PDA

View Full Version : Evolution



Pages : [1] 2

Emperor Demonking
2008-02-16, 07:12 AM
( I had a massive post but microsoft word broke.)

The forest is colorful with all the trees and plants but not with animals. Admittedly most of you don't know that being blind and senseless. Along with you the other three species seem to be the Kenchow, the Stabe and the Sworm. But their may be more.

The Kenchow: Large pack animals who are mostly defenseless they are quite fast and their are a lot of them with hooves.

The Stabe: Fast with powerful claws they are rarely encountered in groups.

The Sworm: They are small and defenseless and their are a very large amount of them. The main prey for the species.

The main species:

Landanemone: You find yourself easy and one of the only prey for the carnivorous races.

Burrow spiders: At current you find yourself safe from most predators but being blind you find it hard to get prey.

Halibane: At current you find yourself safe from most predators but your claws aren't very affective against most prey.

Mollotoid; You find yourself safe from most predators but it takes a long time to manage to defeat most prey and to find some.

Muros: You find yourself easy to be eaten because it easy easy for them to be attacked from behind. Their body also can't handle flying and you often have heart attacks. You often find a cold substance while burrowing.

You get two points.

Admiral Squish
2008-02-17, 04:52 AM
Muros traveling in small packs graze languidly upon the dewy grasses in the early morning. Small, quadrupedal beasts with oddly-shaped limbs and protrusions, they munch away on the soft plant life the primeval forest has to offer. Some pups move faster than their elders, occasionally taking to the air with the unfurling wings they stand upon, flitting into trees to much upon leaves, while the matured ones dwell strictly on the ground.. Another pup whines softly, before a stabe bursts into the clearing, sending all but one unlucky muro scrambling underground, to safety. These two seem the best hope for the race.

One point to heart, and one point to senses. More resilient and more alert.

KindaChang
2008-02-17, 05:08 AM
High above the floor of the forest, several groups of Stirar shriek at each other for reasons known only to the individuals. As time goes on a few babies are born with an interesting feature. They have weird long things poking out the back of them. Still, though, they're distinctly Stirars. And that weird long thing seems to have an effect on their ability to balance in the trees, as an added benefit they can grasp the branches with it, not well but enough to help, while they gather the fruits and berries that sustain them since leaves are far too tough to digest. An advantage to be sure.

A few other babies seem better able to move about, as if they have more endurance, and indeed they do. Their hearts have increased in strength and endurance over their peers.

It seems likely that both traits will spread quickly through the population.



Stirar
Brain(2 +1 above default)
Head(1 default)
Neck(1 default)
Torso(1 default)
Reproductive organs(1 default)
Heart/lungs(2 default +1)
Digestive systm(1 default)
50 people
The size of a cat
Herbivore

Arms, 2points
Eyes, 1 point
Ears, 1 point
Tail(prehensile), 1 point

Emperor Demonking
2008-02-17, 05:29 AM
Muros: With their new senses the Muros can see that the cold stuff is a silver hard substance.

Tichrondrius
2008-02-17, 05:41 AM
A single Haibane, struggling to dominate his territory at any costs has to leave it and go on his journey once more. The halfling-sized creature walks on two legs ending in talons, his back bent and his two hands ending in claws. A large shaggy coat covers him to protect him as he wanders to the mating sight. Once there he locates a familiar sight, his usual mate. Forgoing her for the time being he chooses a new mate- and the combination of these two add new genes to the pool resulting in the birth of a more efficent killing machine.

1 point in claws to make them sharper and able to grasp, perhaps adding a thumb. 1 in senses to allow better sight, smell, hearing, etc.

Admiral Squish
2008-02-17, 05:47 AM
To an unintelligent muro, hard, silver substance in the ground is merely an annoyance, something to burrow around. Many muro did, however, savor it's cool temperature, and often lay right under a vein, to let it cool them. This led to predators being turned away by the hard substance, and a higher rate of survival among those who prized this material.

Benejeseret
2008-02-17, 07:42 AM
The landanemone population swelled and shrank, never at a loss of nutrition, but at the hands of predators. Over time, the most toxic of landanemones were avoided by other animals. This led to a subtle cellular change and the development of nematocysts.

two points into the neurotoxin (3) so that anything that touches them is stung (see jellyfish/anemone). The predator may become the prey if the toxin downs them.

ReluctantReaper
2008-02-17, 07:49 AM
A group of 5 Orki slowly jump through the trees looking for prey. After searching for an hour the fice jump down and rip the weaker animal to shreads, before they all devour it. Throughout the forest low yell starts to sound, causeing all of the Orki to return to the mateing area. Once offspring are born it is evident that their arms are now longer then their elders, and able to reach things higher above them. They also now have can change their colors with a wider varieity some of the younger ones being a dark yellow.


[one point to camoflouge, one to arms]

Emperor Demonking
2008-02-17, 09:00 AM
Aquahabito: You find yourself immune to most of your predators apart from while the shell is forming. The main problem is disease.

Stirar: Swinging in the trees seem to protect you from most predators but you have seen rare sightings of birds.

Orki: You are invisible to most creatures your main problem being able to get through the races armour.

El_Frenchie
2008-02-17, 09:11 AM
Aquahabito

As the species encounter more and more problems related to health, mostly because of the water they live in, a small part of the population of Aquahabito's (about 10) move into source water such as lakes and ponds.

Most of the others specimens of this species (basically the rest of them that don't die/get eaten/etc.) that still live in sea water develop their shell further to incorporate a layer of light paralyzing poison inside the shell's layers to stall predators and give them time to escape or reach land.

They also seem to develop tiny rock solid barbs on their limbs that they use to clean each other, typically getting rid of most parasites that come to attach themselves on the shells or the external limbs of the Aquahabito. As a result, the Aquahabito also starts to live closer to each other, rather than spread out across the coastline, and develop regular "scratching buddies". It also seems good "scratchers" make good husbands, and females look for more of that quality in their mates.

2 points spent:

1pt. for claws.
1pt. for poison.

Status for the Aquahabito

Aquahabito

Brain (2)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
50 people (default)
The size of a dog (2)
Herbivore (default)

Shell w/ poison (3)
Claws -hygiene (1)

ReluctantReaper
2008-02-17, 12:00 PM
The Orki were doing well with the camoflouge, yet at the same time they would not always be able to get through with thier claws. For this reason the Orki started to rely more on camoflouge and speed other then power.

(hope that is ok)

Quixotico
2008-02-17, 11:31 PM
Rummaging through the brush for small, easy prey, Mollotoids dot the landscape if one keeps an eye out for them. Small and oddly shaped, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch. Long and drawn out, with small lacerations from the spines occurring over the course of struggle, once a Mollotoid has food in it's grasp, it is bet whether the prey will succumb to strangulation before it loses too much blood.

The newest generations of Mollotoids have shown the ability to sense light, though no organ to this end is readily identifiable. Sharp protrusions of their chitin make their hunts quicker, and prevents themselves from becoming prey too easily. Certain Mollotoids have expressed interest in particular locations, making habits. Curious creatures, they will spend time exploring things.

Mollotoid

A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (1 point - default) .....
Heart, lungs digestive systm ect (1 point - default) Just the basics.
Cat-sized (1 point - default) Meow.
Carnivore (1 point - default) Meat-eater.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (1 point) Hard chitin covers its skin, providing both protection and support.
Sight (1 point) Photo-sensitive cells in the chitin give the Mollotoid a rough sense of light and dark.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

50 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.

Nibleswick
2008-02-18, 03:17 AM
The Nosslin roam through the forest searching out the fruits and berries that are easily digestible, listening and watching for predators and protecting their young, but occasionally a Noss (a young Nosslin) will get away from the protection of its parents and in these cases only the smartest, fastest and most observant survive.

The Nosslin

Brain (3 default +2)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (1 they have ears)
legs (2 quadrupedal)

The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life.

El_Frenchie
2008-02-18, 05:48 AM
Aquahabito

Eating habits

The aquatic creature seems to settle for stable partners, and mates on a regular basis. It most often grazes on the seaweed in one place, then will move spots to allow the seaweed or aquatic vegetation to renew itself. It also seems like it often comes back to places that need more seaweed and favors those places to relieve themselves of their excrements, creating somewhat of an ecosystem.

Migration

The Aquahabito's youngs generally migrate in the immediate vicinity of their mother, typically as far as 500 meters from their place of birth. After living there until they reach maturity, typically shown through the growth of the rock solid barbs on their limbs, they move once more, and this time further off. It seemed their habits was to be very spread out, traveling as far as 10 km away from their birth place, but evolution has chosen they needed closer partners, leading to migrations generally limited to a 4 km radius.

It also seems bays, peninsulas, salt marshes and islands are all favorites of the Aquahabito, and there is a larger concentration of them in these kind of areas.

Status for the Aquahabito

Aquahabito

Brain (2)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
50 people (default)
The size of a dog (2)
Herbivore (default)

Shell w/ poison (3)
Claws -hygiene (1)

Emperor Demonking
2008-02-18, 11:06 AM
Muros: 70, at current you manage to stay protected but sometimes water gets in where your digging this leads to deaths and meeting
Aquahabito 60: You are also mostly protected but sometimes you are trapped in tunnles.
Nosslin 60: you manage to escape from most predators but you find that the Orki can sometimes surprsise you.
Orki 70: You are mostly safe from things for now. Food is getting scarce.
Landanemone 70: Food is very easy to get and most enemies get knocked out by your toxins.
Haibane 60: You can easily kill most things but food is getting scarce.
Stirar 70: The birds are circling you but in small numbers aren't killing that many of you.

1 evolution.

Quixotico
2008-02-18, 11:14 AM
What of the Mollotoids?

Emperor Demonking
2008-02-18, 11:27 AM
Mollotoids 60: They are mostly safe and they've found a rare flower that protects from illnesses.

ReluctantReaper
2008-02-18, 11:43 AM
The Orki, senseing that their food was becoming less and less avaible, started to evovle to fit this as well. This time, their stomachs would get more finely tuned, as to get more nutriants out of food, and also so they do not have to eat as much, seeing has how the metabolizim starts to slow down. For this reason, Orki do not have to eat as much as often.

Hope that is one evolution point.
Brain 2 Able to process what is edible, and find prey 1-basic
A head 1 -basic
A neck 1 -basic
A torso 1 -basic
Arms 2-longer arms 1-basic
Legs 2 -legs that are adapted to climb trees and spring down from them
Reproductive organs 1-basic
Digestion 2-slower matabolizim
Heart 1-basic
Size -2 (so a halfling?) 1-basic
Carnivore
Claws 1 point makeing one inch claws used to climb, and jump down on their prey
Camoflouge 2- Able to slightly adjust their skin color from a dark green to a dark yellow color.
70 Orki

Quixotico
2008-02-18, 11:57 AM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Small and oddly shaped, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch.

Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, though hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

The newest generations of Mollotoids have begun eating some of the softer plant-life to be found, though their carnivorous ways are still the preferred food source.

Mollotoid

A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (1 point - default) .....
Heart, lungs digestive systm ect (1 point - default) Just the basics.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (1 point) Hard chitin covers its skin, providing both protection and support.
Sight (1 point) Photo-sensitive cells in the chitin give the Mollotoid a rough sense of light and dark.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

60 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.

Nibleswick
2008-02-18, 03:04 PM
Over time th least observant o f the Nosslin die out and it seems that the survivors have new and different ways of sensing other creatures and food.

The Nosslin

Brain (3 default +2)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (1 they have ears)
Smell (1 they have noses now)
legs (2 quadrupedal)

The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate.

Benejeseret
2008-02-18, 04:02 PM
The landanemone colony expands with the plentiful food sources surrounding or drifting through their range. The excess resources are resulting in a higher reproductive rate, and genetic drift is allowing the most fecund to dominate the expanding edges of the colony.

[reproduction 2, Digestion 5, neurotixin 3, rest default]

Admiral Squish
2008-02-18, 07:13 PM
As the muro find their numbers dwindling from frequent floodings, their breath-holding insufficent, a new adaptation grows, the capacity to breathe water and air as easily as the other.

Add a third point to lungs for water-breathing.

Benejeseret
2008-02-18, 09:04 PM
(OOC: we got only 1 evolution point this last round, seems a bunch of you used two. FYI)

El_Frenchie
2008-02-19, 02:19 AM
Aquahabito

Aquahabito

Brain (3)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
50 people (default)
The size of a dog (2)
Herbivore (default)

Shell w/ poison (3)
Claws -hygiene (1)

(Just as a side note: They get trapped in tunnels? Did they start burrowing near the beaches? Because I never mentioned it, but if you say they did, then I will adapt accordingly.

P.S: If they did start burrowing... wouldn't they be able to burrow themselves out? The mental image I have, is actually quite hilarious.)

The frequency of incidents in tunnels under the beaches has led the Aquahabito to call for help through the frequencies they use to communicate. This has led the creature to have even closer links to its neighbours and create semi-'colonies' of about 10 to 15 individuals. They also seem to have a better understanding of what their limbs are capable of. They used the barbs on their motor limbs to be able to burrow through small bits underground, and with the help of their immediate Aquahabito community, they seem to be able to free themselves. Their senses seem to sharpen.

Overall, the communication capacity as well as the perception of their own capabilities has led the Aquahabito to develop a sharper mental ability and quicker reflexes.

Tichrondrius
2008-02-19, 03:15 AM
Haibane 60: You can easily kill most things but food is getting scarce.

Sensing that their food source was depleting itself, many Haibane tried to expand their territory. Against a great deal of things this did not go well, until a few banded together to keep a larger area. Some even started using tools in an effort to gather more food.

One to brain powah.

KindaChang
2008-02-19, 07:54 PM
Life in the trees has been fairly good to the Strirar. Recently a sixth group formed to deal with the population pressures. This group is led by a female with particularly sharp eyes. Her sister also benefits from the mutation. With their improved eyes she and her sister are able to not only better able to gauge how far a branch is, but they can spy the birds that have begun to prey are the Stirars, better than their counterparts. Most of their children seem to have this improved visual acuity.

Stirar
Brain 2
Head 1
Neck 1
Torso 1
Reproductive organs 1
Heart/lungs 2
Digestive systm 1
70 people
Size 1 (cat)
Herbivore
Arms 2
Eyes(binocular) 2
Ears 1
Tail(prehensile) 1

Emperor Demonking
2008-02-20, 11:39 AM
Everyones problem have been solved for now but it starts to get colder.

1 point.

Quixotico
2008-02-20, 12:03 PM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch.

Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. However, hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

The newest generations of Mollotoids have shown increased stamina and live longer, despite the colder conditions.

Mollotoid

A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (1 point - default) .....
Heart, lungs digestive systm ect (2 point - +1 above default) Heartier and better able to maintain homeostatis.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (1 point) Hard chitin covers its skin, providing both protection and support.
Sight (1 point) Photo-sensitive cells in the chitin give the Mollotoid a rough sense of light and dark.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

90 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.

Emperor Demonking
2008-02-20, 12:37 PM
Everyone has an extra 30 members of their race.

Benejeseret
2008-02-20, 01:02 PM
(OOC: with 5 in digestion/metabolism I believe they should be very efficient and able to generate significant warmth through metabolism - please let me know if this is not how the numbers work.))

As the colony expands and more landanemones populate the small section of forest, dense pockets happen to cluster around the base of trees. During the cold nights lone landanemones or those at the edges are chilled despite their hardy endothermic metabolism. Those clustered tightly together for warmth have a slight advantage (not traitworthy change, just fluff).

After a few generations of this clustered living, location and spread are a limiting factors, giving those which naturally disperse to colonize new clusters an allelic advantage. The spores cast off by these new generations use their hardy metabolism and extensively pocketed gut to balloon with methane gas and while a juvenile, grants the ability to drift long distances. A warm methane balloon on a cold night grants significant lift (like a hot air balloon).

(OOC: the methane sac is used only by juveniles at this point to aid in the formation of new populations when the landanemone is small. Fluff wise, these methane-pockets are also used by the adults not to float - but rather as a source of heat from the bacterial decomposition of food into methane which creates and stores heat in this pocket.

Extra fluff wise....if these methane pocketed landanemones ever are attacked or attack the fire-breathing rabbit things the night might get explodey.)

[population 100, eight total points into: reproduction 2, Digestion 5, neurotixin 3, methane-sac 1, rest default]

KindaChang
2008-02-20, 02:18 PM
With the ability of the birds to hunt the Stirars limited the population began to expan significantly. Three groups moved off to form their own territories, beginning to spread significantly through the forest. Meanwhile, the temperature began to drop. While not too much of a problem at first, a relatively rare trait suddenly became highly useful. Some individuals were covered almost completely with fur and these individuals had offspring that could deal with the cold with their fur.

Stirar
Brain 2
Head 1
Neck 1
Torso 1
Reproductive organs 1
Heart/lungs/ect 2
Digestive systm 1
100 people
Size 1 (cat)
Herbivore
Arms 2
Eyes(binocular) 2
Ears 1
Tail(prehensile) 1
Fur 1

Greyen
2008-02-20, 02:38 PM
Gah! Forgot to subscribe to the other thread and missed the game's start. Am I even still alive? If the BS'ers are shall I just add up the points/population given out? If not i'll try the next game of Evo that comes around. If i can then -

Spend 1 on senses Vibration sense, (ground/air sensitive)
Spend another for enhanced cardio respiratory efficiencey and endurance.
Spend another on speed
Spend last on internal anti-freeze

Borrow Spiders work like packs of hunting dogs. Hunting and eating anything it can catch and drag back to the den, even in pieces. If their burrows intersect with any of the other burrows they will invade. Very hostile little bastards. They will out run or run down faster/more agile species and flank them until they can pile on and kill them.

Out of 50, 15 are guarding the young, 2 packs of 10 are hunting ground animals and the last 5 are expanding the tunnels.

With +30 (80 total) 20 to guard den/raise young, 4 packs of 10 each to hunt, 10 to expand den, 10 exploring/marking out new den for winter/emergency.


A basic brain -Pack Tactical Hunting (Wolf pack/lion pack tactics) +1
A head - Vibrationsense +1
A neck
A torso- Exo Skeleton +1
Reproductive organs
Heart, lungs digestive systm ect +1 Cardio endurance, +1 internal anti freeze
50 people +30?
The size of a cat
Carnivore

Claws +1
Tunneling/Burrow +1
Extra legs/Speed +2
Leap+1

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Admiral Squish
2008-02-20, 05:26 PM
The Muro, finding themselves wet half the time, were particularly vulnerable to the cold. After the first few deaths, a startling change occurred; As one, the muro turned their heads down, and burrowed. Individually weaving through wiry networks of silver-hard material, they went deep, individual holes merging into a single cavern, carved into the empty center of a metallic deposit, large enough to support a single flock. Protected from the cold, huddled for warmth, the muro lapsed into sleep. Instead of true hibernation, it was instead lengthened sleep cycles, leaving them awake for a few hours each day, long enough to head down the side-tunnels and munch on a root to satiate their minimized hunger.

One point for semi-hibernation.

El_Frenchie
2008-02-20, 05:42 PM
Aquahabito

Brain (3)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
90 people
The size of a... lion? (3)
Herbivore (default)

Shell w/ poison (3)
Claws -hygiene (1)


The Aquahabito themselves have evolved to be able to store more food. This has led them to considerably increase their general bulk. The cold, harsh winds and the overall cooling of the air and water has led 4 Aquahabito colonies (only 2 remain in their current space) to migrate further south together as they leave the space and the food for the other two growing colonies.

2 colonies (30) in the North. (Cold)
4 colonies (60) transitting South (following warm sea currents)

One point in size.

