PDA

View Full Version : Evolution... Again! (Species Status)



Maldiem
2009-12-15, 10:52 PM
Here is the status thread for Evolution... Again! Please post your race, description and fluff first, then EP investments in a spoiler. In the last section, please track population on a per-hex basis.

Player map:
http://i104.photobucket.com/albums/m165/Maldiem/Playermap-6.png


Arkaris: Tartum
Lake, 3 rivers flow into it, Northeast and two North, two flow out going south
Red

Mangles: Kin
Mountain, 3 jungle, river through 2 jungle
Blue

Aux-Ash: Varadesh
River valley, delta, desert/hills/arid/plains
Green

EDK: Hylnks
Plains
Orange

Eldan: Tarkash
No land specified (based on the abilities described, they seemed jungle-y
Yellow

Ambon: Lam Nur
No land specified (based on description, also seemed jungle-y)
Grey

Purepolarpanzer: Toskirk
Cold plains
Brown

Z: The Erren
Red Hills
Black

Lord Asmodeus: Skecsix
Warm.
White

Fullmetalchef: Lükaverka
Purple

RD: Biros
Dark Green



http://i104.photobucket.com/albums/m165/Maldiem/Picture.png

Arkaris
2009-12-15, 11:29 PM
The Tartum

Fluff
Tartum 4 foot tall humanoids, and are often hunched over. They have a slight green hue to their skin with most of the youth developing actual green color skin. They have 2 legs and 2 arms, with longer arms that almost reach their knees.

They are a very social creatures. Even though their average tribes are only 10-14 people in size, they often gather for hunting. Even the largest tribe has few qualms with leading inferior Tartum tribes on great hunts.

There are often hunting “alliances” formed among many tribes that live near each other and often tribes that are the farthest away are skeptical of each other.

Tribes are often composed of 3-7 families. The average tribe tends to be 5 families, 10 adults. Most Tartum men only take one spouse, however if an abundance of women are available men will take multiple wives with their first wife being dominant (deciding which tribe to be part of).

Marrying within one's tribe is almost taboo, the men generally leave their current tribe and join the female's. Often if one family has several female children, the women will form a separate tribe with their men. It generally takes 3 or more sisters that wish to break from their main tribe.

There is one leader in each tribe, generally the eldest member of the tribe. They are often the tribe's source of knowledge and history. The elder is given the responsibility of teaching the children. He will often lead the youth off to hunt the baraca, small prey. They teach which plants are helpful and which to avoid.

Every year the tribes gather along the west banks of their great lake to hunt the caraca, large prey. This very large mammal migrates through the Tartum's territory once a year for about 30 days. Few stream in at the start and then a large rush, soon the numbers begin to dwindle. While the caraca gives great resources to the Tartum, they often leave a wake of destroyed earth in their path, foraging becomes impossible for weeks afterward.

The annual hunt, undertaken by both men and women, usually ends in great blessing for most tribes. Only the largest and most skilled tribes attempt to attack the caraca alone, most tribes team up with one or more groups. When tribes come together to hunt the caraca they often end the hunt with a large celebration whether it was successful or not. However, it has also ended in the annihilation of some tribes. When a tribe interferes in the hunt of another tribe or have not followed instructions it has lead to war between two or more tribes. Often the failing tribe is killed before they can leave the hunting grounds.

Bartering is common during the annual hunt. Usually the most ideal sticks for lean-to crafting are brought. Other small prey that is not normally hunted is brought and traded. Odd colored rocks and things that are out-of-place in nature are generally traded as well. All new knowledge is shared during the annual hunt.

The Tartum also hunt a small pony like creature named the baraca, small prey. These are usually hunted by a single tribe, however, smaller tribes will join together and hunt for several days without rest.

Gathering of nuts and berries is also common, often in small amounts and only where they can be found. Little more than a meal's supply is picked and returned to the village. It was through foraging that medicinal herbs were discovered. Only a few are known about and most only help with preventing infection. Most plants are simply ingested, usually plants with high antibacterial properties. The ones that were discovered to be detrimental have often been ground in to a paste and applied to the tips of spears in hopes they will have the same impact on the animals that are stabbed. None of these plants are refined so their chemical properties are very weak at best.

Tartum build small structures, a lot like lean-to's that provide some shelter at nights. Often the structures last for a few days and are in constant need of repair. Tartum will build several of these structures more than are required in case one fails in the middle of the night.

The Lake is seen as a spiritual holy place. Even though Tartum have no defined religion the lake is seen as holy. It is against their proper way of doing things to allow blood to be spilled in to the lake itself. This has also lead to the destruction of entire tribes. As such Tartum have found no way to fish the vast resources of the lake.

Spears have been a very popular created item among Tartum for a long time. The concept of sharpening currently used is new though. Placing the tip of a stick between two rocks and scrapping the wood down to a point. Most Tartum are constantly trying to find new ways to sharpen sticks to a better point.

It was through the process of sharpening a spear that fire was created. Though Tartum hold firmly to the belief sharpening a spear is part of the process of creating fire, some believe it might not be required. None have tried this possibility in the open for fear of death. Usually fire creation requires a lot of luck because grass has to be growing near the process so the sparks have something to ignite.

Tartum EP

Player Arkaris
Species Tartum
Phyicals
Brain 6
Strength 3
Toughness 2
Agility 2
Appendages 3

K&T
Language 10
Spear 4 +2
Home 3
Fire 2 +3
Hunting 5
Herbology 3 +3

Supernatural
Absorb Light 2 +1
Produce Light +1

Adaptability 1 (31), Brain 6, Language 10, Grasping Appendages 3, Hunting 5, Spear 4, Home 3
Resilience 0 (14), Strength 3, Agility 2, Toughness 2, Fire 2, herbology 3, Absorb Light (food source) 2
Fertility 0


Population by Hex:

K25 - 200 - Fertility 8+1 Lake
K27 - 000 - Fertility 8+1 Lake
L24 - 400 - Fertility 8+1 Lake+1 River
M25 - 400 - Fertility 8+1 Lake+1 River


