How many NPC civs will there be per player?
Just did, that should be all
No set number, it is more in response to conditions and locations. For example, if there is a split due to low stability or if you expand or explore into an area that has the NPC Civ
there any continents already made? also, just to be sure, how different from humans can we make our species’, and what, aside from sapience, is required? i’m guessing the ability to make and use tools, senses, and being a theoretically viable species?
sorry for responding so late btw, haven’t exactly been in the front for long periods of time in the last few days.
Im working on the round now, there are 5 major contients and several island chains.
The species that have been accepted should give you a general idea. Sapience is required, but otherwise I haven’t found anything that would be too objectionable. If you have questions and want to refine your species before publishing I’m willing to hear you out.
No problem, I’m still writing the round but it should be up later tonight. I can give you guys more time between the rounds if more people need the time, I’m willing to go to once a week updates.
implemented the two changes i noticed i could make, and integrated the second one into the lifecycle of the colonies. btw, formicalac is just ant milk in latin.
Civ
Name: armofficinas colony
Location: near a lake (preferably a great lake) on one of the continents
Culture: all sapient lifeforms are treated as equals unless they attack a colony. learning to talk with the locals is encouraged, refugees are welcome as long as they work for any food they eat, or bring in more food than they eat.
Leadership: if you count the colonies as individuals, proper communism. not the sad excuse for it that happens whenever it’s implemented irl. every colony is encouraged to request help if it needs it, and give help to those who need it, whether or not they are part of the colony.
Species
Species: industrial ant
Species Biome: must start in a biome with dry(ish) land, water, and food.
Traits: gestalt colonies([1]), extreme sexual polymorphism([2]), connection ports([3]), insectoid, oxygen carrying blood because otherwise this’ll get way too complex, way too fast
sessile castes(size: mouse to semi-truck): digester, gas exchanger, fluid filterer([4]), fluid storer, fluid pump([5]), conduit([6]), queen([7]), PA system([8]), sensor([9]), adolescent queen([10]), manipulator([11]), egg layer(functions like the queens of IRL ant colonies, but if they were to forgo most of their organs.), formicalac producer(cow juice, but ant. [12])
motile castes(size: wasp to raccoon, [13] ): worker(mouse sized), warrior(raccoon sized), digger(stoat sized), mechanic(this one is able to think just enough to have a high chance of not messing up when working together to put together or fix systems, raccoon sized), colony starter([14]), drone(wasp sized, has wings, requires formicalac production to be made. essentially just a deliveryman whose entire purpose in life is delivering genes from its own colony to nearby colonies)
as all the infrastructure is made from the sessile castes, it takes time to grow the infrastructure. as a result, colonies take a long time to reach a state they can spend resources to establish more colonies
only sapient castes think, all non-queen castes are commanded by their queen ↩︎
lets me have a lot of variation between castes ↩︎
all members of this species have multiple ports for connecting various systems with the same systems in colony members, said ports use modified mandibles and spiracles to keep themselves connected until intentionally disconnected ↩︎
filters most metals, toxins, and waste from fluids given to it, and releases them in a solid brick or a thick goop ↩︎
grows/shrinks as necessary, only pumps in one direction ↩︎
transports blood, non-blood fluids, and information along separate paths, grows and shrinks different parts depending on what gets used and how much, can have up to 4 muscles per segment ↩︎
only has organs and systems necessary to maintain the brain with as much assistance as it gets from the rest of the colony, commands the whole colony, has a set range it can effectively control mobile colony members without proper infrastructure, always lives in a cluster of 4-12 queens where only one or two lays eggs, only eggs laid by a queen can hatch into juvenile colony starters or egg layers ↩︎
uses conduits to let the queen command its barely sentient underlings across larger distances ↩︎
completely specced into receiving and processing sensory input (pheremones, smells, sounds, images, and )to send to the queens ↩︎