Nibleswick
2008-02-20, 06:01 PM
Because of the dropping temperatures the Nosslins fur grows out more, withe added advantage that they no longer look like naked cat because of this.
The Nosslin

Brain (3 default +2)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (1 they have ears)
Smell (1 they have noses now)
legs (2 quadrupedal)
Fur (1 point mostly brown)

The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate.

KindaChang
2008-02-21, 02:31 PM
The Stirar are now broken into 9 groups, each led by an alpha female.

ReluctantReaper
2008-02-21, 04:48 PM
Seeing that the weather was dropping, the groups of Orki got into clans of about ten in each, once this happend they also started to grow much longer fur, so that they would be able to survive.

(fur 1)

Little Toe
2008-02-21, 06:50 PM
The Drabbits colonies become more organized with a new-found importance for cleanliness. Each member makes sure another members parasites or other tics are "combed" off using their claws.

This ritual is usually performed in the safety of the large rooms inside the burrows. In fact, the burrows have now become much more complex, with rooms built for storage of food, for newborn drabbits, and general large grooming/sleeping rooms which are nice and warm in cold weather and cool in hot weather. The tunnels remain the same size to prevent large predators inside the burrows.

As the weather starts to cool, 2 colonies of 5 indivuduals (assuming I'm starting with 30) migrate to warmer areas. Guided by their hunger they look for grass and fruits which grows in warmer areas.

The other groups stay put but the thick fur on their back seems to develop to protect their entire body from cold.

1 point fur
1 point brain (grooming and complex burrows)



Brain (3)
Head (default)
Torso (default)
Reproductive organs (default)
Heart/lungs (2)
Digestive system (default)
50 people (default)
The size of a cat (default)
Herbivore (default)
"Fire Breathing" (2)
Claws (1)
Fur(1)

Not sure how many points I can spend? I just added two from what I understood in the OOC thread

El_Frenchie
2008-02-22, 05:24 AM
The Drabbits

http://img182.imageshack.us/img182/4486/drabbitsel1.jpg

The Aquahabito

http://img182.imageshack.us/img182/553/aquahabitooj8.jpg

Greyen
2008-02-22, 07:10 AM
The poorly named Tunnel Spiders inspired by these guys

http://www.darknebula.co.uk/Gaming/images/BugHunt/2PointAlien.jpg

and these real spiders

http://www.desertmuseum.org/books/nhsd_trapdoor_spider.html

KindaChang
2008-02-22, 05:11 PM
Stirar is an anagram of Tarsir, but they're really acting more like black spider monkies.

Admiral Squish
2008-02-22, 07:11 PM
I just made my fellas up because I wanted to make something that could go anywhere. No rhyme or reason, no inspiration, just good old creativity.

El_Frenchie
2008-02-22, 08:37 PM
((speaking of which, it would be cool having an OOC Thread ^^))

Emperor Demonking
2008-02-23, 04:32 AM
(ooc stuff should be done in the recruiting thread.)

20 more people.

The sources of water seem hard to get to as the bodies of water have a strrong lauyer of ice of over them.

1 point.

El_Frenchie
2008-02-23, 05:11 AM
Aquahabito

The Aquahabito is less unfortunate than other races that rely on source water. Living in the sea also means that the cold has had less of an impact on freezing levels. However, the Aquahabito still seems to encounter ice as they emerge once in a while, and all the colonies (110 Aquahabito's) are now moving along the warmer sea currents along the coast, eating along the way of their migration, always changing places to maximize their bulk to store away the food. The ice has also led them to harden the shells of their carapace, thus allowing them to break ice as they make to the surface.

Aquahabito

Brain (3)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
110 people
The size of a... lion? (3)
Herbivore (default)

Hardened Shell w/ poison (4)
Claws -hygiene (1)

Admiral Squish
2008-02-23, 05:37 AM
The grip of winter failed to affect the muro, snug and warm inside their hibernation-dens. As their bodies slept, their energies shifted towards improving existing systems. Long winter dreams forged new connections in their minds, enhancing their brains even as they slept through the winter. In the few hours a day when they were awake, they began to see connections. One action led to a reaction, one thing caused another, they weren't just happening at the same time.


Brain- 3 (flock behavior, basic reasoning)
Head- 1
Neck- 1
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1

120: 10 flocks, spread through the forest

Benejeseret
2008-02-23, 07:16 AM
Landanemone
[population 120, nine total points into: reproduction 2, Digestion 5, neurotixin 3, methane-sac 1, Connected Hyphae 1 rest default]

As the dense, methane smelling, colonies of Landanemones grow and spread across the chilled continent, their intertwined tentacles grow more and more intertwined. Soon the basal extensions of their bodies connect and fuse into one massive Hyphae network.

[Hyphae like a fungal mat allows sharing of resources directly between colony members so none can starve/dehydrate unless it gets soo soooo bad that all of them do.]

The hyphael network also spreads out from the colonies and deep into the ground to extract decaying nutrients and water from more distant locations (doubles reach).

Three colony masses have formed over a 100 mile radius downwind from the central colony (60 members, 20, 20 and 20 for the smaller networks)

Greyen
2008-02-23, 03:30 PM
Tunnel Spiders

The tunnel spiders begin breaking up the ice, hardening and sharpening their claws as they go. Pools to drink from are guarded, and chunks of ice are carried into the dens. There they are gathered into rooms specially dug to store water.


Population 100
A basic brain -Pack Tactical Hunting (Wolf pack/lion pack tactics) +1
A head - Vibrationsense +1
A neck
A torso- Exo Skeleton +1
Reproductive organs
Heart, lungs digestive systm ect +1 Cardio endurance, +1 internal anti freeze
The size of a cat
Carnivore

Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

100 pop: 25 to guard den/raise young, 5 packs of 10 each to hunt, 10 to expand/improve den, 15 gathering ice/guarding water supply.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

KindaChang
2008-02-23, 06:44 PM
Stirar
Brain 3
Head 1
Neck 1
Torso 1
Reproductive organs 1
Heart/lungs/ect 2
Digestive systm 1
120 people
Size 1 (cat)
Herbivore
Arms 2
Eyes(binocular) 2
Ears 1
Tail(prehensile) 1
Fur 1

As water became more and more scarce, one very innovative Stirar realized that if you hit the ice hard with a stick, you could break through the ice to get at the water. Hanging from low branches, the Stirars would bob down, smash the ice, then grab a quick drink on the next bob. Some of the more daring ones would try to bob down to snatch drinks from the holes the Tunnel Spiders put in the ice as well, while their troop mates shrieked at everything.
It wasn't particularly efficient, and fraught with danger, but with only one or two able to take drinks at a time, there were as many as 12 in a troop able to lookout for predators, or shriek their heads off around the Tunnel Spider holes.

ReluctantReaper
2008-02-23, 08:34 PM
With the frozen ice came a slightly odd sensation to the Orki evolutionary chain. Their fist just seemed to grow in size. With this they soon became larger, and extremely strong. They would be able to easily jump down and smash the ice after one or two pounds with their fists.

(plus 1 to arms I guess?)

Quixotico
2008-02-24, 01:54 AM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch.

Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. However, hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

The newest generations of Mollotoids have shown an adaption to strained water source, and make better use of the water they have. Their excrements have become increasing more white.

Mollotoid

A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (1 point - default) .....
Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (1 point) Hard chitin covers its skin, providing both protection and support.
Sight (1 point) Photo-sensitive cells in the chitin give the Mollotoid a rough sense of light and dark.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

110 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.

Nibleswick
2008-02-24, 02:53 AM
The Nosslin also find rock to be useful ice breakers, and this discovery gets them thinking about other ways that they can use thing around them to make life easier.

The Nosslin

Brain (4 basic tool use)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (1 they have ears)
Smell (1 they have noses now)
legs (2 quadrupedal)
Fur (1 point mostly brown)

The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use.

Little Toe
2008-02-24, 03:52 AM
The drabbits don't seem to have any problem adapting to the new conditions. They simply melt the ice with their flames to access the water or even melt the snow on around the burrow to have a small drink if neccessary.

However, it seems the drabbits are now starting to communicate more effectively with a complex set of sounds which are undetectable by most predators.

The drabbits can now emit and hear ultrasounds due to evolved hearing. They can use these ultrasounds to detect moving objects, giving them a better chance of being warned by others of predators but also a much better awareness of any possible danger around them.

(1) Ear developement
(2) Ultrasound Emission

Emperor Demonking
2008-02-24, 04:01 AM
Muro: Get 10
Everyone else: 20

The cold seems to be letting off but thier is a white blanket of snow, that slows people down and can hide prey and predators.

Little Toe
2008-02-24, 05:33 AM
Although the snow is slowing down most creatures as well as making it harder to detect predators, the drabbits are able to go about their daily routines fairly unmoved by the changes.

With their ultrasounds they are able to scan the area of grazing for any movements or sounds and can still move fairly rapidely since they jump and thus do not accumulate much snow.

Greyen
2008-02-24, 05:45 AM
Tunnel Spiders

Splitting the pack is always difficult task but necessary to expand territory.
Doing so also increases genetic diversity as the two tribes can more sucessfully inter-breed for positive traits. The new pack moves a few miles south and begins digging in the icy earth carving out a new home. The old den is more focused on breeding, laying great mounds of eggs and fertilizing them.


Population 120 - 2 packs of 60

A basic brain (2)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1
A head (2) - Vibrationsense +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (1)
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a cat (+1)
Carnivore

Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Old Den -
60pop: 15 to guard den/raise young, 3 packs of 10 each to hunt/gather water, 5 to expand/improve den, 10 actively breeding.

New Den - 10 to guard den/raise young, 3 packs of 10 each to hunt/gather water, 15 to expand/improve den, 5 actively breeding.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Admiral Squish
2008-02-24, 06:05 AM
Muro continue their vague hibernation, mostly unconcerned by the snow. As the rootballs of the nearby trees run low, slowly, the muro grow more and more active. Avoiding the snow entirely by simply taking to the air, their appetites return, and they fly from tree to tree, munching on barren branches to satisfy their needs before returning to the den. Some already show restlessness, eager to get a move on to a new area.

El_Frenchie
2008-02-24, 07:40 AM
Aquahabito

Brain (3)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
130 people
The size of a... lion? (3)
Herbivore (default)

Hardened Shell w/ poison (4)
Claws -hygiene (1)


The Aquahabito is now stabilizing. Their overall body allows them to store more food and they space themselves out accordingly so as to leave every colony enough food. When a colony becomes unsustainable, a natural selection occurs where the most mature of the young are sent away to form new colonies. And on their way, they often communicate to their fellow exiled Aquahabito's, and it isn't rare that new colonies start fully populated by a range of specimens coming from different nests.

Wizard of the Coat
2008-02-24, 08:53 AM
The Symbionts

As the animals of the land sleep symbionts slither out, guided by their heat vision, seeking the strongest of the species and then burrow into them, becoming one with the bodies of their hosts. Being with the strongest is key to symbiont survival.

The entry is a ghastly sight of a tiny snakelike form digging it's way into a new host, which is fortunately not aware due to a narcotic poison injected with each bite. Symbionts through their heat vision are well able to detect weaker spots in any animal and their tiny stature makes them more then able to enter most any creature of sufficient size.

Three distinct groups of symbionts can be observed however, those that inhabit mostly the Stabe and those that inhabit mostly the Kenchow, though barely aware of the existance of other symbionts these two groups seem to be split roughtly evenly, with around 50 creatures in each group. A smaller group of 30, though technically inside one hosts or another is always changing hosts, seeking better and better creatures to bond with, usually within the same species, but if possible they could link up with whomever they encounter. Particularly those species that might be able to trap Kenchow as prey could end up with a symbiont slithering out into hiding and then into them as soon as they take a rest.

The cold sees the last of the symbionts linking within the warm protective shell of a host, in effect where once symbionts could exist independently and scavenge around for food using a host only as a kind of temporary solution this behavior ends. As a result, some symbionts grow smaller in the next generation, their body sizes ranging from those of a cat to those of a mice, in effect a symbiont only grows as large as the host that they are with can sustain them as. In effect this adds a whole new range of available hosts for them.


The Symbionts (10 Points total + 1)

Amounts:
Stabe 50
Kenchow: 50
Changers: 30

BRAIN 1
HEAD 1
NECK 1
TORSO 1
REPRODUCTION 3
A Symbiont can reproduce within its host asexually, as it has both male and female reproductive organs, usually it will pass on it's seed to another member of the same species of the host when it reproduces, either mixing it's genes with another symbiont in the other animal for sexual reproduction or just creating a new tiny symbiont into the other animal. As such the species is set up to spread at a reasonably fast pace.
VITAL ORGANS
Heart 1
Strong Lungs 2
Able to draw oxygen from their hosts or from the air equally well.
Digestive System 2
carnivore, but also able to live of an animal host
SIZE 1
The size of a Cat
The size of a Mouse (larval form) +1
Limbs
Prehensile bodies: 1
Burrowing Jaws: 1
They are long and thin snakelike creatures able to slither over the ground or move inside a large animal using their jaws to dig their way in, but can use their bodies flexibility to easily move between organs and mussels to not hinder their hosts.
SENSES
Heat Sense 1
They see find their hosts and are able to move inside their bodies using this as their guide.
Host Sense 1
A Symbiont can, by monitoring pheromones and neural impulses sense what is happening to its host.
Special
Painless Bite 1
The symbiont bite is soft, a venom acting like an anesthetic is injected to prevent a host from waking up as a symbiont enters them. If the animal is attacked and hurt the release of this might mitigate pain for just long enough for the animal to get away.
Healthy 2
A Symbiont is highly resistant to disease and poison, it's body able to break down most of these into harmless substances. This is passed on to their hosts, whom effectively have a second liver or kidney inside their bodies filtering their blood. Hosts will generally live longer in good health and are thus likely to reproduce more with a symbiont inside them.

Carrion_Humanoid
2008-02-24, 10:41 AM
The Aephids

From the darkness and cool ponds, a new race emerges. The insect like Aephids emerge with strong minds and large bodies, larger than most other creatures seen around them. They click and wirr to each other communicating in their Insect like tongue, their mandibles moving slightly with every click. Their bald face shows no eyes, but a large coned head housing their brain.

The Blate(word for group) is hungry and through much fighting for a alpha male, the largest one leads a group of 20 to quest out for food, hungry. 10 Others begin exploring for a new place to rest, their moving lifestyle hard for the younger of the Aephids. 15 begin to question trees, and break them down and smash rocks to find what they could be used for. Everything is made to serve the Aephids, is a common philosophy. The remaining 5 take the scrap and see if they could use them as a tool, for the Hunt or for the Home.

((Do we need to state who is breeding or does it happen?))

Benejeseret
2008-02-24, 11:03 AM
Landanemone
[population 140 (colonies of 80, 30, 30), ten total points (Max any should have) into: reproduction 2, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, rest default]

The hyphae of the colonies often pulses with the flow of electrolytes and fluids from one landanemone to another. The colonies thrive on the plentiful food options available to them. If it drifts, wanders, flies, or falls to close to a barbed tentacle it is tangled and consumed.

Life for a landanemone is a dark (blind) but vivid world full of touch and feeling. The hyphae do more then bring them together, they are together, in neural impulses and body as one massive matte of living coral.

(This a prelude to their next adaptation. The hyphae will become a neural network that allows them to be smarter the more of them are together. ie. a lone juvenile is a worm-level intellect but masses of them get smart, real smart. I am thinking that per point into neural network is +1 brainpower per 50 members in a given colony/matte. Let me know what you think and I will change the +1/organism number per neural network point balance. The idea is to eventually use the power of multiplication to create a massive hive mind of awesome intellect for these otherwise simple coral-like creatures down the road)

Wizard of the Coat
2008-02-24, 02:20 PM
((OOC: I'd say the brainpower gain should be the same. Ie 1 per point invested. A hive mind should have different set of advantages and disadvantages, like speed of communication and collective senses, but be at a drawback as the individuals would be lost on their own and creativity is limited as a result. A non hive mind might make slower communication, but be more creative and adaptable. Otherwise everyone would want to have the ability, it's needs a set of pro's and cons. ))

KindaChang
2008-02-24, 05:08 PM
The troops of the Stirar have spread through much of the forest, each with a defined home territory. They currently number 15 groups, with several new small troops recently formed. The forming of a new group happens when the alpha female forces out the maturing juvenile females that she views as a rival to her power. Generally, all females in a troop breed, and males are lured to groups with bits of food, choosing the group that offers the best bits of food.

Recently the trees have come under attack by the Aephids. Whenever a group spies an Aephid, they will hurl sticks, food refuse, poo and even clumps of ice and snow down at the Aephids until the Aephid moves out of the troop's territory. They will shriek and slap their paws repeatedly as this goes on.

Stirar
Brain 3
Head 1
Neck 1
Torso 1
Reproductive organs 1
Heart/lungs/ect 2
Digestive systm 1
140 people
Size 1 (cat)
Herbivore
Arms 2
Eyes(binocular) 2
Ears 1
Tail(prehensile) 1
Fur 1

El_Frenchie
2008-02-24, 07:26 PM
Aquahabito

Brain (4)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
110 people
The size of a... lion? (3)
Herbivore (default)

Hardened Shell w/ poison (4)
Claws -hygiene (1)


The Aquahabito seems to enjoy communicating with its own more frequently. It also seems the frequency they are able to emit from their brains are able to travel further. As a result, they seem to exchange experience, encounters they had and instinctively use the information imprinted in their brains by their peers to solve or escape those same situations.

The increased distance and speed of their language has led them to appreciate living in groups.

Points spent:

1pt. Brain.

Carrion_Humanoid
2008-02-24, 07:45 PM
A Aephid that encounters a Stirar resistance will simply set the tree on fire and stay at the bottom of the tree, ready to fight any creatures that come down. If there are more than two, a Aephid will yell for help.

Nibleswick
2008-02-24, 08:37 PM
As they learn the usefulness of rocks the Nosslin find that their paws lengthen and become more dexterous, this is needless to say very useful.

The Nosslin

Brain (4 basic tool use)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (1 they have ears)
Smell (1 they have noses now)
legs (2 quadrupedal)
Fur (1 point mostly brown)
Dexterous Digits (1 point)

Population: 140
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end.

Wizard of the Coat
2008-02-25, 04:37 AM
Any symbiont encountering an Aephid will wait for it to sleep. Likely it will be when an Aephid manages to capture prey, in which case the diminutive, white snakes skitter away under the snow and try and hide, leaving the Aephid to deal with finishing of it's bigger catch. Probably the Aephid will not even notice the bite as the symbiont will dig into it, taking it's place amongst the Aephids organs and promoting a healthy life, allowing that Aephid to grow stronger. Some 10 of the changers might be placed into situations for them to merge with an Aephid.

KindaChang
2008-02-25, 03:11 PM
Wait, when did we get another point?

Carrion_Humanoid
2008-02-25, 03:16 PM
((When do we end day X?))

El_Frenchie
2008-02-25, 03:50 PM
(We don't really have days or turns per se. KindaChang, check the OOC thread. Emperor demonking said we were now on 11 points, I counted my points over and found I had 10. So I added one.)

Quixotico
2008-02-25, 04:09 PM
((11 points? Whoopsies. I also had only 10))

Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch.

Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. However, hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

The newest generations of Mollotoids have shown an adaption to strained water source, and make better use of the water they have. Their excrements have become increasing more white. Microscopic arrangements of their armor has made it stronger and a decent insulator.

