World Building Game...


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3d6 ⇒ (6, 6, 3) = 15
37+15=52


Umbral Reaver wrote:

Further Notes on Colony Sophonts

A terrible, terrible phone photo of my drawings. My PC (with scanner) is currently occupied.

Shown above is one of the simplest forms of Colony Sophont. Much greater forms are possible, usually with a larger number of feeding zooids to sustain the correspondingly larger body mass. Some Colony Sophonts have upward of a hundred zooids to a single brain zooid, all arranged in tree-like structures radiating outward. The amphibious Colony Sophonts using constructed skeletons tend to favour the smaller arrangements; they usually have no more than ten 'limbs', each limb constructed from two to four manipulator zooids and/or paddle zooids wrapped around and organically glued to coral or wood structures.

Wow.

We must annihilate them before they annihilate our creations! :P


3d6 ⇒ (2, 4, 6) = 12

What to invent today?


Serpentfolk invent pottery. While burning their pottery they discover that certain pieces of stone and clay when heated boil and can be mix to produce very strong material that is shiny bronze. (two advancements for 20 points)

1 point remaining.


3d6 ⇒ (1, 6, 1) = 8

STOCKPILE: 10

Hey! The Colony Sophonts might think you're just as frightening! You grow bones inside your body! That's totally weird!


3d6 ⇒ (1, 2, 2) = 5

Stockpile: 6


Started the 23rd, now is the 28th. 3,000 years in. Does anyone want to be the god of cataclysm, if not I will be it.

A new page and the stats to play.

How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.

The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.

Point-Buy Table
Action - 1st Age(+500 yrs/rnd) - 2nd Age (+200 yrs/rnd) - 3rd Age (+100 yrs/rnd) - 4th Age (+10 yr/rnd)
Shape Land - 3 - 5 - 8 - 10
Shape Climate - 2 - 4 - 6 - 8
Catastrophe - 10 -10 - 10 - 20
other Event - 10 - 7 - 9 - 6
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 1
Create Race - 12 - 6 - 20 - 30
Create Subrace - 10 - 4 - 12 - 25
Command Race - 8 - 4 - 3 - 5
Advance Civilization - 10 - 5 - 6 - 12
Purify Civilization - 5 - 8 - 5 - 8
Corrupt Civilization - 4 - 6 - 4 - 6
Advance City - 8 - 4 - 5 - 8
Purify City - 4 - 5 - 3 - 4
Corrupt City - 3 - 4 - 2 - 3
Command City - 6 - 4 - 2 - 2
Create Sect - 8 - 6 - 4 - 4
Command Sect - 4 - 3 - 2 - 2
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 2

Changes...to SEKAI:

_________________________
1
Forest.
Fey race. They protect and help nature grow.
_________________________
2
Plains
_________________________
3
A series of gentle rolling hills and low valleys with quickly fill during an age of heavy rains, reating a land of rolling grassland interrupted by many fresh-water lakes both great and small.
_________________________
4
Jungles -_-
_________________________
5
Plains
_________________________
6
Plains
_________________________
7
Forest.
Fey continue to wander and help nature as they go.
_________________________
8
Plains
_________________________
9
Plains
_________________________
10
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.
Race: demon-faced anglerfish

They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.

Command Civilization(8): Build City
Using their newfound knowledge of the exploitation of thermal vents and volcanoes, the Anglers establish a series of colonies in the deepest ocean. Concealed by miles of water above them, where no sunlight ever penetrates, patchwork labyrinths of basalt, twisting chimneys of brimstone brine, and agricultural fields of tube worms develop.
_________________________
11
A thriving tropical swamp.

Race: Serpentfolk develop

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)
_________________________
12
Tropical Mountains

Deep rich rainforest forms up around the mountains, clinging to all but the tallest peaks. The section of rainforests becomes swamps closest to 10.

From the mangrove swamps of tile 11 into the rich eastern lands of tile 12, Feathered Serpent-folk leave the Serpent-folk to survive.