Fertility by Terrain

Decidious Forest: 8
Jungle: 7
Evergreen Forest: 6
Plains: 6
Hills: 5
Mountains: 5
Ice: 4
Desert: 3

purepolarpanzer
2009-12-15, 11:53 PM
Toskirk as of end turn 2.
KRUNCH
Breakdown
Physical:
Brain:4
Strength:6
Grasping Appendage:4 (2 meaty fists)
Toughness:5
Agility:3
Natural Weapon Horns:4
Thick Fur:4


Technology:
Society:5
Skincrafting:4
Fire:4
Bonecrafting:4
Herbalism:2
Hunting Tactics: 1
Scouting: 1
Runner Communication: 2
Language:10


Adaptibility=1 (31) Meaty Fists 4, Society:5,Brains:4, Bonecrafting:4, Hunting Tactics 1, Scouting 1, Runner Communication 2, Language:10
Resiliance= 1 (29) Strength 6, Toughness 5, Natural Weapons 4, Thick Fur 4, Fire 4, Skincrafting 4, Herbalism 2
Population Growth= 2% (Adapt.) + 3% (Resil.) + 2% (Base)= 7%

Ferility: Plains 8
Evergreen:7
Ice:6
Hills:6
Deciduous:5
Mountains:5
Jungle:4
Desert:3

NEW STUFF+SUMMARY
5.5 feet tall hunched bipeds, covered in a reddish fur, with two large horns, a boar like snout, and sharp teeth. They use their massive forearms with large, four fingered hands for balance and locomotion, their strong, stout, hooved back legs for a base. They can walk upright but like gorillas use four limbs for speed. Their skin is black underneath the fur, shown on their face and underside, to catch the maximum heat from the sun. Their eyes are generally dark, murky, and simple, without much color. They have a society that revolves around herds of about sixty to seventy head, with a central strong figure making decisions. If another Toskirk challenges the leader, they fight until one submits or, unfortunately, is dead, though both parties try to avoid this. Females tend to have smaller horns, less body mass, and be more docile, but female leaders are not unheard of, as their increased agility can lead to strong warriors as well. If two herds meet, the exchange is fairly communal- basic trading, a shared hunt and division of good grasses and other plants, a large communal meal, a night of mating between tribes (all matches are approved by the leaders of both tribes, though their standards are not always enlightened). If a herd grows too big, a strong member of the herd will petition the leader for the right to split off. If approved, at least thirty five will separate and go to find ungrazed and unhunted lands. There are battles between tribes over resources occasionally, but these are generally settled between the leaders and occasionally the next three (four being an important number) strongest members of the tribe, battling non-lethally one at a time until a side submits. If a death ensues, the fallen fighter is blamed mournfully, not the opposite tribe. This holds true to any death, as Toskirk see the failing of an individual to be their downfall, whether it be death to a wild animal or an accident or any of the random causes of death that afflict a budding civilization. The focus on not killing each other is a remnant of their time as non-violent herd animals, where numbers meant survival and there are enough constant dangers that infighting is suicidal.

ORIGIONAL POST
The Toskirk evolved from rather docile plains bovine who were pushed north by natural predators into a cold, desolate plains. There, only the toughest, strongest, and meanest managed to survive the competition for resources in the steppes. Their people came together for survival, but only to a point- you organized around a strong, large bull and worked together around him. The steppe's large, powerful predators were kinder to them then the faster, more agile reptiles that thinned their numbers to the south. Their minds remained simple, but were well suited to brutal survival. Soon thick fur and strong fists developed, leaving the back legs as strong, stout hooves. Fire came later, starting as a lighting strike on a stubby tree and becoming the Toskirk's first artificial tool for survival. They quickly took to it, making their lives that much more livable in their cold environment. Once they were able to settle in areas, their population rose as children could be raised in a guarded, warm environment and the sick and injured could take advantage of their tough physiology to heal rather then stay on the move. The tribes still remain nomadic, but have semi-permanent camps that the hunters and foragers orient themselves from. Downtime in the camps led some Toskirk to experiment with the corpses of their prey, and soon bone tools and skin working resulted. Tents and primitive clothing are the newest addition to their society, and armed with their horns, bone weapons, and a feeling of being strong for the first time since their humble roots in the southern plains, they are on the path for becoming the dominant species in the area. Of course, evolution is a fickle thing, and their infant species could still be swept away by an idle breath of time and circumstance.

HEX INFORMATION

P32=9 (8 Plains+1 Lake) 206 Toskirks/258,000 pop cap
Q33=8(8 Plains) 206/128,000 pop cap
R32=9 (8 Plains+1 Lake) 206/258, 000 pop cap
R34=8 (8 Plains) 206/128,000 pop cap
031=9 (8 plains+1 River)269/258,000 pop cap
LONGEVITY
4+1 Resiliance= 5 year life span.

Aux-Ash
2009-12-16, 12:50 AM
The Varadesh

EP distribution


Physical:
Brain: 6
Strength: 4
Grasping appendage (2 arms): 2
Toughness: 6
Agility: 2

Supernatural:
None

Knowledge and technology:
Language: 10
Varada isn't a very complex language, but it is advanced enough to support the complex social structures of tribes. It is stable enough for new words to be uncommon, but not old enough for them to be rare.

Fire: 3
Not only do the Varadesh know of fire, but they know what they should use to start new ones as well. They heavily rely on it for cooking, warmth and light.

Stonecrafting: 3
The varadesh have learnt how to create simple tools out of stone, like crude knives (which are little more than rocks where one end is blunt and the other sharp) and speartips.

Woodcrafting:5 (+1 from Ark)
They have also achieved a degree of understanding on what can be done with soft wood, cutting simple tools and bending branches to produce supports for yurts (a type of tent), spears and similar.

Hunting techniques:4
They have learnt how to track, lay ambushes, drive prey into previously dug pits and smiliar techniques.

Skinworking: 3
Using their knowledge of other tools they have also learnt how to skin animals and use their skins and felts for clothing and walls on their tents. They have not knowledge regarding tanning or leather though.