Mollotoid

A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (1 point - default) .....
Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (2 points) Hard chitin covers its skin, providing both protection and support. Hollow tubular construct makes it very strong and provides some insulation from harmful temperatures.
Sight (1 point) Photo-sensitive cells in the chitin give the Mollotoid a rough sense of light and dark.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

110 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.

Benejeseret
2008-02-25, 07:38 PM
Landanemone
[population 140 (colonies of 80, 30, 30), eleven total points into: reproduction 2, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 1, rest default]

The colonies of the landanemone's stretch thick within their sections of the forest. Their hyphae continue out even farther under the shrubbery and up the trunks of trees. Any moment through the area is sensed by these fine feelers and, through the connected signals, to every Landanemone in the area. The simple animals cannot distinguish prey from predators, but the satisfaction or pain from a single member is passaged throughout the hyphae and the others react accordingly.

Small animals passing by might suddenly find the forest to erupt with masses of tentacles.

KindaChang
2008-02-25, 10:27 PM
((Hmmm... *counts* Brain got 2 points beyond default, pulmanory got 1, Arms 2, Eyes 2, ears fur and tail are all 1. So that's 10, so I get one more.))


As the Landanemone begin to take over treetrunks, a few Stirar have discovered a new use for their sticks. If they throw some in the path of an unknown tree they can watch and see if the Landanemone have taken over that tree. If they have, they can go to another tree, if not, they can continue their movement safely. This tendency also causes many of the Stirars to move upwind of the Landanemones as they are less likely to run into a tree with feelers in that direction and so tend to travel upwind.


Stirar
Basic body
Brain 4
Head 1
Neck 1
Torso 1
+Fur 1
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 1
Reproductive organs 1

Current Status/Behaviours
140 people
Herbivore

Appendages
+Arms 2
+Tail(prehensile) 1

Senses
+Eyes 2 (binocular)
+Ears 1

Emperor Demonking
2008-02-26, 10:49 AM
Symbiots: +20
Everyone else +10

The cold weather seems to of been a passing phase. All the races apart from the symbiots have found that a lot of thier members have gotten pregnant.

Two points.

Quixotico
2008-02-26, 11:07 AM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temerature extremes (due to an insulated exoskeleton) and drought.

Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. However, hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

The newest generations of Mollotoids have expressed hermaphroditism and therefore reproduce at an increased rate. Their vision has become much more precise than it has been in previous generations.

Mollotoid

A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (2 points) Hard chitin covers its skin, providing both protection and support. Hollow tubular construct makes it very strong and provides some insulation from harmful temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

120 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.

Greyen
2008-02-26, 11:47 AM
Tunnel Spiders

The two packs are expanding in several differnet ways. Growth of the spiders has redoubled and a new smell fills the air. The fact that the creatures can even smell is something new. Now able to track and hunt larger creatures more effectively they begin challenging the larger predators food sources.


Population 140 - 2 packs of 70

A basic brain (2)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1
A head (2) - Vibrationsense +1, Sense of Smell +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (1)
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Old Den -
70pop: 15 to guard den/raise young, 4 packs of 10 each to hunt/gather water, 5 to expand/improve den, 10 actively breeding.

New Den - 10 to guard den/raise young, 4 packs of 10 each to hunt/gather water, 15 to expand/improve den, 5 actively breeding.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Benejeseret
2008-02-26, 01:30 PM
Landanemone
[population 150 (colonies of 85, 33, 32), Thirteen total points into: reproduction 2, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, rest default]

The Landanemone corals begin to rely on their tremor senses for prey and protection. The hyphae feelers of a few lineages have grown minisculy fine, deleicate enough to begin sensing tremor through the air currents as well.

The interconnected sensory and nutrient systems of the colones grow thicker axon bundles and begins to group process the mass of snsory information. The mounds begin to gain rudamentory recongnition of tremor systems and store that into a group-memory. This the the begining of stimuli based learning.

(ie. if the tremor of a stick being thrown does not yield food...then they stop responding to the stick. If a given tremor pattern of prey yeild nutrients, then they will respond more aggressively to it next time.)

KindaChang
2008-02-26, 03:10 PM
As the Stirar moved upwind of the Landanemones they began to experience new problems, mainly, not all the trees were conviently located for them to semi-brachiate between. However, a few groups had one or two individuals where the vestigial legs had grown out and become useful. Those with that could move to the more safe areas of the forest, even if it was less dense foliage, by walking on the ground.

Additionally, some Stirar have begun to make a habit of carrying sticks with them where they go. These individuals have hands far better at grasping and clutching than their counterparts.



Stirar
Basic body
Brain 4
Head 1
Neck 1
Torso 1
+Fur 1
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 2
Reproductive organs 1

Current Status/Behaviours
150 people
Herbivore

Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 1

Senses
+Eyes 2 (binocular)
+Ears 1

El_Frenchie
2008-02-26, 05:30 PM
Question: Should I consider my Aquahabito less affected by the Symbionts or not? Can the symbionts swim? If not, my Aquahabito does land, not often, but it does. (For now, just to escape predators, before going back in)

Aquahabito

Brain (6)
Head (default)
Retractable Neck (2)
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
140 people
The size of a... lion? (3)
Herbivore (default)

Hardened Shell w/ poison (4)
Claws -hygiene (1)


The lack of any real predators in the sea makes the Aquahabito live an easy life. Its overall structure seems to remain the same, however, it looks like it has developed some form of 'common thinking'. Something similar to a network of their minds. With experience, they are able to understand cycles of life and death and start to develop a rudimentary form of underwater agriculture. They root small aquamarine plants in places with more space and less vegetation so that they are allowed to grow more rapidly.

The forests of the Aquahabito seem to grow along the coastline, and it seems that the bigger the colony is, the bigger and brightest in color its forest is.

Something peculiar that hadn't been seen yet has also happened. In the process of understanding death, the Aquahabito have made a 'cemetery' some distance off all of their respective colonies, almost in the center of their territory. When one of their species die from natural causes, they are brought to this one place common to all of them and the bones of their species will eventually slowly fill the space there.

The Aquahabito does not seem to mourn, and maybe it is part of an experiment, or the habit of rearranging plants brought to the bones of their comrades. Either way, it seems -for now- only a convenient way to put their dead in one place.

Carrion_Humanoid
2008-02-26, 05:39 PM
As the population of the Aephids rise, they begin to realize they will need more food, and because of this, the Offspring with larger, sharper claws seem to be better at catching the kill.

With these new claws, they notice their Offspring also have larger brains-and they learn from the Stirar and begin throwing rocks and beating ice with sticks to crush the ice for water. As the drink, they notice they can also use claws to make cleaner cuts, and use the cuts as throwing-things.

A pack of Aephids stark to stalk around the Stirar grounds and they try to set the tree on fire before fighting the small creatures as they fall.

Brain(4)
An Aephids' brain can comprise simple thoughts and use objects found on the ground.
A head(1)
Fiery Breath(1)
A Aephid can project a cone of fire spanning Two feet long by One foot wide, setting easily flammable materials aflame. This works because the major excess of methane in a Aephids' Stomach and its mandibles have a small sparker-like object in their mandibles.
A neck(2)
A Aephids' neck is almost non-existent, its breathing tube being inside the spine and it also allows a Aephid to turn its head 360.
A torso(2)
A Aephids' torso is lined with small spikes that break off on contact.
Limbs(2)
A Aephid has four hind legs and two arms with forward pointing pincers.
Pincers(2)
A Aephids claws are better adapted to rip into flesh and have thumbs. (Three fingers on each arm.)
Reproductive organs(2)
A Aephid can reproduce asexually because it can produce both the sperm and the egg.
Heart(1)
lungs(1)
digestive system(2)
A Aephids' Digestive tract is tougher than most and digests and breaks downs most digestible poisons(as they are mostly proteins.)
Size(3)
Aephids are about the size of a large dog.
Carnivore(1)
Psionics:
Opticanesis(1) An Aephids' Brain can sense movements by electrons moving and they can see mostly gray scale but also bright colors(those usually associated with poison)

Population: 60

Admiral Squish
2008-02-26, 06:10 PM
The Muro emerge from their metal-wrapped nests to the surface as the last of the snows melt. The flocks now larger, they flit from tree to tree, eating leafbuds, out of reach of most predators below. Over a long while, we can see new traits arising: the pup's forelimbs are stronger, and their digging claws have split, giving them rudimentary fingers. When a stabe attacks the flock, these young see possibities the elders don't, breaking off sticks and using their claws to sharpen them before attacking as a group. The stabe falls, after only minimal losses, a dozen foot-long spears embedded in it's hide. Seeing the effectiveness of the tactic, some other muro followed the young's examples, snapping off branches and sharpening them, carrying their crude spears with them as they traveled from tree to tree.

((Eleven points? I'm behind one...))

Brain- 4 (flock behavior, basic reasoning, simple tools)
Head- 1
Neck- 1
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 6 (strong wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

130: 11 flocks, spread through the forest-area

Nibleswick
2008-02-26, 06:43 PM
As new challenges arise, the Nosslin find that they need to move faster, and listen more carefully for danger, they have started carrying rocks and sticks to use as decoys for the grasping tentacles of the Landanemones. In their daily grooming the Nosslin have started finding small worm like creatures (symbiots), and so pick them off and squish them (they have a nasty bite).
The Nosslin

Brain (4 basic tool use)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)

Population: 150
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end.

Little Toe
2008-02-26, 08:33 PM
Drabbits

A new form of younglings have started to develop. Their skeleton and bones are all becoming hollow and thus much lighter. Also the skeleton is developping around the shoulders of the Drabbits, protruding outwards.

Gradually, the protruding bones develop into wings. The muscles around the shoulders are also evolving and becoming strong enough to support them during flight.

This evolution seems to be in the nick of time with the landanemones starting to invade the forest. Although the drabbits mainly stay on large plains, in the event of some individuals bordering the forest for fruits, they use their fire-breathing to push the tentacles back or at the very least stall them enough for them to flee to the air (or jump away for the older drabbits who have not developped this skill)

Wing development (Skeleton development + Wings) (3)

Brain (3)
Head (default)
Torso (default)
Reproductive organs (default)
Heart/lungs (2)
Digestive system (default)
50 people (default)
The size of a cat (default)
Herbivore (default)
"Fire Breathing" (2)
Claws (1)
Fur(1)
Ear developement (1)
Ultrasound Emission (2)
Wing development (3)

Carrion_Humanoid
2008-02-26, 08:42 PM
The Aephids notice in the skies the Winged Creatures and see their defense against the Land-Plague and they heed their example and begin to burn their lands to bare dirt. They find this is a good way to notice the Land-Plague.

Size(3) Aephids are about the size of a Lion.
Mental
Brain(4)
An Aephids' brain can comprise simple thoughts and use objects found on the ground.
Psionics:
Opticanesis(1)An Aephids' Brain can sense movements by electrons moving and they can see mostly gray scale but also bright colors(those usually associated with poison)

Body
A Head(1) The Aephids have a bald face that shows no eyes, but a large coned head.
A neck(2) An Aephids' neck is almost non-existent, its breathing tube being inside the spine and it also allows a Aephid to turn its head 360.
A torso(2) An Aephids' torso is lined with small spikes that break off on contact.
Limbs(2) An Aephid has four hind legs and two arms with forward pointing pincers.
Reproductive organs(2) An Aephid can reproduce asexually because it can produce both the sperm and the egg.
Heart(1)
Lungs(1)
digestive system(2) An Aephids' Digestive tract is tougher than most and digests and breaks downs most digestible poisons(as they are mostly proteins.)

Weapons
Fiery Breath(1) A Aephid can project a cone of fire spanning Two feet long by One foot wide, setting easily flammable materials aflame. This works because the major excess of methane in an Aephids' Stomach and its mandibles have a small sparker-like object in their mandibles.
Pincers(2) An Aephids claws are better adapted to rip into flesh and have thumbs. (Three fingers on each arm.)

Life and Society
Carnivore(1)
Population: 60

El_Frenchie
2008-02-26, 09:56 PM
Map:

http://img444.imageshack.us/img444/3014/evolutionmapid3.jpg

((This map is under suggestion. Because I just thought it would be easier to tell where we're going, what's going on, etc. It would be easier to have one than not, really.))

Wizard of the Coat
2008-02-27, 05:51 AM
((@nibleswick: Symbionts are not small enought to consider Nosslins a target for infection yet, as much as I might like it, something potentially the size of a mouse (even if it's ong and thin) is not easily going to enter something the size of a cat (not in one piece at least). In effect I'm currently holding to that two size categories of difference is the least needed for infection.

In addition they'd never bother sitting in any fur coat, instead they'd wait until the other species slept (lower body temperature, lack of movement) before approaching and then wait no more then a few seconds until they inject a mild anesthetic and dig in.))

Emperor Demonking
2008-02-27, 11:48 AM
http://www.giantitp.com/forums/showthread.php?p=3993172#post3993172

Your in the forest near the mountains/hills.

Wizard of the Coat
2008-02-28, 09:31 AM
((note: symbionts can still get pregnant sort off, they reproduce both sexually and asexually, depending on availability of mates and suc), with their new development they are in fact constantly pregnant, ready to give birth as soon as a suitable host pops up))

The Symbionts

As time progresses more and more symbionts start to adopt the Chargers way of life, perhaps this is due an increased awareness of themselves, which seems to revolve around the fact that there are more others then just the one they live in. (+1 brain: basic reasoning)

Then came the time that the Aquahabito landed upon the shore, fleeing from some predator.* Certainly such huge masses would provide a virtual Valhalla for any symbiont present, a small pack of changers, then living inside some Kenchow leave their hosts, instead seeking the security of the large watery beasts. Perhaps this was driven by a desire to have room for procreation within a host, as most of the symbionts seemed to be developing larvae all the time, some produced asexually, others by interactions between symbiont. As these larvae mature they reside inside the host, near their parent for a short while until a suita ble new host is in reach. (+1 reproduction)

Symbiont colonies:

Amounts:
Stabe: 30
Kenchow: 30
Changers: 40
Aephid: 20
Aquahabito: 30

*OOC: discussed over PM, I'm not trying to godmod another race

Emperor Demonking
2008-02-28, 11:10 AM
Symbiots: +60
Everyone else +30

1 point

This seems to be a time of no disasters that the world has done but who knows what will happen with your fellow creatures.

Quixotico
2008-02-28, 11:20 AM
Rummaging through the brush for small, easy prey and delicious greens, packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temerature extremes (due to an insulated exoskeleton) and drought.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The newest generations of Mollotoids have expressed increased mental abilities, and have banded together for increased prosperity.

Mollotoid

A brain (3 points, +2 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members. They have a decent memory, too.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (2 points) Hard chitin covers its skin, providing both protection and support. Hollow tubular construct makes it very strong and provides some insulation from harmful temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

150 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

Greyen
2008-02-28, 11:46 AM
Tunnel Spiders

The tunnel spiders are breaking into smaller packs and migrating SE toward more empty lands. The current populations of competitors driving the food supplies down.

The travel in great packs eating anything that get in their way. As they travel the land they begin to develop light sensitive organs allowing them greater sensitivity to their surroundings. They eventually settle at the edge of the forest and the plains on the eastern edge of the sea.



Population 160 - 4 packs of 40

A basic brain (2)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (1)
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Each Den -
40 pop: 10 to guard den/breed/raise young, 2 packs of 10 each to hunt/gather water, 5 to expand/improve den, 5 actively breeding.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Benejeseret
2008-02-28, 12:23 PM
Landanemone
[population 180 (colonies of 95, 43, 42), fourteen total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, rest default]

The spore towers reach skyward, growing up and parasitically using trees for support. These massive structures (multiple organisms joined together) funnel colony resources up through collective hyphae and disperse hundred of methane-sac spores during cool evening breezes.

The spore-sacs land en-masse throughout the forest, and even in other colonies (lateral gene transfer through hyphae fusion) to root and grow.

(with 2 points into reproduction many spores are released and many have a better chance to latch on and thrive....default is vegetative budding of colony edges, first point is the spore release mechanism, third point is a mass spore release mechanism for making new colonies.)

Carrion_Humanoid
2008-02-28, 03:03 PM
The Aephids begin to be tired of the Land Plague in the land, and their barren grounds are rather defenseless. It come with good-however, their offspring have developed some type of building material for a hive, and the quickly begin to feed their young wood-as it seems the more wood they have the more they produce. With this, the begin to make a hive all over the barren grounds and make a type of webbing on the trees, except for some, so they can be safer at night.

The others whom did not spawn a Spewer are out on the Hunt, burning any Landanemonies they see and bringing their corpses back-after burning the tree they were connected to.

KindaChang
2008-02-28, 04:24 PM
As the Stirar stay safe from the various predators, well, mostly safe, they have developed a system of different shrieks that communicates to all members what they spy. If it's fruit, there is one sound, if they see predators, each predator has a different shriek and a different reaction.

All this can be considered the beginnings of what might one day, when their vocals chords and brains are better adapted, a sophisticated language.


Stirar
Body Basics
Brain 4
Head 1
Neck 2, vocal chords
Torso 1
+Fur 1
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 2
Reproductive organs 1

Current Status/Behaviours
180 people
Herbivore

Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 1

Senses
+Eyes 2 (binocular)
+Ears 1

Admiral Squish
2008-02-29, 02:55 AM
Muro traveled largely unhindered, now that they could get away from almost any predator, and even had their spears, now to kill whatever attacked. Still they stayed out of reach. A new patch of skin on their necks grew, forming a reddish collar. Muro would rub their patches against another muro's patch, and with this touch would convey information from one to another, through the interweaving of nerves. The knowledge of their weapons and how to make them spread from one to another instantly. Any innovation was dispersed rapidly through the population like this. Tricks, weapons, tools, even things like observations on weather, the desire to mate, good spots for foraging, how to escape specific predators.


Brain- 4 (flock behavior, basic reasoning, simple tools)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 6 (strong wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

160: 14 flocks, spread through the forest-area

El_Frenchie
2008-02-29, 06:13 AM
http://www.giantitp.com/forums/showthread.php?p=4002382#post4002382

Map
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap2-1.jpg

Aquahabito

Brain (7): Understanding of life/death, reasoning. Aquaculture (disposing plants, spacing plants, fertilizing plants). Collective mind (Mind waves using frequencies). Cemetery grounds (Gathering their dead). Underwater architecture.
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
170 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito's grow fonder of being with each other. The way they communicate has somehow sharpened in the few of them that have been 'infected' by symbionts. Their brain seems to become sharper and the gatherings they have after bringing their dead to the burial grounds are held just a kilometer away.

Aquahabito's from different colonies start digging the sand, pushing rocks with their long necks to somewhat stabilize the structure. They then create tunnels layered with rocks that they find on the beach, smoothened by the rolling waves. Taking them in their mouths and bringing them underwater. With this construction going on, and with other Aquahabito's bringing aquamarine plants to grow them in the area, this is probably the largest concentration of Aquahabito's there has ever been.

This main 'hub' is where all Aquahabito's eventually meet. (100 pop) With the outlying four colonies (15 pop/each) bringing in food and coming to enjoy life with their peers.

This unusually high concentration of Aquahabito's has led animals with perceptive brains to flee the area. The enormous amount of information channeled between the collective brains of a hundred Aquahabito's, hitting an unsuspecting creature, often leads it to flee the area. That is, unless a creature has strong enough brainpower to take in the information, it will generally instinctively try to move away from the area of influence. Species that haven't got perceptive brains and have only primitive thinking are unaffected.

It also seems the Symbionts residing in the Aquahabito's are able to use their mental ability to communicate between each other on a different frequency.

One point in brains.