The feathered serpentfolk gather at one of the great mountains of the jungle highlands, beginning to inhabit what caves dot it's surface and building low structures of mud, thatch or clustering the tree branches to turn the trees themselves into shelters, and they call this place their holy city of Ka'i'do [First City!]

_________________________
13
Swamp -_-
Fey continue to wander and help nature as they go.
_________________________
14
Plains
_________________________
15
Plains
_________________________
16
Plains
_________________________
17
Plains
_________________________
18
A great high mountain range at the bottom of the world outmatching all others

A deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.
_________________________
19
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Race: Colony Sophonts

Fey continue to wander and help nature as they go.

_________________________
20
Race: Dwarf

Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)
Terribly hot desert.


Races of Sekai:

Fey
They protect and help nature grow.
_________________________
demon-faced anglerfish
They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.

Anglers are located solely in the deepest ocean depths, under at least 2 km of water. They have an extreme sexual dimorphism; all active members of society are female fish, with gaping maws filled with needle-like teeth , and a robust arm growing out of their foreheads, between their eyes. The arm ends in a central pad with six long, dexterous fingers. Each fingertip is bioluminescent, and can be made to grow brighter or dimmer. Originally used to lure prey, these luminous ends are now mainly used for communication between females. Males of the species, on the other hand, are non-sentient, much simpler in body form, and are nearly a tenth the size of the female. They bite into and latch onto any female they find, and then fuse with them, losing all bodily form until it is subsumed into the female. She then uses the male to fertilize her eggs. A large portion of socioeconomics in Angler culture revolves around the growth and trade of males, which are treated much like cattle or luxury items. High status members display and adorn the numerous males attached to them.

Advance Civilization(10): Vulcanoculture
The Anglers discover fire. Or, more precisely, the thermal vents and abyssal volcanoes of the deepest ocean trenches. They learn how the energy feeds the chemosynthetic world in the depths, how to tap into the power source, how to feed the tube worms, how to harvest hot stones from the glowing extrusions of the magma upwellings.
_________________________
Colony Sophonts

In the primordial depths, wildly varied forms of life struggle and compete. While most of the world saw the emergence of single-bodied multicellular life, the dominant morphology in this region was colonies of related but distinct organisms, each serving a different role in a clustered superorganism. Evolutionary pressures amongst predatory colonies led to an increase in neural connectivity between colony members. Higher forms of cooperation proved superior, especially with the capacity for learning and tool use.

The Colony Sophonts are analoglous to Earth's colonial siphonophores. Each individual zooid performs a specific role in the colony:

    Feeding parts, with instinctual animal-like instincts they pass on to the collective; all parts have their own digestion and waste processing organs and the feeding parts simply deliver nutrients to each colony member.

    Prehensile tool-using tendrils, largely insensate on their own. They evolved from the paddle zooids as increased capacity to manipulate the environment became a valuable trait.

    Paddle-like motor limbs, the simplest of the colony organisms.
    And to organise them all, the sapient brain and core sensory organism. The brain zooid is unable to survive on its own and directs the activities of the colony's parts.

To reproduce, a Colony Sophont buds an additional brain zooid and populations of the other zooids, then divides into two separate colonies. Each has the same memory and continuity of self as the original, although particularly ancient memories degrade over multiple generations of fission.
The logical intelligence of a Colony Sophont is comparable to that of most hominids, although its social intelligence is almost entirely absent; the evolution of Colony Sophonts produced intelligence without any society. Each Colony Sophont is a nation unto itself. They have no concept of language and cannot even communicate with other colonies.

Advancements: Construction (x1)

The soft-bodied Colony Sophonts are limited in their growth and range of body plans until the development of construction techniques using coral structures. While the Colony Sophonts have no means of communicating with each other conventionally, they can observe each other and mimic useful behaviours. Their budding reproduction method also means learned techniques are passed on to offspring.

More sophisticated and sturdy Colony Sophonts begin to dominate the ocean, using the coral structures as armour and artificial skeletons for their soft zooid colonies. Groups of manipulator and paddle zooids wrapped around long segments of coral act like muscles around bones, similar to conventional limbs.