Boneworking: 3
With gradual experimentation the Varadesh have learned how to use bones, tendons, cartilage and similar materials for tools. Sharp knives and speartips using bone, string and rope using tendons. The tools are far from good quality, but they fulfill their purpose decently

Farming: 3
Due to the teachings of Ark, the one who speaks for Ki, the varadesh started to learn how to work the earth. They learned how to use water, ash and spillings to give life to the earth.

Animal Husbandry: 2
Slowly the tribes learned to keep small animals close to themselves to provide spillings for the fields and easily available food. They still have much to learn on the taming of animals and right now they can only keep small flightless birds.

Oral Tradition: 2
The arrival and departure of Ark inspired the varadesh to maintain stories of his and his mates actions. Slowly the tales of their deeds spread to the other tribes and after their departure the stories were being kept alive.

Masonry: 2 (+1 from Varad)
The varadesh will try to pile rocks together to create fences for their kept animals and also as ramps/piers in the river to avoid the crocodiles

Wells: 1
Attempting to establish wells both as means to avoid crocodiles and cutting short the distance that need to be travelled to bring water to the fields

Bows: 1
By using tendons and flexible branches some early attempts at bows are made.


Population:
Adaptability: 2
brain 6 + Grasp 2 + Fire 3 + hunt 4 + farm 3 + husbandry 2 + language 10 + woodworking 5 + stone working 3 + boneworking 3 + skinworking 3 + Wells 1 + Masonry 2 = 47 => 2
Resilience: 0
Strength 4 + toughness 6 + agility 2 = 12 => 0

Size:1 (7 ep spent+4 Strength+6 toughness => 1) - small


Description


I imagine the Varadesh being humanoids, very similar to humans, with copper-skin (as in skin coloured in a slight copper-red hue, not made out of copper) and dark hair. Omnivores but almost bordering on carnivorous and with eyes that are either golden or lack a visible iris (as in, it's there but indistinguishable from the rest)

The varadesh live in narrow valleys between the deserts and the river, gathering in great tribes living in yurtsmade out of wood and skins of prey to keep the heat of the day out. They dress in little if anything, keeping to the shade whenever they can.

To be expanded upon

Fertility and hexes

Desert - 8
Plains - 7
Decidous and evergreen forest - 6
Jungle and hills - 5
mountains - 4
Ice - 3

population distribution:
G27 - 350
H25 - 116
H28 - 350
I29 - 350

total: 1166


NPC

Khut
Elder hunter of one of the tribes in H28. A strong Varadesh with long dark hair and a thick beard. His irises are indistinguishable from the white of his eye. He's rather strong and has lead the hunting party for several seasons now, an experienced man who has sene most of what the rivervalley has to offer.


Updated as of 2nd turnshift

Ambon
2009-12-16, 01:35 AM
Lam Nur

Physical
Intelligence: 7
Strength:2
Grasping appendage: 3 (4 arms - 2 fully prehensile, 2 semi-prehensile)
Toughness:3
Agility:3

Other
Sense of Smell: 1
Good Climbers: 2

Tech
Language: 10
Construction: 6
Broad Spectrum Foraging: 5
Stone/Wooden Weapons: 1
Political/Social Organization: 6
Pottery: 1
Fire!: 3
Weather Lore: 1
Horticulture: 4
Spear Fishing: 3
Slash-and-Burn Agriculture: 3
Canoe: 1

Terrain FertilityDesert - 4
Hills - 6
Jungle - 7
Evergreen - 5
Deciduous - 8
Ice - 3
Mountain - 5
Plains - 6

Appearance, Anatomy, and Locomotion: The Lam Nur are most easily described as six-limbed giant lemurs. Having only very short tails, unlike true lemurs, they appear to make up for the lack of a balancing tail through the use of all six of their limbs in climbing. Unlike most of the other six-limbed lemur-like creatures in the region, the Lem Nur are mostly terrestrial, having descended from the trees long ago. Their two front limbs are proper arms and have fully prehensile hands, while the middle two are only semi-prehensile and the two hind limbs are proper legs. Terrestrially, the Lam Nur use quarapedal locomotion with their four hind limbs, leaving the two proper arms free to manipulate objects. They are capable of bidedal locomotion in a very limited way and only do so when the it is necessary to use the two semi-prehensile limbs. Variations in appearance among individual Lam Nur occur mostly in fur colour and pattern, with black and white being the most common in stripes or patches, followed by a black and white marble pattern, a white and gold marble pattern, and most rarely a light blue piebald pattern or pure black. Additionally, some Lam Nur have long patches of hair going down the sides of their face in front of their ears, while some others have a short and spike mane behind their ears. They exhibit no significant sexual dimorphism; to outsiders the difference between an individual Lam Nur in their androgynous and their male state is indistinguishible, while Lam Nur in their female state may be larger.

Sexuality and Reproduction: The Lam Nur are sequential hermaphrodites. They spend most of their time in an androgynous state and are only capable of reproducing during a ten day period which potentially occurs monthly. The actual occurance of these reproductive periods are often controlled socially. During the time preceding the potential reproductive period an individual Lam Nur can be highly sensitive to environmental changes mostly from their diet and from other Lam Nur. The transition and chosen sex are involuntary, and the particular sex transitioned into is generally a result of diet and on the pheromonal cues from cohabitating individuals. Sexual activity is not limited to this ten day period but has no reproductive value outside of it. The Lam Nur give birth to one child at a time, though twins and larger litters have been noted. Usually Lam Nur give birth once every four to six years. Some 'lineages' of Lam Nur may have an inherent predisposition towards transitioning into one sex rather than the other, but the social and political nature of Lam Nur sexuality has made this difficult to confirm.