Admiral Squish
2008-02-29, 05:57 PM
((Oops. I just realized I miss-assigned some points two rounds ago. I put three points where I only needed one. I forgot to take them off again after I reworked my manipulative digits concept. Lemme re-fiddle.))

Brain- 6 (flock behavior, reasoning, tools, silver-harvesting)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

160: 14 flocks, spread through the forest-area

Muro are becoming quite intelligent. They're starting to understand just how useful their weapons and fingers are. Many began to trade their simple wooden spears for shards of the silvery-hard substance they find in the same shape. Light and strong, they make for good weapons, easily carried and very sharp. Some of the muro venture into the lake, swimming to the bottom to graze upon the water-plants. Occasionally, they come into contact with the aquahabito, their meme-patches picking up some of their conversation, periodically. Curious and confident, a few of the muro flocks follow the outlying bands of aquahabito to their hub.

Nibleswick
2008-02-29, 08:26 PM
As the Nosslin roam the forest, mostly safe, they listen intently to the world around them. Soon enough they start to here something new, and in a way that they have never heard anything before, in most places it is but a quiet murmur, in some it is so loud that it almost block out all other sensation (they avoid those places for the most part), on the whole it is a useful ability, it gives them another way to hear danger coming, and it helps communicate better no that they can hear each other differently.

The Nosslin

Brain (5 basic tool use, simple telepathy)
Head (default)
Neck (default)
Reproductive system (default sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)

Population: 180
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds.

El_Frenchie
2008-03-01, 12:09 AM
Map
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap2.jpg

Aquahabito

Brain (7): Understanding of life/death, reasoning. Aquaculture (disposing plants, spacing plants, fertilizing plants). Collective mind (Mind waves using frequencies). Cemetery grounds (Gathering their dead). Underwater architecture.
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
170 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

As the Muros go underwater and find the main hub of Aquahabito's, the creatures seem surprised and intrigued by their resilient minds. A large number of them would often gather around the Muros and send them questions in their own way of communication, received by the meme-patches. When it becomes apparent they cannot understand the language itself, peaceful Aquahabito's bring the newcomers some green lush plants that they cultivate in the deeper sea.

They also seem to undertake the effort of understanding the Muros's language. They seem to appreciate that creature overall and they often bring them nice greens, but often wait afterwards, as if to say they'd want something in return. In reality, after the first few gifts, the Aquahabito wanted to trade.

For the Muros, there is also something familiar about the Aquahabito's.

Admiral Squish
2008-03-01, 02:24 AM
Brain- 6 (flock behavior, reasoning, tools, silver-harvesting)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

160: 14 flocks, spread through the forest-area

The muro rubbed meme-patches amongst each other, trying to come up with what these massive, shelled things wanted. Eventually, one of them got an idea, and spread it among the group. They swam back towards shore, and dug in, tunneling through the stone, bringing the water with them. Cooperating, they bored, and dug, and hollowed until a sizable sample of the silver-hard material was free. They widened one tunnel and brought it back out into the water, cooperating to bring a lump the size of a football before the aquahabito, setting it on the muddy bottom of the lake next to the larger pile of greens.

Emperor Demonking
2008-03-01, 04:08 AM
Aquahabito: +20, a new red powder starts to appear at the top of the water and thier are a few sick members.

Muros: +20, Near the coast a red flower drops red powder into the sea, polluting the water supply.

Symbionts +40: The Kenchow and the Stabe are both developing ways to get you out of thier bodies.

Mollotoids & Burrow spiders: +10, you seem to have been safe and a new red bud has recently appeared.

Stirar: +15, a large vamount of small worm creatures have appeared why are eating most of your food supply.

Aephids: +15 you have remained pretty much safe from any disasters.

Drabbits: +12, a new tree has developed which when hot releases an explosion that injures the Drabbits.

Nosslin: +10 You have remained mostly safe.

1 point

Carrion_Humanoid
2008-03-01, 10:15 AM
The Aephids are beginning to grow into larger numbers, and in these numbers, different Family Languages erupt. However, this makes things difficult for chief Kl'ikt, trying to spread ideas. However, some of the new Offspring all begin speaking in one uniformed language and this languages spreads to the elders.

While the language is spreading, Spewers are beginning to make small honeycomb like openings in the wall, and next to each other. These rooms are big enough for just one Aephid, or two smaller ones. They use these rooms to hide from the cold nights and the winds.

Other Aephid hunters begin to realize the Stirar are too far away, and they find a new race to feed from, the Mollotoids.

Aephids (http://www.giantitp.com/forums/showpost.php?p=3994539&postcount=6)

Admiral Squish
2008-03-01, 04:51 PM
The muro on the shore quickly realize the problem the red flower presents by putting that powder between them and their water, and begin to dig up the plants whenever they see them, carrying them into the air and dropping them on the widening barren area the other flocks had begun to notice, leaving them to die where they can do no harm, except maybe to the hard-shelled things that burn the trees and scorch the earth.

Meanwhile, other muro began to grasp new concept. Fire. Watching the drabbit's work and the shelled-thing's fire, they began to understand this strange, foreign power. The meme-patches spread the recognition of stones, that when struck together, would produce sparks. Fire followed quickly, alon with another discovery: The silver, when heated, could be shaped. Sharper spears, even small blades followed, making the gathering of food even easier, and offering superior protection.

Still elsewhere, the underwater muro begin to grasp the language of the shelled-things, though they lack the equipment to properly communicate back. The knowledge spreads back to the surface, and the other flocks start to look for similar patters in their other neighbors. Progress is swift, for through the meme-patches, they can instantly convey the entirety of their understanding to one-another.

Brain- 7 (flock behavior, reasoning, tools, fire, silver-shaping, pattern-recognition)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

160: 14 flocks, spread through the forest-area

Nibleswick
2008-03-01, 08:54 PM
With no real dangers the Nosslin are able to observe the creatures around them, and find a particular interest in the Aquahabito and the Muro.

The Nosslin

Brain (6 basic tool use, simple telepathy, simple understanding of what they hear with their minds)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)

Population: 180
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds.

KindaChang
2008-03-01, 09:33 PM
Worms have infested the supply of fruits. Some Stirar are completely turned off by this, but a few enterprising souls eat the fruit and worms together. They have better digestive systems that can handle the soft flesh of the worms. Soon all the Stirar are eating the worms and those that handle it the best thrive.

Stirar
Body Basics
Brain 4
Head 1
Neck 2, vocal chords
Torso 1
+Fur 1
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 3 (insectivorous tendencies)
Reproductive organs 1

Current Status/Behaviours
195 people
Omnivore

Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 1

Senses
+Eyes 2 (binocular)
+Ears 1

Carrion_Humanoid
2008-03-01, 10:55 PM
As the Aephids hunt down stray Mollotoids, some notice another species bringing flowers and plants into their Scorched Barrens. Those who find these small winged creatures immediately burn the plants and chase those who placed it down, spewing flames and slashing with their claws.
Aephids (http://www.giantitp.com/forums/showpost.php?p=3994539&postcount=6)

Admiral Squish
2008-03-01, 11:32 PM
After the first few losses of 'droppers' the muro took to dripping the flowers from high in the air, out of reach of the flames and claws of their shelled foes, and if they somehow manage to get too close, the industrious muro use their sharpened metal spears to hold them off until they can escape.

Little Toe
2008-03-02, 02:14 AM
The Drabbits seem to become more aware of their environment and how to interact with it more intelligently. They start to develop the ability to memorize and pass on the knowledge of good and bad things. The catalyst of this development is probably the growth of explosive trees which has injured unsuspecting drabbits.

As well as this, the young drabbits disgestive system seems to have evolved. They are omnivorous and are able to proccess any food which leads to more fuel for their fire-breathing. Although essentially they are not evolving their fire-breathing capabilities the change in a more plentyful diet means the second lung fills up more quickly and the flame can be sustained for longer. (Didn't think I would need to put a point in fire-breathing as they are not actually developing that ability, but I'm not sure?)

Brain Development (+1)
Omnivorous (+1)

Brain (4)
Head (default)
Torso (default)
Reproductive organs (default)
Heart/lungs (2)
Digestive system (2)
50 people (default)
The size of a cat (default)
Herbivore (default)
"Fire Breathing" (2)
Claws (1)
Fur(1)
Ear developement (1)
Ultrasound Emission (2)
Wing development (3)

El_Frenchie
2008-03-02, 05:06 AM
Aquahabito

Brain (8): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Collective mind (Mind waves using frequencies) (2). Underwater architecture (2).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
190 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito's, having been around the Muro for a while now, have started to comprehend their language. It is difficult communicating to them in a way they understand, but it seems the two species are very close to understanding each other.

As the Muro's seem to communicate more. The Aquahabito's learn about the recent red plant and its powder. Several Aquahabito's concentrate on the information and understand the Muros are currently fixing this problem. To thank them, the Aquahabito bring some more lush green plants to the Muros on the beach. Large and long aquamarine plants that have been detached from the aquatic soil are floating near the coast where the Muros can see them. Already sickly Aquahabito's come to the shore and start burying the plants underground before going back to the sea.

The Aquahabito's in the main hub complete the planting of kelp and underwater foliage, and soon, great greens start growing everywhere around the main hub, shielding it from view. The Aquahabito's also seem to learn from their mistakes and start creating more and more complex underwater structures, now consolidating the underwater tunnels in the nest with pillars of stone.

It seems the Aquahabito's are constructing a underwater hive.

One point in brains (+1)

Carrion_Humanoid
2008-03-02, 09:40 AM
With the Winged beasts now dropping the Cursed Foilage into their land from the skies, Kl'ikt orders at least 3 Percent of the Aephid Flame-Spewers to burn any land they see in their Scorched Barrens.

Meanwhile, Aephid Land-Spewers Begin to build more Terrain around their small Hive, and will make it towards the end of the Scorched Lands, guarded by several Aephid Flame-Spewers.

Emperor Demonking
2008-03-02, 09:43 AM
Drabbits: You only got 1 point this turn.

Greyen
2008-03-02, 03:59 PM
Tunnel Spiders

Now in a more open range the Tunnel Spiders begin building new dens. Free of the previous constraints of their old basic dens they begin to dig in new ways. Finding the best places with dense rocky soils under lined with clay, construction is slow but their tunnels will be safer and built for long term living. They are better able to separate spaces by function and are beginning to use higher thought patterns. Multiple escape routes/entrances, water and food storage areas, sleeping areas, communal chambers for the pack and care for the young, their new dens are veritable mazes.


Population 170 - 3 packs of 42, 1 of 44

A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (1)
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Each Den -
40 pop: 10 to guard den/breed/raise young, 2 packs of 10 each to hunt/gather water, 10+extras to expand/improve den.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Little Toe
2008-03-03, 01:48 AM
Drabbits: You only got 1 point this turn.

Oh but I hadn't used the last point you gave us so I just used them both now?

Quixotico
2008-03-03, 10:49 AM
Rummaging through the brush for small, easy prey and delicious greens, packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The newest generations of Mollotoids, with some of their members under attack by the Aephids, have displayed an even tougher exoskeleton. The chitin is harder, thicker, and more insulating.

Mollotoid

A brain (3 points, +2 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members. They have a decent memory, too.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (3 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from harmful temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

160 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

Emperor Demonking
2008-03-03, 11:29 AM
Aquahabito, Muros: +20: As the red powder has stopped your safe.

Symbionts +40: The Kenchow and the Stabe are both developing ways to get you out of thier bodies.

Mollotoids & Burrow spiders: +10, new red flowers have grown and they've polluted the water.

Stirar: +10, the worms continue to eat the food, soon thier may be a famine.

Aephids: +15 a new tree has developed which explodes when in contact with flame.

Drabbits: +12, thier have been no new development.

Nosslin: +10 a new plant has started to wrap around you to tightly to get off and drains thier blood.

Greyen
2008-03-03, 03:00 PM
Tunnel Spiders

The tunnels spiders find that their water supplies having been corrupted begin tunneling new water courses from upriver. They dig tunnels under the water ways to points that are above the source of pollution (ie upriver in the mountains if possible) and begin digging for underground water supplies in subterrean rivers and aquifires. Thier vibrationsense is especially useful for this. Redirecting small amounts of water at first they are able to create underground pools and ponds that are safe from above ground corruption.


Population 180 - 4 packs of 45

A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (1)
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Each Den -
40 pop: 10 to guard den/breed/raise young, 2 packs of 10 each to hunt/gather water, 10 expand/improve den, 10 to tunnel for water

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Carrion_Humanoid
2008-03-03, 03:22 PM
The Aephids see this tree as both a blessing and a curse, they cannot rid their land of this vile tree with fire-but they can with claws. They begin to chop down this tree and place it at the edge of the Scorched Barrens, to be used in defense, one Aephid for several enemies.

Meanwhile, some members of the species are beginning to talk of splitting into a smaller group, so the Aephids do not need to expand to largely. They also begin asking a simple question to each other, How?

Quixotico
2008-03-03, 03:53 PM
Wait, did we just get a point to spend?

Benejeseret
2008-03-03, 08:33 PM
(OOC) Also, you missed the Landanemones the last 2 population increases (March first and today). Once you update me I'll post in my new point.

BTW: Awesome map!

KindaChang
2008-03-04, 02:09 AM
Stirar
Body Basics
Brain 4
Head 1
Neck 2, vocal chords
Torso 1
+Fur 1
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 3 (insectivorous tendencies)
Reproductive organs 1

Current Status/Behaviours
205 people
Omnivore

Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 2

Senses
+Eyes 2 (binocular)
+Ears 1


The Stirar have begun to range further and further to find food, and some have even braved the plains right up to the south river's edge. Their legs have become stronger and while they tend to travel quadrepedally, occasionally they can be seen trying to walk bipedally. Population pressure forces a few to brave crossing the river and although even less of those make it, soon many Stirar are attempting the crossing. Many won't make it across, for they are poor swimmers, but enough should to establish a new colony in the forest to the south.

Greyen
2008-03-04, 02:35 AM
The tunnel spiders will guard their territory well and hunt anything attempting to cross it on foot. This includes crossing the river. The Stirar are good prey.

Emperor Demonking
2008-03-04, 10:35 AM
1 point

Landanemones: +30 you come across a red flower that pollutes your water system.

Quixotico
2008-03-04, 11:07 AM
Rummaging through the brush for small, easy prey and delicious greens, packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The newest generations of Mollotoids have, with years exposed to dangerous toxins, developed an immunity to ingested toxins.

Mollotoid

A brain (3 points, +2 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members. They have a decent memory, too.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive systm ect (4 point - +3 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (3 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from harmful temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

170 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

Greyen
2008-03-04, 11:11 AM
Tunnel Spiders

Edit - readjusted point spent

With the new tunnels and running water the Tunnel Spiders begins allow for larger clutches of eggs. This allows or more offspring to be raised to adulthood. They also begin expanding their hunting ranges seeking to expand their capacity to suppport a larger population.

Their tunnels now run through out the plains surrounding the river in the east. Many of the individual packs intertact on a regular basis where their tunnels intersect. Knowledge and resources are shared among them as needed for increased survival. The tunnels now run under the river and cover both sides.


Population 180 - 4 packs of 45

A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore


Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Each Den -
45 pop: 10 to guard den/breed/raise young, 30 in packs of 5 or more hunting, 5 expand/improve den

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Benejeseret
2008-03-04, 12:48 PM
Landanemone
[population 210 (colonies of 100, 53, 57), seventeen total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, rest default]

The colonies are becoming massive coral sheets spreading across forest carpet. Though efficient consumers, the local vegetation is thinning and many animals has begun to avoid the area. The genome of the landanemone has undergone a polyploidization which doubled the Hox genes regulating body plan. This has allowed the formation of two additional hollow-sac organs on which selective pressures and adaptations could mold.

The selective pressures of food capture lead to an adaptation of the methane sacs to a second duplicate hollow organ able to stall the methane biochemical pathway at larger, aromatic compounds. These aromas are released into the environment to attract scavengers to the area. Those that blunder into the hive in search of this phantom food-smells are quickly overwhelmed by the collective attack of stingers and neurotoxins.

As the selection toward chemo-attractants grew so did the need for diverse organic aromatic compounds. The methane-sac organ by this time has been duplicated again as a third hollow organ system. This new structure acts like a primitive nephron-kidney able to filter toxins and waste from the colony and deposits those compounds into the chemo-attractant sac for processing into more complicated chemokines. The rise of the red toxic plants helped to spur the advancement of these structures as the Renal Filter could greatly lessen the toxic accumulation.

Carrion_Humanoid
2008-03-04, 05:32 PM
The Aephid's lifestyle allows for much relaxation among their people. They do not need to search for a place to sleep at night and simply hunt from the creatures around them. This freedom allows their children to be able to wonder with the adults about life, and come up with a concept of some sort of being creating Them, and Fire. They call this being The Klil'kt, or Creator. This being created them, and the fire which they can produce, and another being whom created their foods, Kr'tkk, or the Feeder.

Among these new ideas some children find around them that broken sticks sharpened by their claws can create a Ranged Claw, which they call Thl'kt's, Spears.

Aephid (http://www.giantitp.com/forums/showpost.php?p=3994539&postcount=6)

Admiral Squish
2008-03-04, 07:11 PM
The muro, naturally mobile, are becoming crowded in their sliver of territory. The muro commune through the meme-patches that to stay away from the advancing wall of blight spread by the aephids, they have to find a new home. Each muro gets a basket of tough seaweed, which they load up with silver and leaves. Carrying their new baskets and spears, the muro travel as a swarm to the water's edge, and dive. They swim as one, past the aquahabito's hub, towards the sliver of land they have seen on the horizon in their flights. They come ashore in this new peninsula, surrounded by water.

Eagerly, they dig in and make themselves a super-burrow. Large enough to hold all the muro flocks, they become a unified society. Their proximity to one-another makes communication all that much easier, new and radical ideas spread quickly, ideas, plans, thoughts, all of it is eagerly discussed. Communal spaces branch into flock dens, and flock dens branch into personal dens.

Brain- 8 (flock behavior, reasoning, tools, fire, silver-shaping, pattern-recognition, den-city)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

180: 16 flocks, branching off a massive central den on the peninsula's head.

Carrion_Humanoid
2008-03-04, 08:41 PM
The Aephids begin to notice a excess of land to the south of their pray, and they realize that this land would be a great place to create more Kt'Sttk for their tribes so they could spread out more and have water for drink and be better able to stop the spread of the Land Plague, or Kr'Kleki in Aephid. The Tribe splits off a group of 20, plus Chief Kt'Ikt and they move south with six of the Aephids holding their new Thl'Kl's at the ready to defend the Cheif.

Translations(Its a game in a game!)
Noun
Kl- Claw
Kt- Fire, Flame
Tkk- Food
Ikt- Chief, Chieftess
Sttk- Land
Ktk'k- Aephid
T'tk- Spew
Kr'Kleki-The Land Plague
Verb
Thl- To Throw, Throwing
Klil- To Create, Creator
Ktl- To set aflame, Flaming
Adj.
Kli- Little, Small Amount
???
Kr- The
Sk- Woman
Skt- Man

El_Frenchie
2008-03-04, 11:04 PM
Aquahabito

Brain (9): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Collective mind (Mind waves using frequencies) (2). Underwater architecture (3).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
210 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito's are now able to communicate with the Muro's in an understanding fashion. As the Muros migrate, the Aquahabito's serve as guide by groups of 10 and some of them bring seedlings for aquamarine plants near the coast there, which is quite bare.