basically just a queen but less brain mass and it has its own organ systems that aren’t circulatory, nervous, or reproductive(it still has those though) so it can set up a colony without unreasonably extensive support from a well established colony ↩︎
can make things from other things, and is essentially just two pairs of arms with hands and eyes, requires the same things humans do to make most things, excluding assistants. the second most intelligent caste. about human height with arms fully extended opposite the anchor point ↩︎
must be made on top of a member of the fluid storage caste, emits a type of pheremone that isn’t made by any other caste, with production of said pheremone scaling with the amount of nutritious, filtered blood in the tank below ↩︎
motile castes can, and will, get rid of most of their digestive organs, leaving only their intestines and liver to digest the ant milk, when constantly exposed to pheremones that tell them where the nearest tank of formicalac is. larger castes require regular exposure to a higher threshold of said pheremone to get rid of the organs they won’t need if they only drink the filtered blood ↩︎
finds a spot to establish a colony, then eats as much as it can to grow the identical, completely sessile, quintuplet queens it was made to transport. about the size of a large dog when mature. requires formicalac production to be made ↩︎
The amount of unique species, while fantastic, is making round much harder to write than initially planed. Thank you everyone for getting your races in, and I will disclose the Race Results as soon as I finish. The actual round 1 may take some more time
As I previously stated, this game will be broken into two groups which will alternate on posting. I apologize to group two that your round will not come out for another day or two to give my future self-space to be able to write without getting overwhelmed. Thank you for your understanding.
This game has been divided between those who live in the Valley of Ancestors and those who do not, which leads to a mix of 7 and 4.
I have to admit I’m a little disappointed in how this round has turned out, but I think as I get back into writing and review what I’ve done before the quality will step back up.
Without Further Ado, Round 1 of Group 1
PRIORITY: Memorandum for Record: Report for: A survey report for Planet Designation 864235, known in report as “Aneric”
Aneric is a class two Gaia planet, located approximately .53 AU from their stellar body, a class K star. It has one celestial satellite and a minor ring system. Aneric has a rotational rate of 20 hr (Imperial Standard) and a orbital rate of 380 days (Imperial Standard). The planet has been observed to have over 1,750,000 notable species of animal and 2,500,000 species of unique plants. A substantial fraction of those species are in the planet’s singular ocean, on one of the 5 major continental bodies, or across the smattering of smaller islands located between the major continents. The planet has several major species or subspecies variations exhibiting characteristics affiliated with Sapience, whose status makes up pages 2-18 of this report. As a result, the planet is recommended to be declared a developing planet per Galactic Charter 2.1(.3.2) of the Rights of Sentient Development. It is also recommended that a scientific outpost be established for continuous developmental updates, recommended to be manned by anthropological, sociological, geological and (REDACTED) experts. Any future updates on the status of the local population will note significant trends, observable differences, and by concluded by reports on selected populations.
PRIORITY STATUS: Aneric has several biologically distinct sapient species. IAW IDD2107, these populations have been granted priority status. Aneric is unusual for the parallel evolution of sapient species capable of large-scale organization. This is a Stage 3 Event in accordance with Galactic Charter 2.1(.3.4), they are not believed at this time to be non-indigenous. Several populations exhibit characteristics consistent with (REDACTED). (REDACTED). Primary care is given to ensure no violation of the Galactic Charter has occurred, and the conclusion is no such violation has occurred. Non-intervention is required by Imperial Code Title 18.
Report signed, Commader of Science Vessel 16847 “Voidwalker”, CPT Reker Tralot. (Affirmative Priority Status granted by order of GEN Henry Marshal, CSD, Sector 42).
The Children of the Veil
Species Designation: Morryne
Biome: Temperate
Traits:
-
Prehensile Tail= 14/10- This species is one of the rare examples of atavism, or the regaining of a previously lost trait. Morryne re-evolved a fully functional prehensile tail as a result of their aboreal living style and are capable of utilizing this appendage to manipulate various objects.