Social Organization, Economy and Habitation: While the Lam Nur occupy a relative small area, there is considerable diversity in social organization among them. Broadly speaking, they have a semi-nomadic (or semi-sedentary) lifestyle; The Lam Nur live in large villages during a large portion of the year, and during leaner months break apart into bands composed of two to three households, with one band staying to maintain the village. These villages are mostly placed along or near the edge of the rainforest and the hills in order to exploit both environments. Exceptions to the semi-nomadic pattern are the smaller villages deeper into the rainforest which rely less on the large hill-based herd species which can be caught during their migration, and consequently have no need to break up during leaner seasons, and the large Lam Nur villages on the coast which can afford to rely year-round on marine resources. The Lam Nur employ a broad spectrum foraging strategy; the bulk of the food comes from foraging fruits, tubers, or nuts, supplemented with occasional hunting of many types of small game, and the yearly herd hunt. The southern coastal Lam Nur are more excusively dependent on fishing and consequently have a somewhat less varied diet than the northern hill/jungle Lam Nur, though trading tends to balance this out. Lam Nur buildings are mostly above ground constructions of wood and bark, with some important buildings in the village being semi-subterranean. Constructions outside the village, during the lean seasons or for smaller hunting parties, tend to be very temporary constructions, while the proper village houses are fairly large. The Lam Nur are mostly egalitarian, and power tends to be situational with some exceptions. Social strucuture, however, is somewhat byzatine. Lam Nur society overall is divided between two moieties, which are subdivided into clans, and cutting across these clans are the schools. The two moieties (The Black Daughters and the White Daughters) are theoretically exogamous, the many clans are in practice exogamous, while the schools prefer to be endogamous. An individual is usually preferred to marry outside their moiety, required to marry outside their clan, and tries to marry within their school. Villages are always composed of the two moieties which theoretically are equal, but in practice a village will tend to have dominant clans. Usually, though there is variation, physical property transfered from mother to eldest daughter within the clan, while ritual property and other special rights are inherited mother to most capable daughter within a school. Contrasting this complicated system is a relatively simple adoption system which tends to balance things out - voluntary adoption usually occurs within and sometimes across clans as a way of bending the kinship rules, while revenge adoption sometimes occurs in lieu of revenge killing between clans in order to prevent blood feuds. Schools are a types of professional/ritual organizations that are voluntarily entered into. Some exist across several villages, while others are specific to a particular village. Some examples of 'permanent' male or female states occur within schools such as the Water Flute Guardians, a school of 'professional females' who prolong and try to maintain their female state in order to be available for rituals that require them.

Language: The vocal part of Lam Nur language is unremarkable. The range of sounds is roughly identical to that in humans, though there is an emphasis on long hooting or wailing. There is a pheremonal subtext to Lam Nur language however; because of their good sense of smell and sensitivity to pheremonal cues, verbal language among the Lam Nur is layered ontop of a pheremonal base that communicates, if not the general mood of the speakers, then the general mood the group. This is involuntary, and while it can be manipulated in some ways, makes it difficult for the Lam Nur to hide their emotions from each other.

Ada/ResAdaptability:
Intelligence - 7
Grasping Appendage - 3
Language - 10
Broad Spectrum Foraging - 5
Construction - 6
Pottery - 1
Weather Lore - 1
Horticulture - 4
Slash-and-Burn Agriculture - 3
Spear Fishing - 3
Canoes - 1
= 44 = +2 Fertility

Resilience:
Strength - 2
Toughness - 3
Agility - 3
= 8 = +0 Fertility

Hex Fertility and PopulationFertility:
Q23 - 6+1 (Coast) +1 Fertility= 8
R22 - 7+1 (Coast) +1 Fertility= 9
Q21 – 7+1 Fertility = 8
R20 - 7+1 (Coast) +1 Fertility= 9

Population:
Q23 - 280
R22 – 357
Q21 – 103
R20 - 280

Rogue_Dragon
2009-12-16, 06:30 AM
Biros
The Biros appear very similar to small manta rays. They have devoloped the both the ability to swim, and a limited ability to fly. They use these abilities to move along rivers, avoiding predators and surprising prey by rapidly switching between fluttering above the water, and diving down into it.

Appearance
Biros colors seem to change greatly from one to the next, however on the upper side of them they tend towards browns and greens, while their underbellies tend towards whites and blues. One might assume that this would help them to hide in the muddy bottoms, or blend in with the sky when seen through murky water, however the Biros are far to active, and switch far to often from water to air, making them easy to spot by anyone who watches for more than a few moments.

Fluffy bits

Environment
The Biros are air breathers, and they don't technically NEED to be wet to survive, however they greatly prefer wet environments, and extended periods on dry land tends to make greatly uncomfortable, often leaving them with unfortunate skin conditions.
Movement
The Biros arn't the fastest swimmers in the river, nor by far the best flyers. There swimming is however better than most land based predators, and they are at least capable of flapping their way up into a tree, or gliding over the river for a short distance.
Diet
Their diet consists mostly of fish that they grab with their prehinsile tails and simply drag out of the water, though they also will occasionally eat low hanging fruits as the pass underneath.
Reproduction
While there does seem to be a cycle to the mating of the Biros, there isn't really any particular organization to it. No complex mating dances, no changes in colors, or collecting of shiny objects. Once a Biros feels the need to reproduce, it simply goes up and down the river(as usual) asking those it passes of the opposite gender if they are willing. Once they find a willing mate the Biros leave the river together, and go a short ways inland, where they then dig a hole and fill it with fertilized eggs. After the eggs are burried, the two Biros return to the river, and often never see eachother again, or at least they don't recognize eachother when next they meet. When the eggs hatch they seem to have an instinctive draw towards the river, and hundreds of tiny Biros flutter and crawl their way towards their new watery home. When they hatch the majority are eaten by landbound predators, and even more are eaten by the larger fish, but after a time the young learn to avoid their predators, and grow up to patroll their inherited rivers.
Society
The Biros have no real society to speak of, spending much of their time simply wandering up and down their river homes. While they do have a primitive language, they generally only use it to share information about nearby predators, or schools of fish that would make easy prey. Biros have no real strong connection to eachother and will almost never come to eachothers aid in times of trouble. The only time that Biros seem to work together is at night, when they tend to clump together for warmth and safety, either in mudholes by the sides of their rivers, or hanging by their tails from trees by the wayside.
Language
The High pitch chirps and growls of the Biros make up a surprisingly complex language considering the relative lack of intelligence amongst it's speakers. The Biros language is mostly descriptive, with names being more of a description of the thing, than an actual name for it. As for learning the language, the Biros seem to just instinctively know it, starting to speak it shortly after they first hit the water. In theory the high pitched sounds of their language would carry fairly well underwater, but few Biros bother speaking while submerged, and even fewer are willing to stay still underwater long enough to hear what others might have to say.