After planting a few aquamarine plants there, the Aquahabito's move back to their central hub and seem to continue expanding their underwater hive with new rocks and seem to displace bigger rocks by moving them in groups. Also, they seem to discover by chance that leaves tightly bunched together produce air bubbles as they drag air underwater. They gather leaves and by interlacing them, create a huge underwater bubble of air that the Aquahabito feed by bringing air enclosed in large underwater leaves and preserve by isolating it from tremors with a maze of rocks designed to break water currents. The air bubble become the center of the Aquahabito's city.

As the Aquahabito grow in numbers, some move and explore and go up the rivers, exploring. A group of 5 Aquahabito's happen to be in the river where the Strirar are crossing. They help the creatures as they can, preventing the ones in danger of drowning from sinking below the water by carrying them atop their carapaces. They are only 5 to be helping, but with their method of communication, it ends being a group of 10 Aquahabito's ferrying the Strirar.

It seems the Aquahabito's are constructing a underwater hive.

One point in brains (+1)

((Will update the map as soon as Emperor Demonking posts. I've been a bit busy with my work and the games I'm in, so just hang on a bit.))

Nibleswick
2008-03-05, 02:08 AM
Telepathic screams cut through the forest,soon other Nosslin arrive, but it is too late, the victim is already dead. Their family mourns, and in a matter of minutes all other Nosslin know what to avoid.

The Nosslin

Brain (7 basic tool use, telepathy, simple understanding of what they hear with their minds)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)

Population: 190
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds.

KindaChang
2008-03-05, 09:07 PM
South across the river the Stirar population has begun to propser away from the more dangerous predators and even has the chance to go to the ground. Through several mistrials they have learned to chip away at stones to create cutting edges useful for getting more sticks, and possibly other things as well...

Stirar
Body Basics
Brain 5 (mode 1&2 stone tool tech
Head 1
Neck 2, vocal chords
Torso 1
+Fur 1
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 3 (insectivorous tendencies)
Reproductive organs 1

Current Status/Behaviours
205 people
Omnivore

Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 2

Senses
+Eyes 2 (binocular)
+Ears 1

Carrion_Humanoid
2008-03-05, 09:17 PM
The Aephids begin to stop feeding off the Mollotoids, because of their closeness to their Dens, and begin to attack the Stirar once more, calling them the Kli'Tkk.

El_Frenchie
2008-03-05, 09:21 PM
(( Carrion_humanoid: The Stirar have crossed the river to the South-East of the Burrow Spiders and are several kilometers away from your Aephids. Thought you'd want to know that.))

Emperor Demonking
2008-03-06, 10:52 AM
Symbiots: +60

All has stayed the same but it has gotten hotter. +15

1 point, 1 extra point for El_Frenchie.

Quixotico
2008-03-06, 11:05 AM
Rummaging through the brush for small, easy prey and delicious greens, packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The newest generations of Mollotoids have shown greater curiosity and have begun using simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey.

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (4 point - +3 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (3 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from harmful temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

185 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

((OOC: Did the point I put into reproduction do anything for the Mollotoids?))

Greyen
2008-03-06, 12:08 PM
Tunnel Spiders
OOC- I added 1 to Reproduction also...any results of this?

The water cooled tunnels of the Tunnel Spiders are proff against all but the heaviest heat waves. The deepest tunnels are even cooler. Many tunnel spiders begin rotating duties within the den/hive to relive themselves of the heat.

New food sources have availed themselves tothe hunting packs, Stirar and Aephid are no match for the ambush pack tactics of the Tunnel Spiders who pounce from the brush and run down any who flee. Driving faster ones toward pits, and other pack mates. The more advanced tools of the more sentient species often bounce off of the exoskeleton of the Tunnel Spiders.

Many wounds caused by the hard life of a hunter heal quickly often even allowing regrowth of limbs. This ability allows for longer life spans and a much higher survivability rate.


Population 200 - 4 packs of 50

A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1

Each Den -
45 pop: 10 to guard den/breed/raise young, 30 in packs of 5 or more hunting, 5 expand/improve den

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Admiral Squish
2008-03-06, 02:59 PM
The muro city, being underground, is largely immune to the effects of weather above, and what time they spend outside he city is usually short, limited to gathering plants from both the surrounding water and land.

The meme-patches of the muro, in such constant contact have shifted. At first, it was enough to be nearby a muro to commune with them, but it quickly advance beyond that. All muro share a connection now. All the knowledge known to any is known to all. Secrets are no more. Each muro is still an individual, but with constant access to a nigh-infinite well of information, constantly being updated with the latest experiences of each and every individual. Organization an coordination are second nature to the mind-bonded muro.

Brain- 9 (reasoning,, silver-shaping, den-city, collective intellect)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

195: A massive central den on the peninsula's head.

Benejeseret
2008-03-06, 06:55 PM
Landanemone
[population 225 (colonies of 105, 60, 60,), seventeen total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, Symbiosis 1 ***, rest default]

((OOC: much like the clownfish to the sea anemome, the landanemone population can adapt to another species for a communal use of skills and defense - instead of just eating it.

I am looking towards the Mollotoids as we would make a pretty good 'coral' together for symbiotic living.

I have put the point as "symbiosis" for now but it will change to a specific symbiotic trait if a partnership can be formed....ie. the landenemone masses make good defense and their chemoattractants will draw food into the area. Ideally a motile species could begin to 'cultivate' and help spread and tend to the colony.))


The landanemone masses begin responding to the increased heat with minor behavioral changes. The methane sacs are vented more regularly, and the off gassing of pressure (ie. wonder of physics) cools the sac. The downside of the heat is the lower range of drifting-juveniles leading to the pressure towards accepting a communal lifestyle with a cultivator species.

El_Frenchie
2008-03-07, 05:27 AM
New Map
http://img187.imageshack.us/img187/5035/evolutionmap2of1.jpg

Aquahabito

Brain (11): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, simple Illusions) (4). Underwater architecture (3).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
225 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito have grown quite a bit. The Aquamarine plants grow thick, food is plentiful and the animal uses its mind waves to force back more intelligent predators. In case it faces creatures that don't perceive their way of communicating, they generally rely on their shells to do the rest of the work for them, generally having more than enough fat to sustain a siege. Other smaller predators are clearly put off by the Aquahabito because of its size.

As they communicate more, the brain waves intensify. It isn't simply a overwhelming stream of information anymore, it is now able to confuse the senses and create illusions. A group of Aquahabito's are thus able to recreate environments, or even make themselves seemingly disappear from the sight of a predator.

Similarly to the brain waves, this only affects creatures with a decent amount of intellect. Simple creatures are unaffected by the illusions (Brains ≤4). And creatures with more powerful brains are able to ignore it by focusing their senses. (Brains ≥8).

It also happens that creatures that are indeed affected might be able to break from the illusion through concentration. (Roll a d20. DC: 15)

With those developments, it is crucial for the Aquahabito to remain in groups. The social life of the aquatic creature is now dramatically important, mates seem to stay together for life. As for the recent heatwave, the Aquahabito's often go into deeper waters if they need to cool themselves down slightly.

Muros: A small colony of Aquahabito's established themselves nearby the Muros so as to tend the Aquamarine plants. These are eventually meant to sustain the Muros in the long run, but they are eventually to be tended to by the Muros themselves. Aquahabito's (if you so wish to spend into aquaculture) will even teach Muros the art of Aquaculture by starting with the basics (fertilization).

The Aquahabito have also thought of the silver metal that the Muros used. They tell them about how it is unguarded. Regardless of the response, a group of about 10 Aquahabito's (probably those that came back from the help they gave the Strirar) will guard it by placing illusions around the area. (Creatures with 5-6-7 in brains are affected. All others are non affected.

Strirar: As the Aquahabito ferried some of your people across the river, they say their farewells, leaving towards the West, from whence they came.

2 points in Mind waves. (Simple Illusions)

----
OOC:

Long post. Sorry about the map delay, I've got my hands full recently.

Emperor Demonking
2008-03-07, 12:44 PM
The two with higher reproduction have an extra 5 members.

Admiral Squish
2008-03-07, 05:16 PM
Warned by the aquahabito, the muro started to move in shifts, swimming back across the waters an digging in under the waterline, mining and smuggling the silver out of their old home and flooding their old tunnels. They gather the entirety of the silver deposits in a great pile underwater, before dragging individual lumps to the new den-city. As they dug, the specifics of amount and quality were messaged back to the dens, and a new chamber was built, where a great forge was made. As the silver came back with the harvesting muro, the rest immediately went to work with it, forming it into long bars with pointed ends.

Simultaneously, a third connected project began. Muro armed with silver picks began to harvest stone from the bottleneck of the peninsula. Blocks nearly as big as the muro themselves rose from the depths of the underground with the combined efforts of the muro. These blocks were stacked, one atop another, all across the bottleneck, growing five, ten times as tall as the cat-sized muro. The silver shafts came forward as the final bricks were set, and driven into place, holding the stones together in a solid network. The wall even extended out into the lake, far enough to block the landbound from swimming around it.

Greyen
2008-03-07, 05:18 PM
I'd like ot point out that silver is a soft metal that is nearly useless against most stone.

Admiral Squish
2008-03-07, 06:40 PM
I'd like ot point out that silver is a soft metal that is nearly useless against most stone.
((It's not real silver. It's a hard, silvery metal, but we don't have a name for it and I don't fell like writing out 'hard silvery substance' every time I need to mention it.))

Benejeseret
2008-03-07, 07:41 PM
(what do you mean higher reproduction? The landanemones have had 3 for awhile, are they included or are you speaking/replying to someone in particular?)

El_Frenchie
2008-03-07, 09:51 PM
((I just think it means the two people with the highest score in reproduction get +5 pop.))

Carrion_Humanoid
2008-03-07, 11:37 PM
The Aephids realize that many of their young begin to have their Claws become Hollow and able to dig away at the Kt'Sttk and line it with their Spew, and find that it is colder down under, in the south that tribe is being rather peaceful, fishing with spears and killing small animals only when needed. They also find that their digging claws are useful, but line their Hives Heavily with spew to keep the waters out.

The Northern Tribe again tries to find a new species to feed from, and simply start to feed on what they can, some starting to eat Grass though their mandibles are not suitable for chewing and their stomachs does not bode with it well.

Nibleswick
2008-03-08, 12:27 AM
It gets hot, the Nosslin begin to sweat. Boring, but effective.

The Nosslin

Brain (7 basic tool use, telepathy, simple understanding of what they hear with their minds)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)
Sweat Glands (1 point)

Population: 205
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds. They have just developed sweat glands to help control their body temperature.

Emperor Demonking
2008-03-08, 07:59 AM
The weather gets even hotter, lightning strikes are getting common and sometimes parts in the ground get incredibly hot.

+15 everyone and extra 5 for every point in reproduction.

1 point

Greyen
2008-03-08, 08:52 AM
Tunnel Spiders

The water cooled tunnels of the Tunnel Spiders are proof against all but the heaviest heat waves. The deepest tunnels are even cooler. Many tunnel spiders begin rotating duties within the den/hive to relive themselves of the heat.

The tunnel spiders newest generations begin to develop manipulative digit on their second set of limbs. These also develop an additional joint to enhance manipulation. This allows for finer construction of the tunnels and clearer communications among the various dens.

The large dens are preparing to split again, ready to send newer dens south into the forest.


Population 220 - 4 packs of 55

A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning),
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
55 pop: 15 to guard den/breed/raise young, 30 in packs of 5 or more hunting, 10 expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Admiral Squish
2008-03-08, 12:46 PM
The muro have begun to spend most of their time in the water, tending to the water-plants as they learned from the aquahabito. Soon, they begin to adapt the same processes to grow plants on the land above their den. They mostly focus on tubers and leafy vegetables, for a mixed-bag of nutrition.

Brain- 10 (reasoning,, silver-shaping, den-city, collective intellect, agriculture)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

210: A massive central den on the peninsula's head.

Benejeseret
2008-03-08, 01:13 PM
Landanemone
[population 255 (colonies of 115, 70, 70), total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, Symbiosis 1 ***, rest default]

In response to the continuing heat, many of the colonies have begun digging out subterranean cavities under connected corals with their wandering hyphae and tentacles. The Hyphae there hangs in aerated sheets to allow geothermal heat regulation (cooling like the huge termite mounds do).

The tentacled masses of the corals are becoming more tolerant of the Mollotoids (waiting upon his post and then will edit to suite)

KindaChang
2008-03-08, 03:08 PM
The Stirar, already small and fairly able to efficiently radiate heat, found that wider bodies, reducing their bodies thickness, and a much thinner fur coat during hot temperatures, which will grow in during periods of cold help to move the heat out of their bodies.

Additionally, the Stirar have taken to being most active at dusk and dawn, and instead stay in the shelter of shaded trees, well away from the warm ground, during the hottest time of the day. They're finding this to be a good time to create the stone tools that they have begun to use to sharpen their sticks.


Stirar
Body Basics
Brain 5 (mode 1&2 stone tool tech
Head 1
Neck 2, vocal chords
Torso 2
+Fur 2
Size 1 (cat)

Major organ systems
Heart/lungs/ect 2
Digestive system 3 (insectivorous tendencies)
Reproductive organs 1

Current Status/Behaviours
220 people
Omnivore

Appendages
+Arms 3 (Grasping hands)
+Tail(prehensile) 1
+Legs 2

Senses
+Eyes 2 (binocular)
+Ears 1

Nibleswick
2008-03-08, 11:09 PM
The great heat of the earth has the Nosslin very worried, so wooried in fact that they decide to something never done by them before. They meet, all of them, in the eastern forest past the river, and pool their mental energies to probe the earth and discover what is happening.

The Nosslin

Brain (8 basic tool use, telepathy)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)
Sweat Glands (1 point)

Population: 220
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds. They have just developed sweat glands to help control their body temperature.

Carrion_Humanoid
2008-03-08, 11:56 PM
The Aephids begin to realize they are more Fertile, and bear more children. These children seem to be hungrier as food to eat is getting scarcer, and they may need to start eating what they must hate. They thank their Ability of Mind-Sight to see through the tunnels. They begin to notice small roots and mushrooms growing in the caverns, and they eat them so they need not go into the heat and Sky-Fire.

Aephids (http://www.giantitp.com/forums/showpost.php?p=3994539&postcount=6)

Quixotico
2008-03-09, 02:08 AM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The newest generations of Mollotoids, spending more and more time around the Landanemones they previously avoided due to nuerotoxins, have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the nero toxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 16-40 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (3 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from harmful temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

210 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

El_Frenchie
2008-03-09, 04:13 AM
Map
http://img187.imageshack.us/img187/5035/evolutionmap2of1.jpg

Aquahabito

Brain (12): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, simple Illusions) (4). Underwater architecture (4).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
225 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito has been quite a bit disturbed by the increasing heat waves. The rising temperatures cause water currents to be erratic, and the storms above the water tend to make the sea lower and rise on an irregular fashion.

In order to counteract the new water currents, the Aquahabito's brain adapts and imagines ever more clever ways of breaking up the currents with the structure of their main city. They place new tunnels and new rocks to displace the direction of the main currents. Interestingly, this also makes them use the new currents as means of faster transportation. The better preserved the current was, the faster you would get to the end of the tunnel: Aquahabito's plug their tunnels with stuffed leaves and smaller rocks. This gives the city-Aquahabito an artificial speed.

In the outlying colonies that practice aquaculture, they realise that dense foliage is able to tone down the currents and help canalize it towards uninhabited parts of their sea. Now they accomplish those dense forests by removing adult grown plants to critical places, making huge lines of forest kelp and leaving child plants in bunches of their own, in places that do not require forests immediately.

The Aquahabito's architectural capabilities seem to gradually increase.

Muros: The nearby Aquahabito's are willing to teach the Muros how to delve into the earth so that they are able to reach into the sea from below their den. An underground to underwater system. This would allow for a trade route between the two, as it would become a main voice of communication. The entrance would be on the East coast of the Muros's den to avoid allowing too many water currents and ocean waves to hit the area.

The architectural knowledge would teach the Muros how to handle currents by breaking their flow as well as basic underwater tunnels.

1 point in brains. (Underwater Architecture)

El_Frenchie
2008-03-11, 05:44 AM
((bump-bee-bump-bee-bump))

Emperor Demonking
2008-03-11, 11:42 AM
15 members +5 for each reproductive point.

The north: The Exploding trees have become far more common and with the heat wave have started to explode because of the heat.
The middle: Lightning strikes often start small forest fires plus a few trees start to explode during the hot peeks.
The shore: The tide has gone mad coming in at random times and reaching far higher points then they normally would.

1 point

Greyen
2008-03-11, 02:19 PM
Tunnel Spiders

The tunnel spiders are beginning to think better for themselves. Rocks, sticks and other items begin to be used for basic tools.

During times of weather distress they hides safely in their dens.

The ever expanding tunnel systems have by now reached the lake. There the new dens are able to begin a foundation as the large packs have split. this more widespread population of predators eases the burden over a larger area ensuring that there are no shortages of food.



Population 240 - 8 packs of 30

A basic brain (4)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning), basic tools +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
The size of a Dog (+2)
Carnivore

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
30 pop: 8 to guard den/breed/raise young, 15 in packs of 5 or more hunting, 7 to expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Carrion_Humanoid
2008-03-11, 05:52 PM
With the exploding Trees Aephids in the north have begun uprooting the Trees with their digging claws at night when it is colder. When the uproot a tree they simply leave it in the northern parts of their Land and wait for it to Explode in fire, praising Klil'kt every time one does. They try to rid most the trees they find, and burn the ground under it when they uproot it.

In the south with the Ktts(water) Rising to their Lands, some offspring begin to be born with slits in their necks which allow them to breath in the water. Soon enough, all the Aephids are born with this trait. Some begin to travel under the waters and find a race of Hard-Shelled creatures as large as them, and because they seem large and strong One Aephid presents them with a Pelt of a Stirar.

Benejeseret
2008-03-11, 08:03 PM
Landanemone
[population 280 (colonies of 120, 80, 75, 5 (mollotoid transplants)), total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, Calcified Coral 1, Symbiosis Mollotoids (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

The heat, fire, and smoke surrounding the mats of Landanemones have raised a hardy and persistent crop. The corals have begun to coat and build a layer of calcified coral between the trunks of the animals and the harsh outside world. The thick calcite shells is heat resistant and acts as a heat sink along with the aerial hyphae that can be extended when safe.

The few organic trees still present within the coral have become coated by the excretions, and calcified into the very structural support of the colony as dead, hollow pillars.

Many holes dot the extended spread of the coral where masses of tentacles can burst forth and engulf prey drawn in by the chemo-attractants.

Nibleswick
2008-03-12, 05:56 PM
Nosslin keep probing the earth with their minds, trying to find out whats wrong.

The Nosslin

Brain (9 basic tool use, telepathy)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (2 default +1)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)
Sweat Glands (1 point)

Population: 235
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds. They have just developed sweat glands to help control their body temperature.

Quixotico
2008-03-13, 01:19 AM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

The newest generations of Mollotoids have develeoped a thicker, more insulated exoskeleton in response to a few stimuli. The thicker chitin armor helps then move amoung the Landanemones with fewer worries, and protects them from the occasional exploding tree. The improved insulation it provies helps them survive more comfortably in the continuing heat wave.

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 16-40 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

230 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

El_Frenchie
2008-03-13, 08:58 AM
Map
http://img187.imageshack.us/img187/5035/evolutionmap2of1.jpg

Aquahabito

Brain (13): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, Illusions) (5). Underwater architecture (4).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
240 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito's mind waves seem to grow more complex as they communicate. Some Aquahabito's seem to become increasingly able to manifest illusions to their own comrades. Often simple jokes, they cause no harm because of the solid network of their minds. On the contrary, they seem to sharpen Aquahabito senses.