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Venomous Stinger= 18/10 (+5 difficulty)=18/15- At the end of their prehensile tail the Morryne has a smooth stinger can be used to inflict a wound on potential adversary. The stinger also acts as a vessel for a venom gland at the end of the tail that can cause various reactions, the most common of which is painful irritation that leads to temporary paralysis if left untreated, and in extreme cases may cause death.
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Bioluminescence= 4/10- The Morryne has markings alongside its skin that glow dimly in the light but is much more noticeable in the night. Bioluminescence does not seem to be consciously controlled, instead it triggers when in extreme emotional states such as stress or arousal. It is theorized that this has evolved as a form of nonverbal distant communication, easier to see in the trees in cases of predatory danger, or to indicate when females are ovulating.
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Omnivore= 3/10 (-5 minor divergence)= 3/5- Due to their stingers and bioluminescence the Morryne has a higher calorie requirement than its Homo Sapiens counterpart, especially in terms of requiring more protein in their diet than other populations.
Setup: 3/10
The “Children of the Veil” are a distinct cultural group of Morryne located on the continent designated “Norlov”, in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. The northwestern portion of this series of valleys is populated by the Children of the Veil.
The Children of the Valley have an inquisitive nature, and their drive for experimentation and exploration is noted by our anthropologist team. (1LT Josh Magrero, ANTH, FPL “They are notable for their adolescence being encouraged to go through a period of self-exploration and reflection, where those after their 16th year are sent on a monthslong journey into the forest in small groups of 5-10, to attempt survival and to bring back their knowledge to the greater tribe. The most successful of these youths then present their knowledge to their communities leadership, which determines whether to accept them into the greater community.”)
The leaders of the tribe are mostly middle aged, estimated to be between 40-50, where younger tribes members traditionally challenge the leadership for their right on the council. After a series of challenges prescribed by the consensus of the community, which ranges from hunting challenges to toolmaking challenges, the community will chose between the challenger and the incumbent on who will continue to serve on the council.
The Children of the Veil were especially hard hit by the drought that has affected the region. The forest that they used as shelter and food source has become noticeably drier, resulting in a poor crop of fruits and subsequently the numerous prey that the Children of the Veil for their calorie requirement.
Because of this, the COV have been particularly hard hit in the drought, suffering a small number of casualties amongst the youngest and oldest of the population due to starvation.
More of the youths of the tribe who have completed their journeys have advocated leaving the meager forests that the tribe currently inhabits to attempt a journey elsewhere, following a solar eclipse that occurred on (21.04.2017, IST). The first to occur in the region since (16.08.2003) (Dates estimated and provided by SGT Penny Lopez, ASTR)
Population and Stability Report:
Stability: Stable (-.5): The population is in a period of uncertainty due to the drought but is not in any specific danger.
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 950: Several deaths due to the drought, mainly the oldest and youngest of the tribe.
The Last Hope
Species Designation: Inferni
Biome: Desert/Savanna preferred
Traits:
-
Hardy Scales: 19/10- This species has a layer of scute armor that provides them with a layer of defense and aids in water retention. This armor is thickest on the Inferni chest and head, while thinnest on joints, this combination gives the Inferni both scaly protection and flexibility.
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Regenerative Teeth: 19/10- This species is a Polyphyodont, whose teeth continually grow and replace throughout its life. Each tooth is replaced at least once a year, where a successional tooth eventually replaces the mature tooth. The teeth can even be replaced quickly in cases where the tooth breaks off or is damaged. Their mouth contains around 40 teeth, the vast majority of which are sharp and serrated, allowing for incredible piercing and bleeding potential.
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Horns: 18/10- The skull of the Inferni forms two horns, which show significant signs of sexual dimorphism, with female horns being straighter and sharper, while male horns are thicker and curved. The leading theory amongst our anthropology team is that the horns were originally a tool for hunting Inferni prey, but later become a form of sexual selection, with males developing curved horns to protect their head during competitions between males, while females developed sharper bones to help protect their young.