Stats

Brain: 8
Strength: 1
Grasping Appendage (Prehensile Tail): 6
Stinging Tail: 5
Toughness: 1

Movement:
Wings: 10
Swimming: 10
Agility: 8

Tech
Burrows 6

Society
Language: 10


Original Stats

Brain: 4
Strength: 1
Grasping Appendage (Prehnsile Tail): 4
Piercing Tip: 1
Toughness: 1
Agility: 4

Movement:
Wings: 10
Swimming: 10

Society
Language: 10


Ada/Res

0/1
Pop Growth= 2%base+3% Res+2% Ada= 7%
Adaptability: Brain 8 + Grasping Appendage 6 + Language 10+Burrows 6 =30=1
Resillience: Toughness 1+ Strength 1+ Stinging Tail 5 + Agility 8 + Wings 10 + Swimming 10= 35=1


Terrain
Hexes
b-28 Plains w/River 150
b-30 Evergreen Forest w/River 300
c-31 Evergreen Forest w/River 300
c-29 Diciduous Forest w/River 150
d-29 Diciduous Forest w/River 150
d-32 Evergreen Forest w/River 300

Fertility
Deciduous Forest 8
Evergreen Forest 7
Jungle 6
Plains 6
Mountains 5
Hills 5
Desert 4
Ice 3


History

Turn 1
Spent 4 EP on Tail Stinger
4 EP on Burrows
2 EP on Brains
Turn 2
2 Ep Brain-->8
4 Ep Agility-->8
2 EP Prehensile Tail-->6
2 Ep Burrows-->6

Mangles
2009-12-16, 06:51 AM
The Kin

While not really one race, the symbiosis of the Kin is so strong that removing either effectively kills the other. The body of the Kin is similar to an Orangutan in size, shape and colour and reproduces much the same as most other mammals. It is only when a newborn arrives that the obvious symbiosis occurs. The kin "body" at birth has the same mentality and co-ordination as a sloth, in that it sometimes mistakes its own arms and legs are tree branches and falls to its death. It is not until the "body" undergoes the ritual that comprehension begins to show. The adult Kin bathe the young "bodies" in the juices of a particular fruit, the Johab, that has been filled with water and left out. The Johab contains a bacteria which reacts strongly with the brain, increasing intelligence and metabolism. The Kin would never have reached the state they are in today if not for the Johab bacteria, and indeed the bacteria dies off if the fruit is not used on a "body".


Stats

Physical:
* Brain: 3 EP Naturally smart, the Kin excel mainly in using their intuition for given situations.
* Strength: 3 EP Lacking formal weapons the Kin rely on their strength and speed to allow them to hunt when they can't forage.
* Grasping appendage: 3 EP (Arms 4 and feet with hands 1) The Kin use both their legs and arms to move about. Allowing them to climb to their tree top dwellings with ease.
* Toughness: 3 EP: Sleeping outside and fending off predators who want the Kins "homes" has left them thick skinned.
* Agility: 5 EP: When they are outmatched the Kin will run and shout, forming larger and larger groups until they can turn the tide.

Knowledge and technology:
* Language: 10 EP More of howling than a real language, never the less it gets the point across.
* Natural dwelling: 2EP The kin have learned to utilize what nature provides, living preferably in trees, but in caves or other natural dwellings that afford shelter when they cannot.
* Stone head clubs: 4EP The club is the main weapon of choice for the Kin. Made of a long bone or wood shaft and with a rock tied too it, the club is also utilized as a tool allowing the Kin to break open fruit.
* Flint knife: 2EP Only the Kin warriors or chiefs possess these small flint knifes. Used more often in ceremony than battle.
* Domestication: 4EP The kin attempt to domesticate the Drall
* Wood Construction: 2EP: Housing above the ground and for beasts on the jungle floor
* Botany: 4EP Attempting to breed the Johab fruit.


Adaptability = 1 10/20
Language 10 + Natural dwelling 2 + Flint knife 2 + Grasping appendages 3 + brain 3Domestication 4 + Wood construction 2 + Botany 4 = 30

Resilience = 15/20
strength 3 + toughness 3 + agility 5 + Stone head clubs 4


Hexes


(M, 17) 361
(L, 18) 360
(M, 19) 103
(N, 20) 206

Jungle: 8
Mountains: 7
Decidious Forest: 6
Hills: 6
Evergreen Forest: 5
Plains: 5
Desert: 4
Ice: 3

Emperor Demonking
2009-12-16, 11:04 AM
The Hylnks.

Hylnks are four legged creatures. They have black hair completely covering their bodies, two black eyes and their faces have a snout. They have a tail (similar to a horse’s) that is quite short.

Hylnks are intelligent hunters that are very rarely to be found outside large groups. Their society is ruled by the bossiest and loudest unless the pack is driven to revolt. To a degree there’s two classes, the leadership class and the pack class. Though their prey wouldn’t agree, Hylnks are generally good-natured among themselves (though Hylnks wanting to be leaders may resort to solitary violence amongst themselves.)

EP

Intelligence: 8
Though not knowledgeable, Hylnks possess a good cunning and instinct.
Agility: 5
Though not incredibly fast, they are quick enough to set up their hunting traps.
Strength; 2
Quite weak alone.
Toughness: 6
Fragile if something manages to get in a lot of attacks against it.
Claws; 4
When attacking in a group, Hylnks can use their claws to fearsome effect.
Grasping: 1
Their mouths. Not very agile.
Parasite Resistance: 6
Resistance to Parasites

Tech:

Language: 10
A decent language. Mainly focused on hunting and themselves.
Society: 7
Little infighting among themselves and they are able to work well in large groups. They can also delegate Hylnks to stand guard over the pack.
Hunting: 8
They are mainly focussed on pack hunting and using their numbers to their advantage.
Animal Knowledge: 2
What's dangerous and what's not.
Gathering: 6
Plant Gathering

Adaptability: 2 = 40 = 8 (Hunting) + 10 (Language) + 7 (Society) +8 (Brain) +1 (grasping)
Resilience: 1 = 25 = 5 (Agility) + 6 (Toughness) + 2 (Strength) + 4 (Claws) + 2 (Parasite Resistance) + 2 (Animal Knowledge)


First Turn EP

Intelligence: 7
Though not knowledgeable, Hylnks possess a good cunning and instinct.
Agility: 4
Though not incredibly fast, they are quick enough to set up their hunting traps.
Strength; 2
Quite weak alone.
Toughness: 4
Fragile if something manages to get in a lot of attacks against it.
Claws; 3
When attacking in a group, Hylnks can use their claws to fearsome effect.
Grasping: 1
Their mouths. Not very agile.