It seems however that they are able to perfect illusions to make them seem believable to a wider range of creatures. (Brains ≤4 and Brains ≥9 are unaffected. Affected: DC: 15)

The Aquahabito hive becomes the main shelter from the terrible currents. They are however protected from the terrible heat and the storms above. Even better, the sudden tides often work to their advantage and they use them to scavenge new types of material from the flooded areas of the forest near the shore.

The Aquahabito is now quite a complex creature. Its mind and underwater architecture likely to be unrivaled. All the tunnels of the hive are now using canalised currents from the sea to increase Aquahabito's movement speed around the nest. Around the hive, thick dense forests of kelp help them slow down the currents enough to be manageable.

1 point in brains; Mind waves (Illusions)

Aephids: When Aquahabito's are presented with the pelt of a Strirar, they seem to be confused. Lots of information flood into the Aephid brain. For now, they can't seem to understand each other. Some Aquahabito's bring Aephids some kelp and other underwater delicacies they particularly like.

((Before making them completely underwater-able, maybe you should spend a point on giving them appropriate limbs. I'm having trouble imagining your heavy chitin insects swimming))

If any Aephid's seem to have trouble fighting the strong currents in the bay, Aquahabito's will help them back to the shore.

Emperor Demonking
2008-03-13, 11:42 AM
1 point
0+2 for every point in reproduction

Several flaming rocks finally manage to crashland near the forest the flames that it caused and the mess it made in the water was immense. Now it seems like it is harder to breath.

Admiral Squish
2008-03-13, 01:16 PM
The muro, located so far from the forest are slightly less affected by the crash, though a small group of muro was dispatched by the collective to examine the landing site. Armed with their spears, they flew all the way to the crash site, examining the landing, holding their breath as they got closer.

At home, the muro dug a tunnel to the sea, making sure to arc it so the water level wouldn't overflow and flood the city. They expanded the opening far beyond the needs of muro, so the aquahabito could get in. The tunel tapered away to muro-size, though, so this was ore of a meeting area than a acess tunnel. The rest of the muro were busy harvesting stone to line the city walls with. Seeing how well the wall had worked, they quickly brought up hunks of stone, lining the entire city with the hard material and sealing the cracks with wetted rock dust, a primitive sort of concrete.

Brain- 12 (Civilization. Stone-lined cities, advanced intelligence, metalworking)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

225: A massive central den on the peninsula's head.

(I'm seconding frenchie's point on the swimming. It cost me three points to get where you did in one point, which I consider a bit unfair.)

Nibleswick
2008-03-13, 02:04 PM
I'm not going to be able to post for the next couple of days, I'm getting my wisdom teeth out, gonna be drugged up to the eyeballs.

Greyen
2008-03-13, 02:15 PM
Tunnel Spiders

The Tunnel Spiders regenreation and specialized internal chemisrty adapts very rapidly to the changes in the atmosphere. Their reduced needs for air and water allow them to go longer and survive off of less.


Population 242 - 6 packs of 30, 2 packs of 31

A basic brain (4)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning), basic tools +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
30 pop: 8 to guard den/breed/raise young, 15 in packs of 5 or more hunting, 7 to expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Quixotico
2008-03-13, 02:16 PM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

The newest generations of Mollotoids have developed finer manipulation tentacles at the end of each main tentacle, in response to their still-developing tool-usage.

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 16-40 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Cat-sized (1 point - default) Meow.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three multi-tipped tentacles (4 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

232 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

El_Frenchie
2008-03-13, 03:35 PM
Map ((Will update it on next turn))
http://img187.imageshack.us/img187/5035/evolutionmap2of1.jpg

Aquahabito

Brain (14): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, Illusions) (5). Underwater architecture (5).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
240 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

As the sudden tremor occurs, Aquahabito social life drops to a halt. Their minds probing themselves, none was directly hit. But seconds later, no, not even a second later, the water started to have large currents, far beyond what the Aquahabito had experienced so far. The Sea creatures attempt at finding a refuge in the hive, but its structure seem to tremble under the immense pressure.

The Aquahabito's seem under a measure of panic. Panic from one mate is communicated to the other, and like ants, they seem to fire in all directions from the hive in an erratic manner, looking for something to save their underwater city. Nothing came up until one lone Aquahabito hovered around their common cemetery.

Other Aquahabito's rushed. Taking the bones of their fallen comrades, they use them to pin the woven leaves that hold the bubble of air underwater. They sew together with smaller bones the leaves towards the top.

Once the overall structure gets more stable, Aquahabito's then use the bigger bones in jaw formations to block the entrances. They manage getting those bones to stick together by weaving several layers of kelp around them. Then they use those jaw-doors to block the entrances to the hive.

They waited until they felt no more tremors out in the water before coming out, occasionally sending patrols of Aquahabito to bring back Kelp.

The Cemetery had quite a few more bones left, Aquahabito's realised that bones from bigger creatures could provide for excellent underwater architecture. But for the time being, being secure was the priority.

1 point in brains. (Underwater architecture)

Carrion_Humanoid
2008-03-13, 05:44 PM
((Well, the Aephids are heavier, so they don't really swim. They really just kinda sink and walk on the floor.))

The Aephids begin to breath harder, simply trying not to pass out and eating whatever they can find to survive. Some Aephids find their armor being lighter, which allows them to breath easier with.

In the south however, the Water Aephids find themselves living well in cooperation with the Aquahabito. The gifts given to them are eaten quickly, as to not insult them. Though some do have a small problem with eating it. Under the water they feel very light, as if in a dream. They find their digging claws can be easily used as a paddle. They enjoy simply going in the water and fishing for small fish with their spears. They feel slightly out of place though, as their building material seems to be made from rocks and coral, not spew.

Admiral Squish
2008-03-13, 05:58 PM
((The locomotion doesn't matter so much, but I still had to take two points in lungs for water-breathing.
Also, being heavy enough to sink in water and walking on the bottom would get you immediately mired in muck.))

Carrion_Humanoid
2008-03-13, 08:27 PM
((I changed it to we have air pockets in our Chitin.))

El_Frenchie
2008-03-14, 04:17 AM
Muros: The Aquahabito's appreciate the new tunnel. They camouflage the entrance with big new kelp plants. They then bring in a large group what seems to be bones.

They show the Muros how they weave the kelp tightly in multiple layers around the bones to make a solid door. Aquahabito's warn the Muros that their bone is directly related to the hardness of their shells. It is strong. They'd like the Muros to ask the Aquahabito's for bones, however, as they look fairly uncomfortable at anyone else handling their remains.

Aephids:
In the souther however, the Water Aephids find themselves living well in cooperation with the Aephids.

((Did you mean Aquahabito?))

OOC

Carrion_Humanoid:

Previous post


((I changed it to we have air pockets in our Chitin.))
Not sure how Emperor reacts to tweaking our previous points. If everyone starts doing that, it's going to be pretty messy. The idea itself isn't bad though. I'd tolerate that.

Current Post


The Aephids begin to breath harder, simply trying not to pass out and eating whatever they can find to survive. Some Aephids find their armor being lighter, which allows them to breath easier with.
You're changing their morphology. Which should be one point.


They feel slightly out of place though, as their building material seems to be made from rocks and coral, not spew.
Building underwater is very different. Especially with the current weather conditions. If you want underwater architecture, you need to spend for it, as I did.

Carrion_Humanoid
2008-03-14, 03:08 PM
1. No, i wrote it first as a way to go under water. I realized it was a bad Idea before he said it.
2. The breathing easier is simply becauseits less weight on their shoulders, not actually breathing easier.
3. I know I need to spend points, im just saying they feel odd around you people buildings and such.

Nibleswick
2008-03-15, 02:01 AM
The Nosslin abandon their study of the earth, it has become too dangerous. they have decided to try and find refuge in the mountains to the north.
The Nosslin

Brain (9 basic tool use, telepathy)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (3 better lungs)
Digestion (normal herbivore)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)
Sweat Glands (1 point)

Population: 235
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds. They have just developed sweat glands to help control their body temperature.

Emperor Demonking
2008-03-15, 04:30 AM
+10+5 for each point

I'll let you all change one point this time because of the Aephids

The air hasn't gotten any better but a large number of new species have came into being. Some are fire immune, some waterdwellers with powerful attacks, some creatures that can hide then attack with uncanny speed and many more.

El_Frenchie
2008-03-15, 07:08 AM
((Do we get one point this turn, or is just strategising through the new obstacles?))

Emperor Demonking
2008-03-15, 07:42 AM
1 point
Oh yes, the heat wave has ended.

Greyen
2008-03-15, 10:15 AM
Tunnel Spiders

The tunnel spiders begin building complex booby traps to protect their dens, and to capture prey. Pit traps, snapes, deadfalls, and other primitive traps of all sorts dot the landscape in their territories. They are marked out by the Tunnel Spiders by their keen sense of smell with specific phermonal scent markers.

Many traps are baited with carrion to attract scavengers and possible competing carnivores.


Population 257 - 9 packs of 32, 1 packs o 33

A basic brain (4)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning), basic tools +1, trap building +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
32 pop: 8 to guard den/breed/raise young, 16 in packs of 5 or more hunting, 8 to expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Admiral Squish
2008-03-15, 12:48 PM
The wall of stone largely protects the muro from land-based assaults, and the new creatures underwater are simple work for the coordinated spear-assaults of the muro. Some of the muro have started taking the more durable parts of their fallen foes to make into underwater barriers to protect them when close to home, using the techniques the aquahabito showed them. They were sure to leave the aquahabito's entrance open, since the underwater predators were too large to fit through the smaller tunnel, and the door was too complicated for them, anyhow. A second shaft is dug, an alternate route to the sea, inside the protective barrier.


Brain- 13 (Stone-lined cities, advanced intelligence, metalworking, underwater architecture)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

235: A massive central den on the peninsula's head.

El_Frenchie
2008-03-15, 05:04 PM
New map:
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap2-1.jpg

Aquahabito

Brain (15): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, Illusions) (6). Underwater architecture (5).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
250 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The heat wave has stopped and the Aquahabito thought they could have their life made a bit easier from now on. When they realised the increased fauna was also underwater-able, they seemed to always move in groups outside. They'd use illusions to conceal themselves or lead away a predator by having it follow an illusion of an Aquahabito. If they somehow bypassed the illusions the Aquahabito would take refuge inside the hive.

The fact that they had to make their illusions and brain capabilities reach a lower rank of brains forced them to use a set of simpler mind waves, which was inconceivably difficult for them to create, as they had to "dumb themselves down". However, the results were effective.

Now, the only ones that were out of reach of their illusions or mind waves were the ones with superior brain capabilities. (Brains ≥8 are unaffected ~reduced by one to account for the Aquahabito's creating simpler mind waves.)

Muros: The Aquahabito's that live near the Muros and act as their gardeners and somewhat mentors, look to the Muros for protection from the main new predators, as they are several kilometers away from the hive.

Carrion_Humanoid
2008-03-15, 05:41 PM
With the heat wave the Aephids begin to rejoice at the end of Harsh Breathing. In the North, the Aephids begin to actually eat the leaves and greens that they harvest for spew. With this some of the Aephids stop attacking the smaller creatures for food and eat smaller greens in the northern area and in the forests. They find the Land-Plague is getting somewhat out of hand, and take it upon themselves to Burn and Spew to the South.

In the southern portion, the Aephids begin to eat Kelp well, their mouths and body now able to process it. They too eat the greens around them not already scorched and some swim down into the kelp fields if the Aquahabito and take some from there to eat.

Aephids (http://www.giantitp.com/forums/showpost.php?p=3994539&postcount=6)

Rogue_Dragon
2008-03-15, 09:13 PM
The recent changes in the environment have caused many new and dangerous creatures to appear, it has also spurred the sudden appearance of some less dangerous creatures as well. One of these less dangerous creatures is what appers to be a large green insect that flies from tree-top to tree-top. Though the denizens of the forest now have a new neighbor in the skies above, it is doubtfull that any of their lives will be affected by this high flying herbivore.

The Greeners spend their one point on grasping limbs to allow them to hang onto the tree-tops. Figures I would forget something as important as limbs...

Benejeseret
2008-03-16, 12:08 PM
Landanemone
[population 311 (colonies of 123, 83, 80, 25 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

The farming and tending of the colony by resident Mollotoids has led to small pockets of landanemones to grow unrestrained in sheltered locals. With little resisting the colonization of new cultivated areas the young ones are not restrained by the growth selections of before. The vegetative growth and spread of these colonies increases dramatically. (reproductive spreading up)

Many of the organisms around the corals have begun to exhibit complex behaviors. With these behaviors has developed a complex neural array to govern these drives and actions. Signaling molecules between neurons can be mimicked and adapted through complex chemo-attractants. The air around the colonies are ripe with airborne scents and fragrant that do more than fools those around them into thinking there is food nearby, the chemicals also dull and lessen the perceptive ability of prey and predators in the area. (basically, when close to the corals species temporarily loose a "brain point", smell food and are more likely to wander into the masses - Mollotoids immune by choice/adaptations)

Odin the Ignoble
2008-03-16, 01:33 PM
With the changes in weather come the Grox. Although they do not present a physical threat, there eating habits could have dire effects on the environment.

Grox


Brain 2 (basic herd mentality)
Head (basic)
Neck (basic)
Torso (basic)
Reproductive 3
Size Grande (9)
Herbivore

Grox are huge lumbering behemoths. They travel in large herds consuming copious amounts of vegetation. If attacked they will circle up and try to protect the the young. Their primary defense is to be too large for their predators to take down easily.

Emperor Demonking
2008-03-17, 11:25 AM
10% increase in population +5 for each point.

1 point.

For carnivores life goes on asd normal. For herbivores food is getting harder to find.

Admiral Squish
2008-03-17, 12:41 PM
The muro, farming their own food, half of which is underwater, are largely unaffected by the depleting food supplies outside their wall. Meanwhile the muro city grows ever-larger and more complex. The collective mind grows still more powerful. Soon, some of the younger muro, with access to the collective knowledge have begun to make more advanced tools. Harnessing the power of water and fire, they have begun to make simple machines of the silvery material, powered by steam. This one lifts harvested stone and silver to the main levels of the city, the next tills the fields, the next pours the molten silver into molds. There were several tries to make machines that worked thusly underwater as well, but the fire powering the steam required constantly fresh air.

Brain- 14 (Stone walls, advanced intelligence, metalworking, steam-powered machines, collective mind.)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

260: A massive walled city on the peninsula's head.

Quixotico
2008-03-17, 01:44 PM
Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

The newest generations of Mollotoids, between the new influence of the giant Grox and the greater supply of food, have gained record size for their species. Nearly double!

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 16-40 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Halfling-sized (2 points - +1 above default) Bilbo Baggins.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three multi-tipped tentacles (4 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

267 Mollotoids.

Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.

Odin the Ignoble
2008-03-17, 03:53 PM
With the food shortage the normally peaceful Grox have become more aggressive. The Grox are now actively chasing away other herbivores and occasionally killing them. The new more aggressive generation of Grox now sport crude claws on their forelimbs.


Brain 2 (basic herd mentality)
Head (basic)
Neck (basic)
Torso (basic)
Reproductive 3
Size Grande (9)
Claws 1
Herbivore

Grox are huge quadrupedal behemoths. They travel in large herds consuming copious amounts of vegetation. If attacked they will circle up and try to protect the young. Their primary defense is to be too large for their predators to take down easily.

Carrion_Humanoid
2008-03-17, 07:19 PM
The Aephids of the north begin to see the land to the west of them full of humongous grass eaters, and they see them as easy pray. They surround what they see to be the sickest or oldest and weakest. They then spew fire as some throw their spears but realize these beasts will not fall, and retreat and attempt to loose them in the brush.

In the south, some Aephids find that under the layer of spew, the soil under the spew is very soft and dark from water. In this soil some Aephids cut into it in lines with hooked spears and put the seeds of Quick Growing Grasses to feed from. However, some sneaky Aephids still take from the Friendly Aquahabito.

Admiral Squish
2008-03-17, 08:18 PM
((Carrion, for nine points of size we're not even talking in terms of elephant anymore. We're more in the field of apatosaurus. You could stick spears and breath fire all day, and the thing would be only mildly annoyed, or just stomp you into oblivion. You wouldn't get anywhere near the vitals.))

Benejeseret
2008-03-17, 09:20 PM
((I would point out of the Grox though that with a massive, massive size...their skeleton, muscles, lung and DIGESTION are those of a meal worm............

These things would barely be able to move (sloths pace or worse) and would be constantly starving...cannot move, eat and digest enough by the looks of the stats and barely able to breath enough to provide all cells of their body with O2.))

((Second, Question before I post. With the new pop. growth is that 10% plus 5% per reproduction or 10% plus 5 animals per reproduction point....and does the default reproduction point count toward that or the extras only?

Bene ))

Nibleswick
2008-03-17, 10:11 PM
The scarcity of food in the mountains has gotten worse in the past months, forcing the Nosslin to adapt once again, so they tighten their hypothetical belts and get on with life. They have begun to put their recently found knowledge of geology to work and ar starting to build a great wall of stone to keep the predators at bay.

The Nosslin

Brain (9 basic tool use, telepathy)
Head (default)
Neck (default)
Reproductive system (1 sex based)
Cardiovascular system (3 better lungs)
Digestion (3 herbivore, very efficient)
Sight (1 they have eyes)
Hearing (2)
Smell (1 they have noses now)
legs (3 faster)
Fur (1 point mostly brown)
Dexterous Digits (1 point)
Sweat Glands (1 point)

Population: 269
The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end. They are slowly learning to hear others minds. They have just developed sweat glands to help control their body temperature.

((I missed last time, so I used two points this time.))

Greyen
2008-03-17, 11:33 PM
Tunnel Spiders

The tunnel spiders begin using their tactic differently recognizing the beginning shortage of food for the plant eating animals. They begin protecting large herds of herbivorous animals, and killing off their competition for food in the area. Some they even begin to drive into special tunnels systems specially built for the food animals to protect them at night.

This allows for the reduceing plant life to support plenty of food for the Tunnel Spiders and their chosen food animals.

Keeping ones food alive is as necessary as keeping oneself alive.


Population 287 - 7 packs of 36, 1 packs o 35

A basic brain (6)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)+1, basic tools +1, trap building +1, herding +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
36 pop: 9 to guard den/breed/raise young, 18 in packs of 5 or more hunting, 9 to expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Rogue_Dragon
2008-03-18, 01:28 AM
The Greeners have aslo noticed the food shortage, but rather than finding some new and complex way of aquiring food, they do the only thing they know how. They go sun-bathing. With such little food in sight, and what food there is being feircly gaurded by monstorous behemoths or creatures which could easily slay them, they simple sit in the trees, absorbing more sunlight for their photosynthesis, and only traveling to get food when is absolutely necessary, or they manage to find an ungaurded tree-top. Over time the greeners notice that they just dont seem as hungry as they used to be, only needing to eat once in awhile, and not nearly as much as they used to.

added 1 pt to photosynthesis
Brain 2
head (basic)
neck (basic)
torso (basic)
Reproduction (basic
The size of a cat(if cats had wings)
Grasping legs (mostly for treetops, and branches)
Herbivore
Heart 3
Wings 3
Senses: Thermal Vision 1
Special: Photosynthesis 3
Camouflage 2

Emperor Demonking
2008-03-18, 10:51 AM
(Only extra points count and its to the percentage)

Admiral Squish
2008-03-18, 12:47 PM
((I would point out of the Grox though that with a massive, massive size...their skeleton, muscles, lung and DIGESTION are those of a meal worm............

