Whoops. Didn't notice that PillowKiller had put in ages ago. Well, that means it's time for:
Turn 121:00:00And Remember Not To Look At Other's Sheets.
Shades and the nomadic ZanithThe scouts come back, with word that the cave is surprisingly clear of both predator, or prey. Cautiously, the Zanith move into the cave, keen eyes picking out possible problems. However, seeing nothing of danger, they begin to set down into the cave, marking sleeping areas out with sticks. Once that is done, they begin to allocate spaces and jobs for different areas of the herd.
Because you are survivors of fluent language, you have developed OLIGARCHY
The oldest members of the herd, who have the most experience, immediately designate themselves as the pack which will lead and guide the herd, picking a space for themselves against the coveted back wall
Because you are survivors, you have developed LEVEL 1 HOUSING
Once the areas are designated, the different sections of the herd begin to raise small walls of rocks, to make a longer lasting border. These borders are close together, and are easy to step over, even for the short bipeds, but they allow for a rudimentry system of ownership.
Your next periods of research can be:
1. Plant and Fruit gathering
2. Hunting
3. War.
4. Herbalism
5. Navigation
6. Shelter
7. Water gathering.
8. Culture.
9. Government.
Because you are a herd animal, you must pick two to make marginal progress in both.
Research:
1. Plant and Fruit gathering
6. Shelter
Now that they have settled in their caves they decide to investigate into improving the comfort of the cave and in more efficient ways to collect plantstuff from the jungle.
EJ and the savage Ger Moving across the desert to the smoke, the lumbering creatures see some figures on the horizon. They are short bipeds, which skitter back and forth across the desert floor. Looking back at the smoke, the warriors can clearly see a village, where a number of unsuspecting humanoids walk around. Your choices are:
1. Go for the new prey.
2. Continue towards the village.
Because you are a lumbering warlike race, you have evolved the skill of CHARGE
The warriors have been gifted by Wayock. Because battle does not come fast enough for the slow beasts, they can now temporarily increase their speed to a point between moderate and quick. However - if a battle is not forthcoming after the charge, the warriors can suffer adrenaline withdrawl, and will need to re-coup.
Because you are a warlike pack, you have developed ABSOLUTE DICTATORSHIP
The largest of the Ger stands ahead of the pack, and, with a slight scuffle with the second-largest, asserts it's authority. It will make the decisions now.
1. KILL MAIM RAPE
(Dude, interspecial rape? dude...)
Pillow killer, and the reclusive SodtatTurning the herd, the Sodtat decide to leave, hunting some wildlife on the way. Following the river, the top a rise to see a lake. Down at the lake is moving figures, but not much more can be seen than that. Your choices are:
1. Send an emissary to the figures.
2. Move the herd toward the figures.
3. Send a war party towards the figures. (-)
4. Turn around and go back into the mountains. (-)
Because you are a herd of thinkers, you have developed TRUE DEMOCRACY
The ability of an entire herd to have input and make decisions collectively is a very useful one. Time needed to make decisions will be long, but once the decision is made, very few will feel unhappy about the decision made, as they are made for the good of the herd.
Because you are basic-speaking thinkers, you have invented TALKSIE
Because face it, you aren't going to learn a new language upon entering an unfamiliar herd. Therefore, by using phrases of your own language, along with some rudimentry universal sign language, the point should get across. Congratulations on having the first form of Sharades'... Ever.
1. Send an emissary to the figures.
After discussing t he opportunity, weighting down dangers, Sodtat herd decided to send an Emissary to establish contact with the species. This could be an opportunity to perhaps acquire new friends and perhaps learn more?
Flintus and the nimble Lactarl(on another note: Don't assume they can do any techs I haven't given them, please. Housing was one of those, leadership another. Luckily I was planning them for this update anyway.)
As the Lactarl are setting up shelters, one of them lets loose a loud hiss. Hearing this, the Watcher swims over. Up on the ridge are a group of moving figures. Moving to the front, the Watcher narrows his eyes. The group are a herd of short bipeds, who seem to be sitting down together in a rough circle and talking. Your choices are.
1. Leave. (-)
2. Stay.
3. Send an emissary.
4. Send a war party. (-)
Your next periods of research can be:
1. Plant and Fruit gathering
2. Hunting
3. War.
4. Herbalism
5. Navigation
6. Shelter
7. Water gathering.
8. Culture.
9. Government.
Because you are a pack, you must choose one of them to improve it.
Because you are a pack of survivors, you have developed ELECTED LEADERSHIP
At the forefront of the group is the "Watcher", a leader who has been pushed to the top because of his unnaturally good sight - because the leader is a person who is most likely to help the pack survive. However, both the Watcher and the pack know what will happen when he gets old and his eyesight fails, or if a Lactarl is raised with better sight than it.
Because you are survivors, you have developed LEVEL 1 HOUSING
Once the areas are designated, the Lactarl begin to dig small burrows into the ground, marking their territory with maintained grooves in the sand. These grooves are rudimentry, and easily stepped over, but they allow for the first impressions of ownership.
