Despite my best efforts to make a liar of myself, I actually somehow managed to write all this crap. I know like four people still care, but hey, update. EDIT: Post is now complete, consider Turn 2 over, Turn 3 has begun. No major turn event - I think I'll save that for every other turn, or whenever I feel like it. I'll pass the population specifics on to Iituem to work up. If I don't hear from him, now that he's got his own Evolution game to deal with, I'll do it myself... soon? The list post will be updated tomorrow.
So, I've got a new success roll system. Every turn, the RNG roll will be: ( ( total EP of all players ) / number of players ) centered on 0; divided into fifths, the middle fifth being Middling, the next fifths out being Poor/Fair, the last fifths Bad/Good, and beyond that being Terrible/Great. So for this turn, the RNG rolls between -55 and 55, with a scale of X<-55<-33<-11<11<33<55<X. What this essentially means is that doing things you continue to specialize in will get more dependable, but not terribly easier, while anyone can attempt anything with a fair chance of succeeding or failing. Obviously the only way to get a terrible result will be doing something you're not invested in with significant situational penalties, but that's fine. My GM judgment takes the RNG result into account as much as the final total when coming up with effects.
I started adding Language to everything before realizing that I need to change my idea about what it's good for. From now on, Language is good for inventing/investigating new stuff and to a lesser degree exploration. Organization (and Hierarchy, Castes, etc.) is good for coordinated activity and also exploration to a degree. I gave some partial help from Language to the things I used to as adjustment for this turn. I'm realizing that without defined rules for abilities, I have have to decide on a case by case basis what's useful and how. C'est la maîtrise, but I suppose sometime I'll try writing down a list of defined actions and additives.
New rule for Gods and Power Points – appeals for action from worshipers give bonuses to Godly success rolls. PP gained is only from population, at 1 per 10000 equivalent individuals.
A lot of wild rolls this time around. I did Tuv first, and just to test my luck rolled a bunch more times – out of ten rolls, one was positive. Then I got to penguin who broke the bank. I'm using the custom RNG program at
Math Goodies, if anyone knows a more apparently random random program, I'll try switching.
Turn EventAll species population growth will be hampered this turn by the disastrous weather last turn. Related actions, if successful, reduce this penalty.
SpeciesUmgranColor Coded for Convenience
Language + (Digestion / 3(Experiment)) = 22
RNG > -24 + 22 = -2, Middling
New castes form, the original Rocks forcing the disturbing and few in number Bones to do what little hard work Umgran need doing. The Bones don't exactly agree with this. Strife ensues.
+1 EP to New Skill, Caste System; -25% Population Growth
Glowing Rocks are Edible Too
Language + (Digestion / 3(Experiment)) = 22
RNG > -25 + 22 = -3, Middling
A small number of Umgran left in the mountain survive both the impact and eating glowing rocks. They take on a glow themselves, and speak with great vibrations that enthrall other Umgran. They also think quite much of themselves, and force their way into the new caste system as leaders.
+1 EP to Caste System; -25% Population in W-27
Melt Burrows
Language + (Spitting / 3(Experiment)) = 18
RNG > -8 + 18 = 10, Middling
The shallow troughs the Bones and other Umgran carve out keep them protected from the weather, but only just.
Weather Event Penalty Reduced by 1
Base 10 + 0(Random)
EP Gain: 10 (+2 to Castes)
Event: New Beginning
The Umgran still on the mountain, especially those around the meteor, spread tales of a mighty being they call the End and Beginning. Why they believe they are lead by this great being is not clear, but they insist the meteor gives them guidance and strength. Obviously, the most fervent worshipers are the new, glowing Umgran, who believe the great being gives them authority.