These things would barely be able to move (sloths pace or worse) and would be constantly starving...cannot move, eat and digest enough by the looks of the stats and barely able to breath enough to provide all cells of their body with O2.))

((I always thought of it that one point meant 'enough for you to work' and more than that was 'enough to work well'. I don't have to put points in head to put points in brain, so it would be unfair to expect those dealing with the physical side of growth to have to put points in other factors.))

Emperor Demonking
2008-03-18, 01:13 PM
(Yeah that's how it works.)

Benejeseret
2008-03-18, 04:54 PM
(hehe, sorry Grox's, it is the developmental/evolutionary biologist training and theory in me fighting against my enjoyment of verisimilitude rules)


Landanemones
[population 388 (colonies of 140, 103, 100, 45 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 1 (5 feet) , methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]


The omnivorous Landanemones rely heavily of their ability to catch motile prey during this geological cycle of low floral growth. The spores released into the air end up also being useful in subduing prey as their small egg-case is heavily populated with neurotoxin secreting nematocysts. Adults of this era have taken to actively flinging spore/young at sources of prey-tremors sensed near the colony. Their range is short and their perception limited to detecting the area of the tremor sources (5 foot square) but with a massive reproductive rate and mass throws by numerous organisms is enough to often blanket the target in stinging spores.

With their efficient digestion, enzymes are directly secreted into the target that a spore has latched onto. The neurotoxins directly knock out/kill smaller prey (toxin3=size under 3) but for large prey (>size 3) it merely dulls the area being digested. Huge prey (Grox etc) might even be left with numerous spores growing into small colonies across its dulled skin while they slowly eat the necrotic flesh. ((Large animals with dextrous hands/limbs, high intel, or social grooming could remove them))

El_Frenchie
2008-03-18, 05:46 PM
((Could we get a approximation of the number of Grox's, emperor?))

Map:
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap2-1.jpg

Aquahabito

Brain (16): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants, kelp farms) (3). Mind waves (Collective mind, Illusions) (6). Underwater architecture (5).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
275 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito's start understanding the Aephids. They communicate slightly and the Aquahabito's let them pick some greens they have. But now, it seems they have great demand for them. The Muros, the Aephids, and of course, they still had to feed themselves.

Aquahabito's brains have become more intuitive. The bubble of air they had underwater, they brought grass to it. The grass didn't seem to grow. They brought seeds to it. The seeds didn't budge. They brought flowers in it. The flowers died. This puzzled the Aquahabito mightily. They were used to the darkness of the abysses as well as the light filled cathedrals of the kelp they were growing. They didn't understand photosynthesis yet.

As they experimented, outlying cities of Aquahabito's have started to grow kelp farms deeper in the sea when they heard of the giant Grox in the area.

This new concept of the kelp farm involves a group of Aquahabito that become Guardians of that particular kelp forest. They occupy themselves solely with growing it, harvesting it and trading it off. This specialization leads to very dense kelp forests that are maintained efficiently. Once the farm Aquahabito's need more "staff" to continue growing the farm, some are sent from the city.

The kelp farms are shielded from view with the Aquahabito's illusions, and soon, the sea bed becomes increasingly greener, providing more than enough food for the Aquahabito and their trade partners.

1 point in brains. (Aquaculture)

Carrion_Humanoid
2008-03-18, 06:51 PM
((So, just checking, is it +10% and then +5% or +5

Quixotico
2008-03-19, 09:29 AM
(( From what I gathered it's +(10+5X)% to your population, where X is the number of additional points you've put in reproduction. Slap me if I'm wrong. ))

Emperor Demonking
2008-03-20, 04:49 AM
Grox: 30 members, it seems that their are too many of you in the small area that you have at the moment.

Everyone else: 10+5X)% to your population, where X is the number of additional points you've put in reproduction. The world hasn't started any disasters but it is getting colder.

1 point

Greyen
2008-03-20, 07:50 AM
Tunnel Spiders

The tunnel spiders now have more time to communicate and begin using markings on the walls of their dens to convey meaning. Phermonal markings and abstract ideas are transcribed recording their history and other ideas.



Fixed population calculation (I used +10% and +5, not +5%)- Population 340 - 6 packs of 43, 2 packs of 42

A basic brain (7)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)+1, basic tools +1, trap building +1, herding +1, writing+1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
36 pop: 9 to guard den/breed/raise young, 18 in packs of 5 or more hunting, 9 to expand/improve tunnel network,

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.

Quixotico
2008-03-20, 10:00 AM
The newest generation of Mollotoids have continued the growth spurt of the species, accumulating body mass for the cooling weather and making themselves big enough to hunt larger prey.

Usually standing around five feet tall, but able to elevate themselves to a full height of over seven feet when fully extending their six-foot tentacles, the creature weighs, on average, 220 to 260 pounds.

(( I've been meaning to draw a picture of the Mollotoids. I think I'll do that tomorrow. ))

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 20-50 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Human-sized (3 points - +1 above default) Chuck Norris.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three multi-tipped tentacles (4 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

307 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

Rogue_Dragon
2008-03-20, 01:32 PM
With the gradual cooling the Greeners start having to look harder to find food, and much harder to find places to keep warm at night. This constant searching leads to strained eyes, untill they addapt to always looking for a sign of heat, whether it be for comfort, food or a sign of danger. However one of the larges sources of heat that the Greeners can see is the lumbering behemoths that inhabit the lands below them. On one of the Coldest nights, a few of the younger Greeners decide that they would rather risk being eaten than freeze in the night sky. A handfull of them fly down and attempt to land on the back of a Grox, hoping that the large creature doesn't mind sharing it's warmth for a night. They also hope that if the creature does mind they can escape before it figures out how to get its claws to the middle of its own back.

14 Points Total
Population 77
Brain 2
head (basic)
neck (basic)
torso (basic)
Reproduction (basic
The size of a cat(if cats had wings)
Grasping legs (mostly for treetops, and branches)
Herbivore
Heart 3
Wings 3
Senses: Thermal Vision 2
Special: Photosynthesis 3
Camouflage 2

Odin the Ignoble
2008-03-20, 01:43 PM
As the Grox strip the vegetation from the area they need to travel farther and farther afield. The fastest ( or in this case the least slow) Grox get the prime vegetation first and so are healthier an more likely to reproduce. By the standard of previous generations the new Grox travel at breakneck speeds. To all other observers they seem slightly less lethargic than normal. The Grox seem wholly oblivious to the Greenies who have taken up residence on their backs. The Greenies mere presence scares away other potential parasites and is beneficial to their unknowing hosts.


Population: 30
Brain 2 (basic herd mentality)
Head (basic)
Neck (basic)
Torso (basic)
Cardiovascular Sytem 2 Grox now have a new speed, slow as opposed to glacial.
Reproductive 3
Size Grande (9)
Claws 1
Herbivore

Grox are huge quadrupedal behemoths. They travel in large herds consuming copious amounts of vegetation. If attacked they will circle up and try to protect the young. Their primary defense is to be too large for their predators to take down easily.

Benejeseret
2008-03-20, 02:11 PM
Landanemones

[population 485 (colonies of 147, 133, 130, 75 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 2 (10 feet) , methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

The coral swells and spreads greatly under the care of the mollotoids. The great success of the ranged spore tossing spreads the alleles controlling the bio-mechanics for this process quickly throughout the colonies. (The connective hyphae allows lateral gene transfer and thus genes favored by selection need not even wait for future generations to spread the allele as particularly healthy members are programed to release gene-packets).

El_Frenchie
2008-03-20, 06:10 PM
Map:
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap2-1.jpg

Aquahabito

Brain (17): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants, kelp farms) (3). Mind waves (Collective mind, Illusions, Mind rape) (7). Underwater architecture (5).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
275 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

As the Aquahabito's grow in their underwater realm, they devise new ways of losing their predators. In mazes of kelp, they have a hard time following them. When they use their illusions, they can lead their predators away from them.

Even if the Aquahabito was attacked, it still had a confident shell to protect himself. But all these were escaping measures. As the Aquahabito increasingly use bones, they feel some measure of guilt regarding the fallen bones of their fellow Aquahabito. It is an uneasy feeling that they can't describe. So they have begun to harvest bones off the seabed of other aquatic vertebrates. The problem is, there's not that many of them.

So they had to make them. Targeting their main predators, the Aquahabito create traps of woven kelp, similar to nets, and finding a predator they would calm it through illusions before capturing it. Then there was the only way for them to kill the predator without departing it from the illusion. They would drag it through the long winding corridors of their Hive, then would eventually reach the one tunnel underground that reaches the bubble of air from below. (So as to prevent air escaping) They would drop the Aquatic prey there, and wait for its decomposition.

Needless to say, it was a long and excruciating task. And all this because Aquahabito's couldn't overpower a distressed predator. A group of them however, had a different idea. Aquahabito's learned from the Aephids and the Muros that their brain waves were particularly distressing when unprepared.

Right after capturing the prey, the Aquahabito's would focus their brain waves and release information to the brain of the poor creature. After a few hours, (meaning that for now, it's not very efficient at all) the creature stopped jerking, and blood floods out from the eyes. The Aquahabito would then drag it to the Aephids, really, just a present, and the Aquahabito would ask them to cut it up and use it as meat for themselves. When everything but clean bones remained, they would take them back underwater and use it for the hive.

1 point in brains. (Mind Rape *chuckle*)

:edited:

Admiral Squish
2008-03-20, 06:37 PM
((But Muros are herbivores. They would have no use for that much meat, and no way to store it or trade it, indeed, nobody to trade it to. The Aephids eat meat. Give the corpses to them, have them claw off the meat and give back the bone. Butchery isn't a simple business to invent.))

Carrion_Humanoid
2008-03-20, 09:40 PM
The Aephids find their new populations growing larger, and they also thank Kr'Tkk for the ability to eat plants such as the nuts and fruits. In the north and south both clans find that if they keep growing foods in one place for a long time, the land stops being moist and ready to be used, so they grow it in different places every time, and leave it to be re-moistened.

In the south, some Aephids are beginning to go north and kill the Plague and the creatures helping them for sport. Because of this, some Aephids are beginning to experiment with other types of tools.

El_Frenchie
2008-03-20, 11:22 PM
Aephids: The Aquahabito bring you meat and salvage the bones as a trade-off.

((Thanks for the pointer, Squish, I thought Muros were omnivores.))

Carrion_Humanoid
2008-03-21, 10:03 PM
The Aephids gladly accepts the Aquahabito's gifts, enjoying the meat which is becoming more and more sparse because of the Land-Plague. They simply wonder what they do with the bones, and are Aggravated at their inability to speak with their Neighbors.

Emperor Demonking
2008-03-22, 03:50 AM
5+the number of additional points in reproduction% increase.
1 point

A new technological advanced race, has been using their technology to destroy habitats for their own selfish reasons.

Greyen
2008-03-22, 04:44 AM
Tunnel Spiders

The Tunnel Spiders begin using their written form of communication to begin designing more protected homes and finding ways to guard the habitat of their herd species. Intercommunication of the dens is common as new ways are found to do things and ideas prosper within the small dens. There is no competition between the dens as the world forces enough hardship to make them prosper.

The new species of creatures are feared and hunted. More traps and ambushes happen of outsider species. the Tunnel Spiders collect the advanced technology to try to turn it to their own ends.

After discovering that some of their herding species enjoyed eating fungus off the walls of the pens that they were kept in the Tunnel spiders begin creating huge underground fungus farms to feed their herds in times of danger when the herds cannot go above ground. The herds are also a source of many items for the tunnel spiders, in the form of bone and leather items.

The intruders also begin forcing the Tunnels Spiders to begin digging deeper in the earth to build their dens.


Population 360 - 8 packs of 45

A basic brain (8)-Written communication, tool use +1, Basic underground agriculture +1A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
45 pop: 11 to guard den/breed/raise young, 11 in packs of 5 or more hunting, 11 to expand/improve tunnel network, 12 to work the herd and fungi farms.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones and written words, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population. They herd and care for large amounts of docile/semidocile herbivorous species.

Carrion_Humanoid
2008-03-22, 09:48 AM
The Aephids do take kindly to the race of land-destroyers, as they simply go in their wake and spew to add more land. If they meet these creatures, they will simply charge at them, using their throwing-claws(spears) to harm them then setting them aflame and goring them up close.

In the south, they find the land-plague serve as a sort of barrier so they cannot be harmed by the new creatures. Many are happy now, as they can understand the Aquahabito Tongue.

Admiral Squish
2008-03-22, 10:34 AM
The muros have advanced their mechanical creations at a remarkable rate. Machines of silver powered by steam work the farms, all the muros have to do is point them in the right direction. Through the study of thei own wings, and the wings of the other creatures, they developed flying machines, and through the combination of steam and spear, they developed new spear-launching tools. The technologies blend through the collective consciousness, and it's not long before spear-launching walkers patrol the muro's wall. Combat is too complicated for the machines to adapt to, for now, so each walker has a muro riding, the controls in-hand. As the technologically advanced race makes it's attempts on the peninsula, they're greeted with flying machines firing spears into them from above, and massive walkers that simply step on the ones who get too close, shrugging off savage attacks. The coordination of these defenses is impeccable, as even over great distances the muro can commune instantly, and consult one-another to spot gaps in their metaphorical armor.

Brain- 16 (Stone walls, advanced intelligence, metalworking, steam-powered machines, collective mind.)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

304: A massive walled city on the peninsula's head.

Quixotico
2008-03-23, 02:19 AM
In the wake of the new threat, the Mollotoids have, should their habitat be invaded, choosen to migrate away, carrying the Landanemones on their chitin armor. The larger of the species does well with task, and a peculiar thing occurs. The Landanemones attached to the chitin bodies of the Mollotoids do well. Mobile colonies comprised of Landanemones attached to herds of Mollotoids make their way across the land. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. The newest generation of Mollotoids are even larger, able to carry several Landanemones at once.

(( Waiting for Benejeseret's approval ))

Usually standing around ten feet tall, but able to elevate themselves to a full height of over fourteen feet when fully extending their eleven-foot tentacles, the creature weighs, on average, 390 to 440 pounds.

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 20-50 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Horse-sized (3 points - +1 above default) Seabiscuit.
Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
Three multi-tipped tentacles (4 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

325 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

Benejeseret
2008-03-23, 03:24 PM
Landanemones
[population 582 (colonies of 154, 163, 160, 105 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 2 (10 feet) , methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

The land-plague has found legs. Now almost 1/5th of all Landanemones exists as motile colonies populating the shells of the Mollotoids. The remaining masses of interconnected corals (447 individuals) continues to thrive in sheets of calcified clonal colonies. The stationary masses continue to treat any aggressors as prey, covering them with spore-ball neurotoxins. If directly damaged, one section of the colony retreats into the calcified shells and sends its resources out to the remainder of the colony as a defense mechanism through the hyphael network.

The masses covering the Mollotoids have taken to extending Hyphael neural networks into the Mollotoid body, connecting the host neural system to their own.

((Thus, the Landanemones gain the ability to partially use Mollotoid sight while aiming ranged spore-balls, and the Mollotoids gain access to the tremor-sense stimulus recorded by Landanemone hyphae.))

El_Frenchie
2008-03-23, 05:01 PM
Map: ((Will make a new map soon when I know what happens to our environment from the meddling civi))
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap2-1.jpg

Aquahabito

Brain (18): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants, kelp farms) (3). Mind waves (Collective mind, Illusions, Mind rape) (8). Underwater architecture (5).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
332 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

The Aquahabito are originally a peaceful race. However, after the few incidents against their habitat, the Aquahabito's lose patience. Their new ways of killing has made them grow more confident in their abilities. They amass in extremely large groups, using illusions around as they move to conceal themselves. If they find one of those destroyers next to the shores or underwater, the Aquahabito will use great woven kelp to trap them, dragging them lower underwater before effectively using their brain waves to kill them. If they're not already dead by going underwater, that is.

Muros: The Aquahabito's that reside near your habitat are providing defence by turning your units invisible. (Effectively, they're invisible only to the target influenced by the illusions) This leads to your units suddenly disappearing, flickering back into view much closer, generally providing evasion, cover and surprise.

1 point in brains. (Mind Rape!)

Emperor Demonking
2008-03-24, 03:58 AM
The groups are all killed by the creatures, but not before destroying most of the forest.

5 + reproduction points% increase

Food is getting very rare for all apart from the landanemones. It is also getting colder with snow on the floor making it harder to move.

1 point.

Greyen
2008-03-24, 04:26 AM
Tunnel Spiders

The tunnel spiders are not much affected by the cold or the harsh terrain. Their domesticated herds are though. Areas are cleared for their feeding and more intense fungal agriculture is nutured. The herd animals are carefully bred for resistance to weather and resilience, as well as docility and greater fungal feeding capabilities. Many of these animals are put to use working pumps and fungus farming deep below the earth. Aquaculture is beginning as blind cave fish and crustaceans are grown as food.

Through careful use of the ice and snow, and the creation of cold rooms food is preserved against famine. The tunnel spiders begin merging dens as their greater more complex lifestyles require job specilaization in their communities.

The deeper one gets when exploring the tunnel the more complex and reinforced they get. Doors and reinforced corridors. Complex living areas with running water and individual sleeping areas. The small city complex that has grown below the lands surronding the river is now very well fortified and hidden.

Emmissaries are sent to the local intelligent species, the Tunnel spiders looking to trade products and knowledge once communication is peacefully established. (Anyone looking for another allied species?)


Population 381 - 1 wide spread communal city/complex.
A brain (9)-Written communication, tool use +2, underground agriculture +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

Each Den -
45 pop: 11 to guard den/breed/raise young, 11 in packs of 5 or more hunting, 11 to expand/improve tunnel network, 12 to work the herd and fungi farms.

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones and written words, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population. They herd and care for large amounts of docile/semidocile herbivorous species.

El_Frenchie
2008-03-24, 06:34 AM
New Map:

http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap3.jpg

((Sorry about the delay for the map. Will post soon.))

Admiral Squish
2008-03-24, 09:38 AM
As the snow comes down, the muros harvest the last of their crops, and take them underground. They close off their wall, and put their machines to rest. Then, another chamber was dug and lined with the stone-powder mix. The food stores were gathered, and a massive quantity of fuel for a fire was prepared in the chamber. The muro crawled underground, and began to sleep cuddled against one another, for hours, days at a time. Waking as one, they ate and made fires for warmth, during the little time they were awake before drifting off again. Hibernation season again. Their brains continued to advance and grow still more complex even during sleep.

Brain- 17 (Stone walls, advanced intelligence, metalworking, steam-powered machines, technological weaponry, collective mind.)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

319: A massive walled city on the peninsula's head.

Quixotico
2008-03-24, 11:03 AM
The newest generation of Mollotoids have developed the ability to consume and digest most plant matter, likely is response to the limited food supplies suddenly pressed upon them. The union between Landanemone and Mollotoid has become permanent, and to great effect for the purposes of hunting.

With their native forests scorched, the several herds have migrated to the surrounding areas, adapting as they can. The impact of the snow does little to affect the Mollotoids other than the scarceness of food.

Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 40-60 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Horse-sized (3 points - +1 above default) Mr. Ed.
Omnivore (3 points - +2 above default) Eats both meat and plants.
Three multi-tipped tentacles (4 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

345 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Standing about ten feet tall, but able to elevate themselves to a full height of over fourteen feet when fully extending their eleven-foot tentacles, the creature weighs, on average, 390 to 440 pounds. Oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.