Colony Sophonts, Expand To Tile 12

With their increased sturdiness and mobility, the Colony Sophonts begin to venture into the wetlands adjoining the mountains. Woody plants serve as substitutes for their familiar coral structures where their populations move into more terrestrial environments. The total lack of language does mean that cooperation between Colony Sophonts only exists between close relatives that share memories of a common goal. As they bud off more offspring, those more distant from the ancestral goal form independent groups.

The Colony Sophonts encounter the feathered serpentfolk. Each Colony Sophont is a monstrosity of coral, wood and flesh and with no capacity to recognise intelligences outside itself, may seem an unthinking evil to the serpentfolk. Likewise, the scaly vertebrates may seem like nothing more than animals to the colonial meta-organisms.

Will the Colony Sophonts and serpentfolk learn to recognise each other's bizarrely different ways as intelligent, or are they destined to destroy each other?
_________________________
Serpentfolk

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)

Serpentfolk invent pottery. While burning their pottery they discover that certain pieces of stone and clay when heated boil and can be mix to produce very strong material that is shiny bronze. (two advancements for 20 points)
_________________________
Feathered Serpent-folk
Leave the Serpent-folk to survive.
_________________________
Dwarves
Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)
_________________________

Please PM me any thing that needs to be changed, or if you have a cleaner edit of the information.


1 person marked this as a favorite.

3d6 ⇒ (4, 6, 4) = 14

Stockpile: 6

A new day!

Fey continue to thrive and move into more regions.
In the last 500 years they moved from starting in tile 1, and spread to 7, 13, and 19. Beginning to wander the world to help nature grow.

[command race - 8] The Fey continue to wander and help nature.

They spread to 9, 3, 15, 17, 11, 5.

[create sect - 8]As the fey in tile 19, evolve to survive underwater and help the growth of nature in this region as well, they see the Colony Sophonts just as another living creature, and do not separate them from the collective of nature.

New stockpile: 4


3d6 ⇒ (1, 1, 6) = 8
Total: 52+8=60


Starting stockpile: 2

3d6 ⇒ (6, 2, 6) = 14

Total points: 16

Shape Land (3pts): The plains of 9 prove to open into more deep ocean, beach coastlines, and volcanic islands.

Command Race (8pts): The Anglers expand into the deepest trenches of 9.

Stockpile: 5


Making my roll for today already...

3d6 ⇒ (1, 2, 5) = 8


*sigh* Not enough...


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I tried to figure out a d20 format so that you could all see how a d20 works flattened out. Check it out!!!


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My earlier playing with triangles.

On the lower left there are numbers as used in the game, on the lower right as they were placed on die I had at hand.


Instead of the plains of 9, it will be 8 that has the change. No idea how the numbers were supposed to be all put together.

Lantern Lodge

Think I might have missed a day, oh well.

3d6 ⇒ (3, 3, 1) = 7

Back to my lousy rolls, well, still want to do something

Shape land [3] tile 8 becomes boreal forest (largely pine and other needle trees some leaf trees)

Stock 6

Dark Archive

3d6 ⇒ (1, 2, 4) = 7

42pts


3d6 ⇒ (3, 5, 6) = 14

Will it be enough for my not so diabolic plans?


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Special event: A dimensional rift opens high above the surface of the world and spews a battered cylindrical shape of strange metal which falls down and crashes into the lands below hitting triangle 1d20 ⇒ 3. (10 points)


Metal skyship from another world crash-landed on the grasslands of triangle 3, carving a valley where a hill rose before and burying secrets of magic and technology from another world at the bottom of a crater tainted with extradimensional energies, magitech radiation and alchemical waste. Whoever unearths the vessel will find numerous bodies of a small, scaled humanoids with a few winged specimens as well as cargo hold of alien ores.


In mean time serpentfolk tinker with written numbers and progress to invent mathematics. (10 points)

3 points remaining.


