration)) = 10
Farsense + Kinesis + (Creation + Coercion / 4(Fungus + Predators)) = 12
d100 > 45 + 14 + 10 + 12 = Result: 81
The scholarly, or adventurous, Lanlar map out the fungal jungle over a couple generations, and pass on it's secrets. Its a hostile and unforgiving place, but their hunting bird swiftness and psychic powers let them dominate as well as any other forest.
+1 Food Density; No Fungus Action Penalty for E-25
Scouting the Chibor
Flight + Senses = 16
Farsense + Coercion = 9
d100 > 30 + 16 + 9 = Result: 55
Lanlar scout the jungles to the northeast, taking particular note of the swarms of pokey bug like creatures. Some errant scouts find out they're not appetizing, but they respond surprisingly quickly to psychic influences.
No Net Effect
Base 10 + 2(Good Settlement) + 1(Successful Scouting) - 1(Random)
EP Gain: 12
Event: The Fungus Stares Back
The Lanlar's psychic abilities prove invaluable in exploring the fungal land, in particular their Fansensing ability, which usually keeps them out of danger they otherwise couldn't anticipate. However, the longer scouts stay in the fungus, the more they notice unexpected signals, unnatural sounds, and sights that don't exist. The closer they get to the center, the more unpredictable their senses become, and some even claim to hear calls and voices. Somewhere in the heart of the Fungus, the Lanlar's calls are being heard, and the Fungus is calling back.
Jhiar'dSettling P-16
Breeding + Pioneering + Construction + Language = 22
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony + Desert)) = 12
d100 > 58 + 22 + 12 10(Desert) 5(Multiple Colonies) = Result: 77
Jhiar'd tame the notch of desert to the north, spreading through the crevasses and claiming what resources they can find.
New Colony, 10% of Population
Settling Q-21
Breeding + Construction + Language = 18
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony+Fungus)) = 12
Pioneering + Senses + Claws / 2(Fungus) = 18
Weapons + Tactics / 4(Predators+Fungus) = 15
d100 > 82 + 18 + 12 + 18 + 15 5(Multiple Colonies) 20(Fungus) = Result: 120
The Warriors do their brood proud, and the Workers act with singular purpose. The Fungus fights back, but quickly yields it's secrets and foodstuffs. If anything, the Pioneers notice the Fungus seems to make way for them...
New Colony, 15% of Population; No Fungus Action Penalty for Q-21
Farming Experiments
Language + Hierarchy = 19
(Farming + Construction + Specialization / 3(Experiment)) = 11
d100 > 75 + 11 = Result: 86
The Workers slap up some aboveground farms quite well, and the new crops are more than edible.
+4EP to Mixed Agriculture
Scouting of Nahuantl and Plantwe
Senses + Claws + Weapons + Tactics + Language = 40
d100 > 55 + 40 10(Multiple Attempt) = Result: 85
Some Plantwe and Nahuantl are captured and returned to the hive. The Plantwe managed to entrap some of the Scouts, and evidence of their passing was found very far north. The Nahuantl were particularly difficult to obtain, putting up a great fight. The prisoners taken from different areas struggle with eachother almost as much as the Scouts.
Familiarity with Plantwe; Familiarity with Nahuantl
Base 10 + 2(Good Settlements) + 1(Scouting) + 1(Random)
EP Gain = 14 (+4 to Farming)
A reminder, you're 13 points over the starting budget, so you can only spend 1 EP, unless we work out something to drop.
Event: The Warm Embrace
The few remaining worshipers of the magma spirit have been announcing visions from their god of coming greatness and prosperity. They also think more sacrifice is needed and that wonder awaits those who take the plunge on their own. A good chunk of O-19 has already melted, but luckily most Jhiar'd elsewhere think they're mad.
AmmpPrimitive Terraforming
Digging + Liquid Sacks + Language = 30
d100 > 46 + 30 = Result: 76
The Ammp till soil, channel water, and stomp things flat, making mud bogs all over the area to grow their simple crops. Good times all around.
H-20/22 I-17/19 +1 Food Density
Base 10 + 1(Good Civics Attempt) + 0(Random)
EP Gain: 11
Event: Bollards
The wetlands to the southeast are home to big spiny hippo-like creatures. Layabouts that eat as they please and travel in small herds, they are not afraid of anything they don't think can hurt them (Ammp waterjets for instance), but the moment they feel threatened, they throw their considerable bulk in motion and draw friends to batter whatever's disturbing them.
AhkariiCalling the Stars
Hierarchy + (Communication /2(Desperation)) = 9
d100 > 36 + 9 = Result: 45
The Ahkarii leaders organize several attempts to appeal to the stars and draw divinations, but nothing seems to respond. Nothing from the sky anyway. It does drive the Ahkarii to greater observations of the world though.
No Net Effect
New Specialized Huts
Hierarchy + Hut Building = 9
d100 > 77 + 9 = 86
Ahkarii builders come up with some new construction techniques, more accommodating to their massive frames.