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Regenerative Limbs: 14/10(+5 difficulty) =14/15 The Inferni is capable of Autotomy, the discarding of limbs, usually the tail, to escape predators. The Inferni is also capable of limited regeneration, a tail can regrow in a few weeks that is functionally and morphologically the same as the lost tail. Inferni is also capable of regeneration of lost hands and feet over the course of a few months. However, regeneration is not possible if the injury is suffered more than the elbow or knee, in which case the Inferti is not able to fully regenerate.
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Fireproof: 20/10(+5 difficulty)= 20-15- As a result of their scute and unusual blood the Inferni possess the rare trait of being able to tolerate extremely high temperatures, including observation of them being able to survive, or even prefer, sleeping very close to and even for a time inside fires. While not able to survive for an extended period of time, their ability to survive limited periods of time in fire is a remarkable trait of significant interest to the Biology and (REDACTED) departments. This ability is related to their preferred temperature range, which is noticeably higher than many of their contemporaries, but results in subpar performance in cooler temperatures and their resistance to cold is much lower than other contemporary species, with an extreme drop of activity noted around (0 degrees Imperial Standard), and lethal temperatures noted around (-10 degrees Imperial Standard).
Setup 17/10
“The Last Hope” are a distinct cultural group of Inferni located on the continent designated “Norlov”, in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. On the eastern side of the Alsum valley, opposite the mountain designated “Mt. Axom”, lies the Inferni group “The Last Hope”.
The Inferni have suffered numerous casualties lately as a result of the drought. While the days have been warmer, the nights have been colder, resulting in temperatures that noticeably affect the Inferni ability to operate. While most nights do not get cold enough to threaten the majority of Inferni, they have suffered numerous casualties in their youth and elders, and this has been exacerbated on smaller populations on the edges of the natural Inferni range. This has been compounded with the lack of suitable prey in the Alsum valley as many of the prey the Inferni have relied upon have fled the valley, not allowing the Inferni to replenish their calories prior to the night. As a result, numerous otherwise healthy Inferni have been unable to survive the drought. The population suffered a serious decline, and many of the last surviving Inferni in the region have coalesced into a single community which they have collectively come to call “The Last Hope”.
The Last Hope has consolidated around a mystic known in the tribe as “The Elder”, who tells tales of a strong revitalization of his people, and whose speeches have inspired many Inferni to persevere in these trying times.
(“Whereas before he had been sedate, nearly catatonic in his disposition, now he ranted and raged at his people, demanding to know why they had simply given up. Why they were allowing themselves to end. His weak, yellow, crooked teeth cracked under the force of his snapping words. His bent, emaciated frame stood tall and mighty as a warlord. His shriveled lungs worked like the billows of a pride of beasts, and his ancient heart hammered harder than the thundering of an entire charging herd. He gazed upon the awed tribesmen with eyes that he did not have. And they knew that he saw something they had not. Hope. The elder did not even remember his own name. But he remembered the might of his and every other tribe before the Long Night, and he vowed, then and there, on his worthless life, that he would guide them to new lands, and once again they would be mighty. Once again they would be warm as they slumbered. Once again they would be Of The Flame. And so they wept.” Recorded Observation by SGT Zenzo Negaming, ANTH, FTL)
Population and Stability Report:
Stability: Stable (0.5): The population has been revitalized by the heroic leadership of the Elder, despite the drought they feel hopeful about the future of their people.
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 2,368 (NOTE BY FIELD TEAM: There are no other Inferni in the area, potential regional extinction event. Species extinction unlikely due to populations located in (REDACTED), Non-intervention required by Imperial Code Title 18.)