3d6 ⇒ (1, 4, 5) = 10

STOCKPILE: 20


3d6 ⇒ (5, 5, 1) = 11


3d6 ⇒ (5, 3, 6) = 14

Stockpile: 4

[command race - 8] The Fey continue to wander and help nature, now fully covering the world with much of their race.

New Stockpile: 10


1 person marked this as a favorite.

I should probably use my points for something neat.

ADVANCE CIVILISATION (10) Colony Sophonts, Memory Pods

The lack of language was an ongoing problem for the Colony Sophonts, limiting their capacity to develop technologically. While their ancestral memory could create lineages of scientific genius, the complex skills learned over so many generations could not be shared with other members of the species.

That is, until the evolution of the memory pods. It began with an attempt to bud an additional brain zooid to create the core around which an offspring would be built, but a mutation prevented the zooid from maturing properly. The underdeveloped zooid could only absorb memories and skills from its parent, but had no agency or intelligence of its own. The Colony Sophont found that it could generate more stunted zooids to store memories in and other Colony Sophonts could access those memories by incorporating the tiny zooids into their own networks.

Finally, the Colony Sophonts had a way to communicate with each other, and with that, the foundation of nationhood was born.

ADVANCE CIVILISATION (10) Feathered Serpentfolk, Basic Psionics

Communication between the Colony Sophonts and their neighbours, the Feathered Serpentfolk, continued to be difficult. They could observe each other and make assumptions about each others needs based on behaviour, but any meaningful exchange of knowledge was impossible.

The memory pods changed this. Of course, Serpentfolk could not attach the pods to their own brains to access them. Something else happened; a dormant power awoke in a few Serpentfolk. They could sense the thoughts trapped inside the fist-sized pods. The art of psionics was founded. Even the smallest amount of will in living beings had barred this ability from being noticed, but the memory pods had no such defenses.

The Serpentfolk and Colony Sophonts could speak to each other for the first time.

STOCKPILE: 0

Lantern Lodge

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3d6 ⇒ (4, 5, 1) = 10

Praised be to the great serpents when the strange ones were found, those odd few who could derive the intentions of the strange ones from below. Those who could develop these strange new psychic powers quickly became a new class of sacred diplomat-priests, serving as a link between the feathered serpents and the ones from below.

And now for something completely different

Create Race [12] The Yeti
Among the great mountains at the bottom of the world, from out of the eternal ice and snow they come, perhaps evolving from some strange shaggy beast, perhaps simply coalescing from the snows themselves. The come, their bodies completely covered in shaggy white hides of thick matted fur, only the palms and fingers, flats of their feet and toes showing the dark blue-black skin that also dominated their squinting heavy jawed faces, filled with large blunt teeth. They quickly come to a dominant position in their environment of giant lumbering herds and ruthless predators through the use of higher problem solving and through fashioning a variety of simple tools from bone. the seem to need no warmth, reveling in the cold and living in caves of packed snow or naturally forming in the mountains more out of a sense of community and for protection against predators then the cold.


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Starting stockpile: 5

3d6 ⇒ (6, 6, 6) = 18

Nice! New stockpile: 23

Advance Civilization: Magical Evolution
The Anglers start dabbling with transformative magics, delved from power sources deep underneath the ocean floor. It allows them to develop more and larger lure-hands, as well as being able to start seeing from their bioluminescent tips.

Advance Civilization: Telekinesis
This deep well of transformation also teaches the Anglers how to move things with their mind, and how to swim and maintain buoyancy in all manner of densities. They still prefer to remain in the deepest ocean trenches.

Stockpile: 3

Dark Archive

3d6 ⇒ (2, 1, 1) = 4

46pts


3d6 ⇒ (4, 1, 3) = 8

Will serpentfolk invent something today or not?


11 points remaining. For now.


3d6 ⇒ (4, 5, 1) = 10
Total: 81


3d6 ⇒ (6, 4, 6) = 16

STOCKPILE: 16


3d6 ⇒ (4, 3, 4) = 11

Stockpile: 14


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Stockpile: 10

3d6 ⇒ (5, 4, 1) = 10

[Advance race 10] Transmutation. The fey become closer to that which they care for. Many Fey develop in their own ways closer to nature. Thus the development of many individuals still in one race, many learn how to change their shape.