LanlarSettling D-26
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Telekinesis + (Language / 2(Activity)) = 18
RNG > -5 + 34 – 15(Multiples) - 10(Mountain) = 4, Middling
New Settlement, Population 1500
Settling F-28
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Telekinesis + (Language / 2(Activity)) = 18
RNG > -21 + 34 - 15(multiples) = -2, Middling
New Settlement, Population 1500
Influencing Chibor
Coercion + Creativity + Language = 23
(Senses + Psychic Senses / 2(Defenses)) = 9
RNG > 39 + 23 + 9 = 71, Great
The Lanlar's psychic prowess proves itself again. Unseen and unknown, they coerce the Chibor into moving away from the their side of the forest, and even drive off some of the western Chibor already in the area.
Chibor May Not Spread to E-23, F-24, G-25; Populations Moved
Base 10 + 2(Colonies) - 1(Random)
EP Gain: 11
PlantweSettling R-26
Storage + Toolmaking = 16
(Photosynthesis + Coordination / 2(Colony)) = 10
RNG > -24 + 26 = 2, Middling
New Settlement, Population 800
Population Movement
Automatic Success
700 Population Move From T-24 to R-23/25
Branch of Branches
(Coordination + Smell / 2(Fungus)) = 10
Fungal Resistance + (Weapons / 4 (Fungus + Predators)) = 4
RNG > -42 (ouch) + 14 - 20(Fungus) = -48, Bad
The great expedition into the fungus turns to an utter disaster, confusion and ambush runs rampant, and the 400 Plantwe who marched in are completely lost. Sensing weakness, fungal predators range back out into the plains.
+1 Predation in T-24/26
Base 10 + 1(Colonization) + 1(Random)
EP Gain: 12 (+3 as below)
Event: That Ticked It Off
A new breed of Fungus has gotten its first easy taste of Plantwe, and it likes it. A wave of terrible scents waft across the plains from the fungal forest as predators adapted to Plantwe defenses spread through the land. Death is coming.
(Game Terms: A major attack is coming next turn, using the warfare system. Make preparations as you see fit.)
Event: Flash of Inspiration
A few Plantwe, trying to protect themselves from the growing storms, erect crude walls of earth around themselves. They are derided at first for thinking like the bugs, but when a stubborn chief is burned away by lightning, many others start building shelters as well. It's not just the object lesson inspiring them – every strike leaves behind wisps suggesting fortune and wonder await those who follow the lightning's warnings.
+3EP to New Skill: Shelters; Weather Event Penalty Reduced
ChiborDe-Eni-ing
(Weapons / 2(Parasites)) = 3
(Language / 2(Activity)) = 6
RNG > 51 + 9 = 61, Great
After generations of slowly dissolving by carting around screaming caterpillars, the Chibor of the Fungus lands finally isolate, die off, or pick themselves clean of the despised Eni, and celebrate as their tiny minds only know how.
No Further Parasite Penalty; +10% Population Growth in H-22 This Turn
Attack the Fungus
(Natural Weapons + Speed / 2(Fungus)) = 6
(Language / 2(Exploration)) = 6
RNG > 45 + 12 - 20(Fungus) = 37, Good
Long experience has taught the Chibor how to attack or evade the unusual Fungal predators. They are now no more dangerous than any other predators.
Fungus Lands Have Same Predation as Normal Jungles
Eat the Weak
Language = 12
RNG > 50 + 12 – 20(Atrocity) = 42, Good
Mindless and prolific as so many Chibor are, the particularly unaware are made to eat and breed under protection. They can then be eaten in turn by their fellows, freeing other Chibor to do more.
+3EP to Domestication (Food)
Base 10 + 1(Great Action) + 0(Random)
EP Gain: 11 (+3 to Domestication)
Event: Compulsion
The most westerly and southern Chibor find themselves mindlessly moving back towards the northeast. To the extent they can, Chibor leaders try to convince their many fellows to move back, but there's no arguing with them – the Chibor are convinced there is no food and much danger to the southwest, and are flooding back northeast.