Tech:

Language: 10
A decent language. Mainly focused on hunting and themselves.
Society: 7
Little infighting among themselves and they are able to work well in large groups. They can also delegate Hylnks to stand guard over the pack.
Hunting: 7
They are mainly focussed on pack hunting and using their numbers to their advantage.

Adaptability: 1 = 32 = 7 (Hunting) + 10 (Language) + 7 (Society) +7 (Brain) +1 (grasping)
Resilience: 0 = 13 = 4 (Agility) + 4 (Toughness) + 2 (Strength) + 3 (Claws)


Hexes


Decidious Forest: 6
Jungle: 4
Evergreen Forest: 5
Plains: 8
Hills: 7
Mountains: 5
Ice: 3
Desert: 6

H20 (8+1): 327
H22 (8+1): 327
I21 (8): 218
I23 (8): 218



Worshippors:


80 to Mykra

Lord_Asmodeus
2009-12-16, 04:12 PM
Skecsix

Physical:

Brain: 4
Strength: 5
Agility: 5
Toughness: 6
Grasping Appendages: 2
17 EP spent

Other:

Powerful Smell 5
Powerful Taste: 5
Digging Claws: 4 (strong front claws built for digging in dirt, and handy in a fight)
Tactile/Vibration: 3
17EP spent

Technology:

Language: 10
Group Hunters: 3
Communal Burrows: 3
6EP spent

Supernatural:
nothing

Adaptability: 1=35 (5 Powerful smell, 5 powerful taste, 4 Digging Claws, 3 Group Hunters, 3 Communal Burrows, 10 Language, 4 Brain, 2 Grasping Appendages)
Resilience: 1=20 (5 strength, 5 agility, 6 Toughness, 4 Digging Claws)
Fertility:
1000 pop

Hexes:
Hills: 8
Desert: 7
Mountain: 6
Jungle: 6
Deciduous: 5
Plains: 5
Evergreens: 4
Ice: 3

Q14: 250
Q15: 250
P16: 250
O15:180
O16: 70

The Skecsix are a race of intelligent creatures, they are blind and their hearing is very basic, limited to feeling vibrations in the air, and they do not "speak" in the traditional sense or make noises. However, they have a powerful sense of taste and smell which they use in conjunction to "view" the world around them in a combination of the sensations. Their language also comes from a combination of smells and tastes. Skecsix seem to be both mammalian and reptilian. They bear both the long snouts of mammals and the air-tasting tongue of reptiles. They seem somewhat like a cross between a weasel or a stoat and a Tegu (http://en.wikipedia.org/wiki/Tegu) and they have other traits of both types as well. They don't seem to have eyes, and like reptiles they have no ears. Their bodies are covered in scales, though they still grow fur in some places. They have powerful jaws and sharp teeth, and are mainly carnivorous. Skecsix have long tails like those of the Gentu, which are striped

Zweanslord
2009-12-16, 07:08 PM
Note: My time can be quite sparse at times, so it would help a lot if you put a bold Erren above pieces which I need to respond to so I can focus on those parts and response.

The Erren

http://img191.imageshack.us/img191/9347/errensmall1.jpg

Description

The Erren are a small omnivorous quadrupal species living very primitive lives. They band together in small groups and travel around in search for food. Their diet is broad and diverse, eating fruits, roots and several plants, they also scavenge for left-over meat from other predators. Their mouth is at the end of a short trunk and sharp teeth set in it allow the Erren to digest large portions of food. While the teeth are unsuitable to defend themselves, their not too bad strength helps them in the case they are cornered, but the Erren do not rely on it and usually try to outrun predators or outwit them.
The verbal language of the Erren is primitive, as most Erren only converse about the things they need: food, safety, sleep and a path to either one of those. Despite that, their language has potential for more concepts and the Erren at times display some cunning, such as pushing left-over meat with their bodies out of sight for other potential competitors.
Their skin is rough and sturdy and of a reddish colour and pattern, matching the colour of the hills they inhibit. On the skin are hardened bulbs from which at times gasses and smoke emerge. Most of this gas is waste, as this is the main means for waste disposal for the Erren. Gas explusion can also be used by the Erren to get rid of heat. Most groups try to find rest in some of the caverns and caves of the hills if possible, and otherwise try to rest in rocky terrain in the hopes their colour makes them difficult to find and predators betray themselves on the rocks with sound.
Children are born from eggs, which are in turn laid by Erren from their mouths. When an egg first emerges it is relatively soft and hot and as it cools down the shell hardens. The common case is that only egg is laid with two being uncommon and more being rare. Before hatching, the eggs usually become very hot after which they break from hot air pressure within, causing quite some noise and occasionally causing a small and harmless explosion. Eggs are fertilised before laying, as Erren periodically have some liquid in their bulbs which other Erren can suck up for fertilisation after which they can lay an egg. If not sucked up, it usually becomes gaseous and creates a smell to signify this status. All Erren can lay eggs and produce fertilisation liquid. Erren parents usually stick with each other to take care of the eggs and kids, and some parents stick only with each other, but others have several parent relationships over the course of their life.