[Advance race 10] adaptation. The fey grow to learn how to best survive in the environments they live in, many know how to go dorment when natural hazards come through.

New Stockpile: 0

Last chance any takers on The Lord of Catastrophe? If not I will be The Lord of the Frozen.


Something tells me we should invent internal heating...


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spending points gained today:

Advance Race: Magma Travel

With the recent advances in telekinesis and physical hardiness, in conjunction with vulcanoculture, the Anglers learn to survive the dangers of lava, and can now swim in the vast fiery ocean beneath the world.

New Stockpile: 4

Dark Archive

3d6 ⇒ (2, 6, 2) = 10

56pts


3d6 ⇒ (1, 6, 3) = 10
Stock: 81
Total: 91


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Hordshyrd, tile 8 is ocean now, just changed the same turn. Do you want to still change it to boreal forests? It will cost you a catastrope and then a shape land. What do you want to do?

Hordshyrd, did you want the Yetis to spring from 18, as opposed to the tropical mountains in 12?

Stockpile: 0
3d6 ⇒ (4, 5, 6) = 15

The first god of catastrophe becomes known. We will see who will survive the coming age ending catastrophe. A black orb comes into existence above the high frozen mountains of tile 18.

[Create Avatar - 10]

[Command Avatar - 2]

New Stockpile: 3

Changes...to SEKAI:

_________________________
1
Forest.
Fey race. They protect and help nature grow.
_________________________
2
Plains
_________________________
3
A series of gentle rolling hills and low valleys with quickly fill during an age of heavy rains, creating a land of rolling grassland interrupted by many fresh-water lakes both great and small.

Metal skyship from another world crash-landed on the grasslands of triangle 3, carving a valley where a hill rose before and burying secrets of magic and technology from another world at the bottom of a crater tainted with extradimensional energies, magitech radiation and alchemical waste. Whoever unearths the vessel will find numerous bodies of a small, scaled humanoids with a few winged specimens as well as cargo hold of alien ores.
_________________________
4
Jungles -_-
_________________________
5
Plains
_________________________
6
Plains
_________________________
7
Forest.
Fey continue to wander and help nature as they go.
_________________________
8
Deep ocean, beach coastlines, and volcanic islands.

The Anglers expand into the deep ocean.
_________________________
9
Plains
_________________________
10
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.
Race: demon-faced anglerfish

They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.

Command Civilization(8): Build City
Using their newfound knowledge of the exploitation of thermal vents and volcanoes, the Anglers establish a series of colonies in the deepest ocean. Concealed by miles of water above them, where no sunlight ever penetrates, patchwork labyrinths of basalt, twisting chimneys of brimstone brine, and agricultural fields of tube worms develop.
_________________________
11
A thriving tropical swamp.

Race: Serpentfolk develop

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)
_________________________
12
Tropical Mountains

Deep rich rainforest forms up around the mountains, clinging to all but the tallest peaks. The section of rainforests becomes swamps closest to 10.

From the mangrove swamps of tile 11 into the rich eastern lands of tile 12, Feathered Serpent-folk leave the Serpent-folk to survive.

The feathered serpentfolk gather at one of the great mountains of the jungle highlands, beginning to inhabit what caves dot it's surface and building low structures of mud, thatch or clustering the tree branches to turn the trees themselves into shelters, and they call this place their holy city of Ka'i'do [First City!]

_________________________
13
Swamp -_-
Fey continue to wander and help nature as they go.
_________________________
14
Plains
_________________________
15
Plains
_________________________
16
Plains
_________________________
17
Plains
_________________________
18
A great high mountain range at the bottom of the world outmatching all others

A deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.
_________________________
19
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Race: Colony Sophonts

Fey continue to wander and help nature as they go.