(Game Terms: May Not Spread to E-23, F-24, G-25; Populations Moved)
Note: Iituem's take on self-ranching: “...I've assumed it to mean cannibalism and given them a +1 to Food for the five points, as well as a +1 to Predation because they're now tastier. This will actually harm their growth, but it will also increase the maximum population in the hex.”
AhkariiRopes and Reeds
(Building + Hierarchy / 3(Experiment)) = 6
RNG > 54 + 5 = 59, Great
Troubling times and weather spur development of tools. Ahkarii builders discover a completely different track of development, building flexible constructions and a host of related tools.
+3EP to Hut Building, +3EP to New Skill: Toolmaking; Weather Event Penalty Reduced
Scouting Parties
Flight + Perception = 25
(Wind Manipulation + Hierarchy / 2(Scouting)) = 9
RNG > -54 (symmetry?) + 34 = -20, Poor
Ahkarii scouts range far and wide, but find no sign of any other intelligent species, airgoing or otherwise, and the constant storms claim many lives. Discouraged, the survivors return to deal with their troubling cosmology.
-5% of Population
Base 10 + 0(Random)
EP Gain: 10 (+6 as above)
Event: “My Patience Wears Thin”
Am I not clear enough airmen? Is my beneficence not yet obvious? An object lesson is in order. I do love the taste of airy spirits, though perhaps I overestimated my eloquence. Initiative will be needed, but I am willing to wait a moment longer. Know that the wind is mine to command, men-of-air.
-5% to Populations, +2EP to Wind Manipulation
Jhiar'dAxebugs
(Language + Hierarchy / 2(Combination)) = 9
Specialization = 8
(Weapons + Tactics / 3(Experiment)) = 6
RNG > -29 + 23 = -6, Middling
The mass production of and training with weapons does not ultimately amount to much. The Warriors' fervor is commendable, but they become cocksure and focused without particularly learning much except how to spar with other Jhiar'd and look intimidating.
+1 to Weapons
Deforesting Q-17
Hierarchy + Specialization = 18
Fire Making + (Weapons / 2(Application)) = 6
RNG > -17 + 24 – 10(Scale) = 7, Middling
With a lot of work and a little fire, the forests of Q-17 are effectively destroyed. As it turns out, too effectively – the fire and mountain winds obliterate the landscape, turning to barren shifting desert in a generation.
Q-17 Becomes Desert; -10% Population in Q-17
Ichor for the Lava God
Hierarchy + Spirituality = 15
RNG > 11 + 15 + 10(Faith) – 20(Atrocity) = 16, Fair
Nevon shows her favor with the mass sacrifice. Thousands are thrown into the lava in great waves, the assumed leaders of the great effort shouting with glee as the Heads look down with cold, calculated interest. And from the fires steps forth a bug...
-5% Population In All Regions; +1 to Spirituality
Base 10 + 0(Random)
EP Gain: 10 (+2 as above)
Event: The Archon
The hotstuff spewed back one of the Warriors dumped in sacrifice. Intelligent and cunning beyond any of his brethren, he assumes command of the Jhiar'd defenses. His immolation sweeps aside the Head's anger at this assumption. Though mortal, he is long lived, and burns his tactical acumen into Jhiar'd memory forever.
(Game Terms: +5 to Tactics; Military Bonus This Turn)
ShrikeSettling K-9
(Limbs + Farming / 2(Colony)) = 11
Shelter + (Language / 2(Activity)) = 13
RNG > 39 + 24 – 10(Distance) = 53, Good
The long trek across the desert makes little obstacle for the hardy Shrike. With great struggle, they establish a new home in sight the ancestral ocean.
New Settlement, Population 20000
Protecting the Farms
Jaws + Electroshock = 24
(Shelter / 2(Adaptation)) = 3
RNG > 19 + 27 – 10(Serious Problem) = 36, Good
While not completely successful at destroying their now generational nuisances, Shrike farmers are finally able to coordinate and defend their crops from the reed-eating birds. Food loss to pests is knocked back to otherwise normal levels.