EP

Turn 1
10 Brain
05 Strength
10 Agility
10 Toughness
10 Language

1 Adaptability: 20 | 10 Brain, 10 Language
1 Resilience: 25 | 5 Strength, 10 Toughness, 10 Agility

Turn 1->2
10 Brain
05 Strength
15 Agility
10 Toughness
10 Language

1 Adaptability: 20 | 10 Brain, 10 Language
1 Resilience: 35 | 5 Strength, 10 Toughness, 20 Agility

Turn 2->3
10 Brain
05 Strength
20 Agility
10 Toughness
10 Language

1 Adaptability: 20 | 10 Brain, 10 Language
2 Resilience: 45 | 5 Strength, 10 Toughness, 30 Agility

Turn 3->4
10 Brain
05 Strength
20 Agility
15 Toughness
10 Language

1 Adaptability: 20 | 10 Brain, 10 Language
2 Resilience: 55 | 5 Strength, 20 Toughness, 30 Agility


Abandoned Location: Red-coloured hill hexes

http://www.ckchang.com/photogallery/photo00029256/tunnelview2.JPG

Fertility

8 Mountains
7 Hills
6 Deciduous Forest, Jungle
5 Evergreen Forest, Desert
4 Plains
3 Ice

Population

Turn 01
H16: 200
I15: 300
I17: 200
J16: 300

Turn 2
G13: 510
L16: 306
I17: 30
H18: 84
G19: 92

Turn 3
G13: 546
L16: 327
G19: 70
F18: 75
F16: 43
E17: 32

Turn 4 (before growth)
G13: 546
L16: 327
F16: 113
E17: 107

Worshippers

0

purepolarpanzer
2009-12-17, 11:40 AM
The Erren

EP

10 Brain
05 Strength
10 Agility
10 Toughness
10 Language

1 Adaptability: 20 | 10 Brain, 10 Language
1 Resilience: 25 | 5 Strength, 10 Toughness, 10 Agility


Isnt that one too many EP, Zweans? 9 pts for Brains, Agility, Toughness each, 4 for strength=9, 18, 27, 31? Correct me if I am wrong, and apologies also if I am as I am new.

Eldan
2009-12-17, 02:16 PM
Race: The Tarkash

The Tarkash are small, but aggressive predators, hunting in packs of a dozen individuals. Generally, all members of the same pack are clones of the same genotype, and non-related packs react with avoidance, or, more rarely and in the case of overpopulation, aggressively.
Tarkash packs are nomadic, travelling wide areas and hunting other animals of almost any size with their fast speed and vicious tail stingers.
They are hermaphroditic and, before spawning, mate to enable some gene admixture. Usually, every member of the pack lays a single egg in a shallow nest she builds herself. From this egg hatch between ten and fifteen grublike white Tarkash Larvae, which feed mostly on plant leaves and fruit in their first months of development, before hatching into fully grown adults after about half a year, depending on temperature.
The adult Tarkash is an elongated creature, about twice as wide as high and three times as long as again, with heavy, segments of greenish-brown chitinous armour on it's back over dirt-brown skin. The front third of the body is usually kept in upright position when not lying low, and the front legs, near the head, are formed into small, but dextrous four-fingered hands with broad digging claws on each finger.
The Tarkash's main weapon are their long, muscular tails, which are crowned by pointed stingers which they use to bring down their prey after jumping it in large groups.
While above animal intelligence, the Tarkash are nevertheless a primitive species, with barely any culture. Their language is made and used for communication during hunts, consisting of pheromones and body movements just as much as sounds, and while it has a narrow range of concepts, these are often covered twice or thrice, in different media. They have, so far, not bothered with developing any technology of any kind, nor shown any interest in doing so.


Breakdown:
Physical
* Brain: 2 EP
* Strength: 4 EP
* Grasping appendage (2 arms) : 4 EP
* Toughness: 3 EP
* Agility: 6EP

Others:
*Keen Sense of Smell: 4 points
*Poison: 2 points
*Tail with Stinger: 3 points
*Jumping: 2 points
*Armor Plating: 2 points
*Stealth: 4 points
*Swimming: 3 points
*Hold Breath: 1 point

Supernatural:
* None
Technology:
* Language: 10 EP
*Nest Building: 1 point
*Animal Lore: 1 point
*Hunting Strategy: 2 points

EP spent: 30
Resilience: 1 (30 points, Strength: 4, Toughness 3, Agility 6, Sense of Smell 4, Poison 2, Stinger 3, Jumping 2, Armor plating 2, stealth 4)
Adaptability: 1 (24 points, Brain: 2, Grasping Appendage 4, Language 10, Nest Building 1, Animal Lore 1, Hunting Strategy 2 Swimming 3, Hold Breath 1)

Fertility by Terrain:

Jungle 8
Deciduous 7
Evergreen, Plains 6
Hills, Mountains 5
Red Hills 4
Desert 3


Population by Hex:

V 18 (9): 300
U 19 (9): 300
W 19 (9): 300
V20 (8): 100

FullmetalChef
2009-12-18, 01:57 AM
The Lükaverka

Description:
The Lükaverka are basically feline in appearance. Standing upright on two well muscled hind legs, standing an average of between 80 centimeters and 1 meter tall their bodies are covered head to toe in short soft fur that varies in color and pattern from individual to individual. Their ears are long (usually a good 10 to 14 centimeters in length) and are usually pointed backwards, although when they are hunting they stick their ears upright to be able to hear their prey better. Their eyes are humanoid with the exception of elongated vertical irises. Their faces resemble that of a typical cat with a slightly flatter muzzle, the Lükaverka all possess sets of whiskers often 12 centimeters long. Their bodies are stocky and athletic, built for a species constantly on the move. Their hands consist of a set of four fingers that resemble human fingers with only two (rather than three) joints past the knuckle. Potruding from the first joint of each finger is a elongated bone that grows out of the bones of their fingers. These bones are closer to claws than anything else, average a lengthy of usually 18 centimeters and they are particularly hard and sharp. They are used as weapons and tools by the Lükaverka. The Lükaverka have not developed any weapons technology outside of their claws, they use group tactics similar to a pack of wolves to take down prey. Their legs are much more dense in muscle than most humanoid bipeds and the bottoms of their feet are heavily padded to allow them to travel over most terrains.