_________________________
20
Race: Dwarf

Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)
Terribly hot desert.
_________________________
https://docs.google.com/drawings/d/1YTaYbtMPHAkXpRxJEb1TmAGtGAyBes4Jv8hd4Ve 9UBI/edit?usp=sharing


Races of Sekai:

Fey
They protect and help nature grow. They have spread over all of Sekai. Peaceful so far, have not needed to protect nature very much at all.

[Advance race 10] Transmutation. The fey become closer to that which they care for. Many Fey develop in their own ways closer to nature. Thus the development of many individuals still in one race, many learn how to change their shape.

[Advance race 10] adaptation. The fey grow to learn how to best survive in the environments they live in, many know how to go dorment when natural hazards come through.
_________________________
demon-faced anglerfish
They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.
Anglers are located solely in the deepest ocean depths, under at least 2 km of water. They have an extreme sexual dimorphism; all active members of society are female fish, with gaping maws filled with needle-like teeth , and a robust arm growing out of their foreheads, between their eyes. The arm ends in a central pad with six long, dexterous fingers. Each fingertip is bioluminescent, and can be made to grow brighter or dimmer. Originally used to lure prey, these luminous ends are now mainly used for communication between females. Males of the species, on the other hand, are non-sentient, much simpler in body form, and are nearly a tenth the size of the female. They bite into and latch onto any female they find, and then fuse with them, losing all bodily form until it is subsumed into the female. She then uses the male to fertilize her eggs. A large portion of socioeconomics in Angler culture revolves around the growth and trade of males, which are treated much like cattle or luxury items. High status members display and adorn the numerous males attached to them.

Advance Civilization(10): Vulcanoculture
The Anglers discover fire. Or, more precisely, the thermal vents and abyssal volcanoes of the deepest ocean trenches. They learn how the energy feeds the chemosynthetic world in the depths, how to tap into the power source, how to feed the tube worms, how to harvest hot stones from the glowing extrusions of the magma upwellings.

Advance Civilization: Magical Evolution
The Anglers start dabbling with transformative magics, delved from power sources deep underneath the ocean floor. It allows them to develop more and larger lure-hands, as well as being able to start seeing from their bioluminescent tips.

Advance Civilization: Telekinesis
This deep well of transformation also teaches the Anglers how to move things with their mind, and how to swim and maintain buoyancy in all manner of densities. They still prefer to remain in the deepest ocean trenches.

Advance Race: Magma Travel
With the recent advances in telekinesis and physical hardiness, in conjunction with vulcanoculture, the Anglers learn to survive the dangers of lava, and can now swim in the vast fiery ocean beneath the world.
_________________________
Colony Sophonts

In the primordial depths, wildly varied forms of life struggle and compete. While most of the world saw the emergence of single-bodied multicellular life, the dominant morphology in this region was colonies of related but distinct organisms, each serving a different role in a clustered superorganism. Evolutionary pressures amongst predatory colonies led to an increase in neural connectivity between colony members. Higher forms of cooperation proved superior, especially with the capacity for learning and tool use.

The Colony Sophonts are analoglous to Earth's colonial siphonophores. Each individual zooid performs a specific role in the colony:
Feeding parts, with instinctual animal-like instincts they pass on to the collective; all parts have their own digestion and waste processing organs and the feeding parts simply deliver nutrients to each colony member.

Prehensile tool-using tendrils, largely insensate on their own. They evolved from the paddle zooids as increased capacity to manipulate the environment became a valuable trait.

Paddle-like motor limbs, the simplest of the colony organisms.
And to organise them all, the sapient brain and core sensory organism. The brain zooid is unable to survive on its own and directs the activities of the colony's parts.
To reproduce, a Colony Sophont buds an additional brain zooid and populations of the other zooids, then divides into two separate colonies. Each has the same memory and continuity of self as the original, although particularly ancient memories degrade over multiple generations of fission.
The logical intelligence of a Colony Sophont is comparable to that of most hominids, although its social intelligence is almost entirely absent; the evolution of Colony Sophonts produced intelligence without any society. Each Colony Sophont is a nation unto itself. They have no concept of language and cannot even communicate with other colonies.