Farming Penalty Eliminated
Improving Shelters
Language = 12
(Shelter + Strength / 3(Experiment)) = 8
RNG > 1 + 20 = 21, Fair
Mud being mud, the Shrike find few ways to improve their ruddy shelters. Even so, what little improvements they make are enough to protect them from the weather better than before.
Weather Event Penalty Reduced by 2; +1EP to Shelter
Base 10 + 2(Good Settlement) + 2(Random)
EP Gain: 14 (+1 to Shelter)
YrbPracticed Concealment
(Perception + Empathy + Concealment / 3(Experiment)) = 8
Language = 10
RNG > -22 + 18 = -4, Middling
The new Yrb minds have little practice with creative thought, and have a bit too much faith in their psychic abilities. Most passing lifeforms have little more trouble recognizing Yrbles than they ever have.
+1EP to Concealment
Trade of Ideas
Language + (Exchange + Trade / 3(Experiment)) = 14
RNG > -16 + 14 = -2, Middling
Even split apart from the superpsyche, Yrbles still think and move very slowly. Combined with their still largely identical personalities, the Yrbles don't have to actually trade with each other besides food gathering tips.
+1EP to Detrivorous
Scouting West
Concealment + Perception = 15
(Exchange + Empathy + Breeding / 3(Scouting)) = 10
RNG > 19 + 25 = 44, Good
Yrb masses make covert contact with the far west jungles – the northern areas are especially fertile, but an old memory suggests there should be more notable animal life here. South from there is a noticeably pacified native fungal area, inhabited by a psychically receptive species of little bugs that have no qualms about munching on any Yrb tendrils they find.
Familiarity With Chibor
Probing the Spore
(Concealment + Perception / 2(Fungus)) = 7
Resistance = 10
RNG > -28 + 10 – 20(Fungus) = -38, Bad
The Spore is not intimidated by the Yrb's psychic powers, and easily roots out the alien fungal tendrils with it's own considerable powers and control over fungivore creatures. Its cold and paranoid intelligence now knows how the Yrb works, and sends out its own tendrils to violently test the Yrb masses.
-10% Population of L-22
Base 10 + 1(Random)
EP Gain: 11 (+2 as above)
Event: Reformation-[NotIntegrate]
<Retrive(Integrate)>
<Store(Integrate.Renegade).Irrelevant>
[Desire~Exist.Separate]
<Retrive(Desire)>
<Store(Desire.Renegade).Irrelevant>
[Disintegrate]
[Disintegrate]
[NotIntegrate]
[Disintegrate]
[NotIntegrate]
<Store(Disintegrate).Irrelevant>
<Broadcast(Disassociate).Renegade>
Action:[Integrate~Entity.Self]
Action:[Destroy~Entity.NotYrb]
<Activate(Cultivator003b.0103.4672).Prune>
<Activate(Harvestor012a.0087.2039).Harvest>
<Activate(Polinator009f.1124.8966).Raze>
Action:[Integrate~Entity.Seeeeeeecxkk kggKF F FF rrr e
<Output(“There Will Be No Separation”)>
KadeshTaming the Blur
Language + Domesticated Defense = 20
(Communication + Spirituality / 3(Experiment)) = 7
RNG > 28 + 27 – 10(Major Action) = 45, Good
Generations of pain, struggle, guidance, and battle have finally paid off. The Blur nest is no more, and the Kadesh now command waves of what was once their greatest foe. Though some of the creatures escaped to meld into the generation ecology of the region, the Seers couldn't be more pleased at their acquisition.
Blur Nest Destroyed, +1 Predation to Surrounding Areas; +5EP to Domesticated Defense
Settling H-12
Breeding + Amphibious = 18
(Language / 2(Activity)) = 5
(Domesticated Defense + Eyesight + Vibration / 2(Fungus)) = 12
RNG > 14 + 35 – 20(Fungus) = 29, Fair
Guided by conflicting visions, crazed shamans, and desperate fear of the world, the Kadesh pound into the Fungal lands that once plagued them. Little headway is made at first, but their growing strength and a bit of luck let the Kadesh establish themselves in the harsh and mutating terrain.