Visirax
Species Designation: Visirax
Biome: Riversides
NOTE BY FIELD TEAM: Visirax exhibits the trait (REDACTED), which allows for the primary creature to create temporary offspring to ensure its survival. This has been previously observed on the planet designation “Elysia” and is similar to the trait exhibited by the species (REDACTED) which has previously been utilized as inspiration for the (REDACTED).
Traits:
- Tree Network
- Hivemind 20 + Photosynthetic 8 /10+(5 difficulty) - unmoving (6-10=-4)- large water requirements (13-10=3) =28/16
- : The Visirax operates as a collective of individual treelike creatures, which possess the capability of networking their individual nerves to provide themselves with something resembling sapient through. The more Visirax in the network the more powerful the thinking apparatus. These entities are photosynthetic, allowing for the production of energy via photosynthesis, and are incapable of movement.
- Humanoid Laborers:
- Claws 20+ Reprogrammable Brain 18/10 (+ 5 difficulty) – imprecise thumbs (14-10=4) – Weak skeletons (1-10=-9): 38/20
- If the Mature Visirax requires something to be done, then one of its offspring, known as a laborer, can be activated to achieve the task. These offspring are not capable of reproduction, instead they act similar to (REDACTED), in that they provide whatever labor the Mature Visirax requires before their termination. These creatures are humanoid in nature, and possess claw like appendages at the end of their fingers. The creature is capable of limited self-direction in the accomplishment of its task but works on a limited timespan before being required to return to its parent Visirax for sustenance.
Setup: 9/10
The “Visirax” primary population is native to the continent designated “Norlov”, in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. The population is centered between two major rivers in the Southeastern quadrant of the Aslum Valley, designated the Marlok River and Hassam River. (SEE REPORT APPENDIX 15F.)
The main collective of Visirax has recently began operations to repopulate the valley after the drought that caused numerous deaths, with Laborers being tasked with scouting and carrying seeds and saplings to potential revitalization points. (MONITOR OF PROGRESS ORDERED BY (REDACTED))
Population and Stability Report:
Stability: Stable (0): The network of Visirax appears strained due to its recent heavy loss of numerous Mature Visirax, and at this time there is minor concern for a network failure. (Report by SSG Vvkkalo, BIO)
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 400. NOTE BY FIELD TEAM: The Visirax faces an extinction level event, no known outside population exists. Non-intervention required by Imperial Code Title 18. Potential for (REDACTED BY ORDER OF ID 11414181)
Arcimea
Setup 12/10
The “Arcimea” Clan is a distinct culture group of mainly Humans located on the continent designated “Norlov”, in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. A series of valley’s in the South Eastern Quadrant of the Aslum Valley is the primary hunting range of the Arcimea.
Due to their decentralized nature, the Arcimea are not categorized as a single entity, but is more of a collective of distinct subunits (bands) that operate almost independently of one another but share a common identity that helps interactions between these subunits. These bands are derived of people who have been exiled or are expats of other tribes, though these groups are notably more friendly and cooperative with one another than they are with their previous tribes. These communities form and grow by their acceptance of new members that have left their former tribes. As a result of this diversity, the Arcimea are more accepting of outsiders, and small pockets of genetically non-human populations have been observed.
The Arcimea have been observed to practice communal resource sharing between their bands and within those bands as many established members help newcomers get on their feet, then provide for the general community.
A large cultural exchange occurs whenever the Arcimea bands cross each other’s paths. However, it is noted that due to their acceptance of exiles, the Arcimea is unwelcome in several parts of the valley, even being driven off by tribes that live in those areas. Seasonally, the bands of the Arcimea meet in the center of their traditional range to share resources and plan for the following season, often through representatives of each band.
The Arcimea have been suffering some growing pains lately due to the large exodus of peoples from other tribes following the drought, and it is possible that such a population explosion is likely to have consequences.
Population and Stability Report:
Stability: Stable (0): The population is stable, as resource sharing between the bands has succeeded in slowing the effects of the drought.