The Lükaverka possess a strange ability as a race. When their emotions run particularly strong and wild they often lose control of themselves and transform both mentally and physically. They lose a good amount of their ability to reason and think clearly, reverting to a much more animalistic nature and mindset. While this is interesting it is the physical changes that are of the most note. Regardless of coloration their fur changes color to a dull purplish black, and the color of their eye become a solid white with a red vertical iris. Their feet elongate themselves and their knee joints shift lower on their legs, causing them to walk only on the pads of their feet. Their ears seem to meld over and twist into what looks like grotesque versions of horns. Their claws undergo the greatest change during their transformation. The three outside claws grow into a single claw that can reach up to 35 centimeters and their thumb claw elongates out to about 25 centimeters. This melding of the claws more or less results in the loss of the individual fingers and their hand more resemble a giant set of pincers as opposed to hands.

Society:
Lükaverka society is structured as pack, the group always moves together and is very tight knit and internal. Leadership is determined by who can lay claim to it. The leaders of the pack are more often than not female and the ratio of females to males is about 3:1. Simple numbers are not the only reason for this. While many species exhibits a general physical disparity between males and females, the Lükaverka lack that nuance, both males and females have the same general build and capabilities. You are not what you were born as but what you make of yourself to the Lükaverka.

Baby Lükaverka are born the same way any mammal is born. Females are only capable of giving birth once every 9 months, 6 months for the child to form after insemination and during the following three months, their bodies enter a sort of recuperation phase. During this time they are incapable of fertilization as their bodies reproduce the hormones and resources need to give birth. Lükaverka are capable of giving birth to anywhere from 2 to 8 babies (referred to as Lükaves) in a single birthing, never has a mother given birth to only a single child, and it is that rate of birth that allows the Lükaverka to survive despite only being able to give birth, generally, once a year. After a birth is the only time the pack will settle anywhere for an extended period of time. For the next 6 months after a birth the pack will largely dedicate themselves to caring for the mother and Lükaves and waiting for the children to reach the age that they can be carried by the males as the pack moves, after a years the children are usually strong enough to keep up with the pack on their own. After a Lükave has participated in her first hunt (only the females hunt) they are considered an adult and a proper Lükaverka.

Language:
The Lükaverka's language is fairly simple at this point, no concept is included that they have no use for. To outsiders their speech sound like so much nonsense, even to those with an understanding of language. They don't use words so much as a combination of mewling sounds and hisses, but most others do not notice that they make heavy use of body language in their communications. Their language is a visual one as much as an auditory one.

EP Distribution:
Physical:
Brains: 3
Strength: 7
Grasping appendage: 3
Toughness: 5
Agility: 6
Keen Smell: 3
Bone Claws: 4
Points Spent: 27

Supernatural:
Primal Urge: (power source): 7
Primal Transformation (Claws): 5
Primal Transformation (Strength): 1
Primal Transformation (Toughness): 1
Read Movement: 1
Points Spent: 15

Knowledge:
Language: 10
Points Spent: 0


Population Growth:
Adaptability: 1 = 21 = 3 (Brain) + 3 (Grasping Appendage) + 10 (Language) + 1 (Read Movement) +3 (Keen Smell) + 1 (Read Movements)

Resilience: 1 = 36 = 7 (Strength) + 5 (Toughness) + 6 (Agility) + 4 (Bone Claws) + 7 (Primal Urge) + 5 (Primal Transformation [Claws]) + 1 (Primal Transformation [Strength]) +1 (Primal Transformation [Toughness])

Fertility and Population Distribution
Population total: 1000
V26 – 300 – Fertility 10 = 8+1 Coast +1 Adaptability
V24 – 200 – Fertility 10 = 8+1 River +1 Adaptability
U25 – 300 – Fertility 10 = 8+1 River +1 Adaptability
W25 – 200 – Fertility 10 = 8+1 Coast +1 Adaptability

Deciduous Forest: 8
Plains: 7
Jungle and Hills: 6
Evergreen Forest and Mountains: 5
Desert: 4
Ice: 3

Chucho108
2009-12-23, 11:35 PM
Linnelf

Physical
Intelligence – 5 EP - Little more then animals the Linnelf possess a cunning that sets them above their less advance brethren.
Strength – 5 EP – The Linnelf, while far from the behemoths that haunt the dark depths of the ocean possess a formidable strength, one they use with great joy to tear their prey to shreds.
Toughness – 5 EP – The Linnelf are a hardy race, bred for the depths of the ocean.
Agility – 5 EP – While the Linnelf’s compact bodies are built for speed they have trouble with quick turns.
Size (Larger) – 10 EP (Effective: 20 [Str:5, Tgh: 5]) – While far from the largest of sea creatures, the Linnelf are compact killing machines.
Tentacles – 5 EP – Located behind the pectoral fins, these two tentacles are used more for their tactile sense then actual manipulation, but they also serve a purpose in hunting, reaching out to grab hold of prey that might be able to out swim the Linnelf.

Knowledge
Language – 10 EP – The language of the Linnelf, if it could be called that, is rudimentary at best.

Resilience: 1|25 (Strength: 5, Toughness; 5, Agility: 5, Size(Larger): 10)
Adaptability: 1|20 (Intelligence: 5, Tentacles: 5, Language: 10)

Appearance: Male Linnelfs average five feet in length, three feet from the tip of their dorsal fin to their underside, and have a three feet wing span from the tip of their pectoral fins. The female Linnelfs are larger, tending towards six feet in length, with a height of four feet, and with a wing span of three and a half feet. Males are a pale white with grey markings on their underside and head while females are mottled darks, ranging from black to grey to green. Behind a powerful set of jaws, the Linnelf’s body is torpedo shaped, which leads to its powerful tail. Behind the first set of pectoral fins the two tentacles sit, one on each side of the Linnelf. These extensions are pure muscle and while they lack in fine manipulation they are quite capable of crushing anything they wrap around.

Environment: The Linnelfs are a solely aquatic species, spending their entire lives in the depths of the sea. While they generally live in the ocean there is no actual barrier preventing them from moving into rivers and wetlands, besides the possible size issue. They are capable of moving through the various levels of the ocean, with only the darkest depths truly unattainable at the moment.

Land:
O25 - Coastal Ocean - Population: 250
O27 - Coastal Ocean - Population: 250
P26 - Coastal Ocean - Population: 250
P28 - Coastal Ocean - Population: 250

purepolarpanzer
2009-12-27, 01:19 PM
Updated my figures on hexes for end of turn one. On to turn two.