New Settlement, Population 10000
Constructing Shelters
Language = 10
(Manipulators + Vibration / 3(Experiment)) = 7
RNG > -22 + 17 = -5, Middling
The still herd-like Kadesh have no real concept of construction or altering their environment. They fail to learn anything, but the effort at least saves some from the legendary storm season.
Weather Event Penalty Reduced by 1
Base 10 + 1(Settlement) - 1(Random)
EP Gain: 10 (+5 to Domestication)
NahuantlHail or Die
Caste + (Language + Martial Arts / 2(Convincing)) = 13
RNG > 46 + 13 = 59, Great
The Monkey God's message of fortune, invention, and butt-kicking strikes a deep cord in the Nahuantl. With a bit of forceful conversion, the Storm Cultists seize power across the entire confederacy, earning adherents at every level of the clan hierarchies as the promise of power spreads like wildfire.
Euchre Worship Increases In All Regions
Unify the Tribes
Caste + (Language / 2(Convincing)) = 10
(Martial Arts + Weapons + Armor + Tactics / 3(Civil)) = 5
RNG > 51 (well then) + 15 = 66, Great
United as never before by their new faith in Euchre, their common foe in the Jhiar'd, and their stinging welts from the bigger hetmans, clan heads across the Nahuantl lands come together under a new generation of dynamic leaders.
+5EP to Hierarchies
Fortify R-16
Construction + Tactics + Caste = 14
RNG > -39 (lost it) + 14 = -25, Poor
Despite their new union and purpose, the Nahuantl on the Jhiar'd border are not entirely clear on the concept of fortification. Nahuantl warriors come and go at will, and glorymongering prevents any real coordination.
Military Defense Penalty This Turn
Base 10 + 0(Random)
EP Gain: 10 (+5 to Hierarchy)
GodsNevonThe Archon
d100 > 56 + 9(PP) + 5(Faithfuls) = 70
A champion steps forth in the Jhiar'd, a molten Warrior who teaches the insects well in the arts of war. While still mortal, his presence leaves a lasting influence on how the Jhiar'd wage war.
PP Gain 41
Lukut Cush LhacNegotiated Intervention
d100 > 37 + 11(PP) = 48
As the Kadesh desire only to be left alone, Lukut does not need to apply much pressure. The Shrike are only somewhat malleable, but the more violent minded are guided away from the Kadesh..
PP Gain 6
EuchrePlant Shelters
d100 > 77 + 2(PP) = 79
The Plantwe are inspired to surround themselves with earthen walls after seeing a leader struck down by the storms. They don't quite know what they're worshiping, but a few Plantwe look to the sky for guidance.
New Worshipers: Plantwe
Thunder Stones
d100 > 8 (giveth taketh) + 4(PP) + 15(Faithfuls) = 27
Despite the fervent wave of conversion and consolidation, the shiny rocks have little effect on the Nahuantl. Orchid-Rock inspires a wave of new militancy and beligerance, but she soon fades into obscurity.
PP Gain 2
(Remember that PP gain is from the last turn's worship numbers – it'll probably be a lot higher next turn.)
Omega AlphaManifestation
d100 > 87
The formless being of Omega Alpha descended from the mountains into the Umgran. Turning against each other from their growing differences and enthralled by the great meteor, their simple minds readily accept a guiding voice. Faith in a magnificent presence spreads slowly with no reason to listen – the Umgran await a miracle.
New Worshipers: Umgran
PP Gain 0
(Remember that PP gain is from the last turn's worship numbers – it'll probably be higher next turn.)