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 1,000: The population is split across several bands, most of which number less than 100
Layuxemnas
Species Designation: Layuxemnas
Biome: Temperate
Traits:
- High Intelligence 5/10 – Episodic Insanity (18-10=8): 5/2
- The Layuxemnas species possess an abnormally large brain proportional to its size, which presents it with a dual blessing and curse. On one hand, the species is capable of thought and connections at a rate much higher than its contemporaries, meaning an increase in general intelligence, comparable to the species (REDACTED) on Planet designated (REDACTED). On the other hand, the species is noted to suffer dramatically from Sensory Overload at a much higher rate, where its higher functions shut down and the species enters a near paralyzed or psychotic state depending on the individual.
(“Layuxemnas are a hexapod reptile-like species, they typically reach a length of 2,5 meters when excluding the tail and 3,5 meters when including it. Layuxemnas are capable of switching from bipedal locomotion to hexapedal locomotion.
The head and part of the upper body of a Layuxemnas are covered in plumage, typically purple in color, but the hue of individuals can vary in how much they tend towards the red or blue. Their head is also adorned by clusters of feathers that are significantly longer than the rest and that are covered in decorative patterns. There is a third eye located in the frontal part of their heads.” Report by SGT Frale Gend the 15th, BIO)
Setup 4/10
The “Teolos” tribe is a distinct cultural group of the Layuxemnas population located on the continent designated “Norlov,” in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. The primary hunting range of the Teolos is in the North Eastern Quadrant, near a series of hills and valleys.
The Teolos have a complex belief system of high interest to our Anthropology team. (“They place a high value on the soul, from which they believe an entity known as Exendar whispers its secrets too. These secrets appear to be associated with the state of psychosis that the Layuxemnas suffer through, from these episodes they gain knowledge directly from Exendar. As such, those episodes are seen as holy communication between their soul and Exendar. The soul, therefore, is central to the Teolos belief system. Mystics often attempt to induce these episodes by artificial means.” Report by SGT Fra le Gend of 15, ANTH)
The Teolos place a high value on the earning of wisdom, and show difference to those who experience their episodes, placing a high value on the learned wisdom of those times. Recently, a rift has formed between two influential Teolosians, both who claim to have received wisdom from Exendar, but who claim different approaches to the drought would work better, one of whom advocates to go South, the other of whom advocates to go West. This is at a time when there are fewer and fewer resources in the main hunting range of the Teolos. Several casualties have already occurred due to the famine like conditions.
Population and Stability Report:
Stability: Stable (-0.5): The population is growing uneasy over the dispute within the council.
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 950: Several of the oldest and youngest of the tribe have perished due to the faminelike conditions of the drought.
Nanosoda
Setup 19/20
The “Nanosoda” tribe is a distinct cultural group of the humans located on the continent designated “Norlov,” in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. They live in the most fertile portion of the valley, in the center, where the underground water table for most of the valley comes up to provide for the major rivers that exit the center.
The Nanosoda have been extremely fortunate to have avoided the drought for the most part, their location being the crossroads for several major rivers. They enjoy a rather peaceful life of plenty, with many of the animals that fled the drought having returned to the center, they have had their best hunting season in years, on top of a fantastic harvest. The Nanosoda live in a democratic society, with scarce conflict over plentiful resources, most things are in a state of tranquility.
The Nanosoda have been included in this report to serve as a baseline to understand the variation that may occur.
Population and Stability Report:
Stability: Very Stable (1): The population is experiencing a time of tranquility and prosperity that they have not had for generations.
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 1,100: The population is currently expanding due to the overabundance of resources.
Ektili
Species Designation: Oustirik
Traits: Dwarves 17/10 (-2, minor variation):17/8
This subpopulation of humans is noticeably shorter than most other humans, standing at around (120-150 CM Imperial Standard), but is stockier with a weight of around (68 KG Imperial Standard). This population divergence has been noted numerous times in similar populations across the Empire. No indication is given of any violation of Imperial Code Title 18.