Advancements: Construction (x1)

The soft-bodied Colony Sophonts are limited in their growth and range of body plans until the development of construction techniques using coral structures. While the Colony Sophonts have no means of communicating with each other conventionally, they can observe each other and mimic useful behaviours. Their budding reproduction method also means learned techniques are passed on to offspring.

More sophisticated and sturdy Colony Sophonts begin to dominate the ocean, using the coral structures as armour and artificial skeletons for their soft zooid colonies. Groups of manipulator and paddle zooids wrapped around long segments of coral act like muscles around bones, similar to conventional limbs.

Colony Sophonts, Expand To Tile 12

With their increased sturdiness and mobility, the Colony Sophonts begin to venture into the wetlands adjoining the mountains. Woody plants serve as substitutes for their familiar coral structures where their populations move into more terrestrial environments. The total lack of language does mean that cooperation between Colony Sophonts only exists between close relatives that share memories of a common goal. As they bud off more offspring, those more distant from the ancestral goal form independent groups.

The Colony Sophonts encounter the feathered serpentfolk. Each Colony Sophont is a monstrosity of coral, wood and flesh and with no capacity to recognise intelligences outside itself, may seem an unthinking evil to the serpentfolk. Likewise, the scaly vertebrates may seem like nothing more than animals to the colonial meta-organisms.

Will the Colony Sophonts and serpentfolk learn to recognise each other's bizarrely different ways as intelligent, or are they destined to destroy each other?

ADVANCE CIVILISATION (10) Colony Sophonts, Memory Pods

The lack of language was an ongoing problem for the Colony Sophonts, limiting their capacity to develop technologically. While their ancestral memory could create lineages of scientific genius, the complex skills learned over so many generations could not be shared with other members of the species.

That is, until the evolution of the memory pods. It began with an attempt to bud an additional brain zooid to create the core around which an offspring would be built, but a mutation prevented the zooid from maturing properly. The underdeveloped zooid could only absorb memories and skills from its parent, but had no agency or intelligence of its own. The Colony Sophont found that it could generate more stunted zooids to store memories in and other Colony Sophonts could access those memories by incorporating the tiny zooids into their own networks.

Finally, the Colony Sophonts had a way to communicate with each other, and with that, the foundation of nationhood was born.
_________________________
Serpentfolk

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)

advance civilization writing (1x) - invent mathematics.

Serpentfolk invent pottery. While burning their pottery they discover that certain pieces of stone and clay when heated boil and can be mix to produce very strong material that is shiny bronze. (two advancements for 20 points)
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Feathered Serpent-folk
Leave the Serpent-folk to survive.

ADVANCE CIVILISATION (10) Feathered Serpentfolk, Basic Psionics

Communication between the Colony Sophonts and their neighbours, the Feathered Serpentfolk, continued to be difficult. They could observe each other and make assumptions about each others needs based on behaviour, but any meaningful exchange of knowledge was impossible.

The memory pods changed this. Of course, Serpentfolk could not attach the pods to their own brains to access them. Something else happened; a dormant power awoke in a few Serpentfolk. They could sense the thoughts trapped inside the fist-sized pods. The art of psionics was founded. Even the smallest amount of will in living beings had barred this ability from being noticed, but the memory pods had no such defenses.

The Serpentfolk and Colony Sophonts could speak to each other for the first time.

Praised be to the great serpents when the strange ones were found, those odd few who could derive the intentions of the strange ones from below. Those who could develop these strange new psychic powers quickly became a new class of sacred diplomat-priests, serving as a link between the feathered serpents and the ones from below.
_________________________
Dwarves
Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)
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Please PM me any thing that needs to be changed, or if you have a cleaner edit of the information.

Lantern Lodge

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Oops, not keeping track properly, I had been drawing things out but I left my paper at work before the holidays. I missed the thing about 8 being ocean, make it 6 that becomes forest instead, just trying to build out the forests a bit.
Also I realized I never specificly stated where I was putting the Yeti, the 12 was the number of points I was spending, yes they are in the mountains of 18.