AndreaBuilding Birdhouses
d100 > 19
Only a few Ahkarii are receptive at first to any meaningful vision. They attempt to replicate their dreams of new architectural methods, but powerful windstorms, especially from the Maelstrom, put a stop to that line of experiment.
(Note: I didn't think it was fair to open with such a crappy roll. I actually rolled that five times, and 19 was the best result when it came up again. Damn.)
PP Gain 0
(Remember that PP gain is from the last turn's worship numbers – it'll probably be higher next turn.)
WarNahuantl Raid Jhiar'd at Q-17After the shock of Nahuantl raids in generations past, the Jhiar'd have militarized and turned the lands bordering the Nahuantl into a battleground. Ironically, it was largely unnecessary. Waves of forceful religious conversion and inter-cine battle and reformation occupy the Nahuantl warrior clans for many years. The Jhiar'd border attracts the brave and bloodthirsty, but lack of directed effort and coordination makes their valor for naught. Over the generations, intermittent raids and skirmishes, mostly on Jhiar'd territory, claim the lives of about 6000 Nahuantl and 8000 Jhiar'd, with only a handful of slaves occasionally captured.
DiplomacyPlantwe and Jhiar'dPlantwe Goals – Trade, Improved Relations, Knowledge of Jhiar'd
Jhiar'd Goals – Nothing Definite
Sporadic exploration and capture has left both sides with a handful of slaves who prove instrumental in translating between parties. The Jhiar'd are baffled by the Plantwe's smells, but the plants can partly interpret the bugs' clicking and emulate it with sticks. Still the whole affair is quite sloppy, and only long frustrating attempts at pantomime get much through the double barriers of utterly alien languages and cultures. The Head's frequent ramblings about their fire god especially slow things down – luckily the concept is too vague for the fire aspects to really be communicated to the Plantwe.
Naturally, the slaves themselves are the first bone of contention, and the Plantwe especially want them back. The Jhiar'd couldn't care less about their own losses, having written them off immediately, and don't find out about the Plantwe's experiments with them. The far longer lived Plantwe have real value in the negotiation, and the Jhiar'd know it. Establishing dominance in the relationship, they insist the captive plants will not be returned without something equal in return. However, they are not committed to defending the point with the Nahuantl occupying their concerns, and the Plantwe do a good job of looking intimidating (as much as motile trees can). The Heads relent to release the captive Plantwe as a show of good faith.
The Jhiar'd jealously guard the secrets of their technologies, as the Plantwe have no knowledge of the bugs' homes. Misunderstanding and frustration finally break down negotiations here, and no real commitments are made to material exchange. While mostly a wash, the meetings have established a working peace, and the Plantwe and Jhiar'd know they can at least communicate when need be.
Shrike Seek KadeshShrike Goals – Discovery
Kadesh Goals – Survival, Peace
While not actually a hunting party, the Shrike are still predators at heart, and more than a few of those who went looking for the oddly familiar amphibians to the west were hoping to get a good meal. In a peaceful turn of events, those same Shrike often found themselves waylaid by wild rivers and mutant creatures without reaching their destination.
The Kadesh initially regard the Shrike with cold stares, and turn to panic when the Shrike try communicating in their normal way, assisted by their electric shocks. A tense peace settles over the affair when the Seers take control of the meetings from the mundane Chieftans. The two species are similar enough in form that they can mimic each others' sounds, though the Kadesh have a significant advantage in their thought-projecting Seers. But the Shrike nearly flee when they start hearing words in their minds. The abundance of Kadesh guard-creatures does not ease the atmosphere either.
Mutual fear brings all further contact to halt, especially after the Shrike realize they have nothing to ask for (that the Kadesh would give anyway), and the Kadesh realize they're talking to a predator some seers swear they remember from long ago. Visions from their mad god convince them not to resort to violence, but any sense of peaceful talking ends. The Shrike leave for home, unnerved but not terribly worried, and the Kadesh are only too happy to see them go.