Setup 12/10
The “Ektili” tribe is a distinct cultural group of the Oustirik population located on the continent designated “Norlov,” in a high concentration area of indigenous populations designated “the Alsum Valley”, after the famous Alsum Valley of Icarus 3 (noted for being the known origin center of 5 of the 7 major powers of the planet). The Valley consists of a complex series of rivers, cliffs, hills, rivers, and cave systems. The primary population center of the Ektili is found in the cave system to the south of the central valley.
The Ektili are a cave dwelling people, with a strong belief in the sharing of resources and the bond between members of the tribe. They are known to conduct grand feasts during times of plenty. They have developed an simple belief system between three major spiritual forces, which have been identified as Theova (destruction), Evolumva (creation) and Apiloxva (NOTE FROM FIELD TEAM: Unable to identify due to cultural taboos, will continue to investigate). Leadership is based in the guidance of elders.
This population is largely stable and has not been affected by the drought largely due to its cave dwelling nature, they offer another baseline through which we can analyze development.
Population and Stability Report:
Stability: Stable (0): The population is in a state of peace, no major events have occurred that have influenced the population.
Power: Tiny (1): The population lives in a nomadic lifestyle that is substance based, no noted advantage over comparative societies.
Population: 1,000: The population is currently stable and gradually expanding.
As always, I’m open to input for how to improve the game
So Zenzone has an another alter ego, this time being an alien researcher.
Action: The Elder, claiming to be aware of bounteous lands to the far south, directs the tribe through the mountains. He claims that the journey will be hard, but the rewards more than worth it.
(PS the ideal location for my tribe to settle, in my mind, would be some kind of volcanic region with lots of active magma flows, but which also has a local ecosystem adapted to the extreme conditions. I don’t know if that’s possible, but that’s what I intend to aim for. Any other biome is probably just going to be burned to ashes for warmth on the journey)
Action: Organize groups of Laborers carrying seeds and other laborers so the ones being carried can conserve energy, allowing them to reach farther away. Send these groups in directions most likely to have water.
Wouldn’t the people carrying the other people get tired way faster though?
Action: scout the surrounding area and identify the local flora and fauna
Action: After Thole (a council member) said these words it is decided to go south-west, as the two have probably understood only a part of the hidden mind’s message.
They would get tired faster, but they’ll still move a decent distance before being fully exhausted, and then the ones being carried will have consumed very little energy. This is the same reason adding boosters to a rocket works, where the weight of the rocket means the boosters will travel a shorter distance, but the rest of the rocket starts higher and still is at full fuel.
Action: After a small meeting between the tribespeople is held discussing the recent events, it is decided that the day when the moon and the sun fought (the eclipse) was a sign of worse to come. It is ordered for everyone to pack up as much supplies as possible and start moving south-east where some of the herds have been last seen going.
- How do rolls work? Is X/Y mean that if X is under Y is a failure and is more a binary success/fail with how far you are from Y determine the severity?
The number of votes you are able to take without a direct penalty
- What is the penalty?
Action: Figure out a way to preserve the remaining food so that we can last through this famine.
-
Yes. A vote is based on a d20. Your roll, plus any bonuses, is compared against a basic challenge of a 10. The 10 is modified by things like difficulty or situation. The difference between the roll against the challenge will determine the efficiency of the action. For example, a -1 difference will only be a mild negative, a -9 would be devastating. On the opposite side a +1 is good enough, a+9 would be amazing.
-
Additional votes are exponentially more difficult. +5,+10,+15 for each vote.
Note: there is an impact of vote difference on stability, and a stability impact on population. There is a trend towards 0 (stable).
My family surprised me with a weeklong cruise, which is going to be fantastic but sadly means that the game will be paused for a week. We’ll be back next Wednesday. Thank you all! I’ll continue to write as I have time
the curse strikes again/j
have a fun cruise!