Rogue_Dragon
2008-03-24, 01:59 PM
The Greeners react to the new threats as they have always reacted to threates. They hide, and eat what they can. With some swarms of greeners riding on the backs of Grox, and others hiding in dead trees amidst frozen landscapes, the Greeners camoflauge has become akin to that of a chameleon. Though they can't mimick complex patterns, they dull colors of winter, or the browns of a grox's back are fairly simple. The Greeners also take to chewing on whatever plant matter they can find, resorting to stripping the bark off of trees, and the consumption of broken twigs when green leaves arn't available. For want of heat more and more Greeners are moving to Grox's backs, as they seem one of the best sources of heat that does not want to eat them.

17 Points Total
Population 84
Brain 2
head (basic)
neck (basic)
torso (basic)
Reproduction (basic
The size of a cat(if cats had wings)
Grasping legs (mostly for treetops, and branches)
Herbivore
Digestion: 2 Harder plants
Heart 3
Wings 3
Senses: Thermal Vision 2
Special: Photosynthesis 3
Camouflage 3: Plant and non-plant colors, at relatively rapid speed.

Benejeseret
2008-03-24, 02:52 PM
Landanemones

[population 698 (colonies of 170, 163, 160, 205 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 3 (20 feet) , methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

With the motility of the Mollotoids to rely upon, the landanemones quickly spread across the ruined forest spewing sporeballs farther and farther afield.

They use the warmth of the Mollotoids (or prey they are growing on) to fuel their growth in the cooler nights, and in turn warm the mollotoids in a thick layers of high metabolism landanemones.

Carrion_Humanoid
2008-03-24, 08:36 PM
With these new days of cold and the rather kind new species, most Aephids dig deeper and spew wider across the new plains. They try to keep it to the edge, just enough to connect the two colonies and they dig but 5 feet lower than the spew in a tunnel to connect the two cities. Some Aephids begin farming fungi in open caverns they make for food as last resort foods. Some Aephids talk of attacking the Land-Plague full on, but the Clan Leaders say that would kill many.

El_Frenchie
2008-03-25, 05:10 PM
New Map:
http://i60.photobucket.com/albums/h35/Narthounet/EvolutionMap3.jpg

Aquahabito

Brain (19): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants, kelp farms) (3). Mind waves (Collective mind, Illusions, Mind rape) (8). Underwater architecture (6).
Head (default)
Neck (2): Retractable.
Torso (default)
Reproductive organs (default)
Heart/lungs (default)
Digestive system (default)
349 people
The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
Herbivore (default)

Shell (4): Hardened shell. Paralyzing layer of poison.
Claws (1): Main tool. Hygiene. Digging.

As the Aquahabito grow, kelp expands almost everywhere in their surroundings. A very biodiversity arises, generally sea urchins, sea horses and fish abound and feed inside the giant kelp forests. The creatures that are beneficial, the Aquahabito's help them and feed them to keep the Kelp forests healthy.

Predators are killed for bones, as usual, and the diversity of their bones stock grows. It grow so much that the Aquahabito decide to use them as pikes in the defense of the hive. Soon, the Aquahabito nest looks like a sea urchin: Bones protruding outwards from its bulk.

While they accomplish new architectural features with bones, the Aquahabito also starts to learn from the Muros that an essential power source such as fire cannot be sustained underwater. This seems to be the new challenge for Aquahabito's. How to bring fire underwater?

Muros: The Aquahabito's near your settlement continue growing kelp forests near you. Trading you the food for either knowledge concerning fire, or some silver-metal.

1 point in brains. (Underwater Architecture)

Emperor Demonking
2008-03-26, 04:43 AM
5 + reproduction points% increase

It is also getting colder with snow on the floor making it harder to move. The top layer of all the water is turning into ice.

1 point

Greyen
2008-03-26, 05:30 AM
Tunnel Spiders

The Tunnel Spiders begin felling trees and building up a stock pile of wood and fuel for heating the tunnels and pens of the herd animals. THey also begin building reinforcements for their tunnels and other underground structures. Many trees are simply chopped down and rolled into impromptu tunnels that are collapsed behind them after use. Wood carving and stone carving is becoming a pastime and specialized skill for the Tunnel Spiders as they advance. Pottery and weaving are also emerging into their handiworks. Resins are dyes are being developed for art, waterproofing and other uses.

The Tunnel Spiders make peaceful contact with the Aquahibito trying to initiate trade relations with the mysterious underwater species. Communication is difficult at first but written communication eases things greatly after a time. Due to the encroaching ice the they build a special tunneel and pool to be able to safely and warmly meet with the Aquahibito.


Population 404 - 1 wide spread communal city/complex.
A brain (10)- Written communication, tool use +3, underground agriculture +1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (1)

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones and written words, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population. They herd and care for large amounts of docile/semidocile herbivorous species.

Quixotico
2008-03-26, 10:20 AM
The newest generation of Mollotoids have retained what was once an uncommon genetic mutation. Now the occurance of four tentacles is a very common sight, with a few three-tentacled individuals left and the occasional five-legged Mollotoid. The extra limb makes travelling the deep snow and slick ice easier, and hunting easier, too.

With their native forests scorched, the several herds have migrated to the surrounding areas, adapting as they can. The bitter cold doesn't seem to affect the Mollotoids much. Their insulated exoskeleton and hearty health is very effective.
Mollotoid

A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 40-60 members. They have a decent memory, and use simple objects as tools.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Horse-sized (3 points - +1 above default) Mr. Ed.
Omnivore (3 points - +2 above default) Eats both meat and plants.
Four multi-tipped tentacles (5 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

366 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Standing about ten feet tall, but able to elevate themselves to a full height of over fourteen feet when fully extending their eleven-foot tentacles, the creature weighs, on average, 415 to 470 pounds. Oddly shaped, though tough, they occasionally throw themselves into a surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.

Benejeseret
2008-03-26, 02:34 PM
Landanemones

[population 837 (colonies of 189, 173, 170, 305 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 3 (20 feet) , methane-sac 2, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

With numerous generation being raised on the motile masses atop mollotoid backs, the thickening colonies begin to take on significant mass. In response, Landanemone evolution selects for those with a lighter load. Rather than shrink, evolution follows whatever path works and if this case those Landanemones with more advanced Methane-Sac systems capable of creating buoyant lift are selected. These colonies use complex tubes and pouches throughout the hyphae net to create hot-air-balloon lift, greatly reducing the stain and mass of the Mollotoids. So much so that the Mollotoids can now move faster without the weight of even their shell holding them down.

The process of inflating these sacs uses exothermic decomposition reactions that provides heat to the entire system.

Carrion_Humanoid
2008-03-26, 07:49 PM
For water, both colonies find that it is easiest to simply spray their fire at the water and drink what was melted, in the problem of snow, most colonies are not bothered by the snow except what makes it into the holes. What does make it in melts quickly and pools at the bottom caverns. To stop this, some Aephids find it easy to take live, thin wood and bend it over the hole from one point, and cover it in spew to hold it, making a cover.

Underground, both colonies are connected by one large tunnel, which they prop up with large logs and trees and cover with spew to stop the collapses. Some Aephids are beginning to make a small bump on the ground so water must fill over the bump to continue. Both colonies are now getting larger and start to expand into the area where the new Species destroyed without developing above land.

Among this, Aephids are hoarding fungi in rooms to grow in, where they throw in rotted meat and plant for them to decompose for the fungi. They eat the fungi that get large easily, as they digest most the poisons in the food.

Emperor Demonking
2008-03-28, 04:44 AM
The world seems to have got into balence, their are no disasters but it does seem like their are more mutations.

3 points.
No extra population.

Greyen
2008-03-28, 05:11 AM
Tunnel Spiders

The Tunnel spiders continue to perfect their tools and even begin eating new foods. Slowly they advance toward ceramics and omnivorousness. Their subbterrain city is fortified and strengthend. Plants and trees are harvested from above and brought down into the depths as needed.

Tree saps and other plant or mineral based chemicals are being mixed and strengthened for many uses, from medicinal to contruction. The underground city is a riot of colors, textures and smells. Ceramics is a primary form of art and construction. Sealed jars of seed, food, water, glues, paints, etc are all being stored in huge granaries that are proof against the variances of weather and humidity.

Trade and communication with the Aquahibito continues. Many of the ceramics and sealed (water and air tight conatainers) of dry goods being favored by Tunnel Spiders for trade. Herbs and other goods are all traded with the watery species. The two species can more easily understand each other with time and practice. The communal trade area is expanded and fortified by the Tunnel Spiders to ease relations and trade.

They also begin an above ground Colliseum like structure near the edge of the water in the area shared by many species. All species are invited to assist in construction. This will be a future meeting and trading space.


Population 404 - 1 wide spread communal city/complex.
A brain (12)- Written communication, tool use +4, underground agriculture +1, medicinal herbalism/chemistry+1
A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
A neck (1)
A torso (2)- Exo Skeleton +1
Reproductive organs (2) Cluster egg laying +1
Heart, lungs digestive systm ect (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
The size of a Dog (+2)
Carnivore (2) - Fungal foods +1

Regeneration +1
Claws +1
Tunneling/Burrow Building+2
Extra legs/Speed +2
Leap+1
Manipulative Digits +1

These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones and written words, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population. They herd and care for large amounts of docile/semidocile herbivorous species.

Quixotico
2008-03-28, 09:40 AM
The newest generation of Mollotoids have kept the even rarer trait of five tentacles. With the added stability, support, and manipulation, they are able to move quicker, support the weight of the Landanemone colonies with ease, and interact with their surroundings without sacrificing stability. This had led to increased brain function, and tool usage has increased in frequency. The beginnings of a language have begun with what sounds like different clicks and rasps. Their size has increased yet again, this time skyrocketing so that they stand about 22 feet (6.7 meters) tall, but are able to elevate themselves to a full height of over 30 feet (9.2 meters) when fully extending their 27-foot (8.2-meter) tentacles, and weigh, on average, three to four tons. (2700-3600 kg)

With their native forests scorched, the several herds have migrated to the surrounding areas, adapting as they can. The bitter cold doesn't seem to affect the Mollotoids much. Their insulated exoskeleton and hearty health is very effective.
Mollotoid

A brain (5 points, +4 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 50-65 members. They have a good memory, and use objects as tools. A very basic spoken language has begun to take form.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Orca-sized (4 points - +3 above default) Shamu.
Omnivore (3 points - +2 above default) Eats both meat and plants.
Five multi-tipped tentacles (6 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

366 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use sticks, vines and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them, and their rudamentry language carries a good distance. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Standing about 22 feet (6.7 meters), but able to elevate themselves to a full height of over 30 feet (9.2 meters) when fully extending their 27-foot (8.2-meter) tentacles, the creature weighs, on average, three to four tons. (2700-3600 kg) Oddly shaped, though tough, they occasionally throw themselves into a surprising lunge after potential food.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.

Admiral Squish
2008-03-28, 02:15 PM
Still largely asleep through the cold days, the muros dream collectively. Over and over again in their minds they refine their technology, developing new designs, new ways to squeeze power out of their devices, new ways to power them, and challenging old standards. They don't spend enough time awake to move on them, but the collective memory holds the designs perfectly as they slumber.

Brain- 21 (Stone city, Collective mind, Electricity, Basic Programming, Machines, Technological Weaponry.)
Head- 1
Neck- 2 (meme patch)
Torso- 1
Heart- 2 (increased fortitude)
Limbs- 4 (wings, burrowing legs, swimming tail, manipulative digits)
Reproduction- 1
Lungs- 3 (able to breathe air and water)
Digestion- 1 (herbivore)
Size- 1
1 point for semi-hibernation
1 point for enhanced senses

350: A massive walled city on the peninsula's head.

El_Frenchie
2008-03-29, 02:28 AM
((I'm sorry to announce, but I'm currently short on time to get posts up. That and a lack of motivation. I'm going to have to drop out of here, it's been real fun, guys :smallsmile: ))

Benejeseret
2008-03-30, 12:04 PM
Landanemeones

[population 837 (colonies of 189, 173, 170, 305 (mollotoid transplants)), total points into: reproduction 6, Digestion 6, neurotoxin 3, ranged neurotoxin delivery 3 (20 feet) , methane-sac 2, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

The destructions of the forest leads to a re-colonization of the lands. Masses of spores-balls can be seen floating on the breeze, methane-sacs lifting in the winds. With little other live on the scorched areas, the corals spread.

Life is not easy everywhere, as many of the older landanemones die of old age and stress during this time of change. Many of the younger spores released have undergone extensive cellular changes, and many fail to thrive under the mutational load. The population remains changing, yet stagnant.

A few of the colonies begining in the burnt out forest begin to process the most available carbon source - char and soot. Their metabolism becomes so efficient that nearly any biochemical substance containing carbon can be leached and consumed no matter its state.

Carrion_Humanoid
2008-03-31, 07:17 PM
((By the way, did the Aephids find the Silver metal? Or was it dug out?))

The Aephids wonder for a short while the cold passes why they had not grown in numbers, but they quickly realized it did not matter much. This was because they thanked the gods for their new gifts. First they thanked their gods for there ability to take the most of their fungi-hordes, which now they felt more energized after eating. Because of this, they would not have to eat as much and start to rely on their superior intellect.

With their growing population, they realize that larger caverns need pillars and support such as their grand tunnel, connecting the first and new Colony. With this they also realize that the grand structure built by the brother insect people is open to help from all species, and they do help. They bring excess wood and stone from their territory and also with spew.

Those Aephids who are not helping the Brother-Species are finding the the Fungi they are now very able to eat can grow anywhere where rotting food, wood or water is nearby. Using this, they make a very large room with one bridge to the center where they can then throw excess wood, spoiled food or rotten plant matter around the small land island to feed their crops. They do this several times and harvest the foods when needed, usually at the end of the week.

Rogue_Dragon
2008-04-01, 01:33 AM
OOC: Hey guys, with spring break I lost alot of the time I had to post, and now another game I've been working on RL has started to take up more time than I had expected, so I'm afraid I'm going to have to drop out aswell. Sorry to diminish your player load, but at least none of the races had really started interacting with the greeners too much yet, so there shouldn't be to big of a problem. Have fun, and goodluck y'all, hope you have better luck from here on out.

Emperor Demonking
2008-04-01, 03:42 AM
No extra reproduction

The Aephids find the silver metal

A plague has swept across the world.

1 point

Quixotico
2008-04-01, 11:53 AM
The plague was hard on the Mollotoids, at first. Populations shrank and packs combined to conserve numbers. However, the newest generation of Mollotoids have developed a mechanism to fight the plague. Their blood and other bodily fluids, hotter than the rest of their body, make it difficult for diseases to thrive in their body. Mollotoids still suffer the symptoms of the plague, but fewer die because of it and the population has regained.

Mollotoid

A brain (5 points, +4 above default) The Mollotoid is a social creature, hunting, foraging, and living in mobile packs of 110-140 members. They have a good memory, and use objects as tools. A very basic spoken language has begun to take form.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Orca-sized (4 points - +3 above default) Shamu.
Omnivore (3 points - +2 above default) Eats both meat and plants.
Five multi-tipped tentacles (6 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.
Hot-blooded (1 point) Hyperthermia in the blood stream and other bodily fluids makes it inhospitable to many diseases. Check it and see.

366 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use sticks, vines and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them, and their rudamentry language carries a good distance. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Standing about 22 feet (6.7 meters), but able to elevate themselves to a full height of over 30 feet (9.2 meters) when fully extending their 27-foot (8.2-meter) tentacles, the creature weighs, on average, three to four tons. (2700-3600 kg) Oddly shaped, though tough, they occasionally throw themselves into a surprising lunge after potential food.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins. Their hyperthermic blood makes them heartier against diseases. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.

Carrion_Humanoid
2008-04-01, 03:48 PM
((Am I allowed to take away Aquahabito Speech or no?))

In the event of the plague some of the Aephids ask for knowledge of how to use the medicines of the Tunnel Spiders. They take on well, and start to mix the elixirs in chiseled away rocks, finding the metal to hard to work. Because of the healing elixirs, they find the plague is not doing as much damage as it does to others.

Benejeseret
2008-04-02, 05:50 PM
Landanemones

[population 837 (colonies of 189, 173, 170, 305 (mollotoid transplants)), total points into: reproduction 6, Digestion 7, neurotoxin 3, ranged neurotoxin delivery 3 (20 feet) , methane-sac 2, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

The collected Hyphae of the corals leads to quick spread of the infection throughout the colonies. Many organisms die despite the massive reproductive potential, the population barely remains stable.

The increased intracellular diseases has lead to the emergence of specialized cellular immunity in the way of macrophages. These internal cells aid in digestion of old, diseased, and necrotic cells. In the wake of the plague these cells begin locomoting between the hyphae, searching out foreign protein and DNA for digestion.

Emperor Demonking
2008-04-03, 03:49 AM
Those that put point to resist the plague have no change. Those that didn't loose 50 members.

1 point

The plague has gotten stronger.

Quixotico
2008-04-03, 10:12 AM
The plague made the Mollotoids miserable, again. Populations stagnated. However, the newest generation of Mollotoids have developed a mechanism to fight the plague. The cells of their body, once invaded by foreign genetic material, begin inserting small fragments of RNA into this new genetic code. The change to the code makes it less effective, or even might stop the production of viruses from the host cell all-together. This RNAi (http://en.wikipedia.org/wiki/RNA_interference) mechanism has done well for the Mollotoids.

Mollotoid

A brain (5 points, +4 above default) The Mollotoid is a social creature, hunting, foraging, and living in mobile packs of 110-140 members. They have a good memory, and use objects as tools. A very basic spoken language has begun to take form.
A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
A basic neck (1 point - default) Short and stubby.
A basic torso (1 point - default) Round and ball-like.
Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
Heart, lungs digestive system ect (5 point - +4 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
Orca-sized (4 points - +3 above default) Shamu.
Omnivore (3 points - +2 above default) Eats both meat and plants.
Five multi-tipped tentacles (6 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme temperatures.
Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.
Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.
Hot-Blooded (1 point) Hyperthermia in the blood stream and other bodily fluids makes it inhospitable to many diseases. Check it and see.
RNA Interference (1 point) The cells have a defensive mechanism that disrupts the replication of viral infections by interfering with the RNA translation. Viruses affected by the RNAi (http://en.wikipedia.org/wiki/RNA_interference) are unable to do any further damage to the host.

366 Mollotoids.

Rummaging through the brush for prey and delicious greens, Mollotoids use sticks, vines and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them, and their rudamentry language carries a good distance. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Standing about 22 feet (6.7 meters), but able to elevate themselves to a full height of over 30 feet (9.2 meters) when fully extending their 27-foot (8.2-meter) tentacles, the creature weighs, on average, three to four tons. (2700-3600 kg) Oddly shaped, though tough, they occasionally throw themselves into a surprising lunge after potential food.

Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. They are adaptable to a multitude of conditions, including temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins. Their hyperthermic blood and RNAi makes them heartier against diseases. Quite curious creatures, they will spend time exploring and investigating things.

The Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.

Carrion_Humanoid
2008-04-03, 04:28 PM
The Aephids continue to advance there testing of the herbs and fungi's ability to heal wounds, and keep some from dying. Because of this new type of item, less people are dying, and some are living longer with their new health. They Plague is somewhat defeated with their Elixirs, and they continue to help build on the Grand-Structure with wood and stone.

Aephids (http://www.giantitp.com/forums/showpost.php?p=3994539&postcount=6)