+4EP to Hut Building
Base 10 + 1(Intellectual Drive) + 0(Random)
EP Gain: 11 (+4 to Huts)
Event: Feeling Lonely
The stars are distressingly silent, but the Ahkarii calling out with their minds do get a response. The air itself talks to them from the northeast, somewhere in the heart of the great Cyclone over the sea. Star-Gazer thinks it irrelevant and dangerous, but while discerning the stars, he suddenly hears a voice in his mind. The ugly ground-dwellers, who wrestled the waters and hated the clouds, disturbed me. They could not hear me, and could not speak. I washed them away. You, creatures of the air, you can hear me. And you will listen. Apparently, a violent storm would like to talk to you.
PlantweScouting the Jhiar'd
Smell + Language + Weapons = 30
d100 > 11 + 30 = Result: 41
Little is learned of the *bugPlants* that isn't already known. Some scouts happen across more *bugPlants* far from wherever they come from, inside *Plantwe* lands. Some carry the tell-tale fungus spores on them - they are disposed of immediately.
Familiarity with Jhiar'd
Fighting Fungus in U-25
Smell + Language / 2(Fungus) = 8
Weapons + Toolmaking / 4(Fungus+Predators) = 2
d100 > 35 + 8 + 2 = Result: 45
The Plantwe's defenders hold up a good fight against the encroaching fungus, keeping the tendrils out of their homelands. The make no real headway into the fungal land, but predation is kept in hand. No sign is smelt of the large grazers who lived here generations past.
No Net Effect (Fungus Doesn't Spread)
It's Called the Atlatl
Language + (Manipulation / 3(Experiment) = 13
d100 > 91 (wow) + 13 = Result: 104
Bigtwig hits on a great combination of stick and rock, a throwing apparatus that can hurl pointed objects with considerable force. The *Smartstalks* see it's appeal immediately, and odors of approval can be smelt far and wide.
+4EP to New Ability: Throwing Sticks
Base 10 + 0(Random)
EP Gain: 10 (+4 to Throwing Sticks)
Event: New Strategy
After a few generations of stoic resistance, the fungus tendrils stop spreading, and even the bizarre fungal predators are held at bay. But over time, the eastern Plantwe notice the animal population around the area slowly vanishing. Small creatures migrate into the fungi, and never come out. Catchable food is getting scarce in T-24/26, but all the mundane predators are going with it.
KadeshDefensive Domestication
Language + (Psychic Communication /3(Experiment)) = 13
d100 > 50 + 13 + 10(Divine Influence) = Result: 73
With the guidance of a spirit in the psychic ether the Seers call the Great Form, they seek out and negotiate with many useful species. Chief among them is the Burrower, a large snake-like creature that flies through soft ground and can leap into the air.
+4EP to New Ability: Domestication (Defensive)
Scouting G-9
Speed + Vibration Sense + Eyesight = 30
Language + Communication = 20
d100 > 2 (ouch) + 30 + 20 = 52
The scouting parties suffer badly, and learn little that was not known of the Blur from generations past, but they have a better understanding of the land now that the fungus has receded. The nests were obviously damaged by the Warpers in the past, but have since been reformed.
No Net Effect
Base 10 + 2(Random)
EP Gain: 12 (+4 to Domestication)
Event: Hornet's Nest
Poking around the Blur's home territory made them more irritated than ever. The Kadesh's psychic powers and new defenses keeps them at a distance, but only works so well. Luckily, Blur are not coordinated or bright, and don't really know what disturbed them. Some memory of the Warper attacks makes them harass the fungal lands as much as the Herds.
GodsNevonVisions to the Faithful
d100 > 23 + 3(Worshiper Skill) = Result: 26
The remaining faithful Jhiar'd of the magma regions rise up in joy at the visions of prosperity. Unfortunately they come off as rather crazy to non-believers, especially when word spreads that greatness lies in being one with Nevon, by jumping in the lava.
-15% Worshiper Population in O-19
Worship Base 1 + 1(Fervored Sacrifice)
PP Gain: 2
Lukut Cush LhacPush Domestication
d100 > 61 = Result: 61
Kadesh domesticate by negotiation, and the Seers are guided to pliable species. In short order, they compare experiences, and take note of the guiding voice in their minds. The call it the Great Form, and they have probed it's being and believe it to be the source of Change.
New Worshipers, 5% of Population; Bonus to Domestication Attempt
Worship Base 0 + 1(Successful Influence)
PP Gain: 1
EuchreThe Hungry Prophet
d100 > 34 = Result: 34
In the turmoil of rebellion, nobody takes much notice of a nutter who likes to burn his food. After some wandering, he's pressganged off the colonize the Fungal lands. His insistence on passing food through fire takes surprising purchase among the other colonists, who quickly notice that doing so usually makes fungi safer to eat. Their methods are too ritualized to call a skill yet, but they believe the simian fire spirit wards off the fungus demons.
New Worshipers, 5% of Q-11
Worship Base 0 + 2(Successful Prophet)
PP Gain: 2