3d6 ⇒ (4, 4, 6) = 14

Nice! my new total : 16

Advance civilization - Feathered Serpent-folk - Basic Ceramics
Over the many years the feathered serpent-folk have seen how the ground often grows harder beneath where a fire has been burning, but finally they have managed to develop how to use this for themselves. They have learned how to mix and purify the clay of the jungle-mountains, allowing them to make pottery and brick in the hot fires of certain jungle woods, and also how to replace certain stone elements of their weapons and tools with bits of ceramic, allowing them to be made more rapidly.

Corrupt Civilization - Yeti
Upon the arrival of the strange dark object amongst the storms and clouds of the sky most of the Yeti are fearfull, hiding from it and cursing it for it's strangeness but some few others delight in it's arrival and begin to make sacrifice to it.

Final total 2


Last roll in this year: 3d6 ⇒ (5, 2, 5) = 12


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Serpentfolk start to capture swamp gases in pottery and bronze jars and pipes and burn it in stoves and ovens to produce either very hot flame or to provide efficient heating and source of eerie light. (10 points for an advancement)

Their second advancement is combining mathematics, writing and observation to analyze and describe processes taking place during production of pottery, bronze and burning gas to develop chemistry. (10 points for an advancement)

3 points remaining.


UR, is there a chance of seeing actual scan of your great drawing of colony sophonts in the near future?


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I think I could put together a better one at some point.

In the meantime...

3d6 ⇒ (5, 6, 3) = 14

COMMAND RACE (8) Colony Sophonts, Trade Technology (Construction for Mathematics)

The Colony Sophonts prefer to occupy the ocean and wetlands, while their Feathered Serpentfolk allies dwell on higher ground. There is little need for conflict as they do not compete for territory or resources. In these peaceful times, using the gifts of memory pod and psionic thought exchange, the two races share their sciences with each other for mutual benefit.

The Colony Sophonts teach the Serpentfolk about their construction techniques, even so far as sharing the concepts of exoskeletons (although without the means, Serpentfolk don't have much use for this yet). In return, the Serpentfolk advance the Colony Sophont concepts of mathematics.

ADVANCE CIVILISATION (10) Colony Sophonts, Architecture

The advancements allowed by a deeper understanding of mathematics encourage the Colony Sophonts to attempt more ambitious construction projects. Their structures reach greater heights and sturdiness and they begin building great waterways wherever water meets land. These serve as roads for the largely aquatic species, and large rafts allow them to move materials quickly between their settlements and those of the Serpentfolk.

STOCKPILE: 12


Happy New Year!

3d6 ⇒ (4, 6, 3) = 13
Stock: 91
Total: 104


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ADVANCE CIVILISATION (10) Colony Sophonts, Astronomy

Living on the surface has allowed the Colony Sophonts to turn their eyes to the stars. With the mathematical knowledge gained from the Feathered Serpentfolk, they chart the mysteries of the void beyond this world.

They establish a calendar based on the measurement of the stars and the rotation of the planet around its sun. The very first New Year's Day is marked, and they celebrate it along with their Serpentfolk friends.

STOCKPILE: 2

;)


Starting stockpile: 4

3d6 ⇒ (4, 1, 2) = 7

Shape Land x3 (9 pts): The plains of 16 and 17 prove to continue the expanse of island-dotted deep ocean. With ocean now at 16, 17 and 19, the rolling plains of 3 with the crashed starship prove to be a large island in the middle of a deep ocean (19, 16, 17, 8, 10)

New stockpile: 2

The Exchange

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3d6 ⇒ (5, 4, 2) = 11
Create avatar (10pt): the trees in area 1 become a single entity.

Remainder (1pt)

Dark Archive

3d6 ⇒ (5, 5, 1) = 11

67pts


3d6 ⇒ (4, 5, 4) = 13

Stockpile 18

limited access there for a few days.

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