Send an emissary
Having been acknowledged as the pack leader the Lactarl the creatures used simple language indicating one of it's pack to go out and see the strange creatures and try to reason with them.
Research Hunting
New Martian emperor and the numerous ZuickAs the Zuick herd moves further and further into the forest, it seems more and more lush. The herd stops at a certain part where ancient trees grow, huge in their majesty. Quickly, they get to work, enticing the trees to share their bounty and safety to them.
Your next periods of research can be:
1. Plant and Fruit gathering
2. Hunting
3. War.
4. Herbalism
5. Navigation
6. Shelter
7. Water gathering.
8. Culture.
9. Government.
Because you are a herd, you must choose two of these, and they will both be leveled marginally.
Because you are a thinking herd, you have developed MOB RULE
Simply put, there is far too many in the herd for a proper consensus to be made. Instead, each makes its decision, and acts upon it. If the majority go a certain way, the others will soon follow to join the tide. This allows for both fast decision making, and good approval of decision around the herd, but it isn't without it's flaws.
Because you have plant symbiosis, you have developed LEVEL 2 HOUSING
The Zuick find a massive plantation of strangler fig, they move in amongst the trees, using them as both housing and to mark territory. After a while, the figs will shift to create doorways, and seal cracks in the cylindrical walls. This is a crude use of housing. It will provide the basics of shelter, and allow for property management amongst the herd.
Because you have plant symbiosis, you have developed LEVEL 1 AGRICULTURE
The mosses and grasses growing on certain members of the herd have expressed a liking of the soil in the area. Plucking spores from the shoulders of those members, they are scattered on the ground. This will grow to provide a possible food source later on.
The herd sets about this new haven that offers refuge from the relentless terror of life outside. They begin to explore this new land, and to figure out the properties of the plants hear, and to discover their potential uses.
Plant and fruit gathering, and herbalism.
Jetsquirrel, and the stealthy Xion.The Xion begin moving towards the village to investigate, but on the way there, they see on the horizon a number of muscular lumbering behemoths. At a closer view, they can see that it is indeed a village, with a number of unwitting humanoids moving around in it. Seeing that the Behemoths are intending to attack the village, the Xion have to make a decision. Your choices are:
1. Warn the Village
2. Run into the jungle, and avoid the village.
3. Attack the lumbering creatures
4. Send an emissary to the lumbering creatures. (-)
Because you are a pack of survivors, you have developed CONSTITUTIONAL MONARCHY(cept without the kings)
A singular Xion moves out from the skittering pack. A wiser Xion, smarter than the others, it has proved it's ability to take the thoughts and feelings of the pack, and form it into a single collective decision. This may take a little longer when making decisions, but won't offend anyone. Well, won't offend many.
Because you are agile and dextrous, you have developed SCOUTING RUNS
Congratulations. Now, when you need to find out more about a particular target, a small amount of your pack can quickly sprint over to the others to get a closer look at their mannersims, hostility, etc. The skill is un-refined, so you can't get too much from it, but It'll come in helpful.
Go and warn the village
but try to approach catously ,because they may attack us
Well, many of you would have gotten a system of government, a skill, or a tech by now. These are the way they work.
Government: Basically, you have no control over government, and can't change it unless you research "government" upon settling down. The differences in government type make differences in how fast it takes to make a decision, and how the group will feel about different decisions. If there is a decision with this (-) mark next to it, it means that the group does not like this idea, and therefore choosing it will cause anything from a lowering of morale, to outright refusal - Depending on your government type. The things that will cause a (-) mark can be anything, from a peaceful race not wanting to send a war party, to a warlike race not wanting to send an emisarry.
Skills: These are minor evolutions to your race which doesn't change their appearance much, but gives them some nifty little tricks that no other race will be able to do. A skill is either put in your next post, or activated via PM to me, whereupon I'll make the neccessary changes in the next post, or - I'll PM back with the relevant information. A skill can be used many turns in quick succession, and there is no cost to use them - just be warned, the person who is too much a fan of "flight hops" might find themselves tiring out.
Tech - or Technology: This is things that your group has learned. A group with low adaptibility is more likely to get a Tech than a Skill, and vice-versa. A tech will almost always have a number next to it, say, for instance, the most basic example - hunting.
HUNTING 1: Basic Teamwork
HUNTING 2: Spears
HUNTING 3: Bows.
This is a very rudimentry chart, and your own progress will be far different, depending on your attitude type, and sociality type. As you can also see, Hunting 2: will have an effect on the war arc as well. This is a different system. If you level up hunting enough to get bows, the next time you level up war to the point underneath bows, you will jump to bows. You cannot use bows in war until then - retarded as it sounds.
Settling down: Basically, when you settle into an area, you will gain some different things, and the "Technology" option will open up. This gives you the option to level up a specific area, instead of having it done for you. Settling down is done upon my discretion - however, those who settle down late are most likely to get some good skills for their troubles. When choosing a Technology, the rules are different. If you are a herd, you can choose two to improve slightly. If you are a pack, you may only choose one to improve. However, if you are a solitary, you may choose one, to improve greatly. It's balanced. Don't ask me why. It is also still recommended not to look at other